Commit Graph

1130 Commits

Author SHA1 Message Date
shayoki f601a6ddaf Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 2026-06-03 01:23:54 -05:00
MrMelbert e68c1edad1 Streamlines Life() a little (#96215)
## About The Pull Request

Main changes

- `handle_mutations` is gone, DNA Injectors are now managed via a status
effect
- `handle_diseases` is gone, disease stages are just handled via life
signal
- `handle_bodyparts` is gone, it was unused and in the future any
implementations should use a life signal
- `spec_life` is gone, the main content of it is now in `human/Life`,
most children implementations now use life signal, zombie tongues now
handle zombie groans
- Life signal was split in two (pre and active)

Other changes

- DNA injector code was cleaned up considerably
- HARS now alerts admins when you inject someone else with it like
Monkey
- `COPY_DNA_SE` is no longer mistakenly unused (meaning stuff like
transformation sting no longer copies "active mutations")

## Why It's Good For The Game

Across the course of a full round we spend the same amount of time doing
literally nothing in life as we spend on handling human breathing.

Now in the context of a full round this is 8 seconds. Which in the grand
scheme of things, not a whole lot, but if we can get a tiny performance
gain from... not doing literally nothing (especially when we can do
these things cleaner with signals) that's a win in my book

## Changelog

🆑 Melbert
refactor: Refactored dna injectors (both the ones that change appearance
and activate mutations), report any oddities with them like failing to
revert your appearance or mutations not applying correctly
code: Ever so slightly changed how diseases tick, report any oddities
code: Ever so slightly changed how some species mechanics tick, like
golems and slimes, report any oddities
code: The code behind printing appearance modifying dna injectors from
genetics has changed, report any oddities
code: Some backend transformation sting code changed slightly, report
any oddities
code: Zombie "idle" groaning is now tied to the tongue rather than the
species itself
admin: Force-injecting someone with HARS give an admin alert, the same
as force-injecting someone with Monkey
fix: Several methods of copying DNA (including transformation sting)
mistakenly copied "active mutations", this has been fixed
/🆑

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2026-05-29 22:48:16 -06:00
Higgin df41230e71 [NO GBP] Makes junk food less punishing for virus cures (#96057)
## About The Pull Request

Satiety/junkiness is a weird system that still isn't behaving kindly in
the view of intended behavior. -150 is about a good value to make it so
that even sniffing something from a vending machine does not immediately
kill a positive virus, but trying to fill up from nothing to full at one
will have you getting what you paid for.

## Why It's Good For The Game

Intended behavior good. This would probably have been better to do with
another scaling sort of thing, but honestly, the way satiety works right
now, a -150 threshold in testing seems like it does the job fine. It
increments or decrements towards 0 every tick. A bit more grace here is
fine because if you do go overboard, you will get punished for it. Don't
really consider this a balance thing, more a patch for unintended
fuckery that yet lingers on around this whole system and only really
emerged as unintuitive annoyance.

Edit because it needs to be said: I'm asking this to be considered a fix
because on top of the fix I did last time, which corrected the basic
problem of viruses continuing to self-cure even if you met the
conditions to keep them, those conditions were not appropriately set
with due consideration for just how the values shake out in play. Any
smallest amount of negative satiety was still too punishing for what
we're aiming for.

## Changelog

🆑
fix: A single space twinkie no longer cures a virus or makes it harder
to get rid of one.
/🆑
2026-05-23 20:18:34 +02:00
Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

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

---------

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2026-05-16 00:56:00 +02:00
Higgin cc06c01c4e [NO GBP] Fixes passive positive virus healing. (#95954)
## About The Pull Request

Fixes the passive positive virus healing behavior I fucked up about two
years ago in the process of reworking virology.

Basically, if you had even one single tick of time spent malnourished or
at lower than 0 satiety, you started to accumulate recovery_prob. If
recovery_prob was anything other than 0, you'd be rolling to get rid of
your virus, eventually getting to a point where, by virtue of the
scaling, it was gonna happen.

This change just makes sure that
- if we aren't currently rocking spaceacillin,
- if we aren't eating a ton of junk food and recovering (negative
satiety trends towards 0, a good binge will put you at about -150,)
- if we aren't starving (less than 150 nