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Master upstream merge 2 #28

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@larentoun larentoun commented Feb 8, 2024

updating

intercepti0n and others added 30 commits January 27, 2024 03:38
I've made a new UI for Telecommunications Monitoring Console. New
features include: more useful information, search bar, icons and smaller
window. This PR also includes a new sprite sheet, be warned!

Additionally, I've removed `updateUsrDialog` because it makes no sense
here and UI updates are handled by TGUI.
## About The Pull Request
The nuclear operative medbot, Oppenheimer, now starts with airplane mode
enabled (aka, remote control disabled), so the presence of operatives on
the station Z-level is not immediately given away to AIs.


![image](https://github.com/tgstation/tgstation/assets/44104681/990ec84c-e7e8-4557-b036-3e840566e957)

Fixes tgstation#81105
## Why It's Good For The Game
It'd be pretty lame to have your stealth ops operation ruined because
you forgot to turn on airplane mode, no? I don't think this was
intentional by any means, seems like an oversight.
## Changelog
:cl:
fix: Oppenheimer, the nukie medbot, has been reprogrammed to use
Airplane Mode as a factory default. The station AI is no longer
immediately aware of his presence!
/:cl:
## About The Pull Request
- Shortened the description for readability. Makes sense to display
further details only when examining.
- Removed deprecated `content` tag from button elements in the UI
- Added more sanity checks when dealing with numbers inside `ui_act()`
- Make sure we don't insert hologram items
- Use `as anything` to speed up some for loops
- Capitalized some text inside examine

## Changelog
:cl:
spellcheck: shortened description for the PCM and capitalized some text
for its examines.
code: adds sanity checks and removed deprecated `content` tag from PCM
UI. Stops hologram items from being inserted.
/:cl:
…t. (tgstation#81112)

## About The Pull Request
Title. The icon state is called "live_sec_reaction". Four to go.

## Why It's Good For The Game

![cheevos](https://github.com/tgstation/tgstation/assets/42542238/f1f91107-49c0-4ae3-8dd6-328a059d8ffe)

Mainly inspired by The Rock's eyebrow meme.

## Changelog

:cl:
image: Added an icon to the "My Watchlist Status is Not Important"
achievement.
/:cl:
## About The Pull Request

### Alternative title: "Remove kitten omniscience."

>If you were to ever have the hubris of entering a kitten's line of
sight while holding a food they like, like a dead mouse, they would
start pointing and meowing at you. It's their food, after all. You
should give it to them.
However, if you were to drop the item, they would continue pointing.
If you were to leave the area, they would continue pointing.
Even if you were to run, to hide, to break down and cry.
They would continue pointing. Meowing
Forever.
And Ever.
You can't run. You can't hide. You can't fool them.
That ever sweet scent stays with you, lingering. It marks you.
Wherever you are, whenever you are, the wretched beasts will know.
Even in death your corpse will be theirs to torment.
For you, oh marked one, this is now a fact of life.
_And you better bring your masters their food._

Putting aside how funny the kitten-based triangulation device is, this
feels like an oversight.
`/.../beacon_for_food/finish_action(...)` even tries to clear the
begging target from the blackboard, but
`/.../beacon_for_food/perform(...)` never actually passes in the key.
## Why It's Good For The Game

Kittens no longer beg at you forever wherever you are, even after
dropping the food they were begging for.

![image](https://github.com/tgstation/tgstation/assets/42909981/146d9f93-57e6-4408-aba3-6c693add0841)
Like forever, wherever.

![image](https://github.com/tgstation/tgstation/assets/42909981/d62dbd12-15d1-4bc7-9696-d3b50f1b91d8)

![image](https://github.com/tgstation/tgstation/assets/42909981/46da6905-b29c-43a4-b2f1-bdbd27d0e96d)
## Changelog
:cl:
fix: Removed kitten omniscience. (They stop pointing at you now.)
/:cl:
## About The Pull Request

Fixes tgstation#79067 where you can
hijack the shuttle without actually being on the shuttle.

