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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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3ff01320cc |
Language manuals correctly refer to the person using them up to viewers (#95070)
## About The Pull Request Tells people viewing someone using up a language manual that the person reading the manual drops it, not that the viewing themselves dropped it ## Why It's Good For The Game closes #93364 ## Changelog 🆑 spellcheck: Language manuals correctly refer to the person using them up to viewers /🆑 |
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c7e4e90004 |
Adds a new antag, the Blood Worm (#93787)
## LTS Document Check this document before making any significant future changes to blood worms, please. https://hackmd.io/@RikuTheKiller/H1AHQSKNZx ## About The Pull Request THIS PR SHOULD ABSOLUTELY BE TM'D FIRST Blood worms are a new progression antag. When the event runs, 2 candidates are picked from ghosts and spawned in as blood worm hatchlings, which then have to grow up, do a couple objectives and take over the station. Hatchlings are weak outside of a host, while juveniles can stand their own reasonably well. Adults have high offensive power and can only be dealt with using the right gear or a lot of luck and robustness. They're meant to be a moment of glory for achieving maximum progression and they can bootstrap the next hatchlings by gathering corpses before cocooning. Each growth stage requires 30 seconds in a cocoon, which can only be created after consuming a lot of blood. There's a falloff curve on a per-blood-type basis, meaning you can't drain the same person over and over again to reach adulthood. The medbay freezer is a priority target for the blood worms and can get one of them to the juvenile stage if fully ransacked. It takes 500 blood to mature from hatchling to juvenile, and 1500 blood to mature from juvenile to adult. You can only get up to 1000 blood from synthetic sources like monkeys, and consuming synthetic blood is 30% less efficient. Blood worms can also examine living targets to see how much blood a target has, and how much growth the blood worm would gain for consuming that blood. Blood worms spawn in vents and have night vision for maneuvering in maintenance. Hatchlings can ventcrawl, while juveniles can move around by breaking things. Optionally, you can take over a host with a lot of access like the Captain to go basically anywhere, especially if nobody knows you killed the captain. Behind the scenes, host-taking kicks the host's original mind to a backseat mob. This needs the most testing in practice, but it's confirmed that it returns the host's mind back to their body, at least in testing. All mob, ability and action sprites are made by INFRARED_BARON. Legal rights were transferred to me after I paid for the commission. Note, I've been working on this massive PR for quite a while, so documenting every small change is really hard! Apologies for anything I've missed. There's a lot. Final note, admins can spawn these by either: A. Trigger the midround event via the dynamic-panel verb, under the Rulesets tab. B. Giving someone the Blood Worm antag datum via the Traitor Panel in the Player Panel for the target player. This will transform their mob into a valid Blood Worm, with all of the associated objectives and such. ### Active Abilities 1. Leech Blood (No Host) - Lets the blood worm drain blood from living targets and reagent containers. Uses an aggressive grab to restrain living targets until leeching is over, which takes around a second to initiate. Causes oxyloss during the leeching. NPC monkeys can't escape from this and it floors targets as well. 2. Spit Blood (Both) - Multi-function ability, lets the blood worm fire ranged corrosive blood spit at targets, melt restraints on their hosts by right-clicking, and as an adult, shoot a burst of blood spit at a target by right-clicking. Note of the right-click abilities, shooting bursts can't be done while in a host. (to avoid unfair stealth kills) Shooting a burst has a much longer cooldown than shooting normally. All spit types cost blood to use. 3. Invade Corpse (No Host) - Lets the blood worm take a host for themselves, consuming all of the host's blood and in essence, "becoming" the host. Any bloodloss inflicted on the host is taken as damage to the blood worm, and the blood worm retains its weakness to fire even in this state. Burn damage itself no longer has any extra damage, though. 4. Leave Host (Host) - Title, literally just leaves the host after a delay. Notably works even while the host is moving, dead, incapacitated or otherwise fucked up in any way, shape or form. 5. Inject Blood (Host) - Lets the blood worm heal its host. The potency of this increases as the worm grows up, but so does the cooldown and blood consumption. This works on organ damage, injuries, etc. 6. Mature (No Host) - Makes the blood worm enter a cocoon for 30 seconds, emerging as the next growth stage. Requires an increasing amount of consumed blood / growth as the blood worm uses it. 7. Reproduce (No Host, Adult Only) - Makes the blood worm enter a cocoon for 30 seconds, with 4 hatchlings emerging out of it, including the original blood worm, now reverted back into a hatchling as well. 8. Revive Host (Host) - If the host is in a viable state to be revived, revives them after an animation sequence plays out. ### Passive Abilities 1. Space Immunity - Blood worms are immune to the cold, low pressures and a lack of oxygen. Only the immunity to a lack of oxygen carries on to hosts from this. 2. Organ Insertion - Blood worms can insert organs into their hosts by right-clicking on them with the organ in-hand. This mainly exists to deal with hosts that lack organs, and avoids the gotcha where an adult blood worm ends up gutting their host by hitting them too hard, as they can simply fix it on the spot. 3. Life Support - Blood worm hosts don't need a heart, lungs or a liver to survive. Lungs are useful for speaking, and a liver is necessary to process reagents. 4. Regeneration - Blood worms slowly heal over time. This is nowhere near enough to overcome bleeding or heat damage, since it's 0.3 hp/s for a hatchling, 0.4 hp/s for a juvenile and 0.5 hp/s for an adult. 5. Night Vision - Blood worms can see in the dark. This doesn't extend to hosts. 6. Ventcrawling - Hatchling blood worms can ventcrawl. 7. Doorcrawling - Hatchling and juvenile blood worms can slide under doors. Doing so takes 3 seconds for a hatchling and 5 seconds for a juvenile. 8. HUD - Blood worms can tell how much blood targets have at a glance, via a blood HUD bar exclusive to them. They can also tell apart other blood worm hosts from normal people via an antag HUD. There's also an examine message they can use on living targets for even more info. ### Weaknesses 1. Heat and Fire - Blood worms quickly die to heat, their bodies are flammable and their blood will burn up if their host's core temperature is too high. The main counter to this is getting a host with flame-resistant gear. 2. Bleeding - While in a host, bleeding wounds will directly damage the blood worm itself. How much a host needs to bleed before the worm dies depends on their growth stage. Blood worm hosts keep bleeding even while dead, so just keep hitting them and they'll die. Blood worms automatically leave their hosts when they hit 10% health or lower, and their hosts bleed 50% faster than normal people. 3. Stuns - Blood worms have no way of dealing with a stunned host other than getting out. They can deal with any restraints by melting them, though. 4. Testing - Security can order a blood worm testing crate from cargo, either for a 20 minute cooldown via the security cargo interface console, or for 10000 credits via the supply console. It contains 4 single-use testers that hurt a bit when applied, but are instant to use and 100% accurate. The stopgap is that they're really fucking expensive and only work once per item. ### Screenshot <img width="280" height="132" alt="image" src="https://github.com/user-attachments/assets/00d22361-997e-4347-a0bf-aa240de40727" /> ## Why It's Good For The Game Antagonist variety, mainly. This is basically Cortical Borers 2: Electric Boogaloo. Currently, we lack any antagonists with mind control abilities. That really sucks! I've also gotten a lot of positive feedback about the antagonist while working on it. This antagonist also has great potential for roleplay, as they can take over hosts, surprise attack people by getting out of a dead corpse, talk to each other using Wormspeak, etc. I think we're also itching for variety on "pest" antagonists. Right now we just have spiders and xenos. Everybody knows these two, so why not mix it up a bit? And as for balance? Blood worms are relatively easy to dispatch when you know their weaknesses, which are extremely clear. Bleeding for hosts, fire for either one, lasers for the worms themselves. As long as you get the host in crit and keep hitting, you've pretty much won, and they can't keep spamming Inject Blood forever since they'll quickly run out of blood to use. ## Changelog 🆑 add: Added a new heavy roundstart/midround antagonist, the Blood Worm. Credit to INFRARED_BARON for the sprites! fix: Removing traits based on a source no longer causes issues with trait signals. fix: High-priority effects no longer double-trigger due to subsystem issues. fix: Weighted averaging in reagent merging code has been band-aid fixed. It's not the best, but it works. /🆑 |
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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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b62ee3c6a9 |
