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155
Commits
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b8450f5c04 |
Revert "Lone operative can't spawn below 30 players" (#4775)
Reverts Bubberstation/Bubberstation#4760 This was merged way too quickly in like 2 hours. So I'm going to revert it. I am also reopening #4753 which should be merged after this revert is merged. 🆑 del: Reverts the 30 pop minimum for Lone Operative /🆑 |
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3098364eb5 |
Lone operative can't spawn below 30 players (#4760)
## About The Pull Request This prevents Lone Operative from spawning on extreme lowpop ## Why It's Good For The Game Prevents lowpop players being punished for the NAD overall ## Proof Of Testing Compiles, currently testing </details> ## Changelog 🆑 ReturnToZender add: Lone operatives can no longer spawn below 30 players. /🆑 |
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e0bdfc3f5f |
Dynamic Rework (#91290)
Implements https://hackmd.io/@tgstation/SkeUS7lSp , rewriting Dynamic
from the ground-up
- Dynamic configuration is now vastly streamlined, making it far far far
easier to understand and edit
- Threat is gone entirely; round chaos is now determined by dynamic
tiers
- There's 5 dynamic tiers, 0 to 4.
- 0 is a pure greenshift.
- Tiers are just picked via weight - "16% chance of getting a high chaos
round".
- Tiers have min pop ranges. "Tier 4 (high chaos) requires 25 pop to be
selected".
- Tier determines how much of every ruleset is picked. "Tier 4 (High
Chaos) will pick 3-4 roundstart[1], 1-2 light, 1-2 heavy, and 2-3
latejoins".
- The number of rulesets picked depends on how many people are in the
server - this is also configurable[2]. As an example, a tier that
demands "1-3" rulesets will not spawn 3 rulesets if population <= 40 and
will not spawn 2 rulesets if population <= 25.
- Tiers also determine time before light, heavy, and latejoin rulesets
are picked, as well as the cooldown range between spawns. More chaotic
tiers may send midrounds sooner or wait less time between sending them.
- On the ruleset side of things, "requirements", "scaling", and
"enemies" is gone.
- You can configure a ruleset's min pop and weight flat, or per tier.
- For example a ruleset like Obsession is weighted higher for tiers 1-2
and lower for tiers 3-4.
- Rather than scaling up, roundstart rulesets can just be selected
multiple times.
- Rulesets also have `min_antag_cap` and `max_antag_cap`.
`min_antag_cap` determines how many candidates are needed for it to run,
and `max_antag_cap` determines how many candidates are selected.
- Rulesets attempt to run every 2.5 minutes. [3]
- Light rulesets will ALWAYS be picked before heavy rulesets. [4]
- Light injection chance is no longer 100%, heavy injection chance
formula has been simplified.
- Chance simply scales based on number of dead players / total number
off players, with a flag 50% chance if no antags exist. [5]
[1] This does not guarantee you will actually GET 3-4 roundstart
rulesets. If a roundstart ruleset is picked, and it ends up being unable
to execute (such as "not enough candidates", that slot is effectively a
wash.) This might be revisited.
[2] Currently, this is a hard limit - below X pop, you WILL get a
quarter or a half of the rulesets. This might be revisited to just be
weighted - you are just MORE LIKELY to get a quarter or a half.
[3] Little worried about accidentally frontloading everything so we'll
see about this
[4] This may be revisited but in most contexts it seems sensible.
[5] This may also be revisited, I'm not 100% sure what the best / most
simple way to tackle midround chances is.
Other implementation details
- The process of making rulesets has been streamlined as well. Many
rulesets only amount to a definition and `assign_role`.
- Dynamic.json -> Dynamic.toml
- Dynamic event hijacked was ripped out entirely.
- Most midround antag random events are now dynamic rulesets. Fugitives,
Morphs, Slaughter Demons, etc.
- The 1 weight slaughter demon event is gone. RIP in peace.
- There is now a hidden midround event that simply adds +1 latejoin, +1
light, or +1 heavy ruleset.
- `mind.special_role` is dead. Minds have a lazylist of special roles
now but it's essentially only used for traitor panel.
- Revs refactored almost entirely. Revs can now exist without a dynamic
ruleset.
- Cult refactored a tiny bit.
- Antag datums cleaned up.
- Pre round setup is less centralized on Dynamic.
- Admins have a whole panel for interfacing with dynamic. It's pretty
slapdash I'm sure someone could make a nicer looking one.


- Maybe some other things.
See readme for more info.
Will you see a massive change in how rounds play out? My hunch says
rounds will spawn less rulesets on average, but it's ultimately to how
it's configured
🆑 Melbert
refactor: Dynamic rewritten entirely, report any strange rounds
config: Dynamic config reworked, it's now a TOML file
refactor: Refactored antag roles somewhat, report any oddities
refactor: Refactored Revolution entirely, report any oddities
del: Deleted most midround events that spawn antags - they use dynamic
rulesets now
add: Dynamic rulesets can now be false alarms
add: Adds a random event that gives dynamic the ability to run another
ruleset later
admin: Adds a panel for messing around with dynamic
admin: Adds a panel for chance for every dynamic ruleset to be selected
admin: You can spawn revs without using dynamic now
fix: Nuke team leaders get their fun title back
/🆑
(cherry picked from commit
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a07183b26f |
fix abductors getting prefs applied (#3826)
## About The Pull Request fix abductors getting prefs applied, it is very jank. Could have made it respect abductor species prefs but ehh nah. ## Why It's Good For The Game it looks awful it's really bad for abductors. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 fix: abductors no longer look janky because their pref's applied. Sorry. /🆑 Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> |
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+3 |
77616e8b0e |
Add Proteans to the game. (#3449)
## About The Pull Request Adds the funny nanite blob dudes from Vigro code into the game. It's more of a port of the idea since they're coded from the ground up. They will be more of a utility focused species then a combat focused species. **They are fragile.** - Eats metal. You need metal to live and you need metal to heal. - Healed by materials. You feed Proteans metal to heal them. - Difficult to kill, but extremely fragile. They are considered a deathless species but they are stuck in their suit if they die. **You have to order a new refactory from cargo to revive them** **Order Refactory > Screwdriver suit > Insert refactory > Wait 5 minutes.** - Easily dismembered. They have 30 seconds to recover their limbs and pop them on or they will melt into nothingness. Can do a lengthy heal which replaces missing limbs and easy to replace organs. - Without a refactory, you will wither away. - Without an orchastrator, you will have a lot of issues moving. - You can lock your suit on someone. (OOC escape will work) - You can assimilate modsuits. - [x] OOC escape - [x] Suit Transformation fixes - [x] Modsuit Assimilation - [x] Ensure organs are working - [x] Species info and lore - [x] Antag Proteans - [x] Custom damage. Disable various surgeries. - [x] Testing, polish, feedback. - [x] Runtime and CI fixing. - [ ] Live testing and balance. ## Why It's Good For The Game This was the second to top vote on species people wanted to see added and this is more custom mechanics then what is just a human reskin. ## Proof Of Testing   ## Changelog 🆑 StrangeWeirdKitten, Majkl-J add: New species: Proteans /🆑 --------- Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> Co-authored-by: Bubberbot <151680451+Bubberbot@users.noreply.github.com> Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com> Co-authored-by: aKromatopzia <94389683+aKromatopzia@users.noreply.github.com> Co-authored-by: Jinshee <96621959+Jinshee@users.noreply.github.com> Co-authored-by: Jinshee <manastra2536@gmail.com> Co-authored-by: JustMeTheIInd <145101584+JustMeTheIInd@users.noreply.github.com> Co-authored-by: nevimer <77420409+nevimer@users.noreply.github.com> Co-authored-by: Odairu <39929315+Odairu@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> |
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b9c803a9d8 |
Base implementation of /datum/persistent_client (#89449)
