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* A skub-related station trait. Reduced weight of annoyingly frequent neutral traits. (#81388) ## About The Pull Request This PR introduces a new station trait that lets people choose if they want to be pro-skub or anti-skub (or neither, really). It works the same lobby buttons that job-related station traits also use. Depending on whether you chose to be pro or anti skub, you'll spawn in with a special box that contains the (bulky) skub and a pro-skub shirt, or an anti-skub shirt. EDIT: Both also receive a number of stickers to propagate their causes. Kudos to @Fikou for coding the lobby buttons to be accessible by any station trait rather than only job-related ones when you made the Cargorilla station trait. Another thing this PR also halves the exaggerated weight of low-cost traits such as scarves, wallets and glitched PDAs, which I clearly underestimated. ## Why It's Good For The Game We've learned that low-cost, high weight traits are a bit of a design mistake, because they tend to tip the scales toward themselves over and over and over, leveling the diverseness of the feature and therefore making it shallow and boring. Beside, I've been thinking of the popular [skub comic strip](https://pbfcomics.com/comics/skub/) lately. ## Changelog 🆑 add: Added a Skub-related station trait. You can now choose if you want to be pro-skub or anti-skub, complete of shirt and stickers. Please don't shank each other over it. balance: Halved the weight of station traits such as scarves, wallets and glitched PDAs. /🆑 * Fix some slime species subtypes not having burn resistance (#82164) ## About The Pull Request All slime species limb subtypes now inherent from the parent `/jelly` subtype, giving them all their proper burn resistance. ## Changelog 🆑 Melbert fix: Slimepeople and Luminescents are now 50% burn resistant like Stargazers /🆑 * There we go * FIX: Makes Hatsune mi-go a (friendly) gold slime mob (#82251) ## About The Pull Request: The hatsune mi-go is now a friendly gold slime mob. This means it won't try and kill you. It also now doesn't make your ears hurt, and drops a keyboard synth on death (you monster.)  ## Why It's Good For The Game So in making my resprited mi-go and subsequent speedmerge, I failed to realize that there are only 10 possible migo spawnpoints - 5 in snowdin gateway, 3 on ceres whiteship, and 2 on kilo whiteship. This means at most eight can exist on anyround, with a decent likelyhood of 0. This, combined with the fact the hatsune migo is banned from spawning outside of roundstart locations, along with the fact people seem to love the thing, made it feel _too_ rare, even for a shiny mob. You still have to roll the random odds with the life chem or friendly gold slime pools, but you should actually see them outside of two mutually exclusive space ruins and a gateway now. Also, they don't try and kill you now, because it would have been wrong to add a hostile creature to the friendly pool. 🆑 fix: Hatsune mi-go now is a friendly gold slime mob, and doesn't hurt your ears. add: Hatsune mi-go drops a keyboard synth on death (you monster.) /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * [THE QUIRKENING] Adds customization options to Organ Prosthetic, Junkie, Smoker, and Alcoholic! (#82051) ## About The Pull Request Lets people pick: - The shitty organ they spawn with (still has the restrictions of not being possible to get heart when you are a plasmamen, for example) - Their favorite alcohol to blackout with - Their favorite brand of cigs - Their favorite brand of drugs! A lot of the code was taken from a downstream, made by @Floofies, i already had my own implementation but it was buggy and not nearly as clean, then i was made aware of theirs. ## Why It's Good For The Game Character Customization is good and fun and lets people have more choice in their roleplay. ## Changelog 🆑 add: Prosthetic organ users are now allowed to pick what they want to start with. add: Junkie of all kinds, including smokers and alcoholics, are also able to pick their favorite type. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> * [NO GBP] Fixes the "Drop Pod: Syndies" deathmatch modifier. (#82216) ## About The Pull Request I've had false memories of `pick_weight` working with assoc-value-less lists. ## Why It's Good For The Game This will fix an issue with deathmatch modifiers. ## Changelog 🆑 fix: Fixed the "Drop Pod: Syndies" deathmatch modifier. /🆑 * Fix robocontrol access runtime (#82242) ## About The Pull Request  `check_access` expects an item, such as an ID card, to... check access. Not a mob. We can circumvent this entirely by using `allowed`. But this has an averse effect in that `allowed` will only check the user's ID, not the ID in the mod PC. So we need to run a separate check of `check_access` for the computer ID card. ## Changelog 🆑 Melbert fix: Robocontrol should work better. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Adds a photobooth (#82105) ## About The Pull Request Adds a photobooth machine to the HoP line which can be used to update your security records photo. It updates the records of the person's name, which means hiding your identity and wearing an ID will let you change other people's photos. If you aren't hiding your identity and are wearing someone else's ID, it won't update at all because it will be unable to find your record. There's 2 variants of this machine, one at the HoP line that's tied behind Law Office access (so Lawyers have an extra thing they can help out with if no one's available, but maybe it would be better behind Library access since Curators are our "photographer" role?), and the Security one that requires Security access. The Security one has a special feature that it adds a height chart behind the player.  