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Spritening 2 #294

Merged
merged 22 commits into from
Aug 26, 2023
Merged

Spritening 2 #294

merged 22 commits into from
Aug 26, 2023

Commits on Aug 24, 2023

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  3. makes in round claiming work

    dwasint committed Aug 24, 2023
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  4. [NO GBP] Fixes clown car + deer collision (#77076)

    A not-so-long time ago I drunkenly coded #71488 which did not work as
    intended.
    
    I return now, in a state of reflective sobriety, to rectify that.
    
    The clown car will now not only crash like it should, but will also
    cause (additional) head injuries to some occupants and kill the deer on
    impact.
    
    Content warnings: **Animal death, vehicle collision, blood, DUI.**
    
    https://github.com/tgstation/tgstation/assets/28870487/4889f452-7e49-4512-8cdd-e4e2a4d6b394
    
    Fixes the product of a silly PR that never actually worked. Also gives
    it a bit more TLC in the event that this joke actually plays out on a
    live server.
    :cl:
    fix: Clown cars now properly collide with deer.
    sound: Violent, slightly glassy car impact sound.
    /:cl:
    Rhials authored and dwasint committed Aug 24, 2023
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  5. Turns Deer into Basic Mob - They Freeze At The Sight of Vehicles (#74…

    …784)
    
    deers only show up in the BEPIS but i decided that they would be easy
    enough to turn into a basic mob (they were). it was so easy in fact that
    i decided to dip my toes into coding AI behavior, and made them freeze
    up whenever they see a vehicle. this required a lot of code in a bunch
    of places that i was quite unfamiliar with before starting this project,
    so do let me know if i glonked up anywhere and i can work on smoothing
    it out.
    
    one less simple animal on the list. deers staring at headlights is
    pretty cool i think, neato interaction for when you do get them beyond
    the joke the bepis makes
    
    i'm also amenable to dropping the whole "deer in headlights" code if you
    don't like that for w/e reason- just wanted to make them basic at the
    very least
    :cl:
    add: If you ever happen upon a wild deer, try not to ride your fancy
    vehicles too close to it as it'll freeze up like a... you know where I'm
    going with this.
    /:cl:
    
    ---------
    
    Co-authored-by: Mothblocks <[email protected]>
    2 people authored and dwasint committed Aug 24, 2023
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  6. [NO GBP] Fixes clown car + deer collision (#77076)

    A not-so-long time ago I drunkenly coded #71488 which did not work as
    intended.
    
    I return now, in a state of reflective sobriety, to rectify that.
    
    The clown car will now not only crash like it should, but will also
    cause (additional) head injuries to some occupants and kill the deer on
    impact.
    
    Content warnings: **Animal death, vehicle collision, blood, DUI.**
    
    https://github.com/tgstation/tgstation/assets/28870487/4889f452-7e49-4512-8cdd-e4e2a4d6b394
    
    Fixes the product of a silly PR that never actually worked. Also gives
    it a bit more TLC in the event that this joke actually plays out on a
    live server.
    :cl:
    fix: Clown cars now properly collide with deer.
    sound: Violent, slightly glassy car impact sound.
    /:cl:
    Rhials authored and dwasint committed Aug 24, 2023
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  7. [READY] Fishing and aquarium expansion. (#76531)

