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Батчи от 14, 17 и 19 сентября #5049

Merged
merged 142 commits into from
Sep 21, 2024
Merged

Батчи от 14, 17 и 19 сентября #5049

merged 142 commits into from
Sep 21, 2024

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Iajret
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@Iajret Iajret commented Sep 21, 2024

tgstation-ci bot and others added 30 commits September 21, 2024 12:10
## About The Pull Request

The Birdshot Quartermaster has finally restocked Birdshot's tool storage
and cleaned up some of the leftover garbage.

## Why It's Good For The Game

Should add some freebie tools for the initial assistant rush. Basically
there's stuff worth fighting over in there now. Like Fortnite.

Also this is a continuation of an earlier topic on discord. Birdshot
gets actionable feedback, I fix. Repeat. etc.etc.

## Changelog

:cl:
qol: The Birdshot Tool Storage has been resupplied. New tools are at the
crews displosal.
/:cl:
## About The Pull Request

Fixes a mislabelled disposal bin on Icebox

## Why It's Good For The Game

Less cargo yelling at medbay for flushing dead bodies down disposals.
Less coroner yelling at medbay wondering where the bodies are.

## Changelog

:cl: LT3
fix: Fixed a mislabelled corpse disposal in Icebox medbay, probably less
dead bodies showing up in cargo
/:cl:
## About The Pull Request

Closes #86628

## Changelog
:cl:
spellcheck: Fixed a typo in DeForest medical crates
/:cl:
## About The Pull Request
Slime extracts got updated in #83891 but poor slime flashlight was
forgotten about

![image](https://github.com/user-attachments/assets/10ca2494-d933-493c-a71c-8e50af5c4255)
## Why It's Good For The Game

Consistent spritework

## Changelog
:cl:
image: Updated glowing yellow extract sprite
/:cl:
## About The Pull Request
when making able_to_run event based, we forgot to account for this!

## Why It's Good For The Game
closes #86614

## Changelog
:cl:
fix: fixes basic AI that are supposed to pause during actions not
pausing
/:cl:
## About The Pull Request

![image](https://github.com/user-attachments/assets/0edff89b-1287-48ae-9874-c89efccb7b8b)

Updates sprites for tanks inside of tank holders to fit in with their
own new sprites
## Why It's Good For The Game

Currently tank holders are still using outdated tank palettes/shading
which is a bit annoying

## Changelog
:cl:
image: Tanks inside of tank holders have received new sprites
/:cl:
…ds changeling absorption counter (#86631)

## About The Pull Request

If a DNA absorption victim doesn't have a client/mind (i.e. monkey or
spawned corpse, most of the time) they no longer count towards the
absorption counter / refresh your respec. This affects only one ability,
that being bloody spiders which requires you to succ 3 people in order
to buy it.

## Why It's Good For The Game

Blood spiders is a potent tool in right hands and I don't think that it
should be acquirable by just visiting
genetics/xenobiology/virology/cargo for some monkey cubes. This will
force antags who want to get a strong ability to interact with the crew
a bit more instead of spending first 15 minutes "powering up"

## Changelog
:cl:
balance: Humans that never had a player controlling them no longer count
towards changeling absorption counter
/:cl:
## About The Pull Request

Second crack at my z-level changing HUD button. I felt that my last
attempt left a lot to be desired, so here I am with it again!

<details>
<summary> Images </summary>

Widescreen:

![image](https://github.com/user-attachments/assets/148744b5-a748-49df-88d2-2f6b93e7c3ef)

![image](https://github.com/user-attachments/assets/d077c0ef-2bb8-4dae-ba45-d82e27828582)

Non-widescreen:

![image](https://github.com/user-attachments/assets/82cc4d52-c457-48d7-8e73-edd12eb6b2bd)

![image](https://github.com/user-attachments/assets/bfa7b643-2db0-4aa8-9ca7-579b530a928e)

Basic/Simple mobs:

![image](https://github.com/user-attachments/assets/e13e84cf-77e2-4ccc-b0b7-ea50bb4da9ce)

</details>

TODOs:

- [x] Apply to cyborgs
- [x] Apply to xenomorphs
- [x] Sprites: Glass UI Style
- [x] Sprites: Detective UI Style
- [x] Sprites: Clockwork UI Style
- [x] Sprites: Operative UI STyle

I still wanted to get the PR up to both get feedback on this method and
to see if I could garner a little bit of help with the spriting bit
(PLEEEEASE)
## Why It's Good For The Game

The current button leaves a lot to be desired, mainly:

- It isn't applied to every possess-able mob
- It has weird positioning and sizing that doesn't match anything else
in the game
- It's confusing and inconsistent to use (it straight up would not work
for observers, and I had to add the option to do alt click to go down)

This PR aims to fix all this, and more!

