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14-10 merge #110

Merged
merged 100 commits into from
Oct 13, 2023
Merged

14-10 merge #110

merged 100 commits into from
Oct 13, 2023

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Iajret
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@Iajret Iajret commented Oct 13, 2023

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SkyratBot and others added 30 commits October 14, 2023 00:07
* Autopsy scanners fit in surgery trays (#78835)

## About The Pull Request

This enables surgery trays to hold autopsy scanners

<details>
<summary>
Screenshot
</summary>

![image](https://github.com/tgstation/tgstation/assets/86855173/2fb2930c-7875-417a-8a1e-03fd8b3aeb75)
(Scanner not included)

</details>

## Why It's Good For The Game

Since it is a tool used in a surgery's step, I feel it makes sense that
the autopsy tray (and surgery trays as a whole) should be able to hold
this item and it potentially means less switching between containers.

## Changelog

:cl:
qol: The autopsy tray (and surgery trays) can now hold the autopsy
scanner
/:cl:

* Autopsy scanners fit in surgery trays

---------

Co-authored-by: YehnBeep <[email protected]>
* Bitrunner + Coroner + Curator Alt Titles

* Junior Titles

* Bitrunner+Roboticist

* Bitrunner + Misc Jobs + Alt-title alphabetization

* It Changes
* Fixes some EMP'd cyborg bodypart runtimes (#78849)

## About The Pull Request

Remember friends, bodypart don't always have owners.

Fixes some runtimes that occur if cyborg bodyparts were emp'd without an
owner.

## Changelog

:cl: Melbert
fix: Robotic bodyparts not attached to people are now properly affected
by EMPs.
/:cl:

* Fixes some EMP'd cyborg bodypart runtimes

---------

Co-authored-by: MrMelbert <[email protected]>
* Fix virtual gondola meat (#78808)

## About The Pull Request
Instead of having a copy-pasted snowflake function for virtual gondola
mutation toxin, lets just move the difference to a variable.
Fixes the "Be unable to push the crate" part of #78804, because it was
applying both versions of the gondola disease, and the slower one could
finish first if you got unlucky.
## Why It's Good For The Game
Bugs bad, duplicate code bad.
## Changelog
:cl:
fix: Virtual domain gondola meat will no longer have a small chance to
turn you into a weaker gondola variant
/:cl:

* Fix virtual gondola meat

---------

Co-authored-by: FlufflesTheDog <[email protected]>
… (#24143)

* Refactor gib code to use bitflags and have documentation

* Modular updates

* Modular updates

* Modular updates

---------

Co-authored-by: Tim <[email protected]>
Co-authored-by: Giz <[email protected]>
* exodrone adventures are no longer database based

* Fixes version numbers

* Update tgstation_schema.sql

---------

Co-authored-by: jimmyl <[email protected]>
Co-authored-by: Bloop <[email protected]>
…] (#24156)

* also removes exodrone adventures from prefixed sql schema (#78769)

## About The Pull Request

forgor

## Why It's Good For The Game

![image](https://github.com/tgstation/tgstation/assets/70376633/3ba3ae4f-64ae-47a1-98ba-05d1e2d6d912)

## Changelog

nothing playerfacing hopefully

* also removes exodrone adventures from prefixed sql schema

---------

Co-authored-by: jimmyl <[email protected]>
…th revival to the revival surgery, also makes said surgery a lot faster (#23923)

* waesfdrghf

* srgsrg

* actually, this part was unnecessary

* vsffgsef

* ah this wasnt modular

* while im here, ill do you one better

* Apply suggestions from code review

Co-authored-by: Bloop <[email protected]>

---------

Co-authored-by: Bloop <[email protected]>
…hem with no changes made (#24047)

* k

* Update modular_skyrat/modules/self_actualization_device/code/self_actualization_device.dm

Co-authored-by: Tom <[email protected]>

* Apply suggestions from code review

Co-authored-by: Bloop <[email protected]>

* aaah

* a

* Apply suggestions from code review

Co-authored-by: Bloop <[email protected]>

---------

Co-authored-by: Tom <[email protected]>
Co-authored-by: Bloop <[email protected]>
* wew

* yeah

---------

Co-authored-by: Snakebittenn <[email protected]>
…d/experimental versions (#23927)

* tfuy

* dawdaw

* yargh

* Update tgstation.dme

* vscode is already open on another project so ill jsut webedit

* Update modular_skyrat/modules/synths/code/research_nodes.dm

---------

Co-authored-by: Bloop <[email protected]>
* Adds a cowboy bundle to the nuclear ops uplink (#78874)

## About The Pull Request
Tin

The bundle includes revolver, holster, armored cowboy outfit, horse,
apples to tame said horse, and a complimentary lighter.

It costs 18tc, so it's a little more expensive than getting the revolver
& holster on their own, but you also get a horse so it's worth it.
## Why It's Good For The Game
This was intended as a lone-ops bundle so we can finally have some lone
rangers but I think having a crew of cowboy outlaws doing a "train
heist" for a nuke is really funny.
## Changelog
:cl: Wallem
add: Nuclear Operatives now have ready access to ancient cowboy
technology in the form of the Outlaw Bundle. Now you too can roll into
town on your horse.
/:cl:

* Adds a cowboy bundle to the nuclear ops uplink

---------

Co-authored-by: Wallem <[email protected]>
* Refactored Mirrors

* Update mirror.dm

* Update mirror.dm

* Modular updates

* Modular updates

* Merge branch 'master' into upstream-merge-77842

* Update mirror.dm

---------

Co-authored-by: carlarctg <[email protected]>
Co-authored-by: Giz <[email protected]>
* Refactors Revenants into Basic Mobs

* Update revenant_abilities.dm

---------

Co-authored-by: san7890 <[email protected]>
Co-authored-by: Giz <[email protected]>
…ped (#24232)

* dawdaw

* rogue space

* a small fix

* Update modular_skyrat/modules/tableflip/code/flipped_table.dm

Co-authored-by: Bloop <[email protected]>

* pacifism

* a

---------

Co-authored-by: Bloop <[email protected]>
…s, lets robo print health analyzers/advanced medical tools (#24162)

* aaa

* a

* a!

* aaaa

* now with FUNCTIONAL icon states

* whoa where did these come from?!

* Apply suggestions from code review

Co-authored-by: Bloop <[email protected]>

* Apply suggestions from code review

Co-authored-by: Bloop <[email protected]>

---------

Co-authored-by: Giz <[email protected]>
…#24241)

* makes unholy water an effective coagulant for cultists (#78862)

## About The Pull Request

Atomizes tgstation/tgstation#78411

Makes unholy water act as a coagulant for cultists, and reduce bleed
rate on bleed wounds.

## Why It's Good For The Game

As I explained in the other PR, cult has a distinct lack of solutions
for wounds. Given cultists are meant to be masters of blood, it only
stands to reason they should be able to stop it spilling out of
themselves.

## Changelog
:cl:
balance: Unholy water acts as a coagulant for cultists.
/:cl:

---------

Co-authored-by: Emmett Gaines <ninjanomnom@ gmail.com>

* makes unholy water an effective coagulant for cultists

---------

Co-authored-by: necromanceranne <[email protected]>
Co-authored-by: Emmett Gaines <ninjanomnom@ gmail.com>
* fixes polymorphing into a holoparasite (#78889)

makes holoparasites `MOB_SPECIAL` and gives them `SENTIENCE_HUMANOID`
only one is needed for the belt to fail copying it but uhhh i don't
think it should just be left hanging with no biotype at all thats just
weird

fixes #78578

## Changelog

:cl:
fix: you can no longer polymorph belt into a holoparasite
/:cl:

* fixes polymorphing into a holoparasite

---------

Co-authored-by: Sealed101 <[email protected]>
…d. [MDB IGNORE] (#24240)

* Fixes a few runtimes with TTS and skips some code if TTS isn't enabled. (#78713)

## About The Pull Request

Fixes a few runtimes with TTS and skips some code if TTS isn't enabled.

## Why It's Good For The Game

fixes...good???
## Changelog
:cl:
fix: Fixes a few runtimes with TTS and skips some code if TTS isn't
enabled.
/:cl:

---------

Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>

* Fixes a few runtimes with TTS and skips some code if TTS isn't enabled.

