* Basic Constructs: Proteon (#79425)
## About The Pull Request
Last one! Makes proteons into a basic mob, and completely removes the
simple_animal construct supertype.
Proteons aren't really designed to be played by a player, instead being
a nuisance mapped into various ruins and traps. As such, they don't
really have any special abilities. Instead, the hostile variant has a
somewhat unique behavior. They'll viciously attack anyone who comes
close, but, being frail little cowards, if a proteon takes damage it
will immediately flee. After a random period between 2 and 4 seconds, it
will stop fleeing and come back for more.
In addition to this, a few other things have been done, some only
related because they're in files I touched.
- Moved proteons from the file for the Cleric's Den to their own file in
the basic constructs folder. Given that they're used in several
different ruins, they might as well not just be in the file for one.
- Simple constructs have been cut, and with them the procs for
healing/repairing on shades and cult structures, as those are no longer
needed.
- Because I was touching it anyway, I touched up the file for trap
structures. They no longer use any one-letter variable names, and time
is now universally listed in seconds rather than deciseconds in that
file.
- I removed a completely unused blackboard key from ice demons. This is
something I noticed due to a change I ended up not making while working
on proteon AI, but I figured I might as well leave it gone.
## Why It's Good For The Game
Kills the last three simple construct typepaths, bringing us to the
destined 19 removed. Huzzah!
The proteon AI routine should inject a little spice into fighting
proteons, especially for the unprepared - unlike many mobs, they won't
stand there and take it if you decide to fight back, but you can never
safely ignore them when they run away. They still aren't particularly
dangerous.
## Changelog
🆑
refactor: Proteon constructs now use the basic mob framework. The ones
encountered in ruins are a bit flightier now, and will briefly flee
combat if attacked - only so that they can return and menace you again
soon after. Please report any bugs.
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Basic Constructs: Proteon
* Update defcon2.dmm
---------
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* new space ruin, the biological research outpost (#79149)
## About The Pull Request

adds this ruin to space ruin pool
this is a shady (as NT always is) bioresearch outpost that got fucked up
by an experiment
this has like some puzzle aspect to it since you gotta find keycards and
shit and press buttons to unlock shield gates
this ends with you fighting a heart which if you defeat, destroys the
blockade that prevents you from entering the outpost vault
also you can no longer literally just cut indestructible grilles or
unanchor indestructible windows
### new puzzle elements or something idk
variant of pressure plate that you cannot remove and it sends a puzzle
signal
cooler red puzzle doors that look very foreboding or something idk
theyre for this ruin
also puzzle blockades, which are indestructible dense objects that are
destroyed if they receive a puzzle signal
and also buttons and keycard pads for puzzles
https://github.com/tgstation/tgstation/assets/70376633/c98807ec-1e7b-49c4-a757-cdbb76a1b566https://github.com/tgstation/tgstation/assets/70376633/9d5d9dd1-5868-44e6-a978-5ea57b30c298
stuff that throws electric shocks in a pattern, ignores insuls and only
knocks down, and no you cannot just run past
https://github.com/tgstation/tgstation/assets/70376633/5772917c-a963-48a4-a743-b0f610801d25
### enemies
living floor, it can only attack stuff on top of it and it attacks until
the victim is dead
it is invincible to all but a crowbar, and it cannot move, and it
remains hidden until a victim is in range
https://github.com/tgstation/tgstation/assets/70376633/aa1d54f6-b259-4e58-9d44-e393d2131acf
living flesh, it can replace your limbs with itself
the conditions for that are; the limb must have 20 or more brute, victim
must be alive and dismemberable, the limb may not be torso or head, or
the limb may not be living flesh
alternatively it can replace a missing limb
these are all checked with every attack
they have 20 hp
the limbs in question will sometimes act up, while passively draining
nutrition, arms will randomly start pulling nearby stuff, legs may step
randomly
limbs when detached, turn into mobs and reactivate AI 2 seconds later.
