Commit Graph

2256 Commits

Author SHA1 Message Date
LemonInTheDark
70651816c2 Fixes complex lights not handling moving well, renames lighting defines (#81423)
## About The Pull Request

[Fixes static lights not
moving](ffef43c05a)

Worked fine when the owner moved, but if the owner was inside something
else, it would try and trigger an update on the PARENT's lights, which
are obviously not us.

[Renames MOVABLE_LIGHT and STATIC_LIGHT to better describe what they
do](de73a63bd4)

People keep trying to change the lighting system of lamps and it makes
me mad.
I choose OVERLAY_LIGHT and COMPLEX_LIGHT here, I couldn't figure out a
better name for turf matrix lighting. Suggestions welcome

## Why It's Good For The Game

Closes #80005
Hopefully improves understanding of lighting at a glance
## Changelog
🆑
fix: Fixes fancy lights not updating their source location when picked
up and moved
/🆑
2024-02-12 20:50:20 +01:00
jimmyl
fbe6e2ebba museum away mission (#81208)
## About The Pull Request

adds a new gateway map, the Nanotrasen Museum it is filled with
""""Mannequins"""" and Common Core lore
im not putting the preview here because you really should explore it
yourself but if youre that curious i think the Checks tab in mapdiffbot
would have it
this gateway map contains no combat unless you count falling into chasms
because you did not carry a light
or going into the boarded room with no loot or any incentive with
obvious signs that there is the sole enemy on the map in there
the loot is the lore ok thanks

also makes mines detonate if theyre detonated by a non-mob im pretty
sure this couldnt have been intentional
trams stop chasms
and also the relevant items

<details>
  <summary>on second thought if you want spoilers check this</summary>


![image](https://github.com/tgstation/tgstation/assets/70376633/41ab2db1-55ce-4371-8594-a1d8961c37c3)

</details>

## Why It's Good For The Game

more gateway maps = good

## Changelog
🆑
add: nanotrasen museum gateway map
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-11 03:17:55 +01:00
John Willard
fdcd4d3979 Adds a signal to buying items from the uplink (& fixes TC misinfo) (#81372)
## About The Pull Request

Adds a signal when someone buys an item from the uplink and removes
single-letter vars from the ``spawn_item`` proc, and adds/standardizes
add/removing of telecrystals from uplinks (and admin setting how much TC
they have) to ensure the UI always has the right amount of telecrystals
displayed in it.

## Why It's Good For The Game

There are reasons why someone would want to hook up to a traitor's
uplink and listen to items they purchase to do any special effect
on-purchase, so this adds support to do anything in the future with it.
Also tells players how much TC they actually have without forcing them
to close/reopen the UI every time they insert some TC in it by hand.

## Changelog

🆑
fix: Uplinks now update their UI when you add telecrystals in them, so
you don't need to close and reopen it.
/🆑
2024-02-10 18:57:19 +01:00
Ben10Omintrix
05271b6fa3 settlers can rename their pets (#81190)
## About The Pull Request
settlers can now rename their tamed pets

## Why It's Good For The Game
adds another fun and harmless interaction between settlers and their
pets

## Changelog
🆑
add: settlers can rename their pets
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-09 15:54:55 +01:00
John Willard
1389351ef9 You can now move and talk through statues and mannequins (#81188)
## About The Pull Request

I recently played a game where I rotated my skeleton model while
rotating my own character at the same time and it being in sync gave me
the realization on how cool it would be if the Coroner was able to
simply control the skeleton body.

I find skeleton displays very funny and I want to see more funny things
happen with them, so I thought this would be a good place to start, with
the benefits that it also works on mannequins and statues too so they
aren't left out.

Basically, while it is unanchored, if you have a statue/mannequin
grabbed, it will change its direction as you do, and speak the same
words you do. Your own messages can only be heard if the person is
directly next to you, revealing that it was you talking through it all
along.

I was originally gonna add this to the simple rotation component but
moved off when I decided to add talking through it, I left in the code
improvements I made to the component though since it is one of the
oldest components and hasn't been touched in a while.

Video demonstration (before I added the person also talking, just ignore
that missing)

https://github.com/tgstation/tgstation/assets/53777086/27242fc3-9649-418d-95cb-b31619319e97

While fixing the Toilet bong's rotation stuff I noticed a lot of it
wasn't up to proper code standards so I went over it and fixed issues I
had with it. It now doesn't give text saying you found something nasty
to species that still likes mice (like flypeople), and fixed its update
appearance to match the codebase standard set by the introduction of
``update_appearance`` many years ago.

## Why It's Good For The Game

It's a funny small idea I had and got inspired to add, it's a niche
mechanic that I think fits the aesthetic I am going for with Coroner and
also give a funny interaction with the human-like inanimate objects.

## Changelog

🆑
fix: Species that can eat mice don't get disgusted from seeing one in
the toilet bong.
add: Grabbing an unwrenched statue/mannequin/skeleton model will now
move its direction as you move yours, and you can talk through it.
/🆑
2024-02-08 14:19:31 +01:00
MrMelbert
a40986353d Fixes surgeries runtiming constantly when having the surgery initator open, fixes some surgeries missing sounds (#81307)
## About The Pull Request

Fixes #79318 

- See the issue for more information. I fixed the runtimes as expected,
and then removed `SURGERY_REQUIRE_LIMB` from some surgeries which don't
actually require a limb, such as implant removal, dissection, and living
revival. I could've easily missed some, and as a result some surgeries
are lost to the void and unselectable, but from what I could tell in
testing it seems... fine.

- Adds `SHOULD_CALL_PARENT` to surgery `can_start`. Cleans up some
surgery `can_start` overrides.

- Adds missing sounds to puncture repair surgery. 

## Changelog

🆑 Melbert
fix: Fixed Puncture Repair surgery not having surgical sounds
fix: Fixed Surgery Initiator potentially showing invalid surgeries 
/🆑
2024-02-08 13:37:02 +01:00
SyncIt21
e4b23f2b4b General maintenance for Lathes (#81244)
## About The Pull Request
1. **Qol Stuff**
- Screentips & examines for screwdriver, crowbar acts, multiool &
wirecutter Also for Alt click
- Techfabs can now also use the Mouse drag functionality to set drop
target for items
- Lathe printing animation now plays on loop instead of just flicking
once till printing is finished for more visual feedback

2. **Code Improvements**
- Merged `start_making()` with `do_make_item()`. That proc was like only
3 lines long and used only in 1 place so let's just move that code to
`ui_act()`
- Merged `user_print_item_id()` with `ui_act()`. Again was used only in
1 place so let's just move that code in to save some proc overhead
- Sets `processing_flags` for autolathe to `NONE` cause we don't use
`process()`
    - Autodocs vars such as `hacked` , `shocked` etc & procs
- `maxmult` is now computed client side saving backend bandwidth,
`construction_time` is removed from lathes which did not use it
- Removed all usages of lathe taxes and their related vars, removed
engineering lathe no tax from ice moon, replaced with normal engineering
lathe

3. **Fixes**
- Lathe sheet insertion animations are now linked & work again for all
material types inserted via remote silo/local storage,
silver/titanium/plastic all play the same animation(that is
`protolathe_shiny` overlay). Other materials have their own respective
overlays
- Fixes #81243. Calling `update_static_data_for_all_viewers()` is too
expensive for the UI. We should instead use `SStgui.update_uis(src)`
which will report the `busy` status to the UI more immediatly
- Fixes #81236. Some problems with the params passed to the timer
callback. It should now print the correct number of requested items
- Fixes #81192. `design.materials` would runtime for custom material
items as they were list of texts not materials. We have to pass our
manually parsed list of materials for an specific item to ensure they
are set & used correctly. Same fixes apply for techfabs as well


