Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[MDB IGNORE] [IDB IGNORE] We made Maint in June #504

Merged
merged 408 commits into from
Sep 21, 2023
Merged

Conversation

RogueStationAI
Copy link

No description provided.

Lunar248 and others added 30 commits September 14, 2023 10:56
* Update cargodiselost.dmm

* Update cargodiselost.dmm
…ble way [MDB IGNORE] (Skyrat-SS13#23685)

* [no gbp] Jump jets activate a linked jetpack in a more sensible way (#78296)

## About The Pull Request

fikou pointed out that the code I wrote not only wasn't reliable on
destroy but also was overengineered
but only _after_ he merged it 😠

now we just ask the jetpack module if it is on rather than using a weird
trait

## Changelog

not player facing

* [no gbp] Jump jets activate a linked jetpack in a more sensible way

---------

Co-authored-by: Jacquerel <[email protected]>
… filter [MDB IGNORE] (Skyrat-SS13#23687)

* Sanitizes another source of users bypassing the sanitization filter (#78313)

* Sanitizes another source of users bypassing the sanitization filter

---------

Co-authored-by: Zephyr <[email protected]>
…ll embeds too [MDB IGNORE] (Skyrat-SS13#23702)

* buffs embed pulling with hemostats, allows wirecutters to pull embeds too (#78256)

## About The Pull Request
- Wirecutters or tools with wirecutter behaviors are now valid for
plucking embeds.
- Pluck speed no longer **starts** at 2.5 seconds, which is a pretty
dang long time, especially if you have bad embed RNG. I'll do the math
and run some more tests in the morning.
- Wirecutters have a speed malus in regards to plucking embeds. I should
probably make it worse to account for, like, jaws of life or something.
- Plucking embeds with wirecutters now hurts! It hurts way less than
ripping it out with your hands, but it still hurts!

For comparison's sake, bare-handed throwing star removal compared to
possible tools.

![image](https://github.com/tgstation/tgstation/assets/31829017/96730fa5-77b8-4f31-83ba-48d36e4e419b)

## Why It's Good For The Game
Embeds kinda suck to deal with. This is intentional - I get that.

However, hemostat pulling is kind of... kind of bad. Awful, really. 2.5
seconds is a lot of time. I know it's not supposed to be the best
option, but if you've got a tool, I'd at least like to think it'd be
slightly less bad than shoving your fingers into your wound?

## Changelog

:cl:
balance: Pulling embedded items e.g. shrapnel with hemostats is now a
lot faster, and scales appropriately with toolspeed.
balance: You can now pull embedded items with wirecutters, at a speed
penalty.
/:cl:

---------

Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>

* buffs embed pulling with hemostats, allows wirecutters to pull embeds too

---------

Co-authored-by: Hatterhat <[email protected]>
Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
…titool both ways [MDB IGNORE] (Skyrat-SS13#23700)

* Vents & Injectors now link properly with air sensors via multitool both ways (#78238)

## About The Pull Request
If you first log a unary vent/injector in an multitool and then link it
with an air sensor(i.e. you invoke the air sensors multitool_act)
everything works correctly.

But if you first log a air sensor in an multitool and then link it with
an unary vent/injector (i.e. you invoke the vents/injectors
multitool_act), the vent gets set up incorrectly i.e., its output
pressure, operating mode is not set and it does not function.

This PR fixes that

## Changelog
:cl:
fix: Unary vents & Injectors now link properly with air sensors via
multitool both ways
/:cl:

---------

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

* Vents & Injectors now link properly with air sensors via multitool both ways

---------

Co-authored-by: SyncIt21 <[email protected]>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
…the buttons around. [MDB IGNORE] (Skyrat-SS13#23699)

* [BIRDSHOT] Fixes the shutters on the guest suite, and swaps the buttons around. (#78327)

## About The Pull Request

One of the shutters was set with the id for the door, so i fixed that. I
also swapped the buttons around so they're ordered the same as the door
and shutter
## Why It's Good For The Game

FIxes #78234
## Changelog
DATA_:cl:
fix: Fixed a shutter not working on Birdshot's Guest Suite.
/:cl:

* [BIRDSHOT] Fixes the shutters on the guest suite, and swaps the buttons around.

