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Tg parity PR january 3 #367

Merged
merged 287 commits into from
Jan 30, 2025
Merged

Tg parity PR january 3 #367

merged 287 commits into from
Jan 30, 2025

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About The Pull Request

Why It's Good For The Game

Changelog

🆑
add: Added new mechanics or gameplay changes
add: Added more things
del: Removed old things
qol: made something easier to use
balance: rebalanced something
fix: fixed a few things
sound: added/modified/removed audio or sound effects
image: added/modified/removed some icons or images
map: added/modified/removed map content
spellcheck: fixed a few typos
code: changed some code
refactor: refactored some code
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/:cl:

tgstation-ci bot and others added 30 commits January 12, 2025 02:47
## About The Pull Request


![image](https://github.com/user-attachments/assets/9b4a2487-2604-4ce0-a2c4-7185c3a68bb4)

It now uses blood bolts instead of mini leaper bubbles for projectiles

## Why Is This Good For The Game

Leaper bubbles look seriously out of place

## Changelog
:cl:
image: Cult's blood barrage has received new sprites
/:cl:
## About The Pull Request
I swear this functionality existed a while back and got lost due to a
refactor.

Regardless both secure briefcases and safes can now be emagged if either
are locked. I also adjusted the secure briefcase sprite to give it the
glowing green/red button near the handle to indicate when it's locked.
The emag icon is just a few black pixels.

Edit - Turns out I was right and not crazy! Git blame shows this feature
already existing but it got lost when storage components got refactored.

## Why It's Good For The Game
Locks must be broken!

## Changelog
:cl:
fix: Fix emag not working on secure briefcases and safes
image: Tweak secure briefcases sprite to have glowing red/green pixels
for lock. Added broken black pixels to signal briefcase/safe are
emagged.
/:cl:

---------

Co-authored-by: Zephyr <[email protected]>
## About The Pull Request

I don't think the PAI one is actually a major issue but it might be so
I'm just bein safe

Anyways sanitizing input is probably a good
## About The Pull Request


![image](https://github.com/user-attachments/assets/6cdf66c6-eb47-4060-bb81-6670e469b3ce)

## Why It's Good For The Game

Map parity, you'd expect to be able to do your job roundstart.

## Changelog
:cl:
fix: Added a barboat seat projector to Wawa's bar
/:cl:
…88900)

## About The Pull Request
This makes cargo's warehouse on Icebox overall on par with other
stations, by extending its size and increasing its loot

![image](https://github.com/user-attachments/assets/8aaa6709-3211-4a36-aba4-f109acb36db6)
Previously it looked like this:

![image](https://github.com/user-attachments/assets/4ac3038d-4210-4244-9e3a-0bed43bd0be8)
## Why It's Good For The Game
Gives cargo technicians more of a reason to use it rather than just loot
it all roundstart and leave it to rot away
It also gives them their Big Bess APLU ripley-thing which carries crates
all around the station, this is found on every map except Ice Box until
now.
## Changelog
:cl:
qol: Gives cargo their APLU Big Bess on Ice Box Station
map: Extended and revamped cargo's warehouse on Ice Box Station
/:cl:
…8905)

## About The Pull Request

They get offset by tables already
Closes tgstation#88550
Closes tgstation#87096

## Changelog
:cl:
fix: Fixed wawa's xenobio reagent grinders being inaccessible
/:cl:
## About The Pull Request

Replaces the SMES in Tram's TCOMMS room at (105, 080, 1) for a fully
charged variant

## Why It's Good For The Game

Currently without touching the station's main SMESes that supply the
powernet, the SMES in Tram's TCOMMS room remains powered for about 3
minutes with another 1 minute on the APC before it shuts down equipment
power. 4 minutes to attend to the powernet while setting up the SM is
Quite Bad(TM). Replacing the 8% charge SMES for a full variant increases
the time to depower to over 30 minutes, giving the station plenty of
time to communicate and force entry into engineering as the rest of the
station runs out of power around them to rig the engine themselves,
which would be Quite Good(TM).

