Commit Graph

17775 Commits

Author SHA1 Message Date
Astrogem2
7e0b463823 Durathread bundles and sinew make their proper noises instead of metal clang sounds. (#85485)
## About The Pull Request

Adds cloth noises to durathread bundles and meat noises to sinew strands
to stop them from making metal clang noises.

## Why It's Good For The Game
Fixes https://github.com/tgstation/tgstation/issues/85433, fixes
https://github.com/tgstation/tgstation/issues/85503

## Changelog

🆑
fix: Raw durathread bundles and sinew strands no longer make metal clang
sounds.
/🆑
2024-08-14 13:22:45 +02:00
Paxilmaniac
624e9c7d54 replaces the unusable energy cannon in mystery boxes to the new smartgun (#85529)
## About The Pull Request

see title
## Why It's Good For The Game

It's been a really long time since anyone other than a turret could
shoot the energy cannon (free tasers for everyone!!) so it's an entirely
useless weapon roll. I'm replacing it with the new smartgun because the
smartgun is cool and more importantly you can actually shoot it.
## Changelog
🆑
add: The new smartgun has replaced the unusable energy cannon in mystery
boxes
/🆑
2024-08-14 13:20:12 +02:00
GPeckman
f69284be5b Abductors can no longer be converted by conversion antags (#84766)
## About The Pull Request

Basically what the title says. Abductors cannot be converted by
bloodbrother/revs/cult. They will NOT show up as having a mindshield,
however.
## Why It's Good For The Game

Abductors are, by design, incredibly strong. You are not meant to be
able to win against them, and this is reflected policy-wise by the fact
that they're a restricted antagonist. However, this is still a problem
when conversion antags get involved. If an abductor becomes a cultist or
a revolutionary, then suddenly every other player who isn't also
converted has to deal with an abductor without the normal restrictions.
It's not fun to play against and in general just shouldn't happen.
## Changelog
🆑
balance: Abductors (the antag, not the species) can no longer be
converted by any antagonist.
/🆑
2024-08-14 13:10:57 +02:00
Andrew
6fbc9a2297 More food effects (#84889)
## About The Pull Request

In #77887 I have introduced a food buff system with placeholder buffs to
not bloat that PR with balance-related things to allow people to add
their own effects and discuss the particular effects in separate PRs.

The goal is to have:

- Some default buffs for all food. Currently there's only Haste that
scales with food complexity.
- Some interesting buffs tied to food categories or specific dishes

This PR is a first part of this change.

- Adding an indicator to Cooking UI that food does something special
- Added **Spaghetti Carbonara** dish that gives Italian speech.

![image](https://github.com/user-attachments/assets/2035a97a-6048-4636-bd49-d1ea3390a50e)

- Added **Jupiter Cup Cake** that gives shock immunity instead of it
being randomly given by high-complexity dishes.

![image](https://github.com/user-attachments/assets/3260339d-0167-4840-9b76-10371959e16c)

- Made **Omelette Du Fromage** give French speech.
- Made **Mime Tart** give Mute trait
- Made **Clown Cake** give Waddle Walk trait
- Made **Stuffed Legion** give Ashstorm Immune trait

## Why It's Good For The Game

Foodening PR was incomplete, this PR is a step towards the completion.

## TODO

- [X] Pick a certain dish to give the French speech
- [X] Pick a certain pasta to give the Italian speech
- [X] Pick a certain dish for the shock immunity buff
- [x] Add an indicator to the cooking UI that a dish has a special
effect
- [x] Add more food effects per suggestions

## Changelog

🆑
qol: Dishes with a special food effect are marked in the Cooking UI
add: New Spaghetti Carbonara dish that makes people Italian temporarily
add: Omelette Du Fromage makes people French temporarily
add: Shock Immunity is no longer a random level 4-5 food buff, but a
buff given by a new Jupiter-Cup-Cake
add: Mime Tart gives Mute trait
add: Clown Cake gives Waddle Walk trait
add: Stuffed Legion gives Ashstorm Immune trait
/🆑
2024-08-14 13:10:21 +02:00
hack-wrench
c5e2321313 add syndie lipstick (#85249)
## About The Pull Request

Add syndicate branded lipstick for stealth operations, super-secret
formula allows you to do similar energy gun damage with just a kiss,
leaving a distinctive laser-like mark.

## Why It's Good For The Game

The traitor arsenal is replenished with a new method of killing, elegant
and without suspicion. Just send an air `*kiss`!
You might ask what makes syndie kiss different from mime gun, besides
similar characteristics to egun:
- Causes burn damage
- It's the emote `*kiss` after lipstick application that does the
damage, not the lipstick itself
- It has standard kissing cooldown
- Kisses always fly to the head, good for the investigation
- Can fly through windows and lattice
- Unlimited number of lipstick uses
- Could be wiped out, unlike mime gun
- Can be reapplied after wiping off

In addition to adding lipstick, also:
- Fix wallhit sound, accidentally hit a wall and no sound came out of
it, and not just with a kiss
- Kiss log no longer contains on hitting the kisser name, but there is a
log about sending a kiss

## Changelog


![image_2024-07-25_20-02-34](https://github.com/user-attachments/assets/f74be8d5-8d9b-46a8-a2e7-019644d9f880)