- One, big, long button that matches other similar ones that already
exist!
- Click the up arrow to go up, click the down arrow to go down. Always.
No fuzz!
- Two types: Horizontal and Vertical! Choose whichever fits your needs!
## Changelog
:cl:
qol: The z-level button got a refresh! It's now applied to more places
and it should be simpler to use.
/:cl:
…(#86612)

## About The Pull Request

Checks the uniform for the presence of suit sensors entirely before
caring about the mode they're set to.

Uniforms spawn with a random sensor_mode regardless if they have sensors
or not, so currently a piece of clothing that spawns SENSOR_COORDS will
be added to the basic medical HUD even though its has_sensor var is
NO_SENSORS

:cl: LT3
fix: Fixed certain clothing sending suit sensor data when it shouldn't
be capable
/:cl:
## About The Pull Request

Stumbled upon this by accident. If you add a trait that **should**
prevent engraving from a source other than INNATE_TRAIT you'd probably
want it to actually work. This doesn't actually do anything at the
moment but could save someone a few hours in the future.

## Changelog
:cl:
code: Non-innate engraving blockers should work now (none as of now)
/:cl:

---------

Co-authored-by: Ghom <[email protected]>
## About The Pull Request

So, I buffed gorillas a while back for traitors to get more mileage out
of them, and outside of needing to adjust that one wizard spell I've
been overall pleased with the results. However, while I knew that
Geneticists were capable of turning themselves into gorillas without the
magilitis injector, I thought it came with great difficulty but hoo boy
I was wrong. Turns out, its quite easy to turn yourself into a gorilla
with the three roundstart genetics setups you start with, and all you
need a little bit of toxin-healing chems (which don't really have a
downside and can stack!) or a medibot to pull it off. People have been
using this to validhunt as the newly buffed gorillas as early as 7
minutes or less into the round, which I think sucks! So I'm here to
change it.

If you become a gorilla from genetics, you become a new subtype with
nerfed stats. The stats are as follows:

180 health (from 220)
Melee damage 15-18 (from 25-30)
Obj Damage 25 (from 40)
Speed 0.1 (from -0.1)
Paralyze chance 0 (from 20)
No limb ripping

## Why It's Good For The Game

It's very easy to become a gorilla right now with little to no effort
and to great effect, seeing as gorillas are pretty strong now. This
brings crew gorillas back in line to before gorillas got buffed for
traitor usage, which should ideally make this more balanced overall.

## Changelog

:cl:
balance: Gorillas made from giving monkeys genetic damage are weaker
than their normal counterparts.
/:cl:

---------

Co-authored-by: Ghom <[email protected]>
## About The Pull Request

![image](https://github.com/user-attachments/assets/28be1456-8de0-402d-ae90-0b70de6bba9f)

## Why It's Good For The Game

Our surgical saw sprite is a bit confusing but the blue part is not, in
fact, the sawing bit, so borgs ended up pointing the saw at themselves
this whole time

## Changelog
:cl:
image: Added a new sprite for mediborg surgical saws
/:cl:
## About The Pull Request

Reconnected this disposal's pipe in the curator's office

![image](https://github.com/user-attachments/assets/d14663aa-37cf-498b-91bc-dc198ccb15a3)

## Why It's Good For The Game

Disposals should... dispose of things?

## Changelog
:cl:
fix: Delta: The disposal unit in the curator's office is now properly
connected to the disposals system.
/:cl:
…hells (#86577)

## About The Pull Request

The direction component outputs the direction of an entity if it's
within 7 tiles of the circuit. Since it already checks the distance, I
added distance as one of its outputs.

Besides that, I did a pass over the generics and shells and resized many
of them. Most I resized to be small or tiny, except for the airlock
shell, which I set to be bulky because it's a whole ass door. The shells
I didn't touch remain at 'normal' size.

1) All handheld shells set to small, compact remote set to tiny
2) all components and the generic of the circuit set to tiny
3) drone shell set to small
4) airlock shell set to bulky
## Why It's Good For The Game

Returning the distance spares any would be circuiteers from having to do
a labyrinthine set of calculations to determine distance themselves.

Making most circuits more portable makes them more attractive for people
to tote around.
## Changelog
:cl: Bisar
qol: The 'direction' circuit component now also returns the distance of
its target.
balance: Most circuit shells and the generic component and generic
circuit have had their size reduced.
balance: The airlock circuit shell has had its size increased.
/:cl:

---------

Co-authored-by: Metekillot <[email protected]>
Co-authored-by: Ghom <[email protected]>
## About The Pull Request
Adds the Syndicate Lab to the Icemoon ruin pool. This can spawn on
either the cave or deep cave layers. It's a fairly small ruin so it's
easily missed, but it is packed full of danger and treasure.

