* Turns Holodeck Monkeys into actual Monkeys (#79068)
## About The Pull Request
Old holodeck monkeys weren't even a subtype of simple animal monkeys, so
this really just got swept under the floor in the sweeping monkey
species refactors. Anyways, let's just spin up a quick species datum+mob
subtype that will have all the traits we wanted from old holodeck
monkeys (no meat, no organs, etc.) but reaping all of the benefits of
modern monkeys (better AI, etc.)
## Why It's Good For The Game
One more refactor done, very simple too. l'm not the greatest at carbon
code so let me know if something is wack, but I'm fond of the way
everything turned out (especially since I don't have to spam seven
billion subtypes of every organ and bodypart). If you're concerned about
the cost keep in mind people can spam monkeys through cubes, having a
max of three more (that are virtually useless) via the holodeck will not
kill us.
Also the fact that slimes could eat holodeck monkeys irked me so I also
touched that up. I swore there was something for it in the code but I
was mistaken, it's codified now.
## Changelog
🆑
refactor: Holodeck monkeys have been moved to the same system as old
monkeys, and should retain the similar "ephermeal" behavior, while being
a whole lot smarter by leveraging new AI. Please report anything that is
completely wack about this.
balance: Slimes can't eat holodeck monkeys anymore, because apparently
they could and that is wack.
/🆑
again let me know if my carbon/bodyparts code sucks. it does the job
fwiw
* Turns Holodeck Monkeys into actual Monkeys
* Fix the screenshot test
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Grand Ritual Finale: An end to death (#78497)
## About The Pull Request
Adds a new Wizard Ritual Finale effect which makes everything immortal.
By this I mean, 10 seconds after death a ghostly image of them will
appear somewhere near where the corpse was and then 50 seconds after
that the mob will return to life at that location.
This applies to every mob, everywhere.
This is likely to cause a little bit of disruption to the rest of the
round, so you can only do it after at least 30 minutes have passed.
After that the crew will have to figure out how to deal with their new
gift of immortality. It will involve throwing people into chasms and
lava, probably.

Here's a gif sped up for example purposes.
You can escape from the cycle of death and rebirth via suicide, purely
because it's pointless to try and force people to play the video game if
they don't want to.
Also I split all of these effects into their own files, the only new
code for those is in `immortality.dm`
shout out to Vekter for distracting Oranges while I posted this
wizard-related PR so I didn't get disapprovingly reacted for posting
magic shit (yet)
## Why It's Good For The Game
This might be _too_ much but I want to see what would happen.
It will allow us to simulate whether polite society can survive when
violence has no consequences.
## Changelog
🆑
add: Wizards who complete the grand ritual can now gift everyone with
eternal life
/🆑
* Grand Ritual Finale: An end to death
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Converting crabs to basic mobs (#77109)
## About The Pull Request
Exactly what it reads on the tin. As a bonus, they will flee from
attacking targets, hunt tiny critters (crabs are now small-sized) and
actually move sideways (it's an element that covers both client and
basic movement)
## Why It's Good For The Game
Another simple to basic mob refactor.
## Changelog
🆑
refactor: Crabs refactored into basic mobs. They now hunt tiny critters
and flee from attackers.
fix: Fixed crabs not crab-walking.
/🆑
* Converting crabs to basic mobs
* UpdatePaths
* More path changes
* Update simple_animal_freeze.dm
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* made the bee a basic insect (#76971)
## About The Pull Request
the bee now a baisc insect he will now go to find his home and he will
go and pollinated the plants and helped the queen make children by
polliniting the plants and he will. the queen will leve the hive more
rarely than the normal bees so she can stay in the hive to make kids
## Why It's Good For The Game
the bee now is a basic insect so it means he have a better ai
## Changelog
🆑
balance: the bee now can fly over the machines so its easy for him to go
to the hydroponics machine
fix: player bees now will not be stuck inside the hive if he entered it,
they can now leave it
fix: fixed a har deleted when the hive is deleted all the bees still
have a refence to the hive now its fixed
fix: now when a player interacted with the bee hive the bees will now
leave the hive to defend the hive (it was glitched)
refactor: the bees now are a basic insect.
/🆑
* made the bee a basic insect
* Merge conflict
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* makes the pinguin a basic animal (#76790)
## About The Pull Request
the penguin now is a basic animal and also now he can go and layed
penguin eggs to make penguin babys also the baby have a new behavier he
will now go and looked for his mom and when he found his mom he will
went to her and be happy when he close to his mom or if he mom is died
he will went to her body and he will be sad and also i putted this
behavier in the baby chicken. also now the pinguen mom will go and
looked for her eggs and when she find a egg she will putted it in the
middile of her legs and walked with it