## Changelog

:cl: LT3
fix: Emergency shuttle console now only works while on the emergency
shuttle
/:cl:
## About The Pull Request

When using the biopsy tool on something that doesn't have a swabbing
result it would say:
> "You do not manage to find a anything on [target]!".

The "find a anything on [target]" is incorrect and reads off, so this pr
just changes the respective statement in
`code/datums/components/swabbing.dm` to remove that a, becoming:
> "You do not manage to find anything on [target]!".
## Why It's Good For The Game

Minor grammar fix.
## Changelog
:cl:
spellcheck: You no longer fail to find "a anything" when swabbing
something for cytology that doesn't have swabbing results.
/:cl:
## About The Pull Request
Thanks Elli-Skala for pointing it out.

## Why It's Good For The Game
The port is meant for modular computers and station relays, both of
which are objects.

## Changelog
N/A, it's a very small thing.
## About The Pull Request

Alternative title: "Resolve Jerry Tramstation's impotence."

While cats had all the other requirements for breeding, the ai subtree
for it returns early as no `BB_BABIES_PARTNER_TYPES` had been set for
the cat ai and thus it would never actually try to breed.
This pr just adds a `BB_BABIES_PARTNER_TYPES` value to
`code/modules/mob/living/basic/pets/cat/cat_ai.dm`, so they can actually
have kittens again.
## Why It's Good For The Game

Fixes cat breeding bug.
And c'mooooon, look at theeeeem:

![image](https://github.com/tgstation/tgstation/assets/42909981/1c046dae-7541-4b7c-a1eb-c2fe92ef94d4)
## Changelog
:cl:
fix: Jerry Tramstation can get laid again! (Fixed cat breeding.)
/:cl:
)

## About The Pull Request
- Fixes tgstation#81115

Right we have to start the sum from `0` my bad. Also uses material
define constant when inserting sheets instead of constant `100`

## Changelog
:cl:
fix: auto lathes don't hog local apc supply when printing items
/:cl:
## About The Pull Request
Fixes two small errors in the lines spoken by mob when performing the
fireproof clothing rite.

"a thousand time and more" is now "a thousand times and more"

And the first line has a space added for consistency with the other
lines.
## Why It's Good For The Game
Gotta fix those player facing typos.
## Changelog
:cl:
spellcheck: typos fixed in the fireproof clothing religious rite
/:cl:
## About The Pull Request

It was mentioned to me that APCs were spamming the power down noise when
broken, so I looked into it.
After further questioning and testing, this turned out to be a
blob-specific issue.

Blobs present on the same tile as an APC were continuously calling the
`set_broken()` proc:
```dm
/obj/machinery/power/apc/blob_act(obj/structure/blob/B)
	set_broken()
```
```dm
/obj/machinery/power/apc/proc/set_broken()
    if(malfai && operating)
        malfai.malf_picker.processing_time = clamp(malfai.malf_picker.processing_time - 10,0,1000)
    operating = FALSE
    atom_break()
    if(occupier)
        malfvacate(TRUE)
    update()
```
Which was causing `update()` to be continuously called on the APC, which
was in turn spamming the power down noise:
```dm
/obj/machinery/power/apc/proc/update()
    if(operating && !shorted && !failure_timer)
        (...)
    else
        (...)
        playsound(src.loc, 'sound/machines/terminal_off.ogg', 50, FALSE)
    area.power_change()
```
So we fixed this by just adding an if statement to check if it's broken
or not before breaking it:
```dm
/obj/machinery/power/apc/blob_act(obj/structure/blob/B)
	if(machine_stat & BROKEN)
		return
	set_broken()
```
## Why It's Good For The Game

Fixes noise spam bug.
Ough my ears.
## Changelog
:cl:
fix: Blobs sitting on APCs no longer break them when already broken, and
so no longer spam the power down noise.
/:cl:
## About The Pull Request
didnt have a id set, i set a id
## Why It's Good For The Game
Pressing the flasher should do something
## Changelog
:cl:

fix:  The buttons for flashers on birdshot/tramstation now work

/:cl:
## About The Pull Request
Husk icons are now generated dynamically by greyscaling the limbs and
applying the husk blood overlay
rather than everything using the same husk sprite
## Why It's Good For The Game
Less sprites needed, also good for nonhuman races especially those with
non-humanoid shapes
All that is needed for a husk icon now is a blood overlay instead of an
entire limb set

