52 Commits
Author SHA1 Message Date
WaterpigandMajkl-J bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

Update install_node.sh

Update byond.js

oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

aaaaaaaaaaaaaaaaaaa

not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00
Waterpig 4c4930c71d Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit 2024-09-08 00:59:39 +02:00
GhomandGitHub 10c2b7364e The fishening v3: Fishing lures. (#86007)
## About The Pull Request
Over half of the line changes are merely from splitting the
fish_types.dm into several files since it was over 1k lines already.

One of the small issues with fishing right now is RNG. You want to get
some specific fish, and you go through all the micromanaging with hooks,
reels and baits only for the random number god to say "nope", and that's
only going to get worse the more fish are in the game.

However, I've a solution: (unconsumable/reusable) fishing lures, each of
which attracts different fish based on different conditions. The only
caveat is that they require to be spun at set intervals (usually 1 to 3
seconds, depending on the lure, with a second-long window). Worry not,
there're visual cues in the form of a green/red light hovering the
fishing float, so you won't get screwed up by the server slowing down or
whatever.
The whole box of lures (12 so far) can be from cargo for the fair price
of 450 credits.

I've also added 5 new fish: monkfish, plaice, pike, another punnier
variant of the pike, perch and squid. The latter is quite special
because of the ink production trait, which lets players use it to blind
others at a close range and when butchered, it yields an ink sac, which
can be processed into a can of squid ink (one less item exclusive to the
produce console), or thrown at people in a sort-of-similar fashion of
banana cream pies (except it's ink).

<details>
  <summary>Images</summary>

Fishing lures (forgot to take my cursor off the veggie one before the
screenshot):

![immagine](https://github.com/user-attachments/assets/8ba7a0f2-2a9f-4177-9c0d-ebeabd8a0ef7)

The five new fish:

![immagine](https://github.com/user-attachments/assets/1c251079-3b39-48bb-af6c-0a35623953a7)

</details>

<details>
<summary>A table of fish catchable wth each lure (excluding
holodeck)</summary>


![table](https://github.com/user-attachments/assets/dee95855-405b-4945-bfc2-70e816e46109)

</details>

A few more things in the CL, baitfish are a thing now.

## Why It's Good For The Game
There should be ways to contrast some of the RNG fishing has. After all,
it's only going to get more random the more fish are in the game.
Furthermore, I find it disappointing that a lot of food stuff is
exclusive to the ingredients console and there're no other ways to get
it.

## Changelog

🆑
add: Added fishing lures to the game. They don't get used up like baits
and let you catch specific kinds of fish, though they need to be spun
every few seconds. The whole set can be ordered from cargo for 450
credits.
balance: The magnet hook now removes dud chances.
add: Added five new fish types: perch, two types of pike, monkfish,
plaice and squid. Squids have a fairly special ink production trait,
which lets you use them (unless dead) to ink people face at close range,
and can be butchered for an ink sac, which can either be processed into
canned squid ink, or thrown at someone.
fix: Refactored throwing a little. Some items (specifically
components/elements) won't be triggered when caught. no more plates
shattering despite being caught for example.
add: Goldfish, lavaloops, needlefish and armorfish can now be used as
baits.
/🆑
2024-09-06 19:50:28 -04:00
GhomandGitHub 5d67d64534 The proc that calculates the force of a fish now takes metalgen into consideration. (#86159)
## About The Pull Request
This is more of a nit than anything. The game is so full of different
features, preventing each and every single mechanic from getting in the
way of something is a sisyphean task, yet we try, so one must imagine a
contributor happy.

## Why It's Good For The Game
Consistency.

## Changelog
It's nothing note-worthy.
2024-09-05 17:14:44 +02:00
GhomandGitHub 3a2d4258b2 Aquarium fish visuals cleanup and unit test. (#86090)
## About The Pull Request
Right now, there are two ways to set the aquarium visual for fish. The
first is to make a small little blob of pixels representing the fish
inside the aquarium, and then set the fish' sprite_width/sprite_height
vars for that little blob of pixels. The second is to set the fish'
source_width/source_height representing the boundaries of the fish
original icon state and then sprite_width/sprite_height to get how much
the icon state will be resized when used as an aquarium visual.

So far so good, except we're only humans, and this sort of stuff can and
will confuse us and overall make the process of adding new fish more
complex. There are quite a few fish that don't have these vars set up in
the right way, so I've decided to butcher out the second method in favor
of the first one. Given the size of the aquarium icon states, this is a
pretty trivial task. Furthermore it works better for fish whose sprites
are coiled or snakey-looking (jumpercables and emulsijack) or on a
diagonal axis.

I've also added an unit test to ensure future contributions don't ever
forget to set the right vars and make an aquarium icon state.

## Why It's Good For The Game
Less confusion, and two less fish variables (they've over 40!).

## Changelog

🆑
fix: fixed a few minor nits with aquarium fish visuals.
/🆑
2024-09-05 14:47:47 +02:00
Ben10OmintrixandGitHub 9f686f5cc6 new aquarium ui and few new additions (#85627)
## About The Pull Request
gives the aquarium a new ui:

![image](https://github.com/user-attachments/assets/e00b16dd-e457-4742-95c3-c68dfeac9bc5)
u can now also pet and nickname ur fish through this interface. petting
them will have them do a small dance and increase their happiness

![image](https://github.com/user-attachments/assets/150528f0-befc-47ea-8dbc-01052bfb702d)

the hearts indicate how happy the fish is with the tank's living
conditions and if theyve been petted recently.

## Why It's Good For The Game
gives aquariums a better UI making it easier to use

## Changelog
🆑
qol: gives aquariums a new easier to use UI
/🆑
2024-09-04 15:44:36 +02:00
de68bb7a2b fish sounds (#86445)
## About The Pull Request
sounds fishy around here
<details>



https://github.com/user-attachments/assets/9131a1c5-a3ad-4fa8-b858-9c3ddba3d450



https://github.com/user-attachments/assets/0d7381a8-b0c3-4796-befa-b71e4819aaa8



https://github.com/user-attachments/assets/a714c857-11bd-42b4-adaf-7447c236711e



https://github.com/user-attachments/assets/f8697933-1e5f-4403-b3f2-959e6e0c8254



https://github.com/user-attachments/assets/72530952-14ea-4c97-aa32-76c80036fff5



</details>

## Why It's Good For The Game


![image](https://github.com/user-attachments/assets/78e4621e-5358-49d3-846e-0e2464ec5133)

## Changelog

🆑 grungussuss
sound: fish now have new sounds
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-04 14:40:34 +02:00
tgstation-ci[bot]GitHubtgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>Jordan DominionGhomsan7890MrMelbert
9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

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After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
46f9d432af [MIRROR] Removes a no longer used fish variable. (#29591)
* Removes a no longer used fish variable. (#86105)

## About The Pull Request
Since Ben revamped the fish analyzer, this variable is no longer used.
Frankly it could as well be removed. Knowing the family history of a
fish really isn't in the top 100 things to do before being robusted in
maints.

## Why It's Good For The Game
Unused var.

## Changelog
N/A.

* Removes a no longer used fish variable.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-08-30 12:20:48 +07:00
GhomandGitHub 1e36864d4f Removes a no longer used fish variable. (#86105)
## About The Pull Request
Since Ben revamped the fish analyzer, this variable is no longer used.
Frankly it could as well be removed. Knowing the family history of a
fish really isn't in the top 100 things to do before being robusted in
maints.

## Why It's Good For The Game
Unused var.

## Changelog
N/A.
2024-08-29 13:52:19 +02:00
4e167856aa [MIRROR] Adds a treasure chest to the ocean/beach fishing spot. (#29398)
* Adds a treasure chest to the ocean/beach fishing spot. (#85276)

## About The Pull Request
This PR adds a treasure chest that can be fished from the ocean if
you're lucky enough (or have enough explosives or lobstrosities to do it
for you). The treasure chest is basically a mystery box (like the ones
from the deathmatch) with a couple catches; the treasure chest can be
opened up to 18 times in total before breaking down, however, it can
only be opened up to 3 times per spaceman, encouraging the player to
share it with others.

Here the possible loot by the by:
- A toolbox containing a master fishing rod, all the hooks and reels,
fish feed, an experi-scanner, an aquarium kit and a can of super baits
- A box containing a lazarus injector, a cup and a bottle of strange
reagent which you can use to revive fish now
- A circuit board for a pre-emagged fishing portal generator
- A master fishing rod
- A can of super fishing baits
- A fish case containing Tiziran fish
- A fish case containing Syndicate fish
- An old, yet fairly strong cutlass
- An old laser gun which fires only 5 shots before running out
- A crank laser musket
- A smoothbore disabler
- A surplus bolt action rifle
- A ration pack
- A can of squid ink
- A bottle of aged rum that forces you to switch to the piratespeak
language
- A money bag with some doubloons inside
- A piratespeak manual
- Pirate armored coat
- Pirate armored hat
- A pre-loaded cannon
- Four trash cannon balls
- Four cannon balls

## Why It's Good For The Game
Mystery boxes are fun, from the little fanfare they play to the
potential loot they can give, and I had an old treasure chest I had
sprited for fun years ago around so I've come up with an entertaining
idea. If you think the loot list is a bit too hot, I can cool it down a
bit.
Also yeah, I wanted to make fish revivable with strange reagent, since
you can already do it with lazarus injectors even though using a lazarus
injector for this would be a severe waste of mining points.

## Changelog

🆑
add: Added a treasure chest you can rarely fish from the ocean/beach,
with loot being a mix of fishing and piratey stuff.
add: You can revive fish with strange reagent now.
/🆑

* Adds a treasure chest to the ocean/beach fishing spot.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-08-21 13:51:26 +07:00
fc614f1701 [MIRROR] Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack. (#29448)
* Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack. (#85271)

## About The Pull Request
I've refactored the FISH_SAFE_STORAGE trait into an element, mainly
because there were a few problems with how it worked: It wasn't stopping
hunger from raising, ditto with the breeding wait, and it offered no
healing whatsoever, which I find kind of a bummer. The new element will
keep the fish from getting any hungrier or ready to reproduce and will
heal them up to 65% of their base health.