## Why It's Good For The Game
the pinguen now is a advance ai
## Changelog
the pinguen now have a more advance
🆑
refactor: the penguin is a basic animal
add: the penguin now layed eggs
add: the penguin and the chicken babys will go look for adult penguin or
chicken and be happy when he is near the adult
/🆑
* make the pinguen a basic animal
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
* Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts
* Update communications.dm
* Modular override
* Some modular adjustments, removes 'emagged' vars in favor of obj_flags
* whoops, mobs don't have obj_flags.
---------
Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* Converts foxes to basic mobs. (#76662)
## About The Pull Request
As the title says, foxes are now basic mobs.
Foxes have a few new behaviors now, rather than the zero behaviors they
had before. Foxes, being very skittish animals, will flee from anything
that damages them. Additionally, they now have hunting behavior,
tracking down and killing anything of their size or smaller - regardless
of faction. They will not, however, hunt as long as someone is watching
them - which is to say, if any living humans are within 7 tiles of them.
Don't leave a fox and a chicken together while you're transporting your
grain to Lavaland! Also, make sure you don't leave Renault and Ian on
their play date unsupervised...

## Why It's Good For The Game
Gets rid of another simple animal. We grow ever closer to ascension.
Also, makes foxes a little more interesting rather than simply another
animal that does literally nothing. Renault will now flee from anyone
trying to kill her, for instance. Also opens up unique avenues of pet
murder if you want to make it look like an accident.
## Changelog
🆑
refactor: Foxes are more crafty now. They will run from danger, and hunt
small prey when no one is keeping an eye on them. Don't leave Renault
alone with Ian!
/🆑
* Converts foxes to basic mobs.
* Run UpdatePaths
* Fixes a renalt objective modular override
---------
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* Removes the infinite, super cold hypernoblium from the Winter Wonderland holodeck setting (#75941)
## About The Pull Request
Removes the infinite, super cold hypernoblium from the Winter Wonderland
holodeck setting. How did it get there?
## Why It's Good For The Game
This is absolutely a mistake. It allows infinite harvest of a rare gas
in insane quantities and can (extremely easily, mind) destroy the entire
station's air by making it the minimum possible temp. (Genuinely, how
did this get into the game?)
## Changelog
🆑 Licks-the-Crystal
fix: Removes the infinite hypernoblium from the holodeck's Winter
Wonderland setting.
/🆑
* Removes the infinite, super cold hypernoblium from the Winter Wonderland holodeck setting
---------
Co-authored-by: zeckle/licks-the-crystal <79835169+mikederkan@users.noreply.github.com>
* Refactors chicks into basic mobs (#75663)
## About The Pull Request
On the tin. They have pretty much nothing in common with chickens, so no
subtyping. They are in the same folder to keep that whole thing tidy,
though.
Also includes fixes to `growth_and_differentiation` element that I made
for spiderlings, since some stuff was yorked without me realizing. It
pretty much worked flawlessly for these chicks otherwise though. It all
works fine now.
## Why It's Good For The Game
More verbose naming scheme (instead of "holo", we get "permanent"
chicks), smarter AI for chicks, knocks them off the list, etc. etc.
One thing that I wanted to do was to have chicks recognize their mother
(if they had one), but that would be way out of scope for this simple
port PR. I'll dwell on adding something cool for that in the future.
## Changelog
🆑
refactor: Chicks are now a bit smarter, be careful not to squish them!
/🆑
Let me know if the whole "COMPONENT_KILL" thing is cringe, I couldn't
figure out a better way to do it without abusing `GetComponent()` to
`qdel()` it that way.
* Refactors chicks into basic mobs
* fix
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
* PT1 MAP RESET
* Lints
* [MDB Ignore] Adds a unit test for typepaths that are required to be mapped onto each station map (#74985)
Inspired by #74967 and #68459 , and the fact that Tramstation regresses
very often -
Adds a unit test, `required_map_items`, which ensures that certain
typepaths which should definitely be mapped onto every map is mapped
onto every map
It can also be used to ensure that items which should not be mapped in
multiple times are not, among other things.
I included a few examples -
- Min 1, max inf of each head of staff stamps
- Min 1, max 1 departmental order consoles
- Min 1, max inf comms console
- Min 1, max 1 Pun Pun
- Min 1, max 1 Poly
- Min 1, max 1 Ian
If, in the future, a mapper decides they (for some reason) do not want a
certain previously-required item on their map, the test can be adjusted
such that it allows excluding or something, but currently it should be
for items which require conscious thought about.
I attempted to make this a linter before realizing two things
1. Someone might make a spawner which spawns the items, or they might
get placed in a locker, in any case this accounts for everything on init
2. Linters run on every map, non-station maps included
So I went with a test
Why is it always the CMO stamp?
Not necessary (unless I find a map missing something, then this will be
updated)
* yay
* Update VoidRaptor.dmm
* Update blackmesa.dmm
* wew
* New sand and water sprites (ported from Bay) (#75254)
* e
* Update AntagInfoClock.tsx
* Update LimbsPage.tsx
* Update area_spawn_entries.dm
* Update LimbsPage.tsx
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Minigame DLC - Intergalactic Basketball League (#72459)
## About The Pull Request
New DLC bout to drop.