Converts `/datum/player_details` into `/datum/persistent_client`. Persistent Clients persist across connections. The only time a mob's persistent client will change is if the ckey it's bound to logs into a different mob, or the mob is deleted (duh). Also adds PossessByPlayer() so that transfering mob control is cleaner and makes more immediate sense if you don't know byond-fu. Clients are an abstract representation of a connection that can be dropped at almost any moment so putting things that should be stable to access at any time onto an undying object is ideal. This allows for future expansions like abstracting away client.screen and managing everything cleanly. |
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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940e2d31cf |
tgstation is back online and you are a horrible goose (#89204)
## About The Pull Request Converts geese to basic mobs. Nobody else did this one because two separate other developers have said they started and then examining what the goose does made them feel mildly ill, but I am stronger. I will admit though I wasn't 100% committed to making it work exactly the same way, I rewrote the entire system to use interfaces I like more (read: I put all this shit in a status effect which means any mob can be given the ability to vomit out everything in its contents) and if that means the behaviour is only "inspired by" that didn't bother me that much. **Geese:** - Wander randomly around. - Peck people who attack them. - Occasionally start pecking other nearby animals for absolutely no reason. - Eat any food they randomly wander within one tile of, but don't seek it out further than that. - Eat anything made of plastic that they randomly wander within one tile of. - Choke to death over 30 seconds if they eat anything made of plastic. - Vomit out whatever it was that they choked on when they die. - Honk (this is new). The more famous subtype of goose is Birdboat. Birdboat is a unique goose present on several maps with some additional behaviour. **Birdboat:** - Is chill and doesn't start pecking people for no reason. - Is occasionally possessed by ghosts. - Builds up an internal vomit-meter as he eats things. Moving around and just sort of generally hanging will start rolling dice to find out when Birdboat's tummy gets upset. - May start vomiting instead of choking to death on plastic, thereby saving his own life. - Vomits out everything that he just ate while running around, making a mess of the floor. - Starts eating everything he just vomited out again. Unlike regular geese who just eat your food and it's gone, Birdboat's miraculous digestion preserves all of the food he eats so if he consumes the entire kitchen counter it will eventually come back out again the way it went in. Although you might not want to eat it any more. The precise way in which this manifests may be slightly different, but largely this is also what these animals did before. Other stuff: I noticed a bunch of find/set behaviours were not setting a search range? I think that means they were never finding anything? I did not actually test any of them to see if they were broken, but it's possible that a bunch of broken AI behaviours like "climbing trees" may now actually start triggering because they have a search radius greater than an orange of 0. I added "keep this in contents instead of deleting it" as a parameter for generic eating and slapped it on the goldgrub, as it is used in two places and may end up being used in more. ## Why It's Good For The Game This kills off the last user of the `retaliate` subtype and makes our list so so much closer to finish. It's like... a couple of bots, a handful of oddballs (I'll probably handle these soon), and then just the mining bosses and minibosses to go. If you give a human the vomit goose ability (now that I made it work on any mob) they will eject all their organs and body parts via the mouth until they die, if you don't do the brain or heart first you can vomit your own head off. ## Changelog 🆑 refactor: Geese have been moved to the basic mob subsystem, please report any unusual behaviour. /🆑 --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |
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d5daa9c9b8 |
[NO GBP] Renames mob/camera to mob/eye and makes everything follow suit (#87684)
## Why It's Good For The Game Clarity and consistency regarding DM's systems. Internally, `eye` is used for anything that controls the client's view.  How `eye` is used in DM is consistent with how we use the term, so I figured this would add clarity. Being named mob/camera also makes it unclear exactly what it's doing. The name implies that it would function similar to how mob/camera/ai_eye does, but most of the time it's only used as... an eye. My ulterior reason for this PR is that I want to clean up mob/camera/ai_eye and it's subtypes after this. ## Changelog 🆑 server: mob/camera has been renamed to mob/eye, which may break downstreams /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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e59d8ba64b | Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b | ||
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d4ac95a0e1 |
Nobody expects the span inquisition: replaces most <span>s with macros (#86798)
## About The Pull Request 123 changed files and multiple crashes after writing broken regex, I replaced most remains of direct spans with macros. This cleans up the code and makes it easier to work with in general, see justification for the original PR. I also fixed a bunch of broken and/or unclosed spans here too. I intentionally avoided replacing spans with multiple classes (in most cases) and spans in the middle of strings as it would impact readability (in my opinion at least) and could be done later if required. ## Why It's Good For The Game Cleaner code, actually using our macros, fixes borked HTML in some places. See original PR. ## Changelog Nothing player-facing |
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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6808a082eb |
Assorted changes to job assignment code and logging. Runtime free, guaranteed or your money back. Price: $£0. (#85947)
## About The Previous Pull Request #85308 reverted by #85929  ~~Causes the round to not start when a player isn't eligible for any jobs at a specific priority level due to runtimes trying to `pick()` from an empty list aborting the entire job assignment stack.~~ (Fixed???? by https://github.com/tgstation/tgstation/pull/85947/commits/e0e9f2f430079d4ab7097abe12e75f934131a638) Maybe we should test merge this for a mo just to make sure no more cheeky runtimes pop up before merging. ## About The Pull Request This PR does a couple of minor things: Makes the job debug logging a bit easier to follow. Minorly brings some SSjob code up to code standards, converting proc names to snake_case and doing some otherm is cleanup. Refactored some stuff into different procs, updated some comments. And some major things: Changes the job assignment logic. Old behaviour > Assign dynamic priority roles > Force one Head of Staff (if possible) > Assign all AIs > Assign overflow roles (bugged in 2 ways) > Shuffle the available jobs list once, at the start of the random job assignment loop > Pick and assign random jobs for random players from High prefs down, with a priority on Head of Staff roles > Handle everyone that couldn't be assigned a random job New behaviour > Assign dynamic priority roles > Assign all Head of Staff roles to players with High prefs > If no Head of Staff was made in the above way, force one Head of Staff (if possible) > Assign all AIs > Assign overflow roles (fixed) > Prioritise and fill unfilled head roles at each job priority pref level, from High prefs down. > Build a list of all jobs that each unassigned player could be eligible for at the above pref level. > Pick a job from that list at random and assign it to the player. > Handle everyone that couldn't be assigned a random job. In reality there should be little impact on overall job assignment, the code changes read more as semantics. For example, the priority check for filling Head slots will have the same candidate pool in both old and new versions, but in the new version we're more clearly saying that Heads are important and we want to prioritise filling them for the sake of round progression even though the outcome in new and old is the same. A key change will lead to an increase in assistants - Overflow