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Orb merge 2023 07 23 #667

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Profakos
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@Profakos Profakos commented Jul 23, 2023

Issues that cause drafting:

New features, and some of the important fixes:

  • You can once again directly place patients on operating tables
  • The Warden's locker now has a garment bag
  • Golems can dig up the floor with bare hands. (Thanks Jacq!)
  • service borg apparatus now works on stoves and griddles and ovens, and RND can research a cookbook for them
  • Only 2 smugglers satchels will spawn on the station at roundstart, down from 10
  • Fixes that dead Lings could not fake their death
  • androids now have proper robotic organs and no appendix
  • Engineering scanner goggles are now yellow and not green when in meson mode
  • Atmospheric thermal imaging goggles are now green
  • Emagged organ harvesters will no longer refuse a victim that has items on their person, such as the handcuffs they've been bound with
  • AI-controlled spiders will make more web-shaped webs. (Thanks Jacq!)
  • Added cardboard IDs to the game. They can be crafted with a cardboard sheet and wirecutters and modified with a writing tool. While worn, these will modify the visible name of the wearer just like actual IDs, though they aren't real IDs and won't work as such.
  • Clear PDAs now has all themes in their themify app by default.
  • Simple and basic mobs can breathe pluoxium
  • Metalgen cannot spawn as a random chem anymore (strange seeds, maintpills etc)
  • Cake cats/butter bear now grab the ghost of the brain used in their making
  • Foxes are more crafty now. They will run from danger, and hunt small prey when no one is keeping an eye on them. Don't leave Renault alone with Ian! (Thanks Lexi!)
  • Bot have a button that can enable sentience, and indeed, a lots of roundstart bots have this already enabled! (Thanks Jacq!)
  • Autorifle magazines are now visible in the security techfab's ammunition category
  • If the revolution wins, the round ends
  • Security records no longer accept negative values for citation payment
  • You can now wear multiple accessories on your uniform at once (up to five by default)
  • Removed armor from accessories, and nerfs the effects of some accessories.
  • Roller bed now has an inhand sprite
  • Goliaths now use the Basic Mob framework, please report any unusual behaviour. (Thanks Jacq!)
  • Goliaths learned a couple of new attacks which they will use in self-defence.
  • Help-clicking a miner grabbed by Goliath tentacles will immediately free them, as will the effect of several items you can scavenge from around Lavaland.
  • New sprites for the Goliath saddle.
  • Lobby Menu buttons can now be collapsed. Rejoice!
  • Adds support for it/its pronouns. You can select these in character preferences. Now on TG!
  • Admins can now choose the reward cursed slot machine gives when hitting jackpot.
  • Personal AI holograms are now limited to an area around their PAI card. The size of this are can be configured via the PAI (Thanks Jacq!)
  • New malf ability: Remote safety overrides. Allows the AI to remotely emag things it has access to.
  • Changes the damage reduction for robotic limbs to be multiplicative instead of additive
  • in the event the Gravity Generator becomes damaged, examining the main part will now give repair hints!
  • Pyre Sect can now heal with a bible. Candles are now a more reasonable sacrifice method. Shortens some rituals
  • Abandoned crates are now available via cargo imports.
  • Dumpsters full of maintenance trash are now available via cargo imports.
  • An ultra-rare can of Shambler's Juice is now available via cargo imports.
  • Animal hides and leathers can be (unreliably) ordered via cargo imports.
  • The Dreadnog has entered this realm. To consume, purchase it via cargo imports.
  • Contraband Crates (and as a consequence, smuggler's satchels) now generate more varied goods. Mostly the same, but sometimes you get something quite different or even valuable.
  • Mosins generated via the Russian supply crate are a bit more random, weighing more heavily towards bad mosins than good mosins.
    balance: Buffed both the shocktrooper and special op crate. Shocktrooper now has an armored helmet and vest, and special op now has 5 mirage grenades and a chameleon belt. The survival knife in the special op crate is now a switchblade.
  • People with deviant tastes now don't care about dirt on the food.
  • A new traitor item has been added, Polarized Contacts!
  • Adds a new 7 point positive quirk, "Spacer Born". You were born in space, and as a result your body's adapted to life in artificial gravity, making you much more effective and comfortable in lower gravity. However, travelling planet-side is quite a chore, especially if you're assigned to work there.
  • Adds a chemical: Ondansetron, created by Oil + Nitrogen + Oxygen + Ethanol catalyst. A powerful Antiemetic (lowers disgust).
  • Add healing boost to organs while mob is sleeping (does not apply to robotic or dying organs)
  • the Syndicate Tome traitor item now grants anti-magic while held and can be used to clear cult runes.
  • You can now toggle the visibility for hair on your noggin when wearing surgery caps.
  • Cleans up the lavaland exports to the modern loot table lists.
  • Creates an ambience global list for icebox and adds 10 new tracks to the exterior!
  • Angled lights can be used for mapping
  • You can make new bank machines, but non roundstart ones have GPS signals
  • Chemical storage is now its own area
  • Robot organs don't heal passively
  • Pony
  • You can now use any hat with the hat stabilizer MOD
  • The station might be in a Radioactive Nebula!
  • fixes some weird shading on the plasma tank sprite (Thanks lamb!)
  • walking on water will now immerse you in it... visually, at least.
  • Adds a feature to the genetic sequencer geneticists has, you can now right click someone to copy their genetic makeup and export it to the DNA scanner console.
  • Adds a new spell that gives everyone the same spell: Mass Teachings!

