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Upstream Merge #13

Merged
merged 100 commits into from
Oct 31, 2024
Merged

Upstream Merge #13

merged 100 commits into from
Oct 31, 2024

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Aidenkrz
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Aidenkrz and others added 30 commits October 17, 2024 15:21
# Description

- Generalizes cocooning
- Allows any mob to be cocooned
- Cocoon bloodsucking moved to vampirism system
- Any blood sucker can drink from cocoons
- Vampirism no longer fails if bloodstream isn't normal blood, but gives
a pop up
- Vampirism `WebRequired` actually works in a way that makes sense
- Adds cocooning and bloodsucker to all spider mobs + Arachnids

resolves #978

---

# Changelog

:cl:
- tweak: All spiders, arachne, and arachnids can cocoon mobs, and drink
their blood.

---------

Co-authored-by: VMSolidus <[email protected]>
* fix orphaned storage grid pieces getting stuck to the cursor

* instead of denying it, update it smartly

# Description

This cherry-picks
space-wizards/space-station-14#27960
Which should fix our storage UI bugs.

Co-authored-by: Nemanja <[email protected]>
# Description

- Adjusts the "danger" status threshold in Air Alarms to 20 kPa,
resulting in "warning" status at the expected 90 kPa.
- Fixes the issue where air alarms had "danger" status at 20 kPa and
"warning" status at 21 kPa

---

# Changelog

:cl: zelezniciar
- fix: Fixes Air Alarms not entering danger/warning state when pressure
is low

---------

Co-authored-by: VMSolidus <[email protected]>
# Description

This PR adds Languages to Personal Ai devices, allowing them to act as
an interpreter for their owner. PAIs carry knowledge of all "Common"
languages(Not including anything species specific, or Rare), plus the
ability to understand(but not speak) Sign language.

# Changelog

:cl:
- add: Personal Ai devices now come loaded with knowledge of all
"Common" languages, including Sign language, allowing them to interpret
for their owner.
# Description

Default values for melee weapon contests were causing balance issues
with Mobs that interacted with it, such as Carps being able to defeat
the damage threshold of reinforced walls when the intention is that they
shouldn't be able to. Also the logic on ContestDisadvantages was
inverted, so this fixes that.

# Changelog

:cl:
- fix: Fixed issues with Contests System that allowed mobs such as Space
Carps to smash through barriers that were not intended to be breakable
by said mobs.
make it so you cant build disposal pipes in impassable objects (like
walls)

<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

This Fixes #1072 
By cherry-picking
space-wizards/space-station-14#28447

Co-authored-by: NazrinNya <[email protected]>
# Description

Closes #1080
This PR fixes Cryptobiolin so that it correctly adds a temporary
"PsionicsDisabled" and "PsionicallyInsulated" status effect to the
consumer. This effect lasts for 15 minutes, and is intended to be a
highly effective means of providing protection from psionics, especially
in the case of a Code White call.

# Changelog

:cl:
- fix: Fixed Cryptobiolin not providing temporary Psionic Insulation. It
now provides protection from psionic abilities and events for 15
minutes.
# Description

It takes 10 minutes to smoke a cigarette, and by the time the cigarette
is done smoking, the nicotine addiction benefit wears off, meaning that
the instant you stopped smoking, you would immediately suffer the need
to smoke again. A better fix would be a more comprehensive refactor of
addictions into its own special system, but we're currently in a state
of "Rapid fire fixes" so this will do for now by bumping the benefit
time up to 17 minutes. I've also done the same for Loto Enthrallment.

# Changelog

:cl:
- tweak: The mood benefit from Nicotine and Lotophagoi Oil has had its
duration increased from 10 minutes to 17 minutes. You should no longer
IMMEDIATELY feel a need to smoke as soon as the first cigarette is done.
# Description

Closes #1075
It was basically impossible to eat or drink without triggering the
negative moodlet, and this feels entirely the wrong direction for
players to be penalized for these actions. So I've simply inverted the
penalty into a bonus.

# Changelog

:cl:
- tweak: Completely satiating all hunger or thirst now provides a mood
bonus instead of a penalty.
# Description
For #1070
This PR adds a proper arrivals dock to the Arena map, with actual
Arrivals airlocks. This allows the map to function properly with servers
having the Arrivals shuttle enabled.

# TODO

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


![image](https://github.com/user-attachments/assets/58976cdf-9869-487c-8b38-de0a3eca2307)

</p>
</details>

# Changelog

:cl:
- add: Arena now has a properly functional Arrivals Dock.
# Description
Need someone to test this change first.

Resolves #863 
Closes #149 

# Changelog
:cl:
- fix: Sechud should no longer stop working when someone in your PVS is
set to "wanted".
# Description

Mechs have a more realistic weight now. :)
Fixes #666

# Changelog

:cl:
- add: Ripley now weighs a few tonnes. Good luck ever pulling it.
# Description

All pistols were lacking the AmmoCounterComponent, needed to display
their ammo in the UI like all the rest of the guns.