---------

Co-authored-by: DATAxPUNGED <[email protected]>
* Fixes infinite power exploit. (#78321)

Fixes an exploit that allows tesla coils to duplicate >7GeV supermatter
zaps. Does this by dividing the new zap value by the power multiplier
instead of blindly halving it.
## About The Pull Request
Tesla coils no longer exponentially duplicate >7GeV supermatter zap
power.
## Why It's Good For The Game
Prevents this from happening:

![DA66945A-8135-472F-BA9B-EA387A831469](https://github.com/tgstation/tgstation/assets/58013024/1dadc9a5-8790-4a84-8d42-0ad9f176eb9f)
## Changelog
:cl:
fix: Fixes tesla coils duplicating the power of >7GeV supermatter zaps.
/:cl:

* Fixes infinite power exploit.

---------

Co-authored-by: Pickle-Coding <[email protected]>
…RE] (Skyrat-SS13#23695)

* Space Ruin - Small fixes for Anomaly Research Ruin (#78320)

## About The Pull Request

Came across the ruin the other day and realized the windows were stacked
in a couple places, this just removes the duplicate and also makes the
windows have the proper underplating.

<details>
<Summary>The bads </Summary>

![image](https://github.com/tgstation/tgstation/assets/22140677/a407cd1d-c742-4909-981a-6a5fa0599838)

![image](https://github.com/tgstation/tgstation/assets/22140677/e8b9453e-da35-4973-b0e1-3e09a4fe59f6)

![image](https://github.com/tgstation/tgstation/assets/22140677/6da36f98-99c6-4f40-b147-f24cb419a8f3)

</details>

## Why It's Good For The Game

Mapping cleanliness

## Changelog
:cl:
fix: Space ruin Anomaly Research - Fixes stacked windows and
underplating
/:cl:

* Space Ruin - Small fixes for Anomaly Research Ruin

---------

Co-authored-by: Zergspower <[email protected]>
…ditions and achievement [MDB IGNORE] (Skyrat-SS13#23690)

* Fixing fish hook exploits, bait not being consumed, race conditions and achievement (#78302)

## About The Pull Request
The bait wasn't being consumed properly because it was badly coded.
Whoopsies.
The achievement would be unlocked upon gaining legendary rank ONLY IF
you won the minigame. My bad.
Upon win (and loss), the fishing minigame would often be prematurely
closed before ui act could run due to internal calls to do that. A
classic example of race condition.
Last but not least, the fishing hook exploit that would allow items to
be in multiple places, including nullspace, and cause a load of issues.

## Why It's Good For The Game
This PR should fix all of them. Closes #78210, closes #78204, closes
#78187, closes #77265, closes #77265, closes #73014.

## Changelog

:cl:
fix: Fixed a race condition that made fishing yield no reward way too
often.
fix: The legendary fisher achievement is awarded even if you don't win
the minigame.
fix: Fixed a fish hook exploit.
fix: Baits are now properly consumed by caught fish and (alive) mobs.
/:cl:

* Fixing fish hook exploits, bait not being consumed, race conditions and achievement

---------

Co-authored-by: Ghom <[email protected]>
* Removes Sleep Printing Library (#78324)

## About The Pull Request

#76286, which spawned it, is dead. Don't need to hang onto it anymore
per moth's instructions

* Removes Sleep Printing Library

---------

Co-authored-by: LemonInTheDark <[email protected]>
… brain trauma. [MDB IGNORE] (Skyrat-SS13#23693)

* Lowpop stations will be freed from the burden of spontaneous brain trauma. (#78317)

## About The Pull Request

Adds a minimum player count of 13 to the spontaneous brain trauma event
so it doesn't screw over players on lowpop when there aren't many people
that can help.

## Why It's Good For The Game

With a minimum player count, this will make playing on lowpop a bit
smoother as people aren't getting bombarded by traumas when there may
not be any people with sufficient access to required tools for
treatment.

