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Merge upstream 12.02 #107

Merged
merged 27 commits into from
Feb 12, 2025
Merged

Merge upstream 12.02 #107

merged 27 commits into from
Feb 12, 2025

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larentoun
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@larentoun larentoun commented Feb 12, 2025

About the pull request

Мерге апстриме

Red-byte3D and others added 24 commits February 11, 2025 08:02
…evs#8427)

# About the pull request

Adds faction_marine to forecon preventing the marksman from being hit
while cloaked

# Explain why it's good for the game
fixes cmss13-devs#7553 


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: Fixes forecon spotter/marksman being hit by ally bullets while
inivsible
/:cl:

---------

Co-authored-by: InsaneRed <[email protected]>
Co-authored-by: harryob <[email protected]>
# About the pull request

Speeds up the defib noise if the user does the defib faster due to skill
bonus.

# Explain why it's good for the game

It doesn't make sense when you see a synth defib someone and the thing
is still beeping long after the guy has been shocked. One size doesn't
fit all in this case.


# Testing Photographs and Procedure
https://www.youtube.com/watch?v=AbqnKxiMpLE - also tested defibbing
someone on doctor and corpsman, it worked as expected.


# Changelog
:cl:
soundadd: faster defib noises for those who use defibs faster (synth,
doctor)
/:cl:

---------

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

# About the pull request

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# Explain why it's good for the game
They should stay in admin z level (an example of why this is problematic
is evo screeches being heard in lobby)
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: Fixes new players being teleported into the ground z level
/:cl:
# About the pull request
This PR introduces a role for non-whitelisted players on CM, allowing
them to play as predators in the hunting grounds. This provides an
opportunity for players who might want to apply for the whitelist or
simply experience a role they haven't played before.

Players rolling for the role will need 60 hours as any marine in a squad
AND 60 hours as any xeno role.

This PR will need ironing out before it is ready to be merged.

Mapping changes:

1. I have expanded the predship Z level to 80x70 to accommodate the
youngblood area.
2. Greatly expanded the fighting pit as another is located in the lower
deck (youngblood area), expanded the room outwards by two tiles also.
Screenshots are provided.
3. The lower deck of the ship is lit with red light.
4. Removed the globe in the cockpit replaced it with the console that
calls the youngblood ERT.

List of things youngbloods cannot do:

1. Youngbloods cannot use the plasma caster (as completing the blooding
trial grants them this in lore).
2. Youngbloods cannot use the relay beacon or NORMAL teleporters on the
clan ship I have made separate ones for them to use.
3. Youngbloods cannot use self destruct ANYWHERE as they are only meant
for the hunting grounds. The hunting grounds does not allow self
destruct in the first place so the only reason that a youngblood would
be SDing is if they intended to grief.
4. They can't use any of the consoles relating to the hunting grounds as
they are supposed to be supervised by whitelisted players or an admin.

List of things youngbloods can do:

1. Choose their own armour set and colour from the same preference menu
as whitelisted players (whitelisted players cannot see this menu). No
names or flavour text because i don't trust CM players not to name their
pred something stupid.
2. They get every other bracer ability that was not mentioned in what
they cannot do.
3. If they survive whitelisted players will be encouraged to return them
to the clanship to roleplay.

Fali safes:

1. Whitelisted players can use a button on their bracer to instantly
kill any Youngblood alive if they eg: break character, break the honour
code or insult a blooded member. This is intended as a last resort
warnings should be given out before anyone presses this button. I don't
want to see whitelisted players instantly killing a youngblood for one
minor insult.
2. A new ERT job ban is in place for youngbloods for obvious reasons.
3. If any whitelisted predator player takes a youngblood into the main
part of the game they will be removed from the whitelist.
4. On spawning youngbloods are told what they cannot do in terms of
roleplay and the honour code.

