Commit Graph

2161 Commits

Author SHA1 Message Date
Andrew
64d90c159d New closets (#79774) 2023-11-21 04:51:38 +00:00
Jeremiah
bbe440b3d6 More standardization for ghost notifications (READY) (#79596)
## About The Pull Request
I'm still not satisfied with how ghost notifications work. This gives
every notification with a source (99% of all notifications, in other
words) a link to jump/orbit. Currently, notifications with "play"
interactions would only get the interact link, so jumping to the source
was pretty annoying.

It removes posting the entire message in the alert tooltip, as some got
pretty lengthy and it didn't seem to fit. To replace this, they will
always use headers

After:


![image](https://github.com/tgstation/tgstation/assets/42397676/debfce52-3627-4a43-8663-33d61d893161)


![image](https://github.com/tgstation/tgstation/assets/42397676/01f299ae-dc6a-45f8-a97a-cb2c815088b2)


![image](https://github.com/tgstation/tgstation/assets/42397676/99567376-063e-458e-af2a-2dd4306747cc)

NOTIFY_JUMP and NOTIFY_ORBIT have been merged, since the only difference
seems to be whether it's a turf. The result shaves off some redundant
lines of code, since most-every usage of notify_ghosts uses
NOTIFY_ORBIT.
## Why It's Good For The Game
More standardization for the ghost notification system. Adds a few alert
headers that never had them. All in all, makes it easier for creators to
throw alerts at ghosts
## Changelog
🆑
qol: Nearly every ghost alert should now feature a "VIEW" button, even
those with click interaction.
del: Ghost alerts no longer show the entire message in the tooltip,
instead have been replaced with titles.
/🆑
2023-11-19 05:13:25 +01:00
John Willard
6bb2175fa5 [BOUNTY] Re-adds Contractors (#79737)
## About The Pull Request

Adds Contractors back to the game as a kit that Infiltrators (Only
midround/latejoin Traitors, not roundstart) can buy. Buying this will
give you access to the new Contractor items in the uplink (which
replaces the Contractor shop).
I've also refactored things about contractor and how it's handled, such
as removed its sleep calls, swapping its UI to tsx, making it actually
functional within more modern TG code and the reworked Traitors as a
whole, among other things.

I also fixed the contractor guide paper (the text was broken) and made
contractor kit boxes no longer empty.

Contractor items only appear once the contractor kit is purchased, but
they can't be bought until you make an account.

Video demonstration

https://github.com/tgstation/tgstation/assets/53777086/c6aed4e8-bbd4-4ba0-b6a2-9f58fd308d09

Regular Traitors can't access it

![image](https://github.com/tgstation/tgstation/assets/53777086/539b8121-a1fa-4f2d-8e69-ec3d9708152c)

The Contractor UI (Modified to not have a shop anymore) - Ignore the
Invalid Targets, those appear when there's no possible targets

![image](https://github.com/tgstation/tgstation/assets/53777086/e128aecc-0795-4a6b-b8c5-e6f431401330)

Roundend report

![image](https://github.com/tgstation/tgstation/assets/53777086/71b88262-61de-4652-862b-79a7d5ded979)

## Why It's Good For The Game

Contractor was a fun way of playing Traitor that isn't relying on RNG
objectives to pop up, this is instead constant stream of content for the
contractor that encourages non-lethal play, and is now a viable
alternative now that Infiltrators don't have Reputation anymore.

Link to bounty: https://tgstation13.org/phpBB/viewtopic.php?f=5&t=35160

Relevant image from bounty

![image](https://github.com/tgstation/tgstation/assets/53777086/b26a17b0-2f10-4e53-b8fc-25cf8130584e)

## Changelog

🆑
add: Infiltrators (Latejoin/Midround traitors) can now buy and use
Contract kits again.
del: Contractor baton can now only be purchased once.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-11-18 18:38:37 +00:00
Jacquerel
a1e46c5d31 Basic Guardians/Holoparasites (#79473)
## About The Pull Request

Fixes #79485
Fixes #77552

Converts Guardians (aka Holoparasites) into Basic Mobs.
Changes a bunch of their behaviours into actions or components which we
can reuse.
Replaces some verbs it would give to you and hide in the status panel
with action buttons that you may be able to find more quickly.

They _**should**_ work basically like they did before but a bit
smoother. It is not unlikely that I made some changes by accident or
just by changing framework though.

My one creative touch was adding random name suggestions.
The Wizard federation have a convention of naming their arcane spirit
guardians by combining a colour and a major arcana of the tarot. The
Syndicate of course won't truck with any of that mystical claptrap and
for their codenames use the much more sensible construction of a colour
and a gamepiece.

This lets you be randomly assigned such creative names as "Sparkling
Hermit", "Bloody Queen", "Blue World", or "Purple Diamond".
You can of course still ignore this entirely and type "The Brapmaster"
into the box if so desired.

I made _one_ other intentional change, which is to swap to Mothblocks'
nice leash component instead of instantly teleporting guardians back to
you when they are pulled out of the edge of their range. They should now
be "dragged" along behind you until they can't path, at which point they
will teleport. This should make the experience a bit less disorienting,
you have the recall button if you _want_ to instantly catch up.

This is unfortunately a bumper-sized PR because it did not seem
plausible to not do all of it at once, but I can make a project branch
for atomisation if people think this is too much of a pain in the ass to
review.

Other changes:
- Some refactoring to how the charge action works so I could
individually override "what you can hit" and "what happens when you hit"
instead of those being the same proc
- Lightning Guardian damage chain is now a component
- Explosive Guardian explosive trap is now a component
- Added even more arguments to the Healing Touch component to allow it
to heal tox/oxy damage and require a specific click modifier
- Life Link component which implements the Guardian behaviour of using
another mob as your health bar
- Moved some stuff about deciding what guardians look and are described
like into a theming datum
- Added a generic proc which can return whether your mob is meant to
apply some kind of damage multiplier to a certain damage type. It's not
perfect because I couldn't figure out how ot cram limb modifiers in
there, which is where most of it is on carbons. Oh well.
- Riders of vehicles now inherit all movement traits of those vehicles,
so riding a charging holoparasite will let you cross chasms. Also works
if you piggyback someone with wings, probably.

