Commit Graph

572 Commits

Author SHA1 Message Date
SkyratBot
e67fe9ca0a [MIRROR] Adds Ethereal Drinks [MDB IGNORE] (#21490)
* Adds Ethereal Drinks (#75487)

## About The Pull Request
Adds 3 new electric-themed drinks for ethereals. They count as food for
etherials, (not much, one glass is about equivelant to a plasma burger),
but humans can drink them as well, among other effects.
## Why It's Good For The Game
As an ethereal player, I do feel while our food is convenient, that we
miss out on the RP other species get from going to the bar. This allows
for etherials to order drinks from the bartender. All effects work on
all races, with the hunger satiation as the exception.
## Changelog
🆑
add: Voltaic Yellow Wine - New "base" drink, found in booze-o-mat. No
special effects besides acting as a weak ethereal food. Not very potent
in terms of alcohol.

add: Telepole - New mixed drink themed after thunderstorms, gives the
same shock-resist grey bull does. Made from 1 part Voltaic Wine, 1 Part
Sake, and 2 parts Dark & Stormy. Moderately potent.

add: Pod Tesla - New mixed drink, themed after the old removed tesla
engine (the singulo gets a cocktail, it should too!) Grants a brave -
bull phobia resist, and a stronger grey bull shock resist allowing you
to (temporarily) resist tesla arcs from reactive armor and the SM's
tesla coils. Gives a pleasant thought to whoever drank it, because this
thing is a pain to make. Made from 5 parts admiralty, 5 parts telepole,
and 3 parts brave bull. Highly potent.

qol: Unsure if this counts as QOL or balance, but the fact sol dry is in
3 different cocktails but the bartender has to buy 30u cans of it made
me feel it deserved being added to the soda dispenser.

image: Added graphics for the above drinks, shown below, from left to
right: Pod tesla, Voltaic Yellow wine, Telepole, Voltaic Wine (bottle)
<img width="171" alt="image"
src="https://github.com/tgstation/tgstation/assets/69398298/901b2f64-1723-44b6-8f78-ef21bd477d96">

/🆑

---------

Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>

* Adds Ethereal Drinks

---------

Co-authored-by: KingkumaArt <69398298+KingkumaArt@users.noreply.github.com>
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
2023-05-31 22:41:41 +12:00
SkyratBot
3a48a87464 [MIRROR] Adds Hereditary Manifold Sickness, a Chronic Illness Quirk [MDB IGNORE] (#21384)
* Adds Hereditary Manifold Sickness, a Chronic Illness Quirk (#75035)

## About The Pull Request

Adds a new quirk called Chronic Illness. It provides a -12 score as it's
a pretty life-altering quirk, but could give way to interesting RP.

- Hereditary Manifold Sickness (HMS) can not be cured, it can only be
delayed and treated using a new unmakable vaccine called
"Sansufentanyl". You spawn with 6 pills and are able to order crates
containing 12 more from cargo as it's proprietary to Interdyne.

- HMS has 5 stages total.
Stage 1 does nothing
Stage 2 gives minor effects
Stage 3 becomes debilitating
Stage 4 is a danger zone.

Upon reaching Stage 5, there are 4 possibilities, 1 is a recovery back
to stage 1, and the other 3 are deaths which I won't explain here to
avoid ruining it. (read the code I guess.)

This also adds a new traitor objective to infect someone with HMS.

- [x] Correcting the chronic aspect.

- [x] Add traitor objective.

- [x] Tweaking for fairness.

## Why It's Good For The Game

HMS is a new quirk that gives a much more hardcore junky or tumor
playstyle. Neglecting HMS can mean the end of your shift. it's not
something you want to mess with.

It puts a reliance on cargo rather than medical for a quirk and gives a
use case for money. (price may be tweaked still). I think it'd be
interesting to see if people will start mugging or robbing the vault
more to get their life-saving medication.

## Changelog
🆑
add: Interdyne has released a new medication to treat those who are in
the wrong timeline!
add: Interdyne has also realized this is VERY profitable! They've begun
arming their operatives with an autoinjector.
/🆑

---------

Co-authored-by: Tom <8881105+tf-4@ users.noreply.github.com>

* Adds Hereditary Manifold Sickness, a Chronic Illness Quirk

---------

Co-authored-by: Charlotte <98856144+orthography@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@ users.noreply.github.com>
2023-05-24 16:56:31 +02:00
SkyratBot
b94eb33ea3 [MIRROR] Fixes ducky shoes having clown shoe slowdown and being a clown shoe subtype [MDB IGNORE] (#21376)
* Fixes ducky shoes having clown shoe slowdown and being a clown shoe subtype (#75421)

## About The Pull Request

![image](https://user-images.githubusercontent.com/53100513/235573548-0326fea9-348a-4b04-ac04-f18f9d748bda.png)

![image](https://user-images.githubusercontent.com/53100513/235573577-37cc5b80-d011-4f49-9805-40ffffae9c0c.png)

This is unintended and so it's a fix!

Remade because i pushed to the wrong branch like a DUMBASS

## Why It's Good For The Game

More incentive to quack quack quack quack. Clown shoes have slowdown for
the clown, not for ducks. The subtype just inherited it.
## Changelog
🆑
fix: Fixes ducky shoes having clown shoe slowdown
/🆑

* Fixes ducky shoes having clown shoe slowdown and being a clown shoe subtype

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2023-05-23 11:53:29 +01:00
SkyratBot
6c9be73f51 [MIRROR] Adds TTS to the game. Players can select their own voices in preferences. [MDB IGNORE] (#21232)
* Adds TTS to the game. Players can select their own voices in preferences.

* [SEMI-MODULAR] [MIRROR FIX] Fixes the TTS PR. (#21267)

Fixes the TTS PR.