![!](https://i.imgur.com/jHelQYi.png)

The outside of the lab is mostly covered in snow. There are a few small
gaps that may or may not be filled in by the cave generation algorithm.
From most angles, it blends into the ice moon enviroment. However, meson
glasses will reveal the structure at a glance.

This lab has multiple hostiles to provide threat, there's a turret near
the entrance (on the interior), a patrolling eviscerator, and two ranged
syndicate agents with shotguns. The ruin is pressurised by default, so
mining weapons are less effective.

As loot, the lab contains a Donk Co musket (single-shot combat shotgun,
like the old pipeguns), two syndicate explorer's suits, a syndeye disk,
a syndicate toolbox and some small gimmick items. The agents blow up on
death so you can't have their shotguns or gear.
## Why It's Good For The Game

I collected feedback for a while on ruins and a common complaint is that
Icebox's ruins are lacking in variety, especially in the loot and action
departments.

To address the loot issue, I've added a bunch of loot to this ruin that
previously could not spawn on Icebox. Mostly this is the fluffy and
gimmicky stuff currently exclusive to space ruins, like the Donk piñata
and anomaly releasers. Nothing especially powerful or round defining,
because the ruin can spawn close to the station and isn't particularly
hard to clear.

Threats are likewise all things that aren't usually avaliable on icebox.
Prepare for lasers, buckshot, slashing damage and all relevant wounds.
Without a syndicate card or agent ID the doors won't open and the ruin
is powered, so miners can die to hacking the door open, then getting run
over by a patrolling dedbot. Very funny. The ruin is designed not to be
easily rolled by mining gear, but it remains a viable option. Lasers are
designed to be particularly good here, to reward cooperation with
security.
## Changelog
:cl:
add: Adds the Syndicate Lab to the Icemoon ruin pool.
/:cl:

---------

Co-authored-by: Ghom <[email protected]>
SmArtKar and others added 23 commits September 21, 2024 12:10
## About The Pull Request

Adds some flags that went missing after #86596
Closes #86709

## Changelog
:cl:
fix: Snow bears are no longer impervious to all sources of damage
fix: Cameras, living floors and ghost of poly no longer can be pushed
around
/:cl:
## About The Pull Request

Closes #86716

## Changelog
:cl:
fix: Collars can no longer be used to null a pet's name
/:cl:
## About The Pull Request

Just removed/corrected disposal pipes on a few maps

<details>
<summary>deltastation</summary>

![image](https://github.com/user-attachments/assets/da2e1d74-7a03-4d1c-abcc-75d7725fa49b)

![image](https://github.com/user-attachments/assets/d8620fc9-afcf-4c1d-9fdb-8e5adfb5f38a)

![image](https://github.com/user-attachments/assets/1b6dcdd5-2061-4be8-a2ce-818352800645)

</details>

<details>
<summary>metastation</summary>

![image](https://github.com/user-attachments/assets/521a1fd4-3d09-4ce9-8c05-5c5ad47370d3)

</details>

<details>
<summary>icebox</summary>

![image](https://github.com/user-attachments/assets/d22e665a-f0cd-423f-a683-4c5629204831)

</details>

## Why It's Good For The Game

yes
## Changelog
:cl:
fix: fixed disposal pipes on metastation, deltastation and icebox
/:cl:
…86291)

## About The Pull Request
You can now interact with the fishing portal generator with a multitool
to load it in the buffer and subsequently link fishing spots to it by
tapping them with the same multitool. The maximum number of fishing
spots that can be linked at once depends on the tier of the matter bins
of the machinery. Normally, while you can link fishing spots from other
z-levels, they can only be activated if they're on the same z-level as
the machinery (or if both are on station for multi-z stations). This
limitation can be bypassed by upgrading the machinery with a tier 3 or
higher capacitator.

While it's possible, I'm not spriting new fishing portal overlays and
icons for the radial menu for every fish source out there (yet). The
code is enough work for now.

This also comes with a unit test, because there is no such thing as too
many unit tests for fishing.

## Why It's Good For The Game
Fish portal generators are designed to let players fish a different
bunch of things while being able to be moved wherever you like, unlike a
lake or an ocean, with all the comfort of being able to able to catch
fish from distant locations. Allowing players to link other fishing
spots to it fits its design. It also means that you can go out and
explore, find more fishing spots and then return to the station without
having to detach yourself from the ongoing round for several more
minutes.

## Changelog

:cl:
add: You can now link fishing portal generators to other fishing spots
with a multitool. The number of fishing spots that can be linked at once
and whether the link can be activated from different z levels depends on
the tier of the stock parts it's built with.
/:cl:

---------

Co-authored-by: Emmett Gaines <[email protected]>
## About The Pull Request
Partially handles #86685
Moving all organs/contents is a pretty bad idea and I'm not sure if
there's a cleaner way to do it for the first point in the issue.

