587 Commits

Author SHA1 Message Date
Waterpig 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
Ben10Omintrix 91baa94ac5 event based incapicated and able_to_run (#86031)
## About The Pull Request
this is a revival of #82635 . i got permission from potato to reopen
this, he did almost all the work. i only just solved the conflicts and
fixed all the bugs that were preventing the original from being merged
(but it should be TMed first)

## Why It's Good For The Game
slightly improves the performance of basic mob AI

## Changelog
🆑
LemonInTheDark
refactor: able_to_run and incapacitated have been refactored to be event
based
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
2024-09-04 10:02:49 -04:00
Ghom d2ab513332 Reintroducing my PRs that were lost in the wallening revert. (#86439)
## About The Pull Request
This PR reintroduces #85759, #85892 and #85894.
#85892 has post-wallening arrows, but it isn't a big deal because they
fit the top-down or 3/4 style we've for a lot of things.

## Why It's Good For The Game
Reintroducing lost features and improvements. Remember to remove the
'Lost in the wallening revert' label from those PRs when this is merged.

## Changelog
N/A
2024-09-04 06:50:04 -04:00
tgstation-ci[bot] 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.

The following 239 (39 + Wallening Main PR excluded) PRs need to be
replayed (DO NOT EDIT THIS LIST MANUALLY, IT IS USED BY THE BOT TO TRACK
PROGRESS):

  - [x] #85777 - Reverted in 3
  - [x] #85767 - Reverted in 2
  - [x] #85763 - Reverted in c
  - [x] #85762 - Reverted in 2
  - [x] #85760 - Reverted in dbc19df13b033ac8bb5a83fa38c5cf140cf31836
  - [x] #85733 - Reverted in 22f17d057eac71661b86c3f2186489568c130043
  - [x] #85721 - Reverted in 6d90643dbbc90f3d21f2d25dc85dc4d4f706d6a3
  - [x] #85719 - Reverted in c52954648309ad4786238f409cd33142d486190f
  - [x] #85705 - Reverted in 3b5ddabfd5ab2cfec226a643be6e8a8fd656c831
  - [x] #85684 - Reverted in cbc1839625f44ba67bcd5489c3629ef98e31b2d4
  - [x] #85662 - Reverted in 69cac24e236604c262093abea7b9566ecbd092c4
  - [x] #85663 - Reverted in f394c3b1430d346b0598abf19fe511b30c3f4676
  - [x] #85673 - Reverted in 8a9ae0411488c9c779a54c5c41076238c230a304
  - [x] #85718 - Reverted in f8f18d8b626e963b06555f76850702740d5de0c3
  - [x] #85667 - Reverted in a1365766d178b727b6c6b503ad410e9d88d57ddd
  - [x] #85683 - Reverted in 3bdb0207d883de8db6f726d976025517cc6d3cba
  - [x] #85676 - Reverted in 0a5d667b2c8a9a2519af2a4fda8cd39f568e5049
  - [x] #85661 - Reverted in 49fc6bc1815133644d7173aa7914ede6c900218a
  - [x] #85682 - Reverted in b41efe96fd72228b079319ac07c660f4cd974af6
  - [x] #85695 - Reverted in 89a173b136cb0297070cef39c5bc9783b6323f02
  - [x] #85654 - Reverted in 1e4836b5173a40fbeb8755e0fb76ebc8d39fe1e0
  - [x] #85655 - Reverted in b4dde41eebd0422e1ec440b4d8d54229fc9617f4
  - [x] #85634 - Reverted in 0c352fc785762da025a68873438593b508f757d9
  - [x] #85700 - Reverted in 1327cf7fe48d7f4fd227120508f77c831aefa4ca
  - [x] #85633 - Reverted in c71c8c9d43112a1f4c6331bbba546881dcffd59d
  - [x] #85649 - Reverted in 73484337077f616878e63208d9bf2309f0d2e579
  - [x] #85475 - Reverted in 839f700001a57646109e75332d5311fe27bbc957
  - [x] #85467 - Reverted in 6f08421f64d01b13775d146cf7a451f9f38e195a
  - [x] #85472 - Reverted in 63c6a9b04e72e8130df5eeb2861c75f80a97e3de
  - [x] #85300 - Reverted in 7c776034f34ee6a76810c1a3779f169f2430c418
  - [x] #85249 - Reverted in 257d02273751fc1f939f76756f70b614a6e06789
  - [x] #85236 - Reverted in f9f4c444c8fc027dea87d4dbe0ebb8dd6bc67154
  - [x] #85299 - Reverted in f24ddff51dc3fec7145a2e97f057f1b286921db3
  - [x] #85228 - Reverted in cb8c318f7e2183d9f941c582f79e4c8b2503d95c
  - [x] #84910 - Reverted in 2a562ca26d9d13f335c276487f66edaa0d21b3bd
  - [x] #84889 - Reverted in 679da6885b034bcd8843f7f4c855388bce263733
  - [x] #84766 - Reverted in 4035dd7adee74af0fed82c14a8749585b2ab1c96
  - [x] #85607 - Reverted in dc9a0462b4c287cee2d541925f8a9988d18d9d85
  - [x] #85618 - Reverted in 2a06f57c89939dc31e9273ef250bd050cff17ff1
  - [x] #85619 - Reverted in b98661affc90e44c68a58c05e57cdf1dfd094c93
  - [x] #85608 - Reverted in 57a935126233f90255aef0a55dab16524be1faac
  - [x] #85648 - Reverted in ab82c66a95d4fbff86040b421a86cc82dca73009
  - [x] #85692 - Reverted in f04fac92bd3594f12f244bae9ea0c5c300c737fb
  - [x] #85544 - Reverted in 7b1198eb5c700e85ec163e60828c01fac55a9909
  - [x] #85631 - Reverted in 81c04ceb553f9887d59f8edf8b2526ff3807264b
  - [x] #85529 - Reverted in 2a7e2c8e3856d67cdefda0d25803393070a6e996
  - [x] #85525 - Reverted in 6ed2d9f28a9333c705eafd21acf54771b8e4db36
  - [x] #85514 - Reverted in a4fa2aa79d93b69d15e0fb9cb1fb7a5bc288bb34
  - [x] #85520 - Reverted in 6e1bd4b11cd55e36cab332c5a0c90c76a2e43703
  - [x] #85521 - Reverted in 79afdac194da5f42b38fb0fdfc394f2b8d485266
  - [x] #85519 - Reverted in a967cae1fb3feea23fdf196595e496431740f52d
  - [x] #85513 - Reverted in e3934edf8794f93a37dc7f63c60aa64ed7b60736
  - [x] #85498 - Reverted in cf1fadbc54a1365362aaeb142cbbd4e2c3be6f15
  - [x] #85485 - Reverted in 2a650ef9c0454bd650d6a13d10c0cb71bb134b2b
  - [x] #85494 - Reverted in bbb97958010dc0f74cee279fd304a7fcaccb625e
  - [x] #85552 - Reverted in f1780715bd054300e50e9102ad150c76690d4ca1
  - [x] #85724 - Reverted in 6933699cef8b01f9aef989f36ca079680a2777ff
  - [x] #85735 - Reverted in a6564f19226ef3969bec0573b49fa772d6e6df31
  - [x] #85729 - Reverted in f728d121a2f27a3cc7973fc2041df9b7193b796d
  - [x] #85704 - Reverted in 38f5b034a3370eda4657a2a5a6adcf3df6ec280c
  - [x] #85660 - Reverted in 7db39869d37ff5b39574d88ffc872449ab5b457c
  - [x] #85752 - Reverted in 1f2988028b7cccad121fc658d6547d89453703b7
  - [x] #85592 - Reverted in 263cbcfcb54746a9361369d86b44cc3e2d375199
  - [x] #85580 - Reverted in a92d53624198dce844c108b5dbea09cf2a16cd10
  - [x] #85573 - Reverted in a7d51042355798038ced44f64e987261b85e93bc
  - [x] #85534 - Reverted in 31787e7d1ce4fec2ce20776672099bf35486a296
  - [x] #85511 - Reverted in 2567a2eb56cdb7058f89ea298e53197147198d82
  - [x] #85508 - Reverted in 69de2ac16c20d968adcd19f0732fd2f84a4ae90e
  - [x] #85680 - Reverted in 44437ac406c708b9a3ab3b47f4e3c10e77a0b91b
  - [x] #85551 - Reverted in 7f17d428fd2787a6982534bfc9ac9188fd4b8675
  - [x] #85478 - Reverted in bd9e575dafc62dc7e1259e8c19199ba15d82be4f
  - [x] #85476 - Reverted in 4ce8052076de0bb52f1ed87663920e98482ade62
  - [x] #85593 - Reverted in 9ff5924d3d56fcba3f180fc4b539568fb2013323
  - [x] #85441 - Reverted in db96015adaec01f3fbcb978796a0d7abd5668932
  - [x] #85567 - Reverted in 62696ad04fb34fd946708309bd3e439db9b3f488
  - [x] #85337 - Reverted in 1267e9f002d03c33187afd2e734e95a78a5ca6ac
  - [x] #85348 - Reverted in 4fcc3c659ee2a38d978e137252309644d5adde8f
  - [x] #85350 - Reverted in e691c833dd5aca2e7808591516e8443e8ccf1b27
  - [x] #85744 - Reverted in 251578d2868a691981b824a268c540b9c15a424e
  - [x] #85772 - Reverted in bc6804a04aa9368074bcc853e689c8fe6de2cb3a
  - [x] #85797 - Reverted in a05e36ec4a0129ff6901ea07488120b54a8ee124
  - [x] #85787 - Reverted in a5393f94b9e71d9ea0625e5fcfb5baaf16af38d3
  - [x] #85742 - Reverted in cd99a2aeaa1347b790c9bfdae35e41900e2ada9a
  - [x] #85440 - Reverted in 8b5ead7c7f0d8087b41256a296e730443752f17d
  - [x] #85739 - Reverted in 3511aae5a4798104220b79ad0e5b2b357dc1e83b
  - [x] #85293 - Reverted in fc687ca36ef476ab9080f0c62b427ab0af533d68
  - [x] #85716 - Reverted in 130b32a222a7585cfdde71aa561fb8b2c7d8083b
- ~~[ ] #85848 - Reverted in f6c46ca2f5cb2d039e4b26731570ca801741cc5d~~
(SKIPPED)
  - [x] #85795 - Reverted in 4684c3325a9135b6bf10eb43026f373993bf605d
  - [x] #85859 - Reverted in 0e0838fe11b7d9af4f62af4f7388ed8fb57bf49c
  - [x] #84873 - Reverted in 34407b79a45718a305f3bfe3fac7f129b4f1c51f
  - [x] #85864 - Reverted in 4b25a209c5019bb65922cd793aff339f20c3d026
- ~~[ ] #85845 - Reverted in a326246e81b7b9242bbf45e7ab3b31caf9ce8147~~
(SKIPPED)
  - [x] #85844 - Reverted in bdf1e6c1e3469884550d3211e51ec9303a022482
- ~~[ ] #85843 - Reverted in 41a8acb196af0988372b06ade7131d07d03daab3~~
(NOT BEING INCLUDED)
- ~~[ ] #85840 - Reverted in 4807bacea8418000f84d62ca0fb122846cab4929~~
(NOT BEING INCLUDED)
- ~~[ ] #85837 - Reverted in bc9edfa8666de14ca4e57e466146d753182a3a71~~
(NOT BEING INCLUDED)
  - [x] #85865 - Reverted in 14c958b465af40f0ff28b100047c4c572919ae19
- ~~[ ] #85818 - Reverted in a77256f74e2d330f5f76141eb9c994a8e5e45810~~
(NOT BEING INCLUDED)
  - [x] #85822 - Reverted in caba685be95fd336f0b09e88bccfb8856d5ad9b4
  - [x] #85794 - Reverted in 0d4de984eb8513d065e8ac724e8cde11f01d4ef7
  - [x] #85756 - Reverted in 9c5a7e1a5f895851493e149ccb5cd50e35cd6101
  - [x] #85852 - Reverted in 74303e5bbae8426a073d068ef4342d8acc420a09
- ~~[ ] #85841 - Reverted in e5831ce3cc87765cb13e6d342417bc1730780392~~
(NOT BEING INCLUDED)
- ~~[ ] #85834 - Reverted in 1be665204da791ec7520d0799c015157fc625953~~
(NOT BEING INCLUDED)
  - [x] #85792 - Reverted in 33b4e48175040f9f76ef83d3154f10c69589b6ad
  - [x] #85646 - Reverted in fd23a0d6c4c96470b688dc0a35370c61c7e32f61
- ~~[ ] #85799 - Reverted in 4a7a6d812f2f301c1e749c92f324223f9bde8a39~~
(NOT BEING INCLUDED)
  - [x] #85819 - Reverted in 8bf001b7889d3a4282947cd332833c473b98eac1
  - [x] #85479 - Reverted in 6aeb5ef4582c03febe0c914185d29f75df4d5d94
- ~~[ ] #85824 - Reverted in 9ca3edfaa17d97306ac73207ef32fd1272061f6b~~
(SKIPPED)
  - [x] #85406 - Reverted in 702280ff48c8aef44f4da9a85eb33a7bc5faa013
  - [x] #85778 - Reverted in ce0ec5c685aadb02ae049d6714f1d2fd6dae1f26
- ~~[ ] #85851 - Reverted in 610c68b275cf3c54181d36ce48bd97b0cce0665c~~
(NOT BEING INCLUDED)
  - [x] #85754 - Reverted in 5cbdda00c5335db79ea50aedba097de1d06bf91b
  - [x] #85266 - Reverted in abdfec798e5223dfa9d67e1967d7618454dbec28
- ~~[ ] #85823 - Reverted in 86b766abd3d77af8ad835a3464fc5ff95cc11079~~
(NOT BEING INCLUDED)
- ~~[ ] #85842 - Reverted in 7ddd47e26ef1bc336e92a6675a33ec3191039c16~~
(NOT BEING INCLUDED)
  - [x] #85857 - Reverted in e32312ee20e9fdccb6dd7c4dc2d185540bd2276b
  - [x] #85856 - Reverted in 7d5d74c2b55a08ef5553568e996053157359dbe2
  - [x] #85276 - Reverted in 1d6fa881e4aef1e6b368d5b6809bccb021fbbd2a
  - [x] #85886 - Reverted in f27d6cabdf8f06f29926616345fa82c4e1e48708
- ~~[ ] #85771 - Reverted in 019d898b601c9ef4d45b7ee0f2144518ee127ca9~~
(SKIPPED)
  - [x] #85464 - Reverted in adc00417795deb85f8aa6170b0f0a07c40c8798c
- ~~[ ] #85870 - Reverted in d69b998420bfb39693bb59b9b9a20611880fdafa~~
(NOT BEING INCLUDED)
- ~~[ ] #85869 - Reverted in 0063c69f111bb67144f9b379476250ce86c99eee~~
(NOT BEING INCLUDED)
  - [x] #85530 - Reverted in b40c93399411d277b3899e149196f3eb974f841f
- ~~[ ] #85871 - Reverted in 63908bbd0a71d0a2bd0a4691816c17cc9eb5310c~~
(NOT BEING INCLUDED)
- ~~[ ] #85832 - Reverted in b29dab083f091198d65a9b0754536f13a935dc2c~~
(SKIPPED)
- ~~[ ] #85825 - Reverted in d072b294ca3bc526df5128df45653db97ba38fe1~~
(NOT BEING INCLUDED)
  - [x] #85632 - Reverted in 290092c7d826aa5b100a38cd4bacc5330b39a934
  - [x] #85902 - Reverted in 76118d620e71f1819a9385863b689d9a8d4ea810
  - [x] #85906 - Reverted in 82623c2cc0fd9aee3e79c95fe5558146c59bc941
  - [x] #85907 - Reverted in 68b7305f21240ca28c33afc904ee532966b7c4bd
  - [x] #85449 - Reverted in ab86a79339ef7b01ceb08dc7279c698927ebcbfa
- ~~[ ] #85875 - Reverted in 0a1fcda90e638e66d574c247e93f0669d0c27b0e~~
(NOT BEING INCLUDED)
- ~~[ ] #85861 - Reverted in 6dad5111aa144860371c93a2d78094fe3d39a7e1~~
(NOT BEING INCLUDED)
  - [x] #85264 - Reverted in dc1d2dcc995f33fc5773e037f5171e9516897281
  - [x] #85726 - Reverted in dbd9ec81586c87c1ab2afc43d43c4f020907dc1b
  - [x] #85730 - Reverted in 7de2c2a1d012ccb03f82c6beabd71a66aa0f910a
  - [x] #85880 - Reverted in 02169d2f28611765997fa332dda69c8031436fd1
  - [x] #85176 - Reverted in e3c85aae1cf665c9892bf7280b7b48ea42323198
- ~~[ ] #85887 - Reverted in 56b35f294b303fd30fbd7685011d37b456d584c7~~
(NOT BEING INCLUDED)
  - [x] #85883 - Reverted in 53be06a505ebd8581114bba8590e378d387b6c1a
- ~~[ ] #85882 - Reverted in a8877ff0083ca5753e3d3b1b9c9edc3613fa6570~~
(NOT BEING INCLUDED)
  - [x] #85895 - Reverted in 741235d41b3a19a40434653f1c14fc0999fac9c3
- ~~[ ] #85746 - Reverted in b7aebb6e5788f6c484173f0a5e29f042ea0c8560~~
(NOT BEING INCLUDED)
- ~~[ ] #85889 - Reverted in d677231d8c55efcd2cf427d510d961cd00f186c7~~
(NOT BEING INCLUDED)
- ~~[ ] #85888 - Reverted in 693f79abae54980ee098d602ed79926d51d5094b~~
(NOT BEING INCLUDED)
  - [x] #85898 - Reverted in 4f41fda23e6b9711aef5d00836591c1ac230612e
- ~~[ ] #85821 - Reverted in 738c9a75f65c4a376da36ad208e1fd8fdeac1ff0~~
(NOT BEING INCLUDED)
  - [x] #85694 - Reverted in f7ea4d19cdaa2067c87c43362b514c684b56b1f3
  - [x] #85308 - Reverted in 4a89b62774da5e9ec9ea241c60ec2a99f51f9bed
  - [x] #85904 - Reverted in 999dbe1773cc7488c629bb8d0d21be5454dbef60
- ~~[ ] #85901 - Reverted in bbf832da9e0c61ad25221530df3b1e93cace25dd~~
(NOT BEING INCLUDED)
- ~~[ ] #85896 - Reverted in 542fe408728faaef8a16869e13c4661018a8a07c~~
(NOT BEING INCLUDED)
  - [x] #85927 - Reverted in 7dc87df28e79ef3e9f3fad83cc0907d2dc867c47
  - [x] #85908 - Reverted in bcca80f073a486ca7908e9636d0e8b275c2085bf
  - [x] #85929 - Reverted in 094bf3610a73961f6433a52ada1a52f25d853738
  - [x] #85877 - Reverted in 5874cafd0dab8d3bd61cf1f662793c2708f42dcc
  - [x] #85903 - Reverted in b3ba8fffc5548e0f2ae6bada3baf10bad3c75e54
- ~~[ ] #85913 - Reverted in 67f7ec48d20f9a64ce4664fa2c452a25b60db59e~~
(SKIPPED)
  - [x] #85914 - Reverted in 7efcd3a5f7fef33c2a1625386bfead80a6ed5309
  - [x] #85917 - Reverted in fc50a5ff998d0e7269131a029e533e90e9dc3c54
- ~~[ ] #85949 - Reverted in 10a8e0f5c69e3ca1eb6e26f00945bfe226598bc2~~
(NOT BEING INCLUDED)
- ~~[ ] #85338 - Reverted in 847549ab938f77464829b1392a1b6f2b2f4b9e8f~~
(SKIPPED)
- ~~[ ] #85922 - Reverted in 3d9388249b8c322aac5dd4980d4ab4673ca01006~~
(SKIPPED)
  - [x] #85923 - Reverted in 2c6ffa4decf40eb52a92353aeb98aee8cbc7b4a2
- ~~[ ] #85920 - Reverted in 1de5b03981d9fcf9c2e6823bffa515fb939aa541~~
(NOT BEING INCLUDED)
  - [x] #85919 - Reverted in 1773e9baccdc941285f56ccb416f5c7125b031ef
  - [x] #85271 - Reverted in aecf8002cf2807a76b6b295867e50392b4bc4534
  - [x] #85918 - Reverted in 023ec3a4d1b1b2fc8f596fea65a77ddc9a06689f
  - [x] #85924 - Reverted in e4886079ad90f33628ac59e0793dfbbc8b8b9420
  - [x] #85928 - Reverted in 7470b7d5ac40be21c345e8825f4c4efc4738e29f
  - [x] #85926 - Reverted in 7761c9e3a1f442f37d4db4b27e5d78fae95edf00
  - [x] #85900 - Reverted in 633736cb0655dc464e9794666c63ae6ec7689826
  - [x] #85909 - Reverted in a47c7ec8a77bd02f8b7bb1ce3c621efbe57077c3
- ~~[ ] #85931 - Reverted in 9bc7a412982da6fbdb9cd24570d98877b76a45c3~~
(NOT BEING INCLUDED)
- ~~[ ] #85894 - Reverted in c15e1711656929aeb59f482145ecf029b40d58b8~~
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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
Waterpig 0f1fced38f Icon unit test fixes (#29530)
* Fish