if the host is shocked, all living flesh limbs will detach, or if the
host dies they will also do that
https://github.com/tgstation/tgstation/assets/70376633/765cc99e-c800-4efb-aabe-d68817bbd7ae
## Why It's Good For The Game
ruin variety is cool i think
also the other things i added should be useful for other mappers for
bitrunning or whatever
also bug bad for that one fix
## Changelog
🆑
add: living floor, living flesh, and other stuff for the bioresearch
outpost ruin
add: bioresearch outpost ruin
fix: you may not defeat indestructible grilles and windows with mere
tools
/🆑
---------
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* new space ruin, the biological research outpost
---------
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* [CI Fix] The Demonic Frost-Miner will not attack corpses. (#79294)
## About The Pull Request
Fixes#79147.
Prevents the Demonic Frost-Miner from shooting at corpses by returning
early from `OpenFire()`. Also adds the "gutted" status effect to the
corpses in its arena so it won't try to gut them.
## Why It's Good For The Game
#78826 introduced an unfortunate bug by placing corpses in the Frost
Miner's arena. There were a combination of three factors at play here:
that the Miner attacks corpses, that it happens to use colossus bolts in
its attacks, which dust corpses, and that some unfortunate quirk of life
code causes runtimes if, as far as I can tell, a life tick goes off when
a mob is at the wrong point in the dusting process. The time this
process takes happened to perfectly coincide with the Monkey Business
unit test (being the first test that takes a significant period of
time), causing it to randomly fail.
So, this fixes a flaky test that has been a pain in the ass for the last
five days, is the big thing.
Also, it can't possibly have been intended for the Miner to run around
obliterating the aesthetic corpses in its arena within the first 15
seconds of any given round. Completely ruining the mood!
I'll point out that this particular boss may have been forgotten in
#77731, which set out to make only the colossus still gib/dust you, but
even were that not the case I think it would be a bit silly for the
Miner to be busy shooting lifeless corpses when a player shows up to
challenge it, rather than standing in its scary ritual circle.
## Changelog
🆑
fix: The Demonic Frost-Miner will no longer run around destroying the
corpses in its arena the moment the round begins.
/🆑
* [CI Fix] The Demonic Frost-Miner will not attack corpses.
---------
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
* Nanotrasen basic mobs. (#78917)
## About The Pull Request
First and foremost, converts all Nanotrasen simplemobs into basic mobs.
To avoid messy and redundant code, or god forbid, making Nanotrasen mobs
a subtype of Syndicate ones, I've made Syndicate, Russian, and
Nanotrasen mobs all share a unified "Trooper" parent. This should have
no effect on their behaviors, but makes things much easier to extend
further in the future.
While most of this PR is pretty cut-and-dry, I've done a couple notable
things. For one, all types of ranged trooper will now avoid friendly
fire, instead of shooting their friends in the back. Even the Russians
have trigger discipline.
I've also created a new AI subtree that allows mobs to call for
reinforcements. I've hopefully made this easy to extend, but the
existing version works as follows:
- A mob with this subtree that gains a target that is also a mob will
call out to all mobs within 15 tiles.
- If they share a faction, mobs receiving the call will have the target
added to their retaliate list, and have a new key set targeting the
calling mob.
- If they have the correct subtree in their AI controller, called-to
mobs will then run over to help out.
Sadly, this behavior is currently used only by a few completely unused
Nanotrasen mobs, so in practice it will not yet be seen.
Finally, I've fixed a minor issue where melee Russian mobs punch people
to death despite holding a knife. They now use the proper effects for
stabbing instead of punching.
## Why It's Good For The Game
Removes 8 more simple animals from the list.
As said above, making all "trooper" type mobs share a common parent cuts
down on code reuse, ensures consistency of behavior, and makes it much
easier to add new troopers not affiliated with these groups. I expect
that I'll make pirates share this same parent next.
