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256 Commits
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21b4095dfd |
[MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026 fixes https://github.com/Bubberstation/Bubberstation/issues/5549 --------- Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Tsar-Salat <62388554+Tsar-Salat@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Maxipat <108554989+Maxipat112@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: loganuk <fakeemail123@aol.com> Co-authored-by: Leland Kemble <70413276+lelandkemble@users.noreply.github.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com> Co-authored-by: Isratosh <Isratosh@hotmail.com> Co-authored-by: TheRyeGuyWhoWillNowDie <70169560+TheRyeGuyWhoWillNowDie@users.noreply.github.com> Co-authored-by: Neocloudy <88008002+Neocloudy@users.noreply.github.com> Co-authored-by: Alexander V. <volas@ya.ru> Co-authored-by: ElGitificador <168473461+ElGitificador@users.noreply.github.com> Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: Layzu666 <121319428+Layzu666@users.noreply.github.com> Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: John F. Kennedy <54908920+MacaroniCritter@users.noreply.github.com> Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com> Co-authored-by: Josh <josh.adam.powell@gmail.com> Co-authored-by: Josh Powell <josh.powell@softwire.com> Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com> Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com> Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> |
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00ccf0c6b5 |
Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
# Conflicts: # .github/CODEOWNERS # .github/workflows/compile_changelogs.yml # .github/workflows/stale.yml # SQL/database_changelog.md # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/__DEFINES/atom_hud.dm # code/__DEFINES/inventory.dm # code/__DEFINES/mobs.dm # code/__DEFINES/species_clothing_paths.dm # code/__DEFINES/subsystems.dm # code/__DEFINES/surgery.dm # code/__HELPERS/global_lists.dm # code/_globalvars/lists/maintenance_loot.dm # code/_globalvars/traits/_traits.dm # code/controllers/subsystem/minor_mapping.dm # code/controllers/subsystem/processing/quirks.dm # code/controllers/subsystem/shuttle.dm # code/datums/components/palette.dm # code/datums/components/surgery_initiator.dm # code/datums/diseases/advance/advance.dm # code/datums/hud.dm # code/datums/mood.dm # code/datums/mutations/chameleon.dm # code/datums/quirks/negative_quirks/nyctophobia.dm # code/datums/status_effects/debuffs/debuffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/slime/slime_leech.dm # code/datums/weather/weather.dm # code/game/data_huds.dm # code/game/objects/items.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/frog_statue.dm # code/game/objects/items/rcd/RLD.dm # code/game/objects/items/robot/items/hypo.dm # code/game/objects/items/stacks/medical.dm # code/game/objects/items/stacks/wrap.dm # code/game/objects/items/storage/garment.dm # code/game/objects/items/tools/medical/defib.dm # code/game/objects/items/weaponry.dm # code/game/objects/items/weaponry/melee/misc.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/game/objects/structures/curtains.dm # code/game/objects/structures/dresser.dm # code/game/objects/structures/girders.dm # code/game/objects/structures/maintenance.dm # code/game/objects/structures/mirror.dm # code/modules/admin/greyscale_modify_menu.dm # code/modules/admin/verbs/light_debug.dm # code/modules/antagonists/ashwalker/ashwalker.dm # code/modules/antagonists/heretic/knowledge/starting_lore.dm # code/modules/antagonists/ninja/ninjaDrainAct.dm # code/modules/art/paintings.dm # code/modules/client/preferences.dm # code/modules/client/verbs/ooc.dm # code/modules/clothing/head/wig.dm # code/modules/events/disease_outbreak.dm # code/modules/holodeck/holo_effect.dm # code/modules/jobs/job_types/head_of_security.dm # code/modules/jobs/job_types/security_officer.dm # code/modules/library/skill_learning/generic_skillchips/point.dm # code/modules/mining/lavaland/ash_flora.dm # code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/basic/guardian/guardian.dm # code/modules/mob/living/basic/space_fauna/space_dragon/space_dragon.dm # code/modules/mob/living/carbon/carbon.dm # code/modules/mob/living/carbon/human/human.dm # code/modules/mob/living/carbon/human/human_defines.dm # code/modules/mob/living/carbon/life.dm # code/modules/mob/living/living.dm # code/modules/mob/living/living_defines.dm # code/modules/mob/mob.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mod/mod_control.dm # code/modules/mod/modules/modules_general.dm # code/modules/modular_computers/computers/item/computer_ui.dm # code/modules/paperwork/paper.dm # code/modules/paperwork/paperbin.dm # code/modules/power/lighting/light.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/projectiles/projectile.