Partial language understanding actually works as intended (#93999)
## About The Pull Request So, partial language understanding scaled the % chance to translate something based on the ranking in the most common words list But the ranking isn't real the list is in alphabetical order So, adds a new list of the 1000 most common words sorted by *frequency*, which I found on a random github page. Is it scientifically found? I have no idea, but it looks good enough to work. This list doesn't share the same 1000 words as our existing one, so I added all the differing words (amounted to ~400) to the original list. So now partial language understanding correctly translates words based on frequency. ## Changelog 🆑 Melbert fix: Partial language understanding now correctly has a higher chance of translating more common words. qol: Aphasia got slightly more words to work with /🆑 |
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1277387c68 |
Reverts Ashtongue removal, Draconic understands it (#4726)
## About The Pull Request This PR returns Ashtongue as it was before for ashwalkers, and gives Draconic 30% mutual understanding with Ashtongue. The inverse is not true. ## Why It's Good For The Game Ashtongue adds a lot to Ashwalker RP by introducing a language barrier that can be overcome in various ways. ## Proof Of Testing Compiles ## Changelog 🆑 ReturnToZender add: Ashtongue returns, with Draconic able to understand 30% of it. The inverse is not true add: Ashwalkers can now select Xenocommon, Sylvan, or Draconic as extra languages /🆑 |
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3b4ed829c8 |
New Language Icons for Legalese and Mushroom (#4742)
## About The Pull Request Added the following icons to the Legalese and Mushroom languages: <img width="160" height="160" alt="librapreview" src="https://github.com/user-attachments/assets/1aadb364-5f56-4f04-8d2a-1bfa0d732640" /> <img width="160" height="160" alt="mushroompreview" src="https://github.com/user-attachments/assets/7ebf267d-31ea-4e63-aad7-89b53faeb894" /> ## Why It's Good For The Game The languages lacked icons, and that looked a bit ugly. So I fixed that. ## Proof Of Testing <img width="226" height="51" alt="immagine" src="https://github.com/user-attachments/assets/492a2176-e908-45ea-8599-83a579fde00b" /> </details> ## Changelog 🆑 image: New Icons for the Legalese and Mushroom languages. /🆑 |
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45cc222314 |
Allows blocking language speech and comprehension separately (#91884)
## About The Pull Request There was a PR I wanted to make, but one of the features I wanted the addition to have was for an affected mob to only speak aphasic, but understand whatever languages they'd normally be able to understand. This, in turn, required refactoring language holders to separately block language speech and comprehension. This change, I decided, would be good to split into its own PR. ## Why It's Good For The Game Allows more fine-grained control over what languages an atom is blocked from speaking or understanding. This will be useful for future PRs or admin events. ## Changelog no player-facing changes |
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aac161bce9 |
Allows blocking language speech and comprehension separately (#91884)
## About The Pull Request There was a PR I wanted to make, but one of the features I wanted the addition to have was for an affected mob to only speak aphasic, but understand whatever languages they'd normally be able to understand. This, in turn, required refactoring language holders to separately block language speech and comprehension. This change, I decided, would be good to split into its own PR. ## Why It's Good For The Game Allows more fine-grained control over what languages an atom is blocked from speaking or understanding. This will be useful for future PRs or admin events. ## Changelog no player-facing changes |
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8eeca96108 |
Adds Common Second Language quirk, tweaks to partial understanding (#90614)
## About The Pull Request - Tweaks partial understanding. Paragraphs are now split into sentences first creating more natural breaks between sentences. - Adds "Common Second Language" quirk This quirk changes your default understanding of common (up to) 90% (your choice), meaning you drop the occasional word.   Additionally, when your sanity drops below a threshold, you become forced to speak your native language, albeit with a partial understanding applied for everyone else. Incompatible with similar language quirks + can't be taken by humans (yet?) ## Why It's Good For The Game Just a fun way to play around with the new "partial understanding" system. ## Changelog 🆑 Melbert add: "Common Second Language" quirk qol: Language translations chunk sentences together better, making partial understanding a bit easier to parse. /🆑 |
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beb2e76b57 |
Silicons have 66% understanding of uncommon roundstart languages (#90642)
## About The Pull Request Silicons have 66% understanding of uncommon roundstart languages ## Why It's Good For The Game Joke reason:  Serious reason: I understand why the original change was made, and the points mentioned in the PR were very valid. But at the same time, I think silicons being unable to parse most languages is a flavor fail. My thoughts are using partial languages as a compromise would assuage the concerns of the original PR while still giving us some of the flavor of omniscient AI. If you disagree (Particularly you JohnFulpWillard) feel free to close this. (And of course we can always tweak the number. I had the thought of adjusting the % of given languages depending on how close they are to common - so languages like Voltaic are much lower, ~20%.) ## Changelog 🆑 Melbert add: Cyborgs and the AI have regained understanding of various non-human languages, but only partially (66%). /🆑 |
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8a44bf25fc |
Reworks language translations. Add partial language understanding. Bilingual update. (#90252)
Fixes #89445 (well, technically. It fixes the bug associated but these `say`s should really be emotes.) Three things: 1. Reworks how language translation works. Rather than scrambling a sentence into a language entirely, sentences are now scrambled on a per-word basis. Additionally, the 1000 most common words of a language are *never* re-scrambled across the duration of a round. Once it's set it's set in stone. Example: (Sample / Old / New)  This allows for a number of things: - More consistent translations, making it (more) viable to actually "teach" someone words for something - Maintaining emphasis such as caps (but not `||`, `++`, or `__` - at least not yet) - The following: 2. Adds partial language understanding Some languages can understand portions of other languages.  This pr adds the following: - Those who understand Beachtongue can understand 50% of Common and 33% of Uncommon words. - Those who understand Common can understand 33% of Beachtongue and 20% of Uncommon words. - Those who understand Uncommon can understand 20% of Common and 20% of Beachtongue words. 