The new "reinforcements" behavior, though extremely powerful, opens up
exciting new opportunities in the future. There aren't many existing
behaviors that allow basic mobs to work _together_ in interesting ways,
and I think adding some enemy teamwork could be fun.
## Changelog
🆑
refactor: Hostile Nanotrasen mobs now use the basic mob framework. This
should make them a little smarter and more dangerous. Please report any
bugs.
fix: Russian mobs will now actually use those knives they're holding.
/🆑
* Nanotrasen basic mobs.
* Modular
---------
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* 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
/🆑
* A comprehensive refactor / cleanup of `bullet_hit` and `on_hit` to cut out a single bad species / mob proc
* Modular changes
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* 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.

~~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>
* Fixes a runtime with AI targeting code, refactors faction checking to be at the atom/movable level
* Modular updates
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
* Watcher Nest Lavaland Ruin (#78790)
## About The Pull Request
Adds a small new lavaland ruin, the Watchers' Grave.


You will need to figure out yourself how to find a way through the walls
surrounding it (it's not very hard).
This is mostly just atmospheric but also serves as a delivery vehicle
for a unique item; an orphaned Watcher egg.
(That's kind of it in terms of loot, unless you count a handful of
lavaland mob corpses and mushrooms).
You can either eat this (it's an egg), throw it at someone to spawn an
angry watcher, or keep hold of it for a while and see what happens.
<details>

That's right it's your very own baby watcher.
It orbits your head and shoots at lavaland creatures for unimpressive
damage. It won't ever intentionally shoot a player but they might walk
in front of it, as it doesn't hurt very much they will probably forgive
you.
If you die it will continue circling your corpse to guard it against
predation.
</details>
In creating this ruin I also added a new component called "corpse
description".
It provides some extra examine text to a corpse which is removed
permanently if the mob is revived.
There's a field you can varedit on corpse spawners (or make a subtype)
which will automatically apply it to spawned corpses.
You can use it for environmental storytelling. Or admins can use it to
make fun of how you died.
Also I fixed basic mobs runtiming when examined by ghosts.
## Why It's Good For The Game
More variety in map generation. It's cute.
Adds a tool that mappers might like.
## Changelog
🆑
add: Adds a new lavaland ruin where you can find a unique egg.
/🆑
* Watcher Nest Lavaland Ruin
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* [TEST-MERGE FIRST] Wound refactor number two: Full synthetic support
* Wound refactor two compatability (#23618)
* Delam emergency procedure moth (#23483)
* safety moff
* delta/whitespace/examine
* icebox
* moff poster
* moff poster
* Update DelamProcedure.tsx
* Update scram.dm
* sound plays during warning
* remove nightshift, theres already a global proc
* scrubber hint
* missed that define
* Apply suggestions from code review
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* covered by ui_interact
* Update modular_skyrat/modules/delam_emergency_stop/code/scram.dm
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Update modular_skyrat/modules/delam_emergency_stop/code/scram.dm
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Automatic changelog for PR #23483 [ci skip]
* Automatic changelog compile [ci skip]
* [non modular] disables TG "hold up" for the foreseeable future (#23607)
Update gun.dm
* Automatic changelog for PR #23607 [ci skip]
* [MIRROR] Desouls Hivelord [MDB IGNORE] (#23609)
* Desouls Hivelord (#78213)
## About The Pull Request

Replaces the sprite of the hivelord with a new one, in my continuing
quest to annihilate the old asteroid mob sprites.
A (never completed) asteroid mob resprite was actually my first PR, this
one is my 200th.
I am also planning on fucking with basic mob versions of these mobs some
time but the sprites can be atomised out.
In addition to replacing the old-ass MSPaint sprites, this PR also adds
a short death animation effect to the hivelord brood (from hivelords or
legions) which looks nicer than them just vanishing instantly upon
death.
Look at this video for an example of the animation:
https://www.youtube.com/watch?v=cKaskN5-y2A
## Why It's Good For The Game
Looks nicer.