## Changelog
🆑
qol: adds screentips & examines for screwdriver & crowbar acts & alt
click.
qol: techfabs can now use the mouse drop functionality to set drop
target.
qol: lathe printing animation plays on loop while printing rather than
flicking once for more visual feedback
fix: lathe sheet insertion animations are now linked & work again for
all material types inserted via remote silo/local storage
fix: printing custom materials items from autolathe works again.
fix: printing multiple items from lathes will actually print that
correct quantity of items requested.
fix: printing items the 2nd time around from lathes won't cause the UI
to reload each time.
code: autodoc for some vars & procs, merges procs.
refactor: Optimized code for autolathe & techfabs in general. Report
bugs on github
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-08 13:34:03 +01:00
SyncIt21
baad899062 Material container drops sheets only on object deconstruct & not destroy. (#81290)
## About The Pull Request
- Fixes #81289

It has nothing to do with `dump_contents()` but with the material
container that drops its materials on `Destroy()` causing side effects.
Now it only drops sheets when an object is deconstructed but not
destroyed.

For this to work properly on all instances we have to ensure
`deconstruct()` is not overridden at least on machines for now, so they
can send `COMSIG_OBJ_DECONSTRUCT` signal. That comes in the next PR

## Changelog
🆑
fix: deleting objects with local material storage(autolathe, drone
dispenser etc) no longer drops sheets, they only drop materials when
deconstructed
/🆑
2024-02-06 22:44:36 +01:00
Xander3359
a8ff61beb8 Fixes burning a bible giving you an infinite amount of curses. (#81248)
## About The Pull Request
Burning a bible now gives you 1 curse, instead of INFINITY curses.
## Why It's Good For The Game
It looks like https://github.com/tgstation/tgstation/pull/78899 forgot
about bible curses.
I think this was an oversight.
## Changelog
🆑
fix: burning a bible no longer gives you INFINITY curses
/🆑
2024-02-04 08:39:51 +01:00
MrMelbert
e21dc5fec7 Kicks Martial Arts out of the attack chain (yippee), makes it use signals, plus a large clean up of existing martial arts (#81097)
## About The Pull Request

- Kicks Martial Arts out of the attack chain. 
- All Martial Arts attacks are now handled via unarmed attack or grab
signals
- This means all martial arts are now technically on the living level,
allowing any mob that can unarmed attack to martial arts. Sort of. YMMV.

- All martial arts block checking is now handled by the arts themselves,
meaning you can selectively decide for a martial arts strike to not be
blocked. Maybe good for the future.

- A comprehensive cleanup of all existing martial arts. Improving var
names, code, adding some missing animation calls, etc.

Fixes #74829

## Why It's Good For The Game

Untangles the mess that is martial arts, making it a lot easier to work
with the attack chain and making it overall a ton more consistent.

## Changelog

🆑 Melbert
refactor: Big martial arts refactor, they should now overall act a ton
more consistent. Also technically any mob can do martial arts. Let me
know if something is funky.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-01 14:18:46 +00:00
MrMelbert
be9069ebc3 Bit of reference handling for custom food holders (#81195)
## About The Pull Request

`ingredients` seems to hold a reference to all the food in our atom's
contents that are used to make up our custom food, but it doesn't clear
it anywhere.

So I implemented `Exited`, as well as cutting the list on component
`Destroy`.
2024-02-01 13:32:39 +01:00
MrMelbert
7ffc073b33 Refactor jukebox, jukebox datum, now jukebox audio is positional. And it fully respects deaf people. (#81135)
## About The Pull Request

- Jukebox is refactored into a datum that the rave visor and the jukebox
uses.

- Jukebox UI is now typescript. 

- How the Jukebox delivers sound to players has been rewritten. 
- Now it adjusts the sound's position in accordance to where the
listener is.
- This implementation was loosely inspired by that done by Baystation
half a decade ago, so kudos to them.
   - Additionally, being deafened will temporarily mute the jukebox. 

- And sorry, in refactoring this I snuck in one tiny feature. 
- You can now toggle looping on Jukeboxes to play the song
foreeeverrrrr.

## Why It's Good For The Game

It sounds wayyyyyy better. Overhead isn't even that bad, though it could
be tested on a live server to make sure.


https://github.com/tgstation/tgstation/assets/51863163/ec1321b6-bf1c-4c33-9663-83f2c23a4277

## Changelog

🆑 Melbert
refactor: Jukebox has been refactored. Jukebox music now updates as the
player moves, mutes when the player is deafened, and overall sounds
wayyy better. You can also now toggle song repeat on jukeboxes.
/🆑
2024-01-30 17:54:56 -07:00
_0Steven
f20211f8a3 Remove unneeded 'a' from swabbing message. (#81118)
## About The Pull Request

When using the biopsy tool on something that doesn't have a swabbing
result it would say:
> "You do not manage to find a anything on [target]!".

The "find a anything on [target]" is incorrect and reads off, so this pr
just changes the respective statement in
`code/datums/components/swabbing.dm` to remove that a, becoming:
> "You do not manage to find anything on [target]!".
## Why It's Good For The Game

Minor grammar fix.
## Changelog
🆑
spellcheck: You no longer fail to find "a anything" when swabbing
something for cytology that doesn't have swabbing results.
/🆑
2024-01-27 16:28:11 -07:00
Bloop
c190f9d44f Fixes a decal hard del (#81093)
## About The Pull Request

Attempting to fix this hard del here: 


![firefox_1QHRZHx9GY](https://github.com/tgstation/tgstation/assets/13398309/871d50e4-1bfc-4b16-82af-972162e8d2e4)

I think the cause is from the turf changing, which
`/datum/elements/connect_loc` does not seem to take into consideration.
Now it should.

Also cleans up the signals in `/datum/component/infective/` which may be
another potential cause of issues.

## Why It's Good For The Game

Code that cleans up after itself is nice.

## Changelog

🆑
fix: fixes a hard del with decals
/🆑
2024-01-26 02:23:24 +01:00
SyncIt21
9141bfb95b General maintainence for Ore Silo (#81016)
## About The Pull Request
1. **Qol**(Hopefully not an issue for feature freeze)
- Adds Screen tips & examines for screwdriver, crowbar & multitool acts
   - Examining ore silo will now display its stored materials
- Location name is attached to the machine name and it greys out when
pausing the machine to make it more noticable that it is paused
   - Made window wider

2. **Code Improvements**
   - Auto docs procs & vars for ore silo log entry
- Fixed return values of all tool acts i.e. no more returning
`TRUE/FALSE` but the actual item interaction flags
- UI no longer computes `REF` for each machine which is expensive but
instead uses the index value in the list
   - Moved global variables to their corresponding files
- Ore silo no longer starts processing round start. That proc just ended
itself anyway so why even bother registering

3. **Fixes**
- If a machine was disconnected via the ore silo UI, attempting to
reconnect that machine would cause a runtime at `RegisterSignal` in
`multitool_act` because it was already registered in `Initialize`. It
now unregisters the signal when disconnecting so that's fixed
- Each machine element in the UI does not have a unique key because it
used `key={machine.name}`. This meant after disconnecting a machine the
UI buttons would get grouped together and the pause & disconnect buttons
would not function properly. Now it uses `index` which is unique thus
fixing that problem

## Changelog
🆑
qol: added more screen tips & examines for ore silo, made UI wider,
attach location name to each machine & grey out paused machines to make
it more noticeable.
code: auto docs proc & vars for silo log entry. Fixed return values of
all tool acts
fix: ore silo UI now functions correctly after removing an entry from
the UI
fix: no runtimes when connecting a machine to silo that was previously
disconnected via the ore silo UI
/🆑
2024-01-25 09:08:27 -05:00
scriptis
004c4f0b2b spellcheck: iron sheets's what? (#81045)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/12202230/237ce3f1-4c00-4e00-aabc-0b477b0be293)

literally unplayable

replaced with


![image](https://github.com/tgstation/tgstation/assets/12202230/521ddcf2-e512-4141-a4b1-92b833c76d88)


and with an active tone
## Why It's Good For The Game

spelling
## Changelog
🆑
spellcheck: iron sheets's what?
/🆑
2024-01-22 13:10:53 -08:00
ArcaneMusic
002051a3d5 ArcMining Pr Beta: Version 1.2 (#78524)
This one's not like the last one, so much so that I'm not even going to
outsource the PR description to a robot this time!
Basically, **You should read the PR body before assuming that everything
is the same as last time. It's not.**

## Video Summary
Click the link below to see a video summary of the main features of this
pull request.
https://youtu.be/Aho2omR0mjY?feature=shared

## About The Pull Request
This pull request serves as a large rework of minerals produced by
mining, and by extension mining itself. I'll try and list each change
and it's associated nuance here.

### Ore Vents
The biggest addition to the game with ArcMining is **Ore Vents**. Ore
vents spawn as a ruin on the map, placing a randomized ore vent onto map
generation. Ore vents spawn in 3 different sizes, **Small, Medium, and
Large**. These vents will pick from a pool of materials they can
generate, and will hang out across the map. A player can use a mining
scanner to discover an ore vent, granting a small quantity of **mining
points** to begin with. Once scanned, ore vents will show what minerals
that ore vent will generate after they're fully tapped.

Scanning the vent again will trigger the extraction process. A small
drone will fly down, called the NODE drone, and buckle onto the vent.
Your job during wave defense is to protect the drone and to defeat waves
of randomly spawning mobs (dependent on if you're on lavaland or on
icebox). The quantity, duration, and time between waves is scaled to the
size of the vent you're protecting. Starting by scanning and protecting
lower tier vents earlier in the shift is a safer bet than doing a large
vent in the first few minutes. The drone has 500 health, and can take a
good few hits, but leaving it alone will cause it to meet an unfortunate
end quite quickly.

Cooperation can be your best asset, as mining with allies can greatly
help with wave defense, and mineral points are granted to anyone who
helps with defending the ore vent equally (So 500 * size tier,
regardless of how much help you receive). Once complete, the ore vent
will have a mining machine constructed on top of it, and will start to
dredge up **Boulders** from the earth automatically. More on boulders
later.

Ore vents can be located based on your mining scanner, and will provide
an appropriate audio cue based on if the ore vent has been discovered or
not, and once processed will no longer alert you to it's presence.

**Each station comes with a free vent that produces exclusively iron and
glass, free of charge.** This is to help with shifts where the station
may not have shaft miners to produce minerals, and to provide the
station with a baseline amount of minerals where none may exist
otherwise.

### Mineral Generation
Mineral generation has been completely reworked. Previously, Mineral
Generation had a flat 13% spawn rate in-game. Once minerals spawned,
they would also have a chance to propagate their minerals to nearby
tiles, resulting in a rather massive pool of minerals that could spawn
throughout lavaland on the whole.

This tweaks that, by making minerals in walls spawn based on their
proximity to ore vents on maps that use cave generation. Both the
probability, and quantity of ores spawning in walls is scaled based on
distance, with ore vents looking like large caches of ores found in
walls. This makes following ores found in walls and checking their
quantity of minerals spawned a good indicator of how close you are to a
nearby vent in-round.

This means you can collect some points form both discovering ore vents
first, as well as collecting their surrounding ores, turn those in for
mining points, and then trading them in for gear upgrades to more
effectively take on ore vents. As a result of tweaking the balance of
this, the total amount of ores spawned in walls overall has been
decreased. However, by making more of the process time based, we still
result in a mostly balanced finished product.

### Boulder Processing
On station, there are now three new machines. These are the BRM, the
Refinery, and the Smelter.

- The BRM acts as a teleporter. Instead of needing to carry boulders
back to the station, you can activate the BRM, and it will automatically
pick boulders to teleport back to itself. You can use this to teleport
boulders dredged up from lavaland onto the station for processing. **The
BRM will only lock on to boulders that are resting on an ore vent.**
Moving boulders back by hand will mean you'll have to haul it back by
hand.
- The refinery processes the non-metallic materials out of boulders.
This process sends the materials straight to the ORM, and collects
mining points from the ores smelted in the machine. Swiping with an ID
card lets you withdraw those points for your own personal account, but
remember that these points are for your whole team to share from. The
**Mining points obtained from this process is only 75% of the amount an
equivalent amount of ores would provide.**
- The smelter works nearly identically, however the smelter produces
metallic materials out of boulders instead.
- Once a boulder has had all of it's materials extracted, it's broken
down and deleted from the line. Otherwise, the boulder is spat out for
the next machine to process it (either the refinery or smelter).
- Once there's no minerals left in a boulder of any type, the refinery
or smelter will break the boulder down.
- Boulders **do not stack onto tiles with each other**, so they'll block
each other when pulled or when moving on a conveyor belt.

Boulders can also be processed by hand. Using a mining tool on a boulder
with right click will allow you to break down a boulder into it's
composite ores, but limits you to a maximum of 10 ore per boulder, where
the full amount can be extracted using the proper processing machines.
Also, processing by hand does deal small amounts of stamina damage over
time, do breaking a full large boulder can be particularly taxing.

Additional Boulder Processing Machines can be built, with the BRM board
being obtained from the Protolathe, while the Smelter and Refinery
boards being obtainable from the Autolathe instead. A _boulder
processing beacon_ can also be obtained from the mining points vendor as
a reward to assist with boulder processing. Boulder processing beacons
can be used to spawn in a new BRM, refinery, and smelter on the tile the
user is standing on, however **you'll still need to link them to the
ORM**!

All three machines can be upgraded with Stock Parts, allowing for **more
boulders to be processed at a time**. It does not, however, increase the
amount of minerals received from boulders, or points earned.

### Mining Borg Tweaks
Mining borgs have been given some minor adjustments to compensate for
the changes to mining. Their mineral scanner, which now has an active
component to gameplay, is now a module as opposed to built into the mob.
This module allows for the same ability to discover and start waves of
monsters to fight.

Mining modules will find that their PKA now has a total of 90% mod
capacity as compared to the 80% they had before, to allow for more
robust defense of ore vents.

In addition, all borgs and AIs can interact with the BRM for boulder
collection.

### Mining Mech Tweaks
Mining Mechs have had their utility tweaked as a result of these changes
as well. Mineral scanners to be used on mining mechs now have a larger
radius by comparison to their handheld cousins. Similarly, it now has an
active scanning button, which will actively discovery nearby ore vents.
To begin wave defense, you will need to hop out and scan a second time
however, so that you can properly accept the risks of drawing a horde of
bloodthirsty wildlife towards you and your companions.

