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[MDB IGNORE][IDB IGNORE] Will it Maint? #512

Merged
merged 58 commits into from
Dec 18, 2023
Merged

[MDB IGNORE][IDB IGNORE] Will it Maint? #512

merged 58 commits into from
Dec 18, 2023

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SkyratBot and others added 30 commits December 16, 2023 14:53
…es can Write Under the Vow Again.) [MDB IGNORE] (Skyrat-SS13#25658)

* A Mime's Vow to Silence Cannot be Repaired Once Broken. (Mimes can Write Under the Vow Again.) (#80332)

## About The Pull Request

Breaking your Vow is now a permanent action. Here's the changes that
come with that:

- Renamed "Speech" to "Break Vow" and changed description to match.
- You no longer get a permanent bad moodlet, just a temporary, lighter
one. I calculated that breaking your vow of silence provides roughly the
same emotional damage as getting your eyes stabbed out.
- Breaking vow now comes with a confirm alert.
- Mimes can once again write while under the vow.

## Why It's Good For The Game

After all this recent hullabaloo about mimes breaking and repairing
their vow, and what the moodlets for that action should be, it was
decided by a headcoder majority that mime vow breaking should be a
permanent action.

![image](https://github.com/tgstation/tgstation/assets/40974010/8e945095-7244-4071-8fdd-8a1529b5a4fb)

But beyond headcoder decisions, I myself agree with it being permanent.
Making vow breaking a temporary action that can be repaired after only 5
minutes makes ignoring the main gimmick of mime not only viable but
essentially expected. When silence can usually cause moments where you
NEED to explain yourself or else risk possibly dying, we're essentially
pushing players to break a vow. Now, it will be seen as less of a
potential option, because you can't undo it after 5 minutes.

## Changelog
:cl:
qol: Added a confirmation prompt to breaking your vow of silence.
balance: Mimes can no longer repair the vow of silence once broken.
balance: The negative moodlet from breaking your vow of silence is now
lighter, and no longer permanent.
balance: Mimes are back to being able to write while under a vow of
silence.
/:cl:

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>

* A Mime's Vow to Silence Cannot be Repaired Once Broken. (Mimes can Write Under the Vow Again.)

---------

Co-authored-by: tralezab <[email protected]>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
…Skyrat-SS13#25682)

* [NO GBP] Fixes even more AI related CI runtimes (#80262)

## About The Pull Request

Consider this a continuation of
tgstation/tgstation#80202

![firefox_P62DdMv946](https://github.com/tgstation/tgstation/assets/13398309/1a784a27-e5c9-42d1-b160-7eb9251b3997)

~~It seems I missed a few.~~

Edit: Modified per request to handle this more broadly. If a pawn gets
`qdel`'d, the ai controller should be set to off and get removed from
the list of active controllers, and all their actions should be
canceled.

Also adds some qdeleted checks to `finish_action()`, which can still run
after the pawn gets qdeleted as part of the `CancelActions()` chain.

## Why It's Good For The Game

Less spurious CI failures.

## Changelog

Nothing player facing really.

* [NO GBP] Fixes even more AI related CI runtimes

* Update _ai_controller.dm

---------

Co-authored-by: Bloop <[email protected]>
…Skyrat-SS13#25669)

* Updating elevation.dm to fix a recursion issue. (#80341)

## About The Pull Request
I thought `ADD_TRAIT`, like `REMOVE_TRAIT`, supported using a list of
trait sources, but I was wrong.

## Why It's Good For The Game

![immagine](https://github.com/tgstation/tgstation/assets/42542238/c992d19b-816c-4f8e-b05c-651ce12d158d)

Should fix #80338.

## Changelog
N/A

* Updating elevation.dm to fix a recursion issue.

---------

Co-authored-by: Ghom <[email protected]>
* Fix PAI health scanning (#80373)

## About The Pull Request

Fixes #80370

Rather than just using the global `healthscan` proc, PAIs created a
health analyzer in their contents and called `attack` directly,

despite the fact that all health analyzer `attack` does is call the
global proc

- [ ] I tested this pr

## Changelog

:cl: Melbert
fix: Fixes PAI health scan software
/:cl:

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>

* Fix PAI health scanning

---------

Co-authored-by: MrMelbert <[email protected]>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
…3#25676)

* Fix laughter demons not being funny (#80385)

## About The Pull Request

Fixes #80383
Fixes #80382 ?