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/food_reagents.dm # code/modules/reagents/chemistry/reagents/other_reagents.dm # code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm # code/modules/research/xenobiology/crossbreeding/_clothing.dm # code/modules/research/xenobiology/crossbreeding/prismatic.dm # code/modules/surgery/advanced/brainwashing.dm # code/modules/surgery/advanced/lobotomy.dm # code/modules/surgery/amputation.dm # code/modules/surgery/blood_filter.dm # code/modules/surgery/bodyparts/_bodyparts.dm # code/modules/surgery/brain_surgery.dm # code/modules/surgery/cavity_implant.dm # code/modules/surgery/coronary_bypass.dm # code/modules/surgery/gastrectomy.dm # code/modules/surgery/healing.dm # code/modules/surgery/limb_augmentation.dm # code/modules/surgery/organ_manipulation.dm # code/modules/surgery/revival.dm # code/modules/surgery/sleeper_protocol.dm # code/modules/surgery/surgery_helpers.dm # code/modules/surgery/surgery_step.dm # code/modules/unit_tests/_unit_tests.dm # code/modules/unit_tests/designs.dm # code/modules/unit_tests/icon_state_worn.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png # code/modules/unit_tests/screenshots/screenshot_husk_body.png # code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png # icons/map_icons/clothing/head/_head.dmi # icons/map_icons/clothing/shoes.dmi # icons/map_icons/items/_item.dmi # icons/mob/huds/hud.dmi # icons/mob/inhands/64x64_lefthand.dmi # icons/mob/inhands/64x64_righthand.dmi # icons/obj/machines/computer.dmi # tgui/packages/tgui/interfaces/OperatingComputer.jsx # tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx # tgui/packages/tgui/interfaces/PreferencesMenu/types.ts # tgui/packages/tgui/interfaces/SurgeryInitiator.tsx # tools/icon_cutter/check.py |
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4a58cdcc44 |
Gets rid of ignored_factions (#94972)
## About The Pull Request Tin, this is redundant now that faction has been moved to the atom. Also fixes a misc runtime that can occur if someone clicks an ashwalker egg before team datums are created ## Why It's Good For The Game Updates code ## Changelog Not player-facing |
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68153c2333 | Refactors faction lists to use getters and setters and be cached (#94490) | ||
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34949fbe24 |
Ghost cafe fix (#5022)
## About The Pull Request Ghost cafe fix. Adding allow_custom_character to our ghost cafe because TG checking for it and removed user.started_as_observer check - everyone can set it to true by observing after respawn anyways. And now explicitly allowing custom characters for roundstart ghost spawners. ## Why It's Good For The Game ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> Spawned me with my prefs now. And tarkon works too, just for example <img width="476" height="333" alt="image" src="https://github.com/user-attachments/assets/dde2309c-3568-4d90-a6b1-3c3224888a65" /> <img width="887" height="692" alt="image" src="https://github.com/user-attachments/assets/440298d5-79d4-4c16-9775-d55389437e94" /> </details> ## Changelog 🆑 fix: Fixed ghost cafe because I couldnt ERP once /🆑 --------- Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> |
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5876764aeb | code cleanup to satisfy linters | ||
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baf3837ae8 |
Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts: # _maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm # _maps/RandomRuins/SpaceRuins/garbagetruck2.dmm # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # _maps/map_files/tramstation/tramstation.dmm # code/_onclick/hud/new_player.dm # code/datums/components/squashable.dm # code/datums/diseases/advance/symptoms/heal.dm # code/datums/diseases/chronic_illness.dm # code/datums/status_effects/buffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/stamcrit.dm # code/game/machinery/computer/crew.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/wall_mounted.dm # code/game/turfs/closed/indestructible.dm # code/modules/admin/view_variables/filterrific.dm # code/modules/antagonists/heretic/influences.dm # code/modules/cargo/orderconsole.dm # code/modules/client/preferences.dm # code/modules/events/space_vines/vine_mutations.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/carbon/human/death.dm # code/modules/mob/living/carbon/human/species_types/jellypeople.dm # code/modules/mob/living/damage_procs.dm # code/modules/mob/living/living.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mob_spawn/mob_spawn.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/projectiles/guns/ballistic/launchers.dm # code/modules/projectiles/guns/energy/laser.dm # code/modules/reagents/chemistry/machinery/chem_dispenser.dm # code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/medicine_reagents.dm # code/modules/surgery/healing.dm # code/modules/unit_tests/designs.dm # icons/mob/inhands/items_lefthand.dmi # icons/mob/inhands/items_righthand.dmi # tgui/packages/tgui/interfaces/ChemDispenser.tsx |
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5765f259ef |
