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[MDB IGNORE] [IDB IGNORE] Cargo Maint #506
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…janibets [MDB IGNORE] (Skyrat-SS13#24157) * allows janitor keys to be stored in janitor wintercoats and janibets (#78724) ## About The Pull Request the janitor access key could not be stored on their belt, or their wintercoat slot, which felt off to me. so i added it to both of them, and added the janicart key to the coat slot as well. i figure if one can fit, the other probably can too. ## Why It's Good For The Game convenient, less cumbersome storage for items that you want to keep both close to your person, and accessible for easy use. ## Changelog :cl: qol: allows janitor keys to be stored in janitor wintercoats and janibets /:cl: * allows janitor keys to be stored in janitor wintercoats and janibets --------- Co-authored-by: Lamb <[email protected]>
* Fix ID card examine runtime (#78785) ## About The Pull Request This always expects to return a list, even if empty. But this early returned before the parent call, meaning it didn't return the empty list (from parent) as expected. ## Changelog :cl: Melbert fix: Fixed an error from reading an ID card closely when you can't read /:cl: * Fix ID card examine runtime --------- Co-authored-by: MrMelbert <[email protected]>
…#24161) * Dogs now flee from mobs with tongs (#78797) AI dogs with the dog controller behaviour will flee from a target with tongs in hand. Untested because I literally cannot play byond. ## Why It's Good For The Game https://www.youtube.com/watch?v=cXIAZtwvgz0 ## Changelog :cl: oranges add: Dogs now react to centrist grillers more realistically /:cl: * Dogs now flee from mobs with tongs --------- Co-authored-by: oranges <[email protected]>
* offical to official (#78762) ## About The Pull Request Fixes "offical" to "official" in several locations - admin fax panel, admin newscaster, art patron text, a photocopier template, and a corgi tail pin item description. Adds this common misspelling to the check_grep.sh ci tool. ## Why It's Good For The Game I have corrected the typo manually every single time I have sent a fax from Central Command. ## Changelog :cl: spellcheck: "offical" has been officially corrected to "official" in several official locations. /:cl: * offical to official --------- Co-authored-by: Isratosh <[email protected]>
* fixed wierd TGUI crash (#78778) ## About The Pull Request There is a weird bug, that happens if you're writing your first PDA message to someone, and his PDA gets destroyed (abus/cryo/blows up), your messenger app will recieve unfixable TGUI error, due to being unable to recieve recipient name. So i added another check on TGUI side of app ¯\_(ツ)_/¯ ## Why It's Good For The Game Your PDA's wont stuck in TGUI blue screen of death, if someone went to cryo during you writing a message to him. ## Changelog :cl: fix: fixed a PDA's messenger TGUI issue with handling of destroyed recipients. /:cl: * fixed wierd TGUI crash --------- Co-authored-by: ReezeBL <[email protected]>
* Adjust ID card assignment line (#78801) ## About The Pull Request Adjusts and realigns the assignment overlay to match the new ID cards, centering it with the new logo placement. Before: ![id_cards_before](https://github.com/tgstation/tgstation/assets/83487515/6f134710-f438-4c81-8b93-8e0dbf67b47f) After: ![id_cards_fixed](https://github.com/tgstation/tgstation/assets/83487515/243a3df0-a169-4fd1-b29d-7736c314008a) ## Changelog :cl: LT3 image: Text alignment on ID cards slightly adjusted /:cl: * Adjust ID card assignment line * skyrat edits * Update clothing_facility.dmm --------- Co-authored-by: lessthanthree <[email protected]>
* Renames prison intercoms (#78781) ## About The Pull Request This renames prison intercoms to "receive-only intercom" ## Why It's Good For The Game It's rare a day goes by that I don't see someone confused about why these intercoms "aren't working.", and if it comes up in conversation, most sec players don't seem to be aware either. There's already a note about the intercoms being receive-only in the examine text, but apparently it largely goes unnoticed. This change should make it very clear, at a glance, that players should not expect to be able to transmit using these intercoms. It'd probably also be a good to grey out or hide the transmit button but this is what I can do and makes it obvious to everyone. ## Changelog :cl: qol: "prison" intercoms have been renamed to "receive-only" intercoms to make it clearer they cannot transmit. /:cl: * Renames prison intercoms --------- Co-authored-by: YehnBeep <[email protected]>