BIODOME

  • Added more lightswitches.
  • Removed a secret observation spot from the dorms.
  • Made science breakroom look nicer
  • Put hot cocoa in psychology
  • Prison internal rwalls are no more consistent
  • CMO has a keycard auth now.
  • RD has shutters
  • Fixed several wiring loops
  • Gulag shuttle windows are electrified
  • Adds an entrance to the atmos tanks area
  • Fixes atmos tank sensors, inputs and outputs to use proper types
  • Added one more space entrance by virology, to make it easier to come back from falling into space
  • Made a pass over lights
  • No more neon carpets in the dorms. They penalizing sleeping power.
  • Fun Fun and Fang Fang's exhibit is now prettier
  • Moved around some wallmounts

nikothedude and others added 30 commits July 15, 2023 15:35
…ode and coverts a lot of things to balloon alerts (tgstation#76669)

## About The Pull Request

New malf AI upgrade

Remote safety overrides: Mid-cost, Mid-supply. Allows the AI to remotely
emag things it can see and can access.
1. Very useful for psychological warfare (Emagging APCs to throw the
crew off their trail)
2. Logically makes sense - why, of all things, can the AI not emag
anything when it's fundumentally integrated with the station's
electronics?
3. Generally speaking can only access things that make sense for it to
access - it cannot emag ethereals, sadly

In order for this to work, emag_act now returns a boolean, designating
if the emag had any effect.
While I was in there, I also added args to every single emag_act I could
find and added far more feedback/converted a lot of things to balloon
alerts to allow the AI to see if its emag had any effect.
## Why It's Good For The Game

It just makes sense that the AI, the most electronically-sensitive
entity in the game, would be able to emag things. Plus, more options
given to malf that aren't strictly MURDER KILL MURDER are always a plus,
especially if they allow for fancier plays.
## Changelog
:cl:
add: New malf ability: Remote safety overrides. Allows the AI to
remotely emag things it has access to.
code: emag_act() now returns a boolean designating it's success in
emagging
code: All instances of emag_act() now have the proper arguments
qol: Most usecases of emagging now have some kind of feedback, and
existing feedback has been sanity checked and converted to balloon
alerts.
/:cl:
## About The Pull Request

When they were merging during
tgstation#76703 this must have gotten
accidentally put back into the code. This should have been removed by
the recent caseless refactor PR.