Lots of new things included:
- New basketball minigame that can be played between 2-7 players
- Crafting recipe for basketballs using leather sheets
- Crafting recipe for basketball hoops using metal, rods, and durathread
- New basketball sounds for the ball and hoops
- New scorecard that can be reset using CtrlClick
- Basketball hoops can be rotated using a wrench and AltClick
- Dunking and shooting animations.
### New basketball mechanics that now utilize stamina:
- Dunking costs large stamina and you must be directly adjacent to the
hoop and click on it.
- Shooting costs medium stamina and uses RMB. Shooting lets you aim the
ball over peoples heads, meaning anyone obstructing your path will be
bypassed. There is a half second delay during shooting where someone can
bump or push to prevent the shot from succeeding.
- Shooting from further away results in less accuracy. If you do not
click directly on the hoop, there is also an accuracy penalty!
- Passing costs no stamina and uses LMB. Trying to score into the hoop
via passing results in a reduced chance.
- Spinning costs medium stamina while holding the ball. It gives a
reduced chance for the ball to be stolen but decreases accuracy for
shooting.
- Pushing a player using RMB will attempt to steal the ball and drain
their stamina.
- The chance to steal the ball is based on the stamina of both players
and the direction they are facing. If the person with the ball is at low
stamina, and the person stealing is at full stamina, they will have a
higher chance. Likewise, if the person with the ball is face to face
with the stealer, then there is a higher chance for the ball to be
stolen. If the person has their back to the stealer, then it's a lower
chance.
- Shooting from more than 2 tiles away, results in 3 points. See below
picture to know the distance.