This machine is used by either right-clicking on it or by pressing a button, so the HoP can do it remotely from their line (except on Tram where it's in the library), and after a few delays it'll update your records automatically to how you look like. Emagging the machine will remove its access restrictions but every time it updates your photos it will spam camera flashing and blind you. Sprites Open  Closed  Security version on the left, has a red tint on it  Video demonstration (old sprites): https://github.com/tgstation/tgstation/assets/53777086/a2e59f08-2d58-4f5b-b081-e137c7606d35 ## Why It's Good For The Game Current security records has no way to change your photo ID, something that was a feature before it was moved to TGUI. The only alternative is to fully delete your record and make a new one with a photo and the same name, but this shares a major issue with the HTML UI: You're immediately sold out by the fact you have a background. No matter how well you try to cover your tracks, any security officer looking at records will see you are the only photo on the manifest that has a background and even a camera in your hand, which makes it impossible to get away with it unless security essentially takes pity on you. This opens up the ability to fully mask yourself in records, finally. This is also better even for non antagonists because you can now properly update your photos to match what you look like in the event of an appearance change or even just a job change, which makes it a benefit for HoPs who likes to keep records as up-to-date as possible. ## Changelog 🆑 JohnFulpWillard, Twox add: Added a new photobooth machine to the HoP's line. fix: Things checking for access now checks your off hand, too. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * Converts slimes to basic mobs (#82176) After months of preparation, and further months of work, I am finally done. Please bear with me, as this is a massive refactor, but I have already atomized everything I could. This is now ready for review. General - The hilbert hotel slimes are now a subtype instead of a varedit. - The `use_mob_ability` subtree now also accepts non cooldown abilities. If set_behaviours is set up properly, mobs won't keep continously triggering it as if it were a 0 second cooldown action. The alternative would have been turning the slime abilities into cooldown abilities. - Wrestling off a slime now signs up to the `COMSIG_ATOM_ATTACK_HAND` signal, instead of being part of attack_hand. - Adds datum/ai_controller/controller as a fourth, optional argument to `/datum/ai_behavior/find_hunt_target/valid_dinner()` to make it possible to access blackboard keys. - Slimes no longer attack windows if they would accidentally move into them (when the conditions are met), since random walk behaviour ignores tiles they can't go in. It was also not worth to keep. Did you know this was the sole override of `ObjBump()`? - Examine was made less snowflaky/bespoke. Also added a new element: `/datum/element/basic_health_examine`, which is a simple bespoke element that prints out a custom message based on how damaged the basic mob it is attached to is. - Slimes only perform knockdown instead of paralysis, as they can attack more often now, and paralysis is not that fun. - LAssailant has been removed due being archaic code. To befriend a slime, you have to spawn a monkey with the slime console, or feed them a sheet of plasma. Simple grabbing the monkey or stuffing them in disposals do not work anymore. Slime console spawned monkeys will have a visible status effect, with pheromones coming off them to make this clearer. Actions - Feeding, reproduction and evolution is no longer a verb. - Slime feeding is no longer an action button. You have to use right click, or as previously, mousedrop. Slimes can always unbuckle from mobs they are attached to. Hunger - Instead randomly changing the starvation and max nutrition values while growing up, evolution costs 200 nutrion. This makes the code more readable, and behaviour more predictable, while still giving the intended time between evolving and splitting. As a result, I could also turn these into defines. - Added a component that handles doing an effect over time while buckled to a mob, until the mob dies or you get unbuckled. - Slimes gained nutrition is no longer randomly multiplied by the damage config value, but rather gain nutrition equal to twice the damage dealt. You'll have to eat one monkey to evolve, just as before. - Slimes do not heal passively. They only heal from eating. It was a rather miniscule value that did not have much effect. - Slimes generate electricity from hunger threshold, instead of the random amount of hunger threshold + 100. Environment - Slimes take 15 damage from cold every second, instead of using a complex formula (that also decreased the damage up to a point?). - Slimes still heal from burn damage, but this is now set on the damage coefficient list. - Slimes instead of getting stunned by the cold, freeze in an ice cube. BZ instead of setting them unconscious, calls the stasis status effect, allowing you to safely stash your hungry slimes for later. They also no longer slow down from the cold, as they are already slowed down by the damage they get. Conversely they no longer get a speed up from a random amount of temperature. I could be convinced to readd this either as part of the basic sensitive component, or a similar one. AI - Removed the attacked_stacks system. Slimes will just perform regular retaliation if you hit them in a harmful manner. - Slimes now use the pet orders component. They will interrupt their feeding when given a command by their master. - Slimes have their own subtrees. I tried to replicate as much as I could from the old code, dividing ancient code artifacts and intentional stuff, so there might be some weirdness. - Slime speech has been almost fully reduced to basic blorbing, as you can not even understand them anymore, and most of them require the slime to loop through all of their surroundings. - Discipline does not have stacks either. Disciplined baby slimes have a chance to clear their attack and hunt blackboard keys. All slimes will stop feeding on the target otherwise. - Since discipline is not a stack, rabidity instead gets removed at a 10% chance per disciplining. - Slimes faces are a bit more randomly picked now. - We want to convert all simple animals to basic mobs. Old slime code was also very strange, and had some systems that have been replicated by components. - Slimes fully paralyzing you is not fun at all. Knockdown should give you a fighting chance when a slime would like to eat you. - Slimes slow down from the heavy damage they get from the cold, so I don't think they need extra slowdown, nor do they need to speed up from warmth, as they are already fast. - Slimes turning into an icecube instead of becoming paralyzed from the cold is more fun for the slimes, as they can break out for a few moments. It is also funny. - Slimes entering proper stasis from BZ is not just a visual indicator of a slime that is safe to approach, but also