## Why It's Good For The Game

Keep the code clean.

## Changelog

Not player facing
## About The Pull Request

fixes tgstation#76636

## Why It's Good For The Game

Invisible sprites bad.

## Changelog
:cl:
fix: Fixes holy arrows being invisible.
/:cl:
…on#76810)

## About The Pull Request

Alternative to tgstation#76759

Removes all shove protection from Chaplain clothes.

## Why It's Good For The Game

This was accidentally added when Chaplain suits were refactored away
from being subtypes of riot suits (the TYPE was checked in tackling,
which is the only thing the clothes gained from being a subtype
previously) in tgstation#68417
People sorta just forgot that Chaplain gear never had this
functionality, or assumed it was intentional because it's been like that
for some time now.

Chaplains already have enough gear (Null rod, better armor than
Security, Bible healing, sects) as a ROLEPLAY-focused job that I do not
think they need more combat-focused buffs.

Also fixes an accidental bug.

## Changelog

:cl:
fix: Chaplain armor no longer blocks being shoved down.
/:cl:
…#76818)

## About The Pull Request

Title.

Also changes how they spawn - they now always spawn on the turf of the
vent and move onto the tile they pick.

Closes tgstation#76707
## Why It's Good For The Game

Bugs are bad.
## Changelog
:cl:
fix: Ventilation clog no longer spawns mobs in inappropriate places
/:cl:
I'm not sure how this ever worked 

closes tgstation#75619


![image](https://github.com/tgstation/tgstation/assets/7501474/fff439c5-4719-4a11-934d-4c296865b6ea)

:cl:
fix: Metalgen recipe generation works again
/:cl:
…mizers into cargo crates and called it content) (tgstation#76771)

## About The Pull Request

This is a followup on my previous PR involving cargo imports. I've made
a number of changes and new additions to cargo's imports and contraband.
But I've also changed how Smuggler's Satchels generate loot as well.

### New:
**Abandoned Crates:** You can now order in abandoned crates at a steep
price. Obviously these are just your standard fare abandoned crates, so
they've got a pretty long list of potential contents. Some great, some
utterly not worth the price you paid for the crate. Since they're quite
pricey, you can't order very many quickly. But this does allow cargo
techs the opportunity to spend the round solving puzzles to get
interesting loot.

**Dumpster of Maint Garbage:** This dumpster (similarly named to another
dumpster you can order) is filled with maint trash and potential maint
random spawns. This list is extensive enough that anything spawned in
this crate is likely to be mostly garbage. But, it is more affordable
than abandoned crates. I'd consider this the literally trashier version
of the abandoned crate.

**Shamber's Juice Eldritch Energy! Crate:** A crate with one can of the
extremely rare, short run edition of Shambler's Juice, Eldritch Energy!
This contains 5 units of eldritch essence. Heals heretics, hurts
everyone else! This is a VERY potent poison, but it also happens to be a
handy way for a Cargonian heretic to get a potent healing item without
having to waste knowledge points.

**Animal Hide Crate:** It's a cargo crate full of animal hides! This can
include fairly rare hides and some icebox creature hides as well, like
polar bear hides and wolf sinew. It's not too expensive, and mostly
spits out leather.

**Dreadnog Carton Crate:** A carton full of the worst eggnog imaginable.
This is just something to troll people with. Drink it and you'll get a
massive mood penalty. Dreadnog! May or may not contain space cola!

### Updated:

**Contraband Crate and Smuggler's Satchels:** This has had it's price
increased considerably. But, for good reason. It now contains some more
controlled random items, but also some more valuable contraband as well
as a very rare spawn. The upper end on his contraband can be extremely
valuable, but the majority of the items gained from contraband crates
will probably be either what you can get now (quite weak), or something
a bit more middle of the road (some more unique narcotics).