* Revert "[MIRROR] Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). (#29461)"

This reverts commit e6e2af8b4c.

* asset protection fix
2024-08-22 18:59:44 +02:00
SkyratBot 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
SkyratBot e6e2af8b4c [MIRROR] Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). (#29461)
Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip).

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-08-21 07:10:59 +07:00
John Willard 1880003270 Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request

Currently to check for Silicon access, we do:
``if is silicon or is admin ghost or has unlimited silicon privileges or
has machine remote in hand``
What has unlimited silicon privileges? Bots, Drones, and admin ghosts.
To check for AI access, it just checks for AI instead of silicon, and
doesnt check for unlimited silicon privileges.

This was kinda silly, so I thought I should make this a little easier to
understand.
Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or
``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost,
since now instead of being a var on the client, we moved it to using the
same trait but giving it to the client instead, but since we have to
keep parity with previous functionality (admins can spawn in and not
have this on, it only works while as a ghost), I kept previous checks as
well.

No more type checks, removes a silly var on the mob level and another on
the client.

Now while I was doing this, I found a lot of tgui's ``ui_act`` still
uses ``usr`` and the wrong args, so I fixed those wherever I saw them,
and used a mass replace for the args.

Other changes:

- machinery's ``ui_act`` from
https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced
with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin
ghosts no longer get kicked off things not on cameras. This was my
fault, I overlooked this when adding Human AI.
- Human AI's wand gives AI control as long as it's in your hand, you can
swap to your offhand. I hope this doesn't end up going horribly,
otherwise I'll revert this part. It should let human AIs not have their
UI closed on them when swapping to eat food or use their door wand or
whatnot.
- Bots previously had special checks to scan reagents and be
unobservant, I replaced this with giving them the trait. I also fixed an
instance of unobservant not being used, so now statues don't affect the
basic creature, whatever that is.

## Why It's Good For The Game

This is an easier to understand way of handling silicon access and makes
these mobs more consistent between eachother.
Other than what I've mentioned above, this should have no impact on
gameplay itself.

## Changelog

🆑
fix: Statues don't count as eyes to creatures.
fix: Human AIs and Admin ghosts no longer get kicked off of machines
that aren't on cameranets.
/🆑
2024-08-19 10:43:45 +00:00
John Willard b6d3e114da Adds taunting as a replacement for spin/flip in style meter and parrying (#85605)
## About The Pull Request

Replaces spin/flip's uses in mining's style meter and bitrunner's
projectile parrying and instead uses a new emote, taunt. It also does
not play a sound effect for emoting, only when you successfully block a
projectile.

The parrying time from the flip was 1.4 seconds, with taunting it is now
0.9 seconds. Taunting also has a cooldown of 1.5 seconds between uses.

https://www.youtube.com/watch?v=cJGuEqNhqUs


https://github.com/user-attachments/assets/1c6bf8b2-6a0d-4ae2-9b5b-9c6e619e76d6

## Why It's Good For The Game

Spin and flip are emotes that get a little boring and repetitive, which
makes its complete overuse quite annoying to see.
Compared to spin, taunting is a quick turn, which stacked with the
cooldown, makes it a shorter and un-overusable emote.

It also has a cooldown of 1.5s between hits, so players now actually
have a limit to how much they can parry/style. Currently if you have
some way to regenerate stamina damage, you're pretty set to spam parry
all projectiles at essentially no cost, since emotes cost nothing to
use, removing the limit of having to actually time it.
I wouldnt say falling over is necessarily a downside since anyone who
uses these items for a while can quickly figure out exactly hwo to
maximize parrying time.

## Changelog

🆑
add: Added Taunting, a faster and cooldowned version of the Spin emote.
balance: Wizards blocking projectiles with Transparence and the
bitrunner matrix skillchip now have a visible effect of deflecting the
projectile.
balance: The bitrunner skillchip now uses taunt instead of flip.
balance: The style meter now uses taunting instead of flips and spins.
/🆑
2024-08-19 01:05:56 +00:00
Ghom ce0a9c932e Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). (#85892) 2024-08-18 16:08:08 -04:00
Ghom 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
SkyratBot 712e5a9e95 [MIRROR] Drunken Brawlening: Intoxication alters your unarmed effectiveness, bartenders are stronger fighters while drunk, deterministic stagger combo is back (your average assistant doesn't get knockdowns) (#29412)
* Drunken Brawlening: Intoxication alters your unarmed effectiveness, bartenders are stronger fighters while drunk, deterministic stagger combo is back (your average assistant doesn't get knockdowns)

* Ready

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
2024-08-17 15:25:50 +00:00
necromanceranne 0b68257da1 Drunken Brawlening: Intoxication alters your unarmed effectiveness, bartenders are stronger fighters while drunk, deterministic stagger combo is back (your average assistant doesn't get knockdowns) (#85449)
## About The Pull Request

### Intoxication and Punching

Being drunk juuuust enough allows you to land stronger punches and take
punches a little more easily.

However, being TOO drunk makes you WORSE at these things, and makes your
unarmed accuracy an unarmed PENALTY. Don't get drunk if you can't hold
your liquor.

However, fighting drunk makes you really sick, so be careful as to not
suddenly start vomiting everywhere.

### Drunken Brawler

Bartenders are now drunken brawlers. They gain additional punching
prowess if they're ever intoxicated, it does not matter how much nor do
they ever suffer a penalty as a result of being TOO drunk.