keeps the slimes's hunger value in check, allowing it to not starve while stopped. They can also look around and blorble, instead of staring at a black screen, if player controlled. - The attack_stack and discipline_stack behaviours were rather overcomplicated, and the xenobio mains I talked with didn't even know it was a thing, so I argue it needed simplification. - The bespoke friendship system of slimes was also too complicated. Slimes slowly gained levels of trust, and at certain levels commands costed friendship, and other levels, they did not. The binary friend/not friend system that everything else in the game uses is much more sensible. - Using right click for feeding is much more sensible than using an action, and then picking someone from a dropdown. - Slime speech was very soulful but not only did it loop through everything in sight, you couldn't even understand it unless you spoke slime. Maybe it can be readded later in a different form. - Slime's passive healing was miniscule, and having them rely on feeding is more interesting. also fixes #81463 🆑 refactor: Slimes are now basic mobs. Please report any strange behaviours! balance: Slimes only stun you for two seconds when they shock you, the rest of the duration is a knockdown. balance: Slimes are not stunned from the cold, but rather, get frozen in a freon icecube. BZ also puts them in complete stasis, instead of making them unconscious. Their speed is likewise unchanged by temperatures. balance: Slimes do not passively heal, they instead rely on feeding. fix: Slimes can use the buckling screen alert to unbuckle and stop feeding, along with clicking on the mob they are riding /🆑 * Oh, right. * Fixes AI verb Jump To Network (#70016) * check for camera loc to not be a silicon * check for z=0 instead * Update code/modules/mob/living/silicon/ai/ai.dm Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> * evil touch * redundancy Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> * Removes camera assembly structures (#81656) Removes the camera assembly structure middleman between the camera wallframe and camera machine. All its behavior has been instead moved to the camera, and I've tried to keep as much of the behavior the same as before. This also fixes the issue that camera assemblies had where, upon the construction being finished, it would move itself into the newly finished camera machine, therefore taking itself off a wall, therefore deconstructing itself. This resulted in 2 piece of iron being in each camera machine (except roundstart ones), and because camera machines rely on the assembly inside of them for upgrades and such, upgrading didn't work at all. I've also made camera nets use defines (not in map) so it's easier to find a list of them all, and tried to add autodoc comments to nearly every var in camera code. Removes copy paste and spaghetti code between structure and machine camera, thus making it easier to work around with. Closes https://github.com/tgstation/tgstation/issues/79019 🆑 fix: Cameras built in-round can be upgraded again. fix: Deconstructing cameras now more consistently return to you the upgrades inside of the camera. fix: RD's telescreen can now properly see Ordnance cameras again. fix: [Deltastation] Library art gallery no longer has an invisible camera. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * [MDB Ignore] Combines Cargobus consoles with Dept. Order Consoles, freeing all departments of 1 whole tile of space (#82210) ## About The Pull Request - Departmental orders are now an NTOS app - To download, they require `ACCESS_COMMAND`. - To use, they require one access from the department. - This means you cannot order things from not-your-department unless you have an ID. - When newly downloading the app, it will prompt a head of staff to insert an ID, to determine which department to be linked to. - Changes chat room overlay from the kind that AI uploads use to a new icon. - Minor refactors to department order in general.   ## Why It's Good For The Game These two computers are surprising waste spacers for two things which are tied together. So why not combine them? The lesser used cargobus chat is still there, and departmental orders are front and center. This gives mappers a ton more leeway when mapping departments out and is overall less clutter. ## Changelog 🆑 Melbert qol: Cargobus chat console and Departmental Order console are now combined into one. qol: Mod PCs active on the "chat client" apps no longer look like AI uploads (and now have their own sprite) refactor: Departmental order consoles were refactored a bit, report any oddities. /🆑 * This should cut it. * Was it really just skub? * [No GBP] Fixes slow slime feed (#82284) ## About The Pull Request Slimes were supposed to gain the same amount of nutrition as the damage they dealt while feeding. However, I have accidentally multiplied this again by `seconds_between_ticks` a second time. This meant that locally slimes fed normally, but on the server they got about the third nutrition they were supposed to, probably due to having more ticks per second then my machine. This PR fixes that. Also raised the nutrition gained by slimes by 20%, after careful testing, one monkey wasn't always enough. ## Why It's Good For The Game Fixes #82283 ## Changelog 🆑 fix: Slimes now feed faster, and should only need one monkey to reach their next lifestage. /🆑 * [No GBP] Fixes a slime speed config and ai controller null error in slime nutrition handling (#82330) ## About The Pull Request Someone has linked the runtimes logs of round 226376 to show off a runtime, and I took a look, and found some unrelated runtimes in slime code. - The config file for slime slowdown was still using the simple_animal path. This has been fixed. - Somehow, a grey slime has lost its AI controller, and when it got hungry, it runtimed. For now, a coalesce operator has been put in place. Later, an investigation is needed to figure out where did its AI controller go. ## Why It's Good For The Game Runtimes bad. ## Changelog 🆑 fix: Slime properly load their slowdown values from the config files. fix: Slimes who lose their AI controller will no longer runtime when they get hungry. /🆑 * [No GBP] Slime stasis fixes (#82304) ## About The Pull Request `handle_environment` is never called when the target was in stasis, so slimes stayed in stasis forever. This PR fixes that, albeit in an ugly way. It also makes slimes actually not get hungry while in stasis. ## Why It's Good For The Game Fixes #82300 I also claimed slimes can be safely kept in stasis, but I didn't actually put a stasis check before handle_nutrition. This is fixed now. ## Changelog 🆑 fix: Slimes stop being in stasis when taken out of a BZ filled environment fix: Slimes no longer become hungry while in stasis /🆑 * Add a unit test to check that maploaded simple/basic mobs are in an environment they can survive in. (#82180) I've recently noticed that the maploaded penguins from the snowdin away mission were dying from unsafe atmos/temperature. This sparked the idea of making a (focus only) unit test that would prevent this sort of issues from happening. This PR also implements the usage of the `atmos_requirements` and `body_temp_sensitive` elements for simple animals too, cutting down the copypaste. More unit tests to make sure things are done correctly. 