fixes. Currently the code block to do early assignments to the Overflow role doesn't work - or works but not as you'd expect. The idea was is that because enabling the Overflow role in the prefs menu is an On/Off toggle that sets the job to High priority when enabled and prevents any other High priority pref, players that have the Overflow role enabled will **always** get it. It's their highest priority job with infinite slots. So we do a pass right at the start to give everyone with the Overflow role enabled that role and save us wasting time later on in random job code giving them that same role but with more work. The problem is the code for this only assigns the Overflow role to people with it set to Low priority in their prefs, resulting in log readouts like: ``` [2024-07-27 09:49:43.469] DEBUG-JOB: DO, Running Overflow Check 1 [2024-07-27 09:49:43.469] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority [2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Radioprague, TheirLevel: Medium Priority, ReqLevel: Low Priority [2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caluan, TheirLevel: High Priority, ReqLevel: Low Priority [2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caractaser, TheirLevel: High Priority, ReqLevel: Low Priority [2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Apsua, TheirLevel: High Priority, ReqLevel: Low Priority [2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority [2024-07-27 09:49:43.475] DEBUG-JOB: AC1, Candidates: 0 ``` Where nobody gets pre-assigned the overflow role because their prefs are all set to the High priority from being toggled... Except wait a second, some people have it at Medium priority when it should just be a No Role/High Priority Role toggle? And herein we meet a problem. My hypothesis is that traits and stuff that change the overflow have allowed players to set the "ordinary" overflow role of Assistant to Medium and/or Low priority. This still shows as enabled in the prefs menu, but leads to an outcome where a player with assistant enabled is assigned Cook instead. ``` [2024-07-27 09:49:47.775] DEBUG-JOB: DO, Running Overflow Check 1 [2024-07-27 09:49:47.775] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority ... [2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority ... [2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0 ``` So players with the Overflow job pref set to Low (an unexpected state, should be disabled or High) would be guaranteed to get that role if none of the higher priority Head of Staff/AI/Dynamic roles took over via the bugged "force overflow for people with the pref enabled" proc. Players with the Overflow job pref set to High would be guaranteed to get that role if none of the higher priority Head of Staff/AI/Dynamic roles took over via the random job assignment code giving them their Highest priority role thanks to the infinite job slots of the Overflow. And players with the Overflow job pref set to Medium (an unexpected state, should be disabled or High) would get Assistant if the shuffle step of the available jobs list put Assisstant before any of the other jobs they had prefs enabled for at Medium that weren't already filled, otherwise they'd get another random job. This code is now changed to ignore the priority the player has set when looking for people to fill the overflow role. As long as it **is** enabled, the player will get it unless they're forced into a dynamic ruleset role (AI when malf rolls) or a Head of Staff role due to their other prefs (they have RD set to med or low, and no other player has a Head of Staff at high so they get randomly picked and miss the overflow role). This will increase the number of assistants in shifts where their pref state has Assisstant in the bugged Medium priority, but doesn't change it for bugged Low and not-bugged High/On priority. On the other side of the coin, we have how the random jobs are picked. They're kinda not random, and I noticed this reading the logs then reading the code. The list of available jobs to pick from is randomly shuffled - but only **once**. All players pull from a list of jobs in the same order. So you end up with a log block like this: ``` [2024-07-27 09:49:47.985] DEBUG-JOB: DO pass, Player: Pierow, Level:3, Job:Botanist [2024-07-27 09:49:47.985] DEBUG-JOB: Running AR, Player: Pierow, Job: /datum/job/botanist, LateJoin: 0 [2024-07-27 09:49:47.985] DEBUG-JOB: Player: Pierow is now Rank: Botanist, JCP:0, JPL:2 [2024-07-27 09:49:47.986] DEBUG-JOB: DO pass, Player: Daddos, Level:3, Job:Botanist [2024-07-27 09:49:47.986] DEBUG-JOB: Running AR, Player: Daddos, Job: /datum/job/botanist, LateJoin: 0 [2024-07-27 09:49:47.986] DEBUG-JOB: Player: Daddos is now Rank: Botanist, JCP:1, JPL:2 [2024-07-27 09:49:47.986] DEBUG-JOB: FOC job filled and not overflow, Player: Bebrus2, Job: /datum/job/botanist, Current: 2, Limit: 2 [2024-07-27 09:49:47.987] DEBUG-JOB: FOC player job not enabled, Player: Bebrus2 [2024-07-27 09:49:47.987] DEBUG-JOB: DO pass, Player: Bebrus2, Level:3, Job:Cook [2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0 [2024-07-27 09:49:47.988] DEBUG-JOB: Player: Bebrus2 is now Rank: Cook, JCP:0, JPL:1 [2024-07-27 09:49:47.988] DEBUG-JOB: FOC player job not enabled, Player: Redwizz [2024-07-27 09:49:47.988] DEBUG-JOB: FOC job filled and not overflow, Player: Redwizz, Job: /datum/job/cook, Current: 1, Limit: 1 ``` The list is shuffled into an order of something like `list("Scientist", "Botanist", "Cook", "Sec Officer", ...)` then iterated over for each player. So every random job selection goes: > "Does Player1 have Scientist enabled and at the right priority? No? Okay, Botanist? Yes? You get botanist." > "Does Player2 have Scientist enabled and at the right priority? No? Okay, Botanist? Yes? You get botanist." > "Does Player3 have Scientist enabled and at the right priority? No? Okay, Botanist has no slots left so we'll remove it from the list. Okay, Cook? Yes? You get cook." > "Does Player4 have Scientist enabled and at the right priority? No? Okay, Cook has no slots left so we'll remove it from the list. Okay, Sec Officer? ..." This can lead to stacked individual departments if it gets randomly rolled to the start of the list in the shuffle, and completely empty departments if they end up at the end. On high pop shifts this is probably less of an issue. Player prefs add noise to this and as departments at the front fill up, those at the back pick up some of the lower pref players. But have you ever had a shift where there's just like... No fucking sec even though there's tons of players? The logging (before I made changes in this PR) was a bit ass, but my hypothesis there is that sec officer was shuffled right at the end of the random job list, so every other department was filled up before sec officers were picked. To mitigate this, I made the list shuffle every single time the game picks a random available job for the player. This should lead to a more balanced selection of available jobs by avoiding situations where the code is biased towards packing some departments by accident. ## Why It's Good For The Game Overflow fixes mean people who go to their prefs and see the Overflow Role is On will all have the same experience - They will be the Overflow role. More random random job selection should prevent individual departments having a jobs be stacked when it would have otherwise been possible for a more balanced selection but the code unintentially biased random departments to be overstaffed and understaffed each shift. ## Changelog 🆑 fix: Having the Overflow Role set to On will properly ensure you get that role at a High priority as intended by the game code. fix: Job selection is now a little bit more random. Fixes an unintentional bias in random job assignment that could lead to feast-or-famine for roles where everyone is assigned one job and nobody is assigned another job. /🆑 |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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330cf42ff9 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-08c | ||
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4d1639b04c |
Revert "Assorted changes to job assignment code and logging." (#85929)
Reverts tgstation/tgstation#85308  |
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1eef540054 |
Assorted changes to job assignment code and logging. (#85308)
## About The Pull Request
This PR does a couple of minor things:
Makes the job debug logging a bit easier to follow.