The more damage the bartender has taken, the stronger they hit back.
(added by recommendation from WalterTruck) I have to mess the scaling on
this more.

### Stagger Combo/Unarmed Combos

The stagger combo is back, but significantly less stun heavy except on
the extreme ends of unarmed upgrading.

When your opponent has been sufficiently damaged enough, staggered and
doesn't have any riot protection gear on, you can inflict additional
status effects when you punch an opponent.

The necessary value for this effect is: Half the target's Brute and Burn
damage combined exceeds a value of: Limb accuracy + armor block (min.
40. max 200)

While the thresholds are more deterministic, the effects are random. The
better you are at punching, the better the effect, but the higher your
targets armor, the weaker the effect. All effects are positive for the
attacker and negative for the target.

The dice roll is such; (a roll between -20 to 20) + limb accuracy -
armor block

| Stage/Value | Effect |
| ------------- | ------------- |
| Stage 1 (-Infinity to 0  | Staggered for 1 second |
| Stage 2 (1 to 10)  | Eye Blur for 5 seconds |
| Stage 3 (11 to 30)  | Eye Blur, Dizzying, Confusion for 5 seconds |
| Stage 4 (31 to 40)  | Blindness, Dizzying, Confusion for 5 seconds |
| Stage 5 (41 to 45)  | Knockdown for 4 seconds |
| Stage 6 (46 to Infinity) | Knockdown for 4 seconds, 5 Brute with huge
wound chance |

Stages 5 and 6 are not possible to reach for roundstart humans who
aren't intoxicated. It is almost impossible to get high effects against
someone who is in full security gear as a roundstart human

### Minor Changes

Any unarmed related thresholds or values that would use Stamina damage
now use half of the total of Burn and Brute damage on the relevant
individual. This affects punch accuracy, the threshold for getting a
stagger combo, and the threshold for someone being more vulnerable to
grabs.

## Why It's Good For The Game

I just really wanted to add some drunken brawling/drunk fist style
martial art stuff because I thought it would be fun, and bar brawls are
where most people start fist fights. It's thematically entertaining.

The bartender, by extension, should be pretty proficient at this kind of
brawling. It also works out great when working with chefs to beat people
up with their fists in their own, more unrefined style.

The situation with the unarmed knockdown/stamina pr was kind of a mess,
since at the time I was already going to take it out after discussing
things with Walter and we were working out some alternatives together.
But uh...well, it wasn't to be. Particularly, there was a lot of stuff
in unarmed fighting that used Stamina damage that didn't actually get
removed at all. So this cleans that up.

I said I'd find a good alternative down the line to fill that gap, and
this is it. For your run-of-the-mill fistfights, there are no random
knockdowns. It's only when you are actually trying to brawl with a
cybernetically enhanced human that this kind of thing starts to crop up.
Or your opponent is a golem. Or you are both really drunk (and thus
everyone starts vomiting because they're getting beaten up)

The average assistant beating up another assistant is at best going to
inflict some eye blurring and dizziness, assuming the fight even lasts
that long. But this should be sufficient to create space to escape, or
even meaningfully disable someone who might simply be invading your
department. It is much less helpful against a more sufficiently geared
opponent.

The main reason for focusing on this is to give the average joe some
kind of way for a heel turn in the event they're having to scuffle with
departmental invaders or escape some determined opponent. It does not,
however, allow them to manhandle a nuclear operative in an elite suit
while our would-be hero is entirely butt-naked and drunk. Not that they
shouldn't try, that's funny as hell.

Thus, the effects chosen are more useful for escaping and befuddlement
than necessarily stopping the fight outright. If you have improved arms,
your arms are weapons and start to act like them, so you start seeing
more significant results.

It is also a nice thematic tie to unarmed's zany cousin; tackling, since
the randomized effects are borrowing the logic form there, and it is
cool to have those tied a bit closer.

## Changelog
🆑
add: Drunken fist fighting now has bonuses and penalties based on how
intoxicated you are. Controlled liquor intake could make you a better
brawler. Though you might vomit if you go too hard.
add: Bartenders are now Drunken Brawlers. If they're drunk at all (no
matter how drunk), they're stronger at fist fighting.
add: Reintroduces the deterministic stagger combo. The effects of the
combo are more varied, and based on attacker unarmed effectiveness and
the defender's armor. Read the PR for more details. It's complicated.
qol: Unarmed effects that would utilize stamina values now use a split
of half brute, half burn to determine outcomes or for meeting
thresholds. This affects; punch accuracy, stagger combo thresholds and
grab vulnerability thresholds.
/🆑
2024-08-17 00:31:10 +00:00
SkyratBot 0417291d86 [MIRROR] Adds a copy of the famous 1995 musical "Space Station 13: The Musical" to contraband of the autodrobe (#29332)
* Adds a copy of the famous 1995 musical "Space Station 13: The Musical" to contraband of the autodrobe (#85724)

## About The Pull Request

Adds a copy of the famous 1995 musical "Space Station 13: The Musical"
to contraband of the autodrobe

It's a "skillchip" that forces you to sing while implanted and active

(these messages were typed normally)

![image](https://github.com/user-attachments/assets/127a4418-0863-41c1-91ba-adc21438ca9b)

![image](https://github.com/user-attachments/assets/a9da1c4f-1337-4f76-93ac-82922fe153b9)

![image](https://github.com/user-attachments/assets/b5da247a-b8c4-48f9-8a8b-41dcbfc63ca0)

## Why It's Good For The Game

Makes it easier for entertainers to put on their own version of that
historic musical

## Changelog

🆑 Melbert
add: Adds a copy of the famous 1995 musical "Space Station 13: The
Musical" to contraband of the autodrobe
/🆑

* Adds a copy of the famous 1995 musical "Space Station 13: The Musical" to contraband of the autodrobe

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-08-15 11:55:27 +02:00
MrMelbert 1b19505cc1 Adds a copy of the famous 1995 musical "Space Station 13: The Musical" to contraband of the autodrobe (#85724)
## About The Pull Request

Adds a copy of the famous 1995 musical "Space Station 13: The Musical"
to contraband of the autodrobe

It's a "skillchip" that forces you to sing while implanted and active

(these messages were typed normally)


![image](https://github.com/user-attachments/assets/127a4418-0863-41c1-91ba-adc21438ca9b)


![image](https://github.com/user-attachments/assets/a9da1c4f-1337-4f76-93ac-82922fe153b9)


![image](https://github.com/user-attachments/assets/b5da247a-b8c4-48f9-8a8b-41dcbfc63ca0)

## Why It's Good For The Game

Makes it easier for entertainers to put on their own version of that
historic musical

## Changelog

🆑 Melbert
add: Adds a copy of the famous 1995 musical "Space Station 13: The
Musical" to contraband of the autodrobe
/🆑
2024-08-14 13:27:11 +02:00
LemonInTheDark 4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

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

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

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

## Path To Merge

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

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

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

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

## What does it look like?


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

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

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

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

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

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

## Credits

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

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

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

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

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

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

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

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

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

</details>

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

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

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

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

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

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00
SkyratBot 112ee9893f [MIRROR] Cult vs Heretic overall polishing (#28981)
* Cult vs Heretic overall polishing

* Update signals_mob_living.dm

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-24 22:42:29 +05:30
carlarctg 9855ee0966 Cult vs Heretic overall polishing (#84908)
## About The Pull Request

Renamed the Crimson Focus to the Crimson Medallion

Fixed harvesters not being properly bound to their master, nor dying
when they do

Fixed heads totally overriding cultist sacrifice rewards

Heretic blade now converts to a nullblade

Added wooshing, shaking, and glowing to flinging around with the heretic
blade

Removed the probability to not gain a reward when sacrificing a cultist

## Why It's Good For The Game

> Renamed the Crimson Focus to the Crimson Medallion

I heard bradley say this and it sounded better, differentiated it from
the amber focus, gave it a unique identity

> Fixed harvesters not being properly bound to their master, nor dying
when they do

Now you can track your master through the arrow though

> Fixed heads totally overriding cultist sacrifice rewards

Whoops

> Heretic blade now converts to a nullblade

Everyone loves these and it fits more-ish

> Added wooshing, shaking, and glowing to flinging around with the
heretic blade

I am the flavor master

> Removed the probability to not gain a reward when sacrificing a
cultist

This was 'pre-balancing' which is a cardinal sin in my books. It
shouldn't exist without a good reason, plus the implementation is poor.

## Changelog

🆑
spellcheck: Renamed the Crimson Focus to the Crimson Medallion
fix: Fixed harvesters not being properly bound to their master, nor
dying when they do
fix: Fixed heads totally overriding cultist sacrifice rewards
add: Heretic blade now converts to a nullblade
add: Added wooshing, shaking, and glowing to flinging around with the
heretic blade
balance: Removed the probability to not gain a reward when sacrificing a
cultist
/🆑
2024-07-21 16:01:35 +00:00
SpaceLoveSs13 426cc6e7fa More missed prs (#28921)
* Handful of missed mirrors (#3739)

* fix duplicate traits

* Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003)

This PR does a few things but centrally it's all centered around
mechanically enforcing what items are and are-not considered contraband
in-game.

Contraband items are visually indistinguishable from non-contraband. If
an item is Contraband, it can only be detected in two ways:
* After being scanned by an N-Spect scanner, which is a standard item
security item, assuming it still has a charge to do so.
* Via a scanner gate, which can now be upgraded with an N-spect scanner
to allow for it to scan a person and all their contents for contraband.

Contraband items are intended to be determined both logically and
through other relevant examine text. However, here's the short list of
items that are considered contraband, reserving the right to expand the
list.

<details>
  <summary>In hindsight it's kind of a long list.</summary>

* Items that have "contraband" or "illegal" in the name or description.
* Items that allow for the player to obtain other illegal items, that
are NOT particularly stealthy.
* This means that a syndicate uplink is NOT considered contraband, as
they're typically hidden on your person as something else.
* Stealth items under the syndicate uplink, the revolutionary flash, and
some mapped in dangerous items that can come from both syndicate and
company-aligned resources are not considered dangerous.
* Items that are purchased from cargo after emagging or switching to
extended cargo range.
* Items purchased FROM syndicate uplinks, the wizard knowledge scroll,
or other antagonist shops.
* Cursed artifacts/tools magically produced by cultists or heretics.
* Items purchased from the blackmarket.
* Items purchased from the contraband section of vending machines.
* Some drugs and overtly dangerous or criminal byproducts.

</details>

Well, primarily, this is an aid for in-game enforcement of space law.
Based on the length of the above list, we have a LONG, LONG list of
items in-game that are technically considered, in one way or another,
illegal to have on the station, and yet without either metaknowledge of
what those items are, or how they're used, security officers lack some
of the certainty of how to deal with these kinds of encounters.

Additionally to the knowledge aspect of this trait, security officers
may now receive a new civilian bounty to collect items that are
considered contraband, also giving them an incentive to look for and
confiscate contraband that's been found across the station while
upholding space law.

Security has a bounty for 3 different rechargers, and considering access
limitations, most security players aren't going to make this exchange,
so I've lowered the required amount down to 1.

Adjusted the N-spect scanner's description to match it's new
functionality.

The Civilian bounty TGUI now has an additional 1 point of padding to
make it feel less cramped.

https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d

**Updated as of 6/19/2024:**
Additionally, some storage items will block the presence of contraband
when going through a contraband aligned scanning gate. These items
include the infiltrator modsuit core, storage implant, void cloak, the
aptly named smuggler's satchel, and the chameleon kit's backpack.

**Updated as of 6/23/2024:**
N-spect scanner now has contextual screentips.

**Updated as of 6/29/2024:**
Scanner gates are now available in all lathes that have a feature
specific to how scanner gates function. So, includes cargo (contraband),
security (weapons), and medbay (diseases).

Originally, this started out as a way to be able to provide more
in-character and in-flavor bounties for security officers, because they
suck! Most security bounties as they exist right now do the worst
possible things from all respective bounties:
* They detract away from a job's actual responsibilities as opposed to
working with them.
* They're best completed while sitting next to your lathe and running
items back to the bounty pad.
* They exist with such esoteric rarity of high quantity of items that
it's miserable to fulfil.

As a result, I started work on this as a framework to allow security
officers to be further incentivized to collect contraband across the
station, either as a result of the gamemode or just through routine
patrols across the station.

Implementing it as a learning tool for security as well just happened to
work out as an additional bonus, and having a function in-game allowing
newer or less experienced players to know if an item is considered
dangerous or conspicuous also works as a particularly good way to
provide information where a player may not know what they're up against.

If nothing else, this might be interesting to try, and if not, I'll just
snip out the QOL changes from it and we'll see how it goes.

Going forward, I am a bit hesitant about the contraband scanner gate
mode, and as such, will try working with the admin team to determine if
that's a good feature to keep around for game health, while hoping to
give it a chance in the fullness of time.

