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Yarr remake #2806

Merged
merged 53 commits into from
Aug 11, 2024
Merged

Yarr remake #2806

merged 53 commits into from
Aug 11, 2024

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wraith-54321
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@wraith-54321 wraith-54321 commented Aug 2, 2024

About The Pull Request

Remake of #994
also ports tgstation/tgstation#75620, tgstation/tgstation#74811, tgstation/tgstation#78248, the macro from tgstation/tgstation#78281

Why It's Good For The Game

Changelog

🆑 Jolly-66, tralezab, nikothedude, Mothblocks
/:cl:

Rhials and others added 30 commits August 1, 2024 20:25
This PR demotes the Psyker-gang from a pirate team to a fugitive hunting
team. For more information on Psyker pirates, please refer to #71650.

Stuff this also does in the process:
- Gives fugitive hunters their own subfolder in the fugitives antagonist
folder, moves some of their stuff into hunter-specific files rather than
interlacing it with the rest of the fugitive code.
- Moves the hunter backstories to defines, to make reading things easier
while I made this change.
- Exhaustively moves everything related to psykers from being
pirate-oriented to hunter-oriented (typepaths, locations where stuff is
defined, etc. There should be nothing left behind related to psykers in
anything pirate related). (Tell me if I missed anything somehow).

They still get their ship (they even get their own custom
psyker-friendly prisoner capsule). They still have a bunch of lethally
chambered firearms. They're the same gunrunning nutcases they were
before, just as bounty hunters.

To assist with basic tasks such as "getting to the station" or "figuring
out who the fuck we're supposed to be kidnapping", the psykers have
"acquired" a Seer to assist them. They can _try_ to coordinate the
psykers and lead them through situations where their impairments put
them at too great a disadvantage. If you're one of the psykers, make
sure to keep this guy alive at all costs!

Why are they called Shikaris instead of hunters? Mariam-Webster says
it's a Hindi word for some kind of hunter/tracker, and it sounded like
something a bunch of space-junkies would call themselves because they
think it sounds cool.

They now also come with a slightly different motivation, now that they
can't directly threaten the crew for money. Psyker hunters now arrive
tasked with a dirty kidnapping job, payment rendered in GORE.

Psykers aren't up to the challenge of being pirates. They're bogged down
by a number of fundamental issues that render them unable to do anything
expected of pirates. As it currently stands, they present about as much
threat as you would expect from three blind junkies with guns.

Removing them wholesale would be kind of lame. They can function as a
bunch of chaotic-neutral gun-toting space-maniacs, but for the purposes
of gameplay, keeping them as pirates would be a waste of their talents.

Moving them to a lower-stakes role not only moves them to a niche they
are more capable of filling, but gives players a more lax environment to
get a grip on playing psyker without being overwhelmed.

Giving them a seeing-eye role should bring a more unique dynamic to how
psykers are played (that is, some semblance of organization rather than
blind flailing), and should help get over the mechanical hurdles of
being a psyker until better solutions can be made. It shouldn't be too
big of an impact on balance considering the psyker gang only has three
spawns, while most hunter packs have 4+.
…4275)

I think at some point this worked, but there were just too many checks
on abstract concepts and it seems that "aborting" the callback wasn't
really working? Anyways everything just felt really awk to me with how
`message_override` was working, so let's store a variable on
`chosen_gang` since we're already reliant on that for all of our
messages and stuff like that, and just slim down the number of weird
checks that we do into just one simple "did we get paid"?

One consequence of this is that refusing to pay won't spawn pirates
instantly, but the time-to-respond was already two minutes so I don't
really see this as a major drawback.

I PAID THEM OFF NOW FUCK OFF
Adds a rare maintenance loot - Spess Knife which is a tool that can be
transformed into screwdriver, knife, wirecutters... and others by
accident.
…s (#75610)

Title.

I also don't know what to call these, so for clarity sake I'm referring
to them as "panes", which I think helps convey what they are.