Also, I've added a new bluespace fish case as a techweb design, found
along with other stuff in the advanced fishing node, though if you want
I can move it to a bluespace node. This should make it possible to
reasonably store and carry around larger fish.

Examining a fish will no longer give out readings on weight and size if
you haven't at least attempted fishing once (you can get to novice level
in less than a minute). While examining a fish with apprentice level or
higher will also give readings on the general conditions of the fish (is
it starving? drowning? has it lost a considerable chunk of health?). The
fishing skillchip also gives you these traits.

I've also converted two fish variables into traits, because fish have
waaaay too many variables. and gave some topdown shading to the
pre-existing fishbox sprite.

## Why It's Good For The Game

## Changelog

🆑
add: Added a bluespace fish case to the advanced fishing node.
balance: Fish cases will keep a fish from getting hungrier or ready to
reproduce, while also healing it up to 65% health.
balance: Examining a fish with zero fishing skill whatsoever won't give
a reading on its size and weight. Conversely, examining one with the
skill leveled two times will give general information on if it's
starving, sick, hungry, or dead.
/🆑

* Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-08-21 13:45:37 +07:00
GhomandGitHub 659e6f0ca2 Fishing expansion 2: one-year later boogaloo (#85252)
## About The Pull Request
This PR mainly adds more fish and more fishing spots to the game, while
refactoring a few aspects of the fishing minigame.

Listing out with the new fish:
- Arctic char: mainly filler content for the ice hole fishing spot
- Sockeye Salmon: ditto but also provides better fillets that boost the
quality of resulting food items when cooked or used in recipes
- Soulfish: joke content, found by the cursed spring ruin
- Skin Crab: also a joke found by the cursed spring
- Bump-Fish: filler for the sand fishing spot
- Burrower Crab: ditto, reusing a fish sprite I made last year
- Sand Surfer: ditto
- Three-Eyed Goldfish: It's a reference, doh
- Stingray: A modestly weaponizable fish (whoops I've forgot to set the
hit sounds), it possess a few traits that make it deliver bits of venom
each time you hit someone with it
- Swordfish: Huge-ass fish that may require two hands to wield (or not,
if the RNG wants to make it smaller). Stats-wise, it's more or less the
equivalent of the captain sabre, if not stronger (and more unwieldy due
to size and weight). Becomes weaker when dead. Also gives better quality
fillets.
- Chainsawfish: A mutation of the goldfish with some size, weight and
traits requirements, but can also be found on emagged fishing portals.
Stronger than the swordfish, it behaves sort of like a chainsaw, with
the similar tool behaviour and var values. Also becomes weaker when
dead.

As for the fishing spots, you can now fish on sand turfs, at the cursed
springs or on ice. Rivers/jungle water now has its own fishing spot
datum, and no longer uses the generic fishing portal one. To fish on
ice, you first have to carve a hole with a pick or a shovel.

I've also refactored the fish "AI" hardcoded stuff used in the fishing
minigame into their own datums, which let me add a few fancier ways to
how the fish moves during the minigame (i.e. the soulfish moving at 1
FPS or the chainsawfish getting faster and faster).

As for the sword and chainsaw fish, their potential strength is balanced
out by the need of keeping them alive, as well as the potential
cumbersomeness, two-handed wielding and potential slowdown from the
excessive weight of the fish (Thank you Big Slappy for the inspiration).

Other minor changes include: Pufferfish giving better quality fillets
(too bad they're poisonous, I'll go and make a skillchip to let cooks
safely separate the poisonous liver from the fillets); McGill The
lawyer's goldfish) having a 15% of being three-eyed; the aforementioned
slowdown from fish weight and two-handed carry from fish size; a couple
new fish icons (the ones that hint you on what you're trying to catch)
for the fishing minigame; a few adjustments to prevent self-reproducing
fish from ignoring the population cap and let fish with a stable
population of 1 to crossbreed (also gotta make a different PR to let it
happen rarely without the crossbreeding trait).

This PR is still a WIP, gotta test it several times.

## Why It's Good For The Game
Fishing is something I've been working on for about a year now, but
there are still a few places where it's kinda lackluster, like there's
not enough diverse fishing spots or useful fish (I'll be working on a
separate PR to make the logistic of a carrying a fish around without
letting it die a tad easier). Also, look at these sprites:

![new
fish](https://github.com/user-attachments/assets/49c55065-32b0-44ec-ac12-74b3a1763f50)

Can you guess which is which?

## Changelog

For the sake of not dumping players with niche information 90% of the
players won't understand, I'll keep the CL pretty generic

🆑
add: Added twelve new fish types to the game. Some are cool, other are
not, some come with their own special traits and some are straight-up
weapons.
add: Added more fishing spots to the game. Sand, ice, rivers, the cursed
spring...
balance: A few fish like salmon, swordfish and pufferfish (poisonous
btw) now give better quality fillets when butchered, which can improve
the quality of food that uses them even further.
balance: Excessive fish weight will make the fish slowier to carry,
while excessive size may make it require two hands.
balance: Adjusted size, weight and cooldowns of several fish, for the
better.
/🆑
2024-08-20 06:46:11 +02:00
GhomandGitHub ff3b73dc82 Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack. (#85271)
## About The Pull Request
I've refactored the FISH_SAFE_STORAGE trait into an element, mainly
because there were a few problems with how it worked: It wasn't stopping
hunger from raising, ditto with the breeding wait, and it offered no
healing whatsoever, which I find kind of a bummer. The new element will
keep the fish from getting any hungrier or ready to reproduce and will
heal them up to 65% of their base health.

Also, I've added a new bluespace fish case as a techweb design, found
along with other stuff in the advanced fishing node, though if you want
I can move it to a bluespace node. This should make it possible to
reasonably store and carry around larger fish.

Examining a fish will no longer give out readings on weight and size if
you haven't at least attempted fishing once (you can get to novice level
in less than a minute). While examining a fish with apprentice level or
higher will also give readings on the general conditions of the fish (is
it starving? drowning? has it lost a considerable chunk of health?). The
fishing skillchip also gives you these traits.

I've also converted two fish variables into traits, because fish have
waaaay too many variables. and gave some topdown shading to the
pre-existing fishbox sprite.

## Why It's Good For The Game


## Changelog

🆑
add: Added a bluespace fish case to the advanced fishing node.
balance: Fish cases will keep a fish from getting hungrier or ready to
reproduce, while also healing it up to 65% health.
balance: Examining a fish with zero fishing skill whatsoever won't give
a reading on its size and weight. Conversely, examining one with the
skill leveled two times will give general information on if it's
starving, sick, hungry, or dead.
/🆑
2024-08-18 06:06:17 -07:00
GhomandGitHub d9168e7254 Adds a treasure chest to the ocean/beach fishing spot. (#85276)
## About The Pull Request
This PR adds a treasure chest that can be fished from the ocean if
you're lucky enough (or have enough explosives or lobstrosities to do it
for you). The treasure chest is basically a mystery box (like the ones
from the deathmatch) with a couple catches; the treasure chest can be
opened up to 18 times in total before breaking down, however, it can
only be opened up to 3 times per spaceman, encouraging the player to
share it with others.

Here the possible loot by the by:
- A toolbox containing a master fishing rod, all the hooks and reels,
fish feed, an experi-scanner, an aquarium kit and a can of super baits
- A box containing a lazarus injector, a cup and a bottle of strange
reagent which you can use to revive fish now
- A circuit board for a pre-emagged fishing portal generator
- A master fishing rod
- A can of super fishing baits
- A fish case containing Tiziran fish
- A fish case containing Syndicate fish
- An old, yet fairly strong cutlass
- An old laser gun which fires only 5 shots before running out
- A crank laser musket
- A smoothbore disabler
- A surplus bolt action rifle
- A ration pack
- A can of squid ink
- A bottle of aged rum that forces you to switch to the piratespeak
language
- A money bag with some doubloons inside
- A piratespeak manual
- Pirate armored coat
- Pirate armored hat
- A pre-loaded cannon
- Four trash cannon balls
- Four cannon balls

## Why It's Good For The Game
Mystery boxes are fun, from the little fanfare they play to the
potential loot they can give, and I had an old treasure chest I had
sprited for fun years ago around so I've come up with an entertaining
idea. If you think the loot list is a bit too hot, I can cool it down a
bit.
Also yeah, I wanted to make fish revivable with strange reagent, since
you can already do it with lazarus injectors even though using a lazarus
injector for this would be a severe waste of mining points.

## Changelog

🆑
add: Added a treasure chest you can rarely fish from the ocean/beach,
with loot being a mix of fishing and piratey stuff.
add: You can revive fish with strange reagent now.
/🆑
2024-08-16 15:53:52 +02:00
YesterdaysPromiseandGitHub fec946e9c0 /Icon/ Folder cleansing crusade part, I think 4; post-wallening clean-up. (#85823)
Hello everybuddy, your number three rated coder-failure here to clean up
some mess. This PR accomplishes some of the more major structural clean
up changes I wanted to do with /obj/ folder, but decided to wait on
until wallening gets merged, and so, time has come. Several things to
still be done, although I know these cleaning PR's are quite a load, so
will wait for this one to get done with first.

## Why It's Good For The Game
Saner spriters, better sprites, less annoyance. Also deleted a whole
load of redundancy this time around, a lot of sprites which existed
simultaniously in two places now got exit their quantum superposition.
2024-08-15 20:22:02 -07:00
a94b3c697a [MIRROR] Raising lobstrosities from chrabs is now a component. Adds in tadpoles which become frogs. (#29147)
Raising lobstrosities from chrabs is now a component. Adds in tadpoles which become frogs. (#85346)

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.

A small needed refactor for the chrab code, plus another small fish to
make it easier to complete the first fish scanning experiment.

🆑
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.
/🆑

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-08-06 21:34:16 +02:00
GhomandGitHub 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
68f4696e25 [MIRROR] You can now raise lobstrosities from chasms chrabs. (#29019)
* You can now raise lobstrosities from chasms chrabs. (#84969)

## About The Pull Request

Lobstrosities can now be raised from aquarium icemoon/lavaland chrabs.
First of all, you've to get a live chrab, an aquarium, and some fish
feed. Second, you place the chrab inside the aquarium and turn the
'allow breeding' settting on (should probably rename it to a more apt
name now). Keep the chrab well fed, and possibly with some friends and
props in the same aquarium until it develops into a hopefully calm
juveline lobstrosity and plops out of the aquarium (it can take some
time). From there you can tame it by feeding it its favorite food: arms
and lavaloop fish, and wait another dozen minutes for it to mature into
a fully grown lobstrosity.

Juveline lobstrosities are basically smaller and weaker lobstrosities,
if not slightly faster in some ways. Unlike their taller counterparts,
they can be tamed. Once done so, they'll retain their tamedness once
grown up. Regardless, tamed lobstrosities can be given the pet command
to fish for things by pointing at them. Thanks BenMatrix for the
profound fisher component, woo.

The chrab's weigth and size influence the growth speed of the first
stage faster, meaning bigger chrabs (may require crossbreeding) will
turn into juveline lobstrosities quickly. Amongst other things
influencing the resulting mob are fish traits:
Several traits have been given effects that apply to the mob, such as
nocturnal regeneration, being venomous or being able to fly akin space
carps. Also a new one that prevents the resulting lobstrosity from fully
developing

Now tested.

## Why It's Good For The Game
I'm building upon fishing and aquarium stuff, which has been an interest
of mine in a good while, though most of it doesn't have that many
practical uses, I'm slowly trying to make it cooler, and chasm chrabs
growing into lobstrosities is pretty much in line with the fluff texts
for the fish.

Eventually I'll have to add tips inside fishing toolboxes, otherwise
people won't know even half of it.

## Changelog

🆑
add: You can raise lobstrosities from chasm chrabs inside an aquarium
with the 'allow breeding' setting on. Keep the fish well fed, healthy
and not lonely if you don't want an hostile one.
add: Juveline lobstrosities (from chasms, plasma rivers, or aquariums,
xenobio too) can be tamed with arms and lavaloop fishes.
add: For lobstrosities grown from aquariums, they can have additional
effects based on the fish traits they had in the aquarium, like being
venomous or even flying.
/🆑

* You can now raise lobstrosities from chasms chrabs.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-24 22:39:49 +05:30
GhomandGitHub c91c50f937 You can now raise lobstrosities from chasms chrabs. (#84969)
## About The Pull Request

Lobstrosities can now be raised from aquarium icemoon/lavaland chrabs.
First of all, you've to get a live chrab, an aquarium, and some fish
feed. Second, you place the chrab inside the aquarium and turn the
'allow breeding' settting on (should probably rename it to a more apt
name now). Keep the chrab well fed, and possibly with some friends and
props in the same aquarium until it develops into a hopefully calm
juveline lobstrosity and plops out of the aquarium (it can take some
time). From there you can tame it by feeding it its favorite food: arms
and lavaloop fish, and wait another dozen minutes for it to mature into
a fully grown lobstrosity.

Juveline lobstrosities are basically smaller and weaker lobstrosities,
if not slightly faster in some ways. Unlike their taller counterparts,
they can be tamed. Once done so, they'll retain their tamedness once
grown up. Regardless, tamed lobstrosities can be given the pet command
to fish for things by pointing at them. Thanks BenMatrix for the
profound fisher component, woo.

The chrab's weigth and size influence the growth speed of the first
stage faster, meaning bigger chrabs (may require crossbreeding) will
turn into juveline lobstrosities quickly. Amongst other things
influencing the resulting mob are fish traits:
Several traits have been given effects that apply to the mob, such as
nocturnal regeneration, being venomous or being able to fly akin space
carps. Also a new one that prevents the resulting lobstrosity from fully
developing

Now tested.

## Why It's Good For The Game
I'm building upon fishing and aquarium stuff, which has been an interest
of mine in a good while, though most of it doesn't have that many
practical uses, I'm slowly trying to make it cooler, and chasm chrabs
growing into lobstrosities is pretty much in line with the fluff texts
for the fish.

Eventually I'll have to add tips inside fishing toolboxes, otherwise
people won't know even half of it.

## Changelog

🆑
add: You can raise lobstrosities from chasm chrabs inside an aquarium
with the 'allow breeding' setting on. Keep the fish well fed, healthy
and not lonely if you don't want an hostile one.
add: Juveline lobstrosities (from chasms, plasma rivers, or aquariums,
xenobio too) can be tamed with arms and lavaloop fishes.
add: For lobstrosities grown from aquariums, they can have additional
effects based on the fish traits they had in the aquarium, like being
venomous or even flying.
/🆑
2024-07-23 19:39:32 +01:00
267b26bfae [MIRROR] Grinding fish no longer gives you uselessly high amount of blood and gibs. (#28869)
* Grinding fish no longer gives you uselessly high amount of blood and gibs. (#84949)

## About The Pull Request
I'm the one that added the grind results in the first place, and I kinda
find them a bit excessive now. You currently can't get tetrodotoxin from
a pufferfish with a standard beaker because of it.

## Why It's Good For The Game
See above

## Changelog

🆑
balance: Grinding fish no longer gives you uselessly high amount of
blood and gibs (unless they're very big)
/🆑

* Grinding fish no longer gives you uselessly high amount of blood and gibs.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-16 10:48:08 +05:30
GhomandGitHub 39bd2d1949 Grinding fish no longer gives you uselessly high amount of blood and gibs. (#84949)
## About The Pull Request
I'm the one that added the grind results in the first place, and I kinda
find them a bit excessive now. You currently can't get tetrodotoxin from
a pufferfish with a standard beaker because of it.

## Why It's Good For The Game
See above

## Changelog

🆑
balance: Grinding fish no longer gives you uselessly high amount of
blood and gibs (unless they're very big)
/🆑
2024-07-15 14:48:54 +01:00
5afa528134 [MIRROR] Aquariums now influence area beauty based on their contents. (#28703)
* Aquariums now influence area beauty based on their contents. (#84677)

## About The Pull Request
Aquariums now have a beauty element based on their contents. Props give
a fixed beauty value, while for fish it depends on whether they're alive
or not. Some fishes have a better score than others. A few, like the
ratfish, even have negative beauty.

Mobs with the morbid trait now get a positive moodlet when admiring an
aquarium full of dead fish, and a negative one when fish are alive.

Also, this brings a few improvements to bits of aquarium code. Namely
the removal of a GetComponent call and a few balloon alert calls.

## Why It's Good For The Game
Aquariums can be quite decorative at times.

## Changelog

🆑
add: Aquariums now influence the beauty score of an area based on their
contents.
add: Morbid people now get a positive moodlet when admiring an aquarium
full of dead fish, and a negative one when fish are alive.
/🆑

* Aquariums now influence area beauty based on their contents.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-08 14:49:34 +05:30
GhomandGitHub e6c094fcc2 Aquariums now influence area beauty based on their contents. (#84677)
## About The Pull Request
Aquariums now have a beauty element based on their contents. Props give
a fixed beauty value, while for fish it depends on whether they're alive
or not. Some fishes have a better score than others. A few, like the
ratfish, even have negative beauty.

Mobs with the morbid trait now get a positive moodlet when admiring an
aquarium full of dead fish, and a negative one when fish are alive.

Also, this brings a few improvements to bits of aquarium code. Namely
the removal of a GetComponent call and a few balloon alert calls.

## Why It's Good For The Game
Aquariums can be quite decorative at times.

## Changelog

🆑
add: Aquariums now influence the beauty score of an area based on their
contents.
add: Morbid people now get a positive moodlet when admiring an aquarium
full of dead fish, and a negative one when fish are alive.
/🆑
2024-07-07 16:02:03 -06:00
tralezabandSkyratBot d86ae35931 Fish update just dropped. New fish, aquarium type, two traits and a research node. (#83508)
## About The Pull Request

### New fish

#### anxious zipzap
An incredibly anxiety-ridden and electroreceptive fish. Worried about
the walls of its tank closing in constantly. Both literally and as a
general metaphorical unease about life's direction.

It produces electricity, and HATES being with any other fish. One other
zipzap is allowed at most.

![image](https://github.com/tgstation/tgstation/assets/40974010/6a1a31f3-1c84-4b5e-b8ca-652c5007813a)

#### monocloning jumpercable
A surprisingly useful if nasty looking creation from the syndicate fish
labs. Drop one in a tank, and watch it self-feed and multiply. Generates
more and more power as a growing swarm!

A far better option for power generation than the zipzap, but it's a
syndicate fish. Get an emag or get very lucky!

![image](https://github.com/tgstation/tgstation/assets/40974010/7f4aaf32-919c-40d9-890f-72ea9f91ac3c)

Working spacebase example

![image](https://github.com/tgstation/tgstation/assets/40974010/8eeaaf18-c0ab-48a5-8ada-e0eb7f118dd9)

### Aquarium type

Bioelectricity Generator! It boosts the power of electroreceptive fish
to very dangerous levels! But, uh, you put a tesla coil, and voila! Free
power! ...Free power if you keep the fish fed! More fish, more power!

![image](https://github.com/tgstation/tgstation/assets/40974010/e6abcd5b-93df-4ffc-ac6a-78585fd4a6c6)

You can convert an aquarium into a bioelectricity generator by
researching the new node, "Marine Utility", from bio processing. Then
you build the biogen upgrade kit and apply it to an already existing
aquarium.