Fixes human skeleton pirates, Refactors ghost spawns (#94138)
## About The Pull Request `create_from_ghost` can be called from stuff like... dynamic executing a ruleset, so putting a sleep/user input within it causes problems So I refactored ghost spawns a fair bit, creating a clear delineation between where you can and can't put user input ## Changelog 🆑 Melbert fix: Pirates will no longer randomly spawn as human fix: Servant Golems have numbered names again refactor: Refactored ghost spawns (like spider eggs or pirate spawners), report any oddities /🆑 |
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c3d08e5da9 |
You can spawn in as your static when taking a ghost role (#93809)
## About The Pull Request When take a ghost role from a ghost role sleeper, if you became a ghost by observing you will be offered the opportunity to spawn in as your static. Obviously if you joined the round normally or have already spawned in as a ghost role you won't be prompted. No cloning yourself allowed. Not every ghost role allows this, and you won't get the prompt if your static is a race that breathes plasma (basically just those purple skeletons) because that opens up a giant can of worms. However, you _will_ get the prompt if you are playing as any other race. (I'm pretty sure every ghost role has power for ethereals besides ashwalkers but that's not one of the ghost roles that lets you spawn as your static for super obvious reasons) Some ghost roles, like pirates, will allow you to spawn in as your static but overwrite your name. ## Why It's Good For The Game Felinid comms agent felinid comms agent felinid comms agent felinid comms agent felinid comms agent felinid comms agent felinid comms agent felinid comms agent felinid comms agent felinid comms agent felinid comms agent felinid comms agent felinid comms agent felinid comms agent ## Changelog 🆑 add: You may now spawn in as your static when picking a ghost role /🆑 --------- Co-authored-by: Fghj240 <fakeemail@notrealemail.com> |
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d0ca474789 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-05 | ||
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6fb29edbd5 |
Charlie Station ghostroles notify ghosts when taken (#93646)
OOPS i forgot about this branch for like a month ## About The Pull Request When someone takes one of those cryopod ghostroles a notification goes out to observers advertising the ability to join up. What better way to convince salty observers to commit to the bit than to show them you've already done so? ## Why It's Good For The Game Charlie station is great with friends, and as one of our better ghost roles the game would benefit from turning heads when someone joins a session. ## Changelog 🆑 qol: Charlie station ghostroles call on other observers to join in the fun when taken. /🆑 |
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d14e538393 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 | ||
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0e06e2f48f |
Adds the 'mob_possessor' argument to all the instances of special() (#93410)
## About The Pull Request a spooky special possession pr for october appears~~ (This is just some code cleanup) Before, some procs had the `mob_possessor` arg, and some didn't. Which made it a nightmare to add more positional args to it down the line. This PR just ensures that all positional args are present in all the instances of the proc. ## Why It's Good For The Game Makes this proc chain slightly less of a mess to deal with. ## Changelog N/A |
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78908f40a3 |
Removes forced tint from NVGs (#92322)
## About The Pull Request Partially reverts #84594, removing forced tint from night vision goggles (if anyone for some reason wants to experience it again, they can toggle it via alt click like it could be done before the [aforementioned PR](https://github.com/tgstation/tgstation/pull/84594)) Approved by Ghom (the original PR author) ## Why It's Good For The Game NVG tint is a pretty sizeable accessibility issue, as forced screentint can easily cause eye strain if they're used for prolonged periods of time, being especially bad for blue-tinted NVGs. They're already locked pretty deep down the techweb, and this change just made everyone avoid them. If we need to make tintless variants of them for every single antag and special role (and bitrunners, lol), we maybe shouldn't have added the tint in the first place. |
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aaec4fd227 |
Removes forced tint from NVGs (#92322)