Caused by a copy paste error from #79389

## Changelog

:cl: Melbert
fix: Fixes Laughter demons deleting the bodies of their friends.
/:cl:

* Fix laughter demons not being funny

---------

Co-authored-by: MrMelbert <[email protected]>
…NORE] (Skyrat-SS13#25677)

* Fire Alarm Lights (Lit version) (Also lumin cleanup) (#80384)

## About The Pull Request
[Removes redundant uses of
luminosity](tgstation/tgstation@dd4ec1f)

I had a bunch of these left over from an old pr, sweep sweep (Made
redundant because mobs can see through all byond darkness now)

[Starts working on the fire alarm
lighting](tgstation/tgstation@b555ba0)

Dimmer but wider fire alarms, dimmer but MUCH wider lights. The idea is
to highlight fire alarms while providing a not pitchblack but vibey
space.

## Why It's Good For The Game

https://github.com/tgstation/tgstation/assets/58055496/5058bab4-0b04-4891-82d7-e3130711e5d0

Looks nice

## Changelog
:cl:
fix: Fire alarms no longer cause pitch blackness, instead creating a
dark but not black red light.
/:cl:

* Fire Alarm Lights (Lit version) (Also lumin cleanup)

---------

Co-authored-by: LemonInTheDark <[email protected]>
* Obsession targets are logged (#80361)

## About The Pull Request
Obsession targets are logged

## Why It's Good For The Game
Obsession targets are logged

## Changelog
:cl: Tattle
admin: obsession targets are logged
/:cl:

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

* Obsession targets are logged

---------

Co-authored-by: tattle <[email protected]>
Co-authored-by: tattle <article.disaster@ gmail.com>
* Roundstart AIs are positronic (#80355)

## About The Pull Request

If you disassemble an AI which was in the round from the start it will
produce a Positronic Cube rather than an MMI with the brain of that
player's usual human character in it.

Also I made changes to a couple of feedback balloon alerts which would
always trigger a runtime when constructing or deconstructing an AI, this
was because balloon alerts have a small time delay before executing and
we deleted the AI mob or structure after trying to show a balloon alert
on them, so they'd never appear.

## Why It's Good For The Game

Honestly this is _mostly_ about vibes, it has annoyed me since AI
deconstruction was added that Nanotrasen AIs tend to actually be brains
in jars rather than AIs. Now they're artifical.
It does also mean that you can't deconstruct the AI and then put its
brain into a human body, which is similarly mostly bad because of vibes:
If you sign up as an AI I think you should be an AI or a cyborg even
after deconstruction.

It also universally looks really stupid when you deconstruct an AI and
it says it has the brain of Penelope Dreadful in there, like should I
expect them to start RPing as their normal character instead of the AI
they have been playing all round now?

## Changelog

:cl:
balance: Roundstart AIs are now made of positronic cubes, rather than
brains inside MMIs
/:cl:

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>

* Roundstart AIs are positronic

---------

Co-authored-by: Jacquerel <[email protected]>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
…kyrat-SS13#25666)

* Fixes Runtime When Thanking Non-Existent Clown (#80337)

## About The Pull Request

Currently, attempting to thank the driver of a clown car when none
exists causes a runtime. This is because while there is logic to ensure
we don't attempt to thank a driver if there is none, said logic only
checks the result of a pick() called on the list of drivers, which will
runtime if the list is empty. This PR fixes the error by checking if the
the driver list is empty first, then using pick() solely for choosing a
driver to thank.

## Why It's Good For The Game

While this isn't a very common runtime in normal gameplay, it is a bug
and should be fixed regardless.