…24167) * Added slapcrafting to tech shells (#78746) ## About The Pull Request Added slapcrafting to tech shells. Untested! ## Why It's Good For The Game Easier to make 'em ## Changelog :cl: qol: Added slapcrafting to unloaded tech shells, click on them with ingredients to quickly craft your shell. /:cl: * Added slapcrafting to tech shells --------- Co-authored-by: carlarctg <[email protected]>
… crowbar cabinets [MDB IGNORE] (Skyrat-SS13#24158) * adds directional helpers for empty fire axe and mech removal crowbar cabinets (#78722) ## About The Pull Request title. it's mostly so they can be used conveniently in areas you don't want to put fireaxes, but do want an empty cabinet for reasons. ## Why It's Good For The Game more flexible options for mappers, more convenient than making directional variants yourself. it's what the helper is for ## Changelog :cl: qol: gives empty fireaxe and mech removal crowbars cabinets directional helpers /:cl: * adds directional helpers for empty fire axe and mech removal crowbar cabinets --------- Co-authored-by: Lamb <[email protected]>
…24154) * Frosty's factions are now defines (#78792) ## About The Pull Request Saw that Frosty the Snowman's factions were strings instead of defines, so I have made them use defines. ## Why It's Good For The Game Defines are much safer and cleaner than using strings. ## Changelog Nothing player facing * Frosty's factions are now defines --------- Co-authored-by: Profakos <[email protected]>
… analyzer updates its GPS tag [MDB IGNORE] (Skyrat-SS13#24169) * Tendril Tagging - scanning necropolis tendrils with a mining analyzer updates its GPS tag (#78738) ## About The Pull Request Makes it so that if you wave a mining analyzer over a necropolis tendril (kinda like a geyser), its GPS tag is updated with a code for what it spawns and a numerical designation. Unlike geyser scanning, this awards no points, and is solely for figuring out what tendril spawns what fauna. <details> <summary>Screenshots in the dropdown:</summary> ![image](https://github.com/tgstation/tgstation/assets/31829017/888f19f9-2291-4349-995a-2821e99da375) ![image](https://github.com/tgstation/tgstation/assets/31829017/d847e88e-a8ae-4a18-ae57-aed248343457) ![image](https://github.com/tgstation/tgstation/assets/31829017/d9646dad-70b6-4e92-8b5d-ce5eed873869) Updated: now on the `structure/spawner` level, allowing it to cover icemoon spawners. ![image](https://github.com/tgstation/tgstation/assets/31829017/73cc2972-1c34-485d-8b70-a04f44a92bcd) Updated again: now it has an associated examine thing. ![image](https://github.com/tgstation/tgstation/assets/31829017/44027082-3672-4033-b603-de1a0c3d2af2) </details> Also removes the redundant `gps` variable because it got componentalized. ## Why It's Good For The Game I think being able to know what one of fifteen eerie signals is spawning without having to memorize which one is spawning which thing at what coordinate, or just vaguely going "oh so that's where the legion tendril was today". ## Changelog :cl: qol: Miners can now tag monster spawners (necropolis tendrils, animal dens, demonic portals, and netherworld links) by using their mining scanner on it, which updates their GPS tag (and/or gives them one) to give it a numerical designation and a short identifier for what it's spawning. /:cl: --------- Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com> * Tendril Tagging - scanning necropolis tendrils with a mining analyzer updates its GPS tag --------- Co-authored-by: Hatterhat <[email protected]> Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
* pdas now use their cells more (#78580) ## About The Pull Request So one aspect of PDAs that I quite liked previously was managing and upgrading your power. This was lost when all cell parts got removed, mostly, and now I'd like to re-add it. PDAs and Tablets now use more power each second it's on Programs being active/idle now take charge too. And all this now takes ``seconds_per_tick`` into account. Screenshots of APC use before and after having 6 programs open at once ![image](https://github.com/tgstation/tgstation/assets/53777086/14699ae7-19a7-4eb6-a211-5944cc1867d0) ![image](https://github.com/tgstation/tgstation/assets/53777086/804fedde-0d5a-43a9-9e61-34139257a16f) PDA default power cells have a max charge of 1000, each cell use is around ``1.00970340315`` power, which is ``1.01013789399`` w/ 2 programs in idle and 1 active program (which is what PDAs are capable of). This means it takes about 990 ticks to fully drain your power, or about 50 minutes, at max use. This is completely blasted away the moment you put anything beyond a t1 cell inside of