## About The Pull Request
This PR refactors ``effect_system``s to be a bit easier to use by
getting rid of ``set_up``, allowing ``attach()`` to be chained into
``start()`` and refactoring most direct system usages in our code to use
helper procs.
``set_up`` was unnecessary and only existed to allow ``New``'s behavior
to be fully overriden, which is not required if we split
sparks/lightning/steam into a new ``/datum/effect_system/basic`` subtype
which houses the effect spreading behavior. This allows us to roll all
logic from ``set_up`` into ``New`` and cut down on code complexity.
Chaining setup as ``system.attach(src).start()`` also helps a bit in
case no helper method exists
I've added ``do_chem_smoke`` and ``do_foam`` helpers, which respectively
allow chemical smoke or foam to be spawned easily without having to
manually create effect datums and reagent holders.
Also turns out we've had some nonfunctional effect systems which either
never set themselves up, or never started, so I fixed those while I was
at it (mostly by moving them to aforementioned helper procs)
## Why It's Good For The Game
Cleaner code, makes it significantly easier for users to work with. Also
most of our effect system usage was copypasta which was passing booleans
as numbers, while perfectly fine helper procs existed in our code.
## Changelog
🆑
refactor: Refactored sparks, foam, smoke, and other miscellaneous effect
systems.
refactor: Vapes now have consistent rigging with cigs using the new
system.
fix: Fixed some effects never working.
/🆑
`get_department_type` can return null if all jobs in that department are
disabled. This can't happen in normal gameplay, but is being triggered
in event-base, which disables everything except assistant and cyborg.
This appears to be an expected invariant as job checks it within itself,
and even part of the department_order console code as well.
## About The Pull Request
Title, I used an alist and some inlined list operation tricks to make
camera chunk updates twice as fast.
The data in the screenshots is from me updating every single camera
chunk on Meta. I did also test on Icebox and it scaled just as well
there as it did on Meta, which means that multi-z doesn't cause any
issues for these changes.
The correct way to compare these costs is to take the total cost, divide
it by the count, and then compare them relatively to see which is
higher/lower and by how much.
Before:
<img width="415" height="306" alt="image"
src="https://github.com/user-attachments/assets/c3be5986-e405-412d-a9e0-cc34014a7dab"
/>
After (combined keys):
The value of "update visible turfs" here is just a merged version of
"collect turfs" + "the & operator" + "update visible turfs"
<img width="356" height="271" alt="image"
src="https://github.com/user-attachments/assets/93ca0e9a-bf17-4b87-a4f0-c70c70148ab0"
/>
After 2 (separate keys, but fucked up counts):
Not as directly comparable cuz the counts are fucked up, gotta do some
math to figure it out.
<img width="414" height="293" alt="image"
src="https://github.com/user-attachments/assets/205d4842-4294-4130-a7dd-69d196d318e9"
/>
The biggest remaining performance bottleneck, which now accounts for
~70% of all the performance cost of camera chunks, is camera.can_see()
being slow as balls. You can see this in the After 2 image.
The only cost of doing this is that the format of the list is now
"alist[turf] = null" instead of "list[i] = turf", which makes checking
for individual turfs cumbersome. Entirely possible and and still
relatively performant, but the syntax is just cumbersome. Said single
checks are only used by SyndEye as of now.
## Why It's Good For The Game
On live, it seems that camera chunks are consistently the biggest and
fattest source of performance loss and overtime in the entire game.
Obviously halving that cost is good for the game.
## Changelog
🆑
fix: Camera chunks, the biggest source of lag in the entire game, now
run twice as fast.
/🆑
## About The Pull Request
I'm making the ordeal of finding a maint disk (or buying blackmarket
bootleg disk) with a theme in it a slightly more rewarding experience,
while sticking to the concept that it's something you've to find, unlike
default PDA themes.
This PR also proves to be an opportunity to put the progress tab that I
coded a year ago for the 'Fishdex' to good use.
