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[IDB IGNORE] [MDB IGNORE] Sleigh the Maint #513

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merged 288 commits into from
Dec 26, 2023
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SkyratBot and others added 30 commits December 19, 2023 07:44
…MDB IGNORE] (Skyrat-SS13#25709)

* Fixes nukeop and elite nukeop TGC cards not having sprites (#80417)

## About The Pull Request

Closes #80406

This was accidentally caused by #72517 and the holograms still trying to
read from the file

## Why It's Good For The Game

Holograms are meant to show the card

## Changelog

:cl:
fix: Made Syndicate Stormtrooper and Nuclear Operative TGC card
holograms visible again
/:cl:

* Fixes nukeop and elite nukeop TGC cards not having sprites

---------

Co-authored-by: StaringGasMask <[email protected]>
* qm uses cargo tech icons (#80411)

## About The Pull Request
qm now has the "x-in-training" intern title instead of "intern
quartermaster", similar to the other heads of staff
qm's hud and id card icons are now the cargo tech's icon (but blue),
following the other heads of staff which have blue versions of their
dept (blue wrench, blue cross, blue... sec badge?? blue exclamation)

## Why It's Good For The Game
makes the qm more visually consistent with the other heads, makes it
clearer that the qm is the head of the cargo department
the current icon is kinda hard to decipher too? you can tell the cargo
tech's is a crate, but the qm's is just like a weird head dude (which
the hop already has, making those ids hard to distinguish since theyre
both blue)? or a stamp?

## Changelog
:cl:
fix: qm's intern id is now "quartermaster-in-training"
image: qm's id and hud icons now use the cargo tech icons (but blue) to
be consistent with the other heads of staff
/:cl:

* qm uses cargo tech icons

* Removes the icon from modular as well

* Revert "Removes the icon from modular as well"

This reverts commit ac6a674.

* Updates the modular icons with the new version

---------

Co-authored-by: Fikou <[email protected]>
Co-authored-by: Giz <[email protected]>
…kyrat-SS13#25703)

* Resprites SpacePol Uniforms (And accessories) (#80317)

* Resprites SpacePol Uniforms (And accessories)

* Digi refit by Orion

---------

Co-authored-by: OrionTheFox <[email protected]>
Co-authored-by: Giz <[email protected]>
…cks" (Skyrat-SS13#25729)

Revert "[TM-ONLY] Early mirror of fixing TGUI images not allowing clicks (Skyrat-SS13#25725)"

This reverts commit 7e7301b.
* Updates eslint + sorts imports

* Update yarn.lock

* Merge conflicts

* Run prettier on everything

* Update CharacterPreferenceWindow.tsx

* ts to tsx, run prettier on these neglected files

---------

Co-authored-by: Jeremiah <[email protected]>
Co-authored-by: Giz <[email protected]>
* Fixes image onclick [No gbp] (#80441)

## About The Pull Request
Noticed by @ stylemistake: onClick event was not being passed into image
component
## Why It's Good For The Game
Bug fixes
## Changelog
:cl:
fix: Emojipedia should copy the text on click properly, now
/:cl:

* Fixes image onclick [No gbp]

---------

Co-authored-by: Jeremiah <[email protected]>
…NORE] (Skyrat-SS13#25737)

* Admin server announcement uses new announcement span (#80403)

## About The Pull Request

The current admin announce is just notice span text, which is easily
missed mixed in with all the other white noise of the chat box.
Currently admins have to fill it with linebreaks or manually add their
own spans to increase visibility.

This updates the admin announcement proc to use the new alert box divs,
similar to other announcements, making it more visible.

## Why It's Good For The Game

Admin server-wide announcements are generally things you want the
players to notice

![image](https://github.com/tgstation/tgstation/assets/83487515/460bacbb-3a7f-4855-9e16-24b1533f61bd)

## Changelog

:cl: LT3
admin: Server wide admin announcements now use an alert box like other
announcements
/:cl:

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* Admin server announcement uses new announcement span

---------

Co-authored-by: lessthanthree <[email protected]>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
…kyrat-SS13#25733)

* Disallows siphoning credits outside of station (#80394)

## About The Pull Request

Imagine a funny little antagonist going to deep space with one of these.
You'll never find them, and even if it were to have a gps signal by the
time you were out to the location they could (And most like will) be
long gone, or in a different ruin entirely.