## Changelog
🆑
image: Hivelords have a new sprite.
image: Hivelord and Legion brood have a death animation.
/🆑
* Desouls Hivelord
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Automatic changelog for PR #23609 [ci skip]
* [MIRROR] Updates chem factory tank sprites [MDB IGNORE] (#23608)
* Updates chem factory tank sprites (#78209)
Updates chem factory tank sprites.
* Updates chem factory tank sprites
---------
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* [MIRROR] Rice Dough can be made in a beaker [MDB IGNORE] (#23611)
* Rice Dough can be made in a beaker (#78062)
## About The Pull Request
Rice dough can be made in a beaker using 20u of Rice Flour and 10u of
Water. 10u of Rice Flour is made from 5u of Rice and 5u of Flour. Rice
dough can still be crafted manually using the crafting menu and the
original recipe.
## Why It's Good For The Game
Cooks can sometimes get swamped with work, especially on a high-pop
shift or when there are no botanists. By making rice dough more
convenient to make, cooks don't need to spend as much time in the
crafting menu.
Rice Flour is made from mixing equal parts Rice and Flour. Since no
recipe other than Rice dough uses both Rice and Flour in it's Recipe, it
should be fine to turn those regents into the intermediate reagent "Rice
Flour".
Fixes#77966
## Changelog
🆑
qol: Rice Dough may be made in beaker instead of being crafted, but the
rice and flour must be added first
/🆑
* Rice Dough can be made in a beaker
---------
Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com>
* Automatic changelog for PR #23608 [ci skip]
* Automatic changelog for PR #23611 [ci skip]
* f
* awda
* unused type!!!
* Apply suggestions from code review
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* oh hey unused defines! bye
---------
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Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com>
---------
Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
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* [TEST-MERGE FIRST] Allows all limbs to be dismembered and significantly refactors wounds
* ah fuck it
* test
* edaawdawd
* Revert "edaawdawd"
This reverts commit 47be710fe61a1f4ca79212b29b3e88bf05ec9a3a.
* nothing but sheer hatred
* freaawd
* dzfxg
* Fixing some diffs here while we are at it.
* These are deprecated and should be removed
---------
Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: nikothedude <simon.prouty@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Fixes the Hilbert's research tram (#78035)
## About The Pull Request
Corrects the specific_tram_id helper for the Hilbert's Research to use
the hilbert tram ID. I've also dropped the `.../hilbert/research`
(tram-specific) paths in favor of simply `.../hilbert`
## Why It's Good For The Game
Fixes the Hilbert Hotel Research ruin's tram, and also stops the
malfunctioning tram event from being able to use that tram to start. (No
more trams going haywire on maps without trams!)
Closes#78018
## Changelog
🆑
fix: Hilbert's Hotel Research ruin now has a functioning tram. As a side
effect, the malfunctioning tram event should now only fire on maps with
a tram!
/🆑
* Fixes the Hilbert's research tram
---------
Co-authored-by: Shadow-Quill <44811257+Shadow-Quill@users.noreply.github.com>
* A fix for those who have found themselves in an early grave (#77974)
## About The Pull Request
Fixes: #76918
Fixes not being able to break out of a grave, where it was implied that
you could.
Technically (I doubt it ever worked) increases the breakout time on the
grave, before it was sitting below welded lockers, now it is in line
with them.
Graves are no longer dense, it looked and felt ugly and I think is just
a carryover from them being subtypes of crates, now you can walk over
them.
## Why It's Good For The Game
Fixes some bugs that limited interaction with graves. You can still
breathe under them and stuff, but that starts to veer into balance
changes, even though that should be looked at in the future.
## Changelog
🆑 Seven
fix: Fixes not being able to break out of graves
qol: Graves are no longer dense (you can walk over them now)
/🆑
* A fix for those who have found themselves in an early grave
---------
Co-authored-by: Lufferly <40921881+Lufferly@users.noreply.github.com>
* Cursed Slot Machine Fixes (#77989)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
A lot of these were stuff I did in response to reviews but apparently
didn't test extremely thoroughly. My bad.