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# Explain why it's good for the game
It introduces people who have never played predator to what the
whitelist is about and sharing is good. With the failsafe's in place i
don't see anything major going wrong as they are mechanically unable to
effect the round in anyway.
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

 Lower ship younblood spawn and prep with night vison on


![image](https://github.com/user-attachments/assets/98593281-7bd5-48ae-9283-5b227183fdde)

Lower ship younblood spawn and prep with night vison off

![image](https://github.com/user-attachments/assets/781ee3b5-b320-438c-8c58-e886d29a15f0)

New fighting pit and ladders

![image](https://github.com/user-attachments/assets/fc2bc422-75e8-4c50-bc34-33f70e4db9bf)



</details>


# Changelog
:cl: Joe Lampost, Forrest2001
add: A role for non-whitelisted players to play predator.
add: A new console and ert have been added relating to spawning
youngbloods.
add: Feral xenos on the hunting grounds now drop weeds when they spawn.
add: A kill button for whitelisted pred players to instantly kill any
youngblood acting out of line.
code: Predator teleporting now has checks.
mapadd: added a lower deck on the pred ship for youngbloods.
maptweak: tweaked the fighting pit area of the predship.
admin: Adds a new roleban relating to youngbloods.
/:cl:

---------

Co-authored-by: forest2001 <[email protected]>
# About the pull request

converts alot of one letter vars into proper ones, removes some byond
ticks to use seconds and rewrites some ability code

# Explain why it's good for the game

better code (codeword for new issues)

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
code: Re-wrote some crusher ability code, changes one letter vars and
made some byond ticks change seconds macro
/:cl:

---------

Co-authored-by: InsaneRed <[email protected]>
# About the pull request
1. Added a preference for being chosen as King, under special role
candidacy. You will no longer be prompted on whether you'd like to be
King or not.
2. The King hatchery now spawns around the hive core (make sure you have
enough space!), Destroying a pylon will now only pause the timer, in
order to fully reset it you will have to destroy the hatchery itself.
3. Replaced the armor hive buffs with two new hive buffs: Boon of fire
resistance - Makes all xenomorph immune to being *ignited* (you still
take damage walking over fire), Boon of adaptability - Grants all
xenomorphs a new ability "Transmute" (will appear under aliens tab)
which allows them to change to a different caste of the same tier.
<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# Explain why it's good for the game

> 1. Added a preference for being chosen as King, under special role
candidacy. You will no longer be prompted on whether you'd like to be
King or not.

qol

> 2. The King hatchery now spawns around the hive core (make sure you
have enough space!), Destroying a pylon will now only pause the timer,
in order to fully reset it you will have to destroy the hatchery itself.

Makes it more in-line with nuke, should reduce cat and mouse and
actually end the round faster

> 3. Replaced the armor hive buffs with two new hive buffs: Boon of fire
resistance - Makes all xenomorph immune to being *ignited* (you still
take damage walking over fire), Boon of adaptability - Grants all
xenomorphs a new ability "Transmute" (will appear under aliens tab)
which allows them to change to a different caste of the same tier.

Replacing the pure stat hive buffs has been a goal for me for a while,
Will have to see how these new buffs perform and adjust accordingly
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
qol: Added a preference on whether you would like to be chosen as King
or not, you will no longer receive a prompt asking you for that. This
can be toggled under "special role candidacy"
balance: The King hatchery now spawns around the hive core. Destroying
pylons will no longer destroy the hatchery but will instead pause its
progress. To fully reset the progress you must destroy the hatchery
itself.
add: Replaced the armor hive buffs with two new hive buffs: Buff of Fire
Resistance - Makes all xenomorph immune to being *ignited* by fire. Buff
of Adaptability - Gives all xenomorph a new verb under the alien tab
named "Transmute" which will allow them to change to a different caste
of the same tier.
/:cl:

---------

Co-authored-by: Drathek <[email protected]>
Co-authored-by: harryob <[email protected]>
# About the pull request
I didn't account for the fact that survs don't always have the survivor
job, so stats were showing up skewed
# About the pull request

This PR makes it so that you are able to fish in oceans and rivers, it
also adds 3 new fish types two that are able to be gutted for fish meat
as well as a bunch of fun little drops you can get from fishing like
ore, beer, shoes, and other novelties.