Mechs can also manually process boulders, similar to mining tools using
their drill.

### Golem Tweaks
Golems, being more gentle and less aggressive than humans, while being
made out of LITERAL ROCKS, have a greater need to secure access to ores
and minerals to eat. As such, they have adapted to be able to do two new
things:

- Golems may now right click ore vents to be able to manually haul a
boulder out of the vent. This costs a hefty amount of stamina, but it
allows for golems to avoid combat during regular gameplay.
- Golems may now left click a boulder with an open hand in order to
manually process a boulder like a pickaxe. While not faster, it is
consistent and prevents golems from starving if they have access to a
vent, but no ores, somehow.

### Gulag Tweaks
The labor camp, being a camp for rehabilitation and ~~excessive manual
labor~~ has been tweaked. Boulders now replace the random minerals
located on their island, and to acquire their prizes inside, much be
excavated and then broken out of the rock. Now YOU TOO can excavate
minerals and become a true mineral hero by working your way to freedom.

### Mining Point Changes
As a result of fewer mining points being available across the map due to
the new ore spawning mechanics, and the shift in how and when ores will
be coming in, almost every progress based mining point cost has been
reduced by around 10-20%. Many numbers are still subject to change at
present, but the idea is that core progress unlocks should be made a bit
more available earlier in the round before players can start to solo or
duo larger or more difficult ore vents, after which they'll be rolling
in ores.

### Rarities
Every once in awhile, an unusual boulder will get hauled up from the
mineral rich depths of lavaland. These **Artifact boulders** can
occasionally produce rare items, but for now they've mostly just been
pulling up **Strange objects** for science. Nanotrasen Natural Sciences
department will reward you extra points to be collected by boulder
processing machines for successfully extracting one. In the future, this
opens up a passive reward space that mining can reward to the station,
like providing cytology DNA samples, ancient seeds, or other artifacts.

### Misc notes

- Boulders can be stored in all varieties of ore boxes (ground, mech)
should you choose, however as mentioned it's best to leave them where
they spawn and teleport them to the station for convenience.
- Maps that are not subject to cave generation will find that they are
largely untouched in terms of mineral balance.
- Future or existing ruins can now be tweaked to have a mineral balance
cost, as the ore vent ruin does. This will allow us to spawn in more
interesting ruins for pre-made combat challenges.
- There are unique ore vents that spawn across the map, that will summon
a boss mob relevant to that map. If the boss mob is defeated, that vent
will spawn large boulders pulling from every possible ore type that can
spawn. Not for the faint of heart!
- Similarly, the number of ore vents and mineral budget is now
adjustable in the cave generation procs, so maps may spawn with more or
less ore vents as desired for balance.
- Artifact boulders opens up a LOT of room for possible future content
like archaeology, xenoarch, artisci, and other design spaces!
- Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in
addition to boss ore vents.
- **I'll add more to this as I get asked questions and remember things,
this is a huge PR and I'm confident I've missed at least something**

## Why It's Good For The Game

I outlined a lot of this in #78040, so I'll try and keep this relatively
snappy this time, while noting that I've made some concessions to make
the whole system a lot more playable while not trying to break out
design decisions that are at the end of the day, better for the game and
the overall resource balance in round.

Minerals are a very poorly balanced system, and have been since their
inception many years ago. We heavily rely on mineral balance in round,
and yet we've really only balanced it by introducing so much supply that
there's no equivalent exchange for materials that doesn't just heavily
flood the exchanged material. For example, items printed from materials
that are otherwise considered "rare" on master exist in such quantities
and they'll never practically run out in our allotted 90 minute time
slot design. This PR adjusts how ores spawn to a point where we can
minimize the amount of ores that need to exist on the map for mining to
be able to progress, while still providing enough resources for the
station that it covers the needs of the station adequately.

Miners will need to be more strategic about what resources they've
collected, and be able to make decisions about which vents are worth the
risk of attempting to fight, how to prepare for a wave defense, and when
to head back up for upgrades, while finally giving them at least some
kind of incentive to work together and use different equipment.
Resonators make cleaning up the caves around vent easy, sandbags set up
easy defenses for your vent, mechs can serve as a wider range radar
while mining, all while still providing a new gameplay loop to mining.

By limiting the amount of ores that can enter the round from the
massive, massive amounts that were coming into the round beforehand (see
#78346 ), we can make ore processing more meaningful by adding more
gameplay to the processing of minerals. I have some plans for that,
however this PR already got bloated really REALLY badly due to scope
creep and the number of intersecting systems that rammed into each other
to make this PR possible. So that'll be next. Plus, as I've mentioned,
we open up places for ore processing to find fossils, relics, and other
things that can implemented down the line.

Overall, I don't expect this PR to save or kill ore balance, but we gain
a LOT more control over it through the use of our mining defines
attached to this PR, and at the end of the day, that's a great place to
start off of.

## Changelog

🆑
add: Added ore vents. Scanning them with mining scanners shows what
minerals they contain. Scan again to fight off a horde of beasts as your
drone assistant excavates the vent, so the ore vent will produce mineral
boulders!
bal: Ores that spawn in walls now spawn based on their proximity to ore
vents, with their chance to spawn and their minerals contained scaling
from low to high.
add: Added the BRM, Refinery, and Smelter. These pieces of equipment are
used to process ore boulders into minerals for the station. Stock Part
upgrades allow more boulders to be processed at one time. They collect
mining points as well, to be redeemed with an ID card swipe.
add: Boulders are teleported to the station via the BRM if left
untouched. Boulders can also be cracked open for a reduced amount of ore
using pickaxes or golems hands.
add: All stations come equipt with a pre-excavated ore vent, which
produces a basic supply of iron and glass only. Scan other vents for
your critical resources!
add: Look there's a shit ton of changes on mining, for more detail check
out the Pull Request: https://github.com/tgstation/tgstation/pull/78524.
sound: New sounds and noises for your high octane factorio-like
gameplay!
image: All new boulder sprites for the new minerals and rocks added to
the mining gameplay loop, as well as mining machines!
image: Overlays appear over vents when scanned to let you know their
contents at a glance when actively scanned with any mining scanners.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-01-21 11:32:05 -05:00
Ghom
f9957b0373 Integrated circuits for modular computers (#80530)
## About The Pull Request
This PR integrates circuits for modular computers and a good bits of
their programs.
The peculiarity here is that modular computers have no fixed amount of
unremovable components (except the base one with just a couple ports for
now), instead, they're added and removed along with programs. With a few
exceptions (such as the messenger and signaler), for these program
circuits to work, their associated program has to be either open or in
the background.

For a reason or another, not all programs have a circuit associated to
them, still, however the programs with a circuit are still a handful.
They are:
- Nanotrasen Pay System
- Notepad
- SiliConnect
- WireCarp
- MODsuit Control
- Spectre Meter
- Direct Messenger*
- LifeConnect
- Custodial Locator
- Fission360
- Camera
- Status Display
- SignalCommander

*By the by, sending messages has a cooldown, so it shouldn't be as
spammy. If it turns out to not be enough, I can make it so messages from
circuit will be ignored by other messenger circuits.

The PR is no longer WIP.

## Why It's Good For The Game
I believe modular computers could make for some interesting setups with
circuits, since they're fairly flexible and stocked with features unlike
many other appliances, therefore also a speck more abusable, though
limits, cooldowns, logging and sanitization have been implemented to
keep it in check.

## Changelog

🆑
add: Modular Computers now support integrated circuits. What can be done
with them depends on the programs installed and whether they're running
(open or background).
add: Modular Consoles (the machinery) now have a small backup cell they
draw power from if the power goes out.
/🆑
2024-01-20 21:21:42 +01:00
_0Steven
3b368888c3 Fix bugs regarding immobile shells. (#80976)
## About The Pull Request

In `shell.dm`:
When immobile shells were unsecured it would just directly set
`attached_circuit.on` to whatever the shell anchor state was, which
bypassed sending the signal `set_on()` sends. By instead using
`attached_circuit.set_on()` this state change should actually propagate
to the inner modules, rather than say letting an inner module with a
clock run regardless of the shell's anchor state.
Similarly, adding a circuit to an unsecured immobile shell would try to
set `attached_circuit.on` to the shell anchor state, but in addition to
not propagating to inner modules this simply did not work because the
`attached_circuit.set_shell(parent_atom)` called later would set it to
be on anyway. We resolve this by just, moving the state change until
*after* set_shell.
Finally removes the `attached_circuit.on = TRUE` from the
`remove_circuit()` proc, because
`attached_circuit.remove_current_shell()` immediately sets this to false
again anyway.

More related but separate bits probably tomorrow.
## Why It's Good For The Game

Makes immobile shells actually work only when anchored, and resolved
some related jank.
## Changelog
🆑
fix: Immobile shells no longer work regardless of anchor state if you
put the circuit in while it's unanchored.
fix: Immobile shells properly propagate their on/off state after
wrenching to inner modules.
/🆑
2024-01-17 04:46:20 -05:00
Interception&?
9c2df71dc2 New Ore Silo UI (#80975)
![UI](https://github.com/tgstation/tgstation/assets/137328283/8a6f3645-32db-4700-8884-985cf7b3dd40)

## About The Pull Request

Made a new UI for Ore Silo, tweaked `MaterialAccessBar` component a bit
to properly display pop-ups over “wrapped” elements and actually wrap.

## Why It's Good For The Game

Ore Silo is one of the last machines that use browser on TG, we're
almost there!

Also, it helps @JohnFulpWillard to bring
https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA HackMD document to a closure.

## Changelog
🆑
refactor: Refactored Ore Silo Ui.
/🆑
2024-01-17 04:42:24 -05:00
Ghom
aa9caef0ed Fishing hook and reel line tweaks (also qol for the fish bounties) (#80599)
## About The Pull Request
This PR includes a series of small changes and additions to hooks and
reel lines, as well as the aforementioned bounties. My objective here is
to make the (base) hook and reel line feel more useful. Ditto with a few
other things.

Here's the list of changes:
- Almost all fishing rods come with a hook and reel line pre-installed.
The rod from the fishing toolbox comes with separate hook and reel line.
- Without a hook, you cannot fish. Without a reel line, the cast range
is reduced (from 5 to 3).
- Fishing with a reel line installed provides a mild boon to completion
speed by default.
- The sinewy reel line (craftable from lavaland mobs) can now be used to
fish on lava / liquid plasma, but it's a bit stiff and gives a mild
malus to completion speed.
- Unlike other hooks, the rescue and jawed hooks now allow you to cast a
line and reel in living mobs too, not only items. They even get a status
alert they can click to un-snag themselves, or move away far enough to
achieve the same effect.
- Master fishing rod buffed. It now comes with a flexible reel line and
weighted hook pre-installed, and can be cast further than other rods.
- On top of that, the jawed hook will slow down living mobs snagged by
it and is a bit harder to remove.
- when casting a line, it will now show the icon of the current hook as
projectile, not a generic one.
- Reeling now correctly checks movement resistance and anchorage.
- Reeling an object (or a mob) now plays a sound. Ditto for
installing/removing slotted items.
- A few balloon alert feedbacks.
- Minor code improvements.
- The jawed hook should look a smidge sharper.
- reel lines are now small items.

## Why It's Good For The Game
The base hook and reel line didn't do anything begin with, and you would
do just fine without them. In the end it's just a bit unintuitive for
them not to be a requirement.

Beside that, it makes sense for the rescue hook to be able to snag mobs,
so they may as well be used to drag people out of lava or liquid plasma.
As for the jawed hook, it always felt to me a bit underwhelming and a
bit of a filler I had cooked up on the moment. It really could have some
'tactical' utility in virtue of being one of those niche black market
items.

## Changelog

🆑
add: Most fishing rods come with a hook and line preinstalled. Fishing
toolboxes come with separate reel and lines as usual.
balance: Fishing hooks are now required to fish.
balance: Without a reel line, the range of fishing rods is reduced by
two tiles. Conversely, having one installed gives a mild buff to the
minigame completion speed.
balance: The craftable sinewy reel line can now be used to fish on lava
or liquid plasma, but it's a bit harder to use.
balance: The rare-to-find-in-maintenance master fishing rod now comes
with a flexible line and weighted hook preinstalled, and has better
range than other rods.
balance: Fishing reel lines are now small enough to fit pockets.
add: The rescue and jawed hook can now snag and reel in mobs, not only
items. The jawed hook also slows down when applied, a la beartrap.
qol: Fish bounties now accept filled (stasis) fish cases.
qol: Several balloon alerts for fishing rod interactions.
fix: Reeling in items (and mobs) now respects movement resistance and
anchorage.
fix: Fixed the fishing rod equipment UI being too small to fit its
components.
sound: Reeling in something now plays a sound.
/🆑
2024-01-17 04:37:52 -05:00
John Willard
27f85f1c76 Ice cream vat uses a radial menu (#80965)
## About The Pull Request

Removes the ice cream vat's html window for ice cream, reagents, and
cones and replaces it with a radial menu and the ability to simply
examine the machine to see its contents.
Soup and Salads currently allow you to see whats inside without the need
for science/bar goggles, so following that theme I thought it would make
more sense for it to also be the case here (and for feature parity with
previous behavior).

#### Controls

Left-click chooses ice cream flavor or ice cream cone
Right-click swaps between which one you will be choosing from

Left click with a beaker will put it inside to use for custom
ingredients
Right click with a beaker will transfer its reagents to the machine (any
that is used for making ice cream)

Dispensing custom ice cream takes from the beaker inside of the beaker

Video demonstration

https://github.com/tgstation/tgstation/assets/53777086/9ebdcb13-b29f-4b3c-9d5f-54be1f6da888

Custom Ice cream

https://github.com/tgstation/tgstation/assets/53777086/687af270-14e4-4851-bf1f-3c4da4aeb21f

## Why It's Good For The Game

The ice cream machine is genuinely confusing because of it's UI and
personally it was unironically the last kitchen tool I learned because I
just didn't think it was worth it. This makes it feel way better to use.
It also helps me with https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA which
I've been trying to chisel away at.

## Changelog

🆑
refactor: Ice cream vats now use a radial menu instead of an HTML one.
/🆑
2024-01-17 03:30:10 +01:00
Ghom
68677dc721 Disarm refactor, plus shoving people with shields (#80123)
## About The Pull Request
I wanted to add the ability to shove people with shields by
right-clicking your target, just like how it works barehanded.

This also required a solid refactor of disarm code, effectively bringing
down the core of it to `mob/living` from `mob/living/carbon` or
`mob/living/carbon/human`. This also means you can shove simple mobs
inside closets, bins and on tables.

Xenos and borgs are pretty much immune to regular disarms, but using a
shield will work (borgs and royal xenos are immune to the knockdown).