    Listing the changes, off the top of my head:
    - Resprited fishing rods, hooks, and the worm bait!
    - Added a new, telescopic fishing rod, that can be bought as a goodie.
    The master rod is also telescopic now.
    - Added a couple hooks. One that lets you move the bait up and down,
    otherwise keeping it in place, and another that stops the fish from
    escaping, but slowly kills it. The former from the bepis fishing tech
    node, the latter frm the black market.
    - Added a fishing skill and relative legendary reward: A fishing hat,
    like the one that recites "women fear me, fish fear me"
    - You can now stop fishing by activating the fishing rod in your hand,
    and stops it from stealing all clicks on other things if it isn't in
    your active hand.
    - Reworked fishing traits into fish traits, which can apply to fish
    after it has been caught.
    - Expanded the fish breeding system. Traits may be passed down to
    offsprings, and offsprings may evolve (mutate?) into different kind of
    fishes if conditions when conditions are met.
    - Added half a dozen new fishes, each with its own traits: lubefish,
    sludgefish (and its purple variant), slimefish, unmarine bonemass and
    unmarine mastodon. Also, holodeck fish, as a joke.
    - New traits: lubed skin, parthenogenesis, toxic (new reagent), toxin
    immunity, predator, necrophage, no mating, crossbreeder, aggressive and
    revival. Converted Emulsijack's ability and Donkfish's yuckiness into
    traits as well.
    - Added a fish analyzer that you can scan aquariums and fishes with.
    - Fish can now be blended if you really want to. The number of reagents
    from blending, w_class, and the number of fillets you get from cutting
    fish now scale with size and weight.
    - fish feed is no longer infinite (but it should still be plenty).
    - Implemented temperature requirements for aquarium fish.
    - You can now buy (dead) fish from the black market for dirt cheap.
    - Last but now least, toilets are now valid fishing spots.
    Ghommie authored and dwasint committed Aug 24, 2023
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  8. Converting crabs to basic mobs (#77109)

    Exactly what it reads on the tin. As a bonus, they will flee from
    attacking targets, hunt tiny critters (crabs are now small-sized) and
    actually move sideways (it's an element that covers both client and
    basic movement)
    
    Another simple to basic mob refactor.
    
    :cl:
    refactor: Crabs refactored into basic mobs. They now hunt tiny critters
    and flee from attackers.
    fix: Fixed crabs not crab-walking.
    /:cl:
    Ghommie authored and dwasint committed Aug 24, 2023
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  9. Being moved around by conveyor belt or tram no longer plays footsteps…

    … and wheelchair sounds. (#75732)
    
    More or less a triviality, currently footstep/wheelchai sounds are
    played even when the mob is moved by a conveyor belt, or riding the
    tram. This PR puts an end to that.
    
    To clarify, this doesn't stop these sounds from being played if you're
    walking/running/rolling along or against a belt, or inside the tram.
    
    But more than that, I made this PR because, afaik, we don't have a good
    way to tell if a given movement proc chain was caused by a move loop or
    not, and I need one for something I'm working on. This is more of an
    implementation and reason for this PR to be made.
    
    Tested, no issue. Waiting for a review, specially from @LemonInTheDark,
    since they're the mind behind the movement loop code. Hopefully I'm
    right saying what I said.
    
    This fixes a consistency issue (if it can be called such) and the lack
    of a simple way to tell if a movable is being moved by a move loop
    outside of its own code.
    
    :cl:
    fix: Being moved around by conveyor belt or tram no longer play
    footsteps and wheelchair sounds.
    /:cl:
    Ghommie authored and dwasint committed Aug 24, 2023
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  10. bumd dimble

    dwasint committed Aug 24, 2023
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  11. removes bad file

    dwasint committed Aug 24, 2023
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  12. Update _unit_tests.dm

    dwasint committed Aug 24, 2023
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  13. camera view for admins

    dwasint committed Aug 24, 2023
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  14. Update client_procs.dm

    dwasint committed Aug 24, 2023
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Commits on Aug 25, 2023

  1. adds secondary coloring back

    dwasint committed Aug 25, 2023
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  2. dummies now render right

    dwasint committed Aug 25, 2023
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  3. surgery fixes

    dwasint committed Aug 25, 2023
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Commits on Aug 26, 2023

  1. goon speak goon chat

    dwasint committed Aug 26, 2023
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  2. Update species.dm

    dwasint committed Aug 26, 2023
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  3. xp stuff

    dwasint committed Aug 26, 2023
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  4. the whoopsie incident of 23

    dwasint committed Aug 26, 2023
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  5. Update coloring.dm

    dwasint committed Aug 26, 2023
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