3. Bilingual quirk has been expanded to accomodate these changes. There are now two more preferences: - Language Speakable - You can toggle this, so you only understand the language, rather than understand AND speak. - Language Skill - If you choose to be unable to speak the language, you can set how much of the language you can understand, down to 10%. Playing around languages is fun, but due to the way our translation works, ALL context is immediately lost for what the other person may be saying. If the other person is shouting in all caps? Output language is normal chatting. This is lame! Even if someone is unable to understand you, there's a LOT you can convey just by how you speak, and getting that across in game is quite difficult when all translations get mauled so badly. So this changes that. - Emphasis like caps lock is maintained, so you see someone shouting in caps in a foreign language you can probably intuit something is wrong (but not what is wrong!) - Some languages can gleam bits of other languages, so you MIGHT be able to pick out context if you pay close attention - "Brother" languages will now feel more like "brothers" and not completely divergent - You can even "teach" someone words in your language - at least the most common words! (Until next round) 🆑 Melbert add: Languages can now have partial understanding of other languages. More common English words are more likely to be mutually understood. add: Those who understand Beachtongue can understand 50% of Common and 33% of Uncommon words. add: Those who understand Common can understand 33% of Beachtongue and 20% of Uncommon words. add: Those who understand Uncommon can understand 20% of Common and 20% of Beachtongue words. add: Bilingual quirk: You can now choose between being able to speak or not speak the language add: Bilingual quirk: You can now choose to have partial understanding of your language, rather than full. qol: If you speak in ALL CAPS in a foreign language, the translated words will also be ALL CAPS. qol: Many more forms of punctuation are now conveyed across translations. qol: The 1000 most common English words will now never be scrambled when translating into other languages for the duration of the round. This means you can actually "learn" some words if you are especially attentive! (Until the next round at least) refactor: Refactored language translations. Report if you see any super odd looking translations. fix: Force-says forcing you to speak common (such as cult invocations) will now correctly force you to speak common (even if you don't know common) /🆑 |
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32d04164c4 |
Adds Common Second Language quirk, tweaks to partial understanding (#90614)
## About The Pull Request - Tweaks partial understanding. Paragraphs are now split into sentences first creating more natural breaks between sentences. - Adds "Common Second Language" quirk This quirk changes your default understanding of common (up to) 90% (your choice), meaning you drop the occasional word.   Additionally, when your sanity drops below a threshold, you become forced to speak your native language, albeit with a partial understanding applied for everyone else. Incompatible with similar language quirks + can't be taken by humans (yet?) ## Why It's Good For The Game Just a fun way to play around with the new "partial understanding" system. ## Changelog 🆑 Melbert add: "Common Second Language" quirk qol: Language translations chunk sentences together better, making partial understanding a bit easier to parse. /🆑 |
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d412674e24 |
Silicons have 66% understanding of uncommon roundstart languages (#90642)
## About The Pull Request Silicons have 66% understanding of uncommon roundstart languages ## Why It's Good For The Game Joke reason:  Serious reason: I understand why the original change was made, and the points mentioned in the PR were very valid. But at the same time, I think silicons being unable to parse most languages is a flavor fail. My thoughts are using partial languages as a compromise would assuage the concerns of the original PR while still giving us some of the flavor of omniscient AI. If you disagree (Particularly you JohnFulpWillard) feel free to close this. (And of course we can always tweak the number. I had the thought of adjusting the % of given languages depending on how close they are to common - so languages like Voltaic are much lower, ~20%.) ## Changelog 🆑 Melbert add: Cyborgs and the AI have regained understanding of various non-human languages, but only partially (66%). /🆑 |
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67dd51be79 |
Reworks language translations. Add partial language understanding. Bilingual update. (#90252)
## About The Pull Request Fixes #89445 (well, technically. It fixes the bug associated but these `say`s should really be emotes.) Three things: 1. Reworks how language translation works. Rather than scrambling a sentence into a language entirely, sentences are now scrambled on a per-word basis. Additionally, the 1000 most common words of a language are *never* re-scrambled across the duration of a round. Once it's set it's set in stone. Example: (Sample / Old / New)  This allows for a number of things: - More consistent translations, making it (more) viable to actually "teach" someone words for something - Maintaining emphasis such as caps (but not `||`, `++`, or `__` - at least not yet) - The following: 2. Adds partial language understanding Some languages can understand portions of other languages.  This pr adds the following: - Those who understand Beachtongue can understand 50% of Common and 33% of Uncommon words. - Those who understand Common can understand 33% of Beachtongue and 20% of Uncommon words. - Those who understand Uncommon can understand 20% of Common and 20% of Beachtongue words. 3. Bilingual quirk has been expanded to accomodate these changes. There are now two more preferences: - Language Speakable - You can toggle this, so you only understand the language, rather than understand AND speak. - Language Skill - If you choose to be unable to speak the language, you can set how much of the language you can understand, down to 10%. ## Why It's Good For The Game Playing around languages is fun, but due to the way our translation works, ALL context is immediately lost for what the other person may be saying. If the other person is shouting in all caps? Output language is normal chatting. This is lame! Even if someone is unable to understand you, there's a LOT you can convey just by how you speak, and getting that across in game is quite difficult when all translations get mauled so badly. So this changes that. - Emphasis like caps lock is maintained, so you see someone shouting in caps in a foreign language you can probably intuit something is wrong (but not what is wrong!) - Some languages can gleam bits of other languages, so you MIGHT be able to pick out context if you pay close attention - "Brother" languages will now feel more like "brothers" and not completely divergent - You can even "teach" someone words in your language - at least the most common words! (Until next round) ## Changelog 🆑 Melbert add: Languages can now have partial understanding of other languages. More common English words are more likely to be mutually understood. add: Those who understand Beachtongue can understand 50% of Common and 33% of Uncommon words. add: Those who understand Common can understand 33% of Beachtongue and 20% of Uncommon words. add: Those who understand Uncommon can understand 20% of Common and 20% of Beachtongue words. add: Bilingual quirk: You can now choose between being able to speak or not speak the language add: Bilingual quirk: You can now choose to have partial understanding of your language, rather than full. qol: If you speak in ALL CAPS in a foreign language, the translated words will also be ALL CAPS. qol: Many more forms of punctuation are now conveyed across translations. qol: The 1000 most common English words will now never be scrambled when translating into other languages for the duration of the round. This means you can actually "learn" some words if you are especially attentive! (Until the next round at least) refactor: Refactored language translations. Report if you see any super odd looking translations. fix: Force-says forcing you to speak common (such as cult invocations) will now correctly force you to speak common (even if you don't know common) /🆑 |
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07111439fb |
Fix Agender Random Names (#89794)
## About The Pull Request Fixes #89789 Any non-male genders got random'd. ## Changelog 🆑 Melbert fix: Fixed random names always giving male names /🆑 |
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9ebcabb077 |
IconForge: rust-g Spritesheet Generation (#89478)