## Changelog

:cl:
fix: NanoTrasen telecomms technicians operating on Tram class stations
have been reminded not to charge their power tools directly from their
TCOMMS SMES
/:cl:
…ion#88873)

## About The Pull Request

- Tech storage now sits where Public Mining used to be
- Public Mining now sits where Tech Storage used to be
- The maintenance between Old-tech-storage-now-public-mining and
cargo/telecomms has been reworked

<Details>

<Summary> Pictures Within Click Me Pictures Within Click Me Pictures
Within Click Me Pictures Within Click Me </Summary>


![image](https://github.com/user-attachments/assets/70e61176-b50f-4dc8-ba50-ded285897b6b)


![image](https://github.com/user-attachments/assets/8f7f61b8-7b5c-4593-b2e5-e4ae06f1dbe2)

</Details>

## Why It's Good For The Game

I did this for three primary reasons
1. Public mining on Icebox is weird. It's claustrophobic and weirdly, in
a high security area (the core of the station) when all it really has is
a ladder
2. Tech Storage has not been touched since it was Box. The floor is
still plating for god's ake
3. Secure Tech Storage is extremely extremely unsecure. Back when it was
Box it at least had a space gap, but on Icebox anyone can weld a few
walls/windows and get access to the AI upload / comms console board.

This addresses all of the above. Now, secure tech storage is located on
a lower moat, being slightly harder to penetrate by the average joe, but
potentially more open up to heists (such as by busting in from the back
wall or by attempting to bridge over the moat).

Meanwhile Tech Storage itself can still be breached by cutting one of
the soft walls on either side of the door. It's slightly less stealthy
than before but it already wasn't very stealthy.

Public mining now has a bit more room to stretch its legs as well,
having a bit more of a landing on the second floor than a one tile wide
hallway. This should also help prevent the main hall from being
firelock'd randomly.

## Changelog

:cl: Melbert
add: [Icebox] Reworked Tech Storage
add: [Icebox] Reworked Public Mining
/:cl:
## About The Pull Request

Remove a few instances of duplicated wall mounted items and moves the
light switch in engineering shared storage because it's covered by the
APC.

## Why It's Good For The Game

Gotta click the light switch

## Changelog

:cl:
map: fixed the lightswitch in Ice Box shared engineering storage being
covered by the APC.
/:cl:
## About The Pull Request
For MetaStation:
Removes a wire that went under a wall between Qm's office and maintence.
Removes a redundent disconected scrubber in the Cargo office
Moves a camera in science lobby so its not eaten by the Experimental
Destructive Scanner when someone scans somthing.
Lavaland:
Connects scrubber in the mini hydroponics to network.
## Why It's Good For The Game

Noticed most of these immeditaly after tgstation#87968 was merged just normal
fixs to redundent wires and pipes.
Not sure if AI get messaged when the camera is eaten by machinery but it
probbaly shouldnt be.

## Changelog
:cl:
map: Metastation Science lobby camera moved away form Experimental
Destructive Scanner(It was geting eaten on scan)
fix: Lavaland base hydroponics scrubber attached to its network with
missing pipes
map: Redundent disconnected scrubber in cargo office removed on
Metastation
map : Cable remove from under wall of Qm office on Metastation
/:cl:
## About The Pull Request

Updates the Unnamed Turreted Outpost space ruin


![image](https://github.com/user-attachments/assets/1b60c320-437e-45a1-84e3-938c3e6eb6ea)

Old version:


![image](https://github.com/user-attachments/assets/58c37c44-106e-409e-92db-6ff43a35e23a)

It has received a slight improvement in loot quality (SC/FISHER
disruptor in the armory and a couple of syndicate corpses - one with a
neat black ID!), but also an increase in difficulty in form of more
turrets with heavier armor, and some locked doors! Get those multitools
ready!