![image_2024-07-25_20-02-53](https://github.com/user-attachments/assets/8f8d97dd-caf0-49a6-873d-b80d0acfc217)

![image_2024-07-25_20-27-48](https://github.com/user-attachments/assets/74ccea72-7f31-4771-8e8e-56a23109ccec)

![image](https://github.com/user-attachments/assets/2d4d52fe-067e-460a-91a7-a2a9cfa93cd3)

🆑
add: add syndicate branded lipstick to uplink (6 TC), after applying
lipstick *kiss deals damage equal to energy gun
fix: fix wallhit sound for projectile
/🆑
2024-08-14 13:04:29 +02:00
nesquik
83dde48caa Add a janitorial 'borg plunger (#85475)
## About The Pull Request
I got annoyed at not being able to plung vents when there's a clog. This
PR corrects that. I copied all of the cyborg mop attributes to make
this. This is my first PR on this server, but I did test it on a local
server, and it indeed, plungs.

## Why It's Good For The Game
More content for janitorial cyborg. They really should have a plunger,
to be honest. It just makes sense to me.

## Changelog
🆑
add: Added a cyborg plunger for janitorial modules
/🆑
2024-08-14 12:38:50 +02:00
grungussuss
411f1877c5 nerfs the HP of bushes (#85682)
## About The Pull Request
- Lowered the HP of the "flora" type from 150 (same as reinforced
window) to 100
- Trees are still 150 HP
- Gave flora an x4 modifier to burn damage (takes 4 times the burn
damage)
## Why It's Good For The Game
Every time you do a project as an engineer on a map with bushes, each
bush takes 10 welding tool hits to destroy, overall bushes have way too
much HP and shouldn't be this difficult to destroy.
## Changelog
🆑 grungussuss
balance: bushes and other flora have had their HP reduced from 150 to
100. Trees still have 150 HP
balance: flora now has an X4 modifier to damage from burn sources
/🆑
2024-08-14 12:33:57 +02:00
Odairu
e8b717aa5d Fixes a bug that made it so radios inside objects would blare out their comms to everyone around them (#85676)
## About The Pull Request
Currently things like bounty cubes that are not supposed to be
broadcasting comms, are doing so for the department their nested radio
is set to.
This happens because when an encryption key is put into a radio that is
off and that radio has its channels recalculated, all of the default
channels on the encryption key (in the case of bounty cubes, supply) are
set to being on and the radio 'forgets' that its supposed to be off
until it is turned back on, then turned off again. Obviously we cannot
do this to a radio inside of an object in game, as we have no way of
accessing it, so I am adding a check for if the radio is off at the end
of recalculatechannels() and if it is off, it will turn it on, then back
off so it can remember
## Why It's Good For The Game
fixes a rather minor bug which gives anyone free [insert comms channel
here] for any object with a radio inside that is given an encryption
key, my example being a bounty cube with a radio and an encryption key
for cargo.

This could also be solved by going through every single instance of a
nested radio and taking away their keys and instead doing
set_frequency(FREQ_<DEPARTMENT>) However, this would nip the bug in the
bud when otherwise the way its been being written should be working.
## Changelog
🆑
fix: fixed nested radios with encryption keys giving free comms
/🆑

---------

Co-authored-by: Odairu <39929315+Odairu@users.noreply.github.com>
2024-08-14 12:32:41 +02:00
SmArtKar
35523291ca Adds arms/legs coverage to armored gloves/shoes, adds a unit test to check for former (#85667)
## About The Pull Request
Turns out HANDS and FEET coverage doesn't actually apply armor to the
body, at all, making it entirely useless. Despite this, a lot of
clothing still does it! So I added ARMS and LEGS flags to gloves/shoes
that do it respectively and wrote a unit test for it that will yell out
a list of all items missing coverage while having non acid/bio/fire
armor (three snowflake types)

as discusses with melbert on discord

## Why It's Good For The Game
...features working as intended?

## Changelog
🆑
balance: Multiple gloves/shoes that had armor values but failed to apply
them got fixed
/🆑
2024-08-14 12:31:40 +02:00
SmArtKar
2e0b577eba Fixes DNA sampler attack chain heck (#85662)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Closes #85656

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
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🆑
fix: Fixed DNA samplers not being able to interact with non-scannable
objects
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
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icon ingame) and delete the unneeded ones. Despite some of the tags,
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2024-08-14 12:28:59 +02:00
SmArtKar
a546abd3ff Prevents people from being shoved into closets/crates/bins through directional glass (#85760)
## About The Pull Request

forceMove made it possible for someone to get shoved into a
closet/crate/disposals bin through a piece of directional glass that was
located on said objects tile, resulting in a very cheesy way to GBJ
people.

## Changelog
🆑
fix: You can no longer shove people into closets through directional
glass
/🆑
2024-08-14 12:20:46 +02:00
SmArtKar
ac750f358f Fixed monk staffs not displaying a wielded sprite (#85767)
## About The Pull Request

Closes #85764

## Changelog
🆑
fix: Fixed monk staffs not displaying a wielded sprite
/🆑
2024-08-14 12:19:01 +02:00
LemonInTheDark
4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).

If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.

Most of the rest of it is pipelining done to accommodate how icons are
cut.

## Path To Merge

Almost* all sprites and code is done at this point. 
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily

This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.

Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.

Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.

## What does it look like?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## Credits

<details>
<summary>Historical Mumbojumbo</summary>

I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.

This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.

Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.

This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.

The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.

Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.

Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.

The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.

</details>

<details>
<summary>Detailed Credits</summary>

Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.

Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother

And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>

## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00
Waterpig
e7bfcac8bb Laser pointers no longer make felinids phase through diagonal gaps (#85755)
## About The Pull Request

Someone forgot the dir argument, making it possible to phase through
diagonal gaps.

## Why It's Good For The Game

One less bug. I like my gbp

## Changelog

🆑
fix: Felinids no longer phase through diagonal gaps upon seeing a laser
/🆑
2024-08-12 16:16:02 +02:00
grungussuss
aebeed5c96 Ore ore ore ore ore... sounds. (#85738)
## About The Pull Request
Closes https://github.com/tgstation/tgstation/issues/85615

#### Applied to:
- all ore subtypes, except bluespace polycrystals
- Sandstone blocks

### Video:


https://github.com/user-attachments/assets/7fdd322a-4f57-4df7-bd72-e6400382b58b
## Why It's Good For The Game
immersion.
## Changelog
🆑 grungussuss
sound: ore and sandstone blocks have their own sound
/🆑
2024-08-11 15:07:31 +02:00
Da Cool Boss
06aa7b846a Fixes Donk Co. & Waffle Corp Trademark Issues (#85686)
## About The Pull Request
All references to "Waffle Co" and "Waffle Company" have been scrubbed
and replaced with appropriate branding. "The Waffle Corporation" may be
shortened to "Waffle Corporation", "Waffle Corp" or "Waffle Corp." only.

All references to "Donk Corp." and "Donk Corporation" have been scrubbed
and replaced with appropriate branding. "Donk Company" may be shortened
to "Donk", "Donk Co" or "Donk Co." only.
## Why It's Good For The Game
Keeps these names consistant and lore accurate.
## Changelog
🆑
spellcheck: fixed many incorrect spellings of Waffle Corp and Donk Co.
/🆑

---------

Co-authored-by: BlueMemesauce <47338680+BlueMemesauce@users.noreply.github.com>
2024-08-09 23:22:53 -04:00
FlufflesTheDog
f2f5b0f999 Fix tadpole scooping (#85691)
## About The Pull Request
Fixes swapped arguments to a do_after, allowing tadpoles to be scooped
from puddles
## Why It's Good For The Game
bug bad 
## Changelog
🆑
fix: tadpoles can actually be scooped from ponds
/🆑
2024-08-09 08:50:14 +02:00
Rhials
0ff56a766e Fixes ziptie pickup/drop sounds (#85630)
## About The Pull Request

This removes the pickup/drop sounds from zipties, inherited from
handcuffs.

I elected to keep the `cuffsuccesssound` the same, as I feel like the
sound is appropriate for conveying zipties being tightened off.
## Why It's Good For The Game

Closes #85616, I hope. The issue report wasn't very descriptive so I'm
not sure if I've missed anything here.
## Changelog
🆑 Rhials
sound: Zipties no longer make handcuff noises when picked up or dropped.
/🆑
2024-08-07 04:56:37 -04:00
OrionTheFox
93e81ee348 Adds some missing Knife worn icons (#85488) 2024-08-04 13:13:50 -04:00
tattle
f2f856037e Makes cyborg damage more... showy (#85298)
## About The Pull Request
Makes cyborgs blink yellow when they're dead. The icons were lying
around in the code for some reason, so why not repurpose them?

Borg death blink:
https://www.youtube.com/watch?v=DtYSHSSZVs8

Makes cyborgs emit particles when they reach a certain damage threshold.
Smoke for brute, sparks for burn. I think I want to tweak them a little
more, but it's hard to troubleshoot when the particle editor keeps
throwing a BSOD.

Borg particles:
https://www.youtube.com/watch?v=Xh64rZkrp-U

## Why It's Good For The Game
It's really really annoying when you're sitting dead in robotics and
everyone assumes you're AFK because the roboticist isn't wearing a
diagnostic hud (agony).

The particles I just think are cool flavour, plus it's a way for
silicons to show actual signs of wear and tear.

## Changelog
🆑 Tattle
qol: dead cyborgs now blink yellow lights
qol: damaged cyborgs have smoke particles when they've taken brute
damage, and sparks for burn
/🆑

---------

Co-authored-by: tattle <article.disaster@gmail.com>
2024-08-01 20:34:57 +02:00
SmArtKar
5639f9b6d3 Cable coil and welding tool healing now loops. Fixed heal message not displaying when healing someone else (#85377)
## About The Pull Request

Using cable coil or welding tools to heal robotic bodypart will now
restart the interaction once the part is successfully healed, similarly
to how sutures/meshes work. To ensure that this doesn't instantly heal
whoever it is applied to, they now take 1 seconds to apply to someone
else after the first loop (same as click cooldown, basically).
Self-application still takes 5 seconds.

There also was an (I think?) unreported issue with them not actually
displaying the heal messages when used on someone else because the
messages were inside of self-healing check.

## Why It's Good For The Game

Clicking on self every 5 seconds can get annoying, same reasoning as to
why sutures/meshes loop. And bug is just a bug, not much to say here.