# Explain why it's good for the game

It would be a good RP addition for fishing and having fun. It doesn't
really throw off the balance at all as far as I looked, its just a fun
camping thing.


# Testing Photographs and Procedure
Making sure fishing pole only went in water and not anywhere else: 

![image](https://github.com/user-attachments/assets/98cdcec8-b742-4afe-bc58-075788d0c45c)
Making sure the sprites and gutted item drops were good (catfish and
gutted bluegill sprites were later changed):

![image](https://github.com/user-attachments/assets/bdee67c1-edcc-48d9-8e3e-808dca0fe0ee)
Making sure the loot tables were being used while fishing (the clam
placeholder was replaced with an adequate sprite and function):

![image](https://github.com/user-attachments/assets/e5f899a3-c4d0-4da7-bb04-86e9acf31d06)




Sprites of bass in a pile: 

![image](https://github.com/user-attachments/assets/8ae2a3c8-3a7a-43df-adc1-b480166a1c88)

After getting my sprite approved for use i added it as a new fish snacks
item.



# Changelog
:cl:Sergeant_Lemon
add: new fish types to the old fishing code
add: added turf flag 'fishable_turf'
add: added items to fishing loot table
fix: fixed fishing rod code so it fishes on ocean and rivers
code: Changed code in the fishing category as well as meat, ore, and
atoms
imageadd: sprites for new fish and pearl item
/:cl:

---------

Co-authored-by: forest2001 <[email protected]>
Co-authored-by: Git-Nivrak <[email protected]>
# About the pull request

adds a new barrel attachment for the m37a2 shotgun. it's available in
squad prep and requisitions in small quantities.
it changes the shotgun from a secondary utility weapon to more of a CQC
primary, similar-ish to the m39. sprites were done by thwomper.


![image](https://github.com/user-attachments/assets/d9f71fdc-2fd7-4e4a-8818-cc1b0582f4be)


the stat changes are as follows,
negatives are:
1. reduces the damage output of the shotgun by 20%
2. remove any stunning or slowing ability from slugs/buckshot
3. increases the recoil by 2 steps

positives are:
1. increases the max range of shells by 1 tile
2. doubles the fire rate from 0.5 bullets per second to 1 bullet per
second
3. decreases falloff by 30% 
4. decreases bonus projectile scatter by 5 (buckshot is now a much
tighter formation)
5. increases accuracy by 25%
6. increases bullet velocity by 1 step

it also changes the firing sound to a different one, so enemies can
quickly differentiate it from a standard m37.

VIDEO IS OUTDATED BUT ROUGHLY SHOWS THE WEAPON'S FUNCTIONALITY


https://github.com/user-attachments/assets/a216e9d8-06ea-4648-a042-1710faf3c749

DPS TABLE:
| **AMMO** | **MK2** | **M39** | M37 **CHOKE** |
|-|-|-|-|
|**STANDARD**| 176| 226 | 208 |
|**AP**| 132| 173| 96|

it's fairly solid at clearing out soft targets, but flechette rounds lag
behind regular AP ammo. i think the risk of being forced to get close up
is worth the DPS being comparable to the M39. the range on buckshot is
worse than the M39's, but if you can land a solid click the payoff is
much greater. note, i am unsure of touching flechette damage values
currently due to cmss13-devs#8048 being in the air for a testmerge, and i believe
it's fine as is when it comes to the choke right now.

some guncode lines were changed to get damage multipliers working for
bonus projectiles, along with a new variable that increases the max
range of projectiles. PBs now inherit damage multipliers too