## Changelog

:cl:
fix: Fixed runtime regarding thanking non-existent clown car drivers
/:cl:

* Fixes Runtime When Thanking Non-Existent Clown

---------

Co-authored-by: IndieanaJones <[email protected]>
…rat-SS13#25663)

* Throwing a bee at someone injects reagents (#80354)

## About The Pull Request

Throwing a bee at someone injects that bee's reagents.
This has a larger code footprint than you might expect because venom
injection is done via an element which in turn gives a callback to a
component.
While I was touching that I also separated `COMSIG_MOVABLE_IMPACT` into
`COMSIG_MOVABLE_PRE_IMPACT` because a lot of effects trigger from
`COMSIG_MOVABLE_IMPACT` despite the fact that the throw impact can be
cancelled after the signal is sent.

I also added an inject check onto the venomous element for mob attacks,
so thick clothing can now protect you from venom injection.
I elected that Giant Spiders have big enough fangs to ignore this such
that this isn't a major balance change, as do moonicorns (that horn is
massive), Fire Sharks, and Clowns (no idea how they are applying chems
at all to be honest).

## Why It's Good For The Game

I thought about someone throwing a bee at someone like a little dart and
thought "hee hee"

## Changelog

:cl:
add: If you throw a bee at someone it will hit them sting-first and
inject that bee's reagent
balance: Thick clothing can now protect you from the venom of bees,
snakes, frogs, and (small) spiders
/:cl:

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>

* Throwing a bee at someone injects reagents

---------

Co-authored-by: Jacquerel <[email protected]>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
…NORE] (Skyrat-SS13#25662)

* Fixes an inconsistency with ED-209's crafting recipe (#80364)

## About The Pull Request
Makes the ED-209 crafting recipe only take security helmets, just as the
Beepsky one does.

## Why It's Good For The Game

As it stands right now, any helmet can be used to assemble an ED-209.
This includes anything from your standard security helmet, to a hardhat,
an envirohelm, or even a cheap toy roman helmet. This makes it so you
need an actual security helmet, just like the Beepsky recipe does.
## Changelog
:cl:
fix: ED-209s can no longer be crafted with most instances of helmet, you
need security ones just like Beepsky.
/:cl:

* Fixes an inconsistency with ED-209's crafting recipe

---------

Co-authored-by: StaringGasMask <[email protected]>
* Shuttle event "Turbulence" (#80358)

## About The Pull Request

Adds a new shuttle event: turbulence.
The escape shuttle is experiencing subspace turbulence, effectively
causing the takeoff/landing buckle check to repeat a couple of times
during the duration of the flight.
Players will get a two second warning when the screen starts shaking,
after which if they are not buckled (or... outside of the shuttle I
guess) they will fall over for a few seconds.

The presence of turbulence in the shuttle's path will be announced
shortly after takeoff, so strap yourself in.

## Why It's Good For The Game

I think it adds a bit of flavour and influences what is going on in the
shuttle (falling over at the wrong moment can turn a scrum over bridge
access on its head) without being quite as disruptive as "there's 13
carp in here now".

## Changelog

:cl:
add: Adds a new shuttle event, where space shuttles can experience minor
turbulance. Keep your belt on while the appropriate cabin light is lit.
/:cl:

Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>

* Shuttle event "Turbulence"

---------

Co-authored-by: Jacquerel <[email protected]>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Adds Security Jacket (#80297)

## About The Pull Request
Adds a new Security clothing piece: Security High-Vis Jacket (taken from
my #80278). The high-vis lines are emissive in darkness like the hazard
vest.
![Security Jacket
(light)](https://github.com/tgstation/tgstation/assets/42353186/e94cfb46-a26a-4e9f-9577-db75f3069690)
![Security Jacket
side](https://github.com/tgstation/tgstation/assets/42353186/2fa4c1d5-5b11-4e40-a0c0-c14fcff3c409)

You can buy it at the Security wardrobe vendor. It offers worse
protection than body armour in exchange for covering arms.
## Why It's Good For The Game
More Security drip. Those are supposed to resemble real high-vis jackets
that Police Officers wear irl.
## Changelog
:cl:
image: New Security clothing: Security High-Vis jacket!
/:cl:

* Adds Security Jacket

---------

Co-authored-by: DrTuxedo <[email protected]>
…ge [MDB IGNORE] (Skyrat-SS13#25665)

* Coffee Cartridge Racks now start with a spare Coffee Cartridge (#80336)

## About The Pull Request
Fixes #80131

Fix to make coffee cart racks start with a coffee cart in them, as (I
assume) intended.
Racks didn't have a set spawn_count, which defaults to 0. Meaning that
the cartridges set to spawn, didn't actually spawn.
## Why It's Good For The Game
Coffee cart racks were assumingly meant to start with cartridges in
them, but didn't. This fixes the spawn count so they can spawn as
intended, giving any caffeicionados an extra cartridge for their coffee
making endeavors.
## Changelog
:cl:
fix: coffee cartridge racks start with a coffee cartridge in them
/:cl:

* Coffee Cartridge Racks now start with a spare Coffee Cartridge

---------

Co-authored-by: Ical <[email protected]>
…3#25681)

* Fix search categories in log viewer (#80388)

## About The Pull Request

typo

## Changelog

:cl:
fix: Fix search categories in log viewer
/:cl:

* Fix search categories in log viewer

---------

Co-authored-by: vvvv-vvvv <[email protected]>
SkyratBot and others added 26 commits December 17, 2023 17:58
* Laser pointer fixes: remove felinid forced movement, chat notifications, add limited laser pointer type

* Comment formatting fixes

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

* Trailing formatting fix

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

* Modularise

* Make GCF vendor sell limited laserpointers

* Apply suggestions from code review

---------

Co-authored-by: Bloop <[email protected]>
…-SS13#25506)

* removes the part that makes crit looc exist

* makes it so you cant LOOC while dead
…d longer workouts [MDB IGNORE] (Skyrat-SS13#25609)

* Fitness rebalance and improvements - mood, fireman carry, and longer workouts

* Resolve Conflicts

---------

Co-authored-by: Tim <[email protected]>
Co-authored-by: SomeRandomOwl <[email protected]>
* second attempt

* some simple farm stuff

* suggestions

* Update modular_skyrat/modules/ashwalkers/code/buildings/planttank.dm

* buffs gas production

---------

Co-authored-by: GoldenAlpharex <[email protected]>
…kyrat-SS13#25683)

* Return some impure reagents in inverse state (#80026)

## About The Pull Request
In #68385 a lot of impure reagents was converted into inverse, but not
Aivime, Lentslurri, Libitoil and Eigenswap.

This PR:
1) Returns Aivime, Lentslurri, Libitoil and Eigenswap to cookable state
with inverse_chem_val
2) Makes code less outdated i think
3) Remakes Aivime (adds the ability to stack blur)
4) Change eigenswap inverse_chem_val from 0 to 0.1 (zero purity is
unreachable)
Fixes #79692
## Why It's Good For The Game
This is an effort to add unused reagents and to provide additional
options for a Chemist to experiment with
## Changelog
:cl:
fix: Aivime, Lentslurri, Eigenswap and Libitoil can now be cooked again.
balance: Aivime now can stack blur effects for the soapiest game ever.
spellcheck: Lenturri description become more actual
/:cl:

---------

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

* Return some impure reagents in inverse state

* Update cortical_borer.dm

---------

Co-authored-by: DarkHunter <[email protected]>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
Co-authored-by: Giz <[email protected]>
* Fixes interview panel [NO GBP] (#80395)

## About The Pull Request
This was a problematic UI based on how React handles onChange compared
to Inferno, our previous. It was extra laggy after the switch, sending
data on every key. When I had changed it to not send on keystroke, it
wasn't super obvious that you must press "enter". I've tried to make
this more obvious, and it now also safeguards against incomplete forms.
This should resolve the issue, but not a screen I can test locally 100%.