🆑 fix: Made sure that mapped critters (i.e. penguins on the snow cabin away mission) can survive in the environment they're spawned in. /🆑 * This all is going to suck. * A step further * Is this hell over? * I hope it is. * Autosort I suppose * This should cut it for VoidRaptor * And Blueshift * Revert "Autosort I suppose" This reverts commit 9100de67c30514fc25db3ba29df81d1b0ac54e24. * Dear god, the chicken. * I fucking hate mapping * fixes gas analyzers (#82278) ## About The Pull Request #82180 accidentally messed up air analyzers being able to read or send readouts to the chat. ## Why It's Good For The Game air analyzer good ## Changelog 🆑 fix: air analyzers work again /🆑 * [NO GBP]Grind & juice fixes (#82272) - Fixes #82266. Anything that has reagents can be either grinded or juiced - If something doesn't have reagents but has grind results it can still be grinded but not juiced 🆑 fix: anything that has reagents can be either grinded or juiced fix: stuff that does not have reagents but has grind results can still be grinded but not juiced /🆑 * Birdshot Engineering Retrofitting (#81840) Warning: Nanotrasen Confidential Proprietary Information (NCPI) must only be accessed and viewed within a Nanotrasen Virtual Environment (NVE, vNTOS-3). Employees in violation of this information ordnance will have their wages A) garnished, and B) sent to a labour camp up to a maximum of ten (10y) years. Questions regarding policies related to NCPI should be directed towards departmental heads or your sector Central Command Information Authority (CCIA) personnel. ## About The Pull Request Credentials Confirmed The Birdshot Engineering Revitalization Plan (formerly proposal Blindfold, now BERP) is a procurement effort to address growing maintenance liabilities and costs on the Skitter-MDR Class Orbital Station located in the Spinward Stellar Cluster (SSC, Sector 28-7b). Over the course of the previous year, ongoing analysis data has provided vital feedback since the station was once again brought into operation after 17 years of abandonment; and using this data, 4 options were outlined for the Blindfold Proposal. 1) Abandonment - No Cost. Operations on Birdshot will cease. 28-7b operations will be moderately impacted. 2) Procurement - Medium Cost. Replace offending station sections completely with low-cost, working alternatives. Operational gains in 28-7b expected. 3) Do Nothing - No Cost. Moderate long-term impacts to operations in 28-7b. 4) >>>_Was removed_ Option 2 was selected for BERP. Procurement efforts identified 3 solutions and later narrowed it down to 1. Following the selection process architects were brought in to draft up low-impact refits to the designated hulk. 5 selections made it past initial drafting, with 3 ultimately being selected for engineering board review. Penultimately draft proposal 3 was selected for the project and now awaits engineering certification. The draft plan is provided on the next page:  Following board certification, implementation of the plan will be commenced by 28-7b Nanotrasen Enigneering Corps. (NECs). Construction time-frame pending Project Foremans review. ## Why It's Good For The Game Birdshot Engineering is where this whole station began. Back then, things were going to look closer to Birdboat Station, but that became looser and more ill-defined as progress was made on the overall station. While I was satisfied of the decrepit feel of Birdshot Enigneering initially, I knew that at some point, it would require modification to better play into Birdshots strengths. I've had a long laundry list of a roadmap that I've wanted to implement since the station was added, and this was the top item. Tier Zero. Problema Numero Uno. You get the idea. This has been a year of drafting, redrafting, and redrafting everything until it fit Birdshot right. With this, we're nearly there. I see this being the definitive Engineering Department for this station for quite some time to come. However, this is still a draft and some elements are subject to change as I begin to work out some of the more minor kinks in the draft such as pipe locations and transit tubes. Presently Atmospherics is completely rebuilt from the bottom up. There is more space, enough to do projects, but you'll have to tear down some windows and walls to gain it. Nothing ventured, nothing gained. You also have most of the gas distro line outside. I'm a firm believer in enabling whatever antics ANY lunatic may have. Atmos techs can rest assured that outside lines are completely reconfigurable (and powered) enabling some... unique project prospects. You also gained an inside HFR and Spare burn chamber. Enjoy. The Engineering Common Areas are now inside the department proper instead of the satellite treatment in the original implementation. Security gets an actual outpost and engineers now have a proper office to file engineering documentation. They say that office colleagues can form tight bonds so let's see whose is stronger: Purples or Yellows? The Supermatter Engine is more of an upgrade over the previous model (Leaky SM is here to stay so deal with it). The room is larger with less rock, allowing some manner of greater customization, but I believe engineers will be more than happy to find that they now have a Burn Chamber of their own. I have zero clue of what they'll do with it, but I think any enterprising CE will be able to create something that even god should fear. Finally we have maint improvements. Nothing really to see here though maybe there's the beginning of something for the future if you care