# Explain why it's good for the game

it's a new, fun way to utilize a primary weapon. the attachments marines
currently have are pretty lackluster, with most of them being bland stat
increases and some of them just straight up being absolute garbage.
hopefully by adding more unique, mechanic-based attachments and tweaking
some of the others we can make the system a lot better and fun. i think
this attachment is a good start

while the numbers might not be all there yet, they can always be
tweaked, and with the lack of stuns/slow i doubt this weapon will be
that oppressive against xenos.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl: Vile Beggar, thwomper
add: Adds a new shotgun choke attachment to squad prep and requisitions
vendors for the M37A2 shotgun.
/:cl:
# About the pull request

Updates turf descriptions to account for medevacs+CAS instead of just
CAS.

# Explain why it's good for the game

When I became experienced in HM, every time I read the "that's not gonna
stop anything" turf description for metal roof I always think to myself
that erm actually it is gonna stop something ☝️🤓 (this will help newbie
medevacers.)

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>

# Changelog
:cl:
qol: Updates turf descriptions to account for medevacs+CAS instead of
just CAS.
/:cl:
# About the pull request
Ammo box explosions max out at 3k bullets, previously you can toss an
entire box of m56 and create an earth-shattering kaboom. Now the
explosions are caped at 3k bullets.

Previously: M56D box detonated center of briefing (5.6k bullets)

![image](https://github.com/user-attachments/assets/ebd74d66-2317-4fb2-b0f6-54c4a92e6dc8)

After 3k bullet cap:


![image](https://github.com/user-attachments/assets/6b457e34-1f22-4dd6-90ee-edfc6a3f1731)

Did some testing, does 350~ damage to adjacent xenos, enough to kill
base runners but leave acid runners alive on a sliver of health (and
stunned).
<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# Explain why it's good for the game
Players shouldn't be able to create explosions that big just by filling
up a few m56d boxes from their preps (which nobody takes anyway).
# Testing Photographs and Procedure
see above


# Changelog
:cl:
balance: Ammo box explosions are capped at 3k bullets.
/:cl:
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sourcery-ai bot commented Feb 12, 2025

Reviewer's Guide by Sourcery

This pull request merges upstream changes and implements a large number of updates across several subsystems. The changes include refactoring and renaming in the xenomorph crusher and transmute abilities, reworking the hive cocoon process and hive buff system, updates to food/snacks items (especially new fish types and reagent initialization), adjustments in predator emergency call and vendor systems (including roles for youngblood/non-whitelisted predator), enhancements to projectile mechanics (introducing new modifiers such as projectile max range and bonus scatter), addition of a new shotgun choke attachment with balancing tweaks, and various bug fixes and quality‐of‐life improvements for turfs, lighting, client preferences, and clan/job management. Overall, the PR cleans up variable names, refactors timer based processes into a new processing loop, and updates multiple gameplay systems to better balance gameplay and add new features.

Xenomorph Abilities: Crusher & Transmute (Refactored Implementation)

classDiagram
    class Xenomorph {
      +health
      +plasma_stored
      +tier
      +lock_evolve
      +check_state()
      +transmute_verb()
      +transmute(newCaste, message)
    }
    class CrusherAbility {
      +plasma_cost
      +cooldown
      +windup_duration
      +create_stomp()
      +use_ability()
    }
    class XenoAction {
      <<interface>>
      +action_activate()
      +can_use_action()
    }
    Xenomorph <|-- CrusherAbility : uses
    Xenomorph <|.. XenoAction : implements
    note for Xenomorph "Updated crusher and transmute abilities\n(refactored variable names and added timer callbacks)"
    note for CrusherAbility "Handles crusher stomp logic\nplaysound and visible messaging updated"
    note for XenoAction "Onclick actions trigger abilities (crusher and transmute)"
Loading

