Commit Graph

4679 Commits

Author SHA1 Message Date
Jeremiah 9db2f6916b Sets prettier to run on the repo (#91379)
## About The Pull Request
Prettier (an auto formatter) is set to only run within the tgui folder
currently. This removes that limitation, allowing it to automatically
format all supported files in the repo (.js, .html, .yml
[etc](https://prettier.io/docs/))

I made a few exceptions for bundled and generated files
## Why It's Good For The Game
I'm of the opinion that code should look uniform and am lazy enough to
want CTRL-S to format files without having to think beyond that
## Changelog
2025-05-29 21:23:59 -07:00
Ben10Omintrix fb2e22a5fc weasels (stoats) (#91030)
## About The Pull Request
adds stoats to the game! 

![stoatsss](https://github.com/user-attachments/assets/d22a5041-3249-40f4-8599-229c72dc4a19)

these are relatively friendly animals u can find in maints. they'll hunt
down mice and other smaller vermin (making them a janitor's best friend)
,and are nimble enough to crawl through pipes. They also love stealing
things as they will drag random objects they find lying around them.
additionally, you may find disposal bins that are shaking, this means
there's a stoat inside rummaging it for food. clicking eject or throwing
anything in the bin will cause the stoat to immediately jump out scared.
u can also tame them by feeding them eggs or dead mice.

## Why It's Good For The Game
further expands the mob pool of maints, establishing some sort of
ecosystem.

## Changelog
🆑
add: added stoats to the game
/🆑
2025-05-29 16:16:12 -04:00
Bloop 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.

![FOuGL6ofxC](https://github.com/user-attachments/assets/e5414971-7f13-4883-9f7f-a8a212b46fe8)

<details><summary>Mappers rejoice!</summary>

![StrongDMM_1oeMSoRHXT](https://github.com/user-attachments/assets/83dcfe4c-31be-4953-98f3-dff90268bbc4)

![StrongDMM_uyqu3CggPn](https://github.com/user-attachments/assets/7896f99e-2656-40e1-a9da-3a513882365a)

</details>

<details><summary>Uses iconforge so it does not take up much time during
init</summary>

![dreamdaemon_u4Md3Dqwge](https://github.com/user-attachments/assets/17baaff8-5d5e-4a4d-ba8f-9dd548024155)

</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>
2025-05-29 16:14:43 -04:00
Ben10Omintrix 9765cccc34 weasels (stoats) (#91030)
## About The Pull Request
adds stoats to the game! 

![stoatsss](https://github.com/user-attachments/assets/d22a5041-3249-40f4-8599-229c72dc4a19)

these are relatively friendly animals u can find in maints. they'll hunt
down mice and other smaller vermin (making them a janitor's best friend)
,and are nimble enough to crawl through pipes. They also love stealing
things as they will drag random objects they find lying around them.
additionally, you may find disposal bins that are shaking, this means
there's a stoat inside rummaging it for food. clicking eject or throwing
anything in the bin will cause the stoat to immediately jump out scared.
u can also tame them by feeding them eggs or dead mice.

## Why It's Good For The Game
further expands the mob pool of maints, establishing some sort of
ecosystem.

## Changelog
🆑
add: added stoats to the game
/🆑
2025-05-27 18:16:21 +02:00
Roxy 3d49b8913e Update stat panel override to work with new map features (#3908)
## About The Pull Request

Pull `code/controllers/subsystem/statpanel.dm` fresh from tg and reapply
our changes, this will let us use the webmap and feedbacklink options in
maps.txt

## Why It's Good For The Game

Cool button

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/14278e78-5d2f-4eb8-a1cd-2252eaae52fa)

</details>

## Changelog

No player facing changes
2025-05-26 23:37:26 -04:00
Bloop 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.