it, which is unfortunate but what can you do about tiered parts being so poor. The problem of no public PDA chargers are alleviated by tgstation/tgstation#78600 ### Update The PDA flashlight being on now also drains the battery 25% times faster. PDA running out of charge now also turns the flashlight off. ## Why It's Good For The Game You may or may not have to actually charge your PDA once in a round now, maybe. I liked this part of tablets and would like to see it brought back, managing your power to use your apps is important to ensure you're not just using all apps 24/7 Because this also adds the functionality to add/remove power cells again, it opens up to some minor little pranks/messing with people that isn't completely destroying their tools, as well as some minor upgradeability. ## Changelog :cl: balance: You can now remove and replace power cells from PDAs (with screwdriver). balance: PDAs now drain their power cells harder, and also take into account active programs & their flashlight being on. balance: PDAs running out of charge now turn their flashlights off. /:cl: * pdas now use their cells more * reduce power usage * Update computer.dm --------- Co-authored-by: John Willard <[email protected]> Co-authored-by: lessthanthree <[email protected]>
…DB IGNORE] (Skyrat-SS13#24019) Flashlights wont cause your pda to drain faster endlessly Co-authored-by: John Willard <[email protected]> Co-authored-by: lessthanthree <[email protected]>
* Pharmacy map fixes (#78848) ## About The Pull Request - Adds a few missing firelocks in the pharmacy areas of maps - Rotates windoor so it's not covered by blast shutters - Adds a shower to Icebox, consistent with other maps - Removes New IDs and You paper misplaced in the icemoon wastes ## Why It's Good For The Game Windoors under shutters are a pain. Firedoor/shower consistency. ## Changelog :cl: LT3 fix: After the untimely loss of too many novice HoPs, the Icebox "New IDs and You" instructions have been moved from the icemoon wastes to the HoP's office, ending this rite of passage fix: Added some missing firelocks in the pharmacy area. Icebox pharmacy now has a shower /:cl: * Pharmacy map fixes --------- Co-authored-by: lessthanthree <[email protected]>
* Watcher Nest Lavaland Ruin (#78790) ## About The Pull Request Adds a small new lavaland ruin, the Watchers' Grave. ![image](https://github.com/tgstation/tgstation/assets/7483112/9c3fa6f0-3e7d-4540-8646-5229eb11445b) ![image](https://github.com/tgstation/tgstation/assets/7483112/93bc14f0-9a0c-40d3-bd30-cc79a0d85752) You will need to figure out yourself how to find a way through the walls surrounding it (it's not very hard). This is mostly just atmospheric but also serves as a delivery vehicle for a unique item; an orphaned Watcher egg. (That's kind of it in terms of loot, unless you count a handful of lavaland mob corpses and mushrooms). You can either eat this (it's an egg), throw it at someone to spawn an angry watcher, or keep hold of it for a while and see what happens. <details> ![dreamseeker_cMNnZXjfgL](https://github.com/tgstation/tgstation/assets/7483112/841db8fc-19ac-431f-aa66-c9ec5fbedbc3) That's right it's your very own baby watcher. It orbits your head and shoots at lavaland creatures for unimpressive damage. It won't ever intentionally shoot a player but they might walk in front of it, as it doesn't hurt very much they will probably forgive you. If you die it will continue circling your corpse to guard it against predation. </details> In creating this ruin I also added a new component called "corpse description". It provides some extra examine text to a corpse which is removed permanently if the mob is revived. There's a field you can varedit on corpse spawners (or make a subtype) which will automatically apply it to spawned corpses. You can use it for environmental storytelling. Or admins can use it to make fun of how you died. Also I fixed basic mobs runtiming when examined by ghosts. ## Why It's Good For The Game More variety in map generation. It's cute. Adds a tool that mappers might like. ## Changelog :cl: add: Adds a new lavaland ruin where you can find a unique egg. /:cl: * Watcher Nest Lavaland Ruin --------- Co-authored-by: Jacquerel <[email protected]>
… IGNORE] (Skyrat-SS13#24283) * Microwave upgrades: Microwave PDA charging, power cells * skyrat edit --------- Co-authored-by: lessthanthree <[email protected]>