## Changelog

🆑
refactor: Guardians/Powerminers/Holoparasites now use the basic mob
framework. Please report any unexpected changes or behaviour.
qol: The verbs used to communicate with, recall, or banish your Guardian
are now action buttons.
balance: If (as a Guardian) your host moves slightly out of range you
will now be dragged back into range if possible, rather than being
instantly teleported to them.
balance: Protectors now have a shorter leash range rather than a longer
one, in order to more easily take advantage of their ability to drag
their charge out of danger.
balance: Ranged Guardians can now hold down the mouse button to fire
automatically.
balance: People riding vehicles or other mobs now inherit all of their
movement traits, so riding a flying mob (or vehicle, if we have any of
those) will allow you to cross chasms and lava safely.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-11-10 21:04:52 -07:00
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
MrMelbert
73d108025f Adds wibbles to certain anomalous entities (#79549)
## About The Pull Request

Adds wibble animation to portals, some anomalies, and bluespace rifts.


https://github.com/tgstation/tgstation/assets/51863163/9355dc53-590e-4558-82a3-15145829ce16

## Why It's Good For The Game

It looks kinda cool.
Helps cement these as anomalous, wacky things that don't necessarily fit
in our plane of existence.

## Changelog

🆑 Melbert
add: Anomalies, portals, and bluespace rifts will now wibble a bit. 
/🆑
2023-11-07 17:41:42 -07:00
MrMelbert
290c271b07 You can fish out of hydroponics trays (#79443)
## About The Pull Request

Adds a fishing spot to hydroponics trays. 

Chances 

- 33% nothing
- 33% grass
- 20% random seed (discludes rarer seeds, such as gatfruit and most
mutations)
- 10% grass seeds
- 1% strange seed
- 1% axolotl
- 1% frog

Lightly inspired by something (I think) is possible on Goon, but
obviously entirely new code.

## Why It's Good For The Game

Mostly just for laughs, they're basins of water so surely you can get
something out of it.

## Changelog

🆑 Melbert
add: Fishers can now try their luck at fishing out of hydroponics
basins.
/🆑
2023-11-05 22:32:06 -07:00
Rhials
3c7005a37c Converts some notify_ghosts args to bitflags, multilines all notify_ghosts calls (#79320)
## About The Pull Request

This helps clean up my favorite helper proc in the whole codebase,
`notify_ghosts()`.

The notify_suiciders, ignore_mapload, and flashwindow args are GONE.
They have been replaced with the notify_flags bitflag argument. This was
intended to make deadchat announcements a bitflag argument too, but
those got reverted right before I originally wanted to submit this PR.

The on-screen popup now shows the notification body when you hover it
with your mouse again. The format is now `[notify_ghosts message] --
[click action (orbit/jump/play)]`

Every single `notify_ghosts()` call has been changed to multiline format
and has been given trailing commas. Pretty!
## Why It's Good For The Game

Cleans up a proc that is very popular and going through a lot of changes
at the time.

Allows for further flexibility when this proc inevitably gets tweaked or
improved. 12 -> 10 args is an improvement, and it doesn't impact the
helper's flexibility at all.
## Changelog
🆑 Rhials
code: The notify_ghosts proc has been cleaned up. Please report any
abnormal changes in deadchat notification behavior.
qol: The on-screen deadchat popups now contain the notification blurb
when hovered with your mouse again.
/🆑
2023-11-05 15:26:50 -08:00
Jeremiah
6a0d88d4d9 Better feedback on fulton extraction (#79452)
## About The Pull Request
Just playing issues roulette when I came across this gem of old code.
Granted, it's not fully rewritten to perfection, but it should at least
be better. Added feedback for both parties, sounds, documentation, and
swapped references for weakrefs.

Note: It looked like it was trying to put the target around the beacon,
but this didn't seem to be working. Fixed this, so now it places them in
an open spot around the beacon (unless its blocked)

## Why It's Good For The Game
Fixes #35783
Not cool for someone to just zip you up and send you away with no
feedback
The original issue might not even apply since most(?) only work indoors,
but this fixes any case
Might fix a hard del??
## Changelog
🆑
fix: Added feedback for both extractor and extractee while using fulton
extraction packs.
qol: Extraction packs now have better exam text.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-11-03 14:00:12 +00:00
GPeckman
5d3fe6e0cb Moves Flightpotion wings from species datum to chest bodypart, other flightpotion tweaks (#79360)
## About The Pull Request

Flightpotion wings have for a long time been on the species datum,
rather than being tied to a specific bodypart. This means that, for
example, a lizard who had all of their bodyparts turned human due to a
freak bioscrambler accident would still get lizard flightpotion wings,
not the human ones. Now its based solely on what chest bodypart you
have. A human chest means angel wings, a lizard chest means dragon
wings, a skeletal chest means skeletal wings, etcetera.

All flightpotion wings can now be ground up to get the flightpotion
back. If a lizard (or rather, someone with a lizard chest) mugs a human
and surgically steals their angel wings, then the lizard can now
actually get cool dragon wings instead of being stuck with lame angel
wings.

## Why It's Good For The Game

Moving species-level behavior to bodypart/organ level has been a general
design goal for some time now, and it just makes sense to tie the
flightpotion to the chest.

Being able to grind wings up to get the flight potion back is nice for
allowing people to get different wing variants and can lead to
interesting IC interactions in much the same way that lizard wine can.

## Changelog
🆑
refactor: The wings you get from a flight potion (if any) are now
determined by your chest bodypart, not your species.
qol: Functional wings can now be ground up to get the flight potion
back, if you want to get a different wing variant.
/🆑
2023-10-31 19:16:53 +00:00
MrMelbert
5bf6d09903 Cuts the number of apply_damage copypaste procs from 3(.5) to 1, fixing a few bugs along the way (#79207)
## About The Pull Request

- `apply_damage` is now uniform, handled, in a single place. At the
living level.
- Fixes people being held at gunpoint from being unable to flinch from
taking damage.
- Fixes a few signals (explodable, glass jaw) of apply damage maybe
potentially not having effects if the passed hit zone was a bodypart and
not a def zone.
- Fixes regenerator component always halting regeneration no matter what
damage taken.
- Fixes pressure damage being unaffected by `brute_mod` despite what
documentation claims.
- Signalizes the `check_species_weakness` proc on species. 

## Why It's Good For The Game

The copy+paste of this proc made it awful, awful to maintain or add
features to. And also made it very bug prone.

This just takes a step forward in making sustaining damage a lot more
consistent, not only across all mobs, but across all methods of...
taking damage. Unarmed attacks, hulk, item attacks, etc.