### Fish Traits

#### Electrogenesis

Trait turns the fish into a shock weapon while it's alive, and every
time it feeds, it releases a weak tesla bolt to anyone close to the
tank.

#### Anxiety

anxious fish die when any other fish are in the tank. Please keep them
alone :[

## Why It's Good For The Game

Fish are great, but fish don't have anything to give back to the
station, right? Well, there's some small stuff, but I wanted to add a
bit of functionality towards being able to benefit from having fish.

The anxiety trait with the zipzap gives spessmen a bit of a challenge.
You can settle for one fish generating power per tank and do a
multi-tank generation setup, or you can do some crossbreeding to make a
fish WITH electroreceptive but WITHOUT anxiety. Neat!

## Changelog
🆑
add: New fish, the anxious zipzap
add: New syndicate fish, the monocloning jumpercable
add: New aquarium, the bioelectricity generator
fix: Mixotrophic fish now properly lack food requirements
/🆑
2024-05-30 23:29:02 -04:00
tralezabandGitHub af33a5fb06 Fish update just dropped. New fish, aquarium type, two traits and a research node. (#83508)
## About The Pull Request

### New fish

#### anxious zipzap
An incredibly anxiety-ridden and electroreceptive fish. Worried about
the walls of its tank closing in constantly. Both literally and as a
general metaphorical unease about life's direction.

It produces electricity, and HATES being with any other fish. One other
zipzap is allowed at most.


![image](https://github.com/tgstation/tgstation/assets/40974010/6a1a31f3-1c84-4b5e-b8ca-652c5007813a)

#### monocloning jumpercable
A surprisingly useful if nasty looking creation from the syndicate fish
labs. Drop one in a tank, and watch it self-feed and multiply. Generates
more and more power as a growing swarm!

A far better option for power generation than the zipzap, but it's a
syndicate fish. Get an emag or get very lucky!


![image](https://github.com/tgstation/tgstation/assets/40974010/7f4aaf32-919c-40d9-890f-72ea9f91ac3c)

Working spacebase example


![image](https://github.com/tgstation/tgstation/assets/40974010/8eeaaf18-c0ab-48a5-8ada-e0eb7f118dd9)


### Aquarium type

Bioelectricity Generator! It boosts the power of electroreceptive fish
to very dangerous levels! But, uh, you put a tesla coil, and voila! Free
power! ...Free power if you keep the fish fed! More fish, more power!


![image](https://github.com/tgstation/tgstation/assets/40974010/e6abcd5b-93df-4ffc-ac6a-78585fd4a6c6)

You can convert an aquarium into a bioelectricity generator by
researching the new node, "Marine Utility", from bio processing. Then
you build the biogen upgrade kit and apply it to an already existing
aquarium.

### Fish Traits

#### Electrogenesis

Trait turns the fish into a shock weapon while it's alive, and every
time it feeds, it releases a weak tesla bolt to anyone close to the
tank.

#### Anxiety

anxious fish die when any other fish are in the tank. Please keep them
alone :[

## Why It's Good For The Game

Fish are great, but fish don't have anything to give back to the
station, right? Well, there's some small stuff, but I wanted to add a
bit of functionality towards being able to benefit from having fish.

The anxiety trait with the zipzap gives spessmen a bit of a challenge.
You can settle for one fish generating power per tank and do a
multi-tank generation setup, or you can do some crossbreeding to make a
fish WITH electroreceptive but WITHOUT anxiety. Neat!

## Changelog
🆑
add: New fish, the anxious zipzap
add: New syndicate fish, the monocloning jumpercable
add: New aquarium, the bioelectricity generator
fix: Mixotrophic fish now properly lack food requirements
/🆑
2024-05-31 15:26:03 +12:00
+8 7aa6664021 Mirror (#27453)
* Fix Conflicts

* Change COGBAR_ANIMATION_TIME to seconds and not deciseconds (#82530)

Most people should not be using this define

* New Battle Arcade (#81810)

Remakes Battle Arcade from just about the ground up, with exceptions
taken for emagged stuff since I didn't really want to touch its
behavior.

The Battle Arcade now has stages that players can go through, unlocking
a stage by beating 2 enemies and the boss of the previous one, but this
must all be done in a row. You can choose to take a break between each
battle and there's a good chance you'll sleep just fine but there's also
a chance it can go wrong either through an ambush or robbery.

The Inn lets you restore everything for 15 gold and you can buy a sword
and armor, each level you unlock is a new sword and armor pair you can
buy that's better than the last, it's 30 gold each but scales up as you
progress through levels. They are really worth getting so it's best to
try to not lose your money early in.

The battle system is nearly the same as how it was before but I removed
the poor combo system that plagued the old arcade as one big knowledge
lock, now it's more just turn based. The game is built on permadeath so
dying means you restart from the beginning, but if you are going to lose
you can try to escape instead which costs you half of your gold.

Getting to higher levels increases the difficulty of enemies but also
increases the gaming exp rewards which could make this a better way to
get exp if you can get good at it.

Gaming EXP is used to increase chances of counterattacking but doesn't
give any extra health to the player.

I also removed the exploit of being able to screwdriver arcade cabinets
because people would do that if they thought they were on the verge of
losing to bypass the effects of loss. I instead replaced it with a new
interaction that the Curator's display case key can be used to reset
arcade cabinets (there's several keys on the chain so it made sense to
me), which I added solely because I thought Curators would be the type
of person to have run an actual arcade.

This is some gameplay

https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede

As a misc sidenote, I also split up the arcade file just like how Orion
Trail was before, just for neat code organization.
The Inn keeper is straight up just a photo of my localhost dude, he's
not a player reference or anything it's not my actual character.
I also have no idea how well balanced this is cause I suck at it lol.

Battle Arcade is one of 3 last machines in my hackmd here to turn into
TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view
I've always thought the current version of battle arcade is quite lame
and lacks any progression, like Orion Trail I thought that since I was
moving this to TGUI, it would also be a perfect opportunity to revamp it
and try to improve on where it failed before, especially since the
alternative (NTOS Arcade) is also lame as hell and is even lamer than
HTML battle arcade (spam mana, then spam health, then just spam attack,
rinse and repeat).
This will hopefully be more entertaining and give players sense that
they are getting through a series of tasks rather than doing one same
one again and again.

🆑 JohnFulpWillard, Zeek the Rat
add: Battle Arcade has been completely overhauled in a new progression
system, this time using TGUI.
add: The Curator's keys can now reset arcade cabinets.
balance: You now need to be literate to play arcade games, except for
Mediborg's Amputation Adventure.
fix: You can no longer screwdriver emagged arcade consoles. Accept your
fate.
fix: Silicons can no longer play Mediborg's Amputation Adventure.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>

* Change setting item weight class to a setter to patch some weight class related shenanigans (#82494)

## About The Pull Request

Fixes #81052 
Fixes #58008

Setting weight class of items is now done via `update_weight_class`.

I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.

This is done to allow datums to react to an item having its weight class
changed.

Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.

## Changelog

🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑

* Material datum color update, plus touching up some material items (knight armor, tiles) (#82500)

## About The Pull Request

Tries to bring the material datum colors in closer approximation to the
stacks they're attached too. I literally used the colors on the stacks.
some might need to be lighter or darker, but for the most part they'll
look...closer to their actual material hues.

![material datum stuff
2](https://github.com/tgstation/tgstation/assets/40847847/a3a5968f-cab3-43dd-8699-3dae879b21fb)

I've also tweaked the sprites of both the tile object and the actual
material tile turf to give it the right shading.


![image](https://github.com/tgstation/tgstation/assets/40847847/56489479-8774-492b-b8cc-aeabc6c0a67f)

In addition to the tiles, I've also updated the knight armor and helmet
to look closer to the much higher quality plate armor already in the
game.

## Why It's Good For The Game

It bothered me that the material datum coloring was inconsistent with
the actual colors used for the material stacks. When they were updated,
and even before they were updated, material datum stuff just never
looked _right_. I wanted to change that so that it looks just right.

I did not like the old material knight armor whatsoever. It was a
dithered mess, and seemed to already use parts of the standard plate
armor but with all the actual shading removed or replaced with the wrong
colors. This fixes that so that the armor is actually readable for what
it is.

## Changelog
🆑
image: Updates the colors of various material datum to bring them closer
in-line with their actual material stacks
image: Improves the sprites for the material knight armor and helmet.
/🆑

* LateInitialize is not allowed to call parent anymore (#82540)

## About The Pull Request

I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.

This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.

Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).

## Why It's Good For The Game

I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.

## Changelog

🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑

* Fix table top deconstruction (#82508)

## About The Pull Request

Edited: updated changelog, read comments for changes in implementation
details

So previously, tables would let you use a wrench to fully deconstruct
them, or a screwdriver to take off only their top.
This, however, broke in two different ways in #82280, when their
deconstruction logic got changed.

First off, deconstructed tables would only drop the materials for their
top and not their frame.
For this, the primary culprit seems to be on line 307:

https://github.com/tgstation/tgstation/blob/c34d56a45b0461f5e0fad3cc75e81580c3357119/code/game/objects/structures/tables_racks.dm#L300-L307
Where `new framestack(target_turf, framestackamount)` accidentally got
an extra indent, and ended up in the less common half of the if-else
chain.
Just moving this outside of the if-else chain again fixes it.