## About The Pull Request Partially reverts #84594, removing forced tint from night vision goggles (if anyone for some reason wants to experience it again, they can toggle it via alt click like it could be done before the [aforementioned PR](https://github.com/tgstation/tgstation/pull/84594)) Approved by Ghom (the original PR author) ## Why It's Good For The Game NVG tint is a pretty sizeable accessibility issue, as forced screentint can easily cause eye strain if they're used for prolonged periods of time, being especially bad for blue-tinted NVGs. They're already locked pretty deep down the techweb, and this change just made everyone avoid them. If we need to make tintless variants of them for every single antag and special role (and bitrunners, lol), we maybe shouldn't have added the tint in the first place. |
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75e7ef6def |
Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
This PR aims to clean or bring up to date portions of code about dna, the dna console and mutations. This includes taking care of or removing some of the awful choices like the pratically useless `datum/mutation/human` pathing, or the class variable, in favor of using sources to avoid potential issues with extraneous sources of a mutation. The files changed are over a hundred just because I removed the `datum/mutation/human` path, but the actual bulk of the code is mainly shared between the datum/dna.dm, _mutations.dm and dna_console.dm. Mutation shitcode is hurting my future plans for infusions a little. Also it's a much needed refactor. Drafted 'till I'm sure it works without issues. 🆑 refactor: Refactored mutation code backend. Report any issue. /🆑 |
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14fb86e3e8 |
Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
## About The Pull Request This PR aims to clean or bring up to date portions of code about dna, the dna console and mutations. This includes taking care of or removing some of the awful choices like the pratically useless `datum/mutation/human` pathing, or the class variable, in favor of using sources to avoid potential issues with extraneous sources of a mutation. The files changed are over a hundred just because I removed the `datum/mutation/human` path, but the actual bulk of the code is mainly shared between the datum/dna.dm, _mutations.dm and dna_console.dm. ## Why It's Good For The Game Mutation shitcode is hurting my future plans for infusions a little. Also it's a much needed refactor. Drafted 'till I'm sure it works without issues. ## Changelog 🆑 refactor: Refactored mutation code backend. Report any issue. /🆑 |
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655b66bdd0 |
Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
Revival of https://github.com/tgstation/tgstation/pull/86482, which is even more doable now that we have rustg iconforge generation. What this PR does: - Sets up every single GAGS icon in the game to have their own preview icon autogenerated during compile. This is configurable to not run during live. The icons are created in `icons/map_icons/..` - This also has the side effect of providing accurate GAGS icons for things like the loadout menu. No more having to create your own previews.  <details><summary>Mappers rejoice!</summary>   </details> <details><summary>Uses iconforge so it does not take up much time during init</summary>  </details> --- this still applies: Note for Spriters: After you've assigned the correct values to vars, you must run the game through init on your local machine and commit the changes to the map icon dmi files. Unit tests should catch all cases of forgetting to assign the correct vars, or not running through init. Note for Server Operators: In order to not generate these icons on live I've added a new config entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in the config.txt No more error icons in SDMM and loadout. 🆑 refactor: preview icons for greyscale items are now automatically generated, meaning you can see GAGS as they actually appear ingame while mapping or viewing the loadout menu. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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cb51a652a9 |
Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
## About The Pull Request Revival of https://github.com/tgstation/tgstation/pull/86482, which is even more doable now that we have rustg iconforge generation. What this PR does: - Sets up every single GAGS icon in the game to have their own preview icon autogenerated during compile. This is configurable to not run during live. The icons are created in `icons/map_icons/..` - This also has the side effect of providing accurate GAGS icons for things like the loadout menu. No more having to create your own previews.  <details><summary>Mappers rejoice!</summary>   </details> <details><summary>Uses iconforge so it does not take up much time during init</summary>  </details> --- ### Copied from https://github.com/tgstation/tgstation/pull/86482 as this still applies: Note for Spriters: After you've assigned the correct values to vars, you must run the game through init on your local machine and commit the changes to the map icon dmi files. Unit tests should catch all cases of forgetting to assign the correct vars, or not running through init. Note for Server Operators: In order to not generate these icons on live I've added a new config entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in the config.txt ## Why It's Good For The Game No more error icons in SDMM and loadout. ## Changelog 🆑 refactor: preview icons for greyscale items are now automatically generated, meaning you can see GAGS as they actually appear ingame while mapping or viewing the loadout menu. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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753d8e5ba4 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a | ||
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318ec49c0a |