TODO:
~~Refactor preferences to allow specific choices to be shown/hidden
depending on whether the player meets a defined criteria, otherwise
you'll have to do it manually every round, which is lame~~
- [x] Make some simple ui icons associated with each unlockable theme to
be shown in the cheevo progress tab
- [x] Code to validate deserialized DB values, in the remote case that
any theme is removed in the future, as well as unit test code for any
non-abstract theme without ID
- [x] Add sound cue and chat feedback when unlocking a theme (or when
fishing a new kind of fish for the first time, like, the code's similar)
- [x] Test all of this
## Why It's Good For The Game
These themes are basically an end in itself, and I understand the reason
behind their existence is to make for some cute, little maint loot, but
relegating it to chance of finding a disk somewhere in maintenance,
**every single round** really rots whatever little substance this purely
cosmetic feature already has.
## Changelog
🆑
add: Once installed, special PDA themes from maintenance disks will be
present on your roundstart PDA on future rounds (Sadly I couldn't figure
out a way to add those to the preferences UI yet). You can check which
PDA themes you've unlocked in the Progress tab of the achievements UI.
/🆑
## About The Pull Request
ID cards/MMI mech access/simple mob access/pAIs now use signals instead
of checking specific slots with mob checks. We do this through mob's
``get_access`` proc that collects all access a mob has with a
collect_access signal.
## Why It's Good For The Game
It looks cleaner and we no longer individually check `check_access` for
every single item that may have access. It's cleaner to put it all
together and check in one go with all the access we've got. This also
makes it easier to add items that hold access that aren't necessarily
IDs but you want to be able to open stuff with.
## Changelog
🆑
refactor: ID checking for access has been reworked, please make a bug
report if anything that's supposed to grant access is not working.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Title. They didn't have a doafter. You could instantly delete shit like
any modular computer and PDAs.
## Why It's Good For The Game
I'd rather not accidentally deconstruct my PDA again. Or any other
modular computer really.
## Changelog
🆑
fix: Modular computers now have a 2 second delay before being
deconstructed.
/🆑
## About The Pull Request
<img width="565" height="201" alt="image"
src="https://github.com/user-attachments/assets/f747992c-82d7-4cd2-9d5c-b94b7de37cdd"
/>
<img width="618" height="108" alt="image"
src="https://github.com/user-attachments/assets/8d5c4e25-87ea-4e53-b9e6-e95e26b3e69f"
/>
- N-spect scanners can no longer print reports
- Clown N-spect scanners have been removed as printing reports was their
primary function
- Security no longer get bounties to loot the brig's equipment. The
contraband bounty is still available.
- Patrol bounties have been reworked.
- A patrol bounty will give you an area and a number of steps that you
must take in an area.
- To complete the bounty, you must walk to the area and take that many
steps. It's that simple.
- Your ID card will update you as you progress the bounty.
- You are rewarded more for larger areas, and less for teeny tiny areas.
- Walking back and forth the same two tiles will not count towards
progress.
- When done, all you need to do is go back to the civ console and press
"send". You don't need to add any items to the pad.
- All security officers can get general patrol bounties (service + maint
+ hallways). Departmental officers can get patrol bounties for their
department.
- And yes, it tracks if your *id card* moves. This means you can strap
your ID card to a drone and it'll count. Get creative if you're lazy.
- ID trims how handle bounty generation. This changes very little,
besides allowing certain trims for certain jobs to add specific
bounties.
- There's now setters for bounties and bank accounts.
- Fix Bountious Bounty trait by having a `get_reward`
## Why It's Good For The Game
Sec bounties to loot a bunch of miscellaneous things from the brig is...
odd. All it does is deprive your team of equipment should you need it.
On the other hand, patrol bounties are really flavorful, but a bit
cumbersome thanks to needing a hand scanner. By integrating the process
of patrolling *into* the officer's ID card, it means you can just grab a
bounty and go about your business.
The idea is that this'll streamline the process of patrolling a bit and
make it more natural and fun (well, as fun as "walking around" can be.
Which is fun to me...)
## Changelog
🆑 Melbert
del: N-spect scanners can no longer print reports. All it does now is
scan for contraband.
del: Clown N-spect scanners have been removed.
del: Security no longer get bounties to loot the brig's equipment.
Though the contraband bounty is still available.
add: Security's patrol bounties have been reworked. Now, they just
require you to walk around an area for a bit. No scanning necessary.
refactor: Adds setters for bounties and bank accounts. Report any
situations where your bank account is not set correctly.
refactor: ID trims now handle bounty generation. Report any situations
where you get a weird pool of bounties.
fix: Bountious Bounties station trait works again
/🆑
## About The Pull Request
Players can now check their chick's/youngling's growth progress via the
RaptorDex item or app
## Why It's Good For The Game
Currently there's no way to know how much food you need to feed to your
raptor to advance their growth, which can cause confusion among newer
players.
## Changelog
🆑
qol: Added raptor growth progress bar to RaptorDex
/🆑
## About The Pull Request
The imported themes list was made lazy, but by adding null to a list,
you end up having a new key in that list that is null.
## Why It's Good For The Game
Fixing stuff that ArcaneMusic told me about on Discord.
## Changelog
🆑
fix: The Themeify PDA app no longer has an empty checkbox in its
options.
/🆑
## About The Pull Request
Floppy disks received a sprite upgrade, as well as unique wraps:
<img width="364" height="150" alt="image"
src="https://github.com/user-attachments/assets/0ac433e3-7432-4c06-bec2-aeae00b6852f"
/>
<img width="786" height="527" alt="image"
src="https://github.com/user-attachments/assets/0f36bd0d-0362-4431-8131-49060a2fe348"
/>
You can now stack floppy disks! They also scatter around when thrown.
The video also showcases new styling options with a selection of
stickers! You can also write something on the disk instead of selecting
an icon:
https://github.com/user-attachments/assets/ff0a8542-9d79-4108-ae46-672ca5d620a2
MOST disks now inherit the `/item/disk` type to properly stack and do...
stuff. An updatepaths script included.
## Why It's Good For The Game
Old school is cool. Stacking disks makes them feel more authentic, while
styling allows for more crearivity!
## Changelog
🆑
add: New unique wraps for floppy disks
qol: Floppy disks can now be stacked
image: New sprites and stickers for floppy disks
map: Added and ran an updatepaths script
refactor: Most disks are now under the base disk item type
/🆑
---------
Co-authored-by: The-Tyrant <tyrantofgaming@gmail.com>
## About The Pull Request
All the prices are just numbers theres no cr at the end
## Why It's Good For The Game
Bug fix
## Changelog
🆑
fix: fixed cargo PDA app missing currency name
/🆑
## About The Pull Request
By default, ``use_energy`` will take 0 as the amount of energy to use,
turning it into a basic "check if we have power" check, however if we
don't exclude ``check_programs`` arg, and because it doesn't use any
power, it will loop through every PDA app to see if they are able to be
opened while unpowered, and opening those that can operate while powered
(aka the PDA messenger).
This is the case for PDA Messenger, so if you're using any app and get a
PDA message, or you reply to one, it will call ``ring()``, which will
call ``use_energy``, which will swap the PDA app to messenger as if the
PDA has no power. This fixes that.
## Why It's Good For The Game
Closes https://github.com/tgstation/tgstation/issues/76965
## Changelog
🆑
fix: PDA messenger will no longer force itself as your active program
when sending/receiving PDA messages.
/🆑
## About The Pull Request
The "NT Shopping Network" app now checks for if you have "Department
Budget" access instead of command access for letting you place orders
and not requests. All heads, cargo techs and the warden have it shift
start but it can be given to anyone (same as EVA access) and heads of
staff can add or remove it at their access consoles.
Also makes warden start with the app to hint that they have access to
the budget.
## Why It's Good For The Game
The access itself is good because letting heads choose who has access to
the department budget is obviously good.
Cargo techs get it cuz they already have access to it by having access
to the request consoles in cargo.
Warden gets it by default because HOS is usually busy
killing/arresting/patrolling while warden is the one actually managing
brig and the armory. If HOS really hates that warden has access to the
budget they can just remove it on their console.
## About The Pull Request
Last Christmas we had and resolved this bug #88595 where via the
mechanic of buying random trash, Cargo could roll on the roulette to try
and get random Christmas presents and open them for random items.
This was removed because it's not supposed to work that way and was a
way of exploiting Christmas cheer for personal gain, which is grinchsome
behaviour.
That said, being able to order Christmas presents is also kind of
soulful, so this PR brings that mechanic back but on purpose this time.