## Changelog

🆑 Melbert
fix: People held at gunpoint can now flinch when being hit. 
fix: Regenerating mobs no longer stop regenerating no matter hit with
what.
fix: Pressure damage is now properly modified by a mob's brute damage
modifier.
fix: Fixes some occasions which some effects (glass jaw, explodable worn
items) won't respond to hits.
refactor: Refactored core code related to mobs sustaining damage. 
/🆑
2023-10-27 18:55:30 +00:00
Jeremiah
be5e7ccb02 Adds a subtle ghost poll (#79105)
## About The Pull Request
This makes a new ghost poll system which doesn't give TGUI popups -
instead, users are prompted to follow the POI and one of the orbiters is
chosen. The old system remains in place, so you can still prompt if you
want to.

This gives two things:
1. A deadchat notification:

![image](https://github.com/tgstation/tgstation/assets/42397676/073fcfff-b1ed-47c3-bae0-4abf9c599144)
2. A screen alert:

![image](https://github.com/tgstation/tgstation/assets/42397676/92a4e566-614a-43ca-8680-3cb4ff86ced9)

## Why It's Good For The Game
As stated in #76507, popups are pretty annoying. This is halfway between
a screen alert with no time limit and an event with more important
pings. This is better because:
1. Less popup fatigue
2. You can SEE how many you're competing with
4. DRY
## Changelog
🆑
add: Adds a subtle ghost poll. This pings in dead chat and gives a
screen alert, but no TGUI popup. Orbit the point of interest to be
selected for the role.
refactor: A number of ghost spawns now feature this alert. Write an
issue report if anything breaks.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-10-21 20:21:36 +00:00
GPeckman
08c659d9ca Completely deprecates reagents in protolathe/circuit imprinter/techfab designs (#78939)
## About The Pull Request

A long time ago, it was common for designs to cost reagents in addition
to normal materials. Every circuit board used to require sulfuric acid,
for example. However, these designs have slowly been whittled away, and
only two remain: the death syphon PKA modkit, which costs blood, and
paint remover in the service lathe, which costs acetone. Although these
two designs still use the old system, it is very outdated, and it shows.
TGUI doesn't take reagent costs into account at all. Reagent costs
aren't displayed on mouse over like material costs, and the design won't
be greyed out if there necessary reagents aren't present. If you try and
fail to print one of the two designs, the protolathe will tell you that
reagents are missing, but it won't say what reagents. In fact, there is
not way to find out what reagents are required without code diving.
## Why It's Good For The Game

In light of how outdated and unsupported this system is, I think it
makes sense to deprecate it almost entirely.* Now, protolathes, circuit
imprinters and techfabs will no longer take reagent costs into account
at all, even if a design does define reagent costs. The machines also no
longer need beakers to be built, and reagents can't be transferred into
them. The two remaining designs that did use reagent costs now don't,
and I've updated the designs unit test to fail if any non-limbgrower
design does set any reagent costs.

*Limb growers are the exception, as they're fully functional and work
fine.
## Changelog
🆑
del: Protolathe/circuit imprinter/techfab designs costing reagents is
now totally deprecated.
/🆑
2023-10-20 18:45:15 +02:00
jimmyl
3e7eb56041 fixes gibtonite bomb (#79038)
## About The Pull Request



https://github.com/tgstation/tgstation/assets/70376633/8d15d7c9-51c2-4aeb-b1c6-4386168947da

i made it work slightly better too so
also this was in the code since like 2015 but it probably got broken
sometime

also 10 second detonation timer is pretty harmless anyway so

## Why It's Good For The Game

bug bad
fyi this was added in 2015
https://github.com/tgstation/tgstation/pull/8587

## Changelog
🆑
fix: making assembly activated bombs works again
/🆑
2023-10-20 07:44:27 +02:00
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
Bloop
847514310d Fixes a runtime with AI targeting code, refactors faction checking to be at the atom/movable level (#78803)
## About The Pull Request

Saw this in CI.


![firefox_lCYnPMJIqm](https://github.com/tgstation/tgstation/assets/13398309/8ef309df-09b6-4096-b6aa-340b59f7446b)

~~Quick fix for it--because turrets are not mobs trying to call this
proc on them will runtime. So let's give them their own implementation
of the proc.~~ Just kidding, let's refactor faction checking entirely

## Why It's Good For The Game

Fixes an issue with basic mob AI targeting and turrets.

## Changelog

🆑
fix: basic mobs will no longer runtime when trying to check the faction
of a porta turret
refactor: faction checking is now done at the atom/movable level
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-10-16 17:22:44 -06:00
MrMelbert
9664d24c13 Refactors UnarmedAttack so we don't have like 4 Unarmed Attack signals, kills two more snowflake species procs (#78991)
## About The Pull Request

- Deletes `spec_unarmedattack`
- Deletes `spec_unarmedattacked`
- Replaces `COMSIG_HUMAN_EARLY_UNARMED_ATTACK` with
`COMSIG_LIVING_EARLY_UNARMED_ATTACK`
- Replaces uses of `COMSIG_HUMAN_MELEE_UNARMED_ATTACK` with
`COMSIG_LIVING_EARLY_UNARMED_ATTACK`
- Fixes(?)(I've never seen this work) / Elementizes Monkey ability to
bite while handcuffed
- Monkey clever `attack paw` / `attack hand` thing is now handled the
same on the human level (via `resolve_unarmed_attack`)

## Why It's Good For The Game

Atomized from swing branch. I was really annoyed with these two signals,
this kinda unifies the behavior between living and human mobs (they were
already quite similar).

One thing of note is that this will make dis-coordinated humans use
`attack_paw` rather than `attack_hand`, so they'll bite people instead
of punching them. I'm not sure if this is what we want, if we wanna
tweak that before then I can by all means.

## Changelog

🆑 Melbert
refactor: Refactored unarmed attacking mechanisms, this means
dis-coordinated humans will now bite people like monkeys (like how
coordinated monkeys punch people like humans?)
refactor: Dis-coordinated humans smashing up machines now use their
hands, rather than their paws
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-10-15 22:25:19 -06:00
Ben10Omintrix
032419f30f ice demon basic mobs (#78539)
## About The Pull Request
ice demons are now basic mobs. they still have their behavior where they
can teleport around the player, run away from him and shoot him. they
now also have a new ability they will only use when they are on their
last legs, they will spawn weak and slow afterimage clones of
theirselves to attack the player. damaging these clones will also damage
the original ice demons. ice demons can also now be very easily
countered as they are very afraid of fires. they will run away from you
if they see u holding a lit torch/flare/welding tool and while running
away they will freeze the floors around them to try to slip u to stop u
from chasing them. ice demons now also get a new unique trophy! this
trophy will summon 2 friendly spirits that will help you kill ur target,
but these spirits will dissappear after a very short while.


https://github.com/tgstation/tgstation/assets/138636438/6a48fb15-f447-441a-91c6-48ca120dc22c



## Why It's Good For The Game
## Changelog
🆑
refactor: ice demons have been refactored into basic mbos. please report
any bugs
add: ice demons now have a unique trophy
/🆑
2023-10-08 03:04:35 +01:00
Emmett Gaines
e8d12b29fe Removes all spawn locations of the awakened plush except the bus ruin (#78559)
It's supposed to be a coderbus easter egg, stop putting it elsewhere. I
want it to stay rare enough that it confuses people when it makes it to
the station.