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
2023-05-19 01:47:19 +01:00
coldud13
3e85b416a8 [MANUAL MIRROR] Saltpetre in NutriMax contraband pool (#75222) (#21068)
Saltpetre in NutriMax contraband pool (#75222)

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-05-11 06:22:30 +00:00
SkyratBot
5e9d2379bf [MIRROR] Stock Part Resprite [MDB IGNORE] (#21014)
* Stock Part Resprite

* wew

* alright

---------

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-09 04:10:18 +01:00
SkyratBot
2d2e41873f [MIRROR] Coroner Tweaks [MDB IGNORE] (#21026)
* Coroner Tweaks (#75250)

I played some as coroner, and realized there were a few things that were
either errors in the original PR, left out, or that could be added to
improve the feel of the job a little more. It ended up covering a fair
bit of ground, with a number of changes, but i'll go over the biggest
parts here:

First up! jumpsuits and jumpskirts! the medical doctor job, despite
starting with scrubs, still has a jumpsuit and skirt available in the
medidrobe. So, i added a pair for coroners to the mortidrobe, enjoy!
(and thanks to the kind morgue skeleton for modeling these with me!)
also, you may notice some black pixels on my head - that's because i
added a black scrubcap to the mortidrobe as well! the sprites were done
for this already, so when i noticed it was absent i opted to include it
here, for consistency with the other scrub types in the game.
next up, we have the other addition of this PR, the coroner's medkit
this is mainly for storing and consolidating coroner job items, in a
flavorful and interesting way. the coroner spawns with the larger
variant, that has more storage, but can still only hold up to small
items. it also includes a few more flavor items, that the compact
version lacks. the smaller version can be obtained in the autopsy kit
from cargo, and one more is available in the mortidrobe.
smaller changes:
i fixed some weird transparent pixels on the autopsy scanner itself, and
cleaned up some incorrect shading on the obj icon for the black scrubs.
before and after here:
i also gave the coroner their own type of pda, since they were
previously inheriting the medical one. this one matches their color
palette! in addition to this, i swapped the botkeeper app they
previously had for plexagon crew manifest.

* Coroner Tweaks

---------

Co-authored-by: Lamb <110322848+CoiledLamb@users.noreply.github.com>
2023-05-09 03:53:48 +01:00
SkyratBot
88e4c08a98 [MIRROR] New Medical job: The Coroner [MDB IGNORE] (#20963)
* New Medical job: The Coroner

* Fixes coroner (code-side) (#21005)

* Fixes coroner

* Update jobs.dm

* trailing newline

* wew

* VR Replacements

* w

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-08 03:44:11 +01:00
SkyratBot
c4d4e1da63 [MIRROR] Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. [MDB IGNORE] (#20916)
* Minerals have been refactored so costs and minerals in items are now in terms of mineral defines.

* AI GEN RUN ONE

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-03 22:48:10 +01:00
SkyratBot
5b773489f2 [MIRROR] Gives more berets to the station [MDB IGNORE] (#20661)
* Gives more berets to the station (#74820)

## About The Pull Request

Adds more berets to the vendors.

## Why It's Good For The Game

![image](https://user-images.githubusercontent.com/40974010/232664125-70890d3e-4a33-46ea-ba7b-4730cd6e6fca.png)

Well if sinful declares there's a beret drought we gotta do something
about it

## Changelog
🆑
add: Added new berets to the vendor
/🆑

* Gives more berets to the station

---------

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2023-04-20 22:55:10 +01:00
SkyratBot
9a594755f3 [MIRROR] Renames delta time to be a more obvious name [MDB IGNORE] (#20507)
* Renames delta time to be a more obvious name

* updates to our code

---------

Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:45:43 +01:00
SkyratBot
6f3befe233 [MIRROR] Reagent soup / Soup rework / Stoves - A kitchen expansion [MDB IGNORE] (#20410)
* Reagent soup / Soup rework / Stoves - A kitchen expansion

* fixes that stuff

* puts the range stove on maps that sohuld have it

* fixes some paths that don't exist anymore

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
2023-04-08 13:30:41 -04:00
SkyratBot
c79bd4f13b [MIRROR] Adds Chuunibyou Spell + Granter [MDB IGNORE] (#20299)
* Adds Chuunibyou Spell + Granter

* aazaasdaw

---------

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-04 16:34:11 +01:00
Gandalf
e4b4d4d3c0 MISSED MIRROR [Lints Against Unmanaged Local Defines] (#20204)
* https://github.com/tgstation/tgstation/pull/74333

https: //github.com/tgstation/tgstation/pull/74333
Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* var stuff

Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* vars

* Update sol_fed.dm

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2023-04-01 01:15:22 +01:00
SkyratBot
2728bbe9a9 [MIRROR] Polishes some side sources of light and color [MDB IGNORE] (#19860)
* Polishes some side sources of light and color (#73936)

## About The Pull Request

[Circuit Floor
Polish](6b0ee98132)

Circuit floors glow! but it looks like crap cause it's dim and the
colors are washed out.
I'd like to make them look nicer. Let's make them more intense and
longer range, and change the colors over to more vivid replacements.

While I'm here, these should really use power and turn on and off based
off that.
Simple enough to do, just need to hook into a signal (and add a setter
for turf area, which cleans up other code too).

[Desklamp
Upgrade](8506b13b9c)

Desklamps look bad. They're fullwhite, have a way too large
range.Crummy.
Let's lower their lightrange from 5 to 3.5, and make the ornate ones
warmer, and the more utilitarian ones cooler. The clown one can be
yellow because it's funny

I'm renaming a color define here so I'm touching more files then you'd
expect

[Brightens
Niknacks](835bae28e9)

Increases the light range of request consoles, status displays,
newscasters, and air alarms (keycard machines too, when they're awaiting
input at least)
Increases the brightness of air alarms, I think they should be on par
with apcs, should be able to tell when they're good/bad.
Increases the brightness of vending machines (I want them to light up
the tiles around them very lightly, I think it's a vibe)

Fixes a bug with ai status displays where they'd display an emissive
even if they didn't have anything on their screen, looking stupid.
This was decently easy but required a define. Looked really bad tho

## Why It's Good For The Game

Pretty

<details>
<summary>
Circuit Floors
</summary>

Old

![image](https://user-images.githubusercontent.com/58055496/224534470-c6eac5f5-5de6-40e9-897d-3212b8796d81.png)

![image](https://user-images.githubusercontent.com/58055496/224534477-ad412ad9-f7c4-44ae-ad75-a1a2c9bd17be.png)

New

![image](https://user-images.githubusercontent.com/58055496/224534486-b7b408a3-546c-4f90-aa9f-0e58bf8128ad.png)

![image](https://user-images.githubusercontent.com/58055496/224534496-626458f7-ab63-429c-a5db-eae9c784d06a.png)
</details>

<details>
<summary>
Desk Lights
</summary>

Old

![image](https://user-images.githubusercontent.com/58055496/224534513-9868b0b8-bc73-4b45-b986-8445078a8653.png)