🆑
add: Items spawned via traitor uplinks or are known illegal contraband
on the station can now be scanned and identified as such by the N-spect
scanners in security. These only applies to overt traitor or antagonist
items, and "stealth" items will not be seen as such.
add: Scanner gates can now be upgraded by using an N-spect scanner on it
to unlock "contraband scanning" mode.
add: Security officers can now be offered a bounty to turn in pieces of
contraband.
add: Some stealthy storage items like storage implants, smuggler's
satchels, void cloaks, the infiltrator modsuit, and the chameleon
backpack will block the presence of contraband on your person when
placed inside.
qol: N-spect scanner contextual screentips.
balance: Recharger security bounties ask for a quantity of 1, down from
3.
qol: security, cargo, and medbay have access to scanner gate boards.
/🆑

---------

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

* Adds six new strange object powers! (#84775)

DESIGN CONCEPT: Strange Devices are at their best when they're odd tools
which can help a department out, with some strange drawbacks that make
them interesting and unique. Foam for the Janitor, Flashbang for
Security, Teleporter for tiders, Corgimaker for the chef. They're also
ambiguous enough that they can really be used by anyone for silly
hijinks.

Drink Dispenser: Creates a glass, then fills it up with a random drink.

Bioscrambler: After a noticeable warning, bioscrambles people nearby.
33% chance to be used up on use.

Recharger: Shocks you, but recharges one random item to max battery.

Hugger: Hugs everyone in range as if you had the friendly trait.

DImensional: Converts the surroundings to a random material-theme. Each
use increases cooldown by two seconds.

Disguiser: Drops your clothing to the ground and replaces it with a
delete-on-drop costume and a randomly assigned cardboard ID.

Removed an unused and unusable shock flag.

Removed an unused dumb ghost item.

Added a proc that returns a hex color with the # attached.

> DESIGN CONCEPT: Strange Devices are at their best when they're odd
tools which can help a department out, with some strange drawbacks that
make them interesting and unique. Foam for the Janitor, Flashbang for
Security, Teleporter for tiders, Corgimaker for the chef. They're also
ambiguous enough that they can really be used by anyone for silly
hijinks.

Request by ArcaneMusic! He wanted new abilities to go along with the new
sprites, and approved these.

> Removed an unused dumb ghost item.

please stop using costume subtypes for OP items. whats the damn point of
the subtype if youre just going to screw with it

> Added a proc that returns a hex color with the # attached.

idk why it didnt have this tbh

🆑
add: Adds six new strange object powers! Drink dispenser, bioscrambler,
recharger, hugger, dimensional, disguiser.
code: Removed some unused code and items, and added a proc that returns
a random #colorstring.
/🆑

* [NO GBP] the random spawner loot weight config is not an integer (#84814)

Sets `integer` to false.
Also a tidbit about the `skew_loot_weight` proc, though loot lists with
uneven weights all tend to add a value to all entries so it isn't an
issue.

The config isn't an integer.

N/A

* The techweb no longer erroneously refers to MODsuits as exosuits (#84800)

At some point, some of the techweb node descriptions were changed, so
that it referred to certain modsuits as exosuits. This just changes it
back.

The term "exosuit" is generally used for mechs, not modsuits. The
techweb descriptions should refer to modsuits as modsuits.
🆑
spellcheck: The techweb no longer erroneously refers to MODsuits as
exosuits.
/🆑

* Adds new hairstyle - Short Bangs 2 (#84804)

Adds a new hairstyle called Short Bangs 2.
The hairstyle is basically an edit of the existing double buns, except
the hair buns themselves are removed.

https://github.com/tgstation/tgstation/assets/66234359/38fe3b09-c42b-43e6-9e30-949428aab506

More customization, variety and character flavor is great. Double buns
itself is a good hairstyle but some may not like the hair buns out of
personal preference or that it can look weird on non-human species like
felinids.

🆑 Hardly3D
add: Added new hairstyle: Short Bangs 2
/🆑

* Offset render relays for non-offsetting planes to match highest matching render plane (#84184)

**Alternate title: "Fix blind people getting so blind they become deaf
when going down a flight of stairs"**

So 'bout half a week to a week ago I overheard a friend complaining
about blind people not seeing runechat on lower multi-z levels. Asked a
bit, apparently they'd reported this about half a year ago, and it's
still an issue.
So in my never-ending hubris I decided to just go and fix it!
Now, admittedly? I really _really_ do not get the rendering system we
use.
The simple options were right out: we can't allow the fullscreens plane
to be offset, as this causes issues with looking up/down, or disallow
runechat from being offset, which causes issues with runechat from other
levels.

After poking our very cool and smart rendering guy several times over
the course of the last week, this is what we got to:

We simply make the rendering relays for non-offsetting plane masters
point to the highest rendering plane that matches the target.
We do this by offsetting the rendering relays in place, by adjusting
their plane and layer values to match the new offset, with a new
`offset_relays_in_place(new_offset)` proc called in
`/datum/plane_master_group/proc/transform_lower_turfs(...)`.
Importantly, we compare the current layer values to what they should've
been, so we don't accidentally override relays with custom-set layers.

This fixes our issue (as tested on wawastation):
<details>
  <summary>Images</summary>

![image](https://github.com/tgstation/tgstation/assets/42909981/c6a10e04-dd08-4642-bc4d-d99ae5004a40)

![image](https://github.com/tgstation/tgstation/assets/42909981/740dc894-7495-4c35-b729-ffcc539ca928)

![image](https://github.com/tgstation/tgstation/assets/42909981/986433a7-e66e-408a-8e77-1f1eb89cb67c)

</details>

Fixes #80376.
🆑
fix: You can see runechat above fullscreen overlays on lower multi-z
levels again. Rejoice, blind players. Please report any weird rendering
layering issues.
/🆑

* illegal tech flag got changed

* Automatic changelog for PR #84003 [ci skip]

* Automatic changelog for PR #84775 [ci skip]

* Automatic changelog for PR #84800 [ci skip]

* Automatic changelog for PR #84804 [ci skip]

* Automatic changelog for PR #84184 [ci skip]

* Makes the smoking pipe sprite not give you a phantom stache. (#84898)

The smoking pipe currently gives you a phantom stache. Observe, note the
black background and know this character has no facial hair.

![image](https://github.com/tgstation/tgstation/assets/70115628/2939afa9-e4e4-4ee2-b38b-fc517e207d01)
I basically adjusted the pixels so it'd look better from different
directions.
This is the new look - approximately.

![image](https://github.com/tgstation/tgstation/assets/70115628/55e23d8e-2367-468a-94c2-9c5741f34762)
Smoking pipe is cool for RP but the sprite's fucked.
🆑
image: the smoking pipe's directional looks have been altered to make it
less ugly
/🆑

(cherry picked from commit c499c51bb3)

* Automatic changelog for PR #84898 [ci skip]

(cherry picked from commit 1e80a72dee)

* Revert "Automatic changelog for PR #84898 [ci skip]"

This reverts commit 1ddc7d43de30bb7ef029d1ddd39f86ded94e110c.

* Revert "Makes the smoking pipe sprite not give you a phantom stache. (#84898)"

This reverts commit b66b9d634e5f28e40e800586d4642468049767e6.

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
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Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* Another batch of missed mirrors :) (#3811)

* Fixes bookshelf attackby (#84929)

Closes #84884
Adds early returns, cleans up and fixes whatever was going in bookshelf
attackby code due to lack of early returns and state weirdness.

🆑
fix: You can attack bookshelves in a variety of states once more
/🆑

* You can no longer move chairs as a ghost (#84972)

Partially handles #84971

🆑
fix: Ghosts can no longer move chairs
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>

* Split security gloves from black gloves, gave sprites to those and tackling gloves, moves tackling to right-click (#84909)

Added security gloves, which have the fast cuff trait. Normal black
gloves no longer have them.

Adds sprites for security and tackling gloves, moves tackling to
right-click!

Also added blue security gloves for the blue sec PR. Whoever merges it
first will, assumedly, add it then.

Sprites here:

![image](https://github.com/user-attachments/assets/034628df-91b4-4c17-b018-a67beb76ae1c)

Moved tackling to right click.

> Added security gloves, which have the fast cuff trait. Normal black
gloves no longer have them.

Didn't make any sense that normie gloves had these. It was an
undocumented feature! Why can jannies fast cuff!

> Adds sprites for security and tackling gloves, moves tackling to
right-click!

Really smells that these don't have sprites so I quickly slapped some
up, edited from tackler and CE insuls.

> Also added blue security gloves for the blue sec PR. Whoever merges it
first will, assumedly, add it then.

We can't have blue sec with red gloves!!!

> Moved tackling to right click.

It's so fuckin annoying to accidentally tackle when you're trying to
throw something. It's the biggest thing that prevents me from putting on
gloves. Now it'll rarely, if ever, be a problem: Pressing right click
while thowing mode is on is unlikely to ever happen accidentally.

🆑
add: Added security gloves, which have the fast cuff trait. Normal black
gloves no longer have them.
imageadd: Adds sprites for security and tackling gloves, moves tackling
to right-click!
imageadd: Also added blue security gloves for the blue sec PR. Whoever
merges it first will, assumedly, add it then.
qol: Moved tackling to right click.
/🆑

* Lavaland raptor barn improvements  (#84967)

This PR re-maps the lavaland raptor barn to:
1. Have bridge access from public and regular mining so people are not
forced to build one themselves
2. Give the area a bit of spice to look more visually interesting
3. Gives anyone working on raptors less of a giant walk to go eat

![pee
arr](https://github.com/user-attachments/assets/34c44db8-878a-48a4-9888-850a6770d74e)

<details><summary>In game screenshots</summary>

![Merde Stopover Theta 2024-07-14
165108](https://github.com/user-attachments/assets/025157b7-2b6d-4447-8d98-ec3efde4fc10)

![Merde Stopover Theta 2024-07-14
165104](https://github.com/user-attachments/assets/36e98170-977a-4288-8ad1-8684c4510a65)

![Merde Stopover Theta 2024-07-14
165059](https://github.com/user-attachments/assets/1a264fc1-5dbd-4d82-a68b-1b004141429e)

![Merde Stopover Theta 2024-07-14
165036](https://github.com/user-attachments/assets/fa96b5f2-338e-4370-9bcc-8bf4a0f9543f)

![Merde Stopover Theta 2024-07-14
165031](https://github.com/user-attachments/assets/b333df16-38bd-472d-aad0-4f868d4e6a77)

</details>

It seems like a major oversight that there was no reliable walkway to
and from the barn. Additionally, the barn currently looks out of place.
This PR makes it a cohesive themed area, making it more comfortable and
attractive to interact with while fitting better into the overall "on
lavaland" theme.

🆑 Thedragmeme
qol: re-maps the raptor barn to not stick out like a sore thumb
fix: Miners and the public both can access the raptor barn without
having to make a bridge themselves
/🆑

* Human AIs get a portable crew monitor, loses borg costume and implant (#84965)

Removes Human AI's teleport blocker implant and borg costume and gives
them a portable crew monitor in their bag instead.

I originally gave human AIs a teleport blocker so it would be a little
harder to leave the SAT, but I don't think it should be impossible. With
enough effort and determination, it should be possible for a human AI to
go get their own food or go interact with crew and whatnot. Their
slowness is meant to be a deterrent and I think it is a fine one that
doesn't need this extra implant, not to mention that I'd like to keep
cybernetics on the human AI to a minimum.
In the original Human AI PR, I had given them a borg costume before they
got their own custom outfit. Now that I gave them that, the borg costume
is now just outdated. They shouldn't look like a borg to their borgs,
they should stand out.

As for the portable crew monitor, I thought it would be the best way to
give human AIs the ability to see people's vitals like AIs could, but
only if their sensors are maxed. AIs can only see people's medhuds if
the person's sensors are on so they don't necessarily need one, they
just won't see things like diseases and such, which I think is fine.

🆑
balance: Human AIs no longer have a teleport blocking implant or borg
costume, but now has a portable crew monitor.
/🆑

* You can fire PKAs/plasma cutters point blank at turfs (#84974)

Due to point blank checks in guncode you weren't able to fire PKAs or
plasma cutters at turfs point blank, requiring you to aim at least 1
tile away - making mining with those annoying without mesons.

If you click at a turf in front of you with a mining tool, you expect it
to actually work.

🆑
qol: You can fire PKAs/plasma cutters point blank at turfs.
/🆑

* fixes a big harddel source (#83987)

this hard delete would happen everytime a player joins/observers the
round. upon using the ref tracker i discovered this problem was caused
by movable/screens not cleaning up after their owning huds if it gets
deleted. i didnt weakref it was cause it meant id have to resolve it in
so many places, but if weakrefing is preferable i will do it

![image](https://github.com/tgstation/tgstation/assets/138636438/d4b5465e-85b6-4e79-80a7-551684bdd831)

fixes a hard delete

* Automatic changelog for PR #84929 [ci skip]

* Automatic changelog for PR #84972 [ci skip]

* Automatic changelog for PR #84967 [ci skip]

* Automatic changelog for PR #84965 [ci skip]

* Automatic changelog for PR #84974 [ci skip]

* Adds Missing Icon States

This should shutup CI

* This nonsense

* Update sec_clothing_overrides.dm

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: Thedragmeme <81540056+Draggeru@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
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Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>

---------

Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
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2024-07-20 14:23:30 +05:30
SmArtKar 8d9534969f Fixes bookshelf attackby (#84929)
## About The Pull Request

Closes #84884
Adds early returns, cleans up and fixes whatever was going in bookshelf
attackby code due to lack of early returns and state weirdness.

## Changelog
🆑
fix: You can attack bookshelves in a variety of states once more
/🆑
2024-07-15 21:25:35 -06:00
SkyratBot 7463f71b5e [MIRROR] Buffs the Matrix Flip skillchip (#28762)
* Buffs the Matrix Flip skillchip (#84658)

## About The Pull Request
Amps up the duration of the flip and the bullet dodging to 1.4 seconds
(from 0.8). EDIT: I've added a check to prevent matrix-flipping into
stamcrit (unless the emote wasn't intentional) and lowered the stam cost
very slightly to allow for a fifth flip.