<details>
<summary>Pictures</summary>

![image](https://github.com/tgstation/tgstation/assets/42397676/3f06e0ab-3a58-4d03-b3c4-fdd809937bfc)

</details>

## Why It's Good For The Game
Bug fix
fixes #80378
## Changelog
:cl:
fix: Interview UI should now be more obvious how it works: You must
press "enter" or save the answer.
/:cl:

* Fixes interview panel [NO GBP]

---------

Co-authored-by: Jeremiah <[email protected]>
… IGNORE] (Skyrat-SS13#25690)

* Adds energy drinks to all nighter quirk stimulants list (#80397)

## About The Pull Request

Adds monkey energy and volt drinks to all nighter stimulants quirks

## Why It's Good For The Game
Energy drinks contain caffeine and taurine, so they are stimulants

## Changelog

:cl:
code: All nighters can now drink energy drinks to cope with their lack
of sleep.
/:cl:

* Adds energy drinks to all nighter quirk stimulants list

---------

Co-authored-by: kawaiinick <[email protected]>
Revert "Moth Milk (Skyrat-SS13#25650)"

This reverts commit a07f3b3.
* Refactors reviver code (#80386)

## About The Pull Request

Cleans up reviver code to overall make it simpler and properly implement
the cooldown that it said it had in the code but never really had.
Additionally, stops the reviver trying to revive someone that isn't in a
revivable state, which fixes
tgstation/tgstation#80371. Wasn't sure how
long to make the delay but I figured just a 5 second delay after the
first heal proc should be fine. About the same as what the original
cooldown was from being paired to the heal proc's second iteration.
## Why It's Good For The Game

Changes variables and checks used by the reviver to make sure it
functions properly with the cooldown that seemed to be intended in the
code. Additionally, prevents the reviver from infinitely defibbing a
non-revivable corpse.
## Changelog
:cl:
fix: Reviver no longer attempts to revive impossible to defib mobs.
refactor: Cleaned up unnecessary variables and re-arraigned code to have
it perform altogether in one tick. Additionally added a proper cooldown
to revivers.
/:cl:

* Refactors reviver code

---------

Co-authored-by: Diamond_ <[email protected]>
* ive liked you for a thousand years a thousand year-uhs

i cant wait till i see you i cant wait till i see you

* recompiled and now works i thjinink

* hehe haha

fuck fuck fuck

* works now maybe

* thign

* work

pelase

* Update modular_skyrat/modules/modular_items/lewd_items/code/verbs.dm

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

* Update code/modules/mob/living/silicon/silicon_defense.dm

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

* Shut up CI I only made a code suggestion

* oh my god CI shut up

* Revert "oh my god CI shut up"

This reverts commit d85dfb3.

* Revert "Shut up CI I only made a code suggestion"

This reverts commit fa5e100.

* Revert "Update code/modules/mob/living/silicon/silicon_defense.dm"

This reverts commit 2d4ba56.

* Revert "Update modular_skyrat/modules/modular_items/lewd_items/code/verbs.dm"

This reverts commit 0905586.

* fixes things

* adsf

asdf

* resolve conversation

* boop

* asfd

* Fix indentation

* Apply suggestions from code review

* Update code/modules/mob/living/silicon/silicon_defense.dm

* Update code/modules/mob/living/carbon/carbon_defense.dm

* Update code/modules/mob/living/carbon/carbon_defense.dm

* Update code/modules/mob/living/silicon/silicon_defense.dm

---------

Co-authored-by: SomeRandomOwl <[email protected]>
Co-authored-by: SomeRandomOwl <[email protected]>
Co-authored-by: Bloop <[email protected]>
Update OpposingForcePanel.jsx
…RE] (Skyrat-SS13#25694)

* Fixes ghost role descriptions on NTTS Independence (#80377)

## About The Pull Request
Fixes #80251

Fixes the group descriptions for the barmaid ghost roles on the NTTS
Independence from the default to "bar staff on the NTTS Independence"
## Why It's Good For The Game
Causes less confusion for ghosts attempting to spawn as the barmaids or
as the spiders that it was previously labled.
## Changelog
:cl:
fix: fixed ghost role descriptions on NTTS Independence
/:cl:

* Fixes ghost role descriptions on NTTS Independence

---------

Co-authored-by: Ical <[email protected]>
@ORCACommander ORCACommander merged commit a332bea into master Dec 18, 2023
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