![image](https://user-images.githubusercontent.com/58055496/224534518-bbbc8c6d-b59e-4f28-a31c-6c6a7e2c2885.png)

New

![image](https://user-images.githubusercontent.com/58055496/224534529-7988f440-03be-42ef-894c-b9e77f577ae5.png)

![image](https://user-images.githubusercontent.com/58055496/224534532-c3f2c6bf-c925-4a59-a8f9-10bb955a9942.png)
</details>

The niknack changes are more minor so I'm not gonna grab photos for
them. I can if you'd like but I don't think it's necessary. Mostly a
vibes in dark spaces sorta thing

## Changelog

🆑
add: I made circuit floors brighter and more vivid.
add: Made air alarms, vending machines, newscasters, request consoles,
status displays and keycard machines slightly "brighter" (larger light
range, tho I did make air alarms a bit brighter too)
add: Tweaked desklamps. Lower range, and each type gets its own coloring
instead of just fullwhite.
fix: AI displays are no longer always emissive, they'll stop doing it if
they aren't displaying anything. Hopefully this'll look nicer
/🆑

* Polishes some side sources of light and color

* yellow

* Update dance_machine.dm

* Merge branch 'upstream-merge-73936' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-merge-73936

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-03-26 01:39:17 -07:00
SkyratBot
1210dfb9ef [MIRROR] Adds wire brush to janivend and janiborg. Also adds ability to put it in janibelt. [MDB IGNORE] (#20012)
* Adds wire brush to janivend and janiborg. Also adds ability to put it in janibelt.

* merge conflicts

---------

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-03-25 01:28:55 -07:00
SkyratBot
cc0d05f331 [MIRROR] Adds service radio to jani/curator/chaplain/lawyer vendor [MDB IGNORE] (#19982)
* Adds service radio to jani/curator/chaplain/lawyer vendor (#74086)

## About The Pull Request
**Adds service radio to jani/curator/chaplain/lawyer vendor**
## Why It's Good For The Game
Janitor/curator/chaplain/lawyer belong to service department; yet
janitor/curator/chaplain/lawyer have no source of getting service radio
if transferred/lost. They don't have it in their vendor or closet.
## Changelog
🆑
qol: adds service radio to jani/curator/chaplain/lawyer vendor
/🆑

* Adds service radio to jani/curator/chaplain/lawyer vendor

---------

Co-authored-by: Ray <64306407+OneAsianTortoise@users.noreply.github.com>
2023-03-19 19:59:13 -07:00
SkyratBot
ed35e845b2 [MIRROR] Adds a martial artist gi to the AutoDrobe. [MDB IGNORE] (#19692)
* Adds a martial artist gi to the AutoDrobe. (#73794)

## About The Pull Request
On a dark and stormy night, @ Cheshify asked in OOC if anyone would be
down to make a martial arts gi of no known origin for an event idea they
had.

Naturally, I decided to put my talent (CITATION NEEDED) to use, and I
have both sprited and coded in (the latter with the help of Cheshify
ofc) the aforementioned gi of no known origin.
<details>
<summary>Picture</summary>

![gokuss13](https://user-images.githubusercontent.com/117083785/222961961-a94c88fb-adae-4d2a-96c9-0f347e17c40b.png)

</details>

## Why It's Good For The Game

![image](https://user-images.githubusercontent.com/117083785/222961938-0f5c7508-0197-45f4-82e0-2d1ea2b2ee65.png)

## Changelog

🆑 dessysalta, Cheshify
add: Nanotrasen has added a martial artist gi to the AutoDrobe for those
who want to go even further byond.
imageadd: Aforementioned gi sprites.
/🆑

* Adds a martial artist gi to the AutoDrobe.

---------

Co-authored-by: Rem/Dess <117083785+dessysalta@users.noreply.github.com>
2023-03-06 08:27:49 -08:00
SkyratBot
0dfde9b1a6 [MIRROR] Tape Wizard, the distant cousin of the Paper Wizard [MDB IGNORE] (#19640)
* Tape Wizard, the distant cousin of the Paper Wizard (#73739)

## About The Pull Request

Adds a new wizard costume and non magical variant, made exclusively from
tape.

![qTwAAAAASUVORK5CYII](https://user-images.githubusercontent.com/81540056/222332110-96af21bc-d568-40fc-a813-1464577521ff.png)

## Why It's Good For The Game

New unique nice looking thing = good
Opens the door for more uses of an already niche mechanic

![ducktape](https://user-images.githubusercontent.com/81540056/222332139-83f01340-299a-48e0-b68a-3c5e57e20547.png)
Roleplay.

## Changelog
🆑
add: Adds the tape wizard costume, both a real and fake variant
add: Adds the costume behind the autodrobe contraband wire, and the real
variant in the wiz den
🆑

* Tape Wizard, the distant cousin of the Paper Wizard

---------

Co-authored-by: Thedragmeme <81540056+Draggeru@users.noreply.github.com>
2023-03-04 05:00:35 +00:00
SkyratBot
c74fd9aebf [MIRROR] Fixes the cops not being called when minors try to purchase cigarettes from vending machines. [MDB IGNORE] (#19027)
Fixes the cops not being called when minors try to purchase cigarettes from vending machines. (#73008)