## Why It's Good For The Game
I've tested the thing, with and without stun immunity (which prevents
stamcrit from overusing it), hulk, rapid gloves, against the colossus
and turrets at the tdome. It's pretty meh overrall, having to keep
spamming the flip hotkey to keep it going, and the duration isn't all
that useful since you can't easily foresee when something or someone's
going to fire at you, or react in time. This is likely going to stay a
gimmick, albeit a less crappier one.

## Changelog

🆑
balance: Buffed the matrix flip skillchip duration. Lowered the stamina
cost very, very slightly.
qol: You can now longer matrix-flip yourself into exhaustion, unless the
emote is unintentional.
/🆑

* Buffs the Matrix Flip skillchip

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-11 19:38:35 +05:30
Ghom aba588abb5 Buffs the Matrix Flip skillchip (#84658)
## About The Pull Request
Amps up the duration of the flip and the bullet dodging to 1.4 seconds
(from 0.8). EDIT: I've added a check to prevent matrix-flipping into
stamcrit (unless the emote wasn't intentional) and lowered the stam cost
very slightly to allow for a fifth flip.

## Why It's Good For The Game
I've tested the thing, with and without stun immunity (which prevents
stamcrit from overusing it), hulk, rapid gloves, against the colossus
and turrets at the tdome. It's pretty meh overrall, having to keep
spamming the flip hotkey to keep it going, and the duration isn't all
that useful since you can't easily foresee when something or someone's
going to fire at you, or react in time. This is likely going to stay a
gimmick, albeit a less crappier one.

## Changelog

🆑
balance: Buffed the matrix flip skillchip duration. Lowered the stamina
cost very, very slightly.
qol: You can now longer matrix-flip yourself into exhaustion, unless the
emote is unintentional.
/🆑
2024-07-10 12:39:50 -07:00
SkyratBot 4a60f108ab [MIRROR] Cult Vs. Heretic: 7 Months Later Edition (#28477)
* Cult Vs. Heretic: 7 Months Later Edition

* conflict fix

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-04 21:22:23 +05:30
Wallem cbdf0ccc5e Adds the DET.ekt Skillchip, upgrading the detective's sense of taste. (#84469)
## About The Pull Request
Gives the Detective a roundstart skillchip which allows them to unlock
the hidden potential of their tastebuds. With this, they can identify
chemicals by taste, and even identify bloodtypes in the same way.
## Why It's Good For The Game

![IMG_4060](https://github.com/tgstation/tgstation/assets/66052067/c5c45939-9484-48aa-8488-86798c3c16ed)

I've been watching a lot of detective stuff and I think it's really
funny how often they stick their fingers into random goo/blood and
taste/smell it.
The idea of a detective chugging a glass of unidentified liquid to
identify that there's a lethal chem mix in there is equally funny to me.
Imagine you're recovering from a mugging in the medbay and the detective
comes in, takes a blood sample from you, and downs it in one go.
## Changelog
🆑 Wallem
add: The detective now starts with the DET.ekt Skillchip, which allows
them to identify chemicals and bloodtypes by taste.
/🆑
2024-06-30 16:50:42 -04:00
Wallem c46e3209a1 Adds the DET.ekt Skillchip, upgrading the detective's sense of taste. (#84469)
## About The Pull Request
Gives the Detective a roundstart skillchip which allows them to unlock
the hidden potential of their tastebuds. With this, they can identify
chemicals by taste, and even identify bloodtypes in the same way.
## Why It's Good For The Game

![IMG_4060](https://github.com/tgstation/tgstation/assets/66052067/c5c45939-9484-48aa-8488-86798c3c16ed)


I've been watching a lot of detective stuff and I think it's really
funny how often they stick their fingers into random goo/blood and
taste/smell it.
The idea of a detective chugging a glass of unidentified liquid to
identify that there's a lethal chem mix in there is equally funny to me.
Imagine you're recovering from a mugging in the medbay and the detective
comes in, takes a blood sample from you, and downs it in one go.
## Changelog
🆑 Wallem
add: The detective now starts with the DET.ekt Skillchip, which allows
them to identify chemicals and bloodtypes by taste.
/🆑
2024-06-30 22:46:15 +02:00
carlarctg 4eaa299c0b Cult Vs. Heretic: 7 Months Later Edition (#82877)
## About The Pull Request

This PR was originally meant as a replacement for the Bloody Bastard
blade, but then I stopped existing for 7 months. Now that I'm here
again, I'm finishing the job once and for all.

### **HERETICS VERSUS CULTISTS**

### Heretics

Heretics can now sacrifice cultists, which will give them one of three
gifts: The Cursed Blade, the Crimson Focus, and the Rusted Harvester.
The gifts given are weighted to be spread out equally with each type.
They will also gain one knowledge point.

- The Cursed Blade is a free heretic blade that is more powerful than
the normal heretic blade, including a small block chance. It can also be
used to draw heretic runes off combat mode.
- The Crimson Focus is a necklace that grants focusing and a minor
regeneration effect which also affects nearby heretics, at the cost of
gaining the BLOODY_MESS trait while wearing it. Additionally, it can be
squeezed to heal 50 points of brute/burn damage, injecting yourself with
three to six (separately) units of Eldritch ~~Water~~ Essence and Unholy
Water. Yes, this isn't good.
- The Rusted Harvester is a heretic 'monster' summon. It's a normal
Harvester, but instead of Area Conversion and Forcewall, it has
Aggressive Spread and Rust Construction (Raise Wall). It can delimb, but
only cultists, with a delay. It has an aura of decay, corroding the
environment and withering enemies near it, but it's VERY fragile.

Rusting cultist item dispensers will now cause them to turn into a
Heretic object. Altars turn into small heretic runes, Archives turn into
Codex Cicatrixi, Forges turn into Mawed Crucibles.

Ideally, Heretics would be able to gain an amount of these new powers
and use them to turn the tide against the cultists, amassing their power
and almost forming a sect of their own in turn which sweeps over and
converts the cult.

### Cultists

When a Cultist sacrifices a heretic, two things will happen:

- A new item will be available for creation at one of the dispensers.
- The Heretic will be trapped inside a powerful Haunted Blade.

`/obj/item/melee/cultblade/haunted`
`	name = "haunted longsword"`
` desc = "An eerie sword with a blade that is less 'black' than it is
'absolute nothingness'. It glows with furious, restrained green
energy."`

This blade will be stronger across-the-board than a normal cult sword,
and will even allow those who wield it to cast one heretic spell from
their previous path. The only downside? The heretic can also cast one
spell. It's up to the trapped spirit if it wants to help you, or be a
nuisance.

The unlocked items are:
- The Cursed Blade, again. For cultists, it can be used to draw runes
twice as fast as usual, and they can even right-click it to teleport to
safety, just like a heretic!
- The Crimson Focus, again. Cultists are twice as fast at carving spells
into their body, and they gain a 5th spellslot as long as they wear the
amulet. It still causes hemophilia and grants weak regeneration.
- The Proteon Orb. This orb will create a gateway to Nar'sie's own
realm, spawning one Proteon every 15 seconds, which ghosts can possess.
The gateways cannot be placed close to one another.

Originally, they were going to be able to create a Harvester Shell, but
there were some concerns of it being too OP.

The true Bastard sword has been fully deleted. The null rod conversion
has been changed to a Bloody Halberd instead.

I'm considering re-enabling Stun Hand on Heretics, with Mansus Grasp
stats.

### Other

All the items above can be used by both Heretics and Cultists, no matter
how they were first created. Hell, even normal crew can use them! This
is probably not the best idea a lot of the time, though.

There are a lot of other changes in this PR. A loooooot. I will likely
miss some in the changelog, but I'll try to be as thorough as possible.
There's probably also some leftover garbo that I didn't find and clear
out yet.

## Why It's Good For The Game

Cult and Heretics, despite being mortally opposed, have very few
interactions with eachother, especially now that the Blade's gone. The
only thing of note is just the Heretic's unfair complete resistance to
stun hand, which is only marginally better than the alternative. This PR
will reintroduce their animosity, and give both sides a very, very good
reason to fight eachother.

The Cult will gain a sick sword that keeps the heretic in the game, and
unlike with the original implementation, will recieve a cult-wide bonus
in the form of a powerful, well deserved, and fun new item to summon.

The Heretic will gain powerful trinkets and knowledge from the
sacrifices, incentivizing them to become a terrifying cult-hunter. And
if they do succeed in wiping out the cult, they will have quite the
rewards to help with their ascension.

The crew, while mostly unaffected, will have a damn good reason to not
just Side with the heretic, out of fear of what they may become after
the cult is stomped down. They can also use a few of the items here in
an attempt to get one up on either side, as long as they manage to stay
clear of the side-effects.

Let the heretics eradicate the apostates.

Let the cultists root out the heathens.

![image](https://github.com/tgstation/tgstation/assets/53100513/b43d5d94-d06d-43b8-9b10-57f5a4a32bdb)
The haunted longsword creates an aura of darkness (disabled for the
cultist for the image)
Sprites... are not great. Hopefully someone comes by and improves them.

code: Added get_inactive_hand() as an easy shortcut for carbons
code: Wall walker element can now accept a trait for wall-checking
fix: Fixed soulsword component being unable to invoke the post summon
callback
refactor: Turned Heretic rust turf healing into an element, given to
Rust Walkers and Rusted Harvesters
refactor: Converted Limb Amputation from an element to a component

Blade and Sword sprites by meyhaza!!! I did the inhands though. Cuz im
cool
2024-06-29 12:40:33 -05:00
SkyratBot 55dfa4dee2 [MIRROR] Adds boards for the book binder and scanner (#28371)
* Adds boards for the book binder and scanner (#83863)

## About The Pull Request
Adds boards for the book binder and scanner. The scanner requires one
scanning module while the binder requires one servo to make. Research
for the board was added to the computer tech research node as that's
where the other book related research was. Boards are available to print
at the service techfab.

![libraryboards](https://github.com/tgstation/tgstation/assets/126099705/ce6f4174-9939-4020-a7d4-c0c6593479f3)

## Why It's Good For The Game
Being able to (re)make the library is good. Irreparable machine is bad.
Writing down your work and being unable to scan it into the archive is
not good. Also allows the machine to be moved if needed.

* Adds boards for the book binder and scanner

---------

Co-authored-by: Goat <126099705+Goat-Real@users.noreply.github.com>
2024-06-25 16:22:32 +05:30
SkyratBot 81f3db19f8 [MIRROR] Adds pen clicking, changes most pen typechecks into writing implement checks (#28356)
* Adds pen clicking, changes most pen typechecks into writing implement checks (#84186)

## About The Pull Request

Fixes #84170
Adds pen clicking and changes some of edagger and pendriver code to use
it instead.
Also replaces most pen typechecks to writing implement checks where it
makes sense, so now you can rename things with everything you can write
with (crayons)

![3d6NwcATNp](https://github.com/tgstation/tgstation/assets/44720187/f6b3ba2f-f3de-4e40-827f-2bad153a92f4)

Twisting pen caps (for traitor uplinks) has been moved to ctrl + click
instead.

* Adds pen clicking, changes most pen typechecks into writing implement checks

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-06-25 16:19:05 +05:30
Goat a0060f8820 Adds boards for the book binder and scanner (#83863)
## About The Pull Request
Adds boards for the book binder and scanner. The scanner requires one
scanning module while the binder requires one servo to make. Research
for the board was added to the computer tech research node as that's
where the other book related research was. Boards are available to print
at the service techfab.

![libraryboards](https://github.com/tgstation/tgstation/assets/126099705/ce6f4174-9939-4020-a7d4-c0c6593479f3)

## Why It's Good For The Game
Being able to (re)make the library is good. Irreparable machine is bad.
Writing down your work and being unable to scan it into the archive is
not good. Also allows the machine to be moved if needed.
2024-06-24 16:53:11 -05:00
SmArtKar 4ac4375faf Adds pen clicking, changes most pen typechecks into writing implement checks (#84186)
## About The Pull Request

Fixes #84170 
Adds pen clicking and changes some of edagger and pendriver code to use
it instead.
Also replaces most pen typechecks to writing implement checks where it
makes sense, so now you can rename things with everything you can write
with (crayons)


![3d6NwcATNp](https://github.com/tgstation/tgstation/assets/44720187/f6b3ba2f-f3de-4e40-827f-2bad153a92f4)

Twisting pen caps (for traitor uplinks) has been moved to ctrl + click
instead.
2024-06-24 16:08:37 -05:00
SkyratBot b540aaf8ab [MIRROR] Afterattack is dead, long live Afterattack (#28128)
* Afterattack is dead, long live Afterattack

* wew

* fixes

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2024-06-15 04:02:11 +02:00
MrMelbert ff6b41aa07 Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request

- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)


![image](https://github.com/tgstation/tgstation/assets/51863163/1e70f7be-0990-4827-a60a-0c9dd0e0ee49)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`

I have manually tested many of the refactored procs but there was 200+
so it's kinda hard

## Why It's Good For The Game

Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item

This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.

If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`

This does result in some instances of boilerplate as shown here:


![image](https://github.com/tgstation/tgstation/assets/51863163/a7e469dd-115e-4e5b-88e0-0c664619c878)

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution

~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~

## Changelog

🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
2024-06-11 21:58:09 -07:00
necromanceranne 25d68e6884 Research Directors are now strong (the Athletics trait, that is). Suplexing a rod is an incredible workout. (#83269)
## About The Pull Request

Grants the Research Director TRAIT_STRENGTH via their skill chip. This
trait is only relevant to athletics-related activities. They still need
to actually do the workout before they see any results.

Fitness bros will overestimate the RD's power level due to their ability
to suplex an immovable rod.

Suplexing a rod grants an incredible amount of athletics skill,
increased by how many people the rod has taken out. The frequency of
this happening is bound to be pretty small, but it's a nice in-round
reward for accomplishing the task (and maybe blowing up a department as
a result), and also potentially a large number of casualties on top of
that.

## Why It's Good For The Game

The athletics changes didn't acknowledge that there is already someone
on the station that is, for some reason, unnaturally stronger than
everyone else. The Research Director. So now, fitness bros think they're
naturally swole. Mind over matter, I guess?

I just think it'd be funny if by suplexing the rod once, you gain
incredible physical power and then need to take a nap because boy that
sure was an explosive amount of strength you had to apply. Since this
only happens with looping rods, I don't imagine it will disrupt fitness
as a skill too much.

## Changelog
🆑
add: The Research Director is now actually strong.
add: Fitness bros will determine the Research Director to be stronger
than they actually are, without even working out. How does he do it?
balance: Suplexing a rod grants a large burst of athletics experience.
add: The more sentient casualties of the rod, the more experience
suplexing that rod grants. Absorb the souls of the weak and feeble.
/🆑
2024-05-21 17:54:07 -04:00
necromanceranne b830ba11b7 Research Directors are now strong (the Athletics trait, that is). Suplexing a rod is an incredible workout. (#83269)
## About The Pull Request

Grants the Research Director TRAIT_STRENGTH via their skill chip. This
trait is only relevant to athletics-related activities. They still need
to actually do the workout before they see any results.

Fitness bros will overestimate the RD's power level due to their ability
to suplex an immovable rod.

Suplexing a rod grants an incredible amount of athletics skill,
increased by how many people the rod has taken out. The frequency of
this happening is bound to be pretty small, but it's a nice in-round
reward for accomplishing the task (and maybe blowing up a department as
a result), and also potentially a large number of casualties on top of
that.

## Why It's Good For The Game

The athletics changes didn't acknowledge that there is already someone
on the station that is, for some reason, unnaturally stronger than
everyone else. The Research Director. So now, fitness bros think they're
naturally swole. Mind over matter, I guess?

I just think it'd be funny if by suplexing the rod once, you gain
incredible physical power and then need to take a nap because boy that
sure was an explosive amount of strength you had to apply. Since this
only happens with looping rods, I don't imagine it will disrupt fitness
as a skill too much.

## Changelog
🆑
add: The Research Director is now actually strong.
add: Fitness bros will determine the Research Director to be stronger
than they actually are, without even working out. How does he do it?
balance: Suplexing a rod grants a large burst of athletics experience.
add: The more sentient casualties of the rod, the more experience
suplexing that rod grants. Absorb the souls of the weak and feeble.
/🆑
2024-05-21 22:50:58 +01:00
SkyratBot 6facfb1d90 [MIRROR] RD get robo knowledges (#27631)
* RD get robo knowledges (#82642)

## About The Pull Request

Setting RD suplex skillchip as common chip. Adding Roboticist's
skillchip into RD. Skillchip's categories are global defines now

## Why It's Good For The Game

RD is literally the most skilled scientist and roboticist. CEO of all
Silicons. Why he doesn't have robo wires trait?

* RD get robo knowledges

---------

Co-authored-by: delingar <93310496+delingar@users.noreply.github.com>
2024-05-08 21:01:06 +02:00
delingar 494f306fcc RD get robo knowledges (#82642)
## About The Pull Request

Setting RD suplex skillchip as common chip. Adding Roboticist's
skillchip into RD. Skillchip's categories are global defines now

## Why It's Good For The Game

RD is literally the most skilled scientist and roboticist. CEO of all
Silicons. Why he doesn't have robo wires trait?
2024-05-07 13:27:48 -05:00
SpaceLoveSs13 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
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<!-- You can view Contributing.MD for a detailed description of the pull
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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
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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. -->
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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>
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Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
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Co-authored-by: Higgin <cdonny11@yahoo.com>
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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>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
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
Useroth 20c0599ce6 Some more mirrors again (#27366)
* Ports additional Felinid ears from Orbstation (#82066)

Adds 5 new ear options from Orbstation, originally PRed in
lizardqueenlexi/orbstation#360. Sprites by @Or-Fi-S.

Big:

![image](https://github.com/tgstation/tgstation/assets/7019927/5f847130-e5f5-44cc-adb4-c740c4c4f69b)

Coeurl (FFXIV Miqo'te style):

![image](https://github.com/tgstation/tgstation/assets/7019927/34448bee-d6af-4d3c-b796-384ec9904368)

Fold:

![image](https://github.com/tgstation/tgstation/assets/7019927/a7dafd05-f652-460e-9386-f7fcbef696e9)

Lynx:

![image](https://github.com/tgstation/tgstation/assets/7019927/174ff630-6eb8-4bb9-8f4f-791b70356c58)

Round:

![image](https://github.com/tgstation/tgstation/assets/7019927/b3a24d1b-66fa-4883-8c27-871ae8966d6c)

Also makes it so the code guarantees that custom ears on a felinid
actually count as felinid ears and not human ones, as the code wasn't
checking properly when preferences were applied. There's probably a
cleaner, more permanent way to do this and a refactor is needed
somewhere down the line (man that sprite accessories file is getting
long huh) but I'll leave that to a more competent coder.

More customization options are good also Cobby said I could

![image](https://github.com/tgstation/tgstation/assets/7019927/56bbe285-068f-41a1-92cc-9f3861875090)

🆑
add: Added 5 new Felinid ear options, ported from Orbstation! (Sprites
by Or-Fi-S)
/🆑

---------

Co-authored-by: _0Steven <jaydondegenerschool@gmail.com>

* Standardizes object deconstruction  throughout the codebase.  (#82280)

When it comes to deconstructing an object we have `proc/deconstruct()` &
`NO_DECONSTRUCT`

Lets talk about the flag first.

**Problems with `NO_DECONSTRUCTION`**
I know what the comment says on what it should do

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/__DEFINES/obj_flags.dm#L18

But everywhere people have decided to give their own meaning/definition
to this flag. Here are some examples on how this flag is used

**1. Make the object just disappear(not drop anything) when
deconstructed**
This is by far the largest use case everywhere. If an object is
deconstructed(either via tools or smashed apart) then if it has this
flag it should not drop any of its contents but just disappear. You have
seen this code pattern used everywhere

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/constructable_frame.dm#L26-L31

This behaviour is then leveraged by 2 important components.

When an object is frozen, if it is deconstructed it should just
disappear without leaving any traces behind

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/datums/elements/frozen.dm#L66-L67

By hologram objects. Obviously if you destroy an hologram nothing real
should drop out

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/modules/holodeck/computer.dm#L301-L304

And there are other use cases as well but we won't go into them as they
aren't as significant as these.

**2. To stop an object from being wrenched ??**
Yeah this one is weird. Like why? I understand in some instances (chair,
table, rack etc) a wrench can be used to deconstruct a object so using
the flag there to stop it from happening makes sense but why can't we
even anchor an object just because of this flag?

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/objs.dm#L368-L369
This is one of those instances where somebody just decided this
behaviour for their own convenience just like the above example with no
explanation as to why

**3. To stop using tools to deconstruct the object**
This was the original intent of the flag but it is enforced in few
places far & between. One example is when deconstructing the a machine
via crowbar.

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L811

But machines are a special dual use case for this flag. Because if you
look at its deconstruct proc the flag also prevents the machine from
spawning a frame.

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L820-L822

How can 1 flag serve 2 purposes within the same type?

**4. Simply forget to check for this flag altogether**
Yup if you find this flag not doing its job for some objects don't be
surprised. People & sometimes even maintainers just forget that it even
exists

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/items/piggy_bank.dm#L66-L67

**Solution**
These are the main examples i found. As you can see the same flag can
perform 2 different functions within the same type and do something else
in a different object & in some instances don't even work cause people
just forget, etc.

In order to bring consistency to this flag we need to move it to the
atom level where it means the same thing everywhere. Where in the atom
you may ask? .Well, I'll just post what MrMelbert said in
https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862

> ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION
handling as it wants,

Yup that's the ideal case now. This flag is checked directly in
`deconstruct()`. Now like i said we want to give a universal definition
to this flag and as you have seen from my examples it is used in 3 cases
1) Make an object disappear(doesn't dropping anything) when
deconstructed
2) Stop it from being wrenched
3) Stop it from being deconstructed via tools

We can't enforce points 2 & 3 inside `deconstruct()` which leaves us
with only case 1) i.e. make the object disappear. And that's what i have
done. Therefore after more than a decade or since this flag got
introduced `NO_DECONSTRUCT` now has a new definition as of 2024

_"Make an object disappear(don't dropping anything) when deconstructed
either via tools or forcefully smashed apart"_

Now i very well understand this will open up bugs in places where cases
2 & 3 are required but its worth it. In fact they could even be qol
changes for all we know so who knows it might even benefit us but for
now we need to give a universal definition to this flag to bring some
consistency & that's what this PR does.

**Problem with deconstruct()**
This proc actually sends out a signal which is currently used by the
material container but could be used by other objects later on.

https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/objects/obj_defense.dm#L160

So objects that override this proc should call its parent. Sadly that
isn't the case in many instances like such

https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/machinery/deployable.dm#L20-L23

Instead of `return ..()` which would delete the object & send the signal
it deletes the object directly thus the signal never gets sent.

**Solution**
Make this proc non overridable. For objects to add their own custom
deconstruction behaviour a new proc has been introduced
`atom_deconstruct()` Subtypes should now override this proc to handle
object deconstruction.

If objects have certain important stuff inside them (like mobs in
machines for example) they want to drop by handling `NO_DECONSTRUCT`
flag in a more carefully customized way they can do this by overriding
`handle_deconstruct()` which by default delegates to
`atom_deconstruct()` if the `NO_DECONSTRUCT` flag is absent. This proc
will allow you to handle the flag in a more customized way if you ever
need to.

1) I'm goanna post the full comment from MrMelbert
https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862

> ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION
handling as it wants, but there's a shocking lack of consistency around
NO_DECONSTRUCTION, where some objects treat it as "allow deconstruction,
but make it drop no parts" and others simply "disallow deconstruction at
all"

This PR now makes `NO_DECONSTRUCTION` handled by `deconstruct()` & gives
this flag the consistency it deserves. Not to mention as shown in case 4
there are objects that simply forgot to check for this flag. Now it
applies for those missing instances as well.

2) No more copying pasting the most overused code pattern in this code
base history `if(obj_flags & NO_DECONSTRUCTION)`. Just makes code
cleaner everywhere

3) All objects now send the `COMSIG_OBJ_DECONSTRUCT` signal on object
deconstruction which is now available for use should you need it

🆑
refactor: refactors how objects are deconstructed in relation to the
`NO_DECONSTRUCTION` flag. Certain objects & machinery may display
different tool interactions & behaviours when destroyed/deconstructed.
Report these changes if you feel like they are bugs
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>

* Makes attempting to refresh the logs not just throw a runtime error (#82432)

## About The Pull Request

Really all this seems to be is a mismatch between the tgui and dm side
of the menu.

https://github.com/tgstation/tgstation/blob/3c71b14df0957749f31fb2e678130daf4cfb3250/tgui/packages/tgui/interfaces/LogViewer.tsx#L71

https://github.com/tgstation/tgstation/blob/3c71b14df0957749f31fb2e678130daf4cfb3250/code/modules/logging/log_holder.dm#L110-L113
Making these line up by renaming `re-render` to `refresh` seems to make
it work just fine, and not just throw an error.
## Why It's Good For The Game

Life tends to be better when refreshing to see new runtimes doesn't just
add its own lovely little runtimes.

![image](https://github.com/tgstation/tgstation/assets/42909981/79bee3db-5c28-409b-9ff5-3a315fb4ed1c)

![image](https://github.com/tgstation/tgstation/assets/42909981/82a25038-ba7a-430a-bb79-f59d5f4b262b)
And then not show them til you re-open the window cause it doesn't
refresh.
## Changelog
🆑
admin: Refresh button on the View Round Logs menu actually works,
instead of just adding a runtime to the logs (and not updating them).
/🆑

* Creates a "busy" animation for players (#82416)

Little indicator above a player when they're currently doing something.

<details>
<summary>vids</summary>

Perspective: You are the moth

![dreamseeker_b2LA4PpPAr](https://github.com/tgstation/tgstation/assets/42397676/3a38dd3c-23f2-430f-acf4-444ad5c478d3)

Hides under runechat

![dreamseeker_ZgkCWTGqDz](https://github.com/tgstation/tgstation/assets/42397676/ec1d9665-4ff0-47f7-85b6-65998c31b9be)

</details>

Todo:

- [x] Feedback?
- [x] Sneaky params so it doesn't spoil your stealth run
- [x] Possible refactor
- [x] Probably missed some "sneaky" actions
- [x] coggers

<details>
<summary>sound on:</summary>

https://github.com/tgstation/tgstation/assets/42397676/ad71c567-0202-4158-ba50-c2946375f988

</details>

🆑 jlsnow301, infraredbaron
add: Added a new UI element over players that are interacting, building,
etc.
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>

* New operative reinforcement option: Intelligence Overwatch Agent (#82307)

## About The Pull Request

Introducing a new Nuclear Operative reinforcement option: The Overwatch
Intelligence Agent.