* Basic Mob Gorillas (#78918) ## About The Pull Request Now we can make basic mobs with hands easily so I did, they don't actually use their hands for anything with AI. In the future we can come back and share the monkey AI where they pick up items to hit people with, but frankly few weapons are more deadly than a gorilla's fists. IIRC I didn't really change their behaviour much, this is mostly just a straight conversion. Main difference is that they will prioritise eating nearby bananas and fruit salads over punching people. When I make these conversions nowadays I need to decide between "does this attack at the speed that it did as an NPC mob or the speed it did as a player?" I am arbitrarily deciding that gorillas are usually not players and electing for the former, but tell me if you disagree. I also made "show basic inhand sprites" into a component shared by Gorillas, Drones, and Dextrous Guardians (all also now available to become basic, once I get around to it), And I added an AI behaviour to run a basic emote. This is similar but different to "random speech", which kind of sucks and needs rewriting anyway. Gorillas don't speak, only ooga. ## Why It's Good For The Game https://www.youtube.com/watch?v=npuuTBlEb1U ## Changelog :cl: refactor: Gorillas now use the basic mob framework. Please report any unusual side effects. /:cl: * Basic Mob Gorillas * Modular paths --------- Co-authored-by: Jacquerel <[email protected]> Co-authored-by: Giz <[email protected]>
…3#24289) * Revenant Cleanup and Fixes Mistakes (#78910) ## About The Pull Request In large PRs (#78782 (3415828)), some mistakes tend to be made. Backend Fixes: * Removes excess and un-necessary `on_creation()` procs for the status effects. The work is already done in the parent `/datum/status_effect/revenant`, no need to duplicate it. User Facing Fixes: * I copy-pasted too hard and accidentally nerfed the holy hand grenade's effect on revenant. It was originally intended to stun for 10 seconds, and I had no interest in changing that to 2 seconds. My bad. * Revenant midrounds were broken because I thought observers had minds, whoops. I really wish there was a better way to transfer clients into a new mob than key mutations in these instances though. * Revenant Harvesting is fixed, because I forgot that we would be incapacitating the mob with the paralyze status effect. The proper flags are now passed into the `do_after()` and it should now give you delicious essence. ## Why It's Good For The Game Mea culpa. ## Changelog :cl: fix: The Holy Hand Grenade's effect on revealing a revenant had its duration accidentally nerfed, it is now back to 10 seconds. fix: Revenant midrounds should now properly run. fix: Revenant harvesting should now let you actually pass the final do_after so you can harvest that sweet essence. /:cl: Fixes #78925 * Revenant Cleanup and Fixes Mistakes --------- Co-authored-by: san7890 <[email protected]>
* Updates the rollerdrome (#78823) ## About The Pull Request Better, stronger, faster rollerdoming ## Why It's Good For The Game THE 80'S NEVER DIED - WE WERE THE ONES WHO DIED. ![image](https://github.com/tgstation/tgstation/assets/84548101/e5492e3d-1a43-49ee-8b25-67806a9d998a) ![image](https://github.com/tgstation/tgstation/assets/84548101/b4fd4e0f-9dd7-4f29-8ba6-867efb6e0033) ![image](https://github.com/tgstation/tgstation/assets/84548101/46b391a2-bb1b-4f39-8c33-ffde2d8ffd26) ## Changelog :cl: qol: The rollerdome is now better - the dance floor works now, and the bar is groovier. /:cl: * Updates the rollerdrome --------- Co-authored-by: Fazzie <[email protected]>
… med/sec huds (Skyrat-SS13#23524) * sertdyuio * uju * actually i like this more * i want to die * Apply suggestions from code review Co-authored-by: Bloop <[email protected]> * awddaw * adwsawd * Apply suggestions from code review Co-authored-by: GoldenAlpharex <[email protected]> * ok --------- Co-authored-by: Bloop <[email protected]> Co-authored-by: GoldenAlpharex <[email protected]>
* Initial work Somethings wrong, though! * Post-test adjustments * quotations my beloved * I prefer CurlyBrace from Cave Story, actually weirdly i actively tested all of these and they worked, including the brig door, which boggles the fucking mind * i hate buttons why are the variables everywhere * requested changes (mostly) * Fixing CI for you --------- Co-authored-by: Giz <[email protected]>
…from being printed ahead of time (Skyrat-SS13#24175) * you can have some gunlore as a treat ig * 10mm control --------- Co-authored-by: Hatterhat <[email protected]>
…licator kit, casing pouch (Skyrat-SS13#24174) * Kota Hoshino - Silent Encounter * weightclassin repathin * bouch --------- Co-authored-by: Hatterhat <[email protected]>
RogueStationAI
requested review from
ORCACommander and
Kittayecat
as code owners
October 12, 2023 16:11
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