radios in nullspace are bad.
```
[2023-01-08 15:10:45.804] runtime error: Cannot read null.z
 - proc name: New (/datum/signal/subspace/vocal/New)
 -   source file: broadcasting.dm,122
 -   usr: Ilya Volyova (/mob/living/carbon/human)
 -   src: /datum/signal/subspace/vocal (/datum/signal/subspace/vocal)
 -   usr.loc: the floor (131,87,2) (/turf/open/floor/iron)
 -   call stack:
 - /datum/signal/subspace/vocal (/datum/signal/subspace/vocal): New(the station bounced radio (/obj/item/radio), 1359, The ShadyCigs Deluxe (/atom/movable/virtualspeaker), /datum/language/common (/datum/language/common), "SECURITY ALERT: Underaged crew...", /list (/list), null)
 - the station bounced radio (/obj/item/radio): talk into impl(the ShadyCigs Deluxe (/obj/machinery/vending/cigarette), "SECURITY ALERT: Underaged crew...", null, /list (/list), /datum/language/common (/datum/language/common), null)
 - world: ImmediateInvokeAsync(the station bounced radio (/obj/item/radio), /obj/item/radio/proc/talk_into... (/obj/item/radio/proc/talk_into_impl), the ShadyCigs Deluxe (/obj/machinery/vending/cigarette), "SECURITY ALERT: Underaged crew...", 1359, /list (/list), /datum/language/common (/datum/language/common), null)
 - the station bounced radio (/obj/item/radio): talk into(the ShadyCigs Deluxe (/obj/machinery/vending/cigarette), "SECURITY ALERT: Underaged crew...", 1359, /list (/list), /datum/language/common (/datum/language/common), null)
 - the ShadyCigs Deluxe (/obj/machinery/vending/cigarette): vend(/list (/list), null)
 - the ShadyCigs Deluxe (/obj/machinery/vending/cigarette): ui act("vend", /list (/list), /datum/tgui (/datum/tgui), /datum/ui_state/default (/datum/ui_state/default))
 - /datum/tgui (/datum/tgui): on act message("vend", /list (/list), /datum/ui_state/default (/datum/ui_state/default))
 - /datum/callback/verb_callback (/datum/callback/verb_callback): InvokeAsync()
 - /datum/tgui (/datum/tgui): on message("act/vend", /list (/list), /list (/list))
 - /datum/tgui_window (/datum/tgui_window): on message("act/vend", /list (/list), /list (/list))
 - tgui Topic(/list (/list))
 - Ilya Volyova (/client): Topic("type=act%2Fvend&payload=%7B%22...", /list (/list), null)
```
🆑 ShizCalev
fix: Fixed the cops not being called when minors try to purchase
cigarettes from vending machines.
/🆑

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2023-01-31 02:14:59 +00:00
SkyratBot
8beaa5b90f [MIRROR] Vendors now tip in the opposite direction when struck from inside of a wall [MDB IGNORE] (#19007)
Vendors now tip in the opposite direction when struck from inside of a wall (#72898)

When someone standing on a closed turf strikes a vendor, the vendor will
now instantly tip over, in the _opposite_ direction. This will provide
no chance for goodies, meaning you cannot build walls on top of yourself
and abuse this for free stuff.

Co-authored-by: Rhials <Datguy33456@gmail.com>
2023-01-29 02:16:57 +00:00
SkyratBot
406b6870bd [MIRROR] adds atmospheric gloves, small resprite of firefighter gear, repaths stupid glove paths [MDB IGNORE] (#18785)
* adds atmospheric gloves, small resprite of firefighter gear, repaths stupid glove paths (#72736)

repaths a lot of gloves off /color because they were incredibly stupid
firefighter gear has gotten an update (it doesnt cover hands anymore
though, you need something else)
firefighter helmets no longer hide your mask or glasses

![image](https://user-images.githubusercontent.com/23585223/212542599-c004d0e4-c141-40b4-a1bb-c838f9893c4b.png)
fixed engine goggles starting with darkness vision
to the atmos lockers adds atmospheric gloves, a pair of thick (chunky
fingers) gloves that are fireproof and fire protective, slightly shock
resistant and let you fireman carry people faster.
atmospheric firefighter helmets now are a subtype of welding hardhats,
you can enable a welding visor.
welding hardhats change mode with right click instead of altclick

im not a good spriter but i think this resprite makes them fit nicer
with other engi equipment
lets me firefighter rp

🆑
add: Atmospheric Gloves, thick gloves that are fully fireproof and fire
protective and let you fireman carry people faster.
fix: fixes engine goggles starting with darkness vision
qol: firefighter helmets can now enable a welding visor
qol: welding hardhats change mode with right click instead of altclick
balance: firesuits no longer protect your hands
/🆑

* Makes shit compile

* Updates the digi and snouted stuff to match the new sprites (thanks Halcyon!)

* Fixes a whole ton more issues that popped up

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-01-27 12:15:17 -05:00
Paxilmaniac
6f4518441f Makes the wall mounted nanomed vendors use the new sprite tg added rather than ours (#18585)
* no more

* dme
2023-01-18 14:30:36 +00:00
SkyratBot
11102d539d [MIRROR] Adds the eyepatch to the Autodrobe [MDB IGNORE] (#18766)
* Adds the eyepatch to the Autodrobe (#72742)

Adds the eyepatch to the Autodrobe costume vendor.

* Adds the eyepatch to the Autodrobe

Co-authored-by: Slurge00 <102489377+Slurge00@users.noreply.github.com>
2023-01-17 04:40:16 +00:00
SkyratBot
25f4961156 [MIRROR] Refactors memories to be less painful to add and apply, moves memory detail / text to memory subtypes. Adds some new memories to demonstrate. [MDB IGNORE] (#18487)
* Refactors memories to be less painful to add and apply, moves memory detail / text to memory subtypes. Adds some new memories to demonstrate.  (#72110)

So, a huge issue with memories and - what I personally believe is the
reason why not many have been added since their inception is - they're
very annoying to add!

Normally, adding subtypes of stuff like traumas or hallucinations are as
easy as doing just that, adding a subtype.

But memories used this factory argument passing method combined with
holding all their strings in a JSON file which made it just frustrating
to add, debug, or just mess with.

It also made it much harder to organize new memories keep it clean for
stuff like downstreams.

So I refactored it. Memories are now handled on a subtype by subtype
basis, instead of all memories being a `/datum/memory`.

Any variety of arguments can be passed into memories like addcomponent
(KWARGS) so each subtype can have their own `new` parameters.

This makes it much much easier to add a new memory. All you need to do
is make your subtype and add it somewhere. Don't need to mess with jsons
or defines or anything.

To demonstrate this, I added a few memories. Some existing memories had
their story values tweak to compensate.

Makes it way simpler to add new memories. Maybe we'll get some more fun
ones now?

🆑 Melbert
add: Roundstart captains will now memorize the code to the spare ID
safe.
add: Traitors will now memorize the location and code to their uplink.
add: Heads of staff winning a revolution will now get a memory of their
success.
add: Heads of staff and head revolutionaries who lose their respective
sides of the revolution also get a memory of their failure.
add: Completing a ritual of knowledge as a heretic grants you a quality
memory.
add: Successfully defusing a bomb now grants you a cool memory. Failing
it will also grant you a memory, though you will likely not be alive to
see it.
add: Planting bombs now increase their memory quality depending on how
cool the bomb is.
refactor: Memories have been refactored to be much easier to add.
/🆑

* Modular!