## Changelog
🆑
qol: Cable coil and welding tool healing now loops similarly to
sutures/meshes
fix: Fixed cable coil/welding tool heal message not displaying when
healing someone else
/🆑
2024-08-01 14:56:27 +00:00
necromanceranne
b1779c5313 [NO GBP] shoving someone over onto a table and knocking them down causes them to be shove stun vulnerable. (#85439)
## About The Pull Request

If you shove someone onto a table, you can then shove them again for a
stun.

This is NOT true if you tableslam someone (aggro grab and then click on
a table with combat mode activated).

## Why It's Good For The Game

I actually assumed (foolishly) that this was already possible but as it
turns out, it is handled by separate procs from the main shoving proc.
That's my bad. This was intended to make you vulnerable to a stun when I
made changes here https://github.com/tgstation/tgstation/pull/84640

## Changelog
🆑
fix: Shoving someone onto a table now causes them to become vulnerable
to being stunned.
/🆑
2024-08-01 15:22:27 +01:00
Waterpig
cd615e0751 Fixes flashdark (#85454)
## About The Pull Request

Flashdarks now actually produce darkness. The bugfix that broke this
added their fix to them even though the bug didnt apply here. (#79240)


![image](https://github.com/user-attachments/assets/5c23ac5d-ce73-4b40-92c9-2c7c2770730b)

closes https://github.com/tgstation/tgstation/issues/68638

## Why It's Good For The Game

A bugfix is good for the game.

## Changelog

🆑
fix: Flashdarks now broduce darkness upon toggling
/🆑
2024-08-01 14:45:43 +02:00
SmArtKar
28855c4a70 Bamboo staffs can now be wielded, bostaff no longer disappears forever when wielded (#85443)
## About The Pull Request

Closes #85431

## Changelog
🆑
fix: Bamboo staves can now be wielded
fix: Bostaff no longer disappears forever when wielded
/🆑
2024-08-01 14:42:30 +02:00
carlarctg
281dac4ed0 Adds a bronze dimensional theme (#85448)
## About The Pull Request

Adds a bronze dimensional theme

![image](https://github.com/user-attachments/assets/07e3566a-c8b6-4a95-88f6-b5866e7daf03)

## Why It's Good For The Game
There are a lot of bronze objects and it makes an excellent candidate.
It even has a funny sound

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: Adds a bronze dimensional theme
/🆑
2024-08-01 14:36:25 +02:00
grungussuss
1263b6a73e [no gbp] Fixes rods not having sound_vary on (#85361)
## About The Pull Request
rods are an item subtype, not a sheet. naturally I only applied
`sound_vary` to the sheet parent
## Changelog
🆑
fix: rod sounds will now vary in pitch
/🆑
2024-08-01 01:00:19 +02:00
ArcaneMusic
d4a2246e70 NODE drones now show their wave progress on the sprite (#85405)
## About The Pull Request

Node drones now show a small green progress light as they reach 25%,
50%, and 75% landmarks within the wave defense minigame. This allows for
a bit of consistency when it comes to doing wave defense, so you can get
a feel for how much longer you have until wave defense is complete at
any given vent.

This also clears the registered signal on QDEL, so that when wave
defense is completed successfully, it doesn't trigger the "*creaks and
groans as the mining attempt fails, and the vent closes back up*"
message.

![image](https://github.com/user-attachments/assets/5540b239-bb98-4e8d-a5a1-795b6de8ea19)


![image](https://github.com/user-attachments/assets/68e4fa72-d551-4813-8fc5-1213418d1950)


## Why It's Good For The Game

This was presented as an idea to me as a quick QOL improvement for
arcmining, which I agree would make for an easy improvement to how the
wave defense minigame is presented. Been meaning to do more balance,
system, and QOL changes to arcmining, but I've been swamped with real
life as of late. This however was a fairly simple change I did over the
weekend.

## Changelog

🆑
qol: NODE drones summoned to tap a vent within ore vents now display a
green status light to show how much longer they need the vent defended
for.
/🆑
2024-08-01 00:59:41 +02:00
Helg2
be9a9c0e33 [NO GBP] Fixes emergency climbing hooks spawning on not multi-z stations. (#85381)
## About The Pull Request
I naively assumed that `if(LAZYLEN(SSmapping.multiz_levels))` which was
already present was doing something and didn't proceed with testing
stuff further, well turns out it doesn't.
## Changelog
🆑
fix: Emergency climbing hooks now shouldn't spawn on non multi-z
stations.
/🆑
2024-07-31 22:24:02 +02:00
_0Steven
b5d13ca390 Fix some wonky anchored_tabletop_offset rendering (#85372)
## About The Pull Request

While working out railing layering rank, I noticed this issue:

![image](https://github.com/user-attachments/assets/d6a21016-23c1-48f7-821f-fdb38a351232)
This seems to be because we allow objects to have their `pixel_y` be
offset when anchored on top of a table, which causes it to peek into the
next tile up, thus layering us on top of it.
Making it use `pixel_z` instead such that it's only visually offset
fixes this:

![image](https://github.com/user-attachments/assets/21051291-424a-422c-ad9c-aa71cb58c5ee)

Additionally, while we're touching the `check_on_table()` proc, we make
it remove the `pixel_z` offset whenever it gets unanchored instead of
only whenever it gets unanchored _on a table_.