Replaces the asset subsystem's spritesheet generator with a rust-based implementation (https://github.com/tgstation/rust-g/pull/160). This is a rough port of https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it includes fixes for some cases I didn't catch that apply on TG. (FWIW we've been using this system on prod for over a year and encountered no major issues.)  `/datum/asset/spritesheet_batched`: A version of the spritesheet system that collects a list of `/datum/universal_icon`s and sends them off to rustg asynchronously, and the generation also runs on another thread, so the game doesn't block during realize_spritesheet. The rust generation is about 10x faster when it comes to actual icon generation, but the biggest perk of the batched spritesheets is the caching system. This PR notably does not convert a few things to the new spritesheet generator. - Species and antagonist icons in the preferences view because they use getFlatIcon ~~which can't be converted to universal icons~~. - Yes, this is still a *massive* cost to init, unfortunately. On Bee, I actually enabled the 'legacy' cache on prod and development, which you can see in my PR. That's why I added the 'clear cache' verb and the `unregister()` procs, because it can force a regeneration at runtime. I decided not to port this, since I think it would be detrimental to the large amount of contributors here. - It is *technically* possible to port parts of this to the uni_icon system by making a uni_icon version of getFlatIcon. However, some overlays use runtime-generated icons which are ~~completely unparseable to IconForge, since they're stored in the RSC and don't exist as files anywhere~~. This is most noticeable with things like hair (which blend additively with the hair mask on the server, thus making them invisible to `get_flat_uni_icon`). It also doesn't help that species and antag icons will still need to generate a bunch of dummies and delete them to even verify cache validity. - It is actually possible to write the RSC icons to the filesystem (using fcopy) and reference them in IconForge. However, I'm going to wait on doing this until I port my GAGS implementation because it requires GAGS to exist on the filesystem as well. IconForge generates a cache based on the set of icons used, all transform operations applied, and the source DMIs of each icon used within the spritesheet. It can compare the hashes and invalidate the cache automatically if any of these change. This means we can enable caching on development, and have absolutely no downsides, because if anything changes, the cache invalidates itself. The caching has a mean cost of ~5ms and saves a lot of time compared to generating the spritesheet, even with rust's faster generation. The main downside is that the cache still requires building the list of icons and their transforms, then json encoding it to send to rustg. Here's an abbreviated example of a cache JSON. All of these need to match for the cache to be valid. `input_hash` contains the transform definitions for all the sprites in the spritesheet, so if the input to iconforge changes, that hash catches it. The `sizes` and `sprites` are loaded into DM. ```json { "input_hash": "99f1bc67d590e000", "dmi_hashes": { "icons/ui/achievements/achievements.dmi": "771200c75da11c62" }, "sizes": [ "76x76" ], "sprites": { "achievement-rustascend": { "size_id": "76x76", "position": 1 } }, "rustg_version": "3.6.0", "dm_version": 1 } ``` Universal icons are just a collection of DMI, Icon State, and any icon transformation procs you apply (blends, crops, scales). They can be convered to DM icons via `to_icon()`. I've included an implementation of GAGS that produces universal icons, allowing GAGS items to be converted into them. IconForge can read universal icons and add them to spritesheets. It's basically just a wrapper that reimplements BYOND icon procs. Converts some uses of md5asfile within legacy spritesheets to use rustg_hash_file instead, improving the performance of their generation. Fixes lizard body markings not showing in previews, and re-adds eyes to the ethereal color preview. This is a side effect of IconForge having *much* better error handling than DM icon procs. Invalid stuff that gets passed around will error instead of silently doing nothing. Changes the CSS used in legacy spritesheet generation to split `background: url(...) no-repeat` into separate props. This is necessary for WebView2, as IE treats these properties differently - adding `background-color` to an icon object (as seen in the R&D console) won't work if you don't split these out. Deletes unused spritesheets and their associated icons (condiments spritesheet, old PDA spritesheet) If you press "Character Setup", the 10-13sec of lag is now approximately 0.5-2 seconds. Tracy profile showing the time spent on get_asset_datum. I pressed the preferences button during init on both branches. Do note that this was ran with a smart cache HIT, so no generation occurred.  Much lower worst-case for /datum/asset/New (which includes `create_spritesheets()` and `register()`)  Here's a look at the internal costs from rustg - as you can see `generate_spritesheet()` is very fast:  **Before**  **After**  🆑 fix: Fixed lizard body markings and ethereal feature previews in the preference menu missing some overlays. refactor: Optimized spritesheet asset generation greatly using rustg IconForge, greatly reducing post-initialization lag as well as reducing init times and saving server computation. config: Added 'smart' asset caching, for batched rustg IconForge spritesheets. It is persistent and suitable for use on local, with automatic invalidation. add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for spritesheets. fix: Fixed R&D console icons breaking on WebView2/516 /🆑 |
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5591eee46b |
Bitesize Common Core: Spinwarder Language (#89612)
## About The Pull Request Adds the Spinwarder language, and grants it to Space Russians (including the mobs, Fugitive Hunters, and the BODA machine).  <details> <summary>Lore Be Here, Abandon All Hope</summary> **Spinwarder Russian**, also known simply as **Spinwarder**, was the official language of the Third Soviet Union, and following the collapse of that state, has remained the primary spoken language in its former lands, including the Spinward Stellar Coalition, which is the closest stellar governing body to SS13. This means its the language spoken by your average Space Russian who you might find nearby to the station; it's also the language used by devices made in and around the former Third Soviet Union. As an additional tidbit, the icon for the language:  is the state flag of the SSC. </details> |
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a7168d49eb |
Gives the Language Menu tgui a makeover (adopted) (#89533)
## About The Pull Request Continuation of #89340 Player view  Admin view  Added features: - Languages you can speak mentally, but not physically, now have a special indicator (they show up as yellow / grey). - Admins no longer get two sections of languages. It's now one big section. - Languages are now sorted alphabeticaly. - Languages you can speak are pushed to the top, above languages you can understand. ## Why It's Good For The Game It's a bit ugly and it doesn't have to ## Changelog 🆑 Melbert, Absolucy qol: Touches up the language menu /🆑 --------- Co-authored-by: Lucy <lucy@absolucy.moe> |
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972e509bc0 |
Fix Agender Random Names (#89794)
## About The Pull Request Fixes #89789 Any non-male genders got random'd. ## Changelog 🆑 Melbert fix: Fixed random names always giving male names /🆑 |
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cc335e7e9e |
IconForge: rust-g Spritesheet Generation (#89478)
## About The Pull Request Replaces the asset subsystem's spritesheet generator with a rust-based implementation (https://github.com/tgstation/rust-g/pull/160). This is a rough port of https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it includes fixes for some cases I didn't catch that apply on TG. (FWIW we've been using this system on prod for over a year and encountered no major issues.) ### TG MAINTAINER NOTE  ### Batched Spritesheets `/datum/asset/spritesheet_batched`: A version of the spritesheet system that collects a list of `/datum/universal_icon`s and sends them off to rustg asynchronously, and the generation also runs on another thread, so the game doesn't block during realize_spritesheet. The rust generation is about 10x faster when it comes to actual icon generation, but the biggest perk of the batched spritesheets is the caching system. This PR notably does not convert a few things to the new spritesheet generator. - Species and antagonist icons in the preferences view because they use getFlatIcon ~~which can't be converted to universal icons~~. - Yes, this is still a *massive* cost to init, unfortunately. On Bee, I actually enabled the 'legacy' cache on prod and development, which you can see in my PR. That's why I added the 'clear cache' verb and the `unregister()` procs, because it can force a regeneration at runtime. I decided not to port this, since I think it would be detrimental to the large amount of contributors here. - It is *technically* possible to port parts of this to the uni_icon system by making a uni_icon version of getFlatIcon. However, some overlays use runtime-generated icons which are ~~completely unparseable to IconForge, since