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2023-01-17 12:51:58 +13:00
SkyratBot
de0a48b02e [MIRROR] Unironically removes the atmos and black beret [MDB IGNORE] (#18747)
* Unironically removes the atmos and black beret (#72722)

## About The Pull Request

Removes atmos berets

## Why It's Good For The Game
Berets shouldn't be thrown into every job, it's milsim circlejerking
dressup shit that creeps out of our milsim containment jobs (security)
and into other innocent jobs. There is absolutely no reason for this job
to have a beret just straight up. Can we add unique hats to the game,
not the same one recolored every way to Sunday? That's my problem. We
don't have unique clothes, we have a billion types of beret when the
BASE BERET TYPE has `IS_PLAYER_COLORABLE_1` so ANYONE can color it. So
again, why do we have the atmos beret? To clog the wardrobe, a vending
machine added specifically because we couldn't stop clogging the
original locker atmos techs spawned in?

The black beret has the same problem: recolored item when you can get
the item of any color

## Changelog
🆑
del: Atmospherics beret and black beret
/🆑

* Unironically removes the atmos and black beret

* update modular

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-01-15 22:25:44 +00:00
Zonespace
8fabd54ad6 Mirrors #72354 (#18654)
* [no gbp] removes all duplicate armor datums (#72354)

closes #72348
Title

My bad

Heres the script I used this time if you want to
```cs
var baseDir = Environment.CurrentDirectory;

var allFiles = Directory.EnumerateFiles($@"{baseDir}\code", "*.dm", SearchOption.AllDirectories).ToList();
var known = new Dictionary<string, List<KeyValuePair<string, int>>>();

foreach (var file in allFiles)
{
	var fileLines = File.ReadAllLines(file);
	for (var i = 0; i < fileLines.Length; i++)
	{
		var line = fileLines[i];
		if (line.StartsWith("/datum/armor/"))
		{
			var armorName = line.Replace("/datum/armor/", "").Trim();
			if (!known.ContainsKey(armorName))
				known[armorName] = new List<KeyValuePair<string, int>>();
			var knownList = known[armorName];
			knownList.Add(new KeyValuePair<string, int>(file, i));
		}
	}
}

Console.WriteLine($"There are {known.Sum(d => d.Value.Count)} duplicate armor datums.");

var duplicates = new Dictionary<string, List<int>>();
foreach (var (_, entries) in known)
{
	var actuals = entries.Skip(1).ToList();
	foreach (var actual in actuals)
	{
		if (!duplicates.ContainsKey(actual.Key))
			duplicates[actual.Key] = new List<int>();
		duplicates[actual.Key].Add(actual.Value);
	}
}

Console.WriteLine($"There are {duplicates.Count} files to update.");

foreach (var (file, idxes) in duplicates)
{
	var fileContents = File.ReadAllLines(file).ToList();
	foreach (var idx in idxes.OrderByDescending(i => i))
	{
		string line;
		do
		{
			line = fileContents[idx];
			fileContents.RemoveAt(idx);
		}
		while (!String.IsNullOrWhiteSpace(line));
	}
	File.WriteAllLines(file, fileContents);
}
```

* modular

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-01-13 18:05:12 -05:00
SkyratBot
5a18ff0bbb [MIRROR] Completely Culls req_access_txt/req_one_access_txt [MDB IGNORE] (#18458)
* Completely Culls req_access_txt/req_one_access_txt (#72281)

Hey there,

Now that every instance of `req_access` and `req_one_access` is a list
of strings, there is absolutely no reason for
req_access_txt/req_access_one_txt to exist. In fact, any instance where
they were still used in the codebase was very convoluted and was very
broken! Don't worry, I fixed it all out, and life is good.

I also dmdoc the surviving access variables, because those were missing.
I went on the side of caution and made a more verbose documentation with
an example just to have people really grasp this (it took me a while to
actually get it)

I believe that we changed _everything_ over to the
req_access/req_one_access system earlier this year in VV, but the
problem is that _new mappers don't understand the difference between the
two systems_. In fact, the "txt" system is completely redundant since
all it does is transition stuff to the "base" system. So, let's just
completely cull the one that's all but deprecated and ensure this
confusion no longer arises. The whole purpose of "txt" seemed to be to
convert the access, but it's all pointless now that we can just read the
list directly.

I'm also 99% certain that the "access check" on vending machines broke
(and didn't seem to have correct logic in the first place? I
legitimately couldn't find a case where it could fail in testing, so I
changed that up), and that's fixed up now. Let me know if I was clueless
there. I know it's short-circuiting now as opposed to "all must be
true", but it just didn't work.

* Completely Culls req_access_txt/req_one_access_txt

* oh the misery

* makes them use the thing that actually works

* test to see if engineering access is breaking it

* Revert "test to see if engineering access is breaking it"

This reverts commit 3cc2c554ff18f435a51601782e64c76193298db7.

* Fix access checks when req_access is null (#72458)

## About The Pull Request
Fixes #72450 - This seems to be an oversight in some of the access
refactors we've been through recently. When there was an assumption in
`check_access_list()` that `req_access` would always be a list, and that
if it was not something terrible had gone wrong and the door should
default to public access.

With the cleanup of the _txt access vars and the introduction of mapping
access helpers, this assumption is no longer true. `req_access` will be
null when multiple helpers are painted onto the same door, so we need to
handle that properly. Thanks to @MrMelbert for spitting out the attached
fix in mapping general and letting me PR it after testing.

This really needs a suite of unit tests around it. San has helpfully
volunteered to work on that for three hours before getting frustrated.