The secure closet had it on the loot table and due to how that's coded
it has to have something replace the slot (or rework the loot spawning
code there) so I put a live bomb in the slot instead.

🆑 ninjanomnom
del: An easter egg plushie that was spawning where it shouldn't has been
brought back home.
add: The secure closet can now spawn live gibtonite, enjoy your free
bomb.
/🆑
2023-09-30 04:31:50 +02:00
Jacquerel
f861532d24 Basic Legion & Hivelord (#78624) 2023-09-27 18:41:07 -04:00
Sealed101
8ac9a118d0 Fulton beacons can be renamed and redeployed (#78535)
## About The Pull Request

Lets players rename a deployed fulton beacon with a pen, changing its
name/decription. Also lets players click said beacon with an empty hand
to undeploy it after a short delay, which leaves a ready-to-use fulton
core kit.

## Why It's Good For The Game

Good QoL to let players move their beacons around. Renaming them also
allows players to shorten the name of the beacon, removing guesswork
like _where the fuck is **fulton beacon (666) (Cargo Bay)**_.

## Changelog

🆑
qol: you can undeploy fulton beacons by clicking them with an empty hand
qol: you can rename fulton beacons with a pen
/🆑
2023-09-27 15:44:30 +01:00
Moose1002
8464ef9727 Fixes Multitool Buffer Clearing and Adds Multitool Linking Balloon Alerts (#78309)
## About The Pull Request
I was working on a feature that required the buffer of a multitool to be
cleared out after linking two devices, when I noticed it wasn't possible
to clear the multitool's buffer. The change to multitools in #77639 made
it impossible to set the buffer of a multitool to null without
destroying the stored object, yet many objects still tried to have the
multitool clear it's buffer after a successful linkage. This creates a
new proc, clear_buffer() dedicated just to clearing the buffer of a
multitool.

Also made all of the multitool linkage messages balloon alerts.

If there's any issues or things I can improve please let me know, I'm a
bit new to BYOND and DM but I'm working on learning so I can make some
more ambitious projects! _(I think I got the signaling right)_
## Why It's Good For The Game
Some objects aren't meant to be saved in the multitool's buffer after
the initial linking, this should fix that.
Also balloon alerts are nice.
## Changelog
🆑
fix: Nanotrasen has finally recalled their faulty multitools and
replaced them with working ones! The multitool's buffer now properly
clears itself.
qol: Moved multitool link messages to balloon alerts
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-09-18 18:18:06 +00:00
Jeremiah
ed947dbdf9 Adds withdrawal multiplier to ORM (#78404)
## About The Pull Request
Pulling an alloy stack from the ORM always counted as 1. No matter the
stack size

## Why It's Good For The Game

Sadly, no more infinite resources
2023-09-17 06:58:25 +00:00
Jacquerel
8f999ad894 Ghosts can eat ghost burgers (#78303)
## About The Pull Request

Every tick while a ghost is orbiting a ghost burger there is a 20%
chance per ghost (capping at 100% at 5 ghosts) that they will take a
bite out of the ghost burger, shrinking it and depleting its reagents
until it is completely consumed.
It leaves some ectoplasm behind which you could use to make another
burger.
Also ghost burgers can no longer decay or pick up floor germs, the
burger moves itself so this would happen reasonably often because it
doesn't stay on tables. Also: it is a ghost.

Also just before I posted this PR I noticed that "booberry muffins" also
exist so there was nothing for it but to componentise this behaviour and
attach it to both food items, so I guess admins can also make anything
with reagents edible to ghosts also.

## Why It's Good For The Game

I think the chef should be able to make food for ghosts. It's not fair
if only living people get to eat.

## Changelog

🆑
add: Ghosts (observers) can eat ghost burgers and booberry muffins.
balance: Ghost burgers will not decay or pick up germs due to the fact
that they moved themselves off a table.
/🆑
2023-09-16 19:42:18 -07:00
Hatterhat
c6ac468b90 second pass over the SC/FISHER code, incl. bitflags and PDAs (#78330)
## About The Pull Request
makes `COMSIG_HIT_BY_SABOTEUR` return a bitflag in order to close #78297
(i am very sorry)
fixes #78298
extends flashlight disabling to modular computers incl. PDAs because
somehow i forgot that they had flashlights.
## Why It's Good For The Game
my code sucks and i should make it suck less, actually

## Changelog
i don't think i get to put a code improvement tag if it's not
playerfacing and it's my own fault
🆑
fix: Flares and candles no longer sound like flashlights when being
turned on.
fix: Getting shot by an SC/FISHER now disables PDA lights for
consistency's sake.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2023-09-15 15:18:50 +02:00
Hatterhat
ac18420676 John Splintercell: a gun that is only good for shooting out lights (#78128)
## About The Pull Request
adds the SC/FISHER lightbreaker self-charging energy pistol, which does
0 damage. As a joke.

![image](https://github.com/tgstation/tgstation/assets/31829017/84603fcd-dbc3-4857-a657-98c4bd34e881)


https://github.com/tgstation/tgstation/assets/31829017/97572baa-7421-4800-a60e-2db03f4adc6d

<details><summary>actual details, in case the video wasn't good
enough:</summary>

unless you shoot at light fixtures,

![image](https://github.com/tgstation/tgstation/assets/31829017/54092fbf-cbf6-4750-b2b8-37d643efba2a)
floodlights,

![image](https://github.com/tgstation/tgstation/assets/31829017/90b19560-fa25-471b-9f6f-3147c33e5c56)
or people with flashlights/seclites (even on helmets or guns) (it still
does 0 damage, it just turns off their lights. not permanently)

![image](https://github.com/tgstation/tgstation/assets/31829017/1a83c6f9-8fff-4035-aeeb-515319a3dd40)
it also works on crusher lights. and cyborg headlights. i don't have a
screenshot for it.
doesn't work on flares though.

also it can shoot past machines and lockers

![image](https://github.com/tgstation/tgstation/assets/31829017/8fb0a213-8e4a-42cc-9daa-eae5faf6ee77)
</details>
(also adds a variable for deciding how loud a dry fire sound is, in case
you want to make your gun's empty sound be less loud.)