they're stored in the RSC and don't exist as files anywhere~~. This is most noticeable with things like hair (which blend additively with the hair mask on the server, thus making them invisible to `get_flat_uni_icon`). It also doesn't help that species and antag icons will still need to generate a bunch of dummies and delete them to even verify cache validity. - It is actually possible to write the RSC icons to the filesystem (using fcopy) and reference them in IconForge. However, I'm going to wait on doing this until I port my GAGS implementation because it requires GAGS to exist on the filesystem as well. #### Caching IconForge generates a cache based on the set of icons used, all transform operations applied, and the source DMIs of each icon used within the spritesheet. It can compare the hashes and invalidate the cache automatically if any of these change. This means we can enable caching on development, and have absolutely no downsides, because if anything changes, the cache invalidates itself. The caching has a mean cost of ~5ms and saves a lot of time compared to generating the spritesheet, even with rust's faster generation. The main downside is that the cache still requires building the list of icons and their transforms, then json encoding it to send to rustg. Here's an abbreviated example of a cache JSON. All of these need to match for the cache to be valid. `input_hash` contains the transform definitions for all the sprites in the spritesheet, so if the input to iconforge changes, that hash catches it. The `sizes` and `sprites` are loaded into DM. ```json { "input_hash": "99f1bc67d590e000", "dmi_hashes": { "icons/ui/achievements/achievements.dmi": "771200c75da11c62" }, "sizes": [ "76x76" ], "sprites": { "achievement-rustascend": { "size_id": "76x76", "position": 1 } }, "rustg_version": "3.6.0", "dm_version": 1 } ``` ### Universal Icons Universal icons are just a collection of DMI, Icon State, and any icon transformation procs you apply (blends, crops, scales). They can be convered to DM icons via `to_icon()`. I've included an implementation of GAGS that produces universal icons, allowing GAGS items to be converted into them. IconForge can read universal icons and add them to spritesheets. It's basically just a wrapper that reimplements BYOND icon procs. ### Other Stuff Converts some uses of md5asfile within legacy spritesheets to use rustg_hash_file instead, improving the performance of their generation. Fixes lizard body markings not showing in previews, and re-adds eyes to the ethereal color preview. This is a side effect of IconForge having *much* better error handling than DM icon procs. Invalid stuff that gets passed around will error instead of silently doing nothing. Changes the CSS used in legacy spritesheet generation to split `background: url(...) no-repeat` into separate props. This is necessary for WebView2, as IE treats these properties differently - adding `background-color` to an icon object (as seen in the R&D console) won't work if you don't split these out. Deletes unused spritesheets and their associated icons (condiments spritesheet, old PDA spritesheet) ## Why It's Good For The Game If you press "Character Setup", the 10-13sec of lag is now approximately 0.5-2 seconds. Tracy profile showing the time spent on get_asset_datum. I pressed the preferences button during init on both branches. Do note that this was ran with a smart cache HIT, so no generation occurred.  Much lower worst-case for /datum/asset/New (which includes `create_spritesheets()` and `register()`)  Here's a look at the internal costs from rustg - as you can see `generate_spritesheet()` is very fast:  ### Comparison for a single spritesheet - chat spritesheet: **Before**  **After**  ## Changelog 🆑 fix: Fixed lizard body markings and ethereal feature previews in the preference menu missing some overlays. refactor: Optimized spritesheet asset generation greatly using rustg IconForge, greatly reducing post-initialization lag as well as reducing init times and saving server computation. config: Added 'smart' asset caching, for batched rustg IconForge spritesheets. It is persistent and suitable for use on local, with automatic invalidation. add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for spritesheets. fix: Fixed R&D console icons breaking on WebView2/516 /🆑 |
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582af65604 |
Bitesize Common Core: Spinwarder Language (#89612)
## About The Pull Request Adds the Spinwarder language, and grants it to Space Russians (including the mobs, Fugitive Hunters, and the BODA machine).  <details> <summary>Lore Be Here, Abandon All Hope</summary> **Spinwarder Russian**, also known simply as **Spinwarder**, was the official language of the Third Soviet Union, and following the collapse of that state, has remained the primary spoken language in its former lands, including the Spinward Stellar Coalition, which is the closest stellar governing body to SS13. This means its the language spoken by your average Space Russian who you might find nearby to the station; it's also the language used by devices made in and around the former Third Soviet Union. As an additional tidbit, the icon for the language:  is the state flag of the SSC. </details> |
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579a1031ed |
Gives the Language Menu tgui a makeover (adopted) (#89533)
## About The Pull Request Continuation of #89340 Player view  Admin view  Added features: - Languages you can speak mentally, but not physically, now have a special indicator (they show up as yellow / grey). - Admins no longer get two sections of languages. It's now one big section. - Languages are now sorted alphabeticaly. - Languages you can speak are pushed to the top, above languages you can understand. ## Why It's Good For The Game It's a bit ugly and it doesn't have to ## Changelog 🆑 Melbert, Absolucy qol: Touches up the language menu /🆑 --------- Co-authored-by: Lucy <lucy@absolucy.moe> |
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4c2a76ede3 |
Fix a large number of typos (#89254)
Fixes a very large number of typos. A few of these fixes also extend to variable names, but only the really egregious ones like "concious". |
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4407d1174a |
Space Carps & Dragons now speak Carptongue instead of Common. Space Dragons also speak Draconic. (#89034)
## About The Pull Request  - Space Carps and Space Dragons no longer speak Common. - Space Carps and Space Dragons now speak Carptongue, a language native to Space Carps. - Space Dragons also speak Draconic. - Space Dragons can still understand common, they just can't speak it. - Space Craps cannot understand common, unless they're a special carp (Cayenne, Lia, Magicarps, those spawned from plushies) - Ash Drakes and Ice Whelps also no longer speak Common, and instead speak Draconic. They can still understand common. - Carp Infusion now lets you speak and understand Carptongue. - Fish Infusion now lets you speak and understand Carptongue. - Fire Sharks now speak Carptongue instead of Common. They can still understand common (to receive directions). ## Why It's Good For The Game #89032 made me think "hey why CAN carps speak Common?" So I thought "What if the Space Dragon spoke Draconic instead since it's a big lizard" But naturally the Space Dragon still needs to communicate verbally to its carps and, well, carps aren't really lizards so they shouldn't get Draconic right? So I thought "Why not add a Fish language" Now, various aquatic space creatures have a language that they can speak between one another in privacy, while the Space Dragon can still communicate to the crew for gimmicks via the curator (or draconic if they want to speak to lizards) ## Changelog 🆑 Melbert add: Adds Carptongue language, spoken by Space Carps. del: Space Carps no longer speak or understand Common. Special carps like Cayenne and Lia can still understand common. add: Space Dragons can speak Draconic and Carptongue. del: Space Dragons no longer speak Common. They can still understand it. add: Ash Drakes and Ice Whelps now speak Draconic. del: Ash Drakes and Ice Whelps no longer speak Common. They can still understand it. add: Fire Sharks now speak Carptongue. del: Fire Sharks no longer speak Common. They can still understand it. add: Fish and Carp Infusion now grant Carptongue, letting you speak to (and understand) Space Carps. add: Sleeping Carp grants you Carptongue, but as most human tongues can't speak it, you'll only be able to understand Space Carps unless you steal a fish tongue. /🆑 |
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6476459c65 |
Fix language scramble cache nuking(?)(maybe 10 years old bug?) (#88485)