Equipped with multi-hudglasses, they have an advanced camera console,
station alerts, and bodycams of every operative! If something can be
known, they will know about it.

They can also remotely pilot your ship. Finally, everyone can ride in
the Steel Rain without getting stuck on the station!

This role spawns in the formerly unused outpost just north of the nukie
base. With a few shelves of supplies and some tools in the back room,
they can set up their workplace however they like. This also gives them
something to work on while they wait for the operatives to gear up.


![image](https://github.com/tgstation/tgstation/assets/28870487/4a39ec5f-0578-4825-8c6b-cc4db47bf726)

As you can see, it's rather cramped and the lights are quite dim in the
backroom. Set it up however you like, this is how I did mine:


![image](https://github.com/tgstation/tgstation/assets/28870487/f80b65fa-dcd1-425e-a6ce-c0ed94a8a3a5)

Total price? 12 TC per agent. It might get a bit cramped, but you could
buy a second to make sure the first guy doesn't get lonely!

This turned into a 30-commit ugly because the bodycams were originally
meant to be accomplished via a refactoring of the spyglass kit. Big
mistake that made me shelve the project -- until Melbert's simple
bodycam component conveniently did exactly what I needed in a much
simpler way.
## Why It's Good For The Game

Having a "guy in the chair" for your kickass murder operator squad
enables more brainy strategizing, and is thematically sound. Also,
nukies have the opportunity to bring in another player to participate in
the fun!
## Changelog
🆑 Rhials
add: Nuclear Operatives now purchase an Intelligence Agent, who can
watch cameras and bodycams, move the shuttle, and provide radio support.
Only 12 Telecrystals!
/🆑

* re-adds list of components for admins to remove (#82461)

## About The Pull Request

The list of components on a mob when admins try to remove one didn't
actually show them, now it does.

![image](https://github.com/tgstation/tgstation/assets/53777086/a6102c3a-df30-4e9c-b7fd-29a4d8ddaa89)

## Why It's Good For The Game

Messing with components/elements on mobs are such a pain, in this case
was broken entirely.

![admin-toolings](https://github.com/tgstation/tgstation/assets/53777086/3d190c66-34e4-4424-824b-37f95e88b003)

## Changelog

🆑
admin: Removing components button now lists components to remove
/🆑

* Reboots the CNS Rebooter Implant. (#82441)

## About The Pull Request
The CNS Rebooter Implant will now pull you out of stuns and stamcrit,
while granting you a few seconds of stun immunity, comes with a 60
seconds cooldown
## Why It's Good For The Game
The CNS Rebooter Implant is a strong candidate for the absolute worst
implant in the game, it caps your stuns at 4 seconds
(which is plenty of time to get murdered) and does nothing to prevent
stamina damage, for something accessible in one of the latest research
nodes and in the nukie uplink it should perform better than it does now.
Besides, the game is in dire need for more tools to keep the stun meta
at bay, and this is a good place to start.

This PR makes it so the rebooter will bail you out stamcrit every 60
seconds, along with giving you a few seconds of immunity to run away or
get a couple of hits in.
## Changelog
🆑
balance: CNS Rebooter Implant will now pull you out of stamcrit and
grant you a few seconds of stun immunity
/🆑

---------

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

* Fix "Aheal" for ears deafness (#82448)

## About The Pull Request
Make the admin button "Aheal" and Magic Wand of Healing (resurrection)
actually full heal carbon's Ears.

File _ears.dm contains timer variable "deaf" that should be updated to 0
after complete healing.

But I think this must be properly code-refactored because looks like
it's just duplicates(?) standart variable "damage" for organ type.

## Why It's Good For The Game
Aheal - means FULLY HEAL.

## Changelog

🆑
fix: aheal now properly heals ears deafness
/🆑

---------

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

* Medipens can't have reagents removed from them anymore. (#82451)

## About The Pull Request

This will be needed for
https://github.com/tgstation/tgstation/pull/82449 because this removes
the machine's ability to make infinite chems.
Basically in https://github.com/tgstation/tgstation/pull/29139 they
removed medipen's ability to have reagents injected into them, but never
removed the ability to take reagents out.
You could take a syringe, remove all chemicals from a medipen, put the
main ingredient in a medipen refiller, then refill. You could do this
right now on live servers with an epipen for infinite formaldehyde.

This doesn't affect the hypospray.

## Why It's Good For The Game

Removes a way of infinitely making reagents with a medipen refiller and
also removes a dumb mechanic.
You could take all chemicals out of an EHMS autoinjector, which removes
the visual and feedback tell to the target that they've been injected,
and even with 0 chemicals they get the disease anyways.
You could buy medipens as a miner, take the chemicals out, and put them
in a syringe or pill that you can inject yourself instantly with.
You can take otherwise hard-to-get chemicals like fungal TB's 2-use cure
injector, and make 40 cure pills instead.

## Changelog

🆑
fix: You can no longer take chemicals out of medipens with a syringe.
/🆑

* Search string in catalogs in char prefs (#82423)

* actually just removes stamina damage and knockdown from punches (#82400)

removes punch knockdowns and stamina damage from them

knockdown punches were also around the time disarm could just hardstun
you to RNG
this is dumb so we remove that
also watermelon supposedly wanted to remove stamina damage from punches
so idk about that

anyway so this is a problem because you could be randomly floored by
sheer luck through thick plates of metal and is overall not a very fun
thing to play against especially with northstar gloves

resolves unfun RNG by removing knockdowns and does something watermelon
wanted by removing stam damage from it

🆑
balance: punches no longer knock down or deal stamina damage
/🆑

* Fix slime `check_item_passthrough` effect (#82484)

## About The Pull Request

This proc expects a user but is not passed one. 

## Changelog

🆑 Melbert
fix: Items will properly pass through slime on occasion
/🆑

* Basic mobs now use z-level turnoff instead of simple (#82469)

## About The Pull Request

On one compile of MetaStation, I saw that there's 45 basic mobs on the
station, 256 on lavaland (the number growing from tendrils), and 59 in
all other z levels combined.

While we do expect Lavaland to be visited every round, at least it won't
be running during the times when no one is there, but even more
importantly, space exploration is something not done every round, so we
don't have any reason to waste our resources on AIs that will never be
interacted with.

Simple animals had an easy solution to this:
If no one is on the Z level, their AI turns off
If someone is on the Z level, they are idle unless needed.

The last simple animals that exists right now are bots, megafauna,
geese, gondolas, and some minor ones like mimic, zombie, dark wizard,
soulscythe, etc.
Point is, we're very much nearly done going through all simple animals,
so this code is being wasted just to ensure things like cleanbots won't
work if no one is on the z level, something I doubt happens often, so I
took their code and made it work for basic mobs instead. I could've done
both but I thought it would look very bad, and maybe this is a good
incentivize to get more basic mob conversions.

There's one major change here and it's that we're missing the "Idle"
mode, some basic mobs like the Lavaland village seems to be made with
intent that they'll be running even if players aren't around, so this
sets up a future PR that makes idle AI easier to add, and I want to make
sure those cases are taken into account.

## Why It's Good For The Game

We don't need to always be processing these basic mobs, and sets us in
the future to hopefully also implement idle AIs.

## Changelog

🆑
balance: Basic mob AIs with no mobs on the Z level now stop.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>

* adds preferences to transhumanist (#82435)

## About The Pull Request
You may remember this, that's because I accidentally deleted it before
while trying to change things. Anyways!
Adds drop-down selections and new options to transhumanist. also fixes a
minor typo
Previously, you could choose your replaced limb by taking prosthetic
limb, setting what you want changed, and then switching to
transhumanist, since they used the same preference previously.

## Why It's Good For The Game

Transhumanist felt strange because it was hypothetically a voluntary
operation, but the augmentation clinic just spun the wheel on what you
got replaced. From a role-playing perspective, being unable to choose is
uninteresting and confusing. Also it always says your limb being was
being replaced with a robotic arm and that annoyed me. Now that you are
able to select your replacement part, I've added two new options, the
robotic voice box, good for a more prominent change then a limb that
will be hidden for most of a round, and flashlight eyes, for when you
are truly committed to being rushed directly to robotics seeing the
bright future ahead of humanity!

## Changelog
🆑
add: Transhumanist now allows you to select your augmentation
add: Transhumanist can now provide a robotic voice box, or flashlight
eyes
spellcheck: Transhumanist's roundstart text has been re-written to not
be wrong
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>

* Watcher wreaths; Normal and Icewing varieties (#82457)

Adds Watcher Wreaths. An item that makes it look like you have a
slightly floating thorn crown that you can make from some of their
material parts (and the icewing crusher trophy for the icewing variant).

The wreath has emissives. They don't do anything mechanically, they're
just for show.

![wreath](https://github.com/tgstation/tgstation/assets/40847847/84b7cf89-2087-4c5c-85c1-d911c2e7ea13)

![image](https://github.com/tgstation/tgstation/assets/40847847/77bcda12-e29f-45f0-ad4a-8f25de12c0ef)

![image](https://github.com/tgstation/tgstation/assets/40847847/da3321bb-b24d-4e60-8648-455483e955d6)

I really like the whole thing with turning lavaland monsters into
trophies and cosmetics. Going down and coming back up looking like
someone who just crawled through a horror movie and took some souvenirs
is great. Stuff like the trophy accessories, bone and drake armor and
many of the various lavaland items have this quality, and it always
amuses me when a tech sees a dressed up miner and just goes 'holy shit,
where did you get that'?

Drip is the ultimate reward for playing miner. Nobody can tell me
otherwise. this is the endgame every miner craves. And I crave a goddamn
crown made from the broken remains of my enemies.

🆑
add: Watcher wreaths. Made from the mangled remains of a watcher, now a
handsome accessory for you to wear a few inches behind your head. Comes
in Normal and Icewing variants.
add: Some bounties for the two variants of watcher wreaths.
/🆑

* CHEAP_HYPOTENUSE() no longer makes the differences between the coordinates absolute. (#82468)

## About The Pull Request
CHEAP_HYPOTENUSE() no longer absolutes the differences between the
coordinates.
## Why It's Good For The Game
It gets squared so it doesn't need to be done.

* Neutered symptoms no longer activate (#82467)

## About The Pull Request

Stops activation of all neutered symptoms in a advanced disease.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/68944

## Changelog

🆑
fix: Narcolepsy is no longer activated while neutered.
/🆑

* Fixes the color matrix editor (#82478)

## About The Pull Request

It was sending back stringified numbers as inputs. This came from a
typescript cleanup pr from sync (#82000) and was ultimately caused by
a... I think misunderstanding of how the color list works (#67967)

## Why It's Good For The Game

Works like a charm now, which is good cause I use it a lot

## Changelog
🆑
fix: The color matrix editor now works properly again
/🆑

* Hats no longer cover mouths (#82498)

* Fixes banned/days remaining preferences display for non-dynamic ruleset antagonists. (#82506)

* Reverts reversion: tgui will 516 or else (#82527)

## About The Pull Request
Context: #82522

Apparently you cant just stuff the byond helper functions into an
external js file, but if you do, byond won't even let you know its a
problem until the servers crash and you have to run `bin/clean` just to
unbork your entire repo

This reimplements the changes from #82473 without:
- moving the byond helper functions externally
- causing a tooltip render issue in panel

## Why It's Good For The Game
516 prep (again this time)

* Final Objective: Battle Royale (#82258)

## About The Pull Request

Adds a new final objective option with a classic premise; the forced
battle to the death.
The concept is that the Syndicate will provide you with an implanter
tool you can use on an arbitrary number of crew members. Once you have
at least 6 (though there is no ceiling) you can activate the implants to
start the Battle Royale and broadcast the perspectives of everyone you
implanted live to the entertainment monitor.

After activation these implants cause you to explode upon death. If at
the end of 10 minutes, more than one person remains unexploded then all
of the remaining implants will detonate simultaneously.
Additionally, one of the station's departments (Medbay, Cargo, Science,
or Engineering) will be chosen as the arena. If after 5 minutes pass
you're not within that department (or if you leave it after that time
has passed) then you will be killed.

The Syndicate plan on both using the recorded footage to study
Nanotrasen technology, and also to sell it as an underground blood
sport, and so have employed a pirate broadcasting station to provide
colour commentary.

The implantation is silent, however it requires you and your target to
be adjacent and stood still for one and a half seconds.
Once implanted, it will occasionally itch and eventually signal to the
implantee that something is up, so once you start implanting someone
you're on a soft timer until you are given away. You can also implant
yourself if you want to do that for some reason.

Removing an implant from someone has a 70% chance of setting it off
instantly, but it _is_ possible. If the implant is exposed to EMP, this
value is randomised between 0 and 100%. You could also try doing surgery
while the patient is wearing a bomb suit or something, that puzzle is
for you to solve and I'm not going to tell you the answers. I'm sure
you'll think of ones I haven't.