## Why It's Good For The Game
No more public access to engineering lobby, lathe, etc.


## Changelog
🆑 Vire, MrMelbert
fix: The engineering lobby and lathe are no longer public access
fix: Doors will no longer be treated as public access when they have
multiple accesses set on them
/🆑

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
Co-authored-by: Vire <66576896+Maurukas@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
2023-01-12 11:43:52 -05:00
SkyratBot
39b446b307 [MIRROR] Fixes a oversight with cummerbund. closes #72357 [MDB IGNORE] (#18451)
Fixes a oversight with cummerbund. closes #72357

Co-authored-by: jughu <melvin2626@live.nl>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-01-11 22:08:09 -08:00
Zonespace
438b79a0d2 Adds some costumes to autodrobe (#72103) (#18638)
Adds a various amount of costumes that were added in the game before in
https://github.com/tgstation/tgstation/pull/30303

More costumes is always nice especially ones in the code that aren't
used and pretty much only were available for chamkits

Co-authored-by: jughu <melvin2626@live.nl>
2023-01-11 21:36:17 -05:00
SkyratBot
b526c7265b [MIRROR] Hologram Projectors for TGC! [MDB IGNORE] (#18570)
* Hologram Projectors for TGC! (#72226)

## About The Pull Request

Adds a new holodeck layout that features a TGC card fighting arena,
complete with holographic representations of your cards. Cards act the
same as physical cards when displayed except you can see the stats of
the cards without needing to inspect and the cards stats can be modified
on the fly for keeping track of equipment.
Example:

![image](https://user-images.githubusercontent.com/40036527/209706941-b6def501-12f3-4ba6-8700-3b4b8ffd7c8f.png)
## Why It's Good For The Game

TGC is a significantly more complicated game then the other ones we have
like UNO and CAS and is extremely messy to play on a table ingame, this
provides a much clearer way of visualizing the game by having all active
creature stats on full display at all times without having to rely on
inspecting cards to check.
## Changelog
🆑
add: Introducing a new holodeck map, the TGC Arena, featuring hologram
projectors for your trading cards.
fix: Janitor and Intern TGC cards are now considered creatures rather
than just humans.
balance: The price of card packs has been reduced from double a paycheck
to 3 quarters of one.
balance: The number of cards available in the good clean fun vendor has
been doubled.
/🆑

* Hologram Projectors for TGC!

Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
2023-01-07 22:36:40 -08:00
SkyratBot
011fefdd81 [MIRROR] Refactors armor into dedicated subtypes [MDB IGNORE] (#18291)
* Refactors armor into dedicated subtypes

* start

* most tg things

* pain (#18584)

* shit

* non-mod changes

* compile

Co-authored-by: John Doe <gamingskeleton3@gmail.com>

* #18291

* compile fix

* ???

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-01-07 20:06:16 -08:00
SkyratBot
002ab78d9b [MIRROR] useless update_appearance reduction, emissive_blocker micro optimization (saves a second of init) [MDB IGNORE] (#18243)
* useless update_appearance reduction, emissive_blocker micro optimization (saves a second of init)

* merge conflict

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2023-01-07 18:45:54 -05:00
SkyratBot
fb67f68175 [MIRROR] Fixes vendor showing weird glass icons [MDB IGNORE] (#18242)
* Fixes vendor showing weird glass icons (#71929)

## About The Pull Request
Fixes vendor showing weird glass icons
## Why It's Good For The Game
bug fix good
## Changelog
🆑
fix: vendor no longer shows glass icons in a specific condition
/🆑

* Fixes vendor showing weird glass icons

* removes GLOB.vending_products

* removes glob

* changes asset file

* Nothing like using CI to test for asset runtimes

Co-authored-by: EvilDragonfiend <87972842+EvilDragonfiend@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2023-01-07 16:25:21 -05:00
SkyratBot
39b8cd6bcb [MIRROR] Minor detectives spawn with a candy cigarette and apple juice filled flask [MDB IGNORE] (#18564)
* Minor detectives spawn with a candy cigarette and apple juice filled flask (#72422)

If a detective joins who is 20 or younger their cigarette is changed for
a candy one and their flask is filled with apple juice. Also adds candy
cigarettes' to the detective vendor.

Minor crew members are unable to use cigarette vendors or acquire
alcohol in game without effectively committing a crime, it doesn't make
sense for minor detectives to spawn with them. I also think that minor
characters trying to obtain narcotics can be a pretty entertaining RP
starter as a overall harmless crime and something that requires
interaction with other members of the crew.

* Minor detectives spawn with a candy cigarette and apple juice filled flask

Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
2023-01-07 08:28:50 -08:00
SkyratBot
9e2c6824b1 [MIRROR] Gives the MegaSeed vendor some love; Gives the seeds categories and organizes them [MDB IGNORE] (#18156)
* Gives the MegaSeed vendor some love; Gives the seeds categories and organizes them  (#71799)

## About The Pull Request
Title.

## Why It's Good For The Game
Sorts the seeds out from one major category to the best of my ability.

They're now split up amongst Fruits, Vegetables, Flowers and
Miscellaneous.

![image](https://user-images.githubusercontent.com/70232195/207647509-5ff371ff-8cc4-4e8d-999a-9890f7387f81.png)

And yes, the contraband section still works.

## Changelog

🆑 Jolly
qol: MegaSeed vendors had their seeds distributed through 4 categories;
Fruits, Vegetables, Flower and Miscellaneous.
/🆑

* Gives the MegaSeed vendor some love; Gives the seeds categories and organizes them

* update modular

Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-12-27 00:29:42 +00:00
SkyratBot
6ddf11b8ca [MIRROR] Add language variety to machines that speak [MDB IGNORE] (#18262)
* Add language variety to machines that speak (#71643)

## About The Pull Request
This builds on #70278 by giving other machines (vendors, newscasters,
computers, etc.) the ability to speak different languages. If the
station "Bot language malfunction" trait is rolled, then these machines
will select a random race starting language. If a machine is EMP'd then
it has a chance to change the language. There is also a language wire
that can be pulsed to change the language for vending machines.

Default language for machines is galactic common, but there are rare
exceptions:

- Beach vendors will now speak beachbum
- Syndicate vendors will now speak codespeak
- Changeling vendors will now speak a random language after each slogan

## Why It's Good For The Game
More depth to the language feature.

## Changelog
🆑
add: Add language variety to machines that speak. You can also pulse the
vendor language wire to make it switch languages or EMP a machine to get
the same effect.
add: Shambling cola vendors will now speak a different language each
time they talk. Syndicate vendors will now speak codespeak. Beach
vendors will now speak beachbum.
/🆑

* Add language variety to machines that speak

* updates imported vendors

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
2022-12-25 18:00:29 -08:00
SkyratBot
699e9f8150 [MIRROR] TGUI Latejoin Menu! [MDB IGNORE] (#18025)
* TGUI Latejoin Menu!