## About The Pull Request I was looking at a bay code base's language and saw this ```dm // Add it to cache, cutting old entries if the list is too long scramble_cache[input] = scrambled_text if(scramble_cache.len > SCRAMBLE_CACHE_LEN) scramble_cache.Cut(1, scramble_cache.len-SCRAMBLE_CACHE_LEN-1) ``` Then I noticed "Wait isn't this broken? 51 - 50 - 1 = 0, so it's doing `Cut(1, 0)` which cuts the whole list, what's the point of all this arithmetic?" Then I saw we have the same code so this is probably very old At this point I'm not sure if it's a bug or not, but I've reasoned it as one: - If it was NOT a bug, and we just wanted to clear the entire list, why do we over-complicate it (why is it not just `.Cut()`)? `scramble_cache.len` *will never be larger than* `SCRAMBLE_CACHE_LEN + 1` because this proc only ever adds entries one at a time, meaning the result will always be `0` - And if it's not a bug, why do we bother putting most recent items at the bottom of the list? We do all this effort for no reason, it's just wiped at the end of the day. ```dm /datum/language/proc/check_cache(input) var/lookup = scramble_cache[input] if(lookup) scramble_cache -= input scramble_cache[input] = lookup . = lookup ``` Thus I am running with the assumption that this code was meant to be `scramble_cache.len - SCRAMBLE_CACHE_LEN + 1` - that's a `+1` at the end not a `-1` But that would still just be an overly complicated way to say `51 - 50 + 1`, or, just `2` So I'm just changing it to cut the first element out ## Changelog 🆑 Melbert fix: Words in other languages will be randomized far less often (depending on how commonly they are used). This bug was 10 years old. /🆑 |
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75696ab873 |
Fixes random stuff spilling into ooc tab (#88221)
## About The Pull Request `boldannounce` is NOT for use ICly it's only for OOC stuff. `bolddanger` is identical it just doesn't carry the same baggage ## Changelog 🆑 Melbert fix: Stuff like the SM exploding will no longer output to your OOC tab /🆑 |
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e297fba5bb |
Fixes random bodies not having correct gender names (#87477)
Anyone not male would be given a male or female name? Looks like a weird bugsie poopsie 🆑 fix: Randomly generated female bodies/humans no longer have a 50% to get a male name /🆑 |
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c42d4dcfb2 | Health Analyzer Rework (medial mains inquire within) (#86666) | ||
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97ef3ec349 |
[NO GBP] Quickfix for a now removed status flag (also byond issue). (#86680)
## About The Pull Request Making the code compile. EDIT: There's an on-going BYOND issue with datum subtypes (not atoms) in which trying to override the parent value with null won't work. Melbert has provided me a fix for it too (from: https://github.com/tgstation/tgstation/pull/86666/commits/d6c1dbf4fd641d160961d7964e145e93b86d672c) ## Why It's Good For The Game Making the code compile and the CI succeed ## Changelog . |
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1880003270 |
Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request Currently to check for Silicon access, we do: ``if is silicon or is admin ghost or has unlimited silicon privileges or has machine remote in hand`` What has unlimited silicon privileges? Bots, Drones, and admin ghosts. To check for AI access, it just checks for AI instead of silicon, and doesnt check for unlimited silicon privileges. This was kinda silly, so I thought I should make this a little easier to understand. Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or ``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost, since now instead of being a var on the client, we moved it to using the same trait but giving it to the client instead, but since we have to keep parity with previous functionality (admins can spawn in and not have this on, it only works while as a ghost), I kept previous checks as well. No more type checks, removes a silly var on the mob level and another on the client. Now while I was doing this, I found a lot of tgui's ``ui_act`` still uses ``usr`` and the wrong args, so I fixed those wherever I saw them, and used a mass replace for the args. Other changes: - machinery's ``ui_act`` from https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin ghosts no longer get kicked off things not on cameras. This was my fault, I overlooked this when adding Human AI. - Human AI's wand gives AI control as long as it's in your hand, you can swap to your offhand. I hope this doesn't end up going horribly, otherwise I'll revert this part. It should let human AIs not have their UI closed on them when swapping to eat food or use their door wand or whatnot. - Bots previously had special checks to scan reagents and be unobservant, I replaced this with giving them the trait. I also fixed an instance of unobservant not being used, so now statues don't affect the basic creature, whatever that is. ## Why It's Good For The Game This is an easier to understand way of handling silicon access and makes these mobs more consistent between eachother. Other than what I've mentioned above, this should have no impact on gameplay itself. ## Changelog 🆑 fix: Statues don't count as eyes to creatures. fix: Human AIs and Admin ghosts no longer get kicked off of machines that aren't on cameranets. /🆑 |
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d9168e7254 |
Adds a treasure chest to the ocean/beach fishing spot. (#85276)
## About The Pull Request This PR adds a treasure chest that can be fished from the ocean if you're lucky enough (or have enough explosives or lobstrosities to do it for you). The treasure chest is basically a mystery box (like the ones from the deathmatch) with a couple catches; the treasure chest can be opened up to 18 times in total before breaking down, however, it can only be opened up to 3 times per spaceman, encouraging the player to share it with others. Here the possible loot by the by: - A toolbox containing a master fishing rod, all the hooks and reels, fish feed, an experi-scanner, an aquarium kit and a can of super baits - A box containing a lazarus injector, a cup and a bottle of strange reagent which you can use to revive fish now - A circuit board for a pre-emagged fishing portal generator - A master fishing rod - A can of super fishing baits - A fish case containing Tiziran fish - A fish case containing Syndicate fish - An old, yet fairly strong cutlass - An old laser gun which fires only 5 shots before running out - A crank laser musket - A smoothbore disabler - A surplus bolt action rifle - A ration pack - A can of squid ink - A bottle of aged rum that forces you to switch to the piratespeak language - A money bag with some doubloons inside - A piratespeak manual - Pirate armored coat - Pirate armored hat - A pre-loaded cannon - Four trash cannon balls - Four cannon balls ## Why It's Good For The Game Mystery boxes are fun, from the little fanfare they play to the potential loot they can give, and I had an old treasure chest I had sprited for fun years ago around so I've come up with an entertaining idea. If you think the loot list is a bit too hot, I can cool it down a bit. Also yeah, I wanted to make fish revivable with strange reagent, since you can already do it with lazarus injectors even though using a lazarus injector for this would be a severe waste of mining points. ## Changelog 🆑 add: Added a treasure chest you can rarely fish from the ocean/beach, with loot being a mix of fishing and piratey stuff. add: You can revive fish with strange reagent now. /🆑 |
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8eb3b51ad9 |
/icons/ folder cleansing crusade part 3 (#83420)
## About The Pull Request In my effort to make the /icons/ folder cleaner and more intuitive instead of having to rely on recalling names of stuff and looking them up in code to find them for poor sods such as myself, plus in spurt of complusion to organize stuff, here goes. I've tracked all changes in commit descriptions. A lot still to be done, but I know these waves go over dozens of files making things slow, so went lighter on it. Destroyed useless impostor files taking up space and cleaned a stray pixel on my way. ## Why It's Good For The Game Cleaner /icons/ file means saner spriters, less time spent. Stray pixels and impostor files (ones which are copies of actually used ones elsewhere) are not good. ## Changelog 🆑 image: Cleaned a single stray pixel in a single frame of a bite telegraphing accidentaly found while re-organizing the files. /🆑 |
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0cc5cfb178 |
Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople) (#83021)
