Commit Graph

17 Commits

Author SHA1 Message Date
Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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2026-05-16 00:56:00 +02:00
SyncIt21 7c5ef1cfb8 Removes unused parameter times_fired from mob procs (#94590)
## About The Pull Request
What it says on the tin. `times_fired` is the most unused parameter in
all mob procs. I say most because there were just 2 cases where it was
used
- handling breathing
- handling heartbeat

Besides these 2 cases this parameter did nothing in every proc. Removing
it does 2 things
- Makes those procs more readable as it now has 1 less parameter that
was documented poorly and did nothing
- Makes those procs slightly faster as we are passing 1 less variable to
its parameter call stack

It can easily be substituted with `SSmobs.times_fired` which was its
original value anyways

## Changelog
🆑
code: removes an unused parameter `times_fired` from mob life procs.
Making them function slightly faster
/🆑
2025-12-26 09:51:33 -05:00
Joshua Kidder 7a3ad79506 All camelCase (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case. UNDERSCORES RULE! (#94111)
## 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!
/🆑
2025-11-27 15:50:23 -05:00
Higgin e9f12be172 Changes Virology Rather Than Killing It (#79854)
## About The Pull Request
God, alright, here we go. See HackMD here:
https://hackmd.io/@Higgin/HJljdBuNp

Alternative proposal to #79849 addressing the big problems with
virology. ~~If you need a HackMD for it, I'll put one together, but I
made a comment on that PR and can make it pretty simple here.~~ its done

1. Makes viruses eventually self-cure as long as you're alive. If you
can keep somebody from dying, they can develop immunity.
2. Makes it so you can sleep comfortably and be well-fed to slow and
even potentially defeat viruses without a cure.
3. Makes it so more dangerous viruses can start self-curing faster. This
means Space Ebola is going to burn itself out quicker if a person stays
alive from the other effects.
4. Makes spaceacillin helpful in naturally curing viruses, period, but
with declining effectiveness over 100 cycles.
5. Makes it so curing a virus naturally without being well-fed or having
rode it out from the peak may allow you to be reinfected/not have
natural immunity.
6. Makes it so being well-fed is a much stronger protection against
random virus spread.
7. Makes it so bypasses_immunity stuff like fungal TB and heart failure
isn't subject to any of this.
8. Makes it so using ~~antibiotics~~ spaceacillin jesus christ or being
malnourished can make you lose your healing viruses too. Pay attention
to what you put in your body.
9. ** Makes it so blood can ~~transmit resistances again, not just
vaccines. It's been a hot minute, but it used to work like this.~~ blood
now can cure a virus if the donor has a resistance, but it doesn't
confer lasting immunity. You need to overcome the virus yourself, carry
a constant supply of pure blood, or get a vaccine to get a lasting fix.
10. ** makes severity a function of disease stats and all active
symptoms - not just the highest severity of the active symptoms.
11. ** makes it so you can nosell symptoms firing with spaceacillin or
resting down to a minimum chance of cure_chance to avoid symptoms each
cycle, declining over time, over 100 cycles for a given disease.
12. ** makes it so wearing protective equipment prevents you from
spreading respiratory-spread diseases normally - not just on the
cough/sneezing symptoms.
13. ** gives MDs virology access standard, paramedics and coroners
virology access on skeleton crew. virologists also get pharmacy access.
14. ** makes bypasses_immunity advanced diseases always override
non-bypasses_immunity advanced diseases and resist being overridden by
other advanced diseases. Sentient Disease now has bypasses_immunity.
Sentient Disease fans rejoice!
15. ** also gives SD a buffer of extra stealth points so it has a bit
longer to build up instead of almost uniformly getting spotted and dying
early.
16. ** viruses now scale their severity as a function of their max
symptoms. There's a lot more room to get viruses of varying duration and
severity by adding fewer symptoms now - so creating a tradeoff between
stats (and good thresholds) and the duration of your virus.
17. ** a whole bunch of defines to control all of this stuff - most
recently added a multiplier for symptom appearance frequency.

MAJOR UPDATES: REBALANCING TOWARDS 50% LETHALITY

https://docs.google.com/spreadsheets/d/e/2PACX-1vQ8rqMYFsR1mYj_FGzVjTfcnAF7un-VofOByPxcCCQr6lOOF5fhUgZga0oA4Q5-7K4hr7fCV0jFdmd9/pubhtml#
[Viro Rework Rebalance
Tests.pdf](https://github.com/tgstation/tgstation/files/13447208/Viro.Rework.Rebalance.Tests.pdf)

After a shitload of testing, makes some of the most reliable,
transmissible killers into less-reliable threats. See the above graphs
and pictures for demonstrations of exactly how this was tested and done.