---------

Co-authored-by: Iamgoofball <[email protected]>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* count station food verb counts station food (#78864)

## About The Pull Request

it checked for food not on the station

## Why It's Good For The Game

bug bad

## Changelog
:cl:
fix: count station food verb now counts food only onstation
/:cl:

* count station food verb counts station food

---------

Co-authored-by: jimmyl <[email protected]>
* Add burning sound loop to bonfires and fireplaces (#78834)

## About The Pull Request
This adds a ignition sound whenever a fireplace or bonfire is initially
lit on fire. Afterwards a continuous burning loop is played. Also added
some documentation and optimized fireplaces to only `process()` when
lit.

## Why It's Good For The Game
Better consistency.

## Changelog
:cl:
sound: Add burning sound loop to bonfires and fireplaces
code: Improved fireplaces to only process when lit
/:cl:

---------

Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>

* Add burning sound loop to bonfires and fireplaces

---------

Co-authored-by: Tim <[email protected]>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Fixes an issue w/ antiglow. (#78865)

## About The Pull Request

Antiglow's ``glow`` var used to be how strong it would glow, but it was
renamed to ``glow_power`` when
``/obj/effect/dummy/lighting_obj/moblight`` got added to it, which took
its previous name of ``glow``. Antiglow was never updated for this, so
they set the moblight as -1.5, which is supposed to be its strength.

I also removed some unused defines dw about that

## Why It's Good For The Game

Fixes an unintentional change that maybe breaks something idk.

## Changelog

:cl:
fix: Antiglow now probably has negative glow power.
/:cl:

* Fixes an issue w/ antiglow.

---------

Co-authored-by: John Willard <[email protected]>
* Borg modules can no longer be sold by pirates (#78873)

## About The Pull Request

The pirate cargo pad and console worked by recursively getting all the
contents of all atoms located on the pad. Incidentally, this resulted in
borg modules and radios being sold if the borg happened to be on the
pad. This PR just makes the pads ignore cyborgs and anything located in
a cyborg (or in a thing in a cyborg, and so on). Fixes #47941.
## Why It's Good For The Game

Borg modules probably shouldn't be sold, since they need a module reset
to replace. Borg radios _definitely_ shouldn't be sold, as IIRC not even
a reset will replace them.
## Changelog
:cl:
fix: Borg modules can no longer be sold by pirates.
/:cl:

* Borg modules can no longer be sold by pirates

---------

Co-authored-by: GPeckman <[email protected]>
…aner) not sanitizing burn wounds [MDB IGNORE] (#24246)

* Fixes sanitizing chemicals (Miner's Salve, Sterilizine, and Space Cleaner) not sanitizing burn wounds (#78851)

## About The Pull Request

This proc didn't pass itself to the reagents to actually do anything.

## Changelog

:cl: Melbert
fix: Miner's Salve, Sterilizine, and Space Cleaner now all properly
affect burn wounds
/:cl:

* Fixes sanitizing chemicals (Miner's Salve, Sterilizine, and Space Cleaner) not sanitizing burn wounds

---------

Co-authored-by: MrMelbert <[email protected]>
* [no gbp] Disable summon AI during summoning (#78891)

## About The Pull Request

Disables AI on heretic minions while they are being summoned, because
they're not supposed to exist yet.
This fixes a bug where flesh stalkers would immediately transform into
mice and run away.

## Changelog

:cl:
fix: Heretic mobs will not be summoned with AI enabled, and won't turn
into small animals instead of summoning a flesh stalker.
/:cl:

* [no gbp] Disable summon AI during summoning

---------

Co-authored-by: Jacquerel <[email protected]>
* Camera UI fixes (#78855)

## About The Pull Request
Small nits that bothered me about the screen.

- you can now press "next" or "previous" while at the end/beginning of
the list, respectively
- pressing next is now limited to your search results (rather than
switching to the next overall)
- reduced some checks for cases that will likely never occur (no ref??)
## Why It's Good For The Game
UI bug fixes
## Changelog
jlsnow301, Syncit21
:cl:
fix: Fixed some issues in the security camera UI - pressing next or back
will now loop through the cameras
fix: Fixed some style issues in the camera console where selected cams
weren't showing as selected
fix: Camera console search works again
/:cl:

* Camera UI fixes

---------

Co-authored-by: Jeremiah <[email protected]>
* [NO GBP] ACTUALLY fixes wound replacement removing gauze (#78833)

## About The Pull Request

Title. Turns out I missed this little spot and the bug was still
present.
## Why It's Good For The Game

Bugs bad?????????????????????????????
## Changelog
:cl:
fix: Wound promotion and demotion no longer removes gauze from the limb
/:cl:

* [NO GBP] ACTUALLY fixes wound replacement removing gauze

---------

Co-authored-by: nikothedude <[email protected]>
SkyratBot and others added 27 commits October 14, 2023 00:07
* basicmobs that qdel on death ghost before qdel (#78931)

## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/70376633/737577c5-b45c-4dfb-8b6c-7a106cd2156a)

## Why It's Good For The Game

its faster i think

## Changelog
:cl:
code: basicmobs that delete on death, ghost before dying
/:cl:

* basicmobs that qdel on death ghost before qdel

---------

Co-authored-by: jimmyl <[email protected]>
…GNORE] (#24300)

* General code maintenance for rcd devices and their DEFINE file

* Update window.dm

* Update window.dm

* Update window.dm

---------

Co-authored-by: SyncIt21 <[email protected]>
Co-authored-by: Bloop <[email protected]>
* Remove tiered canister construction (#78909)

## About The Pull Request

In tgstation/tgstation#66210 we removed canister
tiers, but didn't change the construction code. Currently you still have
to build an unfinished frame with 5 iron, 'upgrade' it to tier 1 with
another 5 iron, then complete it.

This combines it all into a single 10 iron recipe.

## Why It's Good For The Game

Eliminates the extra steps in canister construction, since you can't
upgrade above tier 1 any more anyways.

## Changelog

:cl: LT3
qol: Canisters can now be built in one step, no upgrading required
/:cl:

* Remove tiered canister construction

* Modular paths

---------

Co-authored-by: lessthanthree <[email protected]>
Co-authored-by: Giz <[email protected]>
* ill be honest im only pring this because i thought it would be thematic

* aah

* vars

* this makes sense, doesnt it

* Apply suggestions from code review

Co-authored-by: Bloop <[email protected]>

---------

Co-authored-by: Bloop <[email protected]>
* Dullahan Fixes (#78938)

## About The Pull Request

Let's see if these can be like 50% playable by Halloween

Fixes #70890 (mostly)
Also one half of #71020 but does not close it because they still cannot
hear audible messages

There was a list of issues in #70890 which are largely fixed by this,
but some of them were not _bugs_.
Anything which is simply an obvious consequence of "not having a head or
being able to wear anything on your head" isn't and cannot be fixed,
because this species doesn't have a head.
That means that all of these things are still true:
```
Dullahans have no radio
Can't get spaceproofed because without the helmet you still take pressure damage
Can't wear modsuits
Can't wear sunglasses or HUDs
Can't wear clown mask
```

The issue causing everything _else_ is that when we sever the head, we
remove the brain. Removing the brain removes the traits
`TRAIT_ADVANCEDTOOLUSER, TRAIT_LITERATE, TRAIT_CAN_STRIP`. Without these
three traits, Dullahans are blocked from several important actions.
Easy fix: Make these properties of the dullahan species independent of
whether they have a brain or not. Clearly they can do these things
without brains, on account of not having them.

Additionally I gave dullahans their own head subtype which preserves
internal organs, because their brains and eyes were decaying and giving
them brain trauma and blindness.

Finally, I changed a few things from checks in `spec_life` to signal
responses, because `spec_life` checks for "did I gain a head recently?"
are gross.

## Changelog

:cl:
fix: Dullahans can read, strip people, and utilise tools.
fix: Dullahan brains and eyes will not decay while inside their living
severed head.
/:cl:

---------

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

* Dullahan Fixes

---------

Co-authored-by: Jacquerel <[email protected]>
Co-authored-by: san7890 <the@ san7890.com>
…IGNORE] (#24303)

* Abandoned Domains: Adds two new psyker-oriented virtual domains (#78892)

## About The Pull Request

_Really? Bitrunning maps are so simple you could do them with your eyes
closed? Hmmmmm..._

This adds two new medium-difficulty virtual domains to the pool -- Crate
Chaos and Infected Domain.