The riot shield armor has been balanced. It now tanks melee attacks
pretty well, but will break against bullets in just about 2 to 4 hits
depending on the bullet damage. I've always found the lack of sturdiness
of the riot shields for what they're supposed to be good for a bit
detrimental.

Because I've refactored an item flag into a trait, I've had to add a new
MOD module that grants protection from shove knockdown and staggering;
found pre-installed in the administrative MODsuit, but I've also added
it to the black market to make it cooler.

You can bash people with the strobe shield on combat mode.

## Why It's Good For The Game
Currently, shields are simply items that take a held slot in return of
some block chance without being anything special, save for the strobe
shield's integrated flash I guess, but are also a botherance as most
crumple under the duress of less than half a dozen attacks. Meanwhile
swords and other weapons with blok chance just don't care.
TL;DR, I want them a bit more remarkable, and flexible as a tool.

Of course, this ended up in a larger refactor because the right-click /
disarm code was inconsistent.

## Changelog

🆑
add: Shields (and pillows) can be used to shove people around the same
way barehanded right-clicking does. Xenos and borgs can actually be
moved this way.
add: Added a new MODsuit module, the bulwark module, which prevents
knockdown and staggering from shoving, and getting pushed away by thrown
objects. Inbuilt for the safeguard MODsuit, but one might also it in the
black market.
refactor: Disarming has been refactored. You can now shove simple
critters onto tables and into bins and closets
balance: Shields now take their own armor values and the armor
penetration of the attack they blocked when damaged. This means shields
are a bit sturdier now.
balance: Riot shields can tank a lot more damage against melee weapons,
but less against bullets.
qol: strobe shields can now be used to bash people while combat mode is
on.
/🆑
2024-01-16 19:35:56 -06:00
Bloop
fc0a1f4068 Removes timeout_mod arg from add_mood_effect (#80964)
## About The Pull Request

Partial Revert of https://github.com/tgstation/tgstation/pull/80800

Assuming every num passed in the parameters of `add_mood_effect` is a
`timeout_mod` is incorrect, because there can be mood events that take a
numeric arg which is not meant to be multiplied against the timeout.

This leads to the same issue as multiplying it with strings essentially
(in one case, shown below, this results in a negative duration of a
timer).


![image](https://github.com/tgstation/tgstation/assets/13398309/f8af858f-04ef-4144-9a0b-2fae60b71272)


![Code_ZN176cpMqA](https://github.com/tgstation/tgstation/assets/13398309/a6ec7689-0171-4909-91cb-a17b56454eb6)

Plus having a keyword arg that may or may not actually be what the
keyword arg claims to be is really confusing and bad.

Instead here's what I propose: passing in an instantiated mood datum
itself, which has been modified, and copying the timeout from it before
discarding it.

It is not as clean as I'd prefer either, but at least it's logically
sound and the intent is clear, and it's the best I can think of short of
a major refactor of the entire system for this one small thing which is
only being used by food quality.


![image](https://github.com/tgstation/tgstation/assets/13398309/8560c066-bb0b-4066-af94-372d5ea62679)

## Why It's Good For The Game

Clearer, less smelly code.

## Changelog

🆑
code: removed the timeout_mod arg from add_mood_event, which was only
used for one thing and causes more issues than it's worth
/🆑
2024-01-16 20:57:42 +01:00
Zephyr
13d2dceb31 Minor Autolathe Refactor | Material Dupe-B-Gone (#80839)
## About The Pull Request

Refactors underlying autolathe code, mostly about how it prints items
Items are now printed sequentially
Items now have their custom materials set to the the materials actually
used to create them
Items are now printed based on their design construction time instead of
a default 3.2 seconds per item always
Closes https://github.com/tgstation/tgstation/issues/80755

## Changelog
🆑
fix: Autolathes no longer allow you to duplicate materials at higher
levels of stock parts
qol: Autolathes now show name instead of typepath when selecting a
custom material
qol: Autolathe now print out items one by one instead of waiting for all
of them to print at once
/🆑
2024-01-15 13:35:02 -05:00
Rhials
5970b6722b Makes lizard wine (and some other crafting menu drink recipe drinks) produce their intended reagents (#80874)
## About The Pull Request

Crafting recipes now have an arg that decides if crafting results will
retain their starting reagents, or have ingredient reagents transferred
into them.

So, previously, crafting a specialty drink (lizard wine, candycorn
liquor) from the crafting menu would immediately empty the new bottle's
reagents and replace it with the ethanol used in the recipe.

Now, recipes can be prevented from modifying their result's reagents by
setting unique_reagents to TRUE (False by default. I don't know what
recipes really use this functionality but I wanted to preserve it for
everything but the drink recipes it interferes with.)

Bonus: This changelog entry I found from 3 years ago, apparently fixing
this same issue.


![image](https://github.com/tgstation/tgstation/assets/28870487/55d8f9d7-e3d7-41db-ace3-78156ffa3778)
## Why It's Good For The Game

Closes #80870. 

Makes some more reagents accessible again.
## Changelog
🆑 Rhials
fix: Specialty drinks crafted in the crafting menu will now create the
intended reagents, instead of containing the reagents used to craft it.
/🆑
2024-01-12 04:40:48 +01:00
Paxilmaniac
c287e627a8 Fixes the deployable component rotating things it isnt supposed to (#80877)
## About The Pull Request

Actually moves the rotation part of the code under the check for if the
component is supposed to rotate things
## Why It's Good For The Game

Despite setting the variable for rotating stuff to no, the component
would still rotate stuff, this is bad
## Changelog
🆑
fix: The deployable component will now actually stop rotating things
when the variable to not do that is set
/🆑
2024-01-12 02:58:31 +01:00
MrMelbert
2d74ac7e3e Fix supermatter component runtime on non-supermatters (#80894)
## About The Pull Request

Used the wrong var for this istype check.
2024-01-11 16:20:01 -05:00
MrMelbert
7b8a95cf00 Fixes some AI related runtimes (#80828)
## About The Pull Request

Namely this. 


![image](https://github.com/tgstation/tgstation/assets/51863163/c6171a4e-afd3-4c07-8a96-1952ef76a3df)

## Changelog

🆑 Melbert
fix: Carps now migrate slightly better, probably. 
fix: And Poly now talks better, probably. 
/🆑
2024-01-09 14:06:16 -05:00
DrTuxedo
9f05a79b70 Sec Biosuit craft, more bio-emergency supplies (#80622)
## About The Pull Request

Makes Security bio suit and bio hood craftable using a normal bio
suit/hood and helmet/armour vest.

Adds a box of sterile masks and latex gloves to the bio-emergency crate
from Cargo.

## Why It's Good For The Game

Security bio suit is the only one with different armour values, yet
there is only one for the entire Security department.
By giving them the ability to craft them we give more Security Officers
protection from disease without losing their red colour and armour
(which is worse in bio suits than on their armour vests). This makes
Security more likely to care about roleplaying during outbreaks, like
enforcing quarantines.
This isn't creating any new bio-suits, as to craft a Security bio-suit
you need to acquire a normal bio-suit and some spare armour.