* The proc for checking if the machine is in use is split out into its
own thing for clarity, and for potential reuse.
* The signal is no longer fucked up so you can actually get more than
one curse out of the slot machine as intended.
* Admin heals (and admin heals only) can remove the status effect. This
is just in case someone fucks up a variable when running an event and
wants to quickly heal some people while they varedit it to actually be a
proper event.
* Some nice code stuff while I was there, we don't need to be
typecasting to human anymore so it's nice to fix that.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Fixes are good.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
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probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
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and it's effects on PRs in the tgstation guides for contributors. Please
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🆑
fix: The Cursed Slot Machine should now actually give you more than one
pull.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
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<!-- You can use multiple of the same prefix (they're only used for the
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* Cursed Slot Machine Fixes
---------
Co-authored-by: san7890 <the@san7890.com>
* The Curse Of The Slot Machine - Now Clone-less
* The copy paste really needs to be gutted to the essentials
* Update burns.dm
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Immovable rod meets unstoppable tram (#77656)
## About The Pull Request
Adds interaction between immovable rod and the tram for the rare
occasions the rod hits it at the front or back while flying at a
parallel angle.
The rod will push/pull the tram in the direction it's flying until a
short distance past the tram's usual landmark, eventually winning and
carrying on.
- Only applies to random rods, if the rod has a target it will ignore
the tram as usual.
- Looping rod only pushes the tram once.
- As long as the tram has power, can be returned to the rails as usual
by calling it.
## Why It's Good For The Game
When the HoP is having a really unlucky day.
https://github.com/tgstation/tgstation/assets/83487515/2f0393cd-f796-4b00-8674-d97e57358543https://github.com/tgstation/tgstation/assets/83487515/f74c8497-8d62-4fcf-80a0-da7259160b7f
## Changelog
🆑 LT3
add: Immovable rod will now battle the unstoppable tram should they
cross paths
fix: Birdshot's maint tram doors now work properly
fix: Tramstation's exterior light fixtures no longer get destroyed as
soon as the tram moves
code: Tram landmarks are now all subtyped instead of map varedits
/🆑
* Immovable rod meets unstoppable tram
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Fixes a Typo on a fluff paper on oldstation (#77898)
## About The Pull Request
title
## Why It's Good For The Game
typo bad
## Changelog
too minor to make a difference
* Fixes a Typo on a fluff paper on oldstation
---------
Co-authored-by: DATAxPUNGED <44149906+DATA-xPUNGED@users.noreply.github.com>
* Refactors Morphs into Basic Mobs (there is now a swag action for morphification) (#77503)
## About The Pull Request
I was bored, so did this. Probably one of the neatest refactors I've
done, sorry if there's some oddities because I was experimenting with
some other stuff in this so just tell me to clean them up whenever I
can.
Anyways, morphs are basic mobs now. We are able to easily refactor the
whole "eat items and corpses" stuff in the basic mob framework, but the
whole "morph into objects and people" turned out to be a bit trickier.
That was easily rectified with a datum mob cooldown action and
copy-pasting the old code into that code, as well as doing some nice
stuff with traits and signals to ensure the one-way communication from
the action to the mob.
Old Morph AI didn't seem to be existant whatsoever, they inappropriately
leveraged some old procs and I have no idea how to make it work with new
AI. They DEFINITELY don't spawn outside of admin interference/ the event
anymore, and will always be controlled by a player, so this shouldn't be
too bad of an issue. I gave them something to seem alive just in case
though, but I think adding legitimate prop-hunt AI would be such a
laborious task that I am unwilling to do it in this PR.