These two domains take you to neglected corners of the virtual world.
These are unstable, bizarre locales that do not support the bitrunning
machine's visual display, and must be traversed using echolocation.
**_These domains have been designed around you being a psyker, and will
turn your bitrunner avatar into a psyker until they leave the domain._**

_**Crate Chaos:** Low cost, medium reward._

Sneak into an abandoned virtual domain, where they store all of the loot
crates. There's about 40-ish crates in this space, and one of them
(RANDOM) is the encrypted cache we're looking for. The crates must be
manually inspected, requiring you to drop your weapon for a few moments,
but that shouldn't be a problem. There's no hostiles, just a bunch of
crates... right?

This one has very few shenanigans or threats in it. It's meant to be an
introductory experience to interfacing with things as a psyker, and
getting the rhythm down for moving between visual pulses.

_**Infected Domain:** Medium cost, high reward._

Enter another abandoned virtual domain. This one was sealed off from the
digital world after the cyber-police failed to contain a virus that
zombified its inhabitants, leaving it to grow unstable and full of
holes. Fortunately, you're provided with the single best tool for arming
yourself against zombies in any video game, ever -- Your very own
Mystery Box. Get armed with (basically) whatever gun you want, and go
put those wacky psyker abilities to use against those zombies.

This one is a lot meaner. Many chasms, landmines, and zombies. Walk
slowly, stay with your fellow bitrunners, and if it's too hard, there's
no shame in going back and rolling for a better gun!

The domains themselves are VERY simple, since there's little need for
decor or particularly complex layouts. The idea is that you should be
able to see everything you need to see in a given room/area with a
single vision pulse. Here's what one of the maps looks like:

![image](https://github.com/tgstation/tgstation/assets/28870487/fe63adce-aa05-4339-9d19-28ce06a2d31f)

Err, uh, I mean... This is what the maps look like:

<details>
<summary>SPOILERS BEWARE</summary>
<br>

![image](https://github.com/tgstation/tgstation/assets/28870487/265ecdc5-50f6-4a28-8068-fab08ae1f5e8)

![image](https://github.com/tgstation/tgstation/assets/28870487/0b41da6a-e018-4434-9368-6daee1f97fe9)

(You wanna find out if there's something cool under those red lines? Go
there yourself!)

</details>

These two psyker maps come with their own psyker safehouse too -- The
Bathroom. It's gross, the medical supplies are kind of just sitting
there on the floor... It looks a little bit better when you're blind, I
guess.

![image](https://github.com/tgstation/tgstation/assets/28870487/a10b70bb-5586-4d37-bbb1-a642d8524d54)
## Why It's Good For The Game

I like psykers a lot more than I'm willing to admit. Unfortunately, the
jankiness of echolocation provides such a disadvantage at times, that
any "real" conflict is usually over before the psyker is even aware
they're taking damage.

Fortunately, the controlled environments that bitrunning maps are
perfect for psykers. They give the opportunity to craft an experience
around the player being blind, rather than forcing them to play blind
through a seeing mans world.

These two domains should present players with a unique challenge that is
designed around playing as a psyker, with slightly higher-than-usual
rewards for their trouble. More importantly -- They're fun!
## Changelog
:cl: Rhials
add: Two new psyker-oriented virtual domains -- Crate Chaos and Infected
Domain.
add: Map helper for cyber-police corpse spawn.
add: Map helper for swapping the encrypted crate in an area with a
random crate from that same area.
/:cl:

* Abandoned Domains: Adds two new psyker-oriented virtual domains

---------

Co-authored-by: Rhials <[email protected]>
* Goats will randomly attack you (#78930)

## About The Pull Request

We accidentally lost this behaviour when we converted goats to basic
mobs.
_Formerly_ (and now again) goats had a 0.5% chance per second to simply
decide to attack you for no reason at all.
While attacking you they also have a 10% chance per second to get bored
of doing that and stop.