Adding a box of sterile masks and latex gloves to the emergency
bio-emergency crate makes it more useful. There is only 1 box of sterile
gloves and 1 box of latex gloves on all of the stations at medbay at the
moment. This way they can get more sterile masks and latex gloves to
protect themselves from diseases, which is cool to see players caring
about not getting infected and being in fear.
2024-01-07 01:04:17 -06:00
Bloop
00a42f75e3 Fixes another image harddel in station blueprints (and more) (#80780)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/13398309/063c58ef-6233-4c91-aaf0-7e9589c0e912)

Tin. Just more uncovering of some of these image harddels.
`blueprint_data` is a list of images.

I also went through the code and looked for any more instances of images
being qdeleted that I could find.

## Why It's Good For The Game

Hard dels begone

## Changelog

🆑
fix: fixes an /image harddel in station blueprints
code: cleaned up some more /image qdels
/🆑
2024-01-05 18:00:23 +00:00
Ghom
81a668a727 Changes the scope component to be appliable to other items and not just guns. Binocs and the Curator's mothic cap use it. (#80445)
I've done some changes to the scope component so that it can be applied
to items other than guns.

Binoculars now use it instead of changing the player view size, and lets
them move around while the zoom is on at the cost of a moderate
slowdown. This is both more comfortable, cooler and less laggier than
the previous method. Take in mind it still takes both hands to use
binoculars, so there's no much room for exploitation anyway.

This PR also makes the mothic softcap from the curator kit special: it
too has the scope component, albeit of a much shorter range, because
it's probably the least interesting kit of them all right now and has
nothing that the curator cannot get by walking in the aux base
construction room, except for a pair of pockets in the mothic coat,
though that's superseeded by the Trailwarden kit's saddlepack. It's
pretty fitting if you ask since the softcap has some goofy-looking
googles drawn on it.

Oh, items that aren't guns also have a different mouse tracker icon of
two circles joined together, instead of a reticle.
2024-01-02 17:36:49 +00:00
Ben10Omintrix
4476689439 hygeienbots basic bots (#80435)
## About The Pull Request
turns hygenic bots into basic bots. also now PAIs and people can play as
hygeinebots. and they can wear hats

## Why It's Good For The Game
transforms hyginebots into basic bots. their old AI used to handle all
the logic. i moved some of the logic to the mob itself so players can
also clean (or burn) things. also this pr will add pathing limits to
bots, in the case the jps movement thinks it can reach something, but
actually cant, in which case the bot will give up the chase

## Changelog
🆑
refactor: hygeinebots are now basic bots. please report all the bugs
fix: fixes hygenebots not being able to patrol
add: hygeinebots can now be controlled by Players
/🆑
2023-12-30 20:24:36 -08:00
Mothblocks
c1d68698fb Micro-optimize qdel by only permitting one parameter (#80628)
Productionizes #80615.