File-Level Changes

Change Details Files
Refactor and standardize xenomorph crusher and transmute abilities
  • Renamed local variables for clarity in crusher logic to use names such as 'blockade_in_path' and 'vehicle_in_path'.
  • Updated messaging, damage, and effect applications in crusher abilities.
  • Reworked transmute verb to include an optional message parameter and updated damage logs.
  • Simplified and fixed state checks in xenomorph abilities.
code/modules/mob/living/carbon/xenomorph/castes/Crusher.dm
code/modules/mob/living/carbon/xenomorph/Evolution.dm
code/modules/mob/living/carbon/xenomorph/abilities/crusher/crusher_abilities.dm
code/modules/mob/living/carbon/xenomorph/abilities/general_abilities.dm
Rework hive cocoon process and hive buff systems
  • Changed hive cocoon timings and stages: replaced timers with a PROCESS based approach.
  • Adjusted announcement messages for hatch progress and resumption when pylons are rebuilt.
  • Removed defence buff and added two new hive buffs: Buff of Fire Resistance and Boon of Adaptability.
  • Included additional checks for hive core location and modified pylon destruction effects.
code/modules/cm_aliens/XenoStructures.dm
code/modules/cm_aliens/hivebuff/hivebuff.dm
Update fish snack and food item implementations
  • Modified item descriptions and icons for crab, squid, shell (clam), and worm snacks.
  • Added new Initialize() procs to configure reagents, bite sizes, and gutting properties.
  • Introduced several new fish types (bluegill, bass, catfish) with adjusted parameters.
  • Updated reagent container items for fish snacks and adjusted trash/gut values.
code/game/objects/items/reagent_containers/food/fish_snacks.dm
Enhance predator emergency calls and update vendor/client systems
  • Adjusted emergency call behavior for predator types, including upgraded announcements and spawn messaging.
  • Added support for non‐whitelisted predator roles (youngblood) and new consoles for spawning youngbloods.
  • Updated client preferences to include a special role flag for King candidacy.
  • Modified UI elements and clan/job related logic to work with new role definitions.
code/datums/emergency_calls/pred_hunt/hunting_calls.dm
code/modules/cm_preds/yaut_items.dm
code/modules/client/preferences.dm
code/modules/cm_preds/yaut_bracers.dm
Introduce new projectile modifiers and shotgun choke attachment
  • Added new projectile modifiers such as projectile_max_range_mod and bonus_proj_scatter to gun and projectile logic.
  • Updated gun_attachables and projectile DM to pass these new modifiers during firing.
  • Revised bonus projectile spawning logic to apply damage multipliers and additional scatter calculations.
  • Implemented a new shotgun choke attachment that tightens spread, increases accuracy and range while reducing damage and increasing recoil.
code/modules/projectiles/gun_attachables.dm
code/modules/projectiles/gun.dm
code/modules/projectiles/ammo_boxes/ammo_boxes.dm
code/modules/projectiles/guns/shotguns.dm
code/datums/supply_packs/attachments.dm
Various quality-of-life updates, bugfixes, and new features
  • Added a 'fishing_allowed' flag to turfs and updated fishing pole behavior to work on oceans and rivers.
  • Introduced a new ore item (pearl) and adjusted its properties.
  • Updated lighting fixture parameters and modified turf ceiling descriptions regarding CAS and medevac.
  • Refined clan rank and job selection (especially for Young Blood) and revised admin banjob displays.
  • Improved client-side UI (e.g. WeaponStats.jsx) to reflect new projectile range calculations.
code/game/turfs/turf.dm
code/game/objects/items/ore.dm
code/modules/power/lighting.dm
code/modules/client/preferences.dm
code/modules/clans/client.dm
tgui/packages/tgui/interfaces/WeaponStats.jsx

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@larentoun larentoun merged commit ede389d into ss220club:master Feb 12, 2025
7 of 22 checks passed
@larentoun larentoun deleted the merge-upstream branch February 12, 2025 13:35
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10 participants