Not needed.
![before-export](https://github.com/tgstation/tgstation/assets/3625094/505eaed3-b429-45c4-ab65-6c92d1c9e20e)

The current broken tiles have some visual issues:

- There is an ambient occlusion shade when it touches normal tile
- It has a layer higher than it should be which leads to things that are
normally above the floor layer, render below it. Such as atmos
machinery, cleanable overlays, etc.

This PR makes the render on a proper layer and work like a partially
destroyed floor tile that can be reclaimed with crowbar.

Also, the cleanables are now on FLOOR_CLEAN_LAYER to make dirt appear
above catwalks and these new tiles.

And the flat dirt now has 4 variants of sprites, while dust uses the old
dirt sprite. It seems like dust was just dirt with different description
before.

A broken tiling with no visual bugs and proper floor-like logic.

:cl: MTandi, Borbop
fix: Dust now has dust icon, instead of dirt icon. Dust on all maps
replaced with dirt
image: Flat dirt now picks from 4 new sprites
refactor: Made broken tiling work more like tiling and have
corresponding visuals. Added directional mapping variants.
fix: Cleanables now use FLOOR_CLEAN_LAYER to make sure that trash is
visible above catwalks
/:cl:
…w pirate gangs Ex-interdyne Pharmacists and The Grey Tide (#75802)
Other pr had some weird check failure, making a new pr to see if it
fixes it.

After he ended up finishing his pirate pr before I could, SethLafuente
graciously offered to let me roll my in-progress pirate pr into his
overall pirate expansion project.

This pr essentially adds a new faction of pirates, along with a new
subspecies of Ethereals a-la silverscales.

- The Lustrous:

A unique subspecies of Ethereal, with years of exposure to bluespace
dust mutating them into crystalline abominations sporting a new pointy
head, pressure resistance, and a permanent bluespace prophet brain
trauma. They're still as fragile as ever, but far more capable of
getting in and out of sticky situations.

- Geode Pirates:

A hollowed out asteroid manned by three Lustrous, equipped with
switchblades, traitor PKAs, jump boots, two teleporting turrets, and an
upgradable bluespace launchpad.

However, they lack proper armor and ship defenses, forcing them to adopt
a coordinated hit-and-run playstyle.

![asteroid](https://github.com/tgstation/tgstation/assets/63932673/1ab420fd-4bf3-4a54-94be-fde73cf66edf)

![shuttle](https://github.com/tgstation/tgstation/assets/63932673/00574b29-54be-4efb-b6d6-0085c3bc5cfb)

![piratas](https://github.com/tgstation/tgstation/assets/63932673/d1586a30-a1e5-42e0-b16b-9793db1340ad)

When I started working on this project, I wanted to implement this
faction to cover for the loss of psykers and as a means of creating a
"rock-paper-scissors" system to how standard pirate playstyles would
work; with default pirates being offensive, Silverscales defensive, and
Lustrous mobile.

With Seth's pr, things are a little different now, but I still believe a
glass cannon mobility-focused pirate faction would be a welcome addition
to the pirate roster.
:cl:
add: Adds the Lustrous, ethereal pirates in a big bluespace geode!
sound: Unique scream sound for the Lustrous species.
image: Unique head icon for the Lustrous species.
/:cl:

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
It seems the station has attracted the attention of a local polity! They
have sent a friendly reminder to pay their taxes, should the station
respond not in time or refuse to pay their taxes the polity will send a
heavily armed vessel to ensure they would pay their taxes. peacefully or
otherwise.
Gameplay aims: A different playstyle of pirates. most pirates (with the
exception of the greytide) have the same gameplay loop of raiding
vulnerable spots within the station and scurrying away and waiting out
their cooldown in the relative safety of their ship with turrets and
space to hamper the crew's attack my intention of this pirate variation
is to force them to actively fight the crew by making their armor
non-space worthy instead of hiding behind the wall of space

breaching shells for the space IRS to use and recode ammo box code to be
less snowflakey. Also my English isn't the very best and I wrote most of
it at 1AM. please point out any messages that feel strange or out of
place.

