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Merge upstream [11.07.2024] #338

Merged
merged 70 commits into from
Jul 11, 2024
Merged

Merge upstream [11.07.2024] #338

merged 70 commits into from
Jul 11, 2024

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Gaxeer
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@Gaxeer Gaxeer commented Jul 11, 2024

About The Pull Request

Merge upstream [11.07.2024]

SmArtKar and others added 30 commits July 9, 2024 11:08
…ead of pulling it (tgstation#84752)

## About The Pull Request

Sister PR to tgstation#84749
Living flesh arms now have a 30% (70% if you have combat mode on) chance
to touch the thing they're targeting instead of pulling it. You can end
up punching a random person, or, to much more hilarious results, a
heretic influence or the supermatter crystal.

Additionally, adds a ``silent`` argument for ``swap_hand`` proc, false
by default and will prevent failure message from appearing when trying
to swap hands while dual wielding an item if true

## Why It's Good For The Game

![image](https://github.com/tgstation/tgstation/assets/44720187/aa7b5e13-7198-4c8b-8ecf-5e9ebf3403aa)
It allows for absolutely hilarious situations which is perfect for the
anecdote generator that SS13 is

## Changelog
:cl:
add: Living flesh arms have a chance to actually touch the thing they're
targeting instead of pulling it. Careful with supermatter!
/:cl:
## About The Pull Request

I want to get back to the food stuff, and adding a few auto tests to
avoid regressions.

The test makes a dummy human bake a cake from the base ingredients,
confirming that the reagent purities are correct and that the cake slice
gives a food buff in the end.

## Why It's Good For The Game

Avoiding bugs.

---------

Co-authored-by: Ghom <[email protected]>
## About The Pull Request
I subtracted the wrong way around. I should have probably tested it
properly before.

## Why It's Good For The Game
We want a positive integer, not a negative one.

## Changelog

:cl:
fix: Fixed a whoopsie with bait-related calculations for fishing. 
/:cl:
…tion#84805)

## About The Pull Request

Fixes tgstation#80396.
Fixes tgstation#81508.

I suspect this also fixes tgstation#74025, but that one was never properly
reproduced.

There has been a bug for quite a long time allowing paraplegic
characters to walk around after the loss of a leg. This was due to the
paraplegic trait being cleared from a removed limb _before_ its owner is
cleared, causing the number of usable legs to incorrectly increment.
Repeatedly removing and reattaching legs could increment usable_legs
arbitrarily high, allowing you to walk around at full speed with no legs
at all.

Things have been rearranged so that the limb's owner gets cleared first,
removing this bug.
## Why It's Good For The Game

As funny as it is for a completely legless person to be "walking" around
the station at full speed, I don't think this is something you should be
able to do freely if you know how.
## Changelog
:cl:
fix: Amputating a paraplegic's leg no longer miraculously allows them to
walk.
/:cl:

---------

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

## About The Pull Request

closes tgstation#77789
edt: also closes tgstation#82600

Light sources stop emitting light if the tile in which the light source
itself is located and all 4 adjacent tile block the light. This usually
happens when a smoke grenade is thrown, or something went wrong in the
chemistry again

<details>
<summary>Videos</summary>

As it was before


https://github.com/tgstation/tgstation/assets/112967882/44ff556b-d09f-4024-945e-c2c105f511a9

Now


https://github.com/tgstation/tgstation/assets/112967882/9f9f8f43-47a9-47be-8499-99bab39fc166


</details>

## Why It's Good For The Game

You wont need to switch the lights twice to make them work after someone
threw smoke grenades into the hallways anymore

## Changelog
:cl:
fix: Fixed lights stopping emitting light in some situations
/:cl:

---------

Co-authored-by: Ghom <[email protected]>
## About The Pull Request
- Fixes tgstation#84794

`/datum/component/remote_materials` blocks the tool act from continuing
when linking with ore silo fails. We don't want that for stacking
machines

## Changelog
:cl:
fix: stacking machines can be linked with its console via multitool
/:cl:
… threat is stopped (tgstation#84771)

## About The Pull Request
Changes hostile environments so that if the shuttle is docked then the
ETD timer will be reset when the threat is stopped.
## Why It's Good For The Game
Right now, if you end a hostile environment threat before the shuttle
timer goes to ERR the timer won't reset, which often leaves the people
who went to deal with the threat unable to get back to the shuttle in
time, which really sucks. People shouldn't be punished for stopping a
threat.
## Changelog
:cl:
qol: Docked emergency shuttles will always reset their departure timer
when a hostile environment is stopped, regardless of if the timer
displays ETD or ERR.
/:cl:
## About The Pull Request
Amps up the duration of the flip and the bullet dodging to 1.4 seconds
(from 0.8). EDIT: I've added a check to prevent matrix-flipping into
stamcrit (unless the emote wasn't intentional) and lowered the stam cost
very slightly to allow for a fifth flip.

