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Handheld Frequencies #160

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Jan 17, 2025
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@sleepyyapril sleepyyapril commented Jan 17, 2025

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  • add: Added handheld radio frequencies, accessible by pressing your "Use Item" key while holding one. (by sleepyyapril)
  • add: Re-enabled free glimmer probe event.
  • add: Glimmer has been substantially reworked. Please read the new Psionics Guidebook for more information. In short: "500 is the new normal glimmer. Stop panicking if Sophia says the glimmer is 500. Call code white if it gets to 750 and stays above that level." (by TCJ)
  • add: The much-requested Psionics Guidebook has returned, now with all new up-to-date information. (by TCJ)
  • remove: Removed "GLIMMERLOOSE". It's no longer possible for glimmer to start a chain of events that ends the round if epistemics isn't destroyed. You can ALWAYS recover from high glimmer now. (by TCJ)
  • tweak: All glimmer events have had their thresholds tweaked to reflect the fact that 500 is the new "Normal" amount of glimmer. (by TCJ)

spess-empyrean and others added 29 commits January 15, 2025 02:39
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Signed-off-by: spess-empyrean <spessempyrean@gmail.com>
…m Wizden (#1552)

# Description

Ports over these commits from Wizden:

space-wizards/space-station-14@32e315c

space-wizards/space-station-14@8d015f5
Namely the first is a general refactor to LightBehaviorSystem and the
second is a bugfix that fixes some looping behaviors like the low
battery effect on a flashlight never stopping. If it's not atomic
enough, let me know and I can separate them into two.

# Changelog

:cl:
- fix: Fixed some errors with looping behaviors like jitter.
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Signed-off-by: Skubman <ba.fallaria@gmail.com>
# Description

Adds a movement slow when traversing through plastic flaps. The movement
slow is considered difficult terrain and is reduced by the Parkour
Training trait, and increased by the Bad Knees trait.

## Why / Balance

It doesn't make sense for the plastic flaps used mostly for breaking
into Logistics to have basically zero cost going through them. Going
through flaps should slow you down.

Adding a movement cost is also an opportunity to increase the impact of
Parkour Training and Bad Knees, and provides a clear and obvious
use-case for taking Parkour Training.

Regular plastic flaps (the ones that don't suffocate you inside) have a
**60%** slow, and airtight plastic flaps have a **75%** slow.

For airtight plastic flaps, Parkour Training halves the slow to
**37.5%**, and Bad Knees increases the slow up to the maximum modified
slow cap of **90%**.

This will make going through airtight plastic flaps more dangerous due
to the prolonged Blunt damage from no pressure **EXCEPT** if you have
Parkour Training, in which you will only sustain minimal Blunt damage.

## Media

**(No Trait) Regular Flaps Then Airtight Flaps**


https://github.com/user-attachments/assets/c0fca5f6-e087-433e-b57d-3bea50aa8941

**(Parkour Training) Regular Flaps Then Airtight Flaps**


https://github.com/user-attachments/assets/9cb57daa-8745-49f6-a121-ab995658639a

**(Bad Knees) Regular Flaps Then Airtight Flaps**


https://github.com/user-attachments/assets/d4ee0712-b935-4d08-8d34-431ee8fb521d

**Updated Trait Descriptions**


![ptnewdesc](https://github.com/user-attachments/assets/894de7cc-2505-448f-896b-353f3bd2e852)

![bknewdesc](https://github.com/user-attachments/assets/465633c4-9758-4553-be8e-34673f4dfeed)

# Changelog

:cl: Skubman
- add: Plastic flaps are now considered Difficult Terrain, and will slow
you down substantially when crawling through them. Note that the slows
of all Difficult Terrain are halved by the Parkour Training trait, and
increased by the Bad Knees trait.
# Description

Increases the delay when eating brains from 1 second to 5 seconds, and
when someone starts or finishes eating a brain it shows a red popup to
everyone in range.

Eating a character's brain round-removes them. However, it's easy to do
with a 1-second timer and very easy to accidentally RR someone through
eating their brain by fat-fingering the "Activate item in hand" keybind.
(Disclaimer: I did exactly this LOL). This PR will make accidental brain
eating very unlikely.

A red popup on eating is also important so everyone in range will be
aware if someone might get RR'd through brain eating and be able to try
to intervene.