* [PR PR] Fixes up the TGUI Latejoin Menu! (#18044)

* Makes Angel, Dragon and Robotic wings available in the preferences menu again (#18013)

Makes Angel, Dragon and Robotic wings available in the prefs menu again

* Automatic changelog for PR #18013 [ci skip]

* [MIRROR] Petrified human statues now drop a (stone) brain on destruction [MDB IGNORE] (#18026)

* Petrified human statues now drop a (stone) brain on destruction (#71816)

## About The Pull Request
Destroying a petrified human statue will now drop their brain, albeit a
little more statue-like.

![image](https://user-images.githubusercontent.com/41448081/206316168-e902d6e4-1cb8-4498-80c8-891c59ae638b.png)

Changed from original PR after talking w/ Fikou about it

## Why It's Good For The Game
While the combo *does* step on the toes of Smite, the statue+rod combo
is capable of fully removing you from the round without a way back very
quickly. This keeps the strength of the combo while not making it
entirely impossible to get back into the round.

## Changelog
🆑
balance: Destroying a petrified human statue will now drop their brain.
/🆑

* Petrified human statues now drop a (stone) brain on destruction

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Automatic changelog for PR #18026 [ci skip]

* [MIRROR] Chaplain armor beacon now uses radial + previews possible armor sets, plus some choice beacon code cleanup. [MDB IGNORE] (#18019)

* Chaplain armor beacon now uses radial + previews possible armor sets, plus some choice beacon code cleanup. (#71674)

## About The Pull Request

- The chaplain choice beacon now uses a radial to select the armor set,
instead of a list, giving the user a preview of what each looks like.

![image](https://user-images.githubusercontent.com/51863163/205417930-f5ceab11-6974-48a9-a871-abcb8228bcf2.png)

- Lots of additional cleanup to choice beacon code in general. Less copy
pasted code.
- All beacons now speak from the beacon with their message, instead of
some going by "headset message". Soul removed

## Why It's Good For The Game

I always forgot when selecting my armor which looks like what, and
choosing an ugly one is a pain since you only get one choice. This
should help chaplains get the armor they actually want without needing
to check the wiki.

## Changelog

🆑 Melbert
qol: The chaplain's armament beacon now displays a radial instead of a
text list, showing previews of what all the armor sets look like
qol: (Almost) all choice beacons now use a pod to send their item,
instead of just magicking it under your feet
code: Cleaned up some choice beacon code.
/🆑

Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>

* Chaplain armor beacon now uses radial + previews possible armor sets, plus some choice beacon code cleanup.

* update modular

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Automatic changelog for PR #18019 [ci skip]

* [MIRROR] Fixed an improper proc ref. [MDB IGNORE] (#18031)

Fixed an improper proc ref.

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Automatic changelog for PR #18031 [ci skip]

* Fiiix!

* Fuck

* [MIRROR] Windoors are vulnerable to a jaws of life [MDB IGNORE] (#18040)

* Windoors are vulnerable to a jaws of life (#71733)

## About The Pull Request
Windoors can be pried by a jaws of life now
## Why It's Good For The Game
Windoors are already immune to any kind of deconstruction outside of
bashing it, so making it immune to the jaws of life as well seems
excessive
## Changelog
🆑
balance: jaws of life can pry windoors
/🆑

Co-authored-by: Candycaneannihalator <candycane@ thisisnotarealaddr.com>

* Windoors are vulnerable to a jaws of life

Co-authored-by: texan-down-under <73374039+etherware-novice@users.noreply.github.com>
Co-authored-by: Candycaneannihalator <candycane@ thisisnotarealaddr.com>

* Automatic changelog for PR #18040 [ci skip]

* Automatic changelog compile [ci skip]

* [fix] fixes det revolver icons (#18049)

* Delete guns.dmi

* Add files via upload

* Automatic changelog for PR #18049 [ci skip]

* [MIRROR] Fixes fake links in Adminwho that led to "no_feedback_link" [MDB IGNORE] (#18027)

* Fixes fake links in Adminwho that led to "no_feedback_link" (#71804)

## About The Pull Request
Basically, sometimes, very rarely, it was possible for this to happen,
when it shouldn't be happening. I was wondering for a little while what
it was about, and then I finally downloaded my chat logs for a round and
realized what was going on. It should no longer happen.

## Why It's Good For The Game
Clickable links that lead nowhere (and thus don't do anything) aren't
very good for the game.

## Changelog

🆑 GoldenAlpharex
fix: There shouldn't be clickable names in Adminwho that don't do
anything anymore.
/🆑

* Fixes fake links in Adminwho that led to "no_feedback_link"

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Fix: Self-Actualization Device Doubling Damage (#18015)

* Change adjustOrganLoss/BruteLoss/FireLoss to set

* Reverts my naive soluton

* Automatic changelog for PR #18027 [ci skip]

* Automatic changelog for PR #18015 [ci skip]

* Fix TGUI latejoin menu not closing properly, properly this time

* Oh yea, flavourtext requirement exists. Not that we actually have it enabled upstream.

* Revert "Merge remote-tracking branch 'upstream/upstream-merge-71883' into fixlatejoinmenu"

This reverts commit 3279e73418f95637162a2923b0431e9e26b43403, reversing
changes made to d46aab7b421fee94d49b57e863bfd8e0917fc43f.

* Fucking stupid code merge shit

* Cool newline bro

* Dumb stupid commented code

* Also this

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: texan-down-under <73374039+etherware-novice@users.noreply.github.com>
Co-authored-by: Candycaneannihalator <candycane@ thisisnotarealaddr.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: RatFromTheJungle <62520989+RatFromTheJungle@users.noreply.github.com>
Co-authored-by: Dani Glore <fantasticdragons@gmail.com>
Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>

* fix

Co-authored-by: Rimi Nosha <riminosha@gmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: texan-down-under <73374039+etherware-novice@users.noreply.github.com>
Co-authored-by: Candycaneannihalator <candycane@ thisisnotarealaddr.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: RatFromTheJungle <62520989+RatFromTheJungle@users.noreply.github.com>
Co-authored-by: Dani Glore <fantasticdragons@gmail.com>
Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-12-15 16:18:28 -05:00
SkyratBot
b08e6d24b2 [MIRROR] 3/4ths-ify some wall mount sprites (by Kryson and Viro) [MDB IGNORE] (#18039)
* 3/4ths-ify some wall mount sprites (by Kryson and Viro) (#71788)

posters are now 24px tall, new sprites for nanomeds, emergency safes, and ticket machines
(by Kryson)

* 3/4ths-ify some wall mount sprites (by Kryson and Viro)

* DON'T INCLUDE FUCKING OVERRIDES IF THEY DON'T DO ANYTHING HHHNGH MY CI IS FAILING CODERS

* FUCK

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2022-12-12 13:56:40 -05:00
SkyratBot
6074568bbc [MIRROR] Don't update radio icon unless necessary, don't create radios in vending machines until needed -- Saves 0.091s of init time [MDB IGNORE] (#17943)
* Don't update radio icon unless necessary, don't create radios in vending machines until needed -- Saves 0.091s of init time

* Update code/modules/vending/_vending.dm

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-12-07 03:05:41 +00:00
SkyratBot
2b800b9a23 [MIRROR] Removes tablets (not PDAs) entirely. [MDB IGNORE] (#17880)
* Removes tablets (not PDAs) entirely.