# Changelog

:cl:
- fix: Handguns(Such as Mk58, Viper, Cobra, etc.) now display their ammo
counter in the UI.
# Description

This fixes a bug reported by @DURK over discord, whereby if a Harpy's
player disconnects, their midi player does not correctly close, causing
the song to perpetually play.

# Changelog

:cl:
- fix: Fixed Harpies not ceasing with their singing when a player
disconnects.
# Description

Someone came up with the fix for this 3 days ago, and then never PR'ed
it here. So I guess I'm PR'ing it now while I'm still on a bugfixing
binge.

# Changelog

:cl:
- fix: addpsionicpower command now works.
# Description

Since you get your Backpack from your Loadout, Chaplain no longer gets
his bible from his backpack. Actually NOBODY gets their Filled backpacks
anymore. Every job that previously had a Filled backpack needs to have
their shit added to Loadouts. This PR adds loadout categories for the
Chaplain to get his Bible and Stamp back.

I spent literally 2 fucking hours trying to figure out why I can't add
job specific categories to Science, and have nothing to show for it. So
Uhh.. Fuck. I don't know why I can add job specific categories for
service, but can't for Science.

# Changelog

:cl:
- add: Chaplain's Bible and Stamp is now found in Loadouts.
# Description

For #1070 

This PR adds a dedicated Arrivals docking area, notably dropping people
off at the "Village" rather than the Evac site. I felt it was more
appropriate to drop people off at the village than near any industrial
area, as it helps add to some of the map's charm that the first thing
people see is a wintery wonderland village area.

# TODO

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


![image](https://github.com/user-attachments/assets/2d672116-95ea-4c36-91fc-1e6c66de7506)

</p>
</details>

# Changelog

:cl:
- add: Glacier now has a dedicated Arrivals dock that leads into the
Village.
# Description

This PR does two things. First it updates the code behind the Syndicate
Listening Outpost event so that it isn't completely dogshit anymore.
Thanks to my college for teaching me Trigonometry, I now actually know
how to write a system like this from scratch. A key note is that the new
system for spawning the outpost actually accepts a List of shuttle
paths, and will randomly select a shuttle from said list to be spawned.
This allows people to potentially make "Variant" listening outposts,
such as a much larger 8-person outpost. It also now has support for
Multi-grid or map stations, via the GetSpawnableStations function, which
it uses to select a random station to spawn in reference to.

This PR also makes significant updates to the ListeningPost, extending
the outpost bridge to include new consoles, such as the Syndicate
Communications Console, which allows the LP operators to troll the
station even harder. As well as camera consoles, assuming we ever get
cross-grid cameras working... The listening post also gets a new cargo
dock, with concealed turret shutters inside the dock, and a window
facing into the cavern entrance. The cargo dock can be docked by ships,
presumably for directly exchanging supplies and equipment with the
listening post.

To make use of this dock, the Listening Post now has actual syndicate
supplies, in the form of their surplus crates, which will serve either
as loot for salvage, or supplies to be given to syndicate agents should
they have some way of getting to the outpost. Woe upon a station should
they ever team up with Nukies.

The asteroid has also had its defenses beefed up, with turrets in
various positions to guard it from spaceborne attackers. Salvage players
are REALLY going to have to work to crack the outposts open and get to
their goodies.

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


![image](https://github.com/user-attachments/assets/67e1048a-1b5a-4495-a2f2-b0fcac90badb)


</p>
</details>

# Changelog

:cl:
- add: The Syndicate has significantly expanded their Listening Outpost
operations, featuring larger, better defended outposts. These new
outposts also serve as supply depots for Syndicate agents in the field.
# Description

Closes #1076

This fixes the "Steal The HoS's weapon" objective by first making it a
SINGLE objective that allows to stealing any of the HoS Weapons,
regardless of which one was selected. It also toggles on the
"VerifyMapExistence" setting for this objective, so that it will
correctly not generate if the station's Head of Security either isn't
present, or simply chose not to take an antique weapon to the station(I
don't know why they would do this, but it's an option).

# Changelog

:cl:
- fix: Fixed the "Steal The Head of Security's Weapon" so that it is now
a single objective that counts for any anique weapon chosen by the Head
of Security. The objective will also once again correctly not generate
if there are no valid items for it on the station.
# Description

Spiritual successor to an old unintended interaction in Delta V, where
LP ops would spawn with uplinks. Except instead of having objectives its
just an uplink with 20TC.

Why? Because it turns LP Ops from a simple nuisance into a potential
threat that can send support on station for you, and makes taking a trip
to the outpost to cash in some TC a very viable strategy. Salvage might
be more inclined to raid them too, so thats gonna be fun.