## Changelog

:cl:
balance: The spontaneous brain trauma event will no longer occur if
there are fewer than 13 players.
/:cl:

* Lowpop stations will be freed from the burden of spontaneous brain trauma.

---------

Co-authored-by: AtomTheProphet <[email protected]>
… an airlock [MDB IGNORE] (Skyrat-SS13#23698)

* [BIRDSHOT] Deletes a weird status display that was on top of an airlock (#78328)

## Why It's Good For The Game

I don't think this issue is on the issue tracker
## Changelog
DATA_:cl:
fix: Removed an AI display that was in front of an airlock in Birdshot
/:cl:

* [BIRDSHOT] Deletes a weird status display that was on top of an airlock

---------

Co-authored-by: DATAxPUNGED <[email protected]>
Co-authored-by: lessthanthree <[email protected]>
…IGNORE] (Skyrat-SS13#23697)

* birdshot access helper fixes and small service nitpick  (#78299)

## About The Pull Request

changes the access helper located across from gateway to the proper
access helper (was originally service maints, is now command maints) and
deletes a duplicate science access helper in starboard aft maints.

the more opinionated part of this PR is (what i believe to be) an
oversight on the map makers part, the bar backroom/kitchen coldroom
airlock is only blocked by a single barricade, making it dead simple
easy for a chef to just grab their roundstart cleaver, tear down the
barricade, and buy both armor and sunglasses (of course the bartender
could stop them, but that depends on if the bartender even notices), so
i added the welded and bolted access helpers to the airlock to help keep
them out (at least at immediate roundstart, we don't need chefs trying
to steal the bartenders stuff immediately into the round). i'm willing
to drop this part of the PR or edit it to use proper ID access instead,
i just simply do not believe its a good idea for chefs to be able to buy
out flash protection and pretty decent armor for barely any work on
their part roundstart.

## Why It's Good For The Game

might as well make the airlock helpers mirror their intention, i don't
personally think its egregious to think that the command hallway would
all use command helpers for their accesses, removing duplicate helpers
is also good.

the luxury of armor and sunglasses are extended to the bartender as a
courtesy for having to put up with assistants, much in the same way
chefs receive CQC, and as such neither should be able to claim the
others stake for legitimately 0 work involved, while this doesn't
outright make it that much harder to break in, it does prevent it from
being as easy as smashing a wood panel and then walking in.

## Changelog

:cl:

fix: adds the bolted and welded helper to the bar backroom/kitchen
coldroom airlock on birdshot, as to prevent chefs from being able to
access armor and sunglasses roundstart with barely any work involved

/:cl:

* birdshot access helper fixes and small service nitpick

---------

Co-authored-by: Donglesplonge <[email protected]>
…ORE] (Skyrat-SS13#23704)

* makes the bank machine not print 0 credit holochips (#78331)

## About The Pull Request

syphoned credits must be above 0 to print a holocihp now

## Why It's Good For The Game

bug bad

## Changelog
:cl:
fix: the bank machine cannot print holochips worth 0 credits now
/:cl:

* makes the bank machine not print 0 credit holochips

---------

Co-authored-by: jimmyl <[email protected]>
…at-SS13#23706)

* Fixes returning items to vending machines (#78289)

## About The Pull Request
- Fixes #77719
- Fixes #68848

The problem was items that are subtypes of other items creates problems
for e.g. the medical winter coat & the paramedic winter coats

Type path for medical winter coat
![Screenshot
(295)](https://github.com/tgstation/tgstation/assets/110812394/87661390-b9ae-4c89-9284-832017151af9)

Type path for paramedic winter coat
![Screenshot
(296)](https://github.com/tgstation/tgstation/assets/110812394/c9fb3bf7-27c2-44b3-b5ff-3d814c7d3391)

The problem? paramedic winter coat is a subtype of
`/obj/item/clothing/suit/hooded/wintercoat/medical` but medical winter
coat type is `/obj/item/clothing/suit/hooded/wintercoat/medical` so when
returning these subtypes back to the vendor the `ispath()` check

https://github.com/tgstation/tgstation/blob/7c0064c04cc4d4804aac9bb92e4dea638579e723/code/modules/vending/_vending.dm#L1041
Gets confused and it ends up returning the paramedic winter coat to the
medical wintercoat section cause it thought it was a subtype. The
solution is check if the returned products typepath absolutly matches
the products category typepath and not do a relative check.