### Now to introduce the teams:
<details>
<summary>Nanotrasen Basketball Department</summary>

</details>
<details>
<summary>Greytide Worldwide</summary>

</details>
<details>
<summary>Lusty Xenomorphs</summary>

</details>
<details>
<summary>Space Surfers</summary>

</details>
---
Big shoutout to the nukie round a few weeks ago where the nuke ops
challenged the crew (and clown) to a basketball match on their rebuilt
basketball shuttle. The nukies won, but it made me realize that the
basketball mechanics were very raw and needed some polishing.
#### TODO LIST
- [x] Fix bug where ball only goes over peoples heads if they are 1 tile
away
- [x] Remove leftover code comments and procs
- [x] Rebalance stamina values (maybe move this to different ball types)
- [x] Fix basketball stadium template runtiming from wall smoothing
during load
- [x] Fix space surfer stadium having an air breach somewhere
- [x] Add more sounds for when ball is passed, shot, or dunked
- [x] Make it so that holding a ball while on the floor isn't possible
(to avoid those meta cheese strats)
- [x] Drop basketball lets mobs make sounds when spinning (need to
detach signal?)
- [x] Finish adding a simple lobby menu for minigame
## Why It's Good For The Game
_If you can't slam with the best, then jam with the rest._
## Changelog
🆑
add: Add crafting recipe for basketballs (leather sheets) and basketball
hoops (metal, rods, and durathread)
add: Add new basketball minigame for 2-7 players. There are 4 different
courts and teams by default with more planned to be added later.
add: New basketball mechanics that uses stamina. Shoot with RMB, pass
with LMB, and dunk by clicking the hoop while adjacent. Spinning while
holding the ball decreases the chance for someone to steal the ball, but
it decreases your shooting accuracy. Shooting from 2 tiles away lets you
score 3 points.
qol: Basketballs now play a buzzer sound when someone scores. CtrlClick
will reset the scorecard and AltClick with a wrench will rotate the
hoop.
qol: Dunking and shooting animations for basketball.
soundadd: Added basketball bounce sound with credits attribution
imageadd: Added basketball icon to minigames. Move baseball and
dodgeball icons to toy/balls.dmi
/🆑
* Minigame DLC - Intergalactic Basketball League
* Update CentCom_skyrat_z2.dmm
* raptor
---------
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* Improves duplication (#72572)
## About The Pull Request
- Improves duplication code significantly
- Removes 'perfectcopy', 'newloc', 'nerf' and 'holoitem' args. These
were made for holodeck items, but holodeck items do not use this proc so
it's since been unused.
- Adds many things to duplicate forbidden vars, such as external organs
(and fixes internal organs), overlays, and signals. The signal part is
what broke basic things for duplicated mobs, such as dying, huds, and
lying down.
- Duplicated mobs now properly carry over the identity of the old mob
without losing anything in the process, and now actually work as a mob,
with visible HUDs and everything. They also carry implants over now.
- Duplicated mobs also now no longer cut all their contents and rebuild
the entire mob, they don't carry overlays at all (so we don't have the
problems that come along with it, like clothing sprites from clothes
that don't exist).
- As a minor detail, makes DuplicateObject use snake_case instead, and
makes duplicate_forbidden_vars protected.
- Removes copy_contents_to because it's unused. It was originally meant
for Holodeck, but holodecks now use map templates so it's no longer used
in-game.


## Why It's Good For The Game
Closes https://github.com/tgstation/tgstation/issues/42212
Duplicating mobs no longer gives a broken mob, which was a common
problem with cloning pods (the admin pods, that you drop down onto
people).
Updates very old code to modern code standards.
This PR was made to help out
https://github.com/tgstation/tgstation/pull/71141 too, the author of
that PR is aware of this one.
## Changelog
🆑
refactor: Duplicating mobs now should now give properly functioning
mobs, as duplications in general have been reworked. Admins can feel
free to use the pod feature on people.
/🆑
* Improves duplication
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Abstract away stuff that acts on baseturfs directly into their own procs, and kills some dead code related to baseturfs + tests (#72117)
Adds some new procs relating to baseturfs that replaces some code that
reads and sets them directly. Moves them to their own file. **To
reviewers: Any proc in baseturfs.dm that is snake_case is mine, anything
else is just moved**.
Adds tests for the existing procs of baseturfs.
I'm going to be doing some optimizations to baseturfs that change the
actual representation of baseturfs, and so I'm prepping these to be
implementation agnostic.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Hologram Projectors for TGC! (#72226)
## About The Pull Request
Adds a new holodeck layout that features a TGC card fighting arena,
complete with holographic representations of your cards. Cards act the
same as physical cards when displayed except you can see the stats of
the cards without needing to inspect and the cards stats can be modified
on the fly for keeping track of equipment.
Example:

## Why It's Good For The Game
TGC is a significantly more complicated game then the other ones we have
like UNO and CAS and is extremely messy to play on a table ingame, this
provides a much clearer way of visualizing the game by having all active
creature stats on full display at all times without having to rely on
inspecting cards to check.
## Changelog
🆑
add: Introducing a new holodeck map, the TGC Arena, featuring hologram
projectors for your trading cards.
fix: Janitor and Intern TGC cards are now considered creatures rather
than just humans.
balance: The price of card packs has been reduced from double a paycheck
to 3 quarters of one.
balance: The number of cards available in the good clean fun vendor has
been doubled.
/🆑
* Hologram Projectors for TGC!
Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
* Smoothing groups optimization, save 265ms with configs, more on production & w/ space ruins (#71989)
This one is fun.
On every /turf/Initialize and /atom/Initialize, we try to set
`smoothing_groups` and `canSmoothWith` to a cached list of bitfields. At
the type level, these are specified as lists of IDs, which are then
`Join`ed in Initialize, and retrieved from the cache (or built from
there).
The problem is that the cache only misses about 60 times, but the cache
hits more than a hundred thousand times. This means we eat the cost of
`Join` (which is very very slow, because strings + BYOND), as well as
the preliminary `length` checks, for every single atom.
Furthermore, as you might remember, if you have any list variable set on
a type, it'll create a hidden `(init)` proc to create the list. On
turfs, that costs us about 60ms.
This PR does a cool trick where we can completely eliminate the `Join`
*and* the lists at the cost of a little more work when building the
cache.
The trick is that we replace the current type definitions with this:
```patch
- smoothing_groups = list(SMOOTH_GROUP_TURF_OPEN, SMOOTH_GROUP_FLOOR_ASH)
- canSmoothWith = list(SMOOTH_GROUP_FLOOR_ASH, SMOOTH_GROUP_CLOSED_TURFS)
+ smoothing_groups = SMOOTH_GROUP_TURF_OPEN + SMOOTH_GROUP_FLOOR_ASH
+ canSmoothWith = SMOOTH_GROUP_FLOOR_ASH + SMOOTH_GROUP_CLOSED_TURFS
```
These defines, instead of being numbers, are now segments of a string,
delimited by commas.
For instance, if ASH used to be 13, and CLOSED_TURFS used to be 37, this
used to equal `list(13, 37)`. Now, it equals `"13,37,"`.
Then, when the cache misses, we take that string, and treat it as part
of a JSON list, and decode it from there. Meaning:
```java
// Starting value
"13,37,"
// We have a trailing comma, so add a dummy value
"13,37,0"
// Make it an array
"[13,37,0]"
// Decode
list(13, 37, 0)
// Chop off the dummy value
list(13, 37) // Done!
```
This on its own eliminates 265ms *without space ruins*, with the
combined savings of turf/Initialize, atom/Initialize, and the hidden
(init) procs that no longer exist.
Furthermore, there's some other fun stuff we gain from this approach
emergently.
We previously had a difference between `S_TURF` and `S_OBJ`. The idea is
that if you have any smoothing groups with `S_OBJ`, then you will gain
the `SMOOTH_OBJ` bitflag (though note to self, I need to check that the
cost of adding this is actually worth it). This is achieved by the fact
that `S_OBJ` simply takes the last turf, and adds onto that, meaning
that if the biggest value in the sorting groups is greater than that,
then we know we're going to be smoothing to objects.
This new method provides a limitation here. BYOND has no way of
converting a number to a string at compile time, meaning that we can't
evaluate `MAX_S_TURF + offset` into a string. Instead, in order to
preserve the nice UX, `S_OBJ` now instead opts to make the numbers
negative. This means that what used to be something like:
```dm
smoothing_groups = list(SMOOTH_GROUP_ALIEN_RESIN, SMOOTH_GROUP_ALIEN_WEEDS)
```
...which may have been represented as
```dm
smoothing_groups = list(15, MAX_S_TURF + 3)
```
...will now become, at compile time:
```dm
smoothing_groups = "15,-3,"
```
Except! Because we guarantee smoothing groups are sorted through unit
testing, this is actually going to look like:
```dm
smoothing_groups = "-3,15,"
```
Meaning that we can now check if we're smoothing with objects just by
checking if `smoothing_groups[1] == "-"`, as that's the only way that is
possible. Neat!
Furthermore, though much simpler, what used to be `if
(length(smoothing_groups))` (and canSmoothWith) on every single
atom/Initialize and turf/Initialize can now be `if (smoothing_groups)`,
since empty strings are falsy. `length` is about 15% slower than doing
nothing, so in procs as hot as this, this gives some nice gains just on
its own.
For developers, very little changes. Instead of using `list`, you now
use `+`. The order might change, as `S_OBJ` now needs to come first, but
unit tests will catch you if you mess up. Also, you will notice that all
`S_OBJ` have been increased by one. This is because we used to have
`S_TURF(0)` and `S_OBJ(0)`, but with this new trick, -0 == 0, and so
they conflicted and needed to be changed.
* Sorting how did I miss it
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
* fixes holodecks directly changing baseturfs (#72067)
## About The Pull Request
i did this with #59355 to fix a bug but it breaks guarantees with
baseturfs. now they arent broken.
## Why It's Good For The Game
this probably causes bugs under some conditions