* Disallows siphoning credits outside of station

---------

Co-authored-by: Waterpig <[email protected]>
…MDB IGNORE] (Skyrat-SS13#25740)

* Icebox escape pods now properly target the Icemoon surface (#80452)

## About The Pull Request

This fixes Icebox escape pods only landing in certain ruins when
launched early.

`/area/icemoon/surface/outdoors` only shows up in a few select ruins.
The new area value used to decide a landing point,
`/area/icemoon/surface/outdoors/unexplored/rivers/no_monsters`, covers
the majority of the Icemoon surface.
## Why It's Good For The Game

Closes #78735.

Escape pods might not very useful on Icebox, but this makes using them
less hazardous. You're guaranteed to at least land somewhere safe and
away from the station.
## Changelog
:cl: Rhials
fix: Icebox escape pods will now land randomly on the surface, instead
of only in certain ruins.
/:cl:

* Icebox escape pods now properly target the Icemoon surface

---------

Co-authored-by: Rhials <[email protected]>
…E] (Skyrat-SS13#25736)

* Alien nests and some other stuf can be hit again. (#80418)

## About The Pull Request
Another small issue fixed. Thanks Melbert for telling us what's wrong
with it.

EDIT: other objects were rendered unhittable by that flags refactor PR.

## Why It's Good For The Game
Fixes #80311. I made the xmas tree indestructible because the comment to
the `NO_DECONSTRUCTION` flag didn't make a load of sense since that
doesn't stop it from getting destroyed anyway.

## Changelog

:cl: MrMelbert, Ghommie
fix: Alien nests, and some other stuff, can be physically attacked
again.
balance: x-mas trees (the ones with presents), are indestructibles.
Truly protected by a yuletide spirit.
/:cl:

* Alien nests and some other stuf can be hit again.

---------

Co-authored-by: Ghom <[email protected]>
* Fixes circuit variable UI (#80410)

## About The Pull Request
Circuit UI bluescreens when inputting a global var.
I was curious stepping into this, the recent trend would suggest my
recent UI changes did it, but why would it lose an import statement? I
looked through the history, and this file's just [never had
one](tgstation/tgstation@a4be13a#diff-4250b9fec9c0c9ff00917c2e75c6ebd937a364531b9b743b15edd9dfe177be28).
It's been calling an undefined tag for two years. Fascinating.
## Why It's Good For The Game
Fixes #80387
## Changelog
:cl:
fix: Fixed a bluescreen while inputting a global variable in the circuit
UI.
/:cl:

* Fixes circuit variable UI

---------

Co-authored-by: Jeremiah <[email protected]>
…-SS13#25741)

* actually log total vote votes correctly (#80438)

yeah i goofed

* actually log total vote votes correctly

---------

Co-authored-by: Zephyr <[email protected]>
…S13#25559)

* ticks new emote file

* makes a lewdmoan emote yesyes

* change physique to gender

* fixes everything else because im dumb

* Update modular_skyrat/modules/modular_items/lewd_items/code/emote.dm (Remove miming check)

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

* allows the lewdmoan to vary in pitch

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

* uses get_sound() instead of play_lewd_sound

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

* uhhh makes a var of get_sound, for lewdness

* creates lewdness in /datum/emote/living/lewd

* slightly makes the emote louder, because yes

* FIXES THE DUMB MOTHERFUCKING ERROR

* i forgot dont bully me pls

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

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

* Update modular_skyrat/master_files/code/datums/emotes.dm

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

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

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

* test test does this make it invisible for non-erpers?

* Update code/datums/emotes.dm

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

* Update code/datums/emotes.dm

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

* added pref_to_check in the visible and audible msg procs

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

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

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

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

* Update code/datums/emotes.dm

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

* Update code/modules/mob/mob.dm

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

* Update code/modules/mob/mob.dm

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

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

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

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

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

* Apply suggestions from code review

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

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

* adds pref checks to silicon messages too

* changes user.client to M.client

* adds pref_to_check to drake override

* Update code/datums/emotes.dm

* Apply suggestions from code review

* Apply suggestions from code review

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

---------

Co-authored-by: Bloop <[email protected]>
…l Issues) Adjustment (Skyrat-SS13#25439)

* initial d

* holy shit i forgot

* i got so much cheese in my pocket, they thought I was a fucking calzone

* opp was sneak-dissing on the 'gram, turned his city into pompeii

* Just fixing some diffs (line breaks should match tg)

* Fixes these edit comments

---------

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

* Just one pixel! Sorry!