The same problem applied to foods bought from a food vending machine.
Also removed the unused var `input_display_header` cause it did nothing.

- Fixes #76314

You now cannot return items to a vending machine if it has items in it's
contents so no returning vending trays with food on them or duffle bags
with items inside it or whatever.

## Changelog
:cl:
fix: returning items to vendors works correctly
fix: you can't return items that has stuff in it for e.g. a serving tray
with food in it
/:cl:

* Fixes returning items to vending machines

---------

Co-authored-by: SyncIt21 <[email protected]>
…add inedible plant seeds to the seed extractor [MDB IGNORE] (Skyrat-SS13#23707)

* Fixes a fruit wine runtime and fixes runtime when trying to add inedible plant seeds to the seed extractor (#78319)

Fixes tgstation/tgstation#78315
Fixes tgstation/tgstation#69282 (same issue)
Fixes Skyrat-SS13#23586 (same issue)

## About The Pull Request

@ Jacquerel end me please.

This fixes the linked issue and the other issue that was mentioned in
the comments. They are unrelated, but this is a two for one.

First bug is caused by fruit wine trying to blend `filling_color`, which
is actually unset for the majority of plants. As such it will runtime
when trying to make wine from just about every plant in the game. It
could be a nice project for someone to set those for all the plants so
they have more accurate colors when smashed or made into fruit wine...

But for now the bug is fixed by just having it use the reagent's `color`
for the blending when the `filling_color` var is unset.

---

~~As for the other issue mentioned in the comments of #78315, this is
because it turns out the code in hydroponics.dm treats `/obj/item/grown`
and `/obj/item/food/grown` the same, so we need to make sure that their
constructors match (even if we aren't using the args).~~

~~It's an issue born ultimately of bad OOP design. Both should be
basetype of obj/item/grown really but the way that food code works it
has to be this way.~~

As per @ Jacquerel 's request I am going to remove this portion of the
fix. I've fixed the runtime that occurs when adding the seeds to the
extractor but as for the fix for the mutation traits I will leave that
in their capable hands.

## Why It's Good For The Game
## Changelog

:cl:
fix: fixes a bug that would cause grown inedible plant seeds (like tower
cap) to vanish from existence upon being added to the seed extractor
fix: fixes a issue that would cause fruit wine to bug out when trying to
blend its reagent color

/:cl:

* Fixes a fruit wine runtime and fixes runtime when trying to add inedible plant seeds to the seed extractor

---------

Co-authored-by: Bloop <[email protected]>
…23710)

* Removes watcher overwatch ability (#78292)

## About The Pull Request

Removes the "overwatch" ability from Watchers, allowing them to use
their "look away" ability at any health threshold instead (but only if
it's been fighting you for at least 5 seconds or if you attack it).
Drops the cooldown on the gaze a little bit to compensate.

Also fixes some weird behaviour I noticed while testing:
- It won't cancel its own ability by trying to back away from you.
- It will look at you when it shoots you.

## Why It's Good For The Game

I was cooking too hard with this one.
- Two abilities overcomplicates what are supposed to be a pretty simple
mob you fight in packs.
- It wasn't obvious what you were actually supposed to do when
targetted.
- Doing it wrong could be very punishing in groups.
- Doing it _right_ was still kind of unexciting.

This is an ability to give to an elite, not a random trash mob.

## Changelog

:cl:
balance: Watchers will no longer put you at gunpoint.
/:cl:

* Removes watcher overwatch ability

---------

Co-authored-by: Jacquerel <[email protected]>
* Readds (some) Knockdown Vomits (#78301)

## About The Pull Request

ALL stunning vomits were nerfed to have just a motionless stun in #70245
(14438a2), and while it didn't really
affect game balance beyond just making you not fall on the floor... I
really didn't like it since it was all-or-nothing. Fortunately with
#78191 (a706064), we are able to add
more expression to how a vomit should go down using the new bitflag
system, so I decided to rewrite it back in for a special number of
cases.

I only did it for two cases, but anyone is free to change anything they
think they deserve it via changing the vomit flags that are passed into
the proc. Those cases are:

* Places where you vomit after spinning too hard. You lost balance and
threw up. That makes more sense to me than just being suddenly and
completely motionless without any sign of loss of inertia.
* Organ heal rejections. You literally vomit out an organ. How are you
still standing up? Beyond making no sense in anatomy, you should really
feel the _oomph_ from literally puking out an organ.
## Why It's Good For The Game

This is a bit of flavor that really ensaddened me when I realized it was
removed because it really does miss out on the real and true impact.
While I do agree with some merits of the aforementioned balance PR that
removed it, I do not think that it works at all for a blanket case. Now
that we are able to add this expression, we should, because it's cool.

Also cleaned up some comments I forgot to update from the last time.
## Changelog
:cl:
balance: You will be knocked down again on certain vomits. Don't worry,
you'll deserve it when it happens.
/:cl:

* Readds (some) Knockdown Vomits

---------

Co-authored-by: san7890 <[email protected]>
vinylspiders and others added 22 commits September 20, 2023 19:22
* [NO GBP] Fixes Holopads (#78425)

## About The Pull Request

Turns out my PR broke holopads a little bit. Thankfully the fix was
pretty easy. Fixes #77730.
## Why It's Good For The Game

Bug fixes good.

## Changelog

:cl:
fix: The caller in a holopad call should now be able to hear people on
the other end.
/:cl:

* [NO GBP] Fixes Holopads

---------

Co-authored-by: GPeckman <[email protected]>
…clothing (Skyrat-SS13#23694)

* [Modular] Adds garment bags to the blueshield and NTC lockers

* minor grammar correction

* srry about the maptainer ping

* :)

* :)))
…3#23528)

* millstone wrench, screwdriver, and building + stone stuff

* Update modular_skyrat/modules/primitive_cooking_additions/code/millstone.dm

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

* Update modular_skyrat/modules/primitive_cooking_additions/code/millstone.dm

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

---------

Co-authored-by: Bloop <[email protected]>
…-SS13#23835)

* Replaces "Bread" smite with "Objectify" (#78445)

Instead of turning people into bread, the bread smite can now turn people into any object (including bread).

* Replaces "Bread" smite with "Objectify"

---------

Co-authored-by: Jacquerel <[email protected]>
…eding [MDB IGNORE] (Skyrat-SS13#23824)

* Augments/Prosthetic limbs now spark when shot instead of bleeding

* Updating modular (why is this entire proc copy pasted...)

* Update projectile.dm

* Updating modular (why was this entire proc copy pasted...)

* Merge branch 'upstream-merge-78248' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-merge-78248

---------

Co-authored-by: nikothedude <[email protected]>
Co-authored-by: Giz <[email protected]>
* resprite t-ray scanner (#78473)

## About The Pull Request

I've planned to merge this sprite as a part of my engi tools resprite
PR, but forgot to include t-ray into it, my bad! I did a few tweaks to
my original sprite to make it look a bit better. Here it goes.

![chunkyboi](https://github.com/tgstation/tgstation/assets/137328283/2fbf972e-ba1b-4c8c-a47a-95516892d3b5)

## Why It's Good For The Game

I guess, making game a bit more consistant in its art style is a good
thing. Also i personally LOVE this chunky boi.

## Changelog

:cl:
image: resprites t-ray scanner.
/:cl:

* resprite t-ray scanner

---------

Co-authored-by: Interception&? <[email protected]>
@ORCACommander ORCACommander changed the title [MDB INGORE] [ICDB IGNORE] We made Maint in June [MDB INGORE] [IDB IGNORE] We made Maint in June Sep 21, 2023
@ORCACommander ORCACommander changed the title [MDB INGORE] [IDB IGNORE] We made Maint in June [MDB IGNORE] [IDB IGNORE] We made Maint in June Sep 21, 2023
@ORCACommander ORCACommander merged commit ea19a66 into master Sep 21, 2023
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.