## Why It's Good For The Game

Adds a somewhat more down-to-earth but still hopefully exciting and
threatening option which should let people mess around with the sandbox.
The mutual death element provides some roleplaying prompts; nothing
actually _forces_ you to fight apart from fear of death and it may be
possible to find other ways to survive, or perform some kind of
solidarity behaviour with your fellow contestants. Maybe you'll try that
but one of your fellow contestants just wants to be the last survivor
anyway. Maybe you'll pretend you're setting up some kind of mutual
survivorship thing in order to make sure you're the sole survivor.
Gives some people to watch on the bar TV channel.
The crew apparently love playing Deathmatch while dead so we might as
well enable doing it while alive.

Also I'm going to follow this up with a separate PR to remove the Space
Dragon objective and it felt like it'd be a good idea to do one out one
in

## Changelog

🆑
add: Adds a new Final Objective where you force your fellow crew to
fight to the death on pain of... death.
/🆑

---------

Co-authored-by: _0Steven <jaydondegenerschool@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: EnterTheJake <102721711+EnterTheJake@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Artemchik542 <32270644+Artemchik542@users.noreply.github.com>
Co-authored-by: Yaroslav Nurkov <78199449+AnywayFarus@users.noreply.github.com>
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: Skeleton-In-Disguise <49223093+Skeleton-In-Disguise@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com>
Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-04-17 22:59:33 -04:00
SkyratBot 5e2f400f9d [MIRROR] Blood cult: cleans up blood rites code, fixes a bug or two, & adds blackbox logging for spells, runes, and shades (#27298)
* Blood cult: cleans up blood rites code, fixes a bug or two, & adds blackbox logging for spells, runes, and shades (#82444)

* Blood cult: cleans up blood rites code, fixes a bug or two, & adds blackbox logging for spells, runes, and shades

---------

Co-authored-by: wesoda25 <37246588+wesoda25@users.noreply.github.com>
2024-04-15 22:08:29 -04:00
wesoda25 9b830bc8a9 Blood cult: cleans up blood rites code, fixes a bug or two, & adds blackbox logging for spells, runes, and shades (#82444) 2024-04-12 12:30:23 -07:00
YesterdaysPromise e64331f678 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. -->

## About The Pull Request

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)

## Why It's Good For The Game

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.


## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
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and it's effects on PRs in the tgstation guides for contributors. Please
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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
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-04-10 23:58:15 +00:00
SyncIt21 6dc40ca522 Standardizes object deconstruction throughout the codebase. (#82280)
## About The Pull Request
When it comes to deconstructing an object we have `proc/deconstruct()` &
`NO_DECONSTRUCT`

Lets talk about the flag first. 

**Problems with `NO_DECONSTRUCTION`**
I know what the comment says on what it should do

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/__DEFINES/obj_flags.dm#L18

But everywhere people have decided to give their own meaning/definition
to this flag. Here are some examples on how this flag is used

**1. Make the object just disappear(not drop anything) when
deconstructed**
This is by far the largest use case everywhere. If an object is
deconstructed(either via tools or smashed apart) then if it has this
flag it should not drop any of its contents but just disappear. You have
seen this code pattern used everywhere

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/constructable_frame.dm#L26-L31

This behaviour is then leveraged by 2 important components.

When an object is frozen, if it is deconstructed it should just
disappear without leaving any traces behind

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/datums/elements/frozen.dm#L66-L67

By hologram objects. Obviously if you destroy an hologram nothing real
should drop out

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/modules/holodeck/computer.dm#L301-L304

And there are other use cases as well but we won't go into them as they
aren't as significant as these.

**2. To stop an object from being wrenched ??**
Yeah this one is weird. Like why? I understand in some instances (chair,
table, rack etc) a wrench can be used to deconstruct a object so using
the flag there to stop it from happening makes sense but why can't we
even anchor an object just because of this flag?

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/objs.dm#L368-L369
This is one of those instances where somebody just decided this
behaviour for their own convenience just like the above example with no
explanation as to why

**3. To stop using tools to deconstruct the object** 
This was the original intent of the flag but it is enforced in few
places far & between. One example is when deconstructing the a machine
via crowbar.

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L811

But machines are a special dual use case for this flag. Because if you
look at its deconstruct proc the flag also prevents the machine from
spawning a frame.

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L820-L822

How can 1 flag serve 2 purposes within the same type?

**4. Simply forget to check for this flag altogether**
Yup if you find this flag not doing its job for some objects don't be
surprised. People & sometimes even maintainers just forget that it even
exists

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/items/piggy_bank.dm#L66-L67

**Solution**
These are the main examples i found. As you can see the same flag can
perform 2 different functions within the same type and do something else
in a different object & in some instances don't even work cause people
just forget, etc.

In order to bring consistency to this flag we need to move it to the
atom level where it means the same thing everywhere. Where in the atom
you may ask? .Well, I'll just post what MrMelbert said in
https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862

> ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION
handling as it wants,

Yup that's the ideal case now. This flag is checked directly in
`deconstruct()`. Now like i said we want to give a universal definition
to this flag and as you have seen from my examples it is used in 3 cases
1) Make an object disappear(doesn't dropping anything) when
deconstructed
2) Stop it from being wrenched
3) Stop it from being deconstructed via tools

We can't enforce points 2 & 3 inside `deconstruct()` which leaves us
with only case 1) i.e. make the object disappear. And that's what i have
done. Therefore after more than a decade or since this flag got
introduced `NO_DECONSTRUCT` now has a new definition as of 2024

_"Make an object disappear(don't dropping anything) when deconstructed
either via tools or forcefully smashed apart"_

Now i very well understand this will open up bugs in places where cases
2 & 3 are required but its worth it. In fact they could even be qol
changes for all we know so who knows it might even benefit us but for
now we need to give a universal definition to this flag to bring some
consistency & that's what this PR does.

**Problem with deconstruct()**
This proc actually sends out a signal which is currently used by the
material container but could be used by other objects later on.

https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/objects/obj_defense.dm#L160

So objects that override this proc should call its parent. Sadly that
isn't the case in many instances like such

https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/machinery/deployable.dm#L20-L23

Instead of `return ..()` which would delete the object & send the signal
it deletes the object directly thus the signal never gets sent.

**Solution**
Make this proc non overridable. For objects to add their own custom
deconstruction behaviour a new proc has been introduced
`atom_deconstruct()` Subtypes should now override this proc to handle
object deconstruction.

If objects have certain important stuff inside them (like mobs in
machines for example) they want to drop by handling `NO_DECONSTRUCT`
flag in a more carefully customized way they can do this by overriding
`handle_deconstruct()` which by default delegates to
`atom_deconstruct()` if the `NO_DECONSTRUCT` flag is absent. This proc
will allow you to handle the flag in a more customized way if you ever
need to.

## Why It's Good For The Game
1) I'm goanna post the full comment from MrMelbert
https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862

> ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION
handling as it wants, but there's a shocking lack of consistency around
NO_DECONSTRUCTION, where some objects treat it as "allow deconstruction,
but make it drop no parts" and others simply "disallow deconstruction at
all"

This PR now makes `NO_DECONSTRUCTION` handled by `deconstruct()` & gives
this flag the consistency it deserves. Not to mention as shown in case 4
there are objects that simply forgot to check for this flag. Now it
applies for those missing instances as well.

2) No more copying pasting the most overused code pattern in this code
base history `if(obj_flags & NO_DECONSTRUCTION)`. Just makes code
cleaner everywhere

3) All objects now send the `COMSIG_OBJ_DECONSTRUCT` signal on object
deconstruction which is now available for use should you need it

## Changelog
🆑
refactor: refactors how objects are deconstructed in relation to the
`NO_DECONSTRUCTION` flag. Certain objects & machinery may display
different tool interactions & behaviours when destroyed/deconstructed.
Report these changes if you feel like they are bugs
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2024-04-04 18:55:51 -06:00
SkyratBot 48383f32d3 [MIRROR] minebot buff (#27106)
* minebot buff (#82001)

## About The Pull Request
this pr buffs non-sentient minebots a bit to make them more helpful with
the new arcmining changes.
Minebots now have a better overall AI, they will maintain distance from
enemies and shoot while running. they will also plant landmines while
theyre running away from enemies. these landmines are carefully
programmed by the bot not to trigger when any of its miner friends step
on it. u no longer need to feed minebots an ore to get them to listen to
you, as they now automatically listen to any miners around.
minebots can now repair damaged node drones

![image](https://github.com/tgstation/tgstation/assets/138636438/12e67eb2-3711-465c-a3ac-54fdadbed5e4)
they also have a new autodefend feature, which makes them automatically
attack any mob that attacks its miner friends or the drone. They also
have some new upgrades!
First is the regenerative shield, this shield allows minebots to tank a
limited amount of hits before breaking. minebots will then need to wait
sometime before the shield re-activates.
Second is the rocket launcher remote control, this allows players to
direct minebots to fire anti-fauna missiles at their target

https://github.com/tgstation/tgstation/assets/138636438/3ec3605e-8e11-4a31-acaa-1382bed98294

Also minebots are now highly customizable, you can rename them, change
their colors, or program their AI through their new user interface

![image](https://github.com/tgstation/tgstation/assets/138636438/d2e1c39d-f9d2-4da7-a5fa-5a41cea31d6e)

## Why It's Good For The Game
Improves minebot AI a bit, and makes it a more viable option for mining
solo players

## Changelog
🆑
balance: minebots have been buffed and have recieved new upgrades
/🆑

* minebot buff

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2024-04-04 14:48:31 -04:00
SkyratBot df20785778 [MIRROR] Skillchips are now copied to bitrunning avatars, plus a new chip to dodge bullets while flipping. (#26974)
* Skillchips are now copied to bitrunning avatars, plus a new chip to dodge bullets while flipping.

* Update code/_globalvars/traits/_traits.dm

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2024-03-31 23:31:37 -04:00
Ben10Omintrix 55267e1334 minebot buff (#82001)
## About The Pull Request
this pr buffs non-sentient minebots a bit to make them more helpful with
the new arcmining changes.
Minebots now have a better overall AI, they will maintain distance from
enemies and shoot while running. they will also plant landmines while
theyre running away from enemies. these landmines are carefully
programmed by the bot not to trigger when any of its miner friends step
on it. u no longer need to feed minebots an ore to get them to listen to
you, as they now automatically listen to any miners around.
minebots can now repair damaged node drones 

![image](https://github.com/tgstation/tgstation/assets/138636438/12e67eb2-3711-465c-a3ac-54fdadbed5e4)
they also have a new autodefend feature, which makes them automatically
attack any mob that attacks its miner friends or the drone. They also
have some new upgrades!
First is the regenerative shield, this shield allows minebots to tank a
limited amount of hits before breaking. minebots will then need to wait
sometime before the shield re-activates.
Second is the rocket launcher remote control, this allows players to
direct minebots to fire anti-fauna missiles at their target

https://github.com/tgstation/tgstation/assets/138636438/3ec3605e-8e11-4a31-acaa-1382bed98294

Also minebots are now highly customizable, you can rename them, change
their colors, or program their AI through their new user interface

![image](https://github.com/tgstation/tgstation/assets/138636438/d2e1c39d-f9d2-4da7-a5fa-5a41cea31d6e)


## Why It's Good For The Game
Improves minebot AI a bit, and makes it a more viable option for mining
solo players

## Changelog
🆑
balance: minebots have been buffed and have recieved new upgrades
/🆑
2024-03-29 22:26:35 -06:00
Ghom 76fa5bcdad Skillchips are now copied to bitrunning avatars, plus a new chip to dodge bullets while flipping. (#81980)
## About The Pull Request
Active skillchips are now copied on bitrunning avatars. To celebrate
this, I've made a skillchip, which can be ordered through the bitrunning
vendor, that lets you dodge projectiles for the duration of your flips
plus 1/10 of a second (so 8/10 of a sec), at the cost of stamina (if you
think 20 is a bit too low, tell me).

I've also renamed the files containing the orderable bepis disks and
bitrunning tech because they inconsistent with the names of their
sections shown in the UI.

## Why It's Good For The Game
I think (active) skillchips being copied to bitrunning avatars makes
sense as after all they're both tech-y, brainy stuff. It's a bit of a
shame that no one thought of doing that.

## Changelog

🆑
add: Active skillchips are now copied on bitrunning avatars.
add: To celebrate it, a skillchip is now available from the bitrunning
order console, which lets you dodge projectiles for the duration of your
flips, at the cost of stamina.
/🆑
2024-03-21 20:44:10 +00:00
SkyratBot f845260764 [MIRROR] Small bible / bullet catcher component code cleanup (#26763)
* Small bible / bullet catcher component code cleanup (#81835)

## About The Pull Request

Saw this weird use of storing a component in a var when it didn't really
need to be so I just refactored it a little bit.

* Small bible / bullet catcher component code cleanup

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-03-06 22:15:33 -05:00
SkyratBot 641ab51045 [MIRROR] Fix all bibles being carved (#26761)
* Fix all bibles being carved (#81836)

## About The Pull Request

`/obj/item/book/bible` had `carve_out` in `Initialize` instead of
`/obj/item/book/bible/booze`

## Changelog

🆑 Melbert
fix: All bibles are no longer suspiciously hollow
/🆑

* Fix all bibles being carved

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-03-06 22:14:08 -05:00
MrMelbert 9c70e8700d Small bible / bullet catcher component code cleanup (#81835)
## About The Pull Request

Saw this weird use of storing a component in a var when it didn't really
need to be so I just refactored it a little bit.
2024-03-05 16:37:48 -07:00