Simple redraw in belt.dmi for sabres.

* Also teshari offsets
RogueStationAI and others added 24 commits December 25, 2023 13:48
…3#25854)

* General maintenance for chem heater (#80495)

## About The Pull Request

1. Converted UI to typescript
2. Removed all tutorial code(and the icon files it used) Also removes
the reward that came with it. Both were not a big deal to begin with so
you know no one will miss it, In the name of code clean up and reducing
dmi file sizes it serves us better removing them

    It did not compile in the new UI
![Screenshot
(368)](https://github.com/tgstation/tgstation/assets/110812394/cff143c8-5239-45e0-932d-df6447ab359b)
And the text to display is way too clunky to be readable code wise (no
indentation just big raw blobs of unorganized text)

https://github.com/tgstation/tgstation/blob/9983b883f7c0b52697f0c9f3fe5b483cba25d4ff/code/modules/reagents/chemistry/machinery/chem_heater.dm#L334-L339

And the steps manually set chem temps and volumes without calling the
appropriate procs basically its a mess so best to throw it all away.

3. Fixed the debug chem heater only absorbing 100 units of buffer from
the beaker even though it has a capacity of 2000. This is because it
used a constant of 100 for calculating how much volume to absorb

https://github.com/tgstation/tgstation/blob/9983b883f7c0b52697f0c9f3fe5b483cba25d4ff/code/modules/reagents/chemistry/machinery/chem_heater.dm#L449
Even though the debug chem heater has a capacity over 1000

https://github.com/tgstation/tgstation/blob/9983b883f7c0b52697f0c9f3fe5b483cba25d4ff/code/modules/reagents/chemistry/machinery/chem_heater.dm#L495-L497
Now the absorbing mechanism is based on the `maximum_volume` of the
holder and not on a fixed constant
4. Fixed the chem heater showing the wrong overlay when its panel is
opened and then closed while a beaker is inside
It would use the same icon for both open & closed state

https://github.com/tgstation/tgstation/blob/9983b883f7c0b52697f0c9f3fe5b483cba25d4ff/code/modules/reagents/chemistry/machinery/chem_heater.dm#L164
But it should actually use this state

https://github.com/tgstation/tgstation/blob/9983b883f7c0b52697f0c9f3fe5b483cba25d4ff/code/modules/reagents/chemistry/machinery/chem_heater.dm#L59
That's fixed now too.
5. Removed unused procs, variables and a whole lot of tracking which
UI's are opened/closed. All this is not necessary because the `SStgui`
subsystem tracks them for you so it was a lot of code bloat. autodocs
vars, procs and the regular stuff
6. Added more examines & tooltips for chem heater

## Changelog
:cl:
fix: debug chem heater now withdraws more than 100 units from its
inserted beaker.
fix: chem heater has correct overlay when its panel is closed with a
screwdriver while a beaker is inside.
qol: added more examines and tooltips for the chem heater.
code: converted chem heater UI to typescript. removed unused procs,
vars, ui tracking code. Added auto doc for everything.
refactor: removed chem heater tutorial help button & its related reward,
chem heater code has been optimized as a whole.
/:cl:

* General maintenance for chem heater

---------

Co-authored-by: SyncIt21 <[email protected]>
* The Coupon Master PDA app (#80240)

## About The Pull Request
This PR adds a new PDA program to the supply category, which allows
users to redeems coupons for various cargo packs (mostly goodies), like
the ones also found at the bottom of cig packs.

How it works is fairly simple:

- Once installed, the modular computer subsystem will periodically, at a
3-5 minutes interval, generate a coupon code datum associated to a plain
text code, which is sent out to everyone with the program installed.
- The user can then open the program and insert the text into an input
box to redeem the coupon code, which is then associated with their bank
account.
- He will then have to find a photocopier, and tap it with the PDA to
print the coupon. Only one coupon can be printed. Photocopier fees
apply, so it'd cost 5 creds to the average assistant to print the
coupon.
- He can then insert the coupon in a cargo console and order/reuest the
associated pack (same deal as cig coupons).
- Some coupon codes however, especially those with juicer discounts,
will expire after a while if not printed.

Albeit mostly innocuous, the program provides negative Detomatix
resistance, slowly fills the computer file storage with trash files with
each redeemed coupon, and halves the download speed of new apps. Not
really the cleanest ware out there.

This PR also extends coupons to several non-goody packs, since they have
been privately buyable for over the last couple years now. Some packs
get discounts less frequently however, with those in the uncommon
category being roughly 1 in a 12 chance and the rare being 1 in 50.

Here's a screenshot of the UI (outdated, I've reduced the height from
500 to 400 and the notice box tip to specify the right click):
![Coupon
Master](https://github.com/tgstation/tgstation/assets/42542238/1d242d09-0f62-4e2e-8a6e-014daa3f6a55)

Fun fact: Right now, the odds of a 75% discount coming from the Coupon
Master for the 1.000.000 credits bycycle pack are roughly 0.0012%, while
that of a 50% for the same pack, from a cig pack coupon are 0.0042%.

## Why It's Good For The Game
These last couple days I've been wanting to test myself at making simple
UIs, as well as contributing to the modular computers feature, which has
started to become pretty neat ever since PDAs were reworked into a
subtype of it.

Beside, coupons are a very small feature limited to the bottom of
cigarette packs (also possibly cursed) in the current state of affairs.
Cargo is filled with packs that are niche or fluff. Modular computers
also has those little things that, while interesting, do not contribute
a whole lot. Maybe this is one of them, but I guess free* coupons are
always a big W.

## Changelog

:cl:
add: Added the 'Coupon Master' program for the PDA. Install it to
receive periodical, redeemable coupons for several cargo packs. Requires
NTnet connection and the messenger enabled to work.
add: Coupons are no longer only limited to goodies, but may also apply
discount to some other packs as well.
/:cl:

<sup>*minus the photocopier fee</sup>

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>

* The Coupon Master PDA app

---------

Co-authored-by: Ghom <[email protected]>
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
* icecats(?) can now respawn

* yea
add crusher to miner borg (must be in melee range)
 Please enter the commit message for your changes. Lines starting
* Liners fix.

* Cryopods fix.

* Instances fix. What's next..

* Wavefield Science Interdyne

* Fixes errors with only symbols i found.

* Area Instance fix.

* Adapted for Icebox. Gentle gentle.

* Made a bridge a bit smaller to provide better access to land around.

* Tiny grid fixes. And mushrooms.

* Better bar, some lightwork, closed mountainside completely cause saw colossus walking bridge at roundstart.

* NIFs, Holopad, libscan, grid.

* Lib tools, dorms and some kitchen rrs.

---------

Co-authored-by: Astra Farera E'luna Awiarera <[email protected]>
* Add cybernetic lizard tongue and lizard voicebox

* Cleaning up naming and flavortext for lizard cybertongues

* Remove erroneous can_speak_language override

* Add forked cybernetic tongue to cyber organs techweb node

---------

Co-authored-by: Gandalf <[email protected]>
* Wizard items resprite (#80542)

## About The Pull Request
Resprites wizard weapons
![Wizard
Weapons](https://github.com/tgstation/tgstation/assets/99420088/2b4fc565-04df-4175-ae31-8f0124678aa9)

![StavesResprite](https://github.com/tgstation/tgstation/assets/99420088/41cce9e4-b04d-4842-bf34-71f89ffb6f84)

## Why It's Good For The Game
Wizard weapons look old and boring
## Changelog
:cl: MelokGleb and KREKS
image: modified wizard weapon textures
/:cl:

* Wizard items resprite

* screenbs

---------

Co-authored-by: MelokGleb <[email protected]>
Co-authored-by: jjpark-kb <[email protected]>
Co-authored-by: Gandalf <[email protected]>
@ORCACommander ORCACommander merged commit 8d70f07 into master Dec 26, 2023
18 of 22 checks passed
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