![FOuGL6ofxC](https://github.com/user-attachments/assets/e5414971-7f13-4883-9f7f-a8a212b46fe8)

<details><summary>Mappers rejoice!</summary>


![StrongDMM_1oeMSoRHXT](https://github.com/user-attachments/assets/83dcfe4c-31be-4953-98f3-dff90268bbc4)


![StrongDMM_uyqu3CggPn](https://github.com/user-attachments/assets/7896f99e-2656-40e1-a9da-3a513882365a)

</details>

<details><summary>Uses iconforge so it does not take up much time during
init</summary>


![dreamdaemon_u4Md3Dqwge](https://github.com/user-attachments/assets/17baaff8-5d5e-4a4d-ba8f-9dd548024155)

</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>
2025-05-24 15:21:02 -07:00
Nick 74e304553b Fix manifest sql again (#91185)
This one will work this time I swear
2025-05-22 21:19:06 -04:00
TiviPlus 78bc9dba91 Keyboard presses (and thus keybindings) will now report the turf the mouse was over when a player presses or releases a key (#90480)
## About The Pull Request

Semi WIP cus I need to probably make an issue report for lummox, but
apart from that ready for review

Uses the new mouse-pos so we can combine it with screen size and size to
estimate very accurately the mouse position in turf terms. In future
also will need to add a way to continously poll the users mouse pos but
this alone is very useful

## Why It's Good For The Game

This isnt used yet, but the benefits are pretty damn obvious (hitting E
and dashing towards where your mouse??? 1990s features?????)

## Changelog
🆑
refactor: Added the possibility for keybindings to report the turf they
clicked on.
/🆑

---------

Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
2025-05-22 21:17:28 -04:00
SmArtKar f740a1e9bb Corrects mining export names on icebox (#91145)
## About The Pull Request

Closes #90666, converts minetypes to defines, gives icebox a minetype
define which could also be used later to give mining suits some fur or
something.

## Changelog
🆑
fix: Icebox artifact exports no longer claim they're from a lava planet
/🆑
2025-05-22 21:15:57 -04:00
Holoo 7ea62255de Admin supply pod fixes (#90744)
## About The Pull Request
Closes https://github.com/tgstation/tgstation/issues/81140
Closes https://github.com/tgstation/tgstation/issues/72342

Fixes presets, custom explosions, partly fixes tooltips (they are
completely broken and some positions don't work at all if text is too
long)
Fixes always failing sound length check and fall sound timing
Adds small preview box for preset color button
Adds 5th variable to custom explosion size: flash range
Adds flash range to admin logs
 

![image](https://github.com/user-attachments/assets/e9068987-4f21-438d-9951-58230cbe0f88)
## Why It's Good For The Game
Less bugs (rip moths)
## Changelog
🆑

fix: fixed presets, custom explosion, fall sound in admin supply pod
admin: admin supply pod now can have flashy explosion, set it via custom
explosion button. Added flash range to admin logs

/🆑
2025-05-22 21:12:30 -04:00
Nick 6094f8a522 Fix manifest sql again (#91185)
This one will work this time I swear
2025-05-17 12:51:00 -07:00
TiviPlus d53fb89b86 Keyboard presses (and thus keybindings) will now report the turf the mouse was over when a player presses or releases a key (#90480)
## About The Pull Request

Semi WIP cus I need to probably make an issue report for lummox, but
apart from that ready for review

Uses the new mouse-pos so we can combine it with screen size and size to
estimate very accurately the mouse position in turf terms. In future
also will need to add a way to continously poll the users mouse pos but
this alone is very useful

## Why It's Good For The Game

This isnt used yet, but the benefits are pretty damn obvious (hitting E
and dashing towards where your mouse??? 1990s features?????)

## Changelog
🆑
refactor: Added the possibility for keybindings to report the turf they
clicked on.
/🆑

---------

Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
2025-05-16 22:03:01 -07:00
SmArtKar 29d9626d3d Corrects mining export names on icebox (#91145)
## About The Pull Request

Closes #90666, converts minetypes to defines, gives icebox a minetype
define which could also be used later to give mining suits some fur or
something.

## Changelog
🆑
fix: Icebox artifact exports no longer claim they're from a lava planet
/🆑
2025-05-16 15:27:49 -06:00
Holoo 0631f197ba Admin supply pod fixes (#90744)
## About The Pull Request
Closes https://github.com/tgstation/tgstation/issues/81140
Closes https://github.com/tgstation/tgstation/issues/72342

Fixes presets, custom explosions, partly fixes tooltips (they are
completely broken and some positions don't work at all if text is too
long)
Fixes always failing sound length check and fall sound timing
Adds small preview box for preset color button
Adds 5th variable to custom explosion size: flash range
Adds flash range to admin logs
 

![image](https://github.com/user-attachments/assets/e9068987-4f21-438d-9951-58230cbe0f88)
## Why It's Good For The Game
Less bugs (rip moths)
## Changelog
🆑

fix: fixed presets, custom explosion, fall sound in admin supply pod
admin: admin supply pod now can have flashy explosion, set it via custom
explosion button. Added flash range to admin logs