## Why It's Good For The Game
I've tested the thing, with and without stun immunity (which prevents
stamcrit from overusing it), hulk, rapid gloves, against the colossus
and turrets at the tdome. It's pretty meh overrall, having to keep
spamming the flip hotkey to keep it going, and the duration isn't all
that useful since you can't easily foresee when something or someone's
going to fire at you, or react in time. This is likely going to stay a
gimmick, albeit a less crappier one.

## Changelog

:cl:
balance: Buffed the matrix flip skillchip duration. Lowered the stamina
cost very, very slightly.
qol: You can now longer matrix-flip yourself into exhaustion, unless the
emote is unintentional.
/:cl:
fixes tgstation#84617

i did test this, no clue how this got missed...
## About The Pull Request

- Splits the trait into two, one that affects only bots (like the
original version) and one that only affects machines
- Only mapload bots are affected (again)
- Only mapload machines are affected
- The Automated Announcer is immune

## Why It's Good For The Game

I made this trait a while back and then someone else changed it to be
far more disruptive and annoying without adjusting the weight, so I feel
like I have the right to reign it back in a little bit.

This aims to retain some of the charm intended behind the original trait
while maintaining some of the changes made to it.

## Changelog

:cl: Melbert
add: Bot Language station trait split into two: One that affects bots
(retains the old weight and cost) and one that affects machine (half
weight, double the cost)
del: Bot Language station trait and (new) Machine Language station trait
no longer affect newly created machines or bots, just those present at
game start
del: Machine Language station trait cannot affect the Automated
Announcer in telecomms
/:cl:
## About The Pull Request

We don't actually record emags outside of the log which makes it hard to
parse, this should give us a better image of what people are using emags
for.
…or` to security level prototypes (tgstation#84830)

## About The Pull Request

Move security level related data from switch-cases to security level
prototypes.

## Why It's Good For The Game

Nothing player facing.
Cleaner code for coders

## Changelog

:cl:
refactor: move `status_display_bottom_text` and `fire_alarm_light_color`
to security level prototypes
/:cl:
## About The Pull Request

Closes tgstation#83573 by removing an underscore

## Changelog
:cl:
fix: Vapes use correct fill level overlays
/:cl:
## About The Pull Request

You can emag grapple gun to use it on station.

## Why It's Good For The Game

Cool hook. Gives him the way to use his mechanics at the station.

:cl:
add: You can emag grapple gun to use it on station.
/:cl:

---------

Co-authored-by: MrMelbert <[email protected]>
…ion#84838)

## About The Pull Request

So while working on another pr, I noticed every time I used a deck to
click on a single card, it'd create a cardhand... that's centered on the
table.
Looking into it, I noticed we already have code for it... but it doesn't
work?
This seems to be because we copy over the `pixel_x` and `pixel_y` values
AFTER we insert the card into the cardhand:

https://github.com/tgstation/tgstation/blob/cb5a5c1c69adf00663791f86f9b56047dd52367e/code/modules/cards/singlecard.dm#L172-L176
Swapping these around fixes it.
## Why It's Good For The Game

It's kinda awkward to play card games around a single table if all your
newly created cardhands decide to take up the same space on the table.
## Changelog
:cl:
fix: Using a dual wielded deck to add another card to a single card
bases the position of the resulting hand of cards on the position of the
card.
/:cl:
…ve cranial fissure (tgstation#84822)

## About The Pull Request

Closes tgstation#82526
Cranial fissure didn't check for combat mode so if someone had the
trauma you weren't able to punch them in the head

## Changelog
:cl:
fix: You no longer try to pull out someones eyes in combat mode if they
have cranial fissure
/:cl:
comfyorange and others added 24 commits July 11, 2024 12:29
…y arg in law.dm (tgstation#84818)

## About The Pull Request
As the title says
## Why It's Good For The Game
if someone's using the proc and fucks up they might be able to tell
easier
## Changelog
:cl:
code: added a crash report and removes an arg
/:cl:
…4815)

## About The Pull Request

TV helmet no longer has gas mask FOV, nor does it give you flash
sensitivity.