## Why It's Good For The Game

Its a rather outdated and plain-looking ruin, last updated when its'
camera bug got replaced with a floppy disk. This should make it look
nicer and more alluring to space explorers.

## Changelog
:cl:
map: Updated the Turreted Outpost space ruin
/:cl:
…n#88931)

## About The Pull Request

Sometimes I like doing a little bit extra for the station, especially
when I find things difficult to figure out (curse you science!). It
helps to at least get something done to reduce friction and let new
ideas flow. This is one of those cases.

## Why It's Good For The Game

Well, it's a small change of scenery that I feel some will get a kick
out of. Not really trying to do the whole Holiday thing, just more like,
hey, it's January, and I'm freezing my butt off since it finally got
cold, and my heater is kaput, lets add some ice to the old gal'. No
doubt that this'll get old in no amount of time, but I'll have something
else ready to go that'll remove this and do something cooler.

So basically you can expect some Snowy decals all around Birdshot until
I unfreeze my ass and shuffle some things on the station map. I need to
work on command a tad bit so I can free up some space for Science, but
that's really not what this PR is about. Enjoy the snow folks!

## Changelog
:cl:
map: Who turned down Birdshots Thermostat?
/:cl:
tgstation-ci bot and others added 22 commits January 23, 2025 17:35
…tion#88489)

## About The Pull Request
The spooky element is quite old with a lot of single-letter variables.
Had too many species typechecks, and there's an issue that's been
bothering me, so I had to bring the code a bit up to date.

Furthermore the element wasn't used anywhere but on a couple of very
rare instruments, so I've been thinking a likewise very rare fantasy
suffix (mythril and wizard rpg event) would've been cool.

## Why It's Good For The Game
This will fix tgstation#88474. I believe the single-use versions of the spectral
instruments should be spent once someone is skeletonized, not before. It
was my fault for not noticing it earlier.

## Changelog

:cl:
fix: Fixed single-use spectral instruments losing their powers before
skeletonizing anyone.
add: A very rare spooky suffix for mythril items and the wizard RPG
event.
/:cl:

---------

Co-authored-by: Jacquerel <[email protected]>
…(boulders) (tgstation#89168)

## About The Pull Request


Set the minimum flight distance to 3 tiles for objects hit by baseball
bat parry,
so instead of the boulder being sucked into wielder when the baseball
bat hits it, it now bounces back a little.

## Why It's Good For The Game

Closes tgstation#87877
## Changelog
:cl:
fix: objects with throw_range 0 now properly parried with baseball bats
/:cl:
## About The Pull Request

Fixes tgstation#88645
Fixes tgstation#88567
Fixes NovaSector/NovaSector#4757
Fixes NovaSector/NovaSector#4624

The limp effect was holding refs to a mobs legs. This should hopefully
clear that up. `COMSIG_CARBON_REMOVE_LIMB` gets called during the qdel
chain for limbs so it should fix it. Also, that signal should probably
be renamed to `COMSIG_CARBON_PRE_REMOVE_LIMB` because that limb ain't
removed yet at the time of its sending which is why it's a not enough to
just rely on `update_limp()` to clear the refs there.


![image](https://github.com/user-attachments/assets/e7b6bd33-691f-4e30-9b4f-16301368ef8b)

## Changelog

N/A
## About The Pull Request

Fixes tether stacking via beacons, you can freely cut your tether while
moving, and cutting/snapping MODsuit tethers now also snaps the beacon
they're connected to if said beacon was generated by a MODsuit
projectile. Retracting the gloves or deactivating your MODsuit also
snaps MODtethers you've created using it.

Closes tgstation#88869
Closes tgstation#88866
Closes tgstation#89170

## Changelog
:cl:
qol: Snapping tethers now also removes their beacons
qol: You can now cut tethers that you're attached to while in motion
qol: Tethers now snap when you retract your gloves or disable your
MODsuit
fix: Fixed tether stacking issues
/:cl:
…gstation#89175)

## About The Pull Request

Closes tgstation#88701

## Changelog
:cl:
qol: Action palette no longer disappears while you have floating actions
/:cl:
## About The Pull Request
We currently cache the BYOND install in CI, to reduce the number of
times we download BYOND from BYOND's website.