* fixes holodecks directly changing baseturfs
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Adds missing descriptions again (#72013)
Adds descriptions to some base types (such as walls, floors,
machines frames and computer frames) to make the world feel
more alive.
Authored-by: etherware-novice <candy@ notarealaddr.com>
Co-authored-by: OrionTheFox <76465278+OrionTheFox@ users.noreply.github.com>
* Adds missing descriptions again
Co-authored-by: texan-down-under <73374039+etherware-novice@users.noreply.github.com>
Co-authored-by: OrionTheFox <76465278+OrionTheFox@ users.noreply.github.com>
* Refactors Rabbits to be a Basic Mob (#71205)
## About The Pull Request
Back in #64175, I reworked rabbits such that their base behavior was
just a cute fluffy snuggle monster, and not have the "easter" variant be
the default. Now that we're transitioning everything from simple_animal
to basic, I figured now was the time to shift that over too.
Pretty much everything should be the same as it was before, I even took
some time to add behavior to some elements to allow it to work (let me
know if I should handle it a different way) but rabbits as a
simple_animal and rabbits as a basic mob should now not be very
distinguishable (beyond the fact that they only speak via subtrees).
I also got rid of the single-letter icon_states in the DMI and
accomodated the code to fix because I finally got irritated enough to do
something about that.
## Why It's Good For The Game
Although I didn't really have any pressing urge to add more complex AI
behavior to rabbits than just pretty much re-implementing what they had
as a simple_animal, this is an excellent first-step to allowing much
more extensible behaviors to these fuzzy creatures.
Also, it takes three more mobs off "the frozen list". Whoopie!
## Changelog
🆑
fix: Dead Black Space Rabbits should now properly have a sprite.
/🆑
The UpdatePaths is useless for the maps we have on our repository
(holodecks use a spawner code-side), but I'm going to be nice to
downstreams who need it.
* Refactors Rabbits to be a Basic Mob
* Fixed the CI and the rabbit on VoidRaptor
* Oops, forgot to remove it from here too
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* changes holodeck crab to a holographic crab (#69850)
Properly makes the crab on the holodeck beach into a holocrab
RUDE people were butchering the poor crab for infinite crab meat
leave him alone hes nice :(
* changes holodeck crab to a holographic crab
Co-authored-by: YakumoChen <king_yoshi42@yahoo.com>
* [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition>
* Fixes merge conflicts and compilation errors, alongside fixing the joker card to make it fully functional again
* Fixed a bunch of info variables in map files
* Alright this is why I wanted this merged yesterday
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Adds Baseballs (#68249)
Adds baseballs to the game (There is a baseball field in the holodeck).
You can now bat thrown objects with the baseball bat to launch them away at high speed.
https://streamable.com/471jvv (baseball is a boomerang here because otherwise this would have been impossible to test singleplayer)
Why It's Good For The Game
it could be fun to have a game of baseball, and people trying to bat an item thrown at them sounds funny
image
Changelog
cl Fikou, sprite by Mooster
add: Baseballs are now available in the Baseball Field on the Holodeck.
add: Baseball Bats can now hit thrown objects mid-air to send them back.
/cl
* Adds Baseballs
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Virtually Visualized Microwave Holodeck Hell (#67187)
Hello there,
Do you ever wake up and find yourself thinking: I need more microwaves? Well, look no further.
* Virtually Visualized Microwave Holodeck Hell
Co-authored-by: san7890 <the@san7890.com>
* [MDB IGNORE] More /area/ typepath organization and cleanup (#67107)
This further continues what I did in b4fb8f3ed1 (but instead of just stations, its now every (most) applicable area in the game
* [MDB IGNORE] More /area/ typepath organization and cleanup
* wew
* e
* Update CentCom_skyrat.dmm
* wew
* ews
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Improper forced qdel cleanup, some expanded del all verbs (#66595)
* Removes all supurfolus uses of QDEL_HINT_LETMELIVE
This define exists to allow abstract, sturucturally important things to
opt out of being qdeleted.
It does not exist to be a "Immune to everything" get out of jail free
card.
We have systems for this, and it's not appropriate here.
This change is inherently breaking, because things might be improperly
qdeling these things. Those issues will need to be resolved in future,
as they pop up
* Changes all needless uses of COMSIG_PARENT_PREQDELETED
It exists for things that want to block the qdel. If that's not you,
don't use it
* Adds force and hard del verbs, for chip and break glass cases
respectively
The harddel verb comes with two options before it's run, to let you
tailor it to your level of fucked
* Damn you nova
Adds proper parent returns instead of . = ..()
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
* Ensures immortality talismans cannot delete their human if something goes fuckey. Thanks ath/oro for pointing this out
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
* Improper forced qdel cleanup, some expanded del all verbs
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>