As a consequence, I've also passed this change onto smuggler's satchels,
as they used the crate to generate its contents. (it literally spawned
and then deleted a contraband crate to generate the contents hoo haa).

I've also increased the number of items in the smuggler's satchel. Since
the randomly spawned smuggler's satchels are quite a bit rarer now there
is only ever two spawned in the map, and spending actual TC on these is
somewhat counterproductive, I don't imagine this will be more beneficial
for scavenger hunters hoping for some interesting goodies.

**Russian Crate (the normal one):** The mosins now spawn in ancient gun
cases. These determine what kind of mosin you can get. 79% of the time,
you get the crap mosin. 20% of the time, you get a good mosin. And 1% of
the time, you get rations. This more tightly controls how many good
mosins are entering into the round and how much of a value purchase the
Russian crate actually is for getting ballistics. Since the process is
even more unlikely than before, it isn't necessarily as guaranteed that
you will get a good mosin. Hell, you might not even get a gun if you're
that unlucky.

**Shocktrooper Crate:** It now has an armor vest and helmet. So, not
only do you get some grenades, you get some protection as well. Since
this is the 'loud' crate, I felt it appropriate to make it slightly more
useful for enabling that.

**Special Ops Crate:** It now contains five mirage grenades and a
chameleon belt, and has had the survival knife improved to a
switchblade. This is probably the weakest of the two crates STILL, but
hopefully these make them a little more interesting and novel by giving
them pretty fun grenade to toy with.

## Why It's Good For The Game

My initial PR hoped to add in a few more interesting purchases for
cargo. I think currently cargo has a slight issue of not having enough
valuable or interesting uses for their money. I think it still has that
problem, but by including more unique crates that allow cargo to provide
some oddities into the round, that might slowly work itself out.

This PR hopes to provide another way to waste their money if they have
an excess amount. Landfill Trash Gambling. Spending it away on complete
junk, which I think is absolutely hilarious when it doesn't work out, as
it is soulful in its design. Definitely not inspired by my recent thrift
shop excursions this month buying and scrounging for furniture and
interesting clothing.

[Relevant](https://www.youtube.com/watch?v=QK8mJJJvaes)

Also, I wanted to buff some of the crates I introduced a bit last time,
and nerf the mosin production somewhat via a more controllable method
that I can actually adjust as necessary down the line.

## Changelog
:cl:
fix: Stops manifest generation runtiming when a cargo crate is empty.
add: Abandoned crates are now available via cargo imports.
add: Dumpsters full of maintenance trash are now available via cargo
imports.
add: An ultra-rare can of Shambler's Juice is now available via cargo
imports.
add: Animal hides and leathers can be (unreliably) ordered via cargo
imports.
add: The Dreadnog has entered this realm. To consume, purchase it via
cargo imports.
balance: Contraband Crates (and as a consequence, smuggler's satchels)
now generate more varied goods. Mostly the same, but sometimes you get
something quite different or even valuable.
balance: Mosins generated via the Russian supply crate are a bit more
random, weighing more heavily towards bad mosins than good mosins.
balance: Buffed both the shocktrooper and special op crate. Shocktrooper
now has an armored helmet and vest, and special op now has 5 mirage
grenades and a chameleon belt. The survival knife in the special op
crate is now a switchblade.
/:cl:
…he same mob to silly levels (tgstation#76616)

## About The Pull Request

Moves anti-magic effect off of the component and onto the mob. Fixes
some bugs while there.

Anti-magic effects will now only trigger on calls with a charge cost
associated.

If the user is under the effects of.. an antimagic effect, a new one
will not play. This cuts down on overlay and sound effect spam from
walking through forcewall or spacetime distortion, for example.

## Why It's Good For The Game

I just found it a little annoying to see a chaplain walk through a magic
effect and it just spams the fart sound over and over on repeat and
makes them completely impossible to see.