Human, Lizard, Moth, Monkey husks

PIC IS A BIT OUTDATED, THE BLOOD IN PIC IS DARKER THAN HUSK BLOOD
(fixed) AND IT DOESNT "FIT" TO LIMB SPRITE (fixed)
![Screenshot 2024-01-24
025229](https://github.com/tgstation/tgstation/assets/46101244/12dfc3bc-9983-4dbc-8ace-a7130bb4a4e7)
## Changelog
:cl:
refactor: Husk icons are now dynamically generated. See if you can
identify what species it was!
/:cl:
## About The Pull Request

I made it so Wizarditis Timestop just freezes yourself but forgot
timestop makes you immune to timestop.

So now I added some vars to timestop both to fix this and also for
admins to mess around with.

## Changelog

:cl: Melbert
fix: Wizarditis Timestop now has the desired effect. 
admin: Admins can now VV Timestop to make the caster not immune to their
own Timestop. If they really wanted.
/:cl:
MrMelbert and others added 28 commits February 8, 2024 08:43
## About The Pull Request

`/obj/item/circuit_component/object_overlay` handled the wrong
references when implementing `Destroy`.

## Changelog

:cl: Melbert
fix: The object overlay circuit component will no longer take things
with it.
/:cl:
## About The Pull Request

Apparently, ash mark is supposed to replenish mansus grasp cooldown by
75% when triggered, but this is neither reflected by the research
description, nor functional ingame. This edit makes it work, and adds
the effect to the description.

Additionally, that same block of code was present in moon mark research
also. I removed that because I assume it is intended to be an ash-only
feature, and moon only had it because of copy-pasting.

And since we're at it, I also reworded the mark description to be more
clear about the mark only transferring to a single heathen at a time.
## Why It's Good For The Game

I don't think we should have code which does not work. The options are
to either remove it, or make it work, and the latter is more fun.
## Changelog
:cl:
fix: ash mark now properly lowers the cooldown of mansus grasp when
triggered
/:cl:
## About The Pull Request

Currently on live, if you throw a bola at a xenomorph or use a beartrap
on them, the legcuff will successfully attach itself to the xenomorph
but nothing will happen. It will not be present visually nor apply
slowdown to the xenomorph at all, and it also gives the xenomorph no
indication that it is attached to them or option to remove it. This PR
fixes that problem by moving some human-specific code downwards,
allowing xenomorphs to visually have legcuffs applied to them, be slowed
down by them and to take them off by themselves.

Note that as with all cuff-related items, xenomorphs will break the item
immediately upon attempting to resist it at all. Therefore, this PR
doesn't really do anything balance-related, although maybe you can buy
yourself a half-second while the xenomorph you just bola'd realizes they
need to take it off before chasing you down again.

Another thing to note is that queens and praetorians don't look right
with these overlays applied (they float to the left of their sprite),
but that's a bigger issue with a lot of the overlays in general (fire
being a big one), to be fixed in another PR.

## Why It's Good For The Game

This has bothered me for a while now, so its about time I do something
about it. Even if using bolas or beartraps on xenomorphs is practically
useless, if we're gonna let players do it then we're going to let them
do it right.

## Changelog
:cl:
fix: Xenomorphs now have legcuffs applied to them properly.
/:cl:
## About The Pull Request

Currently on live, when an alien hunter goes for a pounce, once the
pounce is completed the hunter will rise quite a distance slowly from
the floor as setting body_position_pixel_y_offset now is done with
animation as opposed to being instant. This looked extremely stupid, so
I went and fixed it. Initially, I was going to add some form of trait to
cancel out the smoothing effect from a shifting y offset, until I looked
at the sprite for alien pouncing and realized it was 96x96 for no
reason. For reference, 96x96 is the size of Bubblegum's sprites.