## Why It's Good For The Game

Adds a silly little tool for silly little men who either really hate
lightbulbs or want to recreate the experience of being John
Splintercell, the lightbulb-assasinating secret agent from Fork Echelon.

## Changelog

🆑
add: The SC/FISHER disruptor pistol, a very compact, permanently
silenced energy gun, is now stocked in Nanotrasen-accessible black
markets with a price generally somewhere between 400 and 800 credits.
Aspiring users are warned that it's really bad for trying to actually
kill people. Caveat emptor.
add: Guns now have a dry_fire_sound_volume variable, allowing for guns
to be less loud when trying to fire while empty.
fix: Closets and crates now properly count as structures for pass flags
again.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2023-09-12 14:02:10 +02:00
Ghom
2563528d89 GAGS, recolorable and actually glowing glow shoes. (#78071)
## About The Pull Request
I've converted the gags_recolorable component into an element (it has no
var of its own) and the glow shoes icons to greyscale, added emissive
icon states for the shoes, both for its own sprite or when worn, and the
ability to recolor them with a spraycan (tbh a lot of clothing should be
recolorable with a spraycan in general but that's beyond the scope of
this PR)

Oh yeah, if you examine an item with the gags_recolorable element twice,
it now tells you can use a spraycan to recolor it.

## Why It's Good For The Game
They are called glow shoes yet don't glow, and the supposed glowing
stripes only come in a single flavor of blue. Truly the definition of
lame.

Overall, it looks as goofy as ever: I didn't put much effort into the
grayscale icons beyond the necessary:

![proofthatitworks](https://github.com/tgstation/tgstation/assets/42542238/93aa7701-122d-4214-a890-7f69df3cb309)


## Changelog

🆑
image: The glow shoes from the ClothesMate now actually glow and can be
recolored, even with a spraycan.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-09-07 14:11:32 -04:00
san7890
4b8de7b79f Refactors the notransform variable into a trait. (#78146)
## About The Pull Request

Hey there,

There were more than a few times (like in cinematic code) where we might
need to accurately know the source of what's adding this trait (or have
multiple sources for the whole 'we don't want this mob to do shit while
we transform this mob'), so in order to rectify this potential issue,
let's refactor it into a trait.

## Why It's Good For The Game

Some code already declared that there might be issues with this being a
boolean var (with no way of knowing _why_ we don't want this mob to not
transform (or not do anything idk). Let's remove those comments and any
future doubt in those instances with the trait macros. Also, stuff like
`TRAIT_IMMOBILIZED` which does a similar thing in many contexts was
already a trait that was regularly added in conjunction with flipping
the variable, so we're able to flatten all that stuff into
`add_traits()` and `remove_traits()` now. nice

I also cleaned up quite a bit of code as I saw it, let me know if it
should be split out but I guarantee that if I didn't do it- no one will
for the next two years.

## Changelog

🆑
refactor: If you transform into another mob and notice bugs with
interacting with the game world, please create a bug report as this
framework was recently refactored.
/🆑

Probably fucked up somewhere, lmk

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-09-07 16:45:50 +01:00
Nerevar
c962e90ed2 Worn Shirt Resprite (& GAGS Enhancement) (#78014)
## About The Pull Request
Hi! Sheets gave me some new sprites for the worn shirt, the Ian shirt,
and the gamer shirt you can find on MetaStation. These come in three
variants.


![image](https://github.com/tgstation/tgstation/assets/12636964/0111d5a5-5c78-4f59-912b-05184e9e06df)
Clean, worn out, and messy, for varying degrees of 'washedness.'


![image](https://github.com/tgstation/tgstation/assets/12636964/d083bd00-e272-467f-8c95-60f7f0168b64)
As seen here on these mobs.

They are now also GAGS grayscaled, which means 

![image](https://github.com/tgstation/tgstation/assets/12636964/d099a459-a6cd-47d3-b5eb-915b7c5e3501)
they are highly recolorable; and look good to boot.

However, I have also elected to give them a variant for each version; a
'graphics' variant with either Ian, or Phanic the Weasel.

![image](https://github.com/tgstation/tgstation/assets/12636964/6fdb7dd8-9b04-46ab-bfc9-3711685401bd)
The gamer shirt and the Ian shirt retain their unique names and
descriptions, luckily.

Due to the Phanic shirt using an uncolorable third zone, this allows you
to make your very own Phanic OCs, seen here in the full vignette.

![image](https://github.com/tgstation/tgstation/assets/12636964/92d3f8ea-be3d-47d1-9e76-7d98dfa0b629)

## Why It's Good For The Game
Drip drip drip.

## Changelog
🆑 Sheets and Nerev4r
sprite: Complete redo of the worn shirt, Ian shirt, and gamer shirts;
now GAGS-compatible!
/🆑

---------

Co-authored-by: Snakebittenn <12636964+Snakebittenn@users.noreply.github.com>
2023-09-06 10:38:29 +12:00
Ben10Omintrix
4aa50ea5c2 minebots basic bots (#78032)
## About The Pull Request
Transforms the minebots into basic robots. You can now command these
minebots to extract minerals for you. To activate automated mining mode,
simply instruct them with the command "mine." They will then proceed to
autonomously mine walls and gather ores. If you wish to make the bot
deposit all the collected ores, use the command "drop." Alternatively,
you can leave it in collection mode, and it will gather all the ores you
mine. Additionally, the bot now responds to several more commands; you
can instruct it to follow you, toggle its lights on or off by saying
"lights." In attack mode, it refrains from mining or collecting ores but
will engage in combat alongside you. If it detects you as deceased or
unconscious, it will alert all miners, request assistance, and relay
your coordinates via the mining communication channel. to power it on u
will need to feed it any type of ore first so it may listen to ur
commands

## Why It's Good For The Game
makes the non sapiant minebots more useful

## Changelog
🆑
refactor: the minebots have been refactored please report any bugs
add: minebots can now mine walls and collect ores automatically and they
will alert everyone if they find u dead
/🆑
2023-09-04 21:37:16 -06:00
Lamb
3c0159b143 replaces surgical and coroner duffels with surgery trays and medical carts, resprites razor (#77975)
## About The Pull Request
replaces all instances of surgical duffels with surgery trays, and all
coroner duffels with morgue surgical trays.
they contain about the same items, with surgical trays/carts also having
bone gel and tape, since their list of holdable items is much more
limited.
the surgery tray is a diagetic storage unit that displays any surgery
tool it's holding in a small, almost world-state esque form on top of
it. it can be carried around by dragging it on to yourself, but it will
slow you down like an unzipped duffel would. it can also be deployed by
activating it, and pulled around, but it will roll noisily in the
process.
currently, all tool tiers are supported - from alien, to advanced, to
cruel, to normal.