## Why It's Good For The Game
If admins want to add the ability for Ian to assume the form of the HoP,
they can do that now! The datum action cooldown is quite nice for simple
and basic mobs... but it is currently not compatible with carbons. That
is not within scope for this PR, but I am dwelling on ways to extend it
to carbon but they all sound really awfully bad.
Also morphs are smarter, and we tick another simple animal in need of
refactoring off the list.
## Changelog
🆑
refactor: Morphs are now basic mobs with a nice new ability to help you
change forms rather than the old shift-click method, much more
intuitive.
admin: With the morph rework comes a new ability you can add to mobs,
"Assume Form". Feel free to add that to any simple or basic mob for le
funnies as Runtime turns into a pen or something.
/🆑
~~Does anyone know if there's a (sane) way to alias a cooldown action as
a keypress? I can't think of a good way to retain the old shift-click
functionality, because that does feel _kinda_ nice, but I think it can
be lived without.~~ I added it. Kinda fugly but whatever.
* Refactors Morphs into Basic Mobs (there is now a swag action for morphification)
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Co-authored-by: san7890 <the@san7890.com>
Replaces lava and chasm's "safeties" and ignoring turf slowdown on catwalks with traits and a new element. (#76376)
This adds a new element for movables that grants turfs they're in
traits, changes lava and the chasm component to check for traits
instead, ditto for turf slowdown. It also implements another trait that
prevents wet floor from slipping people, as well as some other changes
(feel free to opine on them really):
- Tables and conveyor belts now stop turf slowdown, much like catwalks,
as I imagine people walking on them are not really touching the floor.
(I'd include protection against lava too... until they melt, but that'd
mean finding a way to have these objects burn in the first place, and
lava code is still stupid despite a years old refactor I did)
- Tables also stop slippery turfs from slipping (bananas, soaps etc.
still apply). I wish there were a way to make some objects slippery by
coating them in water vapor or splashing water/lube, but that's outside
the scope of this PR.
- Fixed an edge case in which a mob standing on a lava turf would be
left permanently visually on fire if the lava is changed to another kind
of turf.
- Removed unused code from stone tiles.
I'm going to include these traits in that global list for admin-added
traits... tomorrow perhaps. 💤
Replacing some hard-coded mechanics with easier to use traits and an
element, which I also need for the submerge element PR.
🆑
refactor: Replaced hardcoded "safeties" for lava, chasms and ignoring
turf slowdowns on catwalks with traits.
balance: much like catwalks, tables and conveyors also disable turf
slowdowns.
balance: slippery turfs won't slip you when walking on a table.
fix: Fixed an edge case in which a mob standing on a lava turf would be
left visually but permanently on fire if the lava is changed to another
kind of turf.
/🆑
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Machine list is now stored in SSmachines | Remove excessive use of global lists for specific machine types
* Resolve merge conflicts
* Modular adjustments
* destroy this double return on destroy
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Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* Icon folder cleaning wave one
* Fixe a merge conflict
* Fixes some more merge conflicts
* Fixes some modular icon paths
* Fixes even more modular icon paths...
Hopefully that's the last of them
* Fixes some merge discrepencies
* More merge issues
* ok
* not ok
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Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* Makes puzzle elements unable to have their icons messed with (#76348)
## About The Pull Request
The hand labeler (and any other item that is capable of calling
`update_appearance` on an atom) was erasing the overlay icon when used
on a sliding puzzle piece. This just stops that from being able to
happen.
There should never be a case when the puzzle icon or overlays get
changed outside of during `set_puzzle_icon()`.
The puzzle is still able to be completed if any of the pieces get
labeled, by the way.
Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/22065
## Why It's Good For The Game
Fixes a bug/oversight
## Changelog
🆑
fix: sliding puzzles can no longer have their icons erased by the hand
labeler
/🆑
* Makes puzzle elements unable to have their icons messed with
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Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: hugmeorelse <52105542+hugmeorelse@users.noreply.github.com>
* Makes decals only caught on mapload & removes turf_loc_check (#76130)
Theres one player-facing change in this PR and it's that I removed human
gibs from being valid in space turfs, making it more consistent with the
other gib decals.