## About The Pull Request This PR moves random name generation for species onto their languages. What does this mean? - For species with a predefined name list, such as Lizards and Moths, nothing. - For species without predefined name lists, such as Felinids, their names will now be randomly generated from their language's syllables.   (In the prefs menu:)  Why? - Well, we actually had some dead code that did this. All I did was fix it up and re-enable it. - Generates some pretty believable in-universe names for various languages that are lacking name lists. Obviously defined lists would be preferred, but until they are added, at least. - Moves some stuff off of species, which is always nice. - Also hopefully makes it a tad easier to work with name generation. There's now a standard framework for getting a random name for a mob, and for getting a random name based on a species. Misc: - Adds a generic `species_prototype` global, uses it in a lot of places in prefs code. - Makes `GLOB.species_list` init via the global defines - Deletes Language SS - Alphabetizes some instances of admin tooling using the list of all species IDs - Docs language stuff - Deletes random_skin_tone, it does pretty much nothin ## Changelog 🆑 Melbert refactor: Random Name Generation has been refactored. Report any instances of people having weird (or "Unknown") names. qol: Felinids, Slimepeople, Podpeople, and some other species without defined namelists now automatically generate names based on their primary language(s). qol: More non-human names can be generated in codewords (and other misc. areas) than just lizard names. /🆑 |
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c403a6eccc |
Wraps lowertext() to ensure proper stringification. (#82442)
## About The Pull Request Fixes #82440 This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not lost on me) to wrap around all calls of `lowertext()` and ensure that whatever we input into that proc will be stringified using the `"[]"` (or `tostring()` for the nerds) operator. very simple. I also added a linter to enforce this (and prevent all forms of regression) because I think that machines should do the menial work and we shouldn't expect maintainers to remember this, let me know if you disagree. if there is a time when it should be opted out for some reason, the linter does respect it if you wrap your input with the `UNLINT()` function. |
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9286933739 |
Fixes some synthetic language oversights (#76846)
## About The Pull Request #76305 removed the knowledge of every language from silicons, but this had a couple of oversights. This language set was not only used by cyborgs but also bots and vending machines. A couple of effects relied on them knowing all of those languages, specifically their emp_act and also the station trait which rerolled their languages. Now they actually _learn_ a random language and start speaking it instead. Also I fixed a related runtime which I noticed in testing where a bot would die as a result of being EMPed, delete itself, and then try and do a bunch more shit after it stopped existing. Annoying. Why was I looking at bot languages? Haha don't worry about it 😇 ## Why It's Good For The Game Restores function of a funny feature. ## Changelog 🆑 fix: Station traits can once again allow vending machines and bots to speak a random language fix: EMPed bots and vending machines once again speak a random language /🆑 |
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fb10121022 |
Icons folder cleaning wave two (#76788)
## About The Pull Request Further continous organizing and cleaning the Icons folder. There are still some minior nitpicks left to do, but I reached my daily sanity expenses limit again, and the faster these get in the less issues for both me and others later. Also cleans some mess I caused by my blindness last PR. ## Why It's Good For The Game Saner spriters = better sprites |
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8c1e35e1c0 |
Refactors mind language holders into non-existent, fixes new languages being deleted on species swap + tests (#76612)
## About The Pull Request This PR refactors mind language holders into non-existence As a result, `update_atom_languages` is no longer necessary Mind-bound languages are transferred via `/mind/proc/transfer_to` Species changing no longer deletes and re-creates the mob's language holder, allowing them to keep any languages they have. Species languages are sourced from `LANGUAGE_SPECIES` now, meaning they are removed when they change species. If the mob is not a human with a species datum, these are effectively just atom level languages. Makes a bunch of unit tests to ensure language transfer over certain events works as intended ## Why It's Good For The Game Mobs with minds having two independent language holders results in a good few bugs, and simply doesn't make sense when we have sources (`LANGUAGE_MIND`). Instead of tracking two language holders, we can simply use sources better and only track one. This means that the language holder you start with is your language holder, period. It doesn't get deleted or re-instantiated or whatever. ## Changelog 🆑 Melbert refactor: Refactored language holders, making species changes not delete all of your known languages /🆑 |
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beacfec8be |
Fixes some species keeping galcom because of shenanigans / codifies silverscales understanding but not speaking common (#76342)
## About The Pull Request 1. Default language holders understand GALCOM on their mind, but speak it on their atom https://github.com/tgstation/tgstation/blob/0a37898f4da161d6f45c209e1f88546e068a64fd/code/modules/language/language_holder.dm#L39-L43 2. Living mobs defer to their mind's language holder over their body's language holder https://github.com/tgstation/tgstation/blob/0a37898f4da161d6f45c209e1f88546e068a64fd/code/modules/mob/living/living_say.dm#L559-L562 3. Mind get_language_holder, an entirely different proc, makes a default language holder when it is created https://github.com/tgstation/tgstation/blob/0a37898f4da161d6f45c209e1f88546e068a64fd/code/datums/mind/_mind.dm#L169-L172 4. Setting species changes your language holder entirely https://github.com/tgstation/tgstation/blob/0a37898f4da161d6f45c209e1f88546e068a64fd/code/datums/dna.dm#L490-L493 5. When your mind's default language holder is synced with your body's species language holder's **ATOM LANGUAGES**, it will clear your languages of all atom languages and then add in all the new ones. You will notice that mind sourced languages are untouched. This leaves the understood-via-mind galcom entry from default language holders there, despite the mob, say, being unable to otherwise understand galcom. I've fixed this weird chain of events by having mind language holders default to your current species language holder or current body language holder. This is admittedly, kind of a bandaid. **Mind language holder should not exist**. Mind sourced languages should just be passed around in mind swaps as you would expect. But that's a larger refactor. Closes #76330 , but keeps Silverscales as able to understand but not speak galcom. I think it's funny if they can hear the peasants but refuse to stoop to their language no matter what. ## Why It's Good For The Game People shouldn't able to understand common in some situations ## Changelog 🆑 Melbert fix: Fixes some species / mobs keeping an understanding of galcom despite not being intended to. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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a4b4f738d0 |
Removes silicon's knowledge of non human languages (#76305)
## About The Pull Request Silicon now only know Common, Uncommon (Humans with Foreigner quirk) and Robotic. I also made the indentation in languages consistent because it bugged me lol. ## Why It's Good For The Game 1. There are currently many ways of learning languages, which devalues the language system as a whole. There's no real reason to use a language when anyone potentially understands what you're saying anyways. 2. Players of these non-human Species should be able to use their language to have hidden discussions in the open (you know, what languages were meant for), and Silicons should be included in this, especially since Silicon are generally on Asimov where they do not care for non-human life, giving non-humans SOMETHING over Silicon would be nice. ## Changelog 🆑 balance: Silicon now only know Common, Uncommon and Robotic languages. /🆑 |
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e38882179f |
Fixes mind traits (Curator, Miner, Clown) (#75593)