/🆑
2025-05-16 11:17:19 -07:00
SmArtKar 0f01987115 Refactors ITEM_SLOT_BACKPACK and ITEM_SLOT_BELTPACK out of inventory code (#90869)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

So yesterday I've spotted that we had wrong SLOTS_AMT value set, and
went a bit down a rabbit hole and found how abhorrent our
ITEM_SLOT_BACKPACK and ITEM_SLOT_BELTPACK usage is. They're not real
inventory slots, but just "hints" at items being located in backpacks or
belts, or instructions to put an item into a belt/backpack. This PR
rewrites all usages of them as "hints", and adds an equip_to_storage
proc used to equip an item into a storage positioned in a certain slot,
so ``equip_to_slot_if_possible(item, ITEM_SLOT_BACKPACK)`` is now
``equip_to_storage(item, ITEM_SLOT_BACK)``

## Why It's Good For The Game

Its really stupid and we shouldn't have those as slot flags,
ITEM_SLOT_HANDS at least makes sense but those two are just absurd.
Should make equipping things into non-backpack storage a bit easier too,
in case we end up going through with the idea of suit/uniform pockets
being a major part of player inventory.

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
refactor: Refactored how backpack and belt contents are handled in mob
inventory code, report any issues with lingering item effects or
inability to equip things into them!
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
2025-05-15 16:14:06 -04:00
Nick ae794f83a3 Fixes manifest SQL logging (#91125)
I forgor a column assignment :\
2025-05-15 16:10:26 -04:00
Nick e7bb19b080 Adds logging of the station manifest to the DB (#90993)
This adds a `manifest` table to the database, basically a databasified
version of the `manifest.txt` log.

This is less of a game feature and more of an admin & Statbus tool. We
currently do not have a good way to see who played which character in a
given round. This aims to fix that.

~~Drafted because I'm not sure on some of the typecasting for the
`special` and `latejoin` columns, I would like someone to give that a
once-over.~~ We good.
2025-05-15 16:05:38 -04:00
RengaN02 c0b4cb3024 Crimes are now logging in db (#90948)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

Crimes are now logged in db

Logging:

![image](https://github.com/user-attachments/assets/6eee470d-863a-4f68-9836-04a0a0079aa2)

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

idk
we logging citations but not crimes, and i wanted to log the crimes too
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑 Rengan
server: The crimes are now logging in the database.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
2025-05-15 16:05:02 -04:00
SmArtKar 352c7ecdd7 Refactors ITEM_SLOT_BACKPACK and ITEM_SLOT_BELTPACK out of inventory code (#90869)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

So yesterday I've spotted that we had wrong SLOTS_AMT value set, and
went a bit down a rabbit hole and found how abhorrent our
ITEM_SLOT_BACKPACK and ITEM_SLOT_BELTPACK usage is. They're not real
inventory slots, but just "hints" at items being located in backpacks or
belts, or instructions to put an item into a belt/backpack. This PR
rewrites all usages of them as "hints", and adds an equip_to_storage
proc used to equip an item into a storage positioned in a certain slot,
so ``equip_to_slot_if_possible(item, ITEM_SLOT_BACKPACK)`` is now
``equip_to_storage(item, ITEM_SLOT_BACK)``

## Why It's Good For The Game

Its really stupid and we shouldn't have those as slot flags,
ITEM_SLOT_HANDS at least makes sense but those two are just absurd.
Should make equipping things into non-backpack storage a bit easier too,
in case we end up going through with the idea of suit/uniform pockets
being a major part of player inventory.

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
refactor: Refactored how backpack and belt contents are handled in mob
inventory code, report any issues with lingering item effects or
inability to equip things into them!
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
2025-05-15 01:07:41 +01:00
Nick 65cd441cdf Fixes manifest SQL logging (#91125)
I forgor a column assignment :\
2025-05-13 09:57:29 +12:00
Star Kings c6b98bec52 Adds a new Quirk: Unblinking (#3735)
## About The Pull Request

This adds a zero-cost neutral quirk that prevents the holder from
blinking at all without any mechanical downsides.

## Why It's Good For The Game

The tg upstream added automated blinking which just doesn't mesh well
with customization options. The Fluoride Stare quirk gave far too large
a mechanical downside for what could've otherwise been a flavor change.
EDIT: ~~This change now actually DOES replace the Fluoride Stare quirk,
per request of the maintainers.~~
EDIT 2: It doesn't replace Fluoride Stare, wanna experience the torture
of needing to use eye drops every 60 seconds? Have at thee, a separate
PR to remove this later down the line still isn't impossible though.
I'm tired boss.

## Proof Of Testing

Emissive eyes also work fine from our testing.

<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/a0fe7ae4-f339-44a5-94e4-ccf90e9532fe)

![Screenshot 2025-05-07
042635](https://github.com/user-attachments/assets/41418554-d68b-4697-8f12-970afb8517f3)

</details>

## Changelog

🆑 AstrumLernaean
add: Added a new neutral quirk: Unblinking. Prevents blinking; now with
100% less 'going blind' involved.
/🆑

---------

Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2025-05-11 18:04:06 -04:00
Nick 4e16eb111d Adds logging of the station manifest to the DB (#90993)
## About The Pull Request
This adds a `manifest` table to the database, basically a databasified
version of the `manifest.txt` log.

## Why It's Good For The Game
This is less of a game feature and more of an admin & Statbus tool. We
currently do not have a good way to see who played which character in a
given round. This aims to fix that.

~~Drafted because I'm not sure on some of the typecasting for the
`special` and `latejoin` columns, I would like someone to give that a
once-over.~~ We good.
2025-05-10 15:54:19 -07:00
RengaN02 7bb71d38fd Crimes are now logging in db (#90948)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Crimes are now logged in db

Logging: 

![image](https://github.com/user-attachments/assets/6eee470d-863a-4f68-9836-04a0a0079aa2)

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
idk
we logging citations but not crimes, and i wanted to log the crimes too
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑 Rengan
server: The crimes are now logging in the database.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
2025-05-10 12:17:20 -07:00
Lucy 251d23530e Changes all uses of notify_ghosts to use the real names of mobs (#90919)
## About The Pull Request

Quite simple - this changes every direct mention of a mob in a
`notify_ghosts` message to use `[mob.real_name]` instead of just `[mob]`

## Why It's Good For The Game

makes things less confusing - ghosts can see easily their actual
identity anyways, so it's not like there's much of a reason _not_ to do
this.

## Changelog
🆑
qol: Ghost notifications will now use the real names of mobs when
something happens (i.e no more "Unknown has completed an ascension
ritual!")
/🆑
2025-05-08 19:20:12 -04:00
John Willard df10c57593 webmap is now in maps.txt instead of a config entry (#90821)
## About The Pull Request

Currently the button to open a map in webmap is tied to a config entry,
which would then take the name of the map being played and get the link
to that, however for cases like new/tested/admin uploaded maps where
there is no webmap available, this would still have a link to a url that
doesn't exist.
Instead, we'll make the webmap link be in ``maps.txt``, same as
feedbacklink.

## Why It's Good For The Game

Explained in the about section, this prevents webmaps appearing for maps
that aren't supposed to have a webmap link available.

## Changelog

Nothing player-facing, webmaps aren't currently used (afaik) currently
cause they're broken for tg codebases.
2025-05-08 19:19:46 -04:00
Ben10Omintrix 914a85d562 snails (#90505)
## About The Pull Request
adds snails to the game

![image](https://github.com/user-attachments/assets/f1745795-695f-443a-827e-1f1987d4fdb6)

these are harmless critters you can find in maints. they love eating all
variety of fruits, and are gravitated towards snail people, where
they'll dance around them.

you can also pick them up and put them on your head.

finally, you can also grab them and put them in hydrotrays (they will
swim around in it very slowly). they'll help ur plants grow as they act
as natural weed-repellants, as they'll eat weeds that grow in trays.

![image](https://github.com/user-attachments/assets/512f0974-d0d1-4f90-a540-c03d1c969328)


## Why It's Good For The Game
there's not that many mobs you can usually find in maints, currently
there's only mice and cockroaches, this helps expand the pools a bit.

## Changelog
🆑
add: adds snails to the game. (keep them away from salt!)
/🆑
2025-05-08 19:19:40 -04:00
SmArtKar d8788938be Cult Master title is now granted to the most experienced cult player, improvements and fixes (#90824)
## About The Pull Request

When the cult roundstart ruleset is picked, the most experienced cult
player is granted the cult Master title instead of it being determined
by voting. They can pass the role onto another willing cultist by using
an action once. Fixed cult masters not receiving their large speech
(instead not having any text spans whatsoever) and the Eldritch Pulse
spell being not usable whatsoever. Mark Target now displays an arrow
similar to heretic's living hearbeat to all cultists upon being cast.
This is a commission by Improvedname, but I do stand by the ideas
myself.

