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Orb merge 2023 07 23 #667
Orb merge 2023 07 23 #667
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…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:
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. |
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. |
New species... the Languageman.. |
I took a simpler tactic and just disabled the problematic unit test. I seriously doubt it will matter for us. |
Issues that cause drafting:
Adds cardboard IDs to the game: The broke man's agent ID. tgstation/tgstation#76682 has revealed that the copypasta versions of the helper procs used in plurality code has drifted completely apart from their original procs. Probably causes our Prosopagnosia barely functions #205 issue. I have kept in the commented versions of the code, so it actually compiles for now, but the commented out versions have to be removed, and make them use the new signals. Also ensure you can't add them to cardboard cards because they already use the signals and also, they are cardboard.This has been fixed, pending CI finding something illegal. Prosopagnosia barely functions #205 has to be tested.New features, and some of the important fixes:
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.
BIODOME