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Port "Status Effects" and fixes #338

Merged
merged 6 commits into from
Aug 5, 2024

Commits on Jul 23, 2024

  1. /tg/ Status Effects Part 2 - datum, KD, KO, Stuns (#4842)

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    Part 2 - this includes porting the actual status_effect datum, modifying
    it to fit our purposes by backing it with timers similarly to old
    system, and finally implementing KD, KO and Stun with it.
    
    This contains Part 1 PR (#4828) so if you want to take a look at it I'd
    advise checking the last commits or setting up a compare between both
    branches.
    
    Predictable status timers. Current ones are bogus in their handling of
    "life tick correction" and will "stack" time even when they're not
    supposed to.
    
    Also provides a more robust backend for general effects, and integrates
    status effects into it.
    
    Summary testing of buckling interactions, explosion knock times,
    crawling, resting. Will have to be expanded once part 1 is ready
    
    :cl:
    add: Added Buckled, Handcuffed and Legcuffed screen alerts
    code: Ported /tg/ status effects backend, modified with timers to let
    effects end at appropriate time
    code: Stun, Knockdown and Knockout now use the new effects backend
    balance: Due to backend change, all KO/KD/Stuns may behave differently
    timing wise. This is of course subject to adjustments.
    balance: Endurance is now set at 8% effect duration reduction per level
    above 1. However it now compounds with species bonus. Feel free to
    adjust.
    balance: Knockdowns are not inherently incapacitating anymore and many
    sources of it have been updated to also stun to make up for it.
    fix: KO/KD/Stuns do not artificially and randomly ''stack'' due to
    incorrect timer offset calculation anymore.
    fix: Stuns now correctly apply Stun reduction values instead of
    Knockdown reductions.
    fix: Crawling can now be interrupted by a normal move, if you are fit
    enough to do so.
    /:cl:
    
    ---------
    
    Co-authored-by: forest2001 <[email protected]>
    2 people authored and Doubleumc committed Jul 23, 2024
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  2. re-fix conficts

    correcting mistakes in the merging process
    Doubleumc committed Jul 23, 2024
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  3. Status Effects - Part 3A (v2) - Daze Refactor (#5153)

    # About the pull request
    
    Depends on Part 2 (#4842), reopening of #4844
    
    Refactors daze and speech problems handling to back them by new
    status_effect-s and traits, fixes a few bugs, and gets rid of an unused
    and horrible bay12 relic horsehead with snowflake speech handling
    
    This just generally makes it more reliable timewise and allows further
    interactions in the future
    
    :cl:
    code: Refactored Daze to use new Status backend
    fix: Dazed screen effect now applies immediately
    fix: Stuttering now starts properly when dazed
    del: Removed unused disabilities code
    del: Removed an old, goofy and unused decade old horse mask
    /:cl:
    
    ---------
    
    Co-authored-by: forest2001 <[email protected]>
    2 people authored and Doubleumc committed Jul 23, 2024
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  4. adds stun to exiting maintenance stations (#5822)

    # About the pull request
    
    stun when exiting maintenance stations like in
    /obj/structure/closet/proc/dump_contents()
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    # Explain why it's good for the game
    
    makes it function similarly to other places mobs can hide in
    # 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: Lok1
    add: maintenance stations stun when exiting like closets
    /:cl:
    
    ---------
    
    Co-authored-by: SabreML <[email protected]>
    2 people authored and Doubleumc committed Jul 23, 2024
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  5. Fixes flash bug (#6637)

    cmss13-devs/cmss13#4842 - after we moved to the
    TG system for many status effects, certain things needed to be converted
    from WEAKEN to Stun/KnockDown in order to function properly - for
    example tablestunning was converted in that PR. From testing, it seems
    like flash, flashbang needs to be converted as well.
    
    # Explain why it's good for the game
    
    Fixes weird flash/flashbang issue(s)
    
    # 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: converts flash, flashbang to TG effect system, fixing issue(s)
    /:cl:
    zzzmike authored and Doubleumc committed Jul 23, 2024
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Commits on Aug 3, 2024

  1. fix lurker invisibility

    fix merge issue, lurkers kept flickering their invisibility
    Doubleumc committed Aug 3, 2024
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