## Why It's Good For The Game

Cult Master, since its very inception, has been used for one thing and
one thing only - casting Final Reckoning on the summon rune by whoever
got to the area first and quickly used the vote that the cult reserved
for the finale. This results in other spells almost never being used, as
can be seen by the fact that one of them has been broken for the past 2
years. This change should make cult master more of a commander role akin
to how nuclear operative leader works, and make them a valuable target
for non-cultists to hunt down as they'll be present since roundstart.

## Changelog
🆑
add: Cult Master is now assigned to the player with most hours as a
cultist upon roundstart, instead of being votable.
add: Cult Masters can transfer their role once.
balance: Mark Target now gives all cultists a noticable directional
indicator, similar to heretics' living hearbeat
fix: Fixed cult master's broken speech spans
fix: Fixed Eldritch Pulse not working
/🆑
2025-05-08 19:05:23 -04:00
Lucy 37ec7f8054 Changes all uses of notify_ghosts to use the real names of mobs (#90919)
## About The Pull Request

Quite simple - this changes every direct mention of a mob in a
`notify_ghosts` message to use `[mob.real_name]` instead of just `[mob]`

## Why It's Good For The Game

makes things less confusing - ghosts can see easily their actual
identity anyways, so it's not like there's much of a reason _not_ to do
this.

## Changelog
🆑
qol: Ghost notifications will now use the real names of mobs when
something happens (i.e no more "Unknown has completed an ascension
ritual!")
/🆑
2025-05-08 00:48:52 +00:00
John Willard 400e6c15e4 webmap is now in maps.txt instead of a config entry (#90821)
## About The Pull Request

Currently the button to open a map in webmap is tied to a config entry,
which would then take the name of the map being played and get the link
to that, however for cases like new/tested/admin uploaded maps where
there is no webmap available, this would still have a link to a url that
doesn't exist.
Instead, we'll make the webmap link be in ``maps.txt``, same as
feedbacklink.

## Why It's Good For The Game

Explained in the about section, this prevents webmaps appearing for maps
that aren't supposed to have a webmap link available.

## Changelog

Nothing player-facing, webmaps aren't currently used (afaik) currently
cause they're broken for tg codebases.
2025-05-06 20:12:44 +00:00
Roxy d9d0902b70 Merge branch 'master' into upstream-25-04b 2025-05-05 16:24:56 -04:00
Ben10Omintrix a708c8e8da snails (#90505)
## About The Pull Request
adds snails to the game

![image](https://github.com/user-attachments/assets/f1745795-695f-443a-827e-1f1987d4fdb6)

these are harmless critters you can find in maints. they love eating all
variety of fruits, and are gravitated towards snail people, where
they'll dance around them.

you can also pick them up and put them on your head.

finally, you can also grab them and put them in hydrotrays (they will
swim around in it very slowly). they'll help ur plants grow as they act
as natural weed-repellants, as they'll eat weeds that grow in trays.

![image](https://github.com/user-attachments/assets/512f0974-d0d1-4f90-a540-c03d1c969328)


## Why It's Good For The Game
there's not that many mobs you can usually find in maints, currently
there's only mice and cockroaches, this helps expand the pools a bit.

## Changelog
🆑
add: adds snails to the game. (keep them away from salt!)
/🆑
2025-05-05 13:29:14 +01:00
LT3 c3d865b5bb Fix station time on stat panel (#3709)
## About The Pull Request

Fixes the station time on the stat panel, cleans up the code edit a bit.

## Why It's Good For The Game

It kills me inside to see the stat panel clock not match all the other
clocks in game.

## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/74c5a611-f651-4ef8-98a7-e67416e35ccd)

</details>

## Changelog

🆑 LT3
fix: Stat panel now shows the correct station time
/🆑
2025-05-04 18:07:03 -04:00
SmArtKar 963ca5b1ee Cult Master title is now granted to the most experienced cult player, improvements and fixes (#90824)
## About The Pull Request

When the cult roundstart ruleset is picked, the most experienced cult
player is granted the cult Master title instead of it being determined
by voting. They can pass the role onto another willing cultist by using
an action once. Fixed cult masters not receiving their large speech
(instead not having any text spans whatsoever) and the Eldritch Pulse
spell being not usable whatsoever. Mark Target now displays an arrow
similar to heretic's living hearbeat to all cultists upon being cast.
This is a commission by Improvedname, but I do stand by the ideas
myself.

## Why It's Good For The Game

Cult Master, since its very inception, has been used for one thing and
one thing only - casting Final Reckoning on the summon rune by whoever
got to the area first and quickly used the vote that the cult reserved
for the finale. This results in other spells almost never being used, as
can be seen by the fact that one of them has been broken for the past 2
years. This change should make cult master more of a commander role akin
to how nuclear operative leader works, and make them a valuable target
for non-cultists to hunt down as they'll be present since roundstart.

## Changelog
🆑
add: Cult Master is now assigned to the player with most hours as a
cultist upon roundstart, instead of being votable.
add: Cult Masters can transfer their role once.
balance: Mark Target now gives all cultists a noticable directional
indicator, similar to heretics' living hearbeat
fix: Fixed cult master's broken speech spans
fix: Fixed Eldritch Pulse not working
/🆑
2025-05-05 00:30:34 +10:00
Shadow-Quill 99f0b4c950 Fixes Part Dos 2025-04-29 21:06:24 -06:00
LemonInTheDark ed6405829e Updates individual telecomm machines to autolink/operate properly cross zs (#90747)
## About The Pull Request

I thought I fixed this a while back with changes to signals and such
(#76360), but I failed to handle machine to machine interaction and
autolinking properly which broke behavior. Mildly hard to test but it...
should? work better now. I don't think I've missed something but it is
possible.

[Unfucks telecomms_list, mild code quality
stuff](https://github.com/tgstation/tgstation/pull/90747/commits/cc8316d523b31a15d665a15def63e18318320e8f)

[cc8316d](https://github.com/tgstation/tgstation/pull/90747/commits/cc8316d523b31a15d665a15def63e18318320e8f)

GLOB.telecomms_list proported to hold just /telecomms machines but it
WASN'T, we stuffed message computers in there too to make references a
bit easier to clean.

This fixes that, handling them instead with a one to many pattern. I've
also renamed a few things (most prominently GLOB.telecomms_list ->
GLOB.telecomm_machines), and unindented an if check that was essentially
dead code. Also killed a really messy define and replaced it with a
proc.

## Why It's Good For The Game

Mapper asked for it, really should have done this years ago but we
didn't have a usecase for it.

## Changelog
🆑
fix: Tcomms machines will interoperate across z levels in the same
"stack" as expected now
/🆑
2025-04-29 18:33:34 -06:00
Ghom f2ba845ea0 Fishing lures box peeve (#90741)
## About The Pull Request
This fixes a small excerpt from #90678: 
>"[...] double-examining it to see what extra items it can hold
(normally all lures) only reports the Artificial Minnow as fitting."

By making it use subtypesof instead of typesof for purpose of spawning
lures and making the minnow its own subtype.

## Why It's Good For The Game
Fixing a mild botherance.

## Changelog

🆑
fix: Examining a fishing lures box twice no longer says it can hold just
artificial minnows.
/🆑
2025-04-29 18:33:34 -06:00
John Willard ea28a87ca8 Adds map feedback thread support (AI stat panel buff) (#90506)
This PR started with the idea of adding support for map feedback
threads, which I added to the roundend report, escape menu, and stat
panel. To do this though I had to make pretty annoying changes to the
stat panel and had to touch every single time something to the stat
panel was added, so since we now have a way to have links in the stat
panel I thought of taking full advantage of it and add some QOL.

AIs can now track their borgs by clicking their status on the stat panel

https://github.com/user-attachments/assets/1789dc46-5d12-48e9-bb8d-d3278aa19639

With Melbert's comment, I added another stat panel entry that directs
you to the Webmap page, which currently seems to be a little messed up
(https://github.com/AffectedArc07/SS13WebMap/issues/41 &
https://github.com/AffectedArc07/SS13WebMap/issues/42) but if they get
fixed this would be a swag asf feature

Feedback threads was a suggestion from a player and is fully in control
of admins as an optional thing, and while we still have stat panel I
think it's nice to be able to take advantage of its features.