## About The Pull Request Tower of Babel (Curator), Naive (Clown), and Storm detector (Shaft Miner), are all traits that are given to your mind upon taking these jobs. However, we have been checking the body for these traits, not the mind. This meant that Shaft miners werent alerted of ice storms, Clowns didnt have their unique examine text, and Curators were affected by Tower of Babel. This fixes all those issues. Naive and Tower of Babel realistically should only be on the mind, so I changed all instances to check the mind. Storm detection is something you can get through analyzers, so I left it as a check for both your body and mind traits. Clown's Naive:  Tower of Babel:  ## Why It's Good For The Game Fixes several bugs for 3 jobs all at once. I don't see any issue reports on any of these, but they existed. ## Changelog 🆑 fix: Shaft Miners are now alerted of Icemoon storms, Clowns are naive, and Curators are immune to the Tower of Babel again. /🆑 |
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872e64fb05 |
Adds spaces around logical operators (#72603)
## About The Pull Request Part of a prior PR that was closed (#72562). This version does not add the check in CI. ## Why It's Good For The Game The work is already done, so I figured why not. ## Changelog N/A Nothing player facing Co-authored-by: Jeremiah Snow <jlsnow301@pm.me> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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779fdb9816 |
Refactors how tongue languages are set (#72080)
## About The Pull Request This static list business for cache wasn't very maintainable, as seen by some languages which should've totally been speakable for some subtypes not being speakable. This generates the list via a proc and then caches it for similar results without being annoying to update. This also makes it much much easier to add a tongue that speaks unique things, not being forced to follow the weird existing pattern ## Why It's Good For The Game Flypeople and Ethereals couldn't speak uncommon if they were taught it by "other circumstaces" because no one updated these lists ## Changelog 🆑 Melbert fix: Ethereals and Flypeople and Aliens who learn Uncommon language can speak it with their tongues like they could speak Common, no this doesn't mean they can naturally speak or understand Uncommon refactor: Refactored how tongues set up their languages lists /🆑 |
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f6caf9a008 |
Add language variety to machines that speak (#71643)
## About The Pull Request This builds on #70278 by giving other machines (vendors, newscasters, computers, etc.) the ability to speak different languages. If the station "Bot language malfunction" trait is rolled, then these machines will select a random race starting language. If a machine is EMP'd then it has a chance to change the language. There is also a language wire that can be pulsed to change the language for vending machines. Default language for machines is galactic common, but there are rare exceptions: - Beach vendors will now speak beachbum - Syndicate vendors will now speak codespeak - Changeling vendors will now speak a random language after each slogan ## Why It's Good For The Game More depth to the language feature. ## Changelog 🆑 add: Add language variety to machines that speak. You can also pulse the vendor language wire to make it switch languages or EMP a machine to get the same effect. add: Shambling cola vendors will now speak a different language each time they talk. Syndicate vendors will now speak codespeak. Beach vendors will now speak beachbum. /🆑 |
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53433bfbd2 |
Allows languages to weight the likelihood of certain syllables, refactors certain code related to pick_weight() (#71275)
## About The Pull Request This PR does the following: - Defines a new proc in __HELPERS/_lists.dm called `pick_weight_recursive()`. This is the code from `/obj/effect/spawner/random/` that allows for nested weighted lists, moved to its own proc. - Replaces explicit code in spawners/random.dm with calls to `pick_weight_recursive()` where appropriate - Deletes the redundant (and barely used) proc `/obj/item/loot_table_maker/proc/pick_loot`, as this was equivalent to `pick_weight_recursive()` - Moves the global proc `fill_with_ones()` from spawners/random.dm to __HELPERS/_lists.dm - Replaces `pick()` in language syllable selection with `pick_weight_recursive()`, allowing languages to define syllable weights or use nested lists of syllables. - Reformats Galactic Common to use nested lists of syllables, allowing English and Chinese syllables to occur at equal frequency despite having different numbers of each. ## Why It's Good For The Game Allowing languages to define syllable weights and nested groups of syllables is a relatively small change that greatly expands what you can do with them. In addition to making Galactic Common look nicer in code, this change also allows for the easy creation of languages with highly uneven syllable distributions (including ultra-rare secret syllables, perhaps) or the quick creation of pidgin languages that combine multiple syllable sets. Using a new proc simplifies spawner code by reducing repetition. Making it global allows for other code to easily implement the same flexible and elegant system of nested lists that spawners already use. ## Changelog 🆑 refactor: defines a new global proc, pick_weight_recursive() code: languages can weight syllables, and galactic common's definition is easier to look at /🆑 Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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85b2d5043d |
Optimizes qdel related things (slight init time savings) (#70729)
* Moves spawners and decals to a different init/delete scheme Rather then fully creating and then immediately deleting these things, we instead do the bare minimum. This is faster, if in theory more fragile. We should be safe since any errors should be caught in compile since this is very close to a "static" action. It does mean these atoms cannot use signals, etc. * Potentially saves init time, mostly cleans up a silly pattern We use sleeps and INVOKE_ASYNC to ensure that handing back turfs doesn't block a space reservation, but this by nature consumes up to the threshold and a bit more of whatever working block we were in. This is silly. Should just be a subsystem, so I made it one, with support for awaiting its finish if you want to * Optimizes garbage/proc/Queue slightly Queue takes about 1.6 seconds to process 26k items right now. The MASSIVE majority of this time is spent on using \ref This is because \ref returns a string, and that string requires being inserted into the global cache of strings we store What I'm doing is caching the result of ANY \ref on the datum it's applied to. This ensures previous uses will never decay from the string tree. This saves about 0.2 seconds of init |
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09d88b31ee |
Wizard DLC - Tower of Babel (#69629)
About The Pull Request
This adds a new status effect called - Tower of Babel
Any carbon mob afflicted by the status effect will lose knowledge of every known language and gain a randomized one as a replacement. The affected mob will also be hit with a depressing moodlet that lasts for 15 seconds. Silicons are immune to all effects.
This effect is implemented in several ways:
Tower of Babel wizard event (all crew on the station z level are affected. The wizard is not and gains mastery of every language to taunt their victims)
Admin smite option
Admin secret event (can be reversed)
Staff of Babel (formerly the Staff of Sapping) will spawn during spawn magic wizard event
Magicarp will randomly shoot bolts of babel
Staff of Chaos will randomly shoot bolts of babel
Overdosing on Mushroom Hallucinogen will temporarily and sporadically acquire the effect
The effect can be blocked or cured in several ways:
Curators are given immunity
Reading a book of babel (via lavaland loot) cures and gives immunity
Reading a language book cures and gives immunity ONLY for that particular language
Note - The Tower of Babel does not allow tongueless, mute, or tongue tied people the ability to speak
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f9a7bdf8ca |
Station trait "Bot language malfunction" triggers on newly created station bots (#70278)
* Bot language malfunction triggers on new bots * List |
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684eab3d31 |
Converts SFX keys into DEFINES (#65146)
About The Pull Request Simply converts all instances of soundkeys that use get_sfx from strings into defines. E.g. "sparks" is now SFX_SPARKS Why It's Good For The Game It makes life a lot easier when you're looking for a sound effect. You just type SFX_ and you get suggestions in VSC. Plus, it looks better. image Changelog Not player facing. |
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7bb2f0b96c | De-hardcodes the species preference pages, deleting the species pages and generating them in constant data on the DM side instead (#65140) |