![image](https://github.com/tgstation/tgstation/assets/110322848/5b31767e-de27-4352-b2bf-89cde06a7b5c)
here you can see just a few of the possible combinations of tools -
default, default morgue, advanced, and alien. but any combination of
these tools should work together somewhat cleanly, as you can see here:

![image](https://github.com/tgstation/tgstation/assets/110322848/12ae3501-44bc-41a5-b4f4-d01c05cc6038)
also adds a medical razor variant, because otherwise they wouldn't fit
with the look of the other tools on the tray, before and after here:

![image](https://github.com/tgstation/tgstation/assets/110322848/c71af9ed-e9bb-40ff-81b8-0395d8afdf5a)
## Why It's Good For The Game
having constantly visible tool storage like this means you don't have to
worry about the one tool you need from the bag being stolen - if it is,
you can see it before an operation starts, and plan around that! it also
gives a little flexibility to mappers - if they'd like a more mobile
cart for their medbay, or if they'd like the somewhat stationary tray.
it also plain looks cool, and isn't quite as clunky as a duffelbag would
be.
## Changelog
🆑
add: adds medical carts and surgery trays
image: gives the surgery razor a unique sprite
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: JohnFulpWillard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-09-04 00:58:11 +02:00
Sealed101
2734dbfd37 Fixes implanted legion cores being available for use when dead/unconscious (#78042)
## About The Pull Request

Ever since #70546 implanted legion cores have become available for use
when the user is unconscious/dead, which was not the case before — it
was using an organ action, which checks for `AB_CHECK_CONSCIOUS`

#### cores before #70546

475a4ab7f5/code/modules/mining/equipment/regenerative_core.dm (L23-L34)


07fbdbb4e4/code/datums/actions/items/organ_action.dm (L1-L3)

## Why It's Good For The Game

Prevents this


https://user-images.githubusercontent.com/104979184/264586219-8cab1fef-d2ea-4e1c-af43-158865b42b23.mp4

## Changelog

🆑
fix: fixed implanted legion cores being available for use when
unconscious/dead.
/🆑
2023-09-02 16:04:01 +01:00
Bloop
86f71eb6b7 Fixes a typo (#77946) 2023-08-27 11:23:57 -04:00
Nerevar
0345de3582 New Backpack Type: Messenger Bags! (#77871)
## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/12636964/4a2aa26e-8f5b-4090-b21a-d2c429df1c8d)
From downstream with love! These are mechanically identical to a normal
backpack or satchel, just with more drip.
Also a little bit of :o)

![image](https://github.com/tgstation/tgstation/assets/12636964/6671feda-f11c-4ee3-97b5-ad810b7474f5)
These will exist both in prefs and in drobes/lockers.

![image](https://github.com/tgstation/tgstation/assets/12636964/05478ad1-e7ae-4808-8c97-fdd21fc84474)
Sprites by Zydras.

## Why It's Good For The Game
We love fashion here. We love it so much. And most backpacks are too
in-your-face to fit well with a lot of 'fits.

## Changelog
🆑 Nerev4r & Zydras
image: Adds messenger bags to character setup and drobes/lockers!
/🆑

---------

Co-authored-by: Snakebittenn <12636964+Snakebittenn@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-08-23 17:32:35 -06:00
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
Timberpoes
2d4d23dbf1 Replaces the poster and graffiti objectives with assault and early steal & destroy ones. (#77029)
## About The Pull Request

With the blessings of @Watermelon914 I am removing the two objectives
for placing posters and spraying graffiti.

These old objectives are not dead. Their items have moved to the
Badassery section of the uplink.

A box of 3 demotivational posters can be bought for 1TC with 0 rep.
The spraycan can be bought for 1TC with 0 rep.

In their place comes one new objective and one extended objective.

The new objective is Assault a Crewmember. This objective requires you
to attack the specified target 2-5 times (random on objective
generation). It tallies from any attack that filters through the
`/datum/element/relay_attackers` element and has an "attacker"
associated with it.

Although it asks you not to kill the other player, it doesn't fail if
you kill them.

I have expanded the low-risk theft objectives with items like a mime
mask, lawyer badge and a fake moustache (commonly on cooks).

Finally, I've added a very low level set of steal-and-destroy objectives
aimed at some items that will require a bit of basic breaking and
entering, and the destruction of which may hurt crew morale.

```
/datum/objective_item/steal/traitor/donut_box
/datum/objective_item/steal/traitor/rpd
/datum/objective_item/steal/traitor/space_law
/datum/objective_item/steal/traitor/granted_stamp
/datum/objective_item/steal/traitor/denied_stamp
/datum/objective_item/steal/traitor/lizard_plush
/datum/objective_item/steal/traitor/moth_plush
/datum/objective_item/steal/traitor/insuls
```

This PR also fixes clown shoes missing a proc override to allow them to
actually register as a theft objective.


![image](https://github.com/tgstation/tgstation/assets/24975989/775d46cf-f40a-43e5-9bf1-3aa4a31d436e)

![image](https://github.com/tgstation/tgstation/assets/24975989/66c77815-1f2b-4dfb-99c6-b8f2e0061654)

![image](https://github.com/tgstation/tgstation/assets/24975989/85d3878a-c598-4ec0-9bb1-920380a004c6)
## Why It's Good For The Game

Basically my discussion with Watermelon focused on the idea that the
graffiti and poster objectives weren't really crimes. They baited
antagonists into very passive play early-game.

These new replacements encourage a more antagonistic playstyle. Starting
fights plus B&E are two bread-and-butter play paradigms for antaggery.

Giving a few early game theft + destroy options with a mix of impactful
items (like insuls and RPDs) versus more symbolic or emotive items
(plushies, donut boxes, Cargonia stamps) gets antagonists out and about
in the station, warming themselves up.