## Changelog

:cl: Melbert
fix: Anti-magic visual effects will no longer trigger overtop one
another
/:cl:
…obal lists for specific machine types (tgstation#76822)

## About The Pull Request

Removes all of the duplicate global lists for specific machine types
where the only thing they do is store all machines of that type.
Adds machine tracking to SSmachines in the form of a list for all
machines, and then an associative list for machines by their type.
Previously we have machines in multiple global lists, such as airlocks
being in GLOB.doors, GLOB.airlocks, GLOB.machines.
This makes that not a thing, and also means that iterating through
GLOB.machines looking for a specific type is no longer as expensive.
Consoles for exodronning didn't have circuits so you couldn't unscrew
and move them or similar.
…nstead of additive. (tgstation#76817)

Robotic limbs currently use additive damage reduction to reduce the
damage received, which allows for damage to be completely negated if the
damage applied is low enough.
As you can imagine, this can create silly situations where androids are
completely immune to anything that applies a low and consistent amount
of damage.

Complete damage reduction feels very unfair if you're an antagonist 
For example, there was a blob round on Manuel where an android was
completely able to negate 100% of the damage from a blob and their
blobbernauts because they were on a strain that dealt low amounts of
damage. They were able to singlehandedly kill the blob and the blob was
unable to do much about it.

Considering that borgs and silicons still take damage to the strain that
the android did not take any damage to, this also fixes a consistency
problem.
…#76675)

## About The Pull Request

When you say "sent from my PDA" in messenger, if it's through a clear
PDA, it will instead say "Sent from my Crystal PDA". This is so the
recipient knows they are in the presence of a crystal pda.

## Why It's Good For The Game

Bragging rights for having a crystal PDA. Minor interaction I think
would be funny.

## Changelog

:cl:
add: The 'Sent from my PDA' message is different for Clear PDAs now
(specifying they are crystal).
/:cl:
## About The Pull Request

Remade because I'm a derp.

The inhand icons for laser muskets did not indicate whether or not they
were charged. Now it will look different depending on the charge.

That's it really! I tried to make them look as close to the original
sprite as possible.

## Why It's Good For The Game

Better indication of if a gun is loaded, and the inhand sprites match
the held ones better.


![dreamseeker_tRcNjkWDYT](https://github.com/tgstation/tgstation/assets/13398309/d9943f21-ed5b-4737-8876-46dfb70b91e9)

~~I didn't animate the prime one, but I might if I get bored and this
takes long enough to merge.~~

EDIT: and I got bored. New animated versions:


![dreamseeker_lMCam9D7XD](https://github.com/tgstation/tgstation/assets/13398309/de953cb5-ea36-49e1-b909-e8f2abdce3c4)

## Changelog

:cl:
qol: laser muskets' inhand sprites will show now whether or not they are
charged
image: new inhand sprites for the laser muskets
/:cl:
@lizardqueenlexi
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I've made some adjustments to maintain parity with Skyrat's language code. Human mobs now properly start with their chosen languages now, instead of none at all.

@Profakos
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Profakos commented Aug 6, 2023

All that is left is to edit the unit tests so they make sense for us, as in make it expect the spawned human know two languages (galcom and solcom)

@lizardqueenlexi
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All that is left is to edit the unit tests so they make sense for us, as in make it expect the spawned human know two languages (galcom and solcom)

This isn't possible without completely redesigning the test, because it only checks for number of languages, not the specific ones - and it's important to the test that the numbers are different between two different species. Because all of our species have exactly two languages associated, this is a problem.

I guess we could make an "example species" that only has one language in its language holder, as clunky as that would be.

@Profakos
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Profakos commented Aug 7, 2023

New species... the Languageman..

@lizardqueenlexi
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I took a simpler tactic and just disabled the problematic unit test. I seriously doubt it will matter for us.

@Profakos Profakos marked this pull request as ready for review August 7, 2023 12:28
@lizardqueenlexi lizardqueenlexi merged commit 7b144df into lizardqueenlexi:orbstation Aug 7, 2023
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