Minorly brings some SSjob code up to code standards, converting proc
names to snake_case and doing some otherm is cleanup.
Refactored some stuff into different procs, updated some comments.
And some major things:
Changes the job assignment logic.
Old behaviour
> Assign dynamic priority roles
> Force one Head of Staff (if possible)
> Assign all AIs
> Assign overflow roles (bugged in 2 ways)
> Shuffle the available jobs list once, at the start of the random job
assignment loop
> Pick and assign random jobs for random players from High prefs down,
with a priority on Head of Staff roles
> Handle everyone that couldn't be assigned a random job
New behaviour
> Assign dynamic priority roles
> Assign all Head of Staff roles to players with High prefs
> If no Head of Staff was made in the above way, force one Head of Staff
(if possible)
> Assign all AIs
> Assign overflow roles (fixed)
> Prioritise and fill unfilled head roles at each job priority pref
level, from High prefs down.
> Build a list of all jobs that each unassigned player could be eligible
for at the above pref level.
> Pick a job from that list at random and assign it to the player.
> Handle everyone that couldn't be assigned a random job.
In reality there should be little impact on overall job assignment, the
code changes read more as semantics. For example, the priority check for
filling Head slots will have the same candidate pool in both old and new
versions, but in the new version we're more clearly saying that Heads
are important and we want to prioritise filling them for the sake of
round progression even though the outcome in new and old is the same.
A key change will lead to an increase in assistants - Overflow fixes.
Currently the code block to do early assignments to the Overflow role
doesn't work - or works but not as you'd expect. The idea was is that
because enabling the Overflow role in the prefs menu is an On/Off toggle
that sets the job to High priority when enabled and prevents any other
High priority pref, players that have the Overflow role enabled will
**always** get it. It's their highest priority job with infinite slots.
So we do a pass right at the start to give everyone with the Overflow
role enabled that role and save us wasting time later on in random job
code giving them that same role but with more work.
The problem is the code for this only assigns the Overflow role to
people with it set to Low priority in their prefs, resulting in log
readouts like:
```
[2024-07-27 09:49:43.469] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:43.469] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Radioprague, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caluan, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caractaser, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Apsua, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: AC1, Candidates: 0
```
Where nobody gets pre-assigned the overflow role because their prefs are
all set to the High priority from being toggled... Except wait a second,
some people have it at Medium priority when it should just be a No
Role/High Priority Role toggle?
And herein we meet a problem. My hypothesis is that traits and stuff
that change the overflow have allowed players to set the "ordinary"
overflow role of Assistant to Medium and/or Low priority.
This still shows as enabled in the prefs menu, but leads to an outcome
where a player with assistant enabled is assigned Cook instead.
```
[2024-07-27 09:49:47.775] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:47.775] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
...
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
...
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
```
So players with the Overflow job pref set to Low (an unexpected state,
should be disabled or High) would be guaranteed to get that role if none
of the higher priority Head of Staff/AI/Dynamic roles took over via the
bugged "force overflow for people with the pref enabled" proc.
Players with the Overflow job pref set to High would be guaranteed to
get that role if none of the higher priority Head of Staff/AI/Dynamic
roles took over via the random job assignment code giving them their
Highest priority role thanks to the infinite job slots of the Overflow.
And players with the Overflow job pref set to Medium (an unexpected
state, should be disabled or High) would get Assistant if the shuffle
step of the available jobs list put Assisstant before any of the other
jobs they had prefs enabled for at Medium that weren't already filled,
otherwise they'd get another random job.
This code is now changed to ignore the priority the player has set when
looking for people to fill the overflow role. As long as it **is**
enabled, the player will get it unless they're forced into a dynamic
ruleset role (AI when malf rolls) or a Head of Staff role due to their
other prefs (they have RD set to med or low, and no other player has a
Head of Staff at high so they get randomly picked and miss the overflow
role).
This will increase the number of assistants in shifts where their pref
state has Assisstant in the bugged Medium priority, but doesn't change
it for bugged Low and not-bugged High/On priority.
On the other side of the coin, we have how the random jobs are picked.
They're kinda not random, and I noticed this reading the logs then
reading the code.
The list of available jobs to pick from is randomly shuffled - but only
**once**. All players pull from a list of jobs in the same order. So you
end up with a log block like this:
```
[2024-07-27 09:49:47.985] DEBUG-JOB: DO pass, Player: Pierow, Level:3, Job:Botanist
[2024-07-27 09:49:47.985] DEBUG-JOB: Running AR, Player: Pierow, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.985] DEBUG-JOB: Player: Pierow is now Rank: Botanist, JCP:0, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: DO pass, Player: Daddos, Level:3, Job:Botanist
[2024-07-27 09:49:47.986] DEBUG-JOB: Running AR, Player: Daddos, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.986] DEBUG-JOB: Player: Daddos is now Rank: Botanist, JCP:1, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: FOC job filled and not overflow, Player: Bebrus2, Job: /datum/job/botanist, Current: 2, Limit: 2
[2024-07-27 09:49:47.987] DEBUG-JOB: FOC player job not enabled, Player: Bebrus2
[2024-07-27 09:49:47.987] DEBUG-JOB: DO pass, Player: Bebrus2, Level:3, Job:Cook
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
[2024-07-27 09:49:47.988] DEBUG-JOB: Player: Bebrus2 is now Rank: Cook, JCP:0, JPL:1
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC player job not enabled, Player: Redwizz
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC job filled and not overflow, Player: Redwizz, Job: /datum/job/cook, Current: 1, Limit: 1
```
The list is shuffled into an order of something like `list("Scientist",
"Botanist", "Cook", "Sec Officer", ...)` then iterated over for each
player. So every random job selection goes:
> "Does Player1 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player2 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player3 have Scientist enabled and at the right priority? No?
