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masterfixes
5
Commits
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e49e13b795 |
Reworks phobias to use the new fear system instead of handling all the code via traumas (#94455)
## About The Pull Request Phobias have been refactored to use the new fear system instead of handling their effects via simple triggers on themselves. The overall idea is still the same, triggering upon seeing/hearing/saying a scary word or thing, but instead of instantly sending you into a panic it adds some fear and has a chance of triggering a new startle fear effect, which mirrors some of the previous phobia effects that weren't already included in other handlers. To complete the phobic trio, I've added monophobia as a quirk - its quite interesting compared to nycto- and claustrophobia, as it forces you to stick to other people, thus indirectly incentivizing social interactions, and could make for actually interesting moments. Additionally, I've cleaned up some of the related code and added message CDs to all other handlers that were missing them as to avoid chat spam which could sometimes occur when the effect triggered far too frequently. ## Why It's Good For The Game Using the new system makes phobias much more immersive and interesting to play around, as they no longer absolutely cripple you to the point of making the game unplayable in case of some of them due to random stuns or knockouts. It also makes them natively interact with other phobias and quirks, which is a neat thing for character building. Currently getting a phobia basically forces you to go to medbay as to not risk randomly falling unconscious every once in a while if you roll a common one (like cyborgs, blood, doctors or authority), and picking one as a quirk is basically not an option. ## Changelog 🆑 add: Monophobia is now availible as a negative (-3) quirk. balance: Phobias now have accumulating, and less debilitating effects due to conversion to the new fear system. qol: Fear effects now have a cooldown between messages as to avoid chat spam. code: Cleaned up some of fear code. refactor: Refactored phobias to use the fear system /🆑 |
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7a3ad79506 |
All camelCase (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case. UNDERSCORES RULE! (#94111)
## About The Pull Request It's just a partial cleanup of anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md) code from /tg/'s ancient history. I compiled & tested with my helpful assistant and damage is still working. <img width="1920" height="1040" alt="image" src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3" /> I'll upload the .cs script I used to do it shortly. ## Why It's Good For The Game Just minor code cleanup. Script used is located at https://metek.tech/camelTo-Snake.7z EDIT 11/23/25: Updated the script to use multithreading and sequential scan so it works a hell of a lot faster ``` /* // Copyright 2025 Joshua 'Joan Metekillot' Kidder This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>. // */ using System.Text.RegularExpressions; class Program { static async Task Main(string[] args) { var readFile = new FileStreamOptions { Access = FileAccess.Read, Share = FileShare.ReadWrite, Options = FileOptions.Asynchronous | FileOptions.SequentialScan }; FileStreamOptions writeFile = new FileStreamOptions { Share = FileShare.ReadWrite, Access = FileAccess.ReadWrite, Mode = FileMode.Truncate, Options = FileOptions.Asynchronous }; RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled; Dictionary<string, int> changedProcs = new(); string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*"; Regex camelCaseProcRegex = new(regexPattern, regexOptions); string snakeify(Match matchingRegex) { var vals = matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray(); var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower(); string logString = $"{vals[0]} => {newVal}"; if (changedProcs.TryGetValue(logString, out int value)) { changedProcs[logString] = value + 1; } else { changedProcs.Add(logString, 1); } return newVal; } var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>(); // uses default ParallelOptions // https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) => { var reader = new StreamReader(filePath, readFile); string oldContent = await reader.ReadToEndAsync(); string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify)); if (oldContent != newContent) { var writer = new StreamWriter(filePath, writeFile); await writer.WriteAsync(newContent); await writer.DisposeAsync(); } reader.Dispose(); }); var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList(); foreach (var pair in logToList) { Console.WriteLine($"{pair.Key}: {pair.Value} locations"); } } } ``` ## Changelog 🆑 Bisar code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case, in-line with the STYLE guide. Underscores rule! /🆑 |
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8d739e04de |
Knocking someone out cold now properly stops their panic attack (#92433)
## About The Pull Request Missed this in the original PR, knocking someone out "ended" the panic attack but didn't actually stop the sound loop which would continue for another 3-5 seconds. Also added proper timer tracking just in case. ## Changelog 🆑 fix: Knocking someone out cold now properly stops their panic attack /🆑 |
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3db49f75cb |
Heart Attacks are More Violent, and You Can Defib People Repeatedly to Fix Them Like in a Medical Daytime TV Show Drama (#89775)
## About The Pull Request This overhauls nearly all aspects related to heart attacks, making them more urgent and threatening. It also enables the use of defibrillators for quicker, less invasive treatment of heart attacks. They are now a status effect instead of a virus, with a fixed countdown of about two and a half minutes before full stoppage. As this timer counts down, symptoms steadily escalate from audio cues to suffocation and dizziness. Through treatment, the countdown can be wound back and eventually cured (or you can just swap the heart like usual. Boring!!). ### Treatment Replacing the heart is no longer the *only* option for treatment. Now, heart attacks can be cured with the use of a defib. Each shock will rewind the countdown (and symptoms) heavily, curing it after 2-4 zaps in quick succession. In lieu of a defib, most other shock sources will work, albeit much less effectively. So, if you're in security and *really* don't feel like going to medical, you can just have your fellow officers taze you back to health!  The emergency penthrite given after the attack has a new icon/message, and is slightly less forgiving. You can still use it to shock yourself back to life, still being a very risky move. The heart attack doesn't manifest on medical HUDs immediately. It only appears after the victim has reached stage 3 for the first time. At stage 3, it's pretty apparent to both the victim and anyone around that they're having a heart attack anyways, but until then it will be on the victim to identify symptoms. Heart attacks will always be reported on health analyzer scans, shown as the organ failing due to a myocardial infarction and a tooltip suggesting defibs/other shocks to treat it. This also adds two tips, for secoffs and medics, on how to treat a heart attack. Defibs also now use up charge for restarting a stopped heart, instead of only when reviving a corpse. ## Why It's Good For The Game Making heart attacks more of a threat gives way more weight to something people should be afraid of, but aren't. Heart attacks fail to emulate anything resembling a heart attack, to the point that it is lame and dissapointing. They're an annoyance and a trip to the surgery room for anyone familiar enough with the game. This iteration may be more dangerous, but it's also more *exciting* (and can be treated faster). Broadening the ways to treat a heart attack, or just stave off symptoms, gives an amount of player agency over this threat. It may be more urgent, but it doesn't mean it has to be a trip to medbay every time. You can look for other ways to get zapped (security will help if asked, I promise) or sandbox up your own solution. Also, treating heart attacks with defib shocks just makes sense. Why do we have to trash the whole heart? Usually after a heart attack it still has like, a year or so of juice left before it quits for good. More threatening heart attacks also further incentivize synthetic hearts and working out, or any other clever ways of shielding oneself from an attack (in case you're paranoid like that). And lastly, the whole reason I started with this PR in the first place -- I think it is a bit odd having heart attacks be handled as *diseases* in the code. Status effects make more sense. ## Changelog 🆑 Rhials balance: Heart attacks are now more violent and urgent. If you can hear your own heartbeat and are short of breath, you should probably see a doctor. balance: Heart attacks can now be treated and eventually cured with repeated defibrillation shocks. balance: Heart attacks can now be treated and eventually cured with repeated shocks from other sources. /🆑 |
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107188c51e |
Terror Unification: Converts all "fear" quirks and traumas (except item phobias) to use a unified handler (#90217)
## About The Pull Request This PR adds the fearful component which acts as a unified handler for terror effects. This currently includes nyctophobia and claustrophobia quirks, terrified status effect from nightmare's spell, and the monophobia brain trauma. The component processes terror handler datums which act both as terror sources and effects - jittering, stuttering, vomiting, panic attacks, etc. This means that nyctophobia and claustrophobia now act more like terrified status/monophobia - causing jitters, stuttering, periodic panic attacks, etc, and their effects stack (i.e. being in a closet in the dark will increase your fear much quicker). Closes #37492 Closes #57121 Closes #69684 ## Why It's Good For The Game Terrified status is very immersive and its effects perfectly fit nycto/claustrophobia quirks, enough to be impactful to owner's gameplay, but not roleplaying for them, which is what we want quirks to be. It also makes them share their stress, which is how you'd expect them to act. (I would also love to see monophobia moved from a brain trauma to a quirk, as it perfectly fits latter instead of former, and acts as a great incentive to interact with other people instead of doing autism projects by yourself.) I haven't moved phobias to this system yet, but it could be done in the future without too many issues - should make phobias less painful to deal with, and maybe make people actually interested in playing around them instead of rushing a lobotomy because of how debilitating they are (currently only interaction is getting hugged by someone you're afraid of, which will increase your terror) ## Changelog 🆑 add: Nyctophobia and Claustrophobia quirks now have proper terror effects instead of making you walk/suffocate. Immersion! refactor: All sources of "terror"/"fear" now use a common component, meaning they share their counters. /🆑 |