This also fixes a _very hilarious_ bug where the target of a force-feed
wouldn't get the popup showing the flavors of the food after the force
feed was complete.

## Media

**Popup on self when eating a brain** 


https://github.com/user-attachments/assets/66cf0952-4005-4c3f-bfed-585829f78369

**Popup on others eating a brain**


https://github.com/user-attachments/assets/bd183de2-c39f-49bd-a633-52cba7b961b1

**Popup on others force-feeding a brain**


https://github.com/user-attachments/assets/459042de-42ae-4064-9f43-be2d7f0c73d0

**Popup of flavors on being force-fed**


https://github.com/user-attachments/assets/c593263f-96b6-40b0-875c-0dc0b160cd62

## Changelog

:cl: Skubman
- tweak: Eating a brain now takes 5 seconds (from 1 second), and feeding
someone a brain takes 6 seconds.
- add: Attempting or succeeding to eat a brain now shows a red popup
message to everyone else in range, e.g. "Urist McHands is trying to eat
the brain!" / "Urist McHands ate the brain!".
- fix: Fixed a bug where players after being force-fed were not shown a
popup showing the food's flavors.
# Description

This PR brings back a feature that was present in the Psionic Refactor
Version 1, which ultimately never made it into the game. I have
substantially reworked the underlying math behind Glimmer, such that it
operates on a Logistic Curve described by this equation:


![GlimmerEquation](https://github.com/user-attachments/assets/b079c0f6-5944-408f-adf6-170b8472d6c2)

Instead of 0 being the "Normal" amount of glimmer, the "Normal" amount
is the "seemingly arbitrary" number 502.941. This number is measured
first by taking the derivative of the Glimmer Equation, and then solving
for the derivative equal to 1. Above this constant, glimmer grows
exponentially more difficult to increase. Below this constant, glimmer
grows exponentially easier to increase. It will thus constantly attempt
to trend towards the "Glimmer Equilibrium".

Probers, Drainers, Anomalies, and Glimmer Mites all cause glimmer to
"Fluctuate", either up or down the graph. This gives a glimmer that
swings constantly to both high and low values, with more violent swings
being caused by having more probers/anomalies etc. A great deal of math
functions have been implemented that allow for various uses for glimmer
measurements, and psionic powers can even have their effects modified by
said measurements.

The most significant part of this rework is what's facing Epistemics.
It's essentially no longer possible for Probers to cause a round-ending
chain of events known as "Glimmerloose". You can ALWAYS recover from
high glimmer, no matter how high it gets. As a counterpart to this,
Probers have had the math behind their research point generation
reworked. Research output follows an inverse log base 4 curve. Which can
be found here: https://www.desmos.com/calculator/q183tseun8

I wouldn't drop this massive update on people without a way for them to
understand what's going on. So this PR also features the return(and
expansion of), the much-demanded Psionics Guidebook.

<details><summary><h1>Media</h1></summary>
<p>

Psionics Guidebook

![image](https://github.com/user-attachments/assets/6449f518-bdce-4ba5-a9f5-9f87b5c424c9)


![image](https://github.com/user-attachments/assets/5cf5d5a1-8567-40ae-a020-af074cf9abe3)

</p>
</details>

# Changelog

:cl: VMSolidus, Gollee
- add: Glimmer has been substantially reworked. Please read the new
Psionics Guidebook for more information. In short: "500 is the new
normal glimmer. Stop panicking if Sophia says the glimmer is 500. Call
code white if it gets to 750 and stays above that level."
- add: The much-requested Psionics Guidebook has returned, now with all
new up-to-date information.
- remove: Removed "GLIMMERLOOSE". It's no longer possible for glimmer to
start a chain of events that ends the round if epistemics isn't
destroyed. You can ALWAYS recover from high glimmer now.
- tweak: All glimmer events have had their thresholds tweaked to reflect
the fact that 500 is the new "Normal" amount of glimmer.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
# Description

Ports the Modular Computer system from Arcadis. I'll document it more
later, for now just look to the provided .yml for reference.

---

# TODO

- [ ] Disk Burner (for creating program disks)
- [ ] Some way to make a modular computer

---

<details><summary><h1>(Not) Media</h1></summary>
<p>

No.