Secondly, tables had their own special deconstruction logic, which got
'standardized'.
Issue. This was special to accommodate for having two different
deconstruction logics: full or top only.
With `deconstruct(...)` no longer being overridable, I feel it's awkward
to attempt to proxy that information to the new `atom_deconstruct(...)`
So we introduce a new method, `deconstruct_top`, for the screwdriver to
use, which handles deconstructing only the top.
```dm
/obj/structure/table/proc/deconstruct_top()
	var/obj/table_frame = new frame(loc)
	if(obj_flags & NO_DECONSTRUCTION)
		table_frame.obj_flags |= NO_DECONSTRUCTION
	else // Mimic deconstruction logic, only drop our materials without NO_DECONSTRUCTION
		var/turf/target_turf = get_turf(src)
		drop_top_mats(target_turf)
	qdel(src)
```
Mimicking the `NO_DECONSTRUCTION` logic of normal deconstruction, and
copying over the flag onto its frames if need be.
This fixes screwdriver deconstruction.
## Why It's Good For The Game

Fixes #82503.
We can now deconstruct the table top separately again, AND get the right
materials back too.

## Changelog
🆑 00-Steven, SyncIt21
fix: Wrench table deconstruction gives the right materials again.
fix: Screwdriver table deconstruction only deconstructs the top again.
/🆑

* [NO GBP] Reagent grinders display reagents on examination (#82535)

## About The Pull Request
- Fixes #82531

Somehow omitted this during the general maintenance thing

## Changelog
🆑
fix: Reagent grinders display reagents of its beaker on examination
/🆑

* Monkeys now use height offset (and monkey tail works) (#81598)

This PR adds the ability for monkeys to wear any jumpsuit in the game,
and adds support for them to wear things like coats, gloves, and shoes
(though this cannot be obtained in-game and is solely achieved through
admins, which I also improved a bit upon by adding a defined bitfield
for no equip flags).

This reverts a lot of changes from
https://github.com/tgstation/tgstation/pull/73325 - We no longer check
height from limbs and such to bring sprites down, instead monkeys now
work more similarly to humans, so the entire PR was made irrelevant, and
I didn't really want to leave around dead code for the sake of having a
human with longer legs.

I've now also added support for Dwarfism, which makes monkeys look even
smaller. Very minor change but at least now the mutation doesn't feel
like it does literally nothing to monkeys (since they can already walk
over tables).

Here's a few examples of how it can appear in game (purely for
demonstration, as it is currently intentionally made impossible to
obtain in-game, though if someone wants to change that post-this PR now
that support is added, feel free):

Tails have been broken for a while now, the only reason you see them
in-game is because they are baked into the monkey sprites. This fixes
that, which means humans can now get monkey tails implanted into them
(hell yeah) and monkeys can have their tails removed (also hell yeah)

* Gets [weird] with (spies) by adding protect and deuteragonist-flavored objectives. (#82447)

## About The Pull Request

What are their goals? Why are they doing this? gets weird with Spy
objectives - namely by adding a lot more ways spies might be asked to
affect various targets around the station.

the first of these is by several flavors of Protecting targets (these do
NOT print a success at roundend in keeping with Spy design:)
- Protect (get a humanoid target off alive)
- Protect Nonhuman (get an entity off alive)
- Jailbreak (make sure a humanoid target escapes free)
- Detain (make sure a humanoid target gets taken out arrested)

the second of this is by a new escape condition: 
- Exile (get off-station or off the Z-level by the end of the shift -
sometimes it's not just pods, you need to fuck off to space to win.)

the third is through a massive increase in the number of possible:
- objective templates 
- departments to target (Command + Service added)
- specific locations to target
- general classes of objects to target (medicines, floor tiles, critical
infrastructure, etc.)
- efforts to target (such as meals, mechs, public supplies)
- ways to leave (you can be asked to abscond from the scene of your
crimes?)

## Why It's Good For The Game

More goofy and weird prompts to do more interesting things with Spies.
One thing I think we're sorely missing in our lineup is antagonists that
can act a bit more as deuteragonists - very possibly helping the crew
under certain conditions and frustrating the Hell out of them in others.

Since there's no way to check their objectives, and they get their
gear/progression through stealing shit, they're still very much an
antagonist and exist under the suspicion of doing bad... but, just going
by their objectives, introducing more varied (and in some cases even
benign) goals for them creates suggestions pointing to a lot more varied
and interesting stories if people choose to run with it.

* Adds anosmia quirk (#82206)

## About The Pull Request

Adds anosmia quirk. Anosmia, also known as smell blindness, is the loss
of the ability to detect one or more smells.

I tried to find all smells action and (most likely) update all of them,
unfortunately I can't change descriptions for this quirk.

## Why It's Good For The Game

Some characters will be able to not feel smells
That affect:
* Gases feelings and alerts (CO2, Plasma, miasm) - you don't feel them
* Bakery and cooking
* Changeling ability to feel other changelings by smell
* Some unimportant spans

* Explosions Part I - Directional Explosions (#82429)

## About The Pull Request

Adds the ability for explosions to be directional. This is achieved by
adding an angle check to `prepare_explosion_turfs()` to drop any turfs
outside the cone of the explosion. If the arc covers a full 360 degrees,
as is the default, it will accept all the turfs without performing the
angle check.

Uses this functionality to rework both rocket launcher backblast and X4
explosions. Rocket launcher backblast has been changed from a shotgun of
indendiary bullets to a directional explosion of similar length. X4 now
uses a directional explosion to "ensure user safety".

Apparently the old method of moving the explosion one tile away didn't
even work, as it blew up `target` before trying to check its density for
the directional behaviour.

https://youtu.be/Mzdt7d7Le2Y

## Why It's Good For The Game

Directional explosions - Useful functionality for a range of potential
use cases, which can be implemented with minimal extra processing cost
(Worst case scenario being very large directional explosions)

Backblast - Looks way cooler than a bunch of projectiles, and should be
significantly more functional in high-lag situations where projectile
code tends to get fucky

X4 - More predictable for players wanting to use it as a breaching
charge, you can actually stand near the charge and not have to worry
about being hoist upon your own petard.

## Changelog
🆑
add: Added support for directional explosions.
add: Rocket launcher backblast is now 271% more explosive, check your
six for friendlies!
add: X4 charges now explode in a cone away from the user when placed on
a sufficiently solid object.
fix: X4 charges will now behave correctly when placed on dense atoms
(note: don't try to read a variable from an atom you just blew up)
/🆑

* Add balloon alerts to plunging (#82559)

## About The Pull Request

Makes all plunging actions (pretty much anything using `plunger_act`)
have a visible balloon alert.

## Why It's Good For The Game

Makes sense that others would easily notice you plunging the shit out of
something.

Also, more people might finally learn that you can plunge the vent clogs
instead of welding them.

## Changelog
🆑
qol: Added balloon alerts whenever you start plunging something (i.e )
/🆑

* Fixes spurious runtime on Icemoon caused by turf calling unimplemented LateInitialize() (#82572)

## About The Pull Request

As of https://github.com/tgstation/tgstation/pull/82540 this runtime was
happening,


![image](https://github.com/tgstation/tgstation/assets/13398309/4d838fda-c157-4e33-ae64-77eafca1806f)

`/turf/open/openspace/icemoon/` can be changed to
`/turf/open/misc/asteroid/snow/icemoon/do_not_chasm` before
`Initialize()` returns, which resulted in it `INITIALIZE_HINT_LATELOAD`
getting returned on a turf that does not have an implementation of that
proc.

This should fix that.

## Why It's Good For The Game

Fixes CI error

* Blueprints tgui (#82565)

Blueprints now use a TGUI panel instead of the old HTML one.
Also did general code improvement and maintaining to blueprints in
general and also destroyed the ``areaeditor`` level, repathing it to
just 'blueprints'.
Also adds a sound when you look at structural data cause why not

Video demonstration:

https://github.com/tgstation/tgstation/assets/53777086/861773fd-3d57-472d-bc94-d67b0d4f1dbd

The 4 blueprint types:

![image](https://github.com/tgstation/tgstation/assets/53777086/bfd68eb5-c430-4608-a3f7-d6ac86727882)

Another HTML menu dead underground.
This is more responsive and doesn't require constant updating to see
which area you're in, feels less OOC (instead of saying "the blueprints
say", just say it, you ARE the blueprints).

Like, come on

![image](https://github.com/tgstation/tgstation/assets/53777086/fcf1b8b6-37c3-4c94-969f-3b121c983dc0)

Look at all this wasted space

![image](https://github.com/tgstation/tgstation/assets/53777086/1d3e61cd-bc56-4280-a3bb-0c66604e75b3)

🆑
refactor: Blueprints now use TGUI.
qol: Blueprints can now be used while lying down.
/🆑

* General maintenance for chem master (#82002)

**1. Qol**
- Adds screen tips & examines for screwdriver, wrench, crowbar & beaker
insertion, removal & replacing actions
- Analyzing reagents is now a client side feature & not a back end mode,
meaning one person can see details of a reagent while the other can
print stuff and do other operations so it's a non blocking operation.
This also means 2 players can see information of 2 different reagents in
their own screens, With that the overlay for analysis mode has been
removed
- You cannot do any tool acts on machines while printing. Balloon alerts
will be displayed warning you of that.
- The preferred container for the master reagent in the beaker is now
showed in both condiment & chem master. It can be enabled/disabled via a
CheckBox

**2. Code Improvements**
- Removed defines like `TARGET_BEAKER` , `TARGET_BEAKER` etc. ther
functionality is implemented as params in the `transfer_reagent()` proc
directly
- Removed all variables relating to analyzing reagents like
`reagent_analysis_mode`, `has_container_suggestion` etc. all memory
savings
- `printable_containers` now stores static values that can be shared
across many chem masters
- Updates only overlays and not the whole icon during operations for
efficiency

**3. Fixes**
- You can hit the chem master with the screwdriver, wrench, crowbar &
beaker when in combat mode
 - You cannot insert hologram items into the chem master
- Deconstructing a condiment master will give you the circuit board
already pre-programmed with that option selected so you don't need to
use a screwdriver to re program it
- `printing_amount` is now the maximum number of containers that can be
printed at a time. Presently this number with upgraded parts would print
out empty containers especially for patches. This is because
`volume_per_item` does not take into consideration this var. Also this
var would not give control to the player on exactly how many containers
to print as whatever amount the player entered would be multiplied with
this value producing a lot of waste & worse empty containers. Now this
var determines exactly how many containers you can print and is imposed
on the client side UI as well