"S"pellcheck for massses (#90161)
## About The Pull Request  massses ## Why It's Good For The Game ~~1 free gpb~~ spellcheck ## Changelog 🆑 spellcheck: fixed a typo in actor role conditions /🆑 |
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34310e680e |
Adds Film Studio space ruin (+ Actor/Director Space roles) (#89419)
Adds a space ruin revolving around a studio where ghost roles can provide entertainment to the station, the studio has a bunch of construction stuff and costume vendors to create any set and portray any character you'd want. Features 3 stages and a radio station (neutral aligned syndie comms agent?) there's a total of 4 ghost roles, 3 actors. 1 director.  Studio also has a sizable living quarters and a mini-medbay for basic provisions. a couple of paper fluff texts are strewn about on the noticeboards The cast:  In terms of things that can be balance-breaking, I can only name the gas masks and agent ID actors/directors spawns in. But I think its a necessary sacrifice for them to play "characters" I think too many of the ghost roles have too little interactions with the main station, this is for good reasons obviously, balance and metagrudges and all that. But, say. what if we can have a ghost role that interacts and give something to the station besides being their own little isolated game? it can't be anything material of course. so what if we have the ghost role centered around giving entertainment? which is how this PR came to be 🆑 add: After some light bit of restructuring, the local TV station, serving SPACE SECTOR 13 has opened up again! /🆑 |
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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14a1b5e1e8 |
Adds Film Studio space ruin (+ Actor/Director Space roles) (#89419)
## About The Pull Request Adds a space ruin revolving around a studio where ghost roles can provide entertainment to the station, the studio has a bunch of construction stuff and costume vendors to create any set and portray any character you'd want. Features 3 stages and a radio station (neutral aligned syndie comms agent?) there's a total of 4 ghost roles, 3 actors. 1 director.  Studio also has a sizable living quarters and a mini-medbay for basic provisions. a couple of paper fluff texts are strewn about on the noticeboards The cast:  In terms of things that can be balance-breaking, I can only name the gas masks and agent ID actors/directors spawns in. But I think its a necessary sacrifice for them to play "characters" ## Why It's Good For The Game I think too many of the ghost roles have too little interactions with the main station, this is for good reasons obviously, balance and metagrudges and all that. But, say. what if we can have a ghost role that interacts and give something to the station besides being their own little isolated game? it can't be anything material of course. so what if we have the ghost role centered around giving entertainment? which is how this PR came to be ## Changelog 🆑 add: After some light bit of restructuring, the local TV station, serving SPACE SECTOR 13 has opened up again! /🆑 |
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191b9e1a75 |
Improvements to the Syndicate Lavaland base (#89231)
## About The Pull Request Makes the Lavaland Syndicate base more sustainable without its crew. Now, two more turrets guard previously unchecked access points, so miners have to put some effort in something other than crossing the lava. On top of that, RTGs now generate 20kW of power, same as abductor and debug ones, removing the need for the turbine to be set up every time. Finally, the Syndicate agents inside now get a full mechanical toolbox in their rooms, so they can break out if a miner managed to enter the base and wall off their rooms. On top of all that, a message monitoring console has been added to the only telecomms random room that didn't have it, and its atmosphere has been sealed off from outside (which it wasn't for some reason). Finally, a single defibrillator has been added to the medbay ## Why It's Good For The Game The base, despite being a decent ghost spawn, would be borderline unrecoverable if it didn't get crew early in the shift. Power-wise, the RTG output was insufficient, and APCs would start losing power, until the entire base was practically non-functional. Setting the turbine at this point was also marginally harder than before, which made getting out