to speculate. I couldn't really keep the meandering maint of the previous rock, so instead we now have some pseudo dead-ends. It's all connected by transit tubes to the north (not shown) so you can slowly get around if you will it. Of course there's plenty of cut-throughs, not-so-finished sections, and opportunity for those who need it. Caution to the blind, this whole rock is spicy. Overall I'm happy with this and want to open it up in Draft Mode for initial thoughts. I have a rough timeline on finishing this that stretches out to the weekend, so the earlier comments are, the more likely I'll be able to MAYBE do something about it. Thanks for the patience and hopefully this is a doozy of an update for all our players. Previous Engineering Provided for Point of Reference:  closes #75590 ## Changelog 🆑 qol: Wholesale Revamp of Birdshots Engineering Department fix: Some Birdshot Amtospherics Concerns fix: Some Birdshot Engine Concerns /🆑 * Bumps `dependencies.sh` to 515.1633 Stable (#82138) ## About The Pull Request Two reasons for this. 1. It's the stable branch, so let's move it up. This PR will detect any issues that we might have with the latest 515.1633 as far as the codebase is concerned (the servers have been running 1633 for at least a week now). 2. ~~I'm fucking sick of seeing the Lua Scripting Notice in CI even though it was fixed a few days ago in #82074 (5624d94524) ``~~ * Makes simple bodycam component `COMPONENT_DUPE_SELECTIVE` (#82310) ## About The Pull Request The thought only just occurred to me people may want to throw multiple bodycams with different networks on them onto one mob, and it would be trivially easy to support, so here. I used `COMPONENT_DUPE_SELECTIVE` rather than `COMPONENT_DUPE_ALLOWED` so people can avoid adding two of the same camera (network) to one mob. * Fixes unfathomable curios not blocking when equipped. Fixes the shielded component still blocking despite not having a 'wearer'. (#82073) <!-- 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 The unfathomable curio now only blocks when equipped to the belt slot, and not when equipped in the hand. The shielded component now no longer blocks despite not having a wearer, and does not block if the wearer is not the same as the owner in the ``hit_reaction()`` proc. Fixes https://github.com/tgstation/tgstation/issues/82068 ## Why It's Good For The Game The curio was only blocking while in-hand, rather than how it should be; in the belt slot. Now it does what it is supposed to. On top of that, this fixes what I think has been a bug for quite some time with shield_inhand just not being respected whatsoever with regards to whether or not the component worked. It only really determined whether or not you got the sprites added/removed, but didn't factor into the blocking ability whatsoever. ## 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. --> 🆑 fix: Unfathomable Curios now properly block as expected. fix: The shielded component actually respects the shield_inhand when determining blocking potential. fix: Ensures that the shielded component has a wearer before attempting to block, and that this wearer is the same as the owner of the item. /🆑 <!-- 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 GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: san7890 <the@san7890.com> * Chem dispenser UI minor patches (#82123) ## About The Pull Request - Fixes #82119. ph is not computed & shown when recording recipes is enabled. The ph value was inaccurate anyway because it was not computed from the recorded recipe but from the beaker. - Removed deprecated `content` tag from buttons in the UI ## Changelog 🆑 fix: chem dispenser UI doesn't brick when beaker is ejected while recording recipes code: removed deprecated `content` tag from buttons in chem dispenser /🆑 * Resprites supermatter theft (#82326) ## About The Pull Request Resprites supermatter theft tools to match the current style surgical tools they're based off of, as well as esprites the sliver to not be a shard of pee glass.  ## Why It's Good For The Game Consistency in surgical tool derived sprites that previously kept the old style from before the last surgery resprite, and making supermatter shards not look like glass. ## Changelog 🆑 image: Supermatter slivers and the tools used to steal them have been resprited. /🆑 * GAGSifies the jester costume (#82339) ## About The Pull Request Updates the jester costume to support GAGS.  ## Why It's Good For The Game More freedom for players to customise their jestering. ## Changelog 🆑 image: The jester costume now supports GAGS /🆑 * There we go * You win, chicken, take your leave. (apparently nulls in prefabs default to the normal mob stuff) * Makes the Captain's Spare safe actually secure from being smashed open now that it's been removed from a wall. (#82076) ## About The Pull Request Makes the Captain's Spare safe actually secure from being smashed open now that it's been removed from a wall. Damage Deflection of 30 has been added to it. ## Why It's Good For The Game Because the Captain's Safe was moved off of the wall it's now vulnerable to direct attack and projectiles way, way more than before and now there's a lot of avenues to inflict AP damage, which is directly subtracted from the armor value before application of damage. I've added a damage deflection of 30 to make it ## Changelog 🆑 balance: Makes the Captain's Spare safe actually secure from being smashed open now that it's been removed from a wall. Damage Deflection of 30 has been added to it. /🆑 * [NO GBP] Fixes prosthetic limb quirk preferences (#82354) ## About The Pull Request Accidentally broke it during my latest quirk PR, oops! ## Changelog 🆑 fix: Fixed Prosthetic limb quirk preferences /🆑 * Makes deconstruction of computer & machine frames consistent (#82378) ## About The Pull Request - Adds a missing examine for when the machine frame can be deconstructed - Both the machine & computer frames needs to be unanchored before it can be deconstructed & adds examines to explain the same. Currently computer frames don't have the unanchor requirement which is inconsistent, but now both frames share the same code ## Changelog 🆑 qol: adds missing examine for when machine frames can be deconstructed qol: both machine & computer frames must be unanchored before it can be deconstructed & adds examines to explain the same /🆑 * [NO GBP] Emergency Birdshot Maintenance (#82380) <!