And having an objective to assault players (even if you don't kill them)
allows cheeky antags with a penchant for shittery to start fights with
players and start genuinely impacting the shift, involving sec and
drawing players into their antaggery.

Both of these natually ease players into the more substantive theft and
murder objectives.

The existing spray and posters are actually thematically super cool.
Traitors now have even more access to them since they can be bought for
1TC per spraycan/3-pack of posters. This lets antags with TC to spare
run gimmicks around them and adds extra fun to the Badassery section.
## Changelog
🆑
del: Traitor objectives to place posters and graffiti the station have
been removed.
add: The items associated with the poster and graffiti objectives can
now be purchased from the Badassery section of the uplink. The posters
come in a box of 3 for 1TC, and the spraycans are 1TC each.
add: Adds a new Assault traitor objective, requiring you to the attack
the target a few times without needing to kill them. Earn TC and
reputation by starting barroom fights and bait players into escalation
battles for fun and profit.
add: Expands low-risk steal objectives to include the Chef's fake
moustache, Lawyer's badge, and Mime's mask.
add: Adds brand new shift start Steal & Destroy objectives for early
breaking and entering. Smash your way into a sec checkpoint to grab a
Space Law book, engineering to grab some insulated gloves or the psych
office to kidnap their moth plush.
fix: Fixes an issue where the steal clown shoes objective would never be
valid.
/🆑
2023-08-21 13:00:19 +01:00
Fikou
b77c1c85ea MODLink System (+ NWTLMM) (#77639)
## About The Pull Request
A pact made with `@Kapu1178`
Small changes you should not care about:
RD MODsuit outfit (admin only) no longer has a beret that blocks the
activation of the suit
The beret used by death squad officers no longer is blocked from being
put on a hat stabilizer module
Admins can now Shear matrices of objects in Modify Transform
Multitool buffers have been a little refactored to use a setter proc
that saves them from causing hard dels
Cooler stuff:
A revival and remake of [Nobody Wants To Learn Matrix
Math](https://github.com/tgstation/tgstation/pull/59103), this time with
additional tooling for quick matrix calculations.

![image](https://github.com/tgstation/tgstation/assets/23585223/eb387738-0839-463a-aed8-4703d139b11a)
The MODLink system, available through every MODsuit and MODLink scryers
(a neck item obtainable from advanced modsuit research or
charliestation)
Let's you make a holographic call with any other MODLink user, where you
can chat in realtime and see what's up with em

![image](https://github.com/tgstation/tgstation/assets/23585223/5a822f9f-e823-497e-b766-40055f2fc0d6)
![image](https://github.com/tgstation/tgstation/assets/23585223/062983ee-6058-4e78-a3aa-bccda1a3e224)


## Why It's Good For The Game
Adds a fun way for the crew to communicate with each other that can be
done in real-time with relative privacy compared to radio.

## Changelog
🆑 Fikou, Armhulen, Sheets (+rep for Mothblocks and Potato)
fix: RD MODsuit outfit (admin only) no longer has a beret that blocks
the activation of the suit
fix: The beret used by death squad officers no longer is blocked from
being put on a hat stabilizer module
admin: Admins can now Shear matrices of objects in Modify Transform
admin: Admins now have access to Test Matrices in the VV dropdown, an
all-in-one tool for editing transforms.
add: MODLink system, available through scryers (from RnD and Charlie
Station) and through MODsuits. Lets you call people with holographs!
/🆑
2023-08-19 06:24:57 +00:00
Fikou
4c4b0e5a54 the big slappy is now immutably slow (#77655)
## About The Pull Request
the big slappy is now immutably slow, it cant be sped up by xenobio
speed potion (because of how red slime crossbreed works, you can still
avoid it with that bullshit, but at least that requires some effort for
the xenobiologist to specifically create you one)

## Why It's Good For The Game
30 force
30 block chance
double object damage
throws tha guy away
KNOCKS DOWN FOR 2 SECONDS
and then your ass can literally just walk with it for FREE if you visit
xenobio and they gloop out one potion with a slime and water (which if
xenobio is staffed at all they probably will have at the point you made
it)

![image](https://github.com/tgstation/tgstation/assets/23585223/00bba834-2944-4260-b26a-cf9608ee851d)
(also a bit sus that it was added by a xenobio powergamer but thats
beside the point)

## Changelog
🆑
balance: you cant speed up the big slappy with slime potion
/🆑
2023-08-17 03:29:19 +02:00
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
Comxy
63a56b087a Big Slappy | Giant Weapon DLC [MERGE READY!!!] (#77273)
## About The Pull Request
Big Slappy is a new illegal shovel/wrench which can be obtained through
illegals means. Parts you need to craft it can be found on the black
market uplink for a low price, but if it is not there you can find it on
the imports page on your hacked cargo console for 4400 credits usually.
Big Slappy makes you slow and you will get 10 recoil damage everytime
you hit someone and you will knock down your opponent for two seconds
while throwing people back like a baseball bat. It deals 30 damage and
is the fastest shovel/wrench out there. It can be folded into its wrench
form which will change its typing and makes it look like a wrench. It
also deals more damage in the wrench state, but also deals more recoil
damage and your target will not get knocked down. This weapon will
probably only appear in a few rounds since it has recoil damage, is slow
and costs a lot to obtain. It also has a longer meele attack cooldown.

To craft it you need 4 wrenches, 1 drill, 5 plasteel, 10 rods and 1 big
slappy parts using tools.

![promo](https://github.com/tgstation/tgstation/assets/25363960/4d619283-832c-4ce0-b3b2-e6ddb3dbd988)
## Why It's Good For The Game
Cool new weapon.
## Changelog
🆑
add: Added big slappy
image: Added big slappy parts and big slappy sprites
/🆑
2023-08-14 22:33:34 +02:00
Lamb
36274f2b62 Adds Mining Weather Radios (#76961)
## About The Pull Request
Adds a new item, the mining weather radio, to the mining points vendor,
QM locker, public mining docks, and lavaland.
This item can be used as a radio to communicate over supply channel with
other miners, cargo techs, or the QM. In addition to this, it has a
screen that displays warnings depending on the time left until an ash
storm or snow storm.
there is a separate wallmount version that does not have supply channel
access, but still displays updates on the weather.
you can examine either device to get an accurate readout of the
remaining time till the next storm.

![image](https://github.com/tgstation/tgstation/assets/110322848/d410a62c-72f3-46ed-929b-d73a93cb1cae)
## Why It's Good For The Game
letting miners know when a storm is coming allows them greater
flexibility when interacting with the station, and advance warning if
they are planning to head back to lavaland in the event of an ash storm.
It also strengthens the link between miners and the rest of the cargo
department by emphasizing use of the supply channel, and incentivizes
using it with the radio's built in microphone.
## Changelog
🆑 CoiledLamb, Jacquerel
add: Adds mining weather radio
/🆑
2023-08-13 03:20:25 +02:00
John Willard
2e122f6207 removes dextrous_hud_type and healable var (#77244)
## About The Pull Request

I was working on some basic mob stuff and noticed this is a little
messy, so I made these changes separately.
I removed ``dextrous_hud_type`` because ``hud_type`` exists and can just
be used instead.
I also removed the ``healable`` var, because it was incorrectly used
(with the expectation that basic mobs had it too). Instead it will rely
on the mob being Organic, the check right under it, and I gave mob
biotypes to mobs that were not healable and had no biotype already.
I made a new biotype for slimes because I didn't find any other ones
that fit it (and gave it to slimepeople), but it is not used anywhere
other than to prevent them from healing from sutures, as I didn't want
to just set it to NONE. Thought this may be useful for the future.

## Why It's Good For The Game

``healable`` is checked on simple animals and basic mobs, despite basic
mobs not having this var. I do not want to add this var to basic mobs
either, I think checking for them being organic makes much more sense
and avoids having to make basic mobs less basic.

## Changelog

Nothing player-facing.
2023-08-10 14:03:01 +02:00
Sealed101
07d34fedde Fixes gibtonite explosions producing flames and flashes (#77344) 2023-08-09 12:27:29 -05:00
Rhials
1328e7130a Portals now have a colorful glow (#77298)
## About The Pull Request

Most instances of /obj/effect/portal now faintly glow their respective
color.


![image](https://github.com/tgstation/tgstation/assets/28870487/3044b435-d4e7-4ba5-86f9-ca6f9e4415c1)

This was taken in the dark, the glow isn't as noticeable in the light.

Anomaly/jaunter/mech wormholes do not glow, since they use the
black-and-grey swirly sprite and don't look like they'd emit any kind of
light.

Also autodocs some portal related vars and changes one proc to not use
single char vars.

I also tried adding a soundloop but it sounded kind of crappy so I
decided against it.
## Why It's Good For The Game

Makes the portals a little bit prettier :)
## Changelog
🆑 Rhials
qol: Most of the colored oval-shaped portals faintly glow now. Cool!
/🆑
2023-08-05 10:02:00 -07:00
Jacquerel
ddfdc70d73 Basic Lobstrosity (#77253)
## About The Pull Request

I'm slowly chipping away at mining mobs. These ones also got some new
sprites because the old ones were a bit weird except when facing South.

![image](https://github.com/tgstation/tgstation/assets/7483112/015b8819-bab8-471a-86ae-70b1597ae327)
Arctic Lobstrosities are now hairy to give them a little more visual
distinction from Lavaland ones.

In terms of behaviour, they're now a little faster and can charge you
from further away.
They will _only_ attack players who are incapacitated in some way
(primarily from being hit by their charge, but could be from a Goliath
or something too) and will otherwise keep their distance until they can
charge again. They move slower for a short duration after charging
though, so you have time to slap them a bit.

If a Lobstrosity downs you then it will try to snip off one of your
arms, then retreat in order to eat it.
Obviously nobody likes losing an arm, but this does give you an
opportunity to get away while it is distracted? Funnily enough the way
our health system works means that sometimes losing that arm actually
takes you out of soft crit so you can stumble back to the station for a
replacement (or try to wrestle yours back?)

All of these things are achievable also by a player if you make one
sapient, they will pull arms off mobs they attack which are in crit and
can eat arms if they see them lying around if they want.
I added an element to let you dismember people with your bare hands,
maybe someone evil can use it to add a beheading attack some day.

Here's a video of their new behaviours:
https://www.youtube.com/watch?v=9eKxsH7hD7Q

## Why It's Good For The Game

Gives mobs more character.
Reduces our list of frozen simple mobs.
Replaces some ugly side sprites.
Medbay enrichment?

## Changelog

🆑
refactor: Lobstrosities are now basic mobs and have different AI
behaviour. Please report anything which seems like it shouldn't be
happening.
add: Lobstrosities will now only opportunistically attack things they
have knocked over with their charge, and are otherwise timid.
add: Lobstrosities are hungry for fingers and will steal one of your
arms if they defeat you in combat, although this gives you time to crawl
away.
sprite: New sprites for Lobstrosities.
/🆑
2023-08-01 17:26:32 -06:00
Time-Green
e50a01bf8e Fixes staff of lava working on space tiles (#77161)
This makes no sense

🆑
fix: Staff of laval no longer works on space
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-07-28 21:04:43 -06:00
Ghom
5d5492e111 Implements usage of the REVERSE_DIR macro throughout the code. (#77122)
## About The Pull Request
Replaces a ton of `turn(dir, 180)` calls with the aforementioned macro.

## Why It's Good For The Game
Afaik, `REVERSE_DIR` was coded to be faster than the classic `turn(dir,
180)` call, being a simple set of binary operations. To sum it up, micro
optimization.

## Changelog

N/A
2023-07-28 15:16:09 +02:00
Jacquerel
e1762455f0 [no gbp] Goliaths make less mess (#77141)
## About The Pull Request

In an earlier PR I made Goliaths dig when they are bored. I still like
this behaviour as an ambient thing for them to do, but the consequence
is that after 30 minutes there were huge piles of sand all over
lavaland.
While convenient for actually having miners bring glass back to the
station, it was an eyesore and too much.

To resolve this I have made two changes:
- Goliaths dig 1/3 as often as they did before.
- Sand (and snow) which are left outside during a storm gets blown away
if it's not inside someone's inventory.

Together these prevent the accumulation of hundreds of piles of sand.

## Why It's Good For The Game

Fixes an unintended consequence of my actions.

## Changelog

🆑
add: Uncollected sand and snow will be blown away by the wind when
storms happen (but don't worry, storms also allow those turfs to be
freshly dug up again).
/🆑
2023-07-27 12:35:32 -06:00
Ghom
57a923130e [NO GBP] Fixes active conveyor belts not moving movables spawned on top of them. (#77104)
There's one instance of the old signal I've missed from #76376, all
because lists treat undefined keys like text strings.
2023-07-26 15:56:42 -05:00