## Why It's Good For The Game

It sucks to be hard-stuck to needing chemistry and medical to deal with
viruses that somebody can randomly blast out without a care in the
world, then be left to sit around waiting to die or otherwise be unable
to do anything as the max-level symptoms fire off on repeat.

This should put curing and surviving viruses much more back in the hands
of normal crew without always ending up at the chemistry front window,
although that is still the fastest and most reliable way to get better.

This also nerfs healing viruses a bit, or makes them a bit less
fire-and-forget if you fail to attend to your body. There's more I'd
like to do in the future and potentially some of the other classic
viruses that could use bypasses_immunity added, values tweaked, but for
now - this seems like the best way to preserve virology as a level of
depth and complexity in the game in a way that rewards people doing
intuitive things to counterplay it when used harmfully.

This also puts more of the mid-range bad symptoms into a better place
balance-wise because the worst ones pretty much only fire at max stages.
With the way this works out, you bounce back and forth between the max
stage and lower stages before, over time, trending towards a cure.
Symptoms that provide more significant effects at lower stages now have
a place that isn't totally overshadowed by the killdeath stage 5 ARDS +
junk symptoms virus Dr. Ambatu Popov shat out in five minutes (as long
as you survive the initial run-in with it.)

## Changelog

🆑
balance: most diseases can now be slowed, mitigated, and eventually
cured through being well-fed, resting, and using spaceacillin. Curing
diseases through this way will give you immunity if you experience them
at their peak/maximum and aren't starving/malnourished when they cure.
balance: disease symptoms can be forestalled for up to 100 cycles with a
declining chance of avoiding them over time using rest or spaceacillin.
balance: This does not apply to things like fungal TB; it does apply to
healing viruses if you don't take care of yourself by staying fed and
avoiding spaceacillin.
balance: disease can be cured through direct injection or ingestion of
cured blood. However, curing disease in this way does not provide
lasting immunity. You need to naturally beat the virus or get a vaccine
for that.
balance: Wearing internals or using protective equipment while infected
can limit the spread of respiratory illnesses from yourself to others.
Contact transmission is still possible however.
balance: Medical Doctors now have roundstart virology access. Paramedics
and coroners now get virology access on skeleton shift access.
Virologists now have roundstart pharmacy access.
balance: Sentient Diseases now resist being overridden by other advanced
diseases and can always override other advanced diseases; they also have
an extra bonus on their stealth stat to help make up for early outing
without a bit more testing.
balance: biohazard lockers now also contain a syringe of spaceacillin
(in line with the orderable kit from cargo.)
balance: Virus severity is now also a function of the number of symptoms
out of max your virus has. Experiment with different combinations using
less than six symptoms to make viruses that are deceptively less-obvious
and less quick to self-cure at the tradeoff of stats.
/🆑
2023-12-07 16:45:17 +13:00
distributivgesetz b2409af5ca Replaces the decloning virus clone damage with a status effect (#77824)
## About The Pull Request

Simply replaces the decloning virus's dependency on clone loss with a
status effect that operates on a strike system, very similar to how it
was handled with clone damage. The strikes are reversed if you have
mutadone in your blood, eventually removing the status effect entirely.
If the virus is cured, the status effect is also removed.

Additionally, the decloning virus was not curable before. The cure hints
suggested this shouldn't be the case, so I added it back again.

## Why It's Good For The Game

Explanation from #77569:

> Clone damage is a damage type that shouldn't exist anymore, it's a
relic left from the era of cloning and it's so specific of a damage type
that it rarely gets used as a result. It really should be a type of
affliction (wound etc) instead of its own damage counter.

What's changed since then is that I don't think clone damage should not
exist at all anymore. It only affects one department and a few odd
situations anyways.

This PR should actually change very little about the virus, as it works
with the same numbers as it did before, and since cloneloss healing is
just as easy to come by as taking mutadone is.