-- 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 I forgot about changing these when I moved stuff around, and smart pipes kinda did their smart-piping things. Whoops forgot a cable hookup. Non-Critical, but still needs to be there. ## Why It's Good For The Game Clear Labels make things more readable. APCs should start powered. Atmos Turbines should make the atmos techs work for their paycheck. ## Changelog 🆑 balance: Readds some N2O to the Birdshot AI sat. I'll be working on a better solution for this in the coming weeks. fix: Due to a Misprint, the Atmos Gas -> Pure pipes were incorrectly labeled on Birdshot. Your Cargo Techs have since remedied this. fix: Our cable laying intern team didn't lay cable to the Secure Storage APC in Enigneering. Getting coffee instead of working is a big no-no here at Nanotrasen Tech Support, and they have since been reassigned. Your Chief Engineers have been instructed to make the modifications on all Birdshot Class Stations. fix: We've noticed some Heads-Of-Staff getting lost on Birdshot. While Telecommunications does have a GPS waypoint, our staffs stubbornness often means this is ineffective. Additional Signage has been placed to help direct our most senior of staff. fix: The Birdshot Turbine will no longer Pre-Load itself with highly flammable Plasma Gas. Do your own jobs you lazy atmos bums. /🆑 <!-- 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 GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> * Makes highlander layer hoisting code actually work (#82388) Whoops * Small Social Anxiety Fixes (#82387) ## About The Pull Request - Speech filters from speech impairments don't apply unless they actually change the message - Psicodine properly stops stutter ## Changelog 🆑 Melbert fix: Psicodine helps Socially Anxious people again (as does signing) fix: Speech effects such as stuttering no longer applies its TTS filter if the resulting message doesn't actually change the message /🆑 * Merge ordinance burn chamber with main lab for MetaStation (#82322) ## About The Pull Request Fixes the issue specified in #82294 for Metastation ordinance burn chamber. Now both the burn chamber and the lab are combined together as one area(no physical objects were displaced just their area properties were modified) so they share the same apc allowing the igniter to function there ## Changelog 🆑 fix: igniter in meta station ordinance burn chamber works again /🆑 * TGUI: bumps yarn version (#82385) Bumps our bundled yarn version up to 4.1.1. This seemed previously impossible due to an indecipherable error message: ``` SyntaxError: missing ) after argument list at wrapSafe (internal/modules/cjs/loader.js:979:16) ``` I'm assuming this was a bug in (earlier) versions of yarn ~4.0.2. Meaning, this is probably worth testing or test merging, as it seems to be running fine currently. Better build tools N/A * Yeah, this should do. * TGUI: updated dependencies (#82377) Updates some of the dependencies in tgui. Should have zero gameplay impact at all. This puts our typescript version up to 5.4.3! And it detected errors immediately Bzzz here comes the airplane N/A * Clown anomalous crystals turn the dead into living clowns, rather than anyone who speaks in proximity (#82373) ## About The Pull Request Rather than turning people into clowns if they speak within proximity of the crystal, the clown anomalous crystal instead transforms the dead into clowns, similar to the dark revival crystal. This also adds logging for crystal activation. ## Why It's Good For The Game We've had a significant number of admin issues with this crystal being abused to both grief and killbait people by turning them into clowns as of late. The crystal literally only exists to do this basically. And it is also grossly unlogged despite the fact that many of the effects could be cause for investigation. Rather remove this crystal, I'm making it useful...with a catch. ## Changelog 🆑 qol: Makes the clown anomalous crystal actually useful for once rather than an open griefing tool. It now revives the dead...as clowns! admin: Adds logging for the anomalous crystal activation, including fingerprints. /🆑 * Fix all nighter runtimes (#82405) ## About The Pull Request So, recently, someone asked me why their All Nighter eyebags weren't working, and though after a short conversation we worked out it was working as intended and they had just taken a few naps to train fitness, I still checked the round logs once they were public. https://scrubby.melonmesa.com/round/226476/runtimes  Coincidentally! Someone else _did_ have an All Nighter runtime! Well. Time to fix it. I look into the code, and lo and behold, it seems we're really just not caring about whether the head actually exists.d38f9385b8/code/datums/quirks/negative_quirks/all_nighter.dm (L50-L56)But that reminds me. We have more ways to lose your head, like H.A.R.S.... So... I boot the game, and... Oh no. _Oh no._ That's a _lot_ of runtimes huh. (See "Why It's Good For The Game") Soooo we just add a check for whether our head-in-question actually exists to both adding and removing our bags, and be done with it. ```dm ///adds the bag overlay /datum/quirk/all_nighter/proc/add_bags() var/mob/living/carbon/human/sleepy_head = quirk_holder var/obj/item/bodypart/head/face = sleepy_head?.get_bodypart(BODY_ZONE_HEAD) if(isnull(face)) return bodypart_overlay = new() //creates our overlay face.add_bodypart_overlay(bodypart_overlay) sleepy_head.update_body_parts() //make sure to update icon ///removes the bag overlay /datum/quirk/all_nighter/proc/remove_bags() var/mob/living/carbon/human/sleepy_head = quirk_holder var/obj/item/bodypart/head/face = sleepy_head?.get_bodypart(BODY_ZONE_HEAD) if(face) //our overlay is stored as a datum var, so referencing it is easy face.remove_bodypart_overlay(bodypart_overlay) sleepy_head.update_body_parts() QDEL_NULL(bodypart_overlay) ``` Right? Well, no. Yes, this stops the runtimes, but while testing this I also noticed that the bags don't come back. We lose our head, we regenerate a new one, and we don't have bags. Even though we removed our head, we never actually removed _our bags_. So our `bodypart_overlay` is never set to null, and it's never actually attempting to apply them to our new head. To resolve this, we then just add a new proc called on `COMSIG_CARBON_REMOVE_LIMB`, which handles removing the eyebags before we remove our head if needed. ```dm ///if we have bags and lost a head, remove them /datum/quirk/all_nighter/proc/on_removed_limb(datum/source, obj/item/bodypart/removed_limb, special, dismembered) if(bodypart_overlay && istype(removed_limb, /obj/item/bodypart/head)) remove_bags() ``` Oh, we also remove the unused `client/client_source` argument from both the `add_bags(...)