Ideally we would also make such vertically offset objects remove their
offset when the table they're on gets destroyed, but that's not the
point of this pr.
## Why It's Good For The Game

Tends to be better to not look like you're standing on something you're
not.
It's a bit annoying when you destroy the table under a vertically offset
object and now can't remove that offset until you put it on a table
again.
## Changelog
🆑
fix: You no longer render on top of tall enough objects that get
vertically offset when anchored to a table when standing on the tile
directly to the north of them. Examples are soda and booze dispensers.
fix: Removing the vertical offset some objects get when anchored to a
table can be done by unanchoring it at any point, rather than only on a
table.
/🆑
2024-07-31 18:16:45 +02:00
SmArtKar
099745d67c Silicons and simplemobs can also hear radio chatter now (#85347)
## About The Pull Request

Closes #85334

## Changelog
🆑
fix: Silicons and simplemobs can also hear radio chatter now
/🆑
2024-07-31 18:15:07 +02:00
Nick
b9dfb7a44f Power cell overlay now updates when exiting an object's contents (#85079)
## About The Pull Request
The charge indicator overlay on power cells is now properly updated when
the cell is charged/discharged. Before, you could use a power cell until
it's empty and the overlay wouldn't change at all.
## Why It's Good For The Game
The overlay is there to indicate the charge of the cell. It should work.
## Changelog
🆑
fix: The charge indicators on power cells now work properly.
code: Removed some now redundant power cell appearance updates
/🆑

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
2024-07-31 17:08:07 +02:00
Ghom
36ca9a8559 Raising lobstrosities from chrabs is now a component. Adds in tadpoles which become frogs. (#85346)
## About The Pull Request
I've componentized part of the code that manages raising lobstrosities
from chrabs so that it can be added to other fish too. As proof of
concept, I've added tadpoles. Tadpoles are not fished like the rest,
instead you merely right-click a puddle and after 5 seconds you'll get
one. Tadpoles are fairly fragile, cannot be butchered, don't reproduce,
require lukewarm freshwater, need to be feed frequently, and become
frogs after about 3 minutes.

## Why It's Good For The Game
A small needed refactor for the chrab code, plus another small fish to
make it easier to complete the first fish scanning experiment.

## Changelog

🆑
add: Added tadpoles, which can be scooped from puddles with right-click.
Functionally they're like most fish, which require an aquarium to
survive, and also need to be fed fairly frequently, however they quickly
become frogs after about 3 minutes of care.
add: Every station now has a couple puddles. One at the public garden
and the other in prison.
qol: Changed the name of an aquarium UI button from "Reproduction
Prevention" to "Reproduction and Growth", as it controls both fish
breeding and growth.
/🆑
2024-07-31 15:18:23 +01:00
grungussuss
f0575ec415 The Soundening: Security and guns edition. (#85309)
## About The Pull Request


https://github.com/user-attachments/assets/9c47c512-ff22-4832-9524-fd6f3e6147c7

Pickup sounds for:
- all guns
- riot shields
- handcuffs
- batons and telebatons
- pepper spray 
- all grenades

Storage open sound for:
- security belt, security webbing, all holsters

Successfully cuffing someone now has its own satisfying sound!
## Why It's Good For The Game
The most combat intensive role in the game doesn't have these sounds to
complement their gameplay, these sounds will increase the amount of
danger audio cues you can listen for and give feedback to players on
what others are doing.
## Changelog
🆑
sound: guns have pickup and drop sounds
sound: security belts and holsters have opening sounds
sound: handcuffs have pickup and drop sounds
sound: stun batons and telescopic batons now have pickup and drop sounds
sound: grenades have pickup and drop sounds
sounds: riot shields and telescopic shields have pickup and drop sounds
sound: successfully handcuffing someone has sound
/🆑
2024-07-31 14:59:22 +01:00
grungussuss
6734bcf1a4 Fixed spray can face spraying logic (#85375)
## About The Pull Request
It was only checking for eye protection, since light-sensitives can have
0 or less eye protection even with sunglasses on, this doesn't make
sense.
There is now more redundancy, the same check for blind carbons and
another check for `is_eyes_covered` which takes in account if your eyes
are covered by eyewear or masks.
## Changelog
🆑
fix: spray can face spraying will no longer work on light-sensitives
with eyewear and people wearing eye covering masks
/🆑
2024-07-31 08:30:48 +02:00
Paxilmaniac
b98afcd140 Replaces my old and crusty pp-95 with the cool new nukeops tech on the block, smart SMGs (#85211)
## About The Pull Request


![image](https://github.com/user-attachments/assets/c399db0d-c8b8-4f0e-b20d-e81e153a4fac)

![smart
bullet](https://github.com/user-attachments/assets/02af6174-f967-487c-b5ee-90c73300d179)

Adds the Abielle Smart-SMG to replace the pp-95 entirely.

The Abielle performs nearly identically to the pp-95 in nearly all
aspects, doing 0.5 less damage because it's not a projectile modifier on
9mm anymore.

What the Abielle does do majorly differently, is give it's bullets a
slight homing ability VS whatever you clicked on. This keeps the weapon
equally useless to it's predecessor at spraying blindly down hallways,
while rewarding careful aim with bullets that slightly track the target.