## Changelog
:cl:
fix: Vore victims no longer get digested instantly when you evolve
/:cl:
…sive ones) (#86594)

## About The Pull Request
Earlier this day, I have found myelf adding a check to the fish petting
proc Ben added recently along with his aquarium UI rework, so I've
thought it'd be good if players could do it regardless of aquariums.
I've also added a couple lines to check if it's a safe environment and
the fish isn't dead, because petting a dead or drowning fish shouldn't
solicit much of a cute reaction.
Furthermore, petting aggressive fish comes with a coin flip where you
get your hand bitten half of the times. I think it's a pretty much
reasonable interaction.
Also, petting chasm crabs lowers their anger slightly, which determines
the behavior of the juvenile lobstrosity they grow to be.

## Why It's Good For The Game
Polishing a fish feature added by another contributor.

## Changelog

:cl:
add: You can pet fish while holding them. Be wary of petting aggressive
fish.
/:cl:
## About The Pull Request
So, I've been looking into manually loading job traits today, and it
seems the buttons don't appear until you reconnect. Upon further
investigations, it turns out that the code doesn't support showing lobby
buttons outside of SSstation init. To add injury only up to three
buttons can be displayed for some stupid reason (the lack of code for x
offsets), plus the buttons aren't relocated when one is removed, thus
possibly leaving behind an empty gap.

This PR fixes all of that, while removing some crumbs of shitcode from
new players' HUDs and making sure to remove datum traits and references
are removed when the trait is deleted (usually never the case outside
VV).

![immagine](https://github.com/user-attachments/assets/c7e0c481-df7c-41fc-a98c-bee15f0d9ce7)

## Why It's Good For The Game
Lobby buttons should ALWAYS be shown to the player if the relative trait
is loaded, the only exception being the conditions set by the trait
itself (for job traits is the job age and whether the game has started
or not), while the offsets of the lobby buttons should stay synced with
how many are being displayed to the new player at any given time, so if
a button is deleted, the others are relocated to avoid having leaving an
empty gap behind.

Beside, this is necessary for the lobby button for the playable pun pun
to show up during Monkey Day.

## Changelog
N/A, all backend.
## About The Pull Request
Description states they eat uninsulated cable. This has been changed to
say they love eating *insulated* electrical cables.
## Why It's Good For The Game
All cables in the game are insulated, so this keeps things consistant.
It's also more realistic, mice don't bite into electrical cables to get
at the wires inside - they do it because gnawing the soft rubber or
plastic insulation sharpens and maintains their teeth.
## Changelog
:cl:
spellcheck: Mice now love the taste of insulated electrical cables, not
uninsulated ones.
/:cl:
…724)

## About The Pull Request

Fixes some typos in the blob panel and makes it more organized.
## Why It's Good For The Game

Players can more easily read and understand what the blob can do through
the antag panel.
## Changelog
:cl:
qol: made blob antag panel easier to read and more organized
spellcheck: fixed a few typos in the blob panel
/:cl:
…#86723)

## About The Pull Request

Fixes #83539.

The code was structured in such a way that the check for power usage did
not work correctly, and this allowed for someone to double press ctrl
click on the hydroponics tray while there is no power, turning it on
forever regardless.
## Why It's Good For The Game

Fixes a bug that allows autogrow to be turned on with no power.
## Changelog
:cl:
fix: fixed a bug that allows autogrow to be turned on with no power.
/:cl:
## About The Pull Request
"metalltic" is now "metallic"
## Why It's Good For The Game
This description is visible in game so it shouldn't have typos.
## Changelog
:cl:
spellcheck: Fixed typos in lead's description.
/:cl:
…eans, expands itempicky component functionality (#86714)

## About The Pull Request

Xenos can apparently use shenanigans such as
tgstation/tgstation#86703 to put some items in
their hand, and there are likely methods like this dotted around the
codebase. However, the signal to put something in their hand is called
consistently across any process that would cause them to pick up or
otherwise have something to put in their hand, so instead I added
/datum/component/itempicky to xenos.

While I was in there, I expanded the functionality of itempicky; it can
run a callback to determine a condition that needs to be met now.

## Why It's Good For The Game

Fixes tgstation/tgstation#86703
Expands a component's usefulness
## Changelog
:cl: Bisar
fix: Xenomorph restrictions on items they can pick up have had their
determining logic made more _robust_.
code: The itempicky component (restricts what can be picked up via a
whitelist) can now, optionally, have a callback fed to it to determine
cases of bypassing that whitelist.
/:cl:

---------

Co-authored-by: LemonInTheDark <[email protected]>
# Conflicts:
#	code/modules/mob/living/carbon/alien/special/facehugger.dm
@Iajret Iajret merged commit 50da654 into master Sep 21, 2024
28 checks passed
@Iajret Iajret deleted the botches branch September 21, 2024 13:48
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