Notable Equipment list:

Combat:
1. 2 WT-550's with 6 normal mags + 6 AP
2. M911 with 2 mags
3. 2 combat knifes and a telebaton
4. breaching shotgun with breaching shells
5. Grenade launcher with 6 smoke shells and flashbangs

Armor:
2 Highly armoured sets of tactical vests and helmets and 3 EVA suits for
emergency

Engineering:
1. Sandbags
2. Jaws of Life
3. Syndicate toolbox

Medical:
1. Surgery tools and disk
2. Variety of medkits
3. Blood packs
## About The Pull Request
Adds separate, Interdyne-brand Modsuits for Intrudyne pirates.
Incredibly fast and more techy, including among other things an organ
thrower module (which is, based on flavour text, Interdyne tech). To
balance this, they discharge dramatically fast, encouraging fast get-in
get-out approach.

Sprite itself is mostly a combination of medical and syndicate suits,
with labcoat bits for extra stylishness and evil feel. The colour
pallete was enterily borrowed from Interdyne Pharmaceutics container
sprite and Interdyne-produced E-surgery tools.

![flayed](https://github.com/tgstation/tgstation/assets/122572637/8a09a138-b57b-4c51-9e78-2264ee895977)

![image](https://github.com/tgstation/tgstation/assets/122572637/fcc4dc4f-cc92-4643-b7dd-40856d9f9604)

![image](https://github.com/tgstation/tgstation/assets/122572637/f5282cb8-199f-4835-b852-8507bf9f189d)

Lorewise, I borrowed a random idea from cyberpunk lore video I once
watched and is now blurred for me now, upon seeing retrieval suits.
Originally made by conjuction of Cybersun and Intrudyne, combining
mechanics with supersoldier treatment for speed, allegadely for rapid
response and retrieval off corpses. [By the way, it would be funny if
someone coded an event where after cap's death on Revs or Cult, a bunch
of guys in these suits would show up with sole goal of recovering the
body and escaping with it (plus maybe some side syndicate objective)]
Aaanyway, obviously, the rapid speed plays into a lot of
Intrudyne-related tactics for the shady side of things as well. Much
like a scalpel, their attacks are supposed to be fast, clean and
precise.

## Why It's Good For The Game

Consistency thing, mostly. It doesn't make much sense that a medical
corp would use their competitors tools when they could develop a
counter. Also ties with organ thrower module, why would they have made
it, if they didn't have modsuits for it?

## Changelog

:cl:
add: Added Interdyne ModSuits for Interdyne pirates.
/:cl:

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
…r human first names (#76363)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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request process. -->

## About The Pull Request
it's kinda weird having ex-doctors names be "Laserbildge" or "Cometflag"
innit
<!-- 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
muh immersion
<!-- 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
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:cl:
fix: Names for Interdyne pirates are now less bizzare
/: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
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<!-- You can use multiple of the same prefix (they're only used for the
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changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
## About The Pull Request
Fixes the following things:
1. Fire alarms so pirates don't get stuck in their own ship
2. Fixes turret control starts out as unlocked
3. Adds more clarity to their armor to indicate their lack of space
worthiness

Also re-balances their vest to be bulky.
## Why It's Good For The Game
fixes the issues I saw appeared when I observed them. simple as. the
sample size is a mind-boggling 2 (two) so please point out any more
issues that you know of.

Also changed the suit weight class to bulky to encourage them using it
from the start
## Changelog
:cl:
fix: some fixes to spess IRS pirates.
balance: IRS armor is now bulky
/:cl:
## About The Pull Request
Upgraded the bluespace console room by adding a camera console and
diagonostic hud in it. also adds a toolbox for it to be easier to link.
since it isn't linked as it spawns
fixes pirate shuttle moving sideways
## Why It's Good For The Game
fixes good also makes geode pirates more fun by letting them do their
sthick more easily
## Changelog
:cl:
balance: Geode Pirates have upgraded their launchpad room to be more
usable
fix: Fixes a bug in the navigational computer of the Geode pirates
causing their shuttle to move sideways.
/:cl:
Emergency shuttles now:

- Display occupancy limits and prerequisites
- Has their own folder that is split into several subfiles
- Have documentation for a few variables

![4cUSVwSNl8](https://github.com/tgstation/tgstation/assets/5195984/01cd7e10-27f6-4a7d-a9a9-88477cc93310)

:cl:
qol: Emergency shuttle now gracefully display occupancy limits and
prerequisites in the communication console.
/:cl:
## About The Pull Request

I saw #76676 has staled out and wasn't reopened with the required
changes, so I have done it myself, and renamed the map and the
template's suffix.