**4. Refactors (UI performance)**
- Beaker data is compressed into a single entity & sent to the UI. This
is set to null if no beaker is loaded thus saving data sent
- Reuses Beaker props from chem synthesizer to reduce code
- reagent REF replaced with direct type converted to text and later
converted with `text2path()` cause its much faster

🆑
qol: Adds screen tips & examines for screwdriver, wrench, crowbar &
beaker insertion, removal & replacing actions
qol: Analyzing reagents no longer blocks other players from doing other
operations. Multiple players can analyze different reagents on the same
machine
qol: You cannot do any tool acts on the machine while printing to
prevent any side effects.
qol: The preferred container for the master reagent in the beaker is now
showed in both condiment & chem master. The feature can be
enabled/disabled via a check box
code: removed defines for reagent transfer, vars for reagent analyzis to
save memory. Autodoc for other vars & procs
fix: You can hit the chem master with tools like screwdriver, crowbar,
wrench & beaker in combat mode
fix: You cannot insert hologram items into the chem master
fix: Deconstructing a condiment master will give you the circuit board
already pre-programmed with that option
fix: You now print the exact amount of containers requested even with
upgraded parts without creating empty containers. Max printable
containers is 13 with tier 4 parts able to print 50 containers.
refactor: Optimized client side UI code & chem master as a whole.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* Wraps `lowertext()` to ensure proper stringification. (#82442)

Fixes #82440

This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not
lost on me) to wrap around all calls of `lowertext()` and ensure that
whatever we input into that proc will be stringified using the `"[]"`
(or `tostring()` for the nerds) operator. very simple.

I also added a linter to enforce this (and prevent all forms of
regression) because I think that machines should do the menial work and
we shouldn't expect maintainers to remember this, let me know if you
disagree. if there is a time when it should be opted out for some
reason, the linter does respect it if you wrap your input with the
`UNLINT()` function.

* Clowns can now make balloon... toys. And also mallets and hats. (#82288)

<!-- 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. -->

Clowns will now start with a box of 24 random long balloons and a
skillchip in their noggin allowing them to create balloon animals by
combining two of them of different colour together. Owners of the
skillchip also gain access to crafting recepies of balloon mallets,
vests, helmets and tophats, all created from long balloons. A crate of
long balloons, with a box of balloons inside, can be bought at cargo, in
case the clown runs out. I might edit this once I wake up, its 3 in the
morning right now.
Oh also, resprited how balloons look in inventory.

![image](https://github.com/tgstation/tgstation/assets/122572637/2d7ce955-c787-48a5-bfda-4613d2eed837)

Balloon animals funny.
Silly features are my favourite kind of features, and this one's
open-ended too.
Someone on the coder chat recommended someone would do it that one time,
here it goes.

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
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🆑
add: Added long balloon box to the clown's starting inventory, and a
skill-chip of long lost honk-motherian knowledge to their brain.
add: Added long balloons. Consequently, added balloon animals to make
from such balloons. Also, balloon top hat, vest, helmet, and a mallet.
Don't ask about the mallet.
add: A long balloons box harvested fresh from the farms on the clown
planet will be able to be shipped in a crate to the cargo department
near you!
add: As per requests; water balloons can now be printed at service
lathe, and entertainment modsuit can now blow long balloons!
image: Balloons will now have an unique sprite when in the inventory,
compared when to on the ground.
/🆑

<!-- 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
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---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>

* Quick spellcheck 'steall' (#82560)

## About The Pull Request

https://github.com/tgstation/tgstation/pull/82447 quick followup to
this, caught it while glancing through the code.

* Fix

* merge conflicts

* Revert "Monkeys now use height offset (and monkey tail works) (#81598)"

This reverts commit 5cfdc5972d.

* fix

* Fixed lateinitialize

* This should cut it

* Oh right

* There?

* Damn, here?

* There

* [NO GBP] Fixes spurious runtime caused by icemoon (again) (#82582)

## About The Pull Request

https://github.com/tgstation/tgstation/pull/82572 I tried to fix this
but there was an unaccounted race condition which just caused a separate
runtime...


![firefox_GxGibAO281](https://github.com/tgstation/tgstation/assets/13398309/f251aecc-ef17-4bae-a741-5aade40de423)

Since the type is being changed mid-execution `replacement_turf` will
become out of scope. My bad--this should fix it now for good.

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Higgin <cdonny11@yahoo.com>
Co-authored-by: NeonNik2245 <106491639+NeonNik2245@users.noreply.github.com>
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
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Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-04-26 01:22:24 +02:00
MrMelbertandGitHub 0dc6b71a87 Change setting item weight class to a setter to patch some weight class related shenanigans (#82494)
## About The Pull Request

Fixes #81052 
Fixes #58008

Setting weight class of items is now done via `update_weight_class`.

I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.

This is done to allow datums to react to an item having its weight class
changed.

Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.

## Changelog

🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑
2024-04-08 19:01:30 -06:00
2f4010c992 [MIRROR] Removes final remnants of 'targetted' [MDB IGNORE] (#24927)
* Removes final remnants of 'targetted' (#79626)

## About The Pull Request

Finishing what https://github.com/tgstation/tgstation/pull/79513/
started, removes 'targetted' typo from code. Also updates the basic mob
guide with the new updated var names.

## Why It's Good For The Game

Typos bad. Accurate guides good.

## Changelog

🆑
code: gets rid of the rest of the instances of 'targetted' typo from
code
/🆑

* Removes final remnants of 'targetted'

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-11 08:11:32 -05:00
BloopandGitHub e1b958c41f Removes final remnants of 'targetted' (#79626)
## About The Pull Request

Finishing what https://github.com/tgstation/tgstation/pull/79513/
started, removes 'targetted' typo from code. Also updates the basic mob
guide with the new updated var names.

## Why It's Good For The Game

Typos bad. Accurate guides good.

## Changelog

🆑
code: gets rid of the rest of the instances of 'targetted' typo from
code
/🆑
2023-11-11 07:46:02 -05:00
d46346d656 [MIRROR] Aquariums now have an internal feed storage. Fish catalogs as 25cr goodies. [MDB IGNORE] (#24488)
* Aquariums now have an internal feed storage. Fish catalogs as 25cr goodies. (#78958)

## About The Pull Request
Added a reagent holder to aquarium tanks and some code to enable the
fish to be automatically fed at selectable intervals of 1 minute to 7
(default 3). The holder can be accessed and filled by opening the
control panel, and emptied with a plunger if necessary. Simple plumbing
compatibility has been added as well, in case you think the 6 units of
capacity of the reagent holder (enough to feed a fish 60 times) are not
enough. The preset fishing tank starts with enough feed to keep its
contents alive for 30 minutes.

Beside that, I've fixed a small oversight with the fish analyzer goodie
pack. It should cost 150, not 500.
The fish catalog is now a goodie pack you can get as a goodie for dirt
cheap (25 creds) and a subtype of `book/manual`, so there's a slim
chance you may find it at the library or somewhere else.
Fixed a small oversight inside the fish catalog.
Mapped in a single aquarium kit for each station map, in the service
hallway/storage room where the techfab and cargo consoles are also
found.
Aquarium kits are now compatible with slapcrafting.

## Why It's Good For The Game
Aquariums require too much maintainance for a gimmick, and it's quite
awful to see the fish inside preset aquariums die 5 minutes into the
round. Also, you cannot get fish catalogs anywhere but from the aquarium
kit crate, which costs 1k credits, though its pertinence with fishing
goes beyond aquarium stuff.
Lastiy, I think it's good to give the crew a free aquarium kit. The
price of the supply pack is a bit out of reach for many, service could
use a bit of fisciculture too (I may make it a service pack later, so
that it can be ordered through the service console).

## Changelog

🆑
add: Aquariums now have a small internal reagent holder, accessible when
the panel is open and used to automatically feed the fishes at
selectable intervals, also compatible with plumbing.
add: Fish catalogs can now be bought as a goodie pack, for 25 cr, or
rarely found at the library or maints.
fix: Fixed the prices of fish analyzers. It's supposed to be 150 cr, not
500.
map: Added an aquarium kit to each station, found in the room where the
service techfab and order console also are.
qol: Aquarium kits are now compatible with slapcrafting (crafted by
hitting them with the required material without opening the menu).
balance: Moved the aquarium kit and fish supply packs from the "General"
section to "Service" and "Livestock" respectively, meaning they can be
ordered for free from the service orders console.
/🆑

* Aquariums now have an internal feed storage. Fish catalogs as 25cr goodies.

* UpdatePaths

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-22 14:51:43 -04:00
GhomandGitHub 9ed4bd202d Aquariums now have an internal feed storage. Fish catalogs as 25cr goodies. (#78958)
## About The Pull Request
Added a reagent holder to aquarium tanks and some code to enable the
fish to be automatically fed at selectable intervals of 1 minute to 7
(default 3). The holder can be accessed and filled by opening the
control panel, and emptied with a plunger if necessary. Simple plumbing
compatibility has been added as well, in case you think the 6 units of
capacity of the reagent holder (enough to feed a fish 60 times) are not
enough. The preset fishing tank starts with enough feed to keep its
contents alive for 30 minutes.

Beside that, I've fixed a small oversight with the fish analyzer goodie
pack. It should cost 150, not 500.
The fish catalog is now a goodie pack you can get as a goodie for dirt
cheap (25 creds) and a subtype of `book/manual`, so there's a slim
chance you may find it at the library or somewhere else.
Fixed a small oversight inside the fish catalog.
Mapped in a single aquarium kit for each station map, in the service
hallway/storage room where the techfab and cargo consoles are also
found.
Aquarium kits are now compatible with slapcrafting.