Since those are gone, removed pepper proof from it as well.

## Why It's Good For The Game

I don't really know why the tv helmet specifically was cucked like this.
Out of all the costume helmets, none do this. I don't think it adds
much? It just makes it a pain in the ass to use? I want to be a tv
helmet guy and see 360 degrees and weld in peace, I don't think that's
too much to ask.

For fairness sake it also doesn't have pepperproof anymore. You can
replicate all its effects by just wearing a gas mask underneath.

## Changelog

:cl:
qol: TV helmet no longer has gas mask FOV, nor does it give you flash
sensitivity.
qol: Since those are gone, removed pepper proof from it as well.
/:cl:
## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/86125936/4129fc5b-f56c-4a06-bae1-898a3d9fce41)
> Redesigns Tramstation's Primary Tool Storage, also giving it proper
disposals.
## Why It's Good For The Game
Now the disposal bin in the Primary Tool Storage will be useable, and
looking nicer might encourage people to visit the room instead of the
Auxiliary Storage, which is closer to the rest of the station.
## Changelog
:cl:
fix: gave tram's primary tool storage functional disposals
/:cl:
## About The Pull Request
Title.

## Why It's Good For The Game
This PR fixes some areas lacking an APC and air alarms. Ever so minor.

## Changelog

:cl: Jolly
fix: [Birdshot] The Ordnance freezer chamber is now linked to an APC,
much like the burn chamber.
fix: [Birdshot] The Janitors quarters no longer uses
`/area/station/commons`, instead, it uses the janitors regular area.
fix: [Birdshot] The entertainment center now has an APC.
fix: [Birdshot] A handful of smaller areas have received air alarms.
/:cl:
…ecurity bounties. (tgstation#84003)

## About The Pull Request

This PR does a few things but centrally it's all centered around
mechanically enforcing what items are and are-not considered contraband
in-game.

### What does something being contraband MEAN?

Contraband items are visually indistinguishable from non-contraband. If
an item is Contraband, it can only be detected in two ways:
* After being scanned by an N-Spect scanner, which is a standard item
security item, assuming it still has a charge to do so.
* Via a scanner gate, which can now be upgraded with an N-spect scanner
to allow for it to scan a person and all their contents for contraband.

### What items ARE contraband?

Contraband items are intended to be determined both logically and
through other relevant examine text. However, here's the short list of
items that are considered contraband, reserving the right to expand the
list.

<details>
  <summary>In hindsight it's kind of a long list.</summary>
  
* Items that have "contraband" or "illegal" in the name or description.
* Items that allow for the player to obtain other illegal items, that
are NOT particularly stealthy.
* This means that a syndicate uplink is NOT considered contraband, as
they're typically hidden on your person as something else.
* Stealth items under the syndicate uplink, the revolutionary flash, and
some mapped in dangerous items that can come from both syndicate and
company-aligned resources are not considered dangerous.
* Items that are purchased from cargo after emagging or switching to
extended cargo range.
* Items purchased FROM syndicate uplinks, the wizard knowledge scroll,
or other antagonist shops.
* Cursed artifacts/tools magically produced by cultists or heretics.
* Items purchased from the blackmarket.
* Items purchased from the contraband section of vending machines.
* Some drugs and overtly dangerous or criminal byproducts.
  
</details>

### How does this interact with the round?
Well, primarily, this is an aid for in-game enforcement of space law.
Based on the length of the above list, we have a LONG, LONG list of
items in-game that are technically considered, in one way or another,
illegal to have on the station, and yet without either metaknowledge of
what those items are, or how they're used, security officers lack some
of the certainty of how to deal with these kinds of encounters.

Additionally to the knowledge aspect of this trait, security officers
may now receive a new civilian bounty to collect items that are
considered contraband, also giving them an incentive to look for and
confiscate contraband that's been found across the station while
upholding space law.

### Other minor changes that I rolled into this

Security has a bounty for 3 different rechargers, and considering access
limitations, most security players aren't going to make this exchange,
so I've lowered the required amount down to 1.

Adjusted the N-spect scanner's description to match it's new
functionality.