* contractor changes

* map changes

* Update assistant.dm

* conflicts

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-12-07 01:07:02 +00:00
SkyratBot
0fb69dd6e5 [MIRROR] Moves the bulk of shield code from the riot subtype into the core shield. [MDB IGNORE] (#17684)
* Moves the bulk of shield code from the riot subtype into the core shield. (#71066)

## About The Pull Request
I wanted to "rework" the riot shield security has but most other shields
are subtypes of it, making them all inherit those features.
So I made this PR first to make my job easier and fix some odd bugs like
fixing wooden bucklers by slapping them with titanium sheets...

There *shouldn't* be any other big change outside of the titanium
healing and baton bashing they all inherited but I have been staring at
shield code and worked on another branch before deciding to split the
code improvement/fixes from the features so I might have missed
something.

And while there, kill some single letter vars, remove unnecessary lines,
etc.
## Why It's Good For The Game
Fixing a wooden shield by slapping it with titanium is weird... so is
fixing a glass+iron shield but that is a bigger balance change.

And well, easier for future shield changes to not inherit weird
behaviors from the riot shield.
## Changelog
🆑 Guillaume Prata
fix: You can no longer repair wooden bucklers and roman shields by
slapping them with a titanium sheet.
/🆑

* Moves the bulk of shield code from the riot subtype into the core shield.

* sr conflits, goliath shield, reagent buckler

Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
2022-11-23 14:15:07 -05:00
SkyratBot
64be8f7adf [MIRROR] Removes ID computer parts (Removes computer hardware) [MDB IGNORE] (#17612)
* Removes ID computer parts (Removes computer hardware)

* Removes missed file

* oop

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-11-21 17:46:25 -05:00
SkyratBot
cba203f00a [MIRROR] prevent crushing mobs you cannot reach [MDB IGNORE] (#17602) 2022-11-20 19:17:37 -08:00
GoldenAlpharex
07df01d6b9 [MIRROR] Adds Sabrage [MDB IGNORE] (#17548)
Adds Sabrage (#70755)

This PR adds an interaction to champagne bottles that allows the user to
pull off the cork with an edged (for code purposes, sharp) item. The
sharper the item, the better your chance is to pull the stunt off.
Minimum force is 5, which lets you do it with a captain's pen, for
instance. It's slower than just removing the cork by hand, as to
simulate the player removing the foil before taking the swing. Heads of
staff get a +20% chance to succeed due to being officers in some
capacity. A skillchip that can be bought from the Library Play Room
vendor increases the chance by +35%. Failing the stunt will smash the
bottle in your hands, spilling the contents all over you. This will
produce a bottle with the neck broken off, instead of its bottom.

Pulling the stunt off provides a weak mood buff for the user, and a
weaker mood buff for any witnesses. However, if someone else pulls the
sabrage off after you, you will get your success buff removed. Think of
it like pulling any other stunt and challenging someone else to do it,
only for them to succeed as well. Makes you bitter, doesn't it? Failing
the stunt also produces a weak mood debuff to the user.

Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
2022-11-17 15:36:54 -08:00
Halcyon
f4ab2e2843 [MANUAL MIRROR] R[D]evamp - Secret Door (#17492)
* guh

* modular skyrat stuff

* Fixes the CI by fixing the other science and RD berets

* There you go Blueshift

Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-11-17 08:32:17 -05:00
SkyratBot
5afc46835b [MIRROR] Removes tablet cell parts [MDB IGNORE] (#17498)
* Removes tablet cell parts (#71078)

## About The Pull Request

Removes cell parts and cell part cells, now tablets directly stole a
power cell in them, and uses regular stock cells like every other
machine in the game. This also makes it less confusing because people
are more used to stock cells over computer cells. Because cells
generally hold more power than computer ones, I bumped up the active
power usage from 50 to 75.

## Why It's Good For The Game

We are nearly finished removing all parts, holy cr*p

## Changelog

🆑
balance: Tablets now use regular cells instead of computer cells.
balance: Tablets no longer need a power cell component to hold power
cells.
/🆑

* Removes tablet cell parts

* Feex

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-11-16 08:14:17 -08:00
Zonespace
f7c26bbf25 515 Compat (#17465)
* ONLY SKYRAT CHANGES

* ACTUALLY SKYRAT CHANGES

* yolo, revert later

* Update alternate_byond_versions.txt

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2022-11-15 06:59:06 +00:00
SkyratBot
4b6c93f6b9 [MIRROR] Easy's Super Omega "unarmed strike based species var moved to limbs" refractor, unarmed strike striking with specific body parts rather than it just being flavor, and brain based attacking limb selection extra chunky edition. And also bodypart traits. [MDB IGNORE] (#17306)
* Easy's Super Omega  "unarmed strike based species var moved to limbs" refractor, unarmed strike striking with specific body parts rather than it just being flavor, and brain based attacking limb selection extra chunky edition. And also bodypart traits.

* Removed all the conflicts, and started converting all the arms and legs to the proper typepaths

* Actually makes the game compile :)

* Makes the maps compile too!

* Early mirror of #71143 because it's more relevant to us

Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-11-11 11:44:49 -05:00
SkyratBot
9e9b09d90b [MIRROR] Chefs can now kiss food they make to make it with love. (And a lot of cooking refactoring) [MDB IGNORE] (#17334)
* Chefs can now kiss food they make to make it with love. (And a lot of cooking refactoring)

* update from master and fix conflicts

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-11-09 17:49:35 +00:00