During the Christmas season _only_, Cargo can spend 3000 credits of
their budget to order a "Surplus Christmas Gifts" crate which contains
4-6 presents _with pre-assigned recipients_.
In a similar system to addressed mail, only the person written on the
gift tag can open the present, so unless you're sufficiently scroogeous
to collect a huge pile of presents on the cargo room floor in hopes of
getting a couple with your name on (in my testing these contained raw
unbaked croissant dough, and a piece of paper from a space ruin) you
should mostly be using this to deliver generalised holiday cheer to the
crew rather than just yourself.
This PR also contains (maybe as more lines than the actual feature) a
refactor changing a bunch of boolean vars on `/datum/supply_pack` into
bitflags, because I needed to add one more and it seemed silly to have
so many booleans.
## Why It's Good For The Game
It allows those with the yuletide spirit to deliver some christmas cheer
to their fellow man, isn't that the season's reason?
## Changelog
🆑
add: When the game considers it to be Christmas, Cargo can order
additional Christmas gifts pre-addressed to random crew members.
/🆑
## About The Pull Request
PDA messages once again have a chance to say Sent from my PDA Sent from
my PDA
In the past it was a flat 1% chance going up to 25% chance if you were
over 30. But now I scaled it directly based on age (so the chance can
always go up) Sent from my PDA
## Why It's Good For The Game
I consider this a critical feature Sent from my PDA
## Changelog
🆑 Melbert
add: Readds Sent from my PDA Sent from my PDA
/🆑
## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.
## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.
Currently a WIP as I slowly deal with the unit test reports.
## Changelog
🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
## About The Pull Request
It's just a partial cleanup of
anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md)
code from /tg/'s ancient history. I compiled & tested with my helpful
assistant and damage is still working.
<img width="1920" height="1040" alt="image"
src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3"
/>
I'll upload the .cs script I used to do it shortly.
## Why It's Good For The Game
Just minor code cleanup.
Script used is located at https://metek.tech/camelTo-Snake.7z
EDIT 11/23/25: Updated the script to use multithreading and sequential
scan so it works a hell of a lot faster
```
/*
//
Copyright 2025 Joshua 'Joan Metekillot' Kidder
This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
//
*/
using System.Text.RegularExpressions;
class Program
{
static async Task Main(string[] args)
{
var readFile = new FileStreamOptions
{
Access = FileAccess.Read,
Share = FileShare.ReadWrite,
Options = FileOptions.Asynchronous | FileOptions.SequentialScan
};
FileStreamOptions writeFile = new FileStreamOptions
{
Share = FileShare.ReadWrite,
Access = FileAccess.ReadWrite,
Mode = FileMode.Truncate,
Options = FileOptions.Asynchronous
};
RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled;
Dictionary<string, int> changedProcs = new();
string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*";
Regex camelCaseProcRegex = new(regexPattern, regexOptions);
string snakeify(Match matchingRegex)
{
var vals =
matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray();
var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower();
string logString = $"{vals[0]} => {newVal}";
if (changedProcs.TryGetValue(logString, out int value))
{
changedProcs[logString] = value + 1;
}
else
{
changedProcs.Add(logString, 1);
}
return newVal;
}
var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>();
// uses default ParallelOptions
// https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main
await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) =>
{
var reader = new StreamReader(filePath, readFile);
string oldContent = await reader.ReadToEndAsync();
string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify));
if (oldContent != newContent)
{
var writer = new StreamWriter(filePath, writeFile);
await writer.WriteAsync(newContent);
await writer.DisposeAsync();
}
reader.Dispose();
});
var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList();
foreach (var pair in logToList)
{
Console.WriteLine($"{pair.Key}: {pair.Value} locations");
}
}
}
```
## Changelog
🆑 Bisar
code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use
snake_case, in-line with the STYLE guide. Underscores rule!
/🆑
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/90641
Fixes https://github.com/tgstation/tgstation/issues/88366
Eliminates worries over virtualspace currency being sent to real
accounts.
When I was looking into why there were no flags for bitrunning areas.