## Why It's Good For The Game

Now linux hosts can also experience being raided by angry pharmacists
from space.

## Changelog

:cl:
fix: Ex-Interdyne pirates can now successfully spawn on case sensitive
host systems, such as Linux
/:cl:
…le (#78138)

## About The Pull Request

I DIDNT NOTICE THAT ALL THE DIRT IN THE ETHEREAL SHUTTLE HAD CHASM
BASETURFS FUCK FUCK FUCK


![image](https://github.com/tgstation/tgstation/assets/63932673/ba5f7b02-7577-48ad-b2bc-b8b1c0e4192f)

(Also rebalances the ship a bit by adding some more turrets and cleans
up the wonky turf decals and engines)
## Why It's Good For The Game

God's strongest mapper needs to get some sleep asap I'm so fucking tired

A few people also pointed out that only having two turrets was extremely
punishing even for the playstyle I was trying to encourage, so it makes
sense to add a little wiggle room.
## Changelog
:cl:
balance: Gave the bluespace geode pirates 4 more teleporter bolt
turrets.
fix: The bluespace geode pirates no longer have a bluespace portal to
the bottomless pit dimension.
add: Station-safe dirt tiles for all your mapping needs, but surely no
station maps use the chasm baseturf ones, right? Right?
/:cl:
https://github.com/tgstation/tgstation/assets/70376633/6c65925e-5276-41fb-8062-cafc2de94b2f

allows you to climb up holes by clicking on tiles above the hole youre
on
examining the rope shows you your current binds for looking up

emergency variant can be found in internals boxes on planetary maps that
have multiz levels (2 uses)
a better one can be bought from cargo for 250 credits (5 uses)
syndies can buy a much much better one for 1TC or can be found in the
nukie base personal lockers (10 uses)

being fucked because you fell down a 1 tile hole in the dark and now
youre in a 1x1 box of snow on the middle of nowhere sucks
or falling down a hole and bam 30 watchers
or falling down a hole and now youre completely lost and might have to
weld your way into the station if youre lucky

:cl:
add: climbing hooks that allow you to go up holes for multiz, found in
internals boxes (on planetary maps), the uplink, cargo and nukie
personal lockers
/:cl:
## About The Pull Request
Firstly; Patches some remaining chasm baseturfs on the Geode Pirate
Shuttle by implementing a new subtype of jungle rocks and dark dirt
that's safe for use in space.

Secondly; makes the (unused here, but I'm making use of it elsewhere and
I've been told someone else is, too) jungle generator have a lot less
(possibly no) recursive atmosdiffs. Jungle mineral turfs now produce an
open turf with the correct atmos composition, and jungle chasms are
brought in-line as well.

Thirdly; the redundant layer of grilles have been removed from the
Geode, as they were being spawned already by the window spawner.
Additionally rotates the geode's blast doors because they rotate now and
it'd look weirder half the time otherwise.

~~On a related note: I really don't like the direction of the docking
port being off of standard for everything that isn't an arrivals
shuttle, but uhh. Catch me when I'm willing to deal with shuttlecode
again, lmao.~~
## Why It's Good For The Game
Significantly lessens recursive atmospheric overhead if either the geode
spawns *or* the jungle generator ever gets used here.
## Changelog
:cl:
fix: It is no longer possible to chasm yourself on the geode. Again.
/:cl:
'medical beds' in the game were just varedited survival pod beds. This
creates a proper medical bed subtype plus its own sprite for regular and
roller beds. Cleans up little bits of the bed code and adds context
helpers.