of the powerless state unnecessarily hard. Talking about the turbine, it's a deathtrap if the crew doesn't know what they're doing. It not being necessary anymore would help the operator stay alive and be able to do whatever they joined to do. And now, even if you do die, you can be revived by your comrades with the new defibrillator available in the base's medbay. On the topic of defenses, it was rather easy for a miner with an RCD or a lava boat to cross the lake, take all the loot with minimal effort, and wall the agents inside. This is now slightly harder due to the additional turrets. On top of that, if a miner does manage to break in and take everything, a simple wall won't lock the operatives in anymore, since they now have tools to break out. Finally, the changes to the telecomms random rooms seek to let the comms agents do roughly the same things, most importantly, mess with the PDA messages. ## Changelog 🆑 map: The Syndicate Lavaland base has been generally improved, with more defenses and comms equipment. /🆑 |
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778ed9f1ab |
The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request This PR kills the abstract internal and external typepaths for organs, now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds. This PR also fixes fox ears (from #87162, no tail is added) and mushpeople's caps (they should be red, the screenshot is a tad outdated). And yes, you can now use a hair dye spray to recolor body parts like most tails, podpeople hair, mushpeople caps and cat ears. The process can be reversed by using the spray again. ## Why It's Good For The Game Time-Green put some effort during the last few months to untie functions and mechanics from external/internal organ pathing. Now, all that this pathing is good for are a few typechecks, easily replaceable with bitflags. Also podpeople and mushpeople need a way to recolor their "hair". This kind of applies to fish tails from the fish infusion, which colors can't be selected right now. The rest is just there if you ever want to recolor your lizard tail for some reason. Proof of testing btw (screenshot taken before mushpeople cap fix, right side has dyed body parts, moth can't be dyed, they're already fabolous):  ## Changelog 🆑 code: Removed internal/external pathing from organs in favor of a bit flag. Hopefully this shouldn't break anything about organs. fix: Fixed invisible fox ears. fix: Fixed mushpeople caps not being colored red by default. add: You can now dye most tails, podpeople hair, mushpeople caps etc. with a hair dye spray. /🆑 |
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9f7d6dea62 |
Outfits that put items in your hand now respect if the outfit is visual only (#87355)
## About The Pull Request On a downstream, we have an antagonist, that is a less competent wizards. This antagonist's preview outfit has a beer bottle in their hand, which has caused runtimes, as the bottle did not have any reagents instantiated, and it tried check its length for sloshing. After putting in a check for the `initial` argument of `on_equip`, I have noticed that the problem goes deeper: the various procs that handle putting something in your hand do not pass along if the items is put in your hand as a preview or not. This PR adds a new optional var to these procs, ensuring that unwanted behaviour during previews won't trigger. I also swapped `visualsOnly` to snake case, as it looked inconsistent with the rest of the code style. ## Why It's Good For The Game Making the argument that ensures avoiding side effects during previews work with all kinds of items is good. ## Changelog 🆑 fix: if an outfit puts a reagent container in the preview dummy's hand, it will not try to slosh code: outfits putting items in your hand will respect the visual_only argument /🆑 |
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e59d8ba64b | Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b | ||
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f8faccd70a | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-10a | ||
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bb70889f6e |
TG Upstream Part 1
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff |
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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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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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d2ab513332 |
Reintroducing my PRs that were lost in the wallening revert. (#86439)
## About The Pull Request This PR reintroduces #85759, #85892 and #85894. #85892 has post-wallening arrows, but it isn't a big deal because they fit the top-down or 3/4 style we've for a lot of things. ## Why It's Good For The Game Reintroducing lost features and improvements. Remember to remove the 'Lost in the wallening revert' label from those PRs when this is merged. ## Changelog N/A |
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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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ae857f4bc6 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-08d | ||