The core optimization is this:

```patch
-	var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+	var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```

We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.
2023-12-28 13:52:44 -08:00
SyncIt21
527ebc3451 Fixes for mat container & ORM (#80573)
## About The Pull Request
- Fixes #80559

1) The ORM now hooks onto the local container only if off station. The
ui act if statement was also messed up but that's fixed now too.

2) Creates a dedicated signal for items inserted into the silo for
clarity & uses the helper proc defined inside remote materials for
inserting items so we don't have to specify the `context` manually.

3) Properly updates the auto Doc for the container signal defines

## Changelog
🆑
fix: Off station ORM's can redeem points again.
/🆑
2023-12-28 14:58:22 +01:00
Mothblocks
712b0038e1 Fix some incorrect uses of "src" in energized component (#80613)
## About The Pull Request
Fixes this:

![image](https://github.com/tgstation/tgstation/assets/35135081/d4265136-9324-4057-992b-fbc9a6f6eb46)

Untested

## Changelog
🆑
fix: Fixed "was shocked by /datum/component/energized" message.
/🆑
2023-12-28 13:54:36 +01:00
LemonInTheDark
06f169993c Fixes wallmounted lights falling on drag (#80609)
## About The Pull Request

Being able to move around lights when using the light debugger is
important
Can't just be qdeling em whenever you try

Closes https://github.com/tgstation/tgstation/issues/78662
## Changelog
🆑
fix: Dear mappers, the light debugger tool no longer deletes dragged
wall lights
/🆑
2023-12-28 13:05:40 +01:00
Bloop
fd82421286 Fixes throwing hard del (#80551)
## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/80472

## Why It's Good For The Game

Less CI failures

## Changelog

🆑
fix: fixes a hard del with thrown items
/🆑
2023-12-25 13:00:50 +01:00
Ghom
8ce31b0271 Stops the automute from triggering for pet commands (#80421)
## About The Pull Request
Thanks goodness they've done the signal already for the deadchat control
component.

## Why It's Good For The Game
This will fix #78640.

## Changelog

🆑
fix: Regal rats (and others), won't be punished by the automute system
for repeating the same command several times.
/🆑
2023-12-24 23:25:11 -05:00
SyncIt21
d36a5af64f Removes material breakdown flags, traits & miscellaneous fixes. (#80389)
## About The Pull Request
1. Removes material breakdown flags i.e. all flags with the format
`BREAKDOWN_XXX`. These flags do nothing, there are no special checks to
transform materials based on these flags, they are passed around just
because certain procs require them for syntax purposes only.

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

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

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

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

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

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

## Changelog
🆑
fix: mat container displays correct number of sheets inserted for alloy
materials.
fix: remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag.
code: removes material breakdown flags and related traits.
code: adds helper proc to insert materials via the remote material
component with proper context.
/🆑
2023-12-25 02:29:26 +01:00
13spacemen
908d6f1a2b Better Ghost Selection (#80283)
## About The Pull Request
Revived my old PR https://github.com/tgstation/tgstation/pull/68901

Replaces the annoying tgui alert popup "Do you want to be X? | Yes | No
| Never for this round" that is hard to read and steals window focus,
with a nice clean alert in the top right that counts down. If it's the
same event/mob they stack with 2x, 3x, etc. It also shows how many
candidates/ghosts are signed up.

The poll alerts have screentips too, they countdown and show if you're
signed up, how many people are signed up, if you chose "never for this
round" (which is cancelable)
## Why It's Good For The Game
![Screenshot 2023-12-13
030302](https://github.com/tgstation/tgstation/assets/46101244/04061a6b-cd9a-4546-9d71-bba6a6b70d87)

Way easier to see what role is available, you get a nice pic of the role
and get it's name in big text, you can cancel "never for this round",
and you can cancel signing up for a role before the timer is up
## Changelog
🆑
refactor: Ghost roles now offer ghosts a clickable poll button. Ghosts
can select a role, deselect it, alt-click it for "Never For This Round",
can cancel "Never", can see the countdown, and can see how many other
people are signed up for the role poll.
/🆑
2023-12-22 11:44:55 -08:00
SyncIt21
74761fd023 Crafting now transfers reagents from ingredients to final product (#80391)
## About The Pull Request
- Fixes #80143
- Fixes #80381

Based on the ingredients required reagents of the final product can
differ. It now transfers the olive oil from the bottle to the toasted
seeds & the orange juice and grenadine reagent from the ingredients into
the kasei dango.

Snow cones are now also edible

## Changelog
🆑
fix: crafting now transfers reagents from ingredients to final product
making previously inedible foods (toasted seeds, kasei dango & snow
cones) edible. Other crafted food products/items now differ in reagents
based on the ingredients required.
/🆑
2023-12-18 16:13:42 +01:00
Fikou
a3fa541e2e Bridge Assistant Station Trait (#80279)
## About The Pull Request
adds a station trait which adds a new role, the bridge assistant
he is designed to help commandeer the bridge and help out other heads
when needed. he is armed with the mini energy gun (the one heads used to
have on kilostation), a flash, a toolbelt (with an inducer), some cool
shades and a swanky scarf.
as he is a nerd he is weak and unable to twohand weapons, preventing him
from wielding the fire axe.
currently he does not have a mindshield but he cannot roll antag
he currently has access to the bridge, announcement console, eva,
teleporter, gateway, maint, and a weapon permit (somewhat (not really
other than for nerds) interestingly this is the first job that isnt
assistant that doesnt have access to any lathes, so he doesnt have orm
access unlike all the other jobs (except assistant))
the trait also makes a coffee machine spawn on the bridge
here is some useful art of your role

![image](https://github.com/tgstation/tgstation/assets/23585223/905e5527-9069-4226-b160-8dedd1ea7b74)
and ingame screenshots

![image](https://github.com/tgstation/tgstation/assets/23585223/0aa537ac-a791-4249-a702-490584919fd9)

![image](https://github.com/tgstation/tgstation/assets/23585223/eb93e2d1-0291-4ade-9208-b1c0b68648c7)

![image](https://github.com/tgstation/tgstation/assets/23585223/1d3c2f11-8ac0-4ee9-91a5-176f81a08dcb)


## Why It's Good For The Game
Adds upon the station trait job system with a straight forward role that
IS just a human (unlike the cargorilla), and is pretty basic with no
custom assets or whatever other than hud icons
Having the bridge assistant in some rounds seems like a neat way to
protect it since it gets fucked up in like half the time, while also not
having enough mechanical depth or gameplay as to warrant it as a
permanent role

## Changelog
🆑
add: Bridge Assistant job accessible from a station trait.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-12-16 20:02:45 -05:00
Jacquerel
29590d467c Throwing a bee at someone injects reagents (#80354)
## About The Pull Request

Throwing a bee at someone injects that bee's reagents.
This has a larger code footprint than you might expect because venom
injection is done via an element which in turn gives a callback to a
component.
While I was touching that I also separated `COMSIG_MOVABLE_IMPACT` into
`COMSIG_MOVABLE_PRE_IMPACT` because a lot of effects trigger from
`COMSIG_MOVABLE_IMPACT` despite the fact that the throw impact can be
cancelled after the signal is sent.

I also added an inject check onto the venomous element for mob attacks,
so thick clothing can now protect you from venom injection.
I elected that Giant Spiders have big enough fangs to ignore this such
that this isn't a major balance change, as do moonicorns (that horn is
massive), Fire Sharks, and Clowns (no idea how they are applying chems
at all to be honest).

## Why It's Good For The Game

I thought about someone throwing a bee at someone like a little dart and
thought "hee hee"

## Changelog

🆑
add: If you throw a bee at someone it will hit them sting-first and
inject that bee's reagent
balance: Thick clothing can now protect you from the venom of bees,
snakes, frogs, and (small) spiders
/🆑

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-12-17 01:10:06 +01:00
StaringGasMask
9e758e221f Fixes an inconsistency with ED-209's crafting recipe (#80364)
## About The Pull Request
Makes the ED-209 crafting recipe only take security helmets, just as the
Beepsky one does.

## Why It's Good For The Game

As it stands right now, any helmet can be used to assemble an ED-209.
This includes anything from your standard security helmet, to a hardhat,
an envirohelm, or even a cheap toy roman helmet. This makes it so you
need an actual security helmet, just like the Beepsky recipe does.
## Changelog
🆑
fix: ED-209s can no longer be crafted with most instances of helmet, you
need security ones just like Beepsky.
/🆑
2023-12-17 00:44:53 +01:00
lizardqueenlexi
edd0b68a54 Motorized Wheelchair improvements (#80045)
## About The Pull Request

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

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

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

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

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-12-16 14:02:48 +01:00
SyncIt21
8ff1143972 [NO GBP] Fixes runtime in mat container chat display (#80321)
## About The Pull Request
Forgot to format the chat in the right format when items are rejected by
the mat container. Rather than displaying the item is rejected it would
simply runtime & not display anything. That's fixed now

## Changelog
🆑
fix: items that are rejected by the mat container will display the chat
message saying that.
/🆑
2023-12-14 17:08:47 +00:00
SyncIt21
27635e7640 Mat container related refactors & patches (#80164)
## About The Pull Request
**1. Mat container `user_insert()` tweaks**
- Mat container will now skip over an item & its contents if that item
cannot be processed (not suitable for redemption or not an allowed type)
this is not only realistic(if an item has an tough outer shell you can't
crush it to access its contents) but also saves us computation time as
we can skip over contents quickly
- Mat container now properly respects the `MATCONTAINER_SILENT` flag
- You can now hit machines like autolathe, protolathe etc with iron
sheets (or any other material item type those machines accept) when in
combat mode rather than inserting them because it makes sense
- Mat container now has much reduced chat spam as it will sum up all the
items inserted, and the material collected rather than displaying them
individually.
![Screenshot
(365)](https://github.com/tgstation/tgstation/assets/110812394/1ff444c6-cb0d-4a15-bfd6-71b9e8dcce5a)
Much improved readability and overall faster as we do much less
`to_chat()` calls

**2. ORM Tweaks** 
- Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/25329 .

ORM now generates points correctly always, regardless of how the ore is
inserted be it
  
  - Via hand
  - Thrown at the ORM
  - Ore Box
  - Some other bag containing ore

Points will always be generated at a common proc so no more checking
every inlet on how the ore enters the machine. Once the silo receives
the material it will inform the ORM about it, so it does not have to
check itself therefore reducing code bloat.

## Changelog
🆑
fix: ORM will generate points regardless of how the ore enters it.
fix: Machines like autolathe, techfab etc can now be hit with iron
sheets (or any other material item type those machines accept) when in
combat mode rather than inserting them because it makes sense.
fix: Mat container won't display chats fully if the
`MATCONTAINER_SILENT` flag is passed.
refactor: Machines like autolathe, techfab etc now display summed up
material inserts to chats rather than each item individually. Also, will
skip items & its contents if it cannot be processed thus saving time
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-12-14 15:12:04 +01:00
Iamgoofball
941183ac58 Light Footed now makes stepping on glass Knockdown instead of Paralyze (#80270)
## About The Pull Request

Light Footed now makes stepping on glass Knockdown instead of Paralyze
Fixes some single letter variable usage in caltrop.dm

## Why It's Good For The Game

1. hard stuns bad
2. quirk's description implies it makes stepping on glass suck less, but
the primary effect of stepping on glass was previously untouched
3. this splits the difference between making it not stun and keeping it
dangerous to be barefoot because you are incredibly vulnerable when
knocked down

## Changelog
🆑
balance: Light Footed now makes stepping on glass Knockdown instead of
Paralyze
code: Fixes some single letter variable usage in caltrop.dm
/🆑
2023-12-13 20:15:25 +01:00
LemonInTheDark
f03084c1ca FOV is Dead (Long Live FOV) (#80062)
## About The Pull Request

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

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

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

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

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

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


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


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

## Commits I Care About

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

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

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

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

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

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

[Moves SEETHROUGH_PLANE above
ABOVE_GAME_PLANE](beec4c00e0)

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

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

[f02ad13](f02ad13696)

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

## Why It's Good For The Game

Walls are closing in

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

###### * It's technically possible if we start using render targets to
create 2 sets of sources but that's insane and we aren't doing it
2023-12-13 15:52:24 +01:00