- Medical/roller bed is now constructable with titanium and plastic
after research
- Bed will face the correct direction when pulled
- Movable beds can have 'brakes' toggled with alt-click

![medical_bed_1](https://github.com/tgstation/tgstation/assets/83487515/dd197e24-cf72-4240-ac5a-8cdf575eca00)

![para_bed_1](https://github.com/tgstation/tgstation/assets/83487515/8ad5103e-57be-4dca-8a32-33bdabbeb82e)

Medical gets their own bed, new sprites, cleans up varedits on maps.

:cl: LT3
image: New medical bed and emergency roller bed
code: Added context hints for beds
/:cl:

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
…ank (#79630)

## About The Pull Request

Turns out, they had a jetpack which they couldn't use due to already
wearing a modsuit - but no air. This fixes that.

## Why It's Good For The Game

You know, through gene-modding, Interdyne might be less human than
average NT citizen, but I'd wager they'd appreciate breathing none the
less.
## About The Pull Request

Now you can refuse the pirates request.
I added phrases trying to keep the subject matter, but if something is
wrong, correct me.

## Why It's Good For The Game

Because now rejection = rejection

## Changelog
:cl: Vishenka0704
fix: Now you can refuse the pirates request.
/:cl:
Free GBP, I think?

It only spawns in space, but it only spawns on a planet... hold up
that's never.

Bugfix good.
:cl:
fix: Fixed round event controller pirate spawns.
/:cl:

Co-authored-by: RikuLeinonenVuoksi <riku.leinonen@vuoksi.fi>
wraith-54321 and others added 7 commits August 9, 2024 02:30
…ng, weapon, rite (#74811)

![image](https://user-images.githubusercontent.com/40974010/232647927-aace69ea-bda8-4ec9-9bf1-60140034fbb3.png)

Adds a new chaplain weapon and suit of armor, the divine archer. It's an
orderable set of armor, but provides less armor than the rest, but you
get more pieces of armor (boots, bracer, undersuit).

The divine bow comes with a quiver that holds holy arrows. The holy
arrows come with bane support, dealing critical damage to revenants.

- arrows can now be dipped in poison

- bows now drop their arrow when you put them on your back while nocking
a bow
- bows give feedback for trying to draw without a nocked arrow
- codewise, bows support subtypes much better. They still have
hard-sprited loaded arrows, but one day that'll change.

Yeah, we could add null rod Monkestation#2342 that does almost the same as the
others, or we could have a unique bow weapon!

Player Dev Project thread:
https://discord.com/channels/326822144233439242/1093521091957370940/1093521091957370940

🆑 tralezab code, Drag for the commission and player project, cre#0484
for their spritework
add: Divine Archer Armor and Weapon
qol: Bows give more feedback when you're doing something wrong, like
trying to draw without a nocked arrow
code: Sorted files, cleaned bow code up to allow subtypes
/:cl:
…8248)

Title.

The amount of sparks are based on the damage dealt by the projectile
with slight variation, with one spark representing 25 damage.

Also cleans up some code while I was there (not because melbert gave me
a side eye or anything for not doing it at first hahaahahah)

Bleeding metal is weird, but I feel that having some extra feedback for
getting shot was nice - it felt like something was missing when I was
testing it out... so I added the sparks.
:cl:
fix: Projectiles no longer cause a blood graphic or blood splatters if
they hit a limb that cant bleed
add: Prosthetics/Augments now spark when shot
/:cl:

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
…posed to (#78281)

When we receive 0 from rand, the location would end up being 0 as well.
This was happening far more often than expected as rand produces an
integer. Changes it to instead produce a float between the two values
which gives nicer curves.

Before, at curve center 0.2 and width 2.5

![Untitled](https://github.com/tgstation/tgstation/assets/35135081/82ecfa01-a79d-49f2-acb6-0150854e3360)

After, at same values:

![image](https://github.com/tgstation/tgstation/assets/35135081/911198bd-5264-4e9d-a51f-a1889938f7e4)

:cl:
fix: Dynamic now biases less heavily towards the exact average.
/:cl:
@wraith-54321
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wraith-54321 commented Aug 11, 2024

this has some minor issues but ill handle those in their own PR so people can start dealing with the map conflicts

@wraith-54321 wraith-54321 deleted the yarr-remake branch August 11, 2024 05:28
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