Okay, Botanist has no slots left so we'll remove it from the list. Okay,
Cook? Yes? You get cook."
> "Does Player4 have Scientist enabled and at the right priority? No?
Okay, Cook has no slots left so we'll remove it from the list. Okay, Sec
Officer? ..."
This can lead to stacked individual departments if it gets randomly
rolled to the start of the list in the shuffle, and completely empty
departments if they end up at the end.
On high pop shifts this is probably less of an issue. Player prefs add
noise to this and as departments at the front fill up, those at the back
pick up some of the lower pref players.
But have you ever had a shift where there's just like... No fucking sec
even though there's tons of players? The logging (before I made changes
in this PR) was a bit ass, but my hypothesis there is that sec officer
was shuffled right at the end of the random job list, so every other
department was filled up before sec officers were picked.
To mitigate this, I made the list shuffle every single time the game
picks a random available job for the player. This should lead to a more
balanced selection of available jobs by avoiding situations where the
code is biased towards packing some departments by accident.
## Why It's Good For The Game
Overflow fixes mean people who go to their prefs and see the Overflow
Role is On will all have the same experience - They will be the Overflow
role.
More random random job selection should prevent individual departments
having a jobs be stacked when it would have otherwise been possible for
a more balanced selection but the code unintentially biased random
departments to be overstaffed and understaffed each shift.
## Changelog
🆑
fix: Having the Overflow Role set to On will properly ensure you get
that role at a High priority as intended by the game code.
fix: Job selection is now a little bit more random. Fixes an
unintentional bias in random job assignment that could lead to
feast-or-famine for roles where everyone is assigned one job and nobody
is assigned another job.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
|
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0522bb771a |
[MIRROR] Crabs and lobstrosities now pack a boatload of puns. (#29360)
* Crabs and lobstrosities now pack a boatload of puns. (#85440) ## About The Pull Request Whale whale whale, It wasn't shrimple, I had to spend severals minutes swimming around to find sea-related punss to use for this PR. I'm otterly and clampletely exhausted. Soooo, exactly what it reads on the title, however it also applies to the lobster foam helmet, which is contraband from the Autrodrobe. ## Why It's Good For The Game I thought it'd been interesting to shove a bunch of puns into crustacean mobs. To make them a little bit more unique, and see how many puns I could find or come up with. ## Changelog 🆑 add: Crabs and lobstrosities (as well as the lobster foam helmet and the fishing hat) now pack a boatload of fish puns. /🆑 * Crabs and lobstrosities now pack a boatload of puns. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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aa26e9fc69 |
Crabs and lobstrosities now pack a boatload of puns. (#85440)
## About The Pull Request Whale whale whale, It wasn't shrimple, I had to spend severals minutes swimming around to find sea-related punss to use for this PR. I'm otterly and clampletely exhausted. Soooo, exactly what it reads on the title, however it also applies to the lobster foam helmet, which is contraband from the Autrodrobe. ## Why It's Good For The Game I thought it'd been interesting to shove a bunch of puns into crustacean mobs. To make them a little bit more unique, and see how many puns I could find or come up with. ## Changelog 🆑 add: Crabs and lobstrosities (as well as the lobster foam helmet and the fishing hat) now pack a boatload of fish puns. /🆑 |
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+16 |
4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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00aa495320 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-07a | ||
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2e7b3d30bd |
[MIRROR] Adds Perfectly Ordinary Food Truck (#28551)
* Adds Perfectly Ordinary Food Truck (#84144) ## About The Pull Request Adds a food truck.   Also, adds a team of MI13 fugitive hunters. There's 3 in a team, and one is pre-equipped with a cunning disguise. ## Why It's Good For The Game So the primary intent here is making a fugitive hunter team that operates stealthily instead of directly. They have less direct combat power than other hunters, but they have a few things that help them infiltrate the crew and assassinate the fugitives. All agents are issued a makarov, a suppressor, a spare clip of 9mm ammo (20% chance to be a subtype), a random melee weapon (flash, e-dagger or combat knife), and a random low-level syndicate gadget (c4 brick, codespeak manual, freedom implant, etc), and a pair of zipties. Every agent also gets a agent ID. Shuttle is equipped with surgery tools (good for plastic surgery), clothing vendors (good for getting disguised), and a bunch of computers for cameras and vitals monitors. Spare cyanide pills and 9mm ammo is provided, as is a single space suit. As an added bonus, you're opereating out of the back of an old food truck giving you bulletproof cover for your operations. Spare food is provided, a functional kitchen is not. ## Changelog 🆑 add: Ghost role food truck merchants may occasionally turn up at the station. add: Adds a new fugitive hunter type, MI13 secret agents. /🆑 --------- Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com> * Adds Perfectly Ordinary Food Truck --------- Co-authored-by: Da Cool Boss <142358580+DaCoolBoss@users.noreply.github.com> Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com> |
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dc5a3a322d |
Adds Perfectly Ordinary Food Truck (#84144)
## About The Pull Request Adds a food truck.   Also, adds a team of MI13 fugitive hunters. There's 3 in a team, and one is pre-equipped with a cunning disguise. ## Why It's Good For The Game So the primary intent here is making a fugitive hunter team that operates stealthily instead of directly. They have less direct combat power than other hunters, but they have a few things that help them infiltrate the crew and assassinate the fugitives. All agents are issued a makarov, a suppressor, a spare clip of 9mm ammo (20% chance to be a subtype), a random melee weapon (flash, e-dagger or combat knife), and a random low-level syndicate gadget (c4 brick, codespeak manual, freedom implant, etc), and a pair of zipties. Every agent also gets a agent ID. Shuttle is equipped with surgery tools (good for plastic surgery), clothing vendors (good for getting disguised), and a bunch of computers for cameras and vitals monitors. Spare cyanide pills and 9mm ammo is provided, as is a single space suit. As an added bonus, you're opereating out of the back of an old food truck giving you bulletproof cover for your operations. Spare food is provided, a functional kitchen is not. ## Changelog 🆑 add: Ghost role food truck merchants may occasionally turn up at the station. add: Adds a new fugitive hunter type, MI13 secret agents. /🆑 --------- Co-authored-by: Afevis <ShizCalev@users.noreply.github.com> |
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291c6e3fca |
[MIRROR] Bounty Hunters have personalized arrival announcements (#28524)
* Bounty Hunters have personalized arrival announcements (#84148) ## About The Pull Request Fugitive Hunters now have a personalized message for when they arrive, replacing the generic "Unidentified ship detected near the station" message. Spacepol:  Russians:  Bounty Hunters:  Psykers:  I swear, someday I'll datumize these backstories like we did for pirates. Maybe after this PR is resolved. ## Why It's Good For The Game Added flavor is nice. It also gives the crew a cue on how to react to the hunters, seeing as some hunters are received far more cooperatively than others (looking at you, SpacePol). The generic message used to be a fakeout for pirates, but now that THEY have personalized messages, it doesn't really need to be like that anymore. ## Changelog 🆑 add: Bounty Hunter teams now have personalized announcements for when they are spawned in. /🆑 * Bounty Hunters have personalized arrival announcements --------- Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> |
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224a169dd9 |
Bounty Hunters have personalized arrival announcements (#84148)
## About The Pull Request Fugitive Hunters now have a personalized message for when they arrive, replacing the generic "Unidentified ship detected near the station" message. Spacepol:  Russians:  Bounty Hunters:  Psykers:  I swear, someday I'll datumize these backstories like we did for pirates. Maybe after this PR is resolved. ## Why It's Good For The Game Added flavor is nice. It also gives the crew a cue on how to react to the hunters, seeing as some hunters are received far more cooperatively than others (looking at you, SpacePol). The generic message used to be a fakeout for pirates, but now that THEY have personalized messages, it doesn't really need to be like that anymore. ## Changelog 🆑 add: Bounty Hunter teams now have personalized announcements for when they are spawned in. /🆑 |
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e96f29d4a5 |
Merge remote-tracking branch 'Skyrat-SS13/master' into upstream-2024-06-16
# Conflicts: # _maps/_basemap.dm # _maps/map_files/IceBoxStation/IceBoxStation.dmm # _maps/skyrat/automapper/automapper_config.toml # code/__DEFINES/surgery.dm # code/datums/weather/weather_types/radiation_storm.dm # code/modules/antagonists/changeling/changeling.dm # code/modules/clothing/neck/_neck.dm # code/modules/events/_event.dm # code/modules/jobs/job_types/_job.dm # code/modules/mining/equipment/kinetic_crusher.dm # code/modules/mob/living/basic/vermin/frog.dm # modular_skyrat/modules/borgs/code/robot_upgrade.dm |
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60e22e610d |
[MIRROR] Misha - the bear (#28204)
* Misha - the bear (#83949) ## About The Pull Request  Adds Misha the bear to icebox HoS office, a snow bear with the same health stats as Sgt. Araneus. ## Why It's Good For The Game With how easy it is to break into the HoS office on icebox (you don't need any space protection) it never made sense to keep a slow pet in the office. The bear is fast and deals 15 damage, while also resistant to cold. I think it adds more depth that the HoS tamed a bear on icebox and trained it. Also the bear fits the map. ## Changelog 🆑 grungussuss add: Added Misha the bear to the HoS office on icebox. /🆑 * Misha - the bear --------- Co-authored-by: grungussuss <96586172+Sadboysuss@users.noreply.github.com> |
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9502f89146 |
Misha - the bear (#83949)
## About The Pull Request  Adds Misha the bear to icebox HoS office, a snow bear with the same health stats as Sgt. Araneus. ## Why It's Good For The Game With how easy it is to break into the HoS office on icebox (you don't need any space protection) it never made sense to keep a slow pet in the office. The bear is fast and deals 15 damage, while also resistant to cold. I think it adds more depth that the HoS tamed a bear on icebox and trained it. Also the bear fits the map. ## Changelog 🆑 grungussuss add: Added Misha the bear to the HoS office on icebox. /🆑 |
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ac5c2a5f6f |
[MIRROR] Fix revenant spawning next to brains and other unharvestable mobs (#28191)
* Fix revenant spawning next to brains and other unharvestable mobs (#83975) ## About The Pull Request What it says on the tin. Currently we are adding all dead `mob/living/` to the list of potential revenant spawns whether or not they are valid harvest targets. Decreases the odds of getting a spawn that is not immediately useful as revenant. ## Why It's Good For The Game Fix good. Harvesting only works with `mob/living/carbon/human/` so naturally we should avoid adding other mobs to the list of potential spawn points. ## Changelog 🆑 fix: Fixed revenant spawning next to brains and other unharvestable dead mobs. /🆑 * Fix revenant spawning next to brains and other unharvestable mobs --------- Co-authored-by: Wayland-Smithy <64715958+Wayland-Smithy@users.noreply.github.com> |
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932b4dd348 |
Fix revenant spawning next to brains and other unharvestable mobs (#83975)
## About The Pull Request What it says on the tin. Currently we are adding all dead `mob/living/` to the list of potential revenant spawns whether or not they are valid harvest targets. Decreases the odds of getting a spawn that is not immediately useful as revenant. ## Why It's Good For The Game Fix good. Harvesting only works with `mob/living/carbon/human/` so naturally we should avoid adding other mobs to the list of potential spawn points. ## Changelog 🆑 fix: Fixed revenant spawning next to brains and other unharvestable dead mobs. /🆑 |
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004e466cea | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-2406b | ||
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f591dd3bd3 |
[MIRROR] Gondolas are now basic mobs (#27934)
* Gondolas are now basic mobs (#83451) ## About The Pull Request This PR turns gondolas into basic mobs and does some fiddling with gondola pods Their verbs are now action buttons which they lose upon delivering. If set to stay, they won't have their abilities afterwards (or wont get them in the first place if the delivery is already done). Lets them survive without a pod requirement in case admins want to spawn one for their own stuff, so I also removed it from the snowflake checks to exclude them from stuff. Also replaced the hardcoded "cant speak" with simply giving the mute trait, so admins can make gondolas speak if they want to for any reason. ## Why It's Good For The Game The pet level of simple animals can finally be killed off, also gives admins more control over gondola-related stuff if they so wish. ## Changelog 🆑 refactor: Gondolas (including gondola pods) are now basic mobs. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Well then. Hope it works. * Ohhh. --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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5da11912cb | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-2406a | ||
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8442124bcd |
Gondolas are now basic mobs (#83451)
## About The Pull Request This PR turns gondolas into basic mobs and does some fiddling with gondola pods Their verbs are now action buttons which they lose upon delivering. If set to stay, they won't have their abilities afterwards (or wont get them in the first place if the delivery is already done). Lets them survive without a pod requirement in case admins want to spawn one for their own stuff, so I also removed it from the snowflake checks to exclude them from stuff. Also replaced the hardcoded "cant speak" with simply giving the mute trait, so admins can make gondolas speak if they want to for any reason. ## Why It's Good For The Game The pet level of simple animals can finally be killed off, also gives admins more control over gondola-related stuff if they so wish. ## Changelog 🆑 refactor: Gondolas (including gondola pods) are now basic mobs. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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ff9beb22d1 |
Removes sentient disease (#83453)
## About The Pull Request Completely removes sentient disease from the game ## Why It's Good For The Game Sentient disease is a unique antag and seems fun on paper, but really doesn't work that well. Sentient disease is a pretty binary antagonist: you either get cured and watch helplessly as you lose all your hosts, or you infect everyone and wipe out the entire station. Its everything bad about conversion antags, but there's not even any fighting. I also don't think any amount of balancing can fix sentient disease. If we make it harder to cure, the disease gets an easier station wipe, but if we make it less lethal, it loses all ability to stop cure generation. The core gameplay pitches the entire crew against one disease, and it's merely a timer before either it gets cured or wipes out everyone This is my latest sentient disease round, where I wiped out the entire station. I only even greentexted because there was one guy on the escape shuttle in crit that barely made it because they had the sense to take spaceilline.  The removal of the virologist lets us balance viruses to be fairer challenges to the player, but as long as sentient disease exists we'll always have to balance viruses somewhat in favor of the enjoyment of the disease blowing your head and making you spontaneously combust. ## Changelog 🆑 del: Removes sentient disease from the game /🆑 Hopefully, once we get virology truly sorted out, we can readd sentient disease, but this would require our diseases to have endgoals that aren't focused around killing every person, being widespread while also not being instantly curable. A reworked sentient disease would have to be so different, it's better to leave it out, fix virology and then consider if we can truly add a new sentient disease and have it be fun and fair |
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a3d93ff598 |
Removes sentient disease (#83453)
## About The Pull Request Completely removes sentient disease from the game ## Why It's Good For The Game Sentient disease is a unique antag and seems fun on paper, but really doesn't work that well. Sentient disease is a pretty binary antagonist: you either get cured and watch helplessly as you lose all your hosts, or you infect everyone and wipe out the entire station. Its everything bad about conversion antags, but there's not even any fighting. I also don't think any amount of balancing can fix sentient disease. If we make it harder to cure, the disease gets an easier station wipe, but if we make it less lethal, it loses all ability to stop cure generation. The core gameplay pitches the entire crew against one disease, and it's merely a timer before either it gets cured or wipes out everyone This is my latest sentient disease round, where I wiped out the entire station. I only even greentexted because there was one guy on the escape shuttle in crit that barely made it because they had the sense to take spaceilline.  The removal of the virologist lets us balance viruses to be fairer challenges to the player, but as long as sentient disease exists we'll always have to balance viruses somewhat in favor of the enjoyment of the disease blowing your head and making you spontaneously combust. ## Changelog 🆑 del: Removes sentient disease from the game /🆑 Hopefully, once we get virology truly sorted out, we can readd sentient disease, but this would require our diseases to have endgoals that aren't focused around killing every person, being widespread while also not being instantly curable. A reworked sentient disease would have to be so different, it's better to leave it out, fix virology and then consider if we can truly add a new sentient disease and have it be fun and fair |
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07e790a87f | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-2405b | ||
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7df0192743 |
Fixes some missing poll_ghost_candidates sanity checking for ghost role based events (#83107)
poll_ghost_candidates can return null if nobody signs up, these weren't properly checking for that case. Also moved the Santa ghost role over to the proper subtype (not sure if it was outright broken, but it'll now properly update the Santa's role and trigger automatically.) ``` [14:41:54] Runtime in code/modules/events/ghost_role/sentience.dm, line 77: Cannot read null.vars proc name: spawn role (/datum/round_event/ghost_role/sentience/spawn_role) src: /datum/round_event/ghost_role/... (/datum/round_event/ghost_role/sentience) call stack: /datum/round_event/ghost_role/... (/datum/round_event/ghost_role/sentience): spawn role() /datum/round_event/ghost_role/... (/datum/round_event/ghost_role/sentience): try spawning() /datum/round_event/ghost_role/... (/datum/round_event/ghost_role/sentience): start() /datum/round_event/ghost_role/... (/datum/round_event/ghost_role/sentience): process(2) Events (/datum/controller/subsystem/events): fire(0) Events (/datum/controller/subsystem/events): ignite(0) Master (/datum/controller/master): RunQueue() Master (/datum/controller/master): Loop(2) Master (/datum/controller/master): StartProcessing(0) ``` --------- Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> |
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0d29902736 |
Fixes some missing poll_ghost_candidates sanity checking for ghost role based events (#83107)
poll_ghost_candidates can return null if nobody signs up, these weren't properly checking for that case. Also moved the Santa ghost role over to the proper subtype (not sure if it was outright broken, but it'll now properly update the Santa's role and trigger automatically.) ``` [14:41:54] Runtime in code/modules/events/ghost_role/sentience.dm, line 77: Cannot read null.vars proc name: spawn role (/datum/round_event/ghost_role/sentience/spawn_role) src: /datum/round_event/ghost_role/... (/datum/round_event/ghost_role/sentience) call stack: /datum/round_event/ghost_role/... (/datum/round_event/ghost_role/sentience): spawn role() /datum/round_event/ghost_role/... (/datum/round_event/ghost_role/sentience): try spawning() /datum/round_event/ghost_role/... (/datum/round_event/ghost_role/sentience): start() /datum/round_event/ghost_role/... (/datum/round_event/ghost_role/sentience): process(2) Events (/datum/controller/subsystem/events): fire(0) Events (/datum/controller/subsystem/events): ignite(0) Master (/datum/controller/master): RunQueue() Master (/datum/controller/master): Loop(2) Master (/datum/controller/master): StartProcessing(0) ``` --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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45e52eb774 |
Merge remote-tracking branch 'skrat/master' into new-bubbermaster
# Conflicts: # _maps/RandomRuins/SpaceRuins/hilbertresearchfacility.dmm # _maps/RandomRuins/SpaceRuins/skyrat/interdynefob.dmm # _maps/map_files/Birdshot/birdshot.dmm # _maps/map_files/Deltastation/DeltaStation2.dmm # _maps/map_files/IceBoxStation/IceBoxStation.dmm # _maps/map_files/MetaStation/MetaStation.dmm # _maps/map_files/NorthStar/north_star.dmm # _maps/map_files/VoidRaptor/VoidRaptor.dmm # _maps/map_files/tramstation/tramstation.dmm # _maps/shuttles/pirate_ex_interdyne.dmm # code/__DEFINES/mobs.dm # code/__HELPERS/~skyrat_helpers/is_helpers.dm # code/datums/mood.dm # code/game/objects/effects/spawners/random/random.dm # code/modules/admin/verbs/adminhelp.dm # code/modules/clothing/head/jobs.dm # code/modules/mob/living/brain/brain_say.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly.png # code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly_stargazer.png # code/modules/uplink/uplink_items/job.dm # config/lavaruinblacklist.txt # icons/mob/actions/actions_changeling.dmi # icons/mob/clothing/mask.dmi # icons/obj/mining.dmi # modular_skyrat/master_files/code/modules/client/preferences/headshot.dm # modular_skyrat/master_files/code/modules/mob/living/examine_tgui.dm # modular_skyrat/master_files/code/modules/research/techweb/all_nodes.dm # modular_skyrat/master_files/icons/mob/clothing/under/skirts_dresses.dmi # modular_skyrat/master_files/icons/obj/clothing/under/skirts_dresses.dmi # modular_skyrat/modules/aesthetics/airlock/icons/airlocks/multi_tile/metal_overlays.dmi # modular_skyrat/modules/colony_fabricator/code/appliances/space_heater.dm # modular_skyrat/modules/company_imports/code/armament_datums/deforest_medical.dm # modular_skyrat/modules/hyposprays/code/hypospray_kits.dm # strings/traumas.json # tgui/packages/tgui/interfaces/PreferencesMenu/preferences/features/character_preferences/skyrat/headshot.tsx |
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4e3ae84c26 |
[MIRROR] slaughter/laughter demon roundend report consume count + you cant bodyslam yourself (#27226)
* slaughter/laughter demon roundend report consume count + you cant bodyslam yourself (#82481) ## About The Pull Request you cant bodyslam yourself as a slaughter/laughter demon also  also moved antag datum stuff to mind init which means easier spawning ## Why It's Good For The Game i wanted to brag in OOC about my supreme robust killcount but then i realized theres no way to verify this also hurting yourself is stupid ## Changelog 🆑 qol: slaughter/laughter demons have a cooler round end report qol: you may not bodyslam yourself as a demon code: slaughter and laughter demons are given their antag datum when their mind initializes /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> * slaughter/laughter demon roundend report consume count + you cant bodyslam yourself --------- Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> |
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b851b54b2f |
slaughter/laughter demon roundend report consume count + you cant bodyslam yourself (#82481)
## About The Pull Request you cant bodyslam yourself as a slaughter/laughter demon also  also moved antag datum stuff to mind init which means easier spawning ## Why It's Good For The Game i wanted to brag in OOC about my supreme robust killcount but then i realized theres no way to verify this also hurting yourself is stupid ## Changelog 🆑 qol: slaughter/laughter demons have a cooler round end report qol: you may not bodyslam yourself as a demon code: slaughter and laughter demons are given their antag datum when their mind initializes /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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227264f146 |
[MIRROR] Removes Orbit Polling Component, SSpolling improvement (#26769)
* Removes Orbit Polling Component, SSpolling improvement * a * Update effects.dmi * Update tgstation.dme * Revert "Update tgstation.dme" This reverts commit d4fdaf0abbfaacddb0cc0d175dad4e410fe57e44. --------- Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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05b63df7a5 |
[MIRROR] Fugitive hunter spawn delay works again (#26833)
* Fugitive hunter spawn delay works again (#81919) ## About The Pull Request Fugitives hunters no longer spawn after 1 minute under any conditions. The culprit was improper use of a macro, checking the shuttle status against it instead of just using it. ## Why It's Good For The Game Fugitives get some more breathing room and time to gear up. ## Changelog 🆑 Rhials fix: Fugitive hunters no longer spawn after 1 minute of the fugitives' arrival. /🆑 * Fugitive hunter spawn delay works again --------- Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> |
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c9e285917d |
Fugitive hunter spawn delay works again (#81919)
## About The Pull Request Fugitives hunters no longer spawn after 1 minute under any conditions. The culprit was improper use of a macro, checking the shuttle status against it instead of just using it. ## Why It's Good For The Game Fugitives get some more breathing room and time to gear up. ## Changelog 🆑 Rhials fix: Fugitive hunters no longer spawn after 1 minute of the fugitives' arrival. /🆑 |
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357799c8a5 |
Removes Orbit Polling Component, SSpolling improvement (#81748)
When I made SSpolling, jlsnow gave me his blessing to delete the orbit polling component [where you orbit something for 20 seconds before it chooses a ghost from the orbiters] It's only used in a few places like soulstones replacing jobbanned/inactive players, etc. Also upgraded SSpolling; you can now place a little icon on the sides in the chat message, chat message looks a lot nicer, the alert pic and the jump target don't have to be the same anymore, and I made it be able to pre-pick candidates since 90% of the use cases would just want 1 candidate Also prints to chat who the chosen one was Also made slime intelligence potions ask the user for a reason, which will be displayed in the alert poll |
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e8f9767a11 | Merge remote-tracking branch 'Skyrat/upstream-merge-81373' into upstream-2024-3 | ||
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bbbc700ff2 | fix ninja dna lock | ||
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d8f05766a7 |
[MIRROR] Fugitive Hunters can spawn early if emergency shuttle is called (#26658)
* Fugitive Hunters can spawn early if emergency shuttle is called (#81612) ## About The Pull Request In the event of a shuttle call, fugitive hunters will spawn early. (Hunters will still spawn 10 minutes after the fugitives if the shuttle is idle) ## Why It's Good For The Game Hunters are currently able to spawn way too late to ever have a chance to interact with the fugitives, this is lame for both parties involved. ## Changelog 🆑 PapaMichael balance: Fugitive hunters will spawn early if the emergency shuttle is called. /🆑 * Fugitive Hunters can spawn early if emergency shuttle is called --------- Co-authored-by: PapaMichael <papa.michael.1996@gmail.com> |
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633a1e8a5d |
Fugitive Hunters can spawn early if emergency shuttle is called (#81612)
## About The Pull Request In the event of a shuttle call, fugitive hunters will spawn early. (Hunters will still spawn 10 minutes after the fugitives if the shuttle is idle) ## Why It's Good For The Game Hunters are currently able to spawn way too late to ever have a chance to interact with the fugitives, this is lame for both parties involved. ## Changelog 🆑 PapaMichael balance: Fugitive hunters will spawn early if the emergency shuttle is called. /🆑 |