## Why It's Good For The Game

The surplus smg sucks, and I don't mean performance-wise (although it
certainly does, that's the idea). The surplus smg sucks because
typically you would be better suited using it as a melee weapon due to
the inaccuracy and low damage. Making the cheapo "I forgot to buy a
weapon" gun practically useless is super punishing especially for newer
ops who might not remember to buy a weapon first. The smartgun makes the
surplus smg still pretty shit compared to the other nukeops guns that
can down a man nearly instantly, but means that reinforcements or broke
ass nukeops can still be relatively effective so long as they can click
on a spaceman across the screen.

## Changelog
🆑
balance: The nukeops surplus smg, the pp-95, has been reworked into the
Abielle Smart-SMG. It performs nearly identically to the pp-95, however
it's projectiles get a slight homing ability towards whatever you click
on.
sound: New firing sounds for the surplus smg, credit to the m41 sound
effects from tgmc
image: New sprites for the surplus smg, made by me
/🆑
2024-07-29 17:31:18 +01:00
Ghom
a89673b68d Making fishing a bit more bearable. (#85326)
## About The Pull Request
Ok, I've had a bit of false memories about fishing being easy. It's
actually tough. It also has some issues that I didn't completely
understand until very recently.

First of all, I thought anything that count as a bait would be good
enough for fishing, but it turns attaching a raw meatball doesn't remove
dud chances from fishing spots. Having finally played with the feature
enough, I came to realize it's quite dumb to have something like that IF
you have a bait regardless of quality. We have other ways to handle bait
related stuff.

Second, I've lowered the time to raise a lobstrosity slightly. Waiting
20 minutes to get an adult one is a tad much if you add in all the prep
needed for it. Conversely, I've also increased their feeding frequency.
I think they should eat a bit more than once every 15 minutes to
survive. 10 should be ok.

I've also halved the reproduction timeout for the sludgefish. When I
first added it. I didn't take in consideration I'd have later have made
it so newly spawned fish would be on cooldown for double the standard
duration.

The abstract fishing rod that "profound fisher" mobs use now comes with
the same omni-bait advanced fishing rods use, so that they can catch all
kind of fish with less bad RNG.

Buffed the fishing skill a bit.

Aquariums that unanchored (except pre-filled ones) and do not
auto-connect to plumbing; ferer issues if you were to build one near the
toilets. They alo have the 'enable breeding' enabled by default.

I've also re-increased the deceleration of the minigame bait. Making the
controls less slippery.


## Why It's Good For The Game
I've been suffering from some Mandela effect about fishing. It's
definitely more challenging when the server isn't shitting the bed.

## Changelog

🆑
qol: Aquariums start unanchored and don't autoconnect to plumbing. Their
reproduction prevention is also disabled by default.
balance: Made it a tad easier to control the bait during the minigame.
Buffed the fishing skill. No fishing duds at all when using ANY bait.
balance: Chasm Chrabs take less time to grow into Lobstrosities but need
food a bit more frequently.
balance: "Profound fisher" mobs will have less RNG-dependant time
fishing.
fix: You can now ACTUALLY interact with other things while fishing if
the fishing rod isn't in your active hand.
/🆑
2024-07-29 16:49:48 +01:00
grungussuss
08dd05a601 Leather, skins, cardboard sounds (#85254)
## About The Pull Request


https://github.com/user-attachments/assets/9beaab38-653c-4cde-919c-eb1b3352e515

## Why It's Good For The Game
I added sheet sounds but these items are subtypes of sheet so it didn't
make sense for them to have metal clanking sounds
## Changelog
🆑 grungussuss
sound: leather, skins and cardboard have their own sound now
/🆑
2024-07-29 15:55:04 +01:00
deathrobotpunch
355c3d7af1 soap for maints drones! (#85243)
## About The Pull Request

adds soap to maint drones' internal storage
## Why It's Good For The Game
eliminates the hell that is no soap spawning on station meaning you are
unable to clean at all. also feel free to recommend more internal
storage items too!
## Changelog
🆑
qol: drones now have soap in their internal storage!
/🆑
2024-07-29 07:01:26 +02:00
SmArtKar
7eb3e5bf0e Grass sheath now holds parsnip sabres, fixed grammar for the latter (#85311)
## About The Pull Request

Closes #85306

## Changelog
🆑
fix: Grass sheath now holds parsnip sabres like its supposed to
spellcheck: Fixed up parsnip sabre description grammar
/🆑
2024-07-28 21:42:44 +02:00
Da Cool Boss
7ca529e123 Fixes a typo in military javelins (#85317)
## About The Pull Request
Changes "military Javelin" to "military javelin"
## Why It's Good For The Game
Consistent capitalisation. Makes the name look better.
## Changelog
🆑
spellcheck: military javelin's name is now fully uncapitalised
/🆑
2024-07-28 21:42:10 +02:00
SmArtKar
bab0287356 Mining headset upgrade - Callouts and volume boosters (#85008)
## About The Pull Request

![dreamseeker_SOPW0zf89I](https://github.com/user-attachments/assets/0fa4921f-0b5c-41fe-bf70-56f21c28f579)

Shift + middle clicking while wearing a mining headset will open a
callout radial, after moving your mouse over one of the options a
callout emote will appear where you pointed (No need to click on the
radial button). Callouts have a 3 second cooldown to prevent spam and
glow in the dark due to how dark lavaland is (normal point emotes do
not)
There are 6 options: pointing, danger, attack, mine, defend and
reposition. Your callouts are colored in your runechat color. This is
done via a component so later if needed it could be added to other
headsets/mobs/items. Callouts also can initiate basic mob orders, being
a better way to command your minebots in combat.