Additionally, we were outputting a fluff message every time you attacked
a goat which would spam chat if you were trying to fist fight each
other. I added a 20 second cooldown onto it.

As is often the case, implementing this led me down a bit of a rabbit
hole.
We were previously bypassing faction checks via a mixture of flags on AI
behaviours and blackboard keys.
I have moved this _entirely_ to the blackboard now, rather than making
targetting subtypes just to skip faction checks.

This entails having one blackboard key which is "by default do we care
about factions?" and another which is "are we currently ignoring
factions for some other reason?"
Retaliatory AI will generally enable the second flag, so you can get
pissed off at someone you would usually not mind hanging out with if
they start something with you. Certain mobs which want to hunt other
mobs but not be hunted in return just ignore factions entirely all the
time and use the former.

The upshot of this is that the default behaviour for expected default
retaliatory AI shouldn't require you to set any specific kind of
targetting datum and will Just Work.

In a similar vein because I was touching largely the same mobs I made
the "flee when injured" component apply its "don't flee because not
injured" flag instantly upon application rather than needing to manually
set it in the blackboard definition, so that also Just Works.

## Changelog

:cl:
fix: Pete's anger management training has worn off, and he will once
again sometimes pick a fight with you for absolutely no reason.
qol: Attacking a goat will not spam messages so frequently.
/:cl:

---------

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

* Goats will randomly attack you

---------

Co-authored-by: Jacquerel <[email protected]>
Co-authored-by: san7890 <the@ san7890.com>
* Add appy slices (#78944)

## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/66640614/d0e80b4c-68c3-4ed2-af3c-4d078de4724f)

Delicious snacktime

## Why It's Good For The Game
Healthy snack good for kids

## Changelog
:cl:
qol: apples can now be sliced
/:cl:

---------

Co-authored-by: tattle <article.disaster@ gmail.com>

* Add appy slices

---------

Co-authored-by: tattle <[email protected]>
Co-authored-by: tattle <article.disaster@ gmail.com>
* Laser Carbine sprite and sound improvement (#78831)

## About The Pull Request
Changes the laser carbine sprite and makes the orange laser sprite
brighter (the laser carbine shot orange lasers from the start). Changes
the laser2.ogg to a new sound that is now used by the laser carbine (can
be heard in the video):

https://github.com/tgstation/tgstation/assets/42353186/cfaff327-335f-4e6b-9773-b1ce62600212

**NEW SPRITE:**
![laser carbine
big](https://github.com/tgstation/tgstation/assets/42353186/5e0b1c90-527c-47ae-9747-7f833a84c880)

**OLD SPRITE:**
![old
carbine](https://github.com/tgstation/tgstation/assets/42353186/5d2eb35c-9ddb-49db-99b3-e1631a1db8dd)
## Why It's Good For The Game
The laser carbine sprite must be improved, as in the original PR people
wanted it to be "polished" so I did it. Polished the sprite without
changing the core design.

![image](https://github.com/tgstation/tgstation/assets/42353186/0c6f73a3-0dd0-4ba5-9cf8-dd34cade2fd1)

New sounds give it a unique sound to distinguish it from other guns,
it's also less noise-polluting than normal laser gun sound which is long
and too beefy for a 10-burn damage gun.
## Changelog
:cl:
sound: laser2.ogg sound has been changed. Now laser carbine uses it.
image: Laser carbine and orange laser sprite have been improved.
/:cl:

* Laser Carbine sprite and sound improvement

---------

Co-authored-by: DrTuxedo <[email protected]>
…(#24118)

* Wugh

Adds 2 hats

* Update head.dmi
…g at double rate [MDB IGNORE] (#24309)

* Adds `on_mob_life` `SHOULD_CALL_PARENT`, fixes holy water metabolizing at double rate (#78932)

## About The Pull Request

- Fixes #78919

- Adds `SHOULD_CALL_PARENT` to reagent `on_mob_life`, fixes a few places
which didn't call parent

- Off the top of my head I remembered holy water purposefully didn't
call parent to get a static metabolism rate. However #78657 added a
parent call to holy water, meaning it's been metabolizing out twice,
incredibly fast. Fixes that.

