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[MDB IGNORE][IDB IGNORE] Will it Maint? #512
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…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>
… to prevent the pipe overlay lying to you (Skyrat-SS13#25656) oh yeah
* 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]>
* 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]>
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