Additionally, they also boost your speech back to normal levels in
low-pressure environments, ensuring that your runechat is still nice and
readable.

## Why It's Good For The Game

This would make coop mining much more enjoyable, as stopping to type
mid-fight is more often than not a death sentence on lavaland. With
arcmining's vents cooperating is actually beneficial, and I feel like we
should incentivize miners to do it more often by providing them with
tools for it.

## Changelog
🆑
add: Mining headsets now allow you to make callouts via pointing. You
can use them to communicate with fellow miners or order your army of
bots and raptors!
add: Mining headsets keep your voice loud and clear in low-pressure
environments (not vacuum!)
/🆑
2024-07-28 20:06:30 +02:00
grungussuss
5f9a25fc18 Medkit sounds (#85286)
## About The Pull Request


https://github.com/user-attachments/assets/b607e1e2-d19b-4b02-b264-05e5326e4374
## Why It's Good For The Game
We have box sounds, why not medkit sounds?
## Changelog
🆑 grungussuss
sound: medkits now have sounds
/🆑
2024-07-27 22:16:31 +02:00
Helg2
854efc7ace Emergency climbing hooks now spawn in emergency boxes if the station has multi-z level. (#85273)
## About The Pull Request
Emergency climbing hooks now spawn in emergency boxes not only on
Icebox, but also on Northstar and Tram.
## Why It's Good For The Game
Firstly, I think it's funny to see some assistant just casually climbing
up from the -1 floor on the sideways of tram, when he fell out of it.

Secondly, trying to get somewhere when the Northstar or Tram got blown
up multiple times is an absolute nightmare if you have no good
flashlight, or something similar.
## Changelog
🆑
add: Emergency climbing hooks now spawn in emergency boxes on all of the
multi-z level stations.
/🆑
2024-07-27 21:36:31 +02:00
DrTuxedo
277e57683e Radio Sounds (#85115)
## About The Pull Request
Now talking into radio and hearing radio messages produces a sound.
Using LOUD-MODE makes a unique sound.


https://github.com/user-attachments/assets/891d9b9a-5313-4aac-9fef-56d0a7286bf1


https://github.com/user-attachments/assets/112a3587-46ea-413e-89e4-2da7b54c3d62

**YOU CAN DISABLE IT IN THE GAME PREFERENCES**
## Why It's Good For The Game
People REALLY tend to miss radio messages, especially from the heads.
This makes it so they can hear when some interesting or important
chatter is going on.

Unless all of the heads of staff decide to dispute in the Common,
subordinates will start noticing messages from their bosses in their
channels more often.

Also, these sounds are tickling my ears, in a good way.
## Changelog
🆑 DrDiasyl aka DrTuxedo
sound: Hearing and talking into the radio now produces a sound. Heads
get a special sound.
/🆑
2024-07-27 21:33:28 +02:00
grungussuss
540954af3f Gas tank sounds (#85283)
## About The Pull Request


https://github.com/user-attachments/assets/9fe06c51-c129-463d-98ef-374320c3edbd
## Why It's Good For The Game
We have all these sounds for turning on internals, breathing, but no
pick up and drop sound.
## Changelog
🆑 grungussuss
sound: gas tanks now have sound
/🆑
2024-07-27 21:17:18 +02:00
_0Steven
d7a0217793 Fix clicking on a table through the lootpanel with an item forcing it to be placed in the very corner (#85208)
## About The Pull Request

So apparently, as the title says, placing items on tables through the
lootpanel would place them in the very corner.
I learnt about this because of someone telling me it _used_ to always
center them.

Looking into it, this seems to be because we ALWAYS set it based on the
`modifiers` `ICON_X` and `ICON_Y`:

0da57e9524/code/game/objects/structures/tables_racks.dm (L319-L321)
While those are not set when clicking through the lootpanel, causing
these formulas to default to `-16`, and thus placing them in the corner.

Comparing this to crayons/spraycans, which do center, and do this
because they only adjust the `pixel_x` and `pixel_y` if `ICON_X` and
`ICON_Y` are actually set:

0da57e9524/code/game/objects/items/crayons.dm (L500-L502)

At some point in the past tables also had this check, but it seems it
got accidentally removed during the move to `item_interaction(...)` from
`attackby(...)`.