The Civilian bounty TGUI now has an additional 1 point of padding to
make it feel less cramped.



https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d

**Updated as of 6/19/2024:**
Additionally, some storage items will block the presence of contraband
when going through a contraband aligned scanning gate. These items
include the infiltrator modsuit core, storage implant, void cloak, the
aptly named smuggler's satchel, and the chameleon kit's backpack.

**Updated as of 6/23/2024:**
N-spect scanner now has contextual screentips.

**Updated as of 6/29/2024:**
Scanner gates are now available in all lathes that have a feature
specific to how scanner gates function. So, includes cargo (contraband),
security (weapons), and medbay (diseases).

## Why It's Good For The Game

Originally, this started out as a way to be able to provide more
in-character and in-flavor bounties for security officers, because they
suck! Most security bounties as they exist right now do the worst
possible things from all respective bounties:
* They detract away from a job's actual responsibilities as opposed to
working with them.
* They're best completed while sitting next to your lathe and running
items back to the bounty pad.
* They exist with such esoteric rarity of high quantity of items that
it's miserable to fulfil.

As a result, I started work on this as a framework to allow security
officers to be further incentivized to collect contraband across the
station, either as a result of the gamemode or just through routine
patrols across the station.

Implementing it as a learning tool for security as well just happened to
work out as an additional bonus, and having a function in-game allowing
newer or less experienced players to know if an item is considered
dangerous or conspicuous also works as a particularly good way to
provide information where a player may not know what they're up against.

If nothing else, this might be interesting to try, and if not, I'll just
snip out the QOL changes from it and we'll see how it goes.

Going forward, I am a bit hesitant about the contraband scanner gate
mode, and as such, will try working with the admin team to determine if
that's a good feature to keep around for game health, while hoping to
give it a chance in the fullness of time.

## Changelog

:cl:
add: Items spawned via traitor uplinks or are known illegal contraband
on the station can now be scanned and identified as such by the N-spect
scanners in security. These only applies to overt traitor or antagonist
items, and "stealth" items will not be seen as such.
add: Scanner gates can now be upgraded by using an N-spect scanner on it
to unlock "contraband scanning" mode.
add: Security officers can now be offered a bounty to turn in pieces of
contraband.
add: Some stealthy storage items like storage implants, smuggler's
satchels, void cloaks, the infiltrator modsuit, and the chameleon
backpack will block the presence of contraband on your person when
placed inside.
qol: N-spect scanner contextual screentips.
balance: Recharger security bounties ask for a quantity of 1, down from
3.
qol: security, cargo, and medbay have access to scanner gate boards.
/:cl:

---------

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

DESIGN CONCEPT: Strange Devices are at their best when they're odd tools
which can help a department out, with some strange drawbacks that make
them interesting and unique. Foam for the Janitor, Flashbang for
Security, Teleporter for tiders, Corgimaker for the chef. They're also
ambiguous enough that they can really be used by anyone for silly
hijinks.

Drink Dispenser: Creates a glass, then fills it up with a random drink.

Bioscrambler: After a noticeable warning, bioscrambles people nearby.
33% chance to be used up on use.

Recharger: Shocks you, but recharges one random item to max battery.

Hugger: Hugs everyone in range as if you had the friendly trait.

DImensional: Converts the surroundings to a random material-theme. Each
use increases cooldown by two seconds.

Disguiser: Drops your clothing to the ground and replaces it with a
delete-on-drop costume and a randomly assigned cardboard ID.

Removed an unused and unusable shock flag.

Removed an unused dumb ghost item.

Added a proc that returns a hex color with the # attached.

## Why It's Good For The Game

> DESIGN CONCEPT: Strange Devices are at their best when they're odd
tools which can help a department out, with some strange drawbacks that
make them interesting and unique. Foam for the Janitor, Flashbang for
Security, Teleporter for tiders, Corgimaker for the chef. They're also
ambiguous enough that they can really be used by anyone for silly
hijinks.

Request by ArcaneMusic! He wanted new abilities to go along with the new
sprites, and approved these.

> Removed an unused dumb ghost item.

please stop using costume subtypes for OP items. whats the damn point of
the subtype if youre just going to screw with it

> Added a proc that returns a hex color with the # attached.

idk why it didnt have this tbh

## Changelog

:cl:
add: Adds six new strange object powers! Drink dispenser, bioscrambler,
recharger, hugger, dimensional, disguiser.
code: Removed some unused code and items, and added a proc that returns
a random #colorstring.
/:cl:
…ion#84785)

## About The Pull Request

This change adds 100 iron sheets to Wawastation's robotics lab and 50
sheets in the R&D chamber at roundstart.
One stack of 50 has been added to each of the areas circled below in
red.