## Changelog
🆑 distributivgesetz
add: Replaces decloning clone damage with a strike system that you can
replenish with Mutadone.
fix: The decloning virus is curable with rezadone again.
/🆑
2023-08-24 18:53:22 -06:00
oranges 4c48966ff8 Renames delta time to be a more obvious name (#74654)
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects

regexes used

git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
2023-04-11 21:31:07 -07:00
Rhials fccca69135 Fixes absent spread_text instances (#71386)
## About The Pull Request

spread_text dictates the readout next to "type" on a health analyzer's
output. It was absent from some special diseases (and also the common
cold), leading to the field being blank on the analyzer results.
## Why It's Good For The Game

Closes #71379.
## Changelog
🆑
spellcheck: Adds spread text to some diseases that lacked it.
/🆑
2022-11-20 23:37:46 -08:00
MrMelbert 45516f4741 Adds macros to help with common set_- and adjust_timed_status_effect uses (#69951)
* Adds helpers for status effect application
2022-09-24 11:04:26 -04:00
MrMelbert ab51d5a00c Refactors speech impeding effects (drunken slurring / suttering) into status effects. Adds heretic slurring in addition to the existing cult slurring. Removes 4 vars from /living in return, which slightly optimizes Life() (wink) (#66031)
* Refactor slurring + cultslur to be a status effect

* Refactors stutter to be a status effect

* Adds a VV helper and a setter
- also adds heretic slurring text

* Adjustments to the heretic slurring

* classified VV key correctly

* "Normal" -> "Drunk" slurring

* social anxiety fix

* Adjusments and an accidentally reverted fix

* comment

* Fixes drunk file + two other minor issues

* merge skew time

* comments

* Generalizes this proc for the future.

* Missed stuff

* Numbers adjusted the wrong direction

* missed a single one

* incorrect numbers

* changes add/remove to "adjust"
2022-04-14 21:36:52 -04:00
Watermelon914 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00
TemporalOroboros e2e7ccdbdc /mob/living/proc/Life(delta_time) (#55534)
- Makes `/mob/living/proc/Life` and most related procs use `delta_time`
- Procs that had snowflaked timing systems, such as breathing, addiction, and advanced diseases were left unchanged.
2021-02-19 10:24:20 -05:00
Rohesie 441c3278e9 Various virus fixes (#52899)
* virus fixes

* weird parent call
2020-08-21 22:24:26 +02:00
msgerbs 5caca0385b Fix broken span class tag in mutations and other locations. (#53064) 2020-08-20 16:53:02 -03:00
spookydonut 2591ce17a6 Travis EOF newline detection v3 (#47539)
* scream

* aaa

* aaa

* new one
2019-11-04 19:16:50 -08:00
RandolfTheMeh 48fbc073e5 [TMC] Defib Rework, Organ Damage Effects (#45104)
* Brain damage works on organ damage procs, some defib reworks

* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again

* Cleans up reused global

* Organ damage procs on living and living/carbon

* Changes brain damage procs again

* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.

* Damage and failure effects for the appendix, ears, and some touchups on the stomach

* Committing changes so I don't lose them

* Organs now cease decaying in the proper containers

* Organ Fridges

* Reverts map changes

* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime

* Actually fixes merge conflict

* Smartfridge tweaks

* Think I figured out map merger

* Evidently not

* Still runtiming with glass shards even after I remove the map changes?

* Fixes runtime error with brain_item

* Runtime fix on living/carbon/life

* Cleaning up old PR code

* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were

* Wrong math operation used

* Brains in MMIs no longer decay

* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts

* Removes misleading comment

* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss

* Removes random spaces, scanners check brain damage severity now

* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it

* List change

* Runs off of an index instead of using cut

* Brains can be put into organ fridges

* Fixes minor type, hotfix for cloning problem

* Removes pointless check

* Demon hearts no longer decay

* Nightmare hearts no longer decay

* Removes istype() check on process, sets can_decompose instead

* Condenses organ damage report

* Removes organ failure messages

* Less organ damage spam, implements organ threshold messages instead

* Brain damage messages go to owner, not source

* Self-examine shows damaged organs

* Minor code cleanup, adds autodoc comments to the new procs

* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.

* Merged the booleans into a set of flags

* Healthy living improves organ healing rates

* dunno why this didn't update

* my actions have consequences

* Sets ORGAN_SYNTHETIC for overlooked robotics organs

* Doubles heart decay time

* 3 minute heart decay

* Lobectomy/Coronary_Bypass heal more

* removes hivemind spells from the changes
2019-07-29 02:18:22 -07:00
vuonojenmustaturska 6a106bc877 Remove reagent ids and use typepaths where applicable (#44166)
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
2019-05-31 21:57:26 +12:00
Time-Green 2f5a9ad416 Adds more genetic meltdown effects (#42864)
* makes genetic meltdown a little more interesting

* uses SLIME toxin and maybe melting your skin doesnt kill

* adds more genemelt effects

* removes accidental snail

* fixes .dme

* dir to dirextion and splits the spawn into a seperate proc
2019-02-26 20:53:30 +11:00