We just reintroduce this check, meaning it once again defaults to the
item being centered.
## Why It's Good For The Game

Having your item be placed on the very leg of the table is kinda
awkward.
## Changelog
🆑
fix: Clicking on a table in the lootpanel with an item in-hand tries to
place it in the center again.
/🆑
2024-07-27 08:29:01 +02:00
afonamos
74fa7c7b3a Moves nitrium crystals to crystallizer_items.dm; Deletes nitrium_crystals.dm (#85130)
## About The Pull Request

Moves nitrium crystals to crystallizer_items.dm and deletes the now
empty nitrium_crystals.dm file.
## Why It's Good For The Game

Nitrium crystals can only be acquired through the crystallizer and they
are undeserving of their own file.
## Changelog

Not player facing

Co-authored-by: afonamos <d.splinter@live.com>
2024-07-26 07:56:53 +02:00
_0Steven
f91b75caf3 Fixes borgs not being able to place apparatus-held items on tables (#85232)
## About The Pull Request

As said on the issue this is fixing:

"Looking at it, this seems like it might be an order of operations
issue.
Normally, the borg apparatuses run the `melee_attack_chain(...)` as the
stored object on their `pre_attack(...)`...
However, this is *after* the item interaction type procs on the table,
and thus after it attempts to place the item."

"Borg items I believe are not abstract, which would return `NONE` and
allow it, rather they're just blocked from being placed, which returns
`ITEM_INTERACT_BLOCKING`.
As such, it cuts it short before the `pre_attack(...)` is even ran."

This instead makes it use the `get_proxy_attacker_for(...)` proc, which
cuts earlier into the `melee_attack_chain(...)`, to instead run it as
the stored item when available.
As a side-effect, we can remove the right-clicking to splash bit,
because it should now be possible to use the container's default combat
mode splash. That code was also just, non-functional now, because we cut
into the chain before it can run.
## Why It's Good For The Game

Fixes #85181.
## Changelog
🆑
fix: Fixes borgs not being able to place apparatus-held items on tables.
As a side-effect, they can now combat mode right click splash containers
as normal instead of having their own right-click floor splash.
/🆑
2024-07-26 07:24:54 +02:00
YesterdaysPromise
6323ee68d9 Melon Armours, Mock up wizardry, and other cool botany stuff, Gnomes and Gardens style. (#85128)
## About The Pull Request

Hello, coder of carrot swords here!

Contains;
Melon armours and helmets for all melon subtypes. (with fire-resistant
counterparts specifficaly if you make the stuff from fire-resistant
melons). Helmets can be worn by Ian!
Inhands, slices, and mushes for all melon subtypes. 
Bamboo staff + abillity to wear bamboo hat in reverse to look much
cooler.
Parsnip shiv and sabre.
Moonflower buckler.
Chantarelle wizard hat.
Durathread robe with options to be crafted into different wizard type
themed ones by combining with rare plants; chili's and a nova flower
make Pyromancer Robes, destroying angels and deathweeds make
necromancer's ones, and so on.
Cahn'root, a new plant, which brews into root beer, and has couple more
uses.
Cahn'root shiv and dagger.
Two new arrow variants; a sticky one, and a poisoned one.


![rootthing](https://github.com/user-attachments/assets/e2167d4f-cb13-49d2-a179-5504066f2832)

![image](https://github.com/user-attachments/assets/4eea8257-997c-4af4-80bc-ed0e721620d2)


## Why It's Good For The Game


![thumbup](https://github.com/user-attachments/assets/c02f3e65-3cf4-4b5b-8d8e-74002c17a952)

Ever since carrot swords got merged in, I saw several people requesting
melon armours, so I had to get to it eventually. Inhands, and slices for
melons came about alongside it, in sudden burst of aspergers I couldn't
let such inconsistancies slide. Everything else mostly came about
because I got hanged up on idea of giving botany a 'build' which could
represent each of the classess from DnD. They make for a nice set
together, and are mostly harmless.

## Changelog

🆑
add: All the melons are now sliceable, and have inhands, instead of just
watermelon and holymelon respectively.
add: You can now hollow out melons of all kinds with a spoon to make
helmets or chestplates, based on the potency! If you are unlucky, you
can tie up three helmets into a chestplate with durathread using the
crafting menu.
add: You can now make a bo staff out of bamboo and steelcap logs.
add: You can now make a moonflower buckler out of moonflowers and
steelcap logs.
add: You can also hollow out chantarelle to make mock-up wizard hat.
add: Parsnips, as mutation of carrots, become equaly able to be
sharpaned, turning into shivs, or with potency and luck, sabres.
add: You can now craft a durathread robe, and customize it into
different variants using specific plants in crafting menu.
add: Carrots gain a new possible mutation; cahn'root, brewable into root
beer and sharpanable into shivs or daggers!
add: Rice hat, made from bamboo, now has an alternative style, allowing
you to wear it in reverse and be much cooler.
add: Two new arrow variants appear in the crafting menu; sticky and
poisonous ones! If you want to make arrows at all though, remember to
order bow-maker's crate at cargo.
/🆑

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: cnleth <113535457+cnleth@users.noreply.github.com>
2024-07-25 05:55:11 -07:00
Feenie
ccb098153e ID and PDA interacts with cash (#85123)
## About The Pull Request

Adding interactions between ID/PDA and money.
So, you can swipe it on cash and get it on your bank.
## Why It's Good For The Game

Now you don't have to constantly insert every coin into the card.

<details>
<summary>GIF and evidence that I tested</summary>


![card_test2](https://github.com/user-attachments/assets/833f7587-0b4c-4357-b4dc-b7f897416058)

</details>

## Changelog
🆑
qol: Now IDs and PDAs have money-reader module for picking some cash
into your bank by swiping on money.
/🆑
2024-07-23 13:31:17 -06:00