## Why It's Good For The Game
Aquariums require too much maintainance for a gimmick, and it's quite
awful to see the fish inside preset aquariums die 5 minutes into the
round. Also, you cannot get fish catalogs anywhere but from the aquarium
kit crate, which costs 1k credits, though its pertinence with fishing
goes beyond aquarium stuff.
Lastiy, I think it's good to give the crew a free aquarium kit. The
price of the supply pack is a bit out of reach for many, service could
use a bit of fisciculture too (I may make it a service pack later, so
that it can be ordered through the service console).

## Changelog

🆑
add: Aquariums now have a small internal reagent holder, accessible when
the panel is open and used to automatically feed the fishes at
selectable intervals, also compatible with plumbing.
add: Fish catalogs can now be bought as a goodie pack, for 25 cr, or
rarely found at the library or maints.
fix: Fixed the prices of fish analyzers. It's supposed to be 150 cr, not
500.
map: Added an aquarium kit to each station, found in the room where the
service techfab and order console also are.
qol: Aquarium kits are now compatible with slapcrafting (crafted by
hitting them with the required material without opening the menu).
balance: Moved the aquarium kit and fish supply packs from the "General"
section to "Service" and "Livestock" respectively, meaning they can be
ordered for free from the service orders console.
/🆑
2023-10-21 16:23:06 +01:00
13a9abdf2c [MIRROR] The fishing portal generator expansion (plus skill-chip) [MDB IGNORE] (#24052)
* The fishing portal generator expansion (plus skill-chip) (#78203)

## About The Pull Request
This is a PR I worked on last month, but had to put on hold while
dealing with some pressing issues with fishing feature, minigame and
other stuff, and because I had to atomize out some of the stuff
previously present here.

I've expanded on the fishing portal generator to do something other than
dispense guppies and goldfishes. It now has multiple settings,
unlockable by performing scanning experiments for fish types, available
from the get go, which also reward a meager amount of techweb points
upon completion. The generator can now be built too. No longer it has to
be ordered from cargo.
It can also be emagged for the syndicate setting, tho right now it only
dispenses donkfish and emulsijack, both otherwise impossible to get
outside of... exodrone adventures.

The advanced fishing rod now comes with an experiment handler component,
specific to the fish scanning experiment, that automatically scans
fished content. The node to get it now requires 2000 points and the
first fish scanning exp to be unock.

A new skillchip has been added, which adds a trait that changes the icon
of the fish shown in the minigame UI, giving some clues on what the
reward will be. The same trait is also gained by reaching the master
(penultimate) level of the fishing skill.

A new fish type has been added, with its own quirks. One of these quirks
included temporarily switching movement direction of the bait.
Currently, it can only be fished in the hyperspace and randomizer
setting of the fishing portal.

Screenshots:
![fuck
yea](https://github.com/tgstation/tgstation/assets/42542238/b4c75951-fa07-44ae-99ee-f602adf8a5a4)

![radial](https://github.com/tgstation/tgstation/assets/42542238/68ff21d8-69fd-4ba5-aa58-9976b6e3282f)

## Why It's Good For The Game
The fishing portal generator is but a stale and underdeveloped prototype
of the fishing feature right now, so much I was thinking of removing it
at first. However, we also have a lot of fishes which are pretty much
unfishable, so I came up with the idea of adding new portal settings
that allow people to actually get them.

As for the skillchip and trait, it's but an extra to both the vending
machine in the library and the fishing skill itself, which has an
overall humble impact on the minigame.

## Changelog

🆑
add: Expanded the fishing portal generator. It now comes with several
portal options that can be unlocked by performing fish scanning
experiments, which also award a modest amount of techweb points.
balance: The fishing portal generator is now buildable and no longer
orderable. The board can be printed from cargo, service and science
lathes.
balance: Advanced fishing tech is no longer a BEPIS design. It now
requires the base fish scanning experiment and 2000 points to be
unlocked.
add: The advanced fishing rod now comes with an incorporated
experiscanner specific for fish scanning.
add: Added a new skillchip that may change the icon of the "fish" shown
in the minigame UI to less generic ones. Reaching master level in
fishing also does that.
qol: The experiment handler UI no longer shows unselectable experiments.
/🆑

* The fishing portal generator expansion (plus skill-chip)

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-09-30 23:41:29 -04:00
GhomandGitHub db8eca7bf3 The fishing portal generator expansion (plus skill-chip) (#78203)
## About The Pull Request
This is a PR I worked on last month, but had to put on hold while
dealing with some pressing issues with fishing feature, minigame and
other stuff, and because I had to atomize out some of the stuff
previously present here.

I've expanded on the fishing portal generator to do something other than
dispense guppies and goldfishes. It now has multiple settings,
unlockable by performing scanning experiments for fish types, available
from the get go, which also reward a meager amount of techweb points
upon completion. The generator can now be built too. No longer it has to
be ordered from cargo.
It can also be emagged for the syndicate setting, tho right now it only
dispenses donkfish and emulsijack, both otherwise impossible to get
outside of... exodrone adventures.

The advanced fishing rod now comes with an experiment handler component,
specific to the fish scanning experiment, that automatically scans
fished content. The node to get it now requires 2000 points and the
first fish scanning exp to be unock.

A new skillchip has been added, which adds a trait that changes the icon
of the fish shown in the minigame UI, giving some clues on what the
reward will be. The same trait is also gained by reaching the master
(penultimate) level of the fishing skill.

A new fish type has been added, with its own quirks. One of these quirks
included temporarily switching movement direction of the bait.
Currently, it can only be fished in the hyperspace and randomizer
setting of the fishing portal.

Screenshots:
![fuck
yea](https://github.com/tgstation/tgstation/assets/42542238/b4c75951-fa07-44ae-99ee-f602adf8a5a4)

![radial](https://github.com/tgstation/tgstation/assets/42542238/68ff21d8-69fd-4ba5-aa58-9976b6e3282f)

## Why It's Good For The Game
The fishing portal generator is but a stale and underdeveloped prototype
of the fishing feature right now, so much I was thinking of removing it
at first. However, we also have a lot of fishes which are pretty much
unfishable, so I came up with the idea of adding new portal settings
that allow people to actually get them.

As for the skillchip and trait, it's but an extra to both the vending
machine in the library and the fishing skill itself, which has an
overall humble impact on the minigame.

## Changelog

🆑
add: Expanded the fishing portal generator. It now comes with several
portal options that can be unlocked by performing fish scanning
experiments, which also award a modest amount of techweb points.
balance: The fishing portal generator is now buildable and no longer
orderable. The board can be printed from cargo, service and science
lathes.
balance: Advanced fishing tech is no longer a BEPIS design. It now
requires the base fish scanning experiment and 2000 points to be
unlocked.
add: The advanced fishing rod now comes with an incorporated
experiscanner specific for fish scanning.
add: Added a new skillchip that may change the icon of the "fish" shown
in the minigame UI to less generic ones. Reaching master level in
fishing also does that.
qol: The experiment handler UI no longer shows unselectable experiments.
/🆑
2023-10-01 04:11:55 +01:00
901f0b82bc [MIRROR] Miscellaneous fishing code changes. [MDB IGNORE] (#23237)
* Miscellaneous fishing code changes. (#77739)

## About The Pull Request
This PR contains a few changes that I hadn't got to do earlier,
including: different pressure / air mixture thresholds for different
fish (if amphibious), fish being able to be fed directly without the
need of an aquarium, replacing the `available_in_random_cases` variable
with a weight define of value 0, the preset fishing sources global list
so we don't have to manually instantiate lazy fishing spots and assign
them stupid string defines, chasm detritus made into datums, a couple
balloon alerts and removal of unused code.

## Why It's Good For The Game
The fishing portal generator UI is unused, the perfect variable for the
fishing minigame is also unused.
There's no reason for chasm detritus to be an item instead of a datum.
It isn't a map spawner.
Chasm chrabs, if given the amphibious trait, should be able to survive
Lavaland/Icemoon's atmosphere.
I don't even know why I made a snowflake proc to instantiate the
evolutions global list instead of `init_subtypes_w_path_keys`
The shiny lover and wary fish traits were actually making the minigame
slightly easier.
The background icons for the UI had a zero-alpha, one pixel thin stripe
on top that needed to be colored.
Improved `fish_source/proc/dispense_reward`.
Some doc comments and a typo or two.

## Changelog

🆑
add: You can now feed fish with the can of fish feed without having to
put the fish in a aquarium first.
balance: Some fish may survive in different, harsher atmospheres if
given the amphibious trait, like chasm chrabs on lavaland.
qol: aquarium now uses balloon alerts when feeding fish.
fix: The wary and shiny lover no longer incorrectly remove difficulty
from the minigame if conditions aren't met.
/🆑

* Miscellaneous fishing code changes.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-21 11:39:47 -04:00
GhomandGitHub a3522c6c38 Miscellaneous fishing code changes. (#77739)
## About The Pull Request
This PR contains a few changes that I hadn't got to do earlier,
including: different pressure / air mixture thresholds for different
fish (if amphibious), fish being able to be fed directly without the
need of an aquarium, replacing the `available_in_random_cases` variable
with a weight define of value 0, the preset fishing sources global list
so we don't have to manually instantiate lazy fishing spots and assign
them stupid string defines, chasm detritus made into datums, a couple
balloon alerts and removal of unused code.

## Why It's Good For The Game
The fishing portal generator UI is unused, the perfect variable for the
fishing minigame is also unused.
There's no reason for chasm detritus to be an item instead of a datum.
It isn't a map spawner.
Chasm chrabs, if given the amphibious trait, should be able to survive
Lavaland/Icemoon's atmosphere.
I don't even know why I made a snowflake proc to instantiate the
evolutions global list instead of `init_subtypes_w_path_keys`
The shiny lover and wary fish traits were actually making the minigame
slightly easier.
The background icons for the UI had a zero-alpha, one pixel thin stripe
on top that needed to be colored.
Improved `fish_source/proc/dispense_reward`.
Some doc comments and a typo or two.