However, an error in how this is handled causes alternate-version tests
and integration tests to use the same cache key - despite using
different BYOND versions. This causes BYOND to be downloaded many times
over, as different jobs detect the wrong BYOND version and re-download
it individually.

This PR solves this by implementing the following:
* There is now one cache per BYOND version
* The cache for the primary BYOND version (specified in
`dependencies.sh`) is setup *before* any integration testing is
performed, to ensure that we aren't downloading BYOND `maps.len` number
of times.
* The caches for alternate BYOND versions are set up as soon as they're
installed, to ensure that if a workflow is cancelled, we're still using
a copy of BYOND from the cache.

Additionally, to handle setting up and restoring the BYOND cache, I've
set up a new action inside the `.github` folder:
`restore_or_install_byond`. This action is given a BYOND version
(defaulting to the version specified in `dependencies.sh` if none is
specified), and takes the following steps:
1. It attempts to restore the cache relating to that BYOND version. If
it succeeds, the workflow ends, and the BYOND install is now available
for use.
2. If restoration fails, it installs BYOND as normal, then saves the
install to a cache.

----

P.S. Since CI is slow on this repo, and I needed to test that this
worked before submitting a PR, I've set workflows to run on my fork of
the repo, so you can see it in action here:
<https://github.com/LikeLakers2/tgstation/actions/workflows/ci_suite.yml>
## About The Pull Request
While developing a new quirk that used the phobia system, I noticed that
I was able to bypass the phobia regex.

Looking further into it, I found that the phobia regex is marked as a
global expression with the `g`. Quoting the DM Reference on the `g`
flag:
> Global: In Find() subsequent calls will start where this left off, and
in Replace() all matches are replaced.

This clearly isn't the behavior we want for handling text in phobias!
Thus, this PR removes the `g` flag from phobia regexes.

## Why It's Good For The Game
Bug fixes give me good coder points. :D

## Changelog
:cl:MichiRecRoom
fix: Word phobias should always apply now, rather than occasionally
being missed.
/:cl:
## About The Pull Request

Surprisingly never came up until now, anyways this needs to deleted in
case the `Execute()` fails because undeleted SQL queries are bad (iirc)
## Why It's Good For The Game

No more random errors
## Changelog
Unneeded
## About The Pull Request
Smaller UIs that use this deprecated hook.
They should function exactly the same
## Why It's Good For The Game
Removing uselocalstate as its no longer needed, we have real hooks
## Changelog
N/A
I was discussing (complaining) in coding channel on Discord.
Mr oranges told me to PR it + offered his GBP 🙏
## About The Pull Request

The restocking is not well designed, boring, and very loosely suggested
to be a part of cargo technician's duties.
This is not just a personal conclusion, 
It was shared by several people in coding chat who did not entirely
agree with me on spite for this trait.
Yet it sparked a discussion...

**However, I am only competent enough to fix this one gripe, not
redesign restocking** (or cargo in general?).
## Why It's Good For The Game

It needlessly thwarts you, with a most heavy hit on costume vendors of
all things (2nd biggest I heard is botany).
Products in other vendors are often intentionly accessible there for
good reasons.
These are sometimes medbay essentials too, like a synthflesh for
unhusking (emergency & in limited supply).

If the trait was meant to make people just interact with cargo, it
doesn't work in practice.
What I saw was:
1. Someone needs to be very pissed early into the shift, to go talk
about it with cargo.
2. IF you succed, you have to stay at cargo and babysit the order, to
ensure it does arrive & isn't lost.
3. Either restock the 1 vendor you needed, with a bitter aftertaste from
the misadventure
OR
Become a martyr to restock whatever you can reach.
## Changelog
:cl:
del: Removed vending products shortage station trait
/:cl:
…tion#89109)

## About The Pull Request
So when a reaction is approaching its minimum conditions (temps are
approaching `required_temp` or ph is appraching `optimal_ph_min`) It
would end some good distance from these min values & not very close to
them.