</p>
</details>

---

# Changelog

:cl: Eris
- add: The Modular Computer system has been ported. Expect cool stuff to
come soon.

---------

Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Signed-off-by: Eris <erisfiregamer1@gmail.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
# Description

Reworks the Martial Artist trait, making it a more impactful and
visually distinct trait.
- Left-clicks are now single-target power attacks, requiring less aim
than before.
- **50%** damage bonus reduced to **20%** damage bonus (same overall DPS
with next change).
- Gain **25%** attack rate bonus.
- The attack rate bonus helps make the trait feel and look distinct from
non-Martial Artist melee attacks.
- **50%** range bonus reduced to **10%** range bonus.
- The damage bonus is now also applied to Asphyxiation and Poison
damage, which Lamia unarmed attacks deal.
- Trait cost increased from **-3** points to **-5** points.
- Striking Calluses (which requires Martial Artist) cost reduced from
**-4** points to **-3** points to prevent the Martial Artist/Striking
Calluses combo from being too expensive. The combo used to cost **-7**
points, now it is **-8** points.

The reworked Martial Artist trait is also given to the Boxers, Martial
Artists and Gladiators.

Also reverted some wizmerge messery that messed up the melee attack rate
**again**, and messed up pistol whipping by making the cooldowns of
gunshots and melee attacks intertwined.

Also while we're at it, Natural Weapons Removal has been disabled for
all species whose damage is pure Blunt, including Diona, Dwarf, Arachne
and IPC. (IPC have 6 blunt so the trait would literally be a 0-point
negative trait for them)

## Technical Details

A new trait function has been added for Martial Artist:
`TraitModifyUnarmed`, which modifies the player entity's
`MeleeWeaponComponent`.

The Claws, Talons, Natural Weapon Removal, and Striking Calluses traits
have also been refactored under the hood to use `TraitModifyUnarmed`,
instead of replacing `MeleeWeaponComponent` which would wipe out all the
changes made by the Martial Artist trait.

## Media

### New Description

![martialartist](https://github.com/user-attachments/assets/de51530f-5f2a-41a8-b686-c12f746b5e4a)

### Martial Artist In Action

https://github.com/user-attachments/assets/7890aac2-2c74-4abd-be9f-b28c2922c865

### Striking Calluses New Description

![strikingcalluses](https://github.com/user-attachments/assets/bc15425e-3460-49f2-88f5-840c686e0053)

### Natural Weapons Removal New Description

![naturalweaponsremoval](https://github.com/user-attachments/assets/583adaa4-48c0-46e3-882b-1bb0f470018c)

# Changelog

:cl: Skubman
- add: Martial Artist Rework: Martial Artist now costs 5 points, but it
turns all unarmed melee attacks into single-target power attacks, with
20% bonus damage, 25% bonus attack rate and 10% bonus attack range.
- tweak: The reworked Martial Artist trait is now given for free to
Boxers, Martial Artists, and Gladiators.
- tweak: Martial Artists (the job) and Gladiators can now select the
Striking Calluses trait.
- tweak: The Martial Artist trait now applies bonus damage to the
Lamiae's unarmed Asphyxiation and Poison damage.
- tweak: The cost of Striking Calluses has been reduced from 4 points to
3 points.
- fix: Fixed a bug where slow weapons were fast and fast weapons were
slow.
- fix: You can pistol whip (right-click melee) immediately after firing
a gun again, and the cooldown on firing the gun after pistol whipping is
always 0.528 seconds again.
- fix: Prevented Dionas, Arachnae and IPCs, who all have pure Blunt
damage from selecting the redundant Natural Weapons Removal trait.
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# Description

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Adds frequencies to handheld radios. Ports [this
PR](new-frontiers-14/frontier-station-14#1833)
with changes.


![image](https://github.com/user-attachments/assets/e39d8fce-7fa3-4e0a-918a-506b0446de35)

---

# Changelog

<!--
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:cl:
- add: Added handheld radio frequencies, accessible by pressing your
"Use Item" key while holding one.

---------

Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
@sleepyyapril sleepyyapril merged commit a6267ec into TheDenSS14:master Jan 17, 2025
11 of 12 checks passed
sleepyyapril added a commit that referenced this pull request Jan 17, 2025
@sleepyyapril sleepyyapril deleted the handheld-frequencies branch January 17, 2025 04:12
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6 participants