## Why It's Good For The Game

Reagent parent is fairly important as it handles removing the reagent
from the mob.

## Changelog

:cl: Melbert
fix: Fixes Mauna Loa, Monover, Silibinin, Granibitaluri not exiting your
system on metabolism
fix: Fixes holy water exiting your system at double the rate on
metabolism
fix: Holy Water no longer spams cultists with big text every time, it's
much more tame now
/:cl:

* Adds `on_mob_life` `SHOULD_CALL_PARENT`, fixes holy water metabolizing at double rate

---------

Co-authored-by: MrMelbert <[email protected]>
* reverts offical grep

* Update CODEOWNERS

---------

Co-authored-by: Fikou <[email protected]>
Co-authored-by: Bloop <[email protected]>
* Simplemob AttackingTarget Fix (#78966)

## About The Pull Request

Fixes #78953, plus some unreported code issues with lavaland elites,
player-controlled megafauna, and a couple other hostile simplemobs.

Basically, the sort of "attack wrapper" use of AttackingTarget seen in
some simplemobs, specifically when player-controlled, was accidentally
removed in the hands element refactor PR. This PR just re-adds that
usage for player simplemobs to preserve previous functionality for our
remaining simplemobs until their time to be refactored comes.

## Why It's Good For The Game

While we're more geared towards basic mobs and simplemob conversions
currently, we should still aim to preserve simplemob functionality until
we don't have them anymore.

## Changelog
:cl:
fix: Space Dragon can break walls, eat corpses and destroy mechs more
efficiently again
fix: Player-controlled lavaland elites can once again return to their
tumor after winning their fight
/:cl:

* Simplemob AttackingTarget Fix

---------

Co-authored-by: IndieanaJones <[email protected]>
* Fixes Space Dragon Attacking (#78964)

Fixes #78953

## About The Pull Request

Basically the gist is that Space Dragon's special attack code was on
`AttackingTarget()` rather than whatever the hell simple animals
controlled by clients use (I didn't bother enough to look into the chain
to remember this). This was the complete wrong proc to use, and it NEVER
got executed. Anyways, we just hook into the signal for whatever the
simple animal proc is as well as clean up all the code, make everything
pretty, and most importantly:

MAKE THE DAMN CODE WORK
## Why It's Good For The Game

Either someone did not test their code at all, or some weird esoteric
change in the attack chain changed this somehow? I'm not sure when or
why this happened but it is guaranteed to be fixed now.

The code cleanup and tinkering I did means that it's gonna be about 10%
easier to port this over to a basic mob eventually (not doing a full
refactor when this shit is this broken, the code added here is modular
enough to the point where it's plug-n-play).
## Changelog
:cl:
fix: Space Dragons can now, once again, tear down walls and eat corpses.
They also have regained their special damage modifier when attacking
mechs.
/:cl:

* Fixes Space Dragon Attacking

---------

Co-authored-by: san7890 <[email protected]>
…CTF areas [MDB IGNORE] (#24316)

* Manifest Rune/Capture the Flag no longer DNR you. Blocks suicides in CTF areas (#78957)

## About The Pull Request

You can return to your old body after playing CTF or being summoned as a
manifest rune cult ghost. This is done by slapping the temporary_body
component onto cult rune summons and CTF bodies. This also extends to
Medisim Shuttle knights.

This also blocks suicides from being performed in CTF areas. Ghosting
and "manually" suiciding is, of course, still an option.
## Why It's Good For The Game

There's no reason these two cases should lock you out of being revived.
They both also dust bodies on death or after their job is done, making
them a perfect fit for this component.

Blocking suicides ensures that all bodies are properly "cleaned up" by
the death dusting process. Gun suicides, for instance, would remove the
brain from the body and bypass cleanup. This not only prevents the user
from being returned to their old body, but likely has other unforeseen
problems that leaving a body behind might cause.
## Changelog
:cl: Rhials
qol: You can now return to your old body after being summoned by a
manifest rune.
qol: You can now return to your old body after dying in CTF.
qol: You can now return to your old body after dying in the Medisim
Shuttle battle area.
qol: You can no longer suicide in CTF areas, for integrity purposes.
/:cl:

* Manifest Rune/Capture the Flag no longer DNR you. Blocks suicides in CTF areas

---------

Co-authored-by: Rhials <[email protected]>
* Gas canister colors update (#78898)

* Gas canister colors update

---------

Co-authored-by: lessthanthree <[email protected]>
…4317)

* sdql readout now displays location of turfs properly (#78951)

## About The Pull Request

previously

![image](https://github.com/tgstation/tgstation/assets/70376633/d365430a-7775-417d-893a-1e559601de8f)

now

![image](https://github.com/tgstation/tgstation/assets/70376633/636eac5f-175e-4983-a096-bffa7181bd48)

## Why It's Good For The Game

bug or something bad

## Changelog
:cl:
fix: sqdl2 query readout displays location of turfs properly
/:cl:

* sdql readout now displays location of turfs properly

---------

Co-authored-by: jimmyl <[email protected]>
* [no gbp] Don't give every heretic mob mirror walk (#78949)

## About The Pull Request

Fixes #78942

Don't give every heretic mob mirror walk
Also restores their spaceproofing.

The causes of this were respectively:
- I didn't type out the full typepath.
- I forgot.

## Changelog

:cl:
fix: "Mirror Walk" is once more the domain of the Maid in the Mirror
rather than "every heretic summon"
fix: Heretic mobs can once again survive space
/:cl:

* [no gbp] Don't give every heretic mob mirror walk

---------

Co-authored-by: Jacquerel <[email protected]>
* VV Upgrades (#78948)

## About The Pull Request

* Makes special byond lists display properly
* Makes images get a preview in the header
* Makes filters display properly
* Make variable value display a bit more robust to errors
* Kills single char vars

## Changelog

:cl:
admin: VV can now display the contents of special byond lists like
filters, or client.images
admin: VV on images now displays the image in the header
admin: VV can now display filters and includes their type
/:cl:

* VV Upgrades

---------

Co-authored-by: Emmett Gaines <[email protected]>
* Modsuits can no longer be deepfried (#78950)

## About The Pull Request

Adds modsuit control unit to deepfry blacklist.

Fixes #78928

## Why It's Good For The Game

You aren't supposed to be able to deepfry storage items like backpacks
since it causes issues. However modsuits start out with no storage, and
can have storage added later, allowing them to bypass this. Therefore
you shouldn't be able to deepfry modsuits since they can become a
storage item.

It's also inconsistent that you can fry modsuits without storage, but
modsuits with storage can't be fried. It's simpler that no modsuits can
be fried at all.

## Changelog

:cl:
fix: Modsuits can no longer be deepfried
/:cl:

* Modsuits can no longer be deepfried

---------

Co-authored-by: BlueMemesauce <[email protected]>
* You can now give people a slap on the wrist (#78793)

## About The Pull Request
Slapping people on the wrist now has a unique message.

## Why It's Good For The Game
New interactions between players, allows security to literally "give
people a slap on the wrist" instead of brigging someone.

## Changelog
:cl:
add: targetting someone's arm with *slap now has a unique message
/:cl:

* You can now give people a slap on the wrist

---------

Co-authored-by: bun235 <[email protected]>
* Saggy fax (#78962)

![image](https://github.com/tgstation/tgstation/assets/3625094/a635a4d3-ca3a-442b-8f58-98c60461713f)

## About The Pull Request

Makes faxes display with vertical offset when on a table.

## Why It's Good For The Game

Looks nice

## Changelog

:cl:
fix: The crew is instructed to place fax machines properly in the center
of a table without hanging.
/:cl:

* Saggy fax

---------

Co-authored-by: Andrew <[email protected]>
@Iajret Iajret merged commit c1c3017 into Fluffy-Frontier:master Oct 13, 2023
22 checks passed
@Iajret Iajret deleted the 1410merge branch October 13, 2023 22:24
Iajret pushed a commit that referenced this pull request Jan 3, 2024
* Rebalance transformer_rp, add spawn timer, fix countdown

* Add countdown for transformer_rp

* Cleaning up

* Tweak robotic factory timers and use is_operational instead of bitflag checking

* Cleanup single letter vars, add power status to examine

* Fix robotic transformer_rp to stop processing upon power loss
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