# Changelog

:cl: Mocho
- add: Added an uplink with 20TC for all Listening Post Operatives
SimpleStation14 and others added 20 commits October 27, 2024 15:31
# Description
Some of the icons consist of multiple layers so they were incorrectly
displayed in radial selector menus. Now this system uses the same method
PrototypeSelectorMenu uses.


![image](https://github.com/user-attachments/assets/49de1798-e909-4e0a-8495-ca52c227b121)
---

# Changelog

:cl:
- fix: Layered icons are now properly displayed in radial menus.

Signed-off-by: Remuchi <[email protected]>
<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

I don't understand why it hasn't been done before tbf.


https://github.com/user-attachments/assets/6ea2a3eb-80ce-4905-b546-7b8902308533

---

# Changelog

:cl:
- add: Clicking on health alert now will print message in chat,
displaying your health state.

---------

Signed-off-by: Remuchi <[email protected]>
# Description

Made by request from Nuclear14, while also adding a trait that was
present both in Parkstation, as well as something N14 would like to
have. This PR extends the TraitSystem so that it can now also add or
remove Factions from a character. It also adds in the Animal Friend
trait from Parkstation/Fallout: New Vegas.

# Changelog

:cl:
- add: The Animal Friend trait has been added to the game. Characters
with this trait are not attacked by animals.

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>
<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

Introduces a telescopic baton - a new self-defense weapon for command
staff

DEVELOPERS:
* Adds a way to apply status effects with pre-made component.

AWAITING DISCUSSION:
* Currently, the system works that players are rewarded for their skill
and ability to click precisely. The batton will knockdown someone only
in first 1.5 seconds after extending it. If you fail to do so, you'll
have to retract it and extend once again, which takes about 4 seconds
total.

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


https://github.com/user-attachments/assets/cc19bf44-391e-4d27-9be9-96d3d77bebc8

</p>
</details>

---

# Changelog

:cl:
- add: Added telescopic baton - a self-defense weapon for Command staff.

---------

Signed-off-by: Remuchi <[email protected]>
Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
# Description

This PR Implements a new dedicated "Psionic Familiar System", allowing a
new class of powers for summoning Familiars directly. Familiars are
Psionic entities called from other planes of existence, who will follow
and protect the caster, with their life if necessary. Familiars can
never hurt their summoner, and inherit all of the faction tags of their
summoner. When the summoner dies or is mindbroken, his Familiars are
"sent back from whence they came".

Notably, Psionic Familiars are not like Remilia or the Ifrit, they do
not **depend** on being player controlled ghostroles, although they can
be! If not player controlled, they instead function as an NPC, similarly
to a Rat King's Servants.

# TODO

- [X] Implement new familiars for this system to use
- [X] Get sprites ready for the summon familiar spells.
- [x] Move Remilia and the Ifrit out of their Bible, and into the new
Psionic Familiar System.

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


https://github.com/user-attachments/assets/8e89021b-3529-4b48-9909-7e8bfd72d587


![image](https://github.com/user-attachments/assets/f89cbcc5-fb43-423a-a571-8aed9a5cfbba)

</p>
</details>

# Changelog

:cl:
- add: A new class of Psionic powers has been added, "Summon Familiar".
Familiars are a new kind of Psionic creature that can be summoned by
Psions with the right power. Familiars will automatically follow their
Master, attack anyone who attacks their Master, fight back when
attacked, and attack anyone their Master attacks. Additionally,
Familiars are also ghostroles, so that they can be taken over by a
player, but otherwise do not require player control to function.
Familiars disappear when they die, and will also disappear if their
Master is either killed, or mindbroken. Psions can have a maximum of
one(1) familiar at a time.
- add: New psi-power "Summon Imp", as the first new Psi Familiar. Imps
are small motes of living flame that follow and protect their summoner.
Imps also emit an incredibly bright light, and can natively cast
Pyrokinetic Flare.
- add: Remilia has been updated to be a Psi Familiar, and no longer
requires the Bible to summon. Chaplains now start with a Power that lets
them summon Remilia once every 2 minutes.

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: Remuchi <[email protected]>
This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

Co-authored-by: SimpleStation Changelogs <[email protected]>
# Description

Default following distance for Psi Familiars was apparently >10 meters,
making them have an extremely hard time following their Master in actual
live servers. This PR tweaks them to have a maximum 3 meter following
distance, the same as Rat Servants actually, so that they can more
consistently follow their Master.

# Changelog

:cl:
- tweak: Changed the default "Following distance" of Psionic Familiars
from 10 meters to 3 meters, so that they don't have an ungodly hard time
keeping up with their Master.
Fix Issue #1124 - The previous description was a butchering of the
English language.

Third attempt. At least you are better at English than I am at GitHub. I
won't screw it up this time.
# Description

A shorter/reorganized/generic version of Parkstation's rules.

---

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

https://zerodaydaemon.github.io/drawdown-ss14/


![image](https://github.com/user-attachments/assets/2410543f-cae8-40e9-9b75-34e29d50544b)

</p>
</details>
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