![Adding_Iron_To_Wawa_000](https://github.com/tgstation/tgstation/assets/51569477/e52b7125-5d8b-40fb-b5fe-23ae70717609)

![Adding_Iron_To_Wawa_001](https://github.com/tgstation/tgstation/assets/51569477/57a5daa5-3056-4dcf-a29e-29158342b7b5)

![Adding_Iron_To_Wawa_002](https://github.com/tgstation/tgstation/assets/51569477/3371fd78-07a3-47a5-a67b-366c3d4ba22e)

## Why It's Good For The Game

Closes tgstation#84761, making Wawastation a bit more consistent with the other
stations and hopefully kickstarting the efforts of our science teams at
the beginning of the round.

## Changelog
:cl:
qol: Our glorious corporate overlords have provided the funding for iron
sheets in Wawastation's robotics and science rooms at roundstart.
/:cl:
## About The Pull Request

Redoes the delam/tram incident displays to be wallening compatible.


![image](https://github.com/tgstation/tgstation/assets/83487515/34c4c930-7fe8-4dda-b95a-60d3011cb047)

## Why It's Good For The Game

Looks better, and won't be jank when wallening comes.

## Changelog

:cl: LT3
image: Incident displays got a makeover
/:cl:
…tation#84814)

## About The Pull Request
Sets `integer` to false.
Also a tidbit about the `skew_loot_weight` proc, though loot lists with
uneven weights all tend to add a value to all entries so it isn't an
issue.

## Why It's Good For The Game
The config isn't an integer.

## Changelog
N/A
…tation#84800)

## About The Pull Request

At some point, some of the techweb node descriptions were changed, so
that it referred to certain modsuits as exosuits. This just changes it
back.
## Why It's Good For The Game

The term "exosuit" is generally used for mechs, not modsuits. The
techweb descriptions should refer to modsuits as modsuits.
## Changelog
:cl:
spellcheck: The techweb no longer erroneously refers to MODsuits as
exosuits.
/:cl:
## About The Pull Request
Adds a new hairstyle called Short Bangs 2.
The hairstyle is basically an edit of the existing double buns, except
the hair buns themselves are removed.


https://github.com/tgstation/tgstation/assets/66234359/38fe3b09-c42b-43e6-9e30-949428aab506

## Why It's Good For The Game
More customization, variety and character flavor is great. Double buns
itself is a good hairstyle but some may not like the hair buns out of
personal preference or that it can look weird on non-human species like
felinids.

## Changelog
:cl: Hardly3D
add: Added new hairstyle: Short Bangs 2
/:cl:
Copy link

This pr causes following conflicts on translate branch:

  • code/modules/cargo/bounties/security.dm
++<<<<<<< HEAD
 +	name = "Weapon Recharger"
 +	description = "Nanotrasen military academy is conducting marksmanship exercises. They request that a recharger be shipped."
++=======
+ 	name = "Зарядники"
+ 	description = "Военная академия Нанотрейзен проводит учения по стрельбе. Они запрашивают зарядники для доставки."
++>>>>>>> origin/translate
  • code/modules/clothing/clothing.dm
++<<<<<<< HEAD
 +	if(get_armor().has_any_armor() || (flags_cover & (HEADCOVERSMOUTH|PEPPERPROOF)) || (clothing_flags & STOPSPRESSUREDAMAGE) || (visor_flags & STOPSPRESSUREDAMAGE))
 +		. += span_notice("It has a <a href='?src=[REF(src)];list_armor=1'>tag</a> listing its protection classes.")
++=======
+ 	if(get_armor().has_any_armor() || (flags_cover & (HEADCOVERSMOUTH|PEPPERPROOF)))
+ 		. += span_notice("Имеется <a href='?src=[REF(src)];list_armor=1'>бирка</a>, указывающая классы защиты.")
++>>>>>>> origin/translate

@Gaxeer Gaxeer merged commit 34cb1c6 into master Jul 11, 2024
21 checks passed
larentoun pushed a commit that referenced this pull request Jul 11, 2024
## About The Pull Request

Fix translation after #338
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