` and `remove_bags(...)` procs. ## Why It's Good For The Game  ## Changelog 🆑 fix: All Nighter: fixed a runtime from not having a head, whether from hars/deletion/somesuch. fix: All Nighter: losing and regaining your head while you had eyebags no longer removes your eyebags until you've slept. /🆑 * [NO GBP] Fixes Alcoholic quirk selection and addiction in general not being forever. (#82403) ## About The Pull Request Fixes #82346 Also fixes a bug where Junkie, Smoker, and Alcoholic would not give you more addiction once yours ran out. ## Changelog 🆑 fix: Fixes Alcoholic quirk selection fix: Fixes Junkie, Smoker, and Alcoholic not giving you more addiction when you come clean. /🆑 * Fixes root beer rounding down to 0 delay for laser carbines/disabler SMGs (#82414) ## About The Pull Request Title. Closes https://github.com/tgstation/tgstation/issues/80921. Uses SSprojectiles wait, via lemon's suggestion (https://discord.com/channels/326822144233439242/326831214667235328/1195468576514130010) ## Why It's Good For The Game bug bad ## Changelog 🆑 fix: Root beer no longer causes laser carbines and disabler smgs to fire infinitely fast. /🆑 * Fixes quirk being examined when observing (#82424) Examining a human as ghost now shows their quirks again. This was unintentionally removed with https://github.com/tgstation/tgstation/pull/80692 This was unintentionally removed. Bugfix good me thinks?  🆑 fix: Observers can now see people's quirks again /🆑 * Moves that one wall in NorthStar Maints (#82382) You know the one, right?  Seriously though I asked "where's that random wall in northstar maints" and not only did people know what I meant, within 5 min people told me where it was. <img width="825" alt="image" src="https://github.com/tgstation/tgstation/assets/69398298/449ff97f-f256-449a-9eb0-d34b1e09f8f4"> ## Why It's Good For The Game Hallways work best when they're traversable. ## Changelog 🆑 fix: Moves that one wall on NorthStar to not block the maints passage /🆑 * fixes material scanning, so we can scan again (#82428) I broke material scanning, This fixes it. * Fixes access to borg panels (#82427) ## About The Pull Request https://github.com/tgstation/tgstation/pull/81681 removed the access requirement to unlock a borg, which of course meant anyone with any ID could fiddle with them. ## Why It's Good For The Game back to sanity ## Changelog :cl:Zergspower fix: borg panel access now requires robotics access again /🆑 * Adds a visual effect to breathing in cold environments (#82336) ## About The Pull Request Humans (who breathe) (with lungs) now has a particle associated when breathing in cold air. The colder the air, the more likely the particle to occur per breath. https://github.com/tgstation/tgstation/assets/51863163/f375dd1b-87f6-4124-9329-4714fe988c16 Other changes: - Adjusts the probability of getting "your lungs feel cold/hot" when breathing cold/hot air depending on how cold/hot the air is. - Very cold air now has a chance of causing humans to shiver when they breathe it in. ## Why It's Good For The Game Some nice VFX to breathe some style into the game. ## Changelog 🆑 Melbert qol: Breathing cold air now has a particle effect associated, careful not to let your glasses fog up. qol: Breathing cold air will now occasionally make your spaceman shiver. Brrr. /🆑 * [NO GBP] Emergency Birdshot Maintenance (#82380) <!-- 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 I forgot about changing these when I moved stuff around, and smart pipes kinda did their smart-piping things. Whoops forgot a cable hookup. Non-Critical, but still needs to be there. ## Why It's Good For The Game Clear Labels make things more readable. APCs should start powered. Atmos Turbines should make the atmos techs work for their paycheck. ## Changelog 🆑 balance: Readds some N2O to the Birdshot AI sat. I'll be working on a better solution for this in the coming weeks. fix: Due to a Misprint, the Atmos Gas -> Pure pipes were incorrectly labeled on Birdshot. Your Cargo Techs have since remedied this. fix: Our cable laying intern team didn't lay cable to the Secure Storage APC in Enigneering. Getting coffee instead of working is a big no-no here at Nanotrasen Tech Support, and they have since been reassigned. Your Chief Engineers have been instructed to make the modifications on all Birdshot Class Stations. fix: We've noticed some Heads-Of-Staff getting lost on Birdshot. While Telecommunications does have a GPS waypoint, our staffs stubbornness often means this is ineffective. Additional Signage has been placed to help direct our most senior of staff. fix: The Birdshot Turbine will no longer Pre-Load itself with highly flammable Plasma Gas. Do your own jobs you lazy atmos bums. /🆑 <!-- 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 GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> * [NO GBP] Emergency Birdshot Maintenance (#82380) <!-- 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 I forgot about changing these when I moved stuff around, and smart pipes kinda did their smart-piping things. Whoops forgot a cable hookup. Non-Critical, but still needs to be there. ## Why It's Good For The Game Clear Labels make things more readable. APCs should start powered. Atmos Turbines should make the atmos techs work for their paycheck. ## Changelog 🆑 balance: Readds some N2O to the Birdshot AI sat. I'll be working on a better solution for this in the coming weeks. fix: Due to a Misprint, the Atmos Gas -> Pure pipes were incorrectly labeled on Birdshot. Your Cargo Techs have since remedied this. fix: Our cable laying intern team didn't lay cable to the Secure Storage APC in Enigneering. Getting coffee instead of working is a big no-no here at Nanotrasen Tech Support, and they have since been reassigned. Your Chief Engineers have been instructed to make the modifications on all Birdshot Class Stations. fix: We've noticed some Heads-Of-Staff getting lost on Birdshot. While Telecommunications does have a GPS waypoint, our staffs stubbornness often means this is ineffective. Additional Signage has been placed to help direct our most senior of staff. fix: The Birdshot Turbine will no longer Pre-Load itself with highly flammable Plasma Gas. Do your own jobs you lazy atmos bums. /🆑 <!-- 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 GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: KingkumaArt <69398298+KingkumaArt@users.noreply.github.com> Co-authored-by: DATAxPUNGED <44149906+DATA-xPUNGED@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Profakos <profakos@gmail.com> Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com> Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> Co-authored-by: Higgin <cdonny11@yahoo.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Zytolg <33048583+Zytolg@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com> Co-authored-by: Zergspower <Griffinj88@yahoo.com>