🆑
admin: Admins can now link a URL for maps, used to give feedback on said
maps. Accessible through the roundend report, escape menu, and stat
panel.
qol: AIs can track their borgs by clicking on them in the stat panel.
qol: You can now directly go to the webmap of maps from the stat panel
(assuming it's set in config).
/🆑
2025-04-29 18:21:47 -06:00
MrMelbert 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.


![image](https://github.com/user-attachments/assets/63e9d67b-7db2-4d23-9d0f-bae175962db4)


![image](https://github.com/user-attachments/assets/840ef391-5126-4ba7-9298-804686bcd6df)

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.
/🆑
2025-04-29 18:20:43 -06:00
John Willard d9c58ac82e Configurable events (removes mult config) (#90659)
As said in https://forums.tgstation13.org/viewtopic.php?t=38517 - Admins
don't want to touch the event multiplier configs because,
``for example changing the mult to 1.5 would make heart attack only roll
on 60+ pop``

and ends with;
``it would be better to make a pull request to the codebase and alter
the min_player var on the events that are issues``

So why not let ALL events be editable by admins?
This PR makes every single event possible to be edited, though the json
only comes with the non-wizard non-holiday ones (though they are totally
addable if admins want to put it in, I just didnt think we should make
it obvious it's possible so they DONT)

The config is off by default (no effect regardless since I have it the
same as code-side).

The multiplier config is rendered irrelevant by instead being able to
tweak the individual events to your liking, especially when one touch of
that causes certain events to be rendered never runnable.
This is (sorta) an admin request, and it also makes event rarities and
such an admin issue, therefore not our problem anymore (mostly), wahoo.

Get FUCKED, Grid Check!

![image](https://github.com/user-attachments/assets/ff4314b5-4404-4f8e-905d-2d4824f8aa71)

🆑
config: Removed event time/weight multipliers, now all events vars are
editable in config.
/🆑

---------

Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com>
2025-04-29 18:20:43 -06:00
John Willard 8a5a490aea player hud stays post roundstart, has more info (#90632)
## About The Pull Request

Once the round starts, the TV's text shows the current map, how much
time it is in-game, how many players are connected, and what the
overflow job is (if the station trait is on). video as demonstration but
the overflow text has changed to "[job] overflow" instead of "Overflow
job: [job]"


https://github.com/user-attachments/assets/fe74b28b-06de-4827-9c4d-ca2e51f1e0b9

Closes https://github.com/tgstation/tgstation/issues/90651

## Why It's Good For The Game

Gives useful info on the TV instead of having it just magically
disappear (which currently doesn't work cause I forgot to deactivate it
on initialize for latejoiners) which will become more useful if the stat
panel is removed. Also makes overflow job more obvious, the TV is just a
good place to put info useful for new players though round time
personally was just put there to make the TV feel more full.

Wanted to put this in the original PR but wanted to try to match parity
to the stat panel in case this wasn't wanted.

## Changelog

🆑
qol: The TV on the title screen has round info once the round has
started or ended.
fix: The TV now fits on non-widescreen screens.
/🆑
2025-04-29 18:19:24 -06:00
Cirrial d6e7854fee Fix: EMERGENCY_SHUTTLE_AUTOCALL_THRESHOLD now actually calls the shuttle (#90647)
## About The Pull Request

There's a function to call the shuttle when a proportion of the crew
die. This functionality is probably not turned on on actual tgstation
servers but it is a configurable option for people hosting their own
forks and whatnot to use.

However, while this works, it doesn't actually call the shuttle, as it
seems to require the time remaining for the shuttle to arrive to be
greater than 4 minutes, which, as the shuttle hasn't been called, the
time remaining is 1 second (the fallback value for when it's not in
transit). So it never calls.

(The fix I have here was suggested to me by someone else in the Discord
coding channel so I can't take full credit for it.)

## Why It's Good For The Game

It's good for the automatic shuttle call to call the shuttle

## Changelog
🆑 Kapu1178, Cirrial
fix: The server-configurable shuttle call when enough of the station
dies will now actually call the shuttle.
/🆑
2025-04-29 18:04:56 -06:00
SmArtKar e14634872e Fixes weather getting stuck and not affecting mobs (#90691)
## About The Pull Request

Weather subsystem code mixed up defines and indexes resulting in broken
behavior when you only had mobs and thunder defined in a subsystem.
Solved this by converting currentpart from define to active task index