## Changelog

🆑
add: You can now feed fish with the can of fish feed without having to
put the fish in a aquarium first.
balance: Some fish may survive in different, harsher atmospheres if
given the amphibious trait, like chasm chrabs on lavaland.
qol: aquarium now uses balloon alerts when feeding fish.
fix: The wary and shiny lover no longer incorrectly remove difficulty
from the minigame if conditions aren't met.
/🆑
2023-08-21 13:41:05 +01:00
60df7291ce [MIRROR] [READY] Fishing and aquarium expansion. [MDB IGNORE] (#22731)
* [READY] Fishing and aquarium expansion.

* Update general.dm

* Update production_skill.dm

* Merge conflict

* Merge branch 'upstream-merge-76531' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-merge-76531

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-07-27 18:41:43 -04:00
GhomandGitHub d9c8bd9bae [READY] Fishing and aquarium expansion. (#76531)
Listing the changes, off the top of my head:
- Resprited fishing rods, hooks, and the worm bait!
- Added a new, telescopic fishing rod, that can be bought as a goodie.
The master rod is also telescopic now.
- Added a couple hooks. One that lets you move the bait up and down,
otherwise keeping it in place, and another that stops the fish from
escaping, but slowly kills it. The former from the bepis fishing tech
node, the latter frm the black market.
- Added a fishing skill and relative legendary reward: A fishing hat,
like the one that recites "women fear me, fish fear me"
- You can now stop fishing by activating the fishing rod in your hand,
and stops it from stealing all clicks on other things if it isn't in
your active hand.
- Reworked fishing traits into fish traits, which can apply to fish
after it has been caught.
- Expanded the fish breeding system. Traits may be passed down to
offsprings, and offsprings may evolve (mutate?) into different kind of
fishes if conditions when conditions are met.
- Added half a dozen new fishes, each with its own traits: lubefish,
sludgefish (and its purple variant), slimefish, unmarine bonemass and
unmarine mastodon. Also, holodeck fish, as a joke.
- New traits: lubed skin, parthenogenesis, toxic (new reagent), toxin
immunity, predator, necrophage, no mating, crossbreeder, aggressive and
revival. Converted Emulsijack's ability and Donkfish's yuckiness into
traits as well.
- Added a fish analyzer that you can scan aquariums and fishes with.
- Fish can now be blended if you really want to. The number of reagents
from blending, w_class, and the number of fillets you get from cutting
fish now scale with size and weight.
- fish feed is no longer infinite (but it should still be plenty).
- Implemented temperature requirements for aquarium fish.
- You can now buy (dead) fish from the black market for dirt cheap.
- Last but now least, toilets are now valid fishing spots.
2023-07-27 22:50:36 +02:00
e046a865df [MIRROR] You can now revive dead fishes, bees and mice with a lazarus injector [MDB IGNORE] (#22088)
* You can now revive dead fishes, bees and mice with a lazarus injector (#76252)

## About The Pull Request
This PR introduces a signal sent to the target when a lazarus injector
is being used on them, hence read the title.
EDIT: I've forgotten to add that Tom no longer counts toward the mice
population cap now, being unique.

## Why It's Good For The Game
Being items rather than simple/basic mobs, dead mice (without a mind
datum), bees and fishes cannot be revived by the lazarus injector. While
I agree that spending one for this may be an egregious waste of mining
points, it's still fleshing out the feature a bit.

## Changelog

🆑
add: You can now revive dead fishes, bees and (mindless) mice with a
lazarus injector.
balance: Tom, the mouse, no longer counts toward the mice population
cap.
/🆑

* You can now revive dead fishes, bees and mice with a lazarus injector

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-07-01 12:38:19 -07:00
GhomandGitHub 68a5a6f46c You can now revive dead fishes, bees and mice with a lazarus injector (#76252)
## About The Pull Request
This PR introduces a signal sent to the target when a lazarus injector
is being used on them, hence read the title.
EDIT: I've forgotten to add that Tom no longer counts toward the mice
population cap now, being unique.

## Why It's Good For The Game
Being items rather than simple/basic mobs, dead mice (without a mind
datum), bees and fishes cannot be revived by the lazarus injector. While
I agree that spending one for this may be an egregious waste of mining
points, it's still fleshing out the feature a bit.

## Changelog

🆑
add: You can now revive dead fishes, bees and (mindless) mice with a
lazarus injector.
balance: Tom, the mouse, no longer counts toward the mice population
cap.
/🆑
2023-06-26 22:17:01 -06:00
6dfe17306c [MIRROR] Pulls apart the vestiges of components still hanging onto signals [MDB IGNORE] (#21738)
* Pulls apart the vestiges of components still hanging onto signals

* update modular

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-06-18 13:18:23 +00:00
LemonInTheDarkandGitHub ae5a4f955d Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request

Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.

This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.

[Renames comp_lookup to listen_lookup, since that's what it
does](https://github.com/tgstation/tgstation/commit/102b79694fa8eb57ecf7b36032616a9e368ccced)

[Moves signal procs over to their own
file](https://github.com/tgstation/tgstation/commit/33d07d01fd336726b4f6f6f1b61bb0b3f11a00dc)

[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](https://github.com/tgstation/tgstation/commit/335ea4ad081ec63c42cfa05856e582cca833af6e)

[Does something similar to the attackby comsigs (PARENT ->
ATOM)](https://github.com/tgstation/tgstation/commit/210e57051df63f88dac3dd83321236da825aae5e)

[And finally passes over the examine
signals](https://github.com/tgstation/tgstation/commit/65917658fb8a1e7d28ae23c9437a583d646f0302)

## Why It's Good For The Game

Code makes more sense, things are better teased apart, s just good imo

## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
2023-06-09 06:14:31 +00:00
9a594755f3 [MIRROR] Renames delta time to be a more obvious name [MDB IGNORE] (#20507)
* Renames delta time to be a more obvious name

* updates to our code

---------

Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:45:43 +01:00
orangesandGitHub 4c48966ff8 Renames delta time to be a more obvious name (#74654)
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects

regexes used

git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
2023-04-11 21:31:07 -07:00
0ca2c0b527 [MIRROR] Gives bread and cake slice_types and adds screentip verbs to proccessed foods [MDB IGNORE] (#17721)
* Gives bread and cake slice_types and adds screentip verbs to proccessed foods (#71449)

## About The Pull Request

A side effect of my pizza PR #71202 I added contextual screentips as
part of processable.dm. In doing this, I noticed that with a few
exceptions, almost every single bread and cake type copies the proc
exactly the same for every single child of cake or bread, so I put the
proc on the parent of bread and cake and gave them slice_types, making
them more similar to pizza.dm

For everything else I've changed the default that I put in
processable.dm into "slice" or "cut" for things that use the knife and
"flatten" for things that use the rolling pin.

Finally, you can slice bread with saws now, because I think its silly
that only pizza gets this luxury.

## Why It's Good For The Game

Because it wasnt the focus of #71202 I didn't mess with screentips
outside of the pizza file a lot, but now that it's merged I figure I
should go and do that.
As Bread and Cake's processables are almost fully standardized it seems
silly for them to call on the proc 12 times in the same document so I
did this, which also allows for more versatility in editing how they
work as well allow people to, if they want to, add more tool behaviours
in the future without adding in 12 lines of code. Also means that people
who want to add new cake or bread have one less thing to do.

## Changelog

🆑
add: you can saw bread with a saw into bread slices
qol: added screentip verbs to a bunch of food files
code: bread and cake now have slice types and all only have one call on
the processable.dm proc
/🆑

* Gives bread and cake slice_types and adds screentip verbs to proccessed foods

* sco'ish

* fuck me ig

Co-authored-by: Sol N <116288367+flowercuco@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-11-28 17:16:01 +00:00
Sol NandGitHub c9415b99de Gives bread and cake slice_types and adds screentip verbs to proccessed foods (#71449)
## About The Pull Request
 
A side effect of my pizza PR #71202 I added contextual screentips as
part of processable.dm. In doing this, I noticed that with a few
exceptions, almost every single bread and cake type copies the proc
exactly the same for every single child of cake or bread, so I put the
proc on the parent of bread and cake and gave them slice_types, making
them more similar to pizza.dm

For everything else I've changed the default that I put in
processable.dm into "slice" or "cut" for things that use the knife and
"flatten" for things that use the rolling pin.

Finally, you can slice bread with saws now, because I think its silly
that only pizza gets this luxury.

## Why It's Good For The Game

Because it wasnt the focus of #71202 I didn't mess with screentips
outside of the pizza file a lot, but now that it's merged I figure I
should go and do that.
As Bread and Cake's processables are almost fully standardized it seems
silly for them to call on the proc 12 times in the same document so I
did this, which also allows for more versatility in editing how they
work as well allow people to, if they want to, add more tool behaviours
in the future without adding in 12 lines of code. Also means that people
who want to add new cake or bread have one less thing to do.

## Changelog

🆑
add: you can saw bread with a saw into bread slices
qol: added screentip verbs to a bunch of food files
code: bread and cake now have slice types and all only have one call on
the processable.dm proc
/🆑
2022-11-24 09:17:21 +01:00
f7c26bbf25 515 Compat (#17465)
* ONLY SKYRAT CHANGES

* ACTUALLY SKYRAT CHANGES

* yolo, revert later

* Update alternate_byond_versions.txt

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2022-11-15 06:59:06 +00:00
4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00
4af0dd0b8f [MIRROR] addresses reviews on the tram pr made after merge, fixes diagonal movement bugs [MDB IGNORE] (#14943)
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs (#68033)

* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs

* wew

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-07-19 00:51:33 +00:00
KyleraceandGitHub fe7513d282 addresses reviews on the tram pr made after merge, fixes diagonal movement bugs (#68033) 2022-07-16 21:44:41 -07:00