I've cleaned up many instances of decals spawning in bad turfs on
mapload in https://github.com/tgstation/tgstation/pull/75189, but making
it error anytime in-game a decal is put over an invalid turf is bad as
it punishes contributors for not optimizing their decals properly.
This changes it so it only errors if it's on mapload, unit testing or
not.
I've also removed ``turf_loc_check`` and replaced instances of it with
overwriting ``NeverShouldHaveComeHere``, which gives us greater control
of where decals can be placed.
This let me remove 2 subtypes that were made to have decals in specific
places (which then got placed elsewhere, ruining it all).
Mappers are still able to set decals to be placed anywhere, they just
need to add it as a valid turf for that decal.
* Makes decals only caught on mapload & removes turf_loc_check
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Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Removes amount_list_postion from reagent containers, adds related unit test. (#76057)
We had more issues like what #76013 addressed, now they're gone.
Variable transfer amount is now explicit.
Amount is now inferred from current value, performance concern here is
minimal. Less work and mistakes when making new types.
* Removes amount_list_postion from reagent containers, adds related unit test.
* update modular
* Fixes the failing unit test, hopefully
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Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Yeets a duplicate ambience .ogg (#75909)
## About The Pull Request
Removed `ambigen2.ogg` and renamed all the generic ambience sounds after
`ambigen1.ogg` to account the fact we have one less generic ambience
sound file now.
## Why It's Good For The Game
This will close#75010
## Changelog
N/A, it wasn't even used in the code.
* Yeets a duplicate ambience .ogg
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Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Grammar pass on syndie SM shard (#75772)
## About The Pull Request
Fixes grammar error on syndie sm shard desc
## Why It's Good For The Game
gramar
## Changelog
🆑
spellcheck: Fixes grammar error on syndie sm shard desc
/🆑
* Grammar pass on syndie SM shard
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Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
* [NO GBP]Grave Patches (#75563)
## About The Pull Request
1. Fixes#75553 You can put stuff in the grave normally by clicking that
item on the grave rather than throwing them in, this also means you can
destroy graves by attacking them with items or just dig the grave with a
shovel.
2. Graves can be closed again but "only" with a shovel and not instantly
by hand which was the previous behaviour (which was dumb and
nonsensical),
3. Add's examines & screentips for graves
## Changelog
🆑
fix: graves can be closed again, but only with a shovel and not by hand.
qol: you can put items in graves normally without throwing them in
qol: examines & screentips for graves
/🆑
* [NO GBP]Grave Patches
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Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* New basketball teams - Ash Gladiators and Beach Bums (#75361)
* New basketball teams - Ash Gladiators and Beach Bums
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Co-authored-by: Tim <timothymtorres@gmail.com>
* Ashwalker Tribe roundend reporting revamp (#75506)
## About The Pull Request
This PR changes how ashwalkers are listed in the roundend report.
Originally, they would be listed as individual "other" antagonists,
which isn't a particularly great way of handling it and leads to
weirdness like this:

_(That's an authentic ninja greentext from a live server, by the by)_
Now, the roundend report gives each ashwalker team their own section
within the report, whether or not they succeeded, and some bonus stats.

This new roundend report handling also supports having multiple
Necropolises (Necropoli?) in the same round. Each tribe has their stats
and success reported individually.
This also slightly modifies the protect_object objective, preventing
hard deletes when linked to objects that don't clear their own
references.
## Why It's Good For The Game
Gives Ashwalkers a much better roundend report, and handles how the
reporting is done in a much more sensible manner.
Reduces how much space that large nests take up with their individual
listings.
## Changelog
🆑 Rhials
qol: Ashwalker roundend reporting has been revamped. Glory to the
Necropolis!
/🆑
* Ashwalker Tribe roundend reporting revamp
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Co-authored-by: Rhials <Datguy33456@gmail.com>