Then I saw this mess:
<img width="929" height="889" alt="Code_2we2QjDyFp"
src="https://github.com/user-attachments/assets/8a807bfe-b566-4057-a8ea-2b306325687d"
/>
Not having enough space / being too lazy to refactor this is a silly
reason to not include flags for something like these virtual areas where
it can be quite helpful. Fortunately I am not too lazy ~~in this
moment~~ so here we go:
It was fairly logical to move over some of these to a separate flag,
which I've called `area_flags_mapping` since they pertain to maploading
things and terrain generation mostly. `area_flags` stays reserved for
general properties and now has more room than it did before for you
people to fill it with.
In doing this it's also neatened up the code quit a bit, as UNIQUE_AREA
was kind of everywhere and now that it's implied by default less areas
need to have it defined (or explicitly un-defined).
<details> <summary> Working as intended </summary>
<img width="787" height="448" alt="dreamseeker_p0Qts36tG1"
src="https://github.com/user-attachments/assets/25056f34-8d43-4be2-a293-e53df7a7d1db"
/>
<img width="383" height="59" alt="dreamseeker_Ek7TXCcpbA"
src="https://github.com/user-attachments/assets/89622974-9467-4cdb-8345-d684f7c9004b"
/>
</details>
## Why It's Good For The Game
Fixes an exploit, improves the area flags situation slightly.
## Changelog
🆑
fix: you can no longer send money from virtualspace to a real account
code: adds a flag for virtual areas so they can easily be checked, as
well as an easy helper proc, 'is_area_virtual(your_area)'
/🆑
## About The Pull Request
If you research a node you can still buy it from NT Frontier, and when
you do it refunds the research points you spent. It's like how
experi-scanners work.
Also cytology gives you an 80 point discount instead of a 120 point
discount. This doesn't change anything because it only costs 80 points
and NT Frontier boosts can't make costs go negative.
## Why It's Good For The Game
Right now it's most efficient to delay research until ordnance gets
finished and then grab all the free stuff, and any head of staff
researching stuff for their own deparment or robo that wants to make
cool mechs can fuck things up. That's not great, because it's
unrealistic to expect everyone to be coordinated and delaying research
never gets tried in practice.
Also, doing ordnance after the round has been going on for a while is
way less effective because all of the nodes you would've discounted were
already researched.
## Changelog
🆑
balance: NT Frontier can purchase and refund researched techweb nodes.
/🆑
---------
Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
## About The Pull Request
Applies the fixes from https://github.com/tgstation/tgstation/pull/93417
to budget ordering console
Also fixes budget ordering improperly setting cargo as the paying
department, as we check for "null" payer to see whether something is
privately paid.
## Why It's Good For The Game
I really hope one of these days this will just get merged so we don't
need this annoying copy paste. How different is the app to the console
anyway?
## Changelog
🆑 SyncIt21, JohnFulpWillard
fix: budget ordering console correctly differentiates between private &
department orders.
fix: budget ordering console checkout cart displays correct
Private/Department order text amounts.
/🆑
## About The Pull Request
When a camera update is triggered, it is instead added to a queue on a
background subsystem
An AI entering a camera chunk which is queued to update will force the
update immediately (bypassing the queue)
While the root problem of this is, ultimately, not addressed...
<img width="554" height="58"
alt="467828777-eff3f0e5-49d6-4997-b4d7-05eff6432155"
src="https://github.com/user-attachments/assets/c2d6a5f5-d958-463e-959f-116bd0dab475"
/>
...the change will ultimately prevent update spam from consuming all of
the server's resources - instead allocating updates to the backburner in
times of high server stress (or on multi-z maps)
## Changelog
🆑 Melbert
refactor: Refactored the way camera updates are handled to hopefully
reduce some lag. Report any oddities
/🆑
## About The Pull Request
PDA apps use `<NtosWindow>` instead of `<Window>` because the former
adds a header with an X button and system info, moves all the content of
the RaptorDex component to a new RaptorDexContent component, converts
`<RaptorDex>` to be just the `<Window>` tag and adds a NtosRaptorDex
component for PDAs that uses `<NtosWindow>` instead
## Why It's Good For The Game
Fixes#93761
## Changelog
🆑
fix: fixed RaptorDex PDA app having no close button
/🆑
## About The Pull Request
/area/station/ai_monitored's behaviour was isolated into a component,
`/datum/component/monitored_area`, which itself uses
`/datum/motion_group`s to query cameras. Functionally, it (should) work
identically to the old implementation. I'm sure that behaviour could
have been further cleaned up, camera code is quite dreadful, but it's
better to focus on isolating the behaviour first. Baby steps.