For e.g. Flurosulphuric acid has a minimum required temp of 380K but the
reaction would stop/won't occur if the temps go below 400K itself i.e.
20K from its minimum which is not ideal when we are trying to maximise
results at all times.

Now it goes all the way down to these min values ensuring the reaction
rate never goes below 0.005(which in players terms means the rate of
reagents poduced per tick will never go below 0.01u for any given
reaction)

This also improves the code of debug chem master which caught this bug. 

## Changelog
:cl:
fix: chemical reactions can now go all the way to their min required
temp/ph
code: improved code for debug chem master. 
/:cl:
## About The Pull Request

Like tgstation#88945 but I am meaner than Goofball.
This PR adjusts Phobias to be a little bit less restricting, rather than
being basically the worst thing in the game.

The way phobias work now is:

***Hearing*** something related to your phobia will make you scream and
give you a minor, minute-long mood penalty, once every 12 seconds.
***Saying*** something related to your phobia has a high chance to make
you either stutter or speak quietly, or both at once.
***Seeing*** something related to your phobia applies a moderate,
four-minute long mood penalty and then gives you stacks of a debuff,
once every 12 seconds, up to 6 stacks.

Each stack of the phobia debuff makes any effects applied by being
scared last longer. Then it applies one of four random effects.

- You scream, which does nothing else... unless you have at least 5
stacks in which case you will also drop whatever you were holding in
your active hand.
- You jump, which immobilises you for a very short period of time
(basically just interrupting your movement).
- You lose your balance, making you briefly move slower and become
staggered (which makes it easier to push you around).
- You feel faint, which makes you dizzy (move occasionally in unwanted
directions) and briefly blurs your vision.

These stacks decay every 30 seconds as long as you're not actively being
scared.
If you have _multiple_ phobias then your general level of fear is
applied globally between them, so even if you just escaped from some
clowns you might still be worked up when you see a spider.

Phobias mostly don't make you jitter any more largely because to be
honest it just looks sort of shit and generally makes your sprite and
animations seem like they are broken not like you are shivering in
fright. It still happens if you hear something scary.

_Also_ I changed carp phobia to a general "fish" phobia, because we have
so much fish-related content now to take advantage of.
_Also_ I fully deleted the Heretic phobia because it's not applied by
Heretics any more and without that context it is also needlessly
specific, with heavy overlap with the Supernatural phobia.
_Also_ I fucked around with the phobia speech dictionaries a little bit
to remove some words I don't think are that funny or appropriate and
also add some more. Your mileage may vary.
_Also_ I made sure people who are scared of aliens are scared of basic
mob xenomorphs, people who are scared of birds are scared of raptors,
and people who are scared of bugs are scared of butterflies
and........... mothroaches.

## Why It's Good For The Game

Phobias are internally classed as a "mild" brain traums, which makes
them relatively easy to acquire and are applied by effects that are
supposed to be bad but not completely debilitating.
Examples of other mild traumas are:
- Stuttering
- Speech impediments
- Your health preview doesn't update
- You occasionally move in a random direction
- Colour blindness
- You don't like dropping objects

Phobias on the other hand are generally considered by most players who
have had one to be _significantly_ disabling. The penalties they apply
tend to be significantly worse to play with than the things listed
above, and can make playing around with a roleplay quirk excessively
miserable.

Unlike Goofball I don't want to make these totally toothless, but I do
want them to be more _mlld_ than they were before.

## Changelog

:cl:
balance: Phobias are now somewhat less debilitating, although their
effects get worse the longer you are near a fear trigger.
balance: Carphobes are now afraid of all fish.
del: Remove the Heretic phobia, as it is now basically unused.
/:cl:
@Nerev4r Nerev4r merged commit 86a4d03 into DopplerShift13:master Jan 30, 2025
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