So, I just made the sprites 48x32, got rid of the unused sprites
(sentinel and drone both had pounce sprites but neither ever had that
ability iirc) and adjusted some of the pounce ability's internal offset
stuff to compensate and it looks perfectly fine now. Somehow made the
image file larger by 243 bytes according to Github but I guess it is
what it is.

## Why It's Good For The Game

The alien hunter ascending from 2 tiles below where it actually was
whenever it pounced was incredibly jarring. This fixes the problem.

## Changelog
:cl:
fix: Alien Hunter's pounce ability no longer has any weird offset issues
once the pounce is completed.
/:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

We need the last of the signs added to the game so everyone can see and
use them.
Adds the Red Mons, The Rune, The Wizard and MOTHS-MOTHS-MOTHS bar signs
that were created during the bar sign contest.

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

More options for the bar name is a good thing for player choice and
diverse player stories.
Giving our bartenders more options helps player agency.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->


![the-red-mons](https://github.com/tgstation/tgstation/assets/38709973/c614f3d1-a7e0-4de2-8e17-95481aeb1313)


![the-rune](https://github.com/tgstation/tgstation/assets/38709973/2628475f-f30c-4f4d-805c-257a8eb3d22f)


![the-wizard](https://github.com/tgstation/tgstation/assets/38709973/c000ae05-5762-4c41-b1d8-3d832bea46b0)


![moths-moths-moths](https://github.com/tgstation/tgstation/assets/38709973/6f74df0b-3344-4c30-b233-7191230145fb)


:cl:
add: Adds in the Red Mons, The Wizard, The Rune and MOTHS-MOTHS-MOTHS
bar signs from the bar sign contest.
Congratulations to the winners!
image: Adds in the Red Mons, The Wizard, The Rune and MOTHS-MOTHS-MOTHS
bar signs from the bar sign contest.
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put
your name to the right of the first :cl: if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

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

🆑 optimumtact, whomst didn't write this CL entry.
fix: Fixed the colorful lights of the ethereal disco ball.
/🆑
## About The Pull Request

One day we will have opendream lint to catch this. (WYCI I guess)
## About The Pull Request
This stuff has been cramping 100% heavy roleplay style for too long.

Somehow, the way maptext is formatted* seems to break tag ends found
around a line break. This usually happens when a space with width is
found by the end of the line, and I don't recall ever encountering the
issue otherwise.
Apparently, I've also found out that concatenating two spaces,
regardless of width, seems to fix the issue just fine, and that brings
in the solution to this whole pedantic problem: a <b>zero-width
space</b> at the end of the closing tag.

*That's handled behind the curtains by the engine, so I can only throw
wild guesses to why it happens.

Oh, by the by, I've also changed the tip about text modifiers I've made
over a year ago. It was too confusing to read.
## About The Pull Request
Fixes some things(check mapdiff2 for them)
mainly the double terminal that probably was giving the ruin 0 power
consumption i think
removes the double invisible tiny fans and replaces them with double
vents
fixes the areas a bit
removes some modifiers on the APC 
## Why It's Good For The Game
Fixes are good for the game
## Changelog
:cl:
fix: Fixed some things in Ice Box's gas station ruin
add: Adds some things in Ice Box's gas station ruin
/:cl:
…d windoors (tgstation#81272)

## About The Pull Request
Title.

Another big updatepaths PR thats been on my radar for awhile.

The dir banned var edit is self explanatory. However, I banned
icon_state from them as well as there are a big handful of windoors that
are either regular, and look like security doors, OR are their mirrored
counter part (a south right door var edited to look like a south left
door).

## Why It's Good For The Game

Avoid mapping sins like this


![image](https://github.com/tgstation/tgstation/assets/70232195/e672f64f-5bba-46f2-9043-c702497d08b2)

## Changelog

N/A to players
@larentoun larentoun merged commit 9e99a35 into ss220club:master Feb 8, 2024
20 checks passed
@larentoun larentoun deleted the master-upstream-merge-2 branch March 1, 2024 19:16
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