Areas that want to opt into monitoring can set `var/motion_monitored` to
TRUE (this approach was taken to make subtyping easier).
The following non-AI areas were changed:
- /area/station/ai_monitored/security/armory ->
/area/station/security/armory
- /area/station/ai_monitored/command/nuke_storage ->
/area/station/command/vault
- /area/station/ai_monitored/command/storage/eva ->
/area/station/command/eva
All other `/area/station/ai_monitored` subtypes were repathed into
`/area/station/ai` and cleaned up in a way that I thought made logical
sense. It is **much** more readable now. For example:
- /area/station/ai_monitored/turret_protected/aisat ->
/area/station/ai/satellite
- /area/station/ai_monitored/command/storage/satellite ->
/area/station/ai/satellite/maintenance/storage
- /area/station/ai_monitored/turret_protected/ai ->
/area/station/ai/satellite/chamber
- Fixes#93508
Does 2 things
- Makes the operation asynchronous so it does not interfere with the
server
- Ensures we don't click multiple photos while the single photo is still
processing. Displays a balloon alert for the same
## About The Pull Request
Projectile refactor pulled armor check above the pre-hit comsig, this
fixes that. No need to check armor before you're hit when you
potentially will not be.
## Changelog
🆑
fix: Sleeping Carp and Cain & Abel no longer tell you about armor
penetration when you reflect projectiles with them
/🆑
## About The Pull Request
Fixes#93359
Caused by #93165
Inventory screen elements were no longer considered reachable, which
broke mousedrop handing on objects that check "is dragging into
inventory slot"
I don't know the best way to fix this yet but I figured the next best
thing would be to make all of these use the `drag_pickup` element, which
skips this reach-ability check
Thus I refactored it slightly to accommodate for items which should
contextually not be drag-pick-up-abble and bam, works like a charm
## Changelog
🆑 Melbert
fix: Dragging defibs and modsuits off your back works again
/🆑
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Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
## About The Pull Request
When placing a cargo request as a non-cargo staff, you may now specify
which department you are requesting this for, which if approved will
bill that department from their budget. Requests placed this way will
need to be approved by cargo staff by default.
Originally I was going to tie this to my proposed rolling permission
system (Think an email chain where if things don't get approved, it goes
up a PDA Message chain until someone approves the thing), however I've
quite stalled on that and I wanted to at least get the baseline
functionality into people's hands.
Cargo, as per usual, has a right to refusal to reject the request as
well.
<img width="797" height="199" alt="image"
src="https://github.com/user-attachments/assets/19889b0a-8af5-4347-b91a-91cc39ab2bee"
/>
_WIP Photos, names/departments only show here as undefined due to being
admin spawned and not naturally spawned players_
## Why It's Good For The Game
Heads of staff can already order crates using their departmental
ordering apps and utilizing their funds, without needing QM approval.
This will allow for crewmembers within a department to request to
requisition supplies using their budget's funds as well.
As it stands, ordering from budget is already quite clunky, and being
able to go to cargo to place a request for your department should at
least elicit a conversation between heads of staff to see if it makes
sense. Keeping in mind, spending too much of a budget's funds can result
in failure to complete paychecks, so there is some conflict that can
arise from interacting with this mechanic too aggressively.
**I'll be real, there's a pretty good chance this may be too easy to use
and too powerful in it's current state.** If it needs something like the
additional rolling permissions system in place in the future, we may
want to re-assess at a later point.
## Changelog
🆑
qol: When placing cargo requests, you can now request that a crate be
obtained using your department's funds as opposed to the cargo budget.
/🆑
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Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
- Added full support for RETA system
- Categorized all configs for search purposes
- Added channel check for most usages of get_announcement_system() calls
## Why It's Good For The Game
## Changelog
🆑
code: Little AAS code cleanup. Added full RETA support. Grouped configs
for search purposes.
/🆑