66 lines
2.8 KiB
Plaintext
66 lines
2.8 KiB
Plaintext
/**
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* Tests that all expected items are mapped in roundstart.
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*
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* How to add an item to this test:
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* - Add the typepath(s) to setup_expected_types
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* - In the type's initialize, REGISTER_REQUIRED_MAP_ITEM() a minimum and maximum
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*/
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/datum/unit_test/required_map_items
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/// A list of all typepaths that we expect to be in the required items list
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var/list/expected_types = list()
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/// Used to fill the expected types list with all the types we look for on the map.
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/// This list will just be full of typepaths that we expect.
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/// More detailed information about each item (mainly, how much of each should exist) is set on a per item basis
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/datum/unit_test/required_map_items/proc/setup_expected_types()
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expected_types += subtypesof(/obj/item/stamp/head)
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expected_types += subtypesof(/obj/machinery/modular_computer/preset/cargochat)
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expected_types += /mob/living/basic/parrot/poly
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expected_types += /mob/living/basic/pet/dog/corgi/ian
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expected_types += /mob/living/carbon/human/species/monkey/punpun
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expected_types += /obj/machinery/computer/communications
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expected_types += /obj/machinery/drone_dispenser
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expected_types += /obj/item/piggy_bank/vault
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/datum/unit_test/required_map_items/Run()
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setup_expected_types()
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var/list/required_map_items = GLOB.required_map_items.Copy()
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for(var/got_type in expected_types)
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var/datum/required_item/item = required_map_items[got_type]
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var/items_found = item?.total_amount || 0
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required_map_items -= got_type
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if(items_found <= 0)
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TEST_FAIL("Item [got_type] was not found, but is expected to be mapped in on mapload!")
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continue
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if(items_found < item.minimum_amount)
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TEST_FAIL("Item [got_type] should have at least [item.minimum_amount] mapped in but only had [items_found] on mapload!")
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continue
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if(items_found > item.maximum_amount)
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TEST_FAIL("Item [got_type] should have at most [item.maximum_amount] mapped in but had [items_found] on mapload!")
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continue
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// This primarily serves as a reminder to include the typepath in the expected types list above.
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// However we can easily delete this line in the future if it runs into false positives.
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TEST_ASSERT(length(required_map_items) == 0, "The following paths were found in required map items, but weren't checked: [english_list(required_map_items)]")
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/// Datum for tracking required map items
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/datum/required_item
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/// Type (exact) being tracked
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var/tracked_type
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/// How many exist in the world
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var/total_amount = 0
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/// Min. amount of this type that should exist roundstart (inclusive)
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var/minimum_amount = 1
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/// Max. amount of this type that should exist roundstart (inclusive)
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var/maximum_amount = 1
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/datum/required_item/New(tracked_type, minimum_amount = 1, maximum_amount = 1)
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src.tracked_type = tracked_type
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src.minimum_amount = minimum_amount
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src.maximum_amount = maximum_amount
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total_amount += 1
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