Closes #90677

## Changelog
🆑
fix: Ash storms do damage again
/🆑
2025-04-29 18:03:35 -06:00
SmArtKar 60b1319cac [MDB Ignore] Updates visuals for the loadout menu (#90399)
Improves how the loadout menu looks by switching it to the new
ImageButton component, converting recolorable/reskinnable to use icons
with tooltips, and allowing items within a category to be grouped up
together (only used by pocket items as of now)

<details>

<summary>How it looks:</summary>

![image](https://github.com/user-attachments/assets/3ed434cc-5caf-4cd5-b289-76f1946282cd)

![image](https://github.com/user-attachments/assets/bb33e6a4-75c4-4eb5-8e83-2ed9f6853e64)

</details>

Monocles have been made prescription, and prescription, contains pens,
hair color, and other misc tags have been removed.

<details>

<summary>Additionally, plushies now have better baked-in sprites for
loadouts, with randomized lizard plushie receiving a coat of rainbow
paint in place of the removed tooltip.</summary>

![image](https://github.com/user-attachments/assets/ea3124ae-53aa-4eb5-bb27-bde6140b4222)

</details>

Blue button make it hard to figure out details on certain items, and
tiny grey text is borderline unreadable. Also our pocket items category
is horribly bloated.

🆑
qol: Redesigned the loadout UI
balance: Monocles now work as prescription glasses
image: Loadout plushies no longer use mapper previews for their images
/🆑
2025-04-29 18:03:21 -06:00
Iajret 4e6abfe0d4 adds auto-updating for status display image on alert level change (#90602) 2025-04-29 17:53:59 -06:00
Timberpoes 88cc2dffc6 Job assignment code at round start now properly respects any overflow caps set in the config files. (#90612) 2025-04-29 17:53:59 -06:00
Bloop 29e2f867b8 Adds some trailing commas to lists (#90501)
## About The Pull Request

I heard you liked commas.

## Why It's Good For The Game

Trailing commas make everyone happy!

## Changelog

Nothing anyone will notice besides downstreams adding to these lists
2025-04-29 17:52:31 -06:00
MrMelbert 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)

![image](https://github.com/user-attachments/assets/69be41fa-bc40-45f0-bd80-e24e799c9f38)

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.

![image](https://github.com/user-attachments/assets/b6eee2c7-f564-437b-8c7a-bd1d88a9b680)

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)
/🆑
2025-04-29 17:52:31 -06:00
Joshua Kidder f30800d4dc Subsystems meant to represent/handle in-game networks moved under their own subfolder ( no code changes ) (#90561)
## About The Pull Request

While working on another PR, I noticed that there wasn't any real
distinction between subsystems that function as a network for various
logical components/systems in the code, and subsystems that are meant to
represent what is actually an in-game network. As such, I moved what
seemed to be clear representations of the functions of in-game networks
under their own subfolder.

This should have no effects otherwise.
## Why It's Good For The Game

Per an .md I added in the folder, it helps to clearly demarcate what are
backend programmatic networked systems, and what are meant to actually
be a network in the game itself; the radio jammer disrupts your suit
sensors and headset, not your signal relationships with DCS, and I
believe having that distinction be clear at a glance of the file
structure is valuable.
## Changelog
🆑 Bisar
code: Subsystems that are meant to represent a network in-game have been
moved into their own category inside the codebase.
/🆑
2025-04-29 17:52:15 -06:00
John Willard 3c7573f714 Lobby info is now part of the hud instead of stat panel (#90572)
Removes ``/mob/dead/get_status_tab_items()``, replaces it with a lobby
hud icon showing the same information

TV sprite made by Kryson, scanline and static taken from ``effects.dmi``
which I then blew up to fit the size.

https://github.com/user-attachments/assets/99733ae6-c596-42b1-bcae-d1a8d8f094c3

I want to try to remove as much reliance from the stat panel as possible
so we can hopefully remove it, as it takes up 1/3 of the screen for
nothing.

🆑 Kryson, JohnFulpWillard
qol: Lobby info is now on the title screen rather than being hidden in
the stat panel.
/🆑
2025-04-29 17:52:15 -06:00
Bloop 13bf88b2ce Fixes persistent paintings load order (#90515)
## About The Pull Request

Persistent paintings should be loaded after persistence itself

## Why It's Good For The Game

Bugfix confirmed to be working (test merging this fix live currently).

## Changelog

🆑
fix: fixes persistent paintings not loading
/🆑
2025-04-29 17:49:24 -06:00