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0f1fced38f |
Icon unit test fixes (#29530)
* Fish
* Revert "[MIRROR] Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). (#29461)"
This reverts commit
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0f637c8360 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-08d | ||
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e6e2af8b4c |
[MIRROR] Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). (#29461)
Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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ce0a9c932e | Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). (#85892) | ||
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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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7cb3b3f472 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-07b | ||
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2c57d4ac19 |
[MIRROR] Night Vision Goggles update (#28695)
* Night Vision Goggles update (#84594) ## About The Pull Request This is a reboot of #84550 but with way less unbearable: mesons are off the table and I've made the night vision tonalities lighter now, while also improving the darkness cutoffs of some of them. Btw, you can also turn night vision googles on/off now. Each pair of departmental night vision goggles now comes with their own tint to boot. As always, this doesn't affect nukies and ninjas. They're almost garaunteed to keep their googles equipped and on at all time, so it would honestly adulterate the overall experience a little. Now, for some pictures... In the dark, **top** row is **old**, **bottom** row is **new**. from left to right: security, science, standard/meson, diagnostic, health:  In the light: security, science, no goggles, standard/meson, diagnostic, health:  The screenshots were taken from varedited goggles on the servers because it's bit faster than booting up a local server, plus I had to finetune a few things. ## Why It's Good For The Game So, I kinda wanted to give a bit of screen colors to goggles that was not some sort of "optional, by default turned off" kind of crap nobody cares about, however my previous PR was met with a lot of criticism, which made me rethink how to do it. I honestly don't want it to be a burden, but I do want to make them a bit fancier tho. Also the the medical NVs (and perhaps sec NVs) were a bit crappier than the rest. ## Changelog 🆑 add: Night vision goggles now subtly tint your screen. add: You can turn your night vision goggles off. Doing so removes the tint and the eye protection malus. /🆑 * Night Vision Goggles update * Update clothing.dm --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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a1366fc905 |
Night Vision Goggles update (#84594)
## About The Pull Request This is a reboot of #84550 but with way less unbearable: mesons are off the table and I've made the night vision tonalities lighter now, while also improving the darkness cutoffs of some of them. Btw, you can also turn night vision googles on/off now. Each pair of departmental night vision goggles now comes with their own tint to boot. As always, this doesn't affect nukies and ninjas. They're almost garaunteed to keep their googles equipped and on at all time, so it would honestly adulterate the overall experience a little. Now, for some pictures... In the dark, **top** row is **old**, **bottom** row is **new**. from left to right: security, science, standard/meson, diagnostic, health:  In the light: security, science, no goggles, standard/meson, diagnostic, health:  The screenshots were taken from varedited goggles on the servers because it's bit faster than booting up a local server, plus I had to finetune a few things. ## Why It's Good For The Game So, I kinda wanted to give a bit of screen colors to goggles that was not some sort of "optional, by default turned off" kind of crap nobody cares about, however my previous PR was met with a lot of criticism, which made me rethink how to do it. I honestly don't want it to be a burden, but I do want to make them a bit fancier tho. Also the the medical NVs (and perhaps sec NVs) were a bit crappier than the rest. ## Changelog 🆑 add: Night vision goggles now subtly tint your screen. add: You can turn your night vision goggles off. Doing so removes the tint and the eye protection malus. /🆑 |
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1df0e42efb |
[MIRROR] Cigarettes and vapes are no longer subtypes of masks. (#28479)
* Cigarettes and vapes are no longer subtypes of masks. * clothing path * clothing misses * more * fix donator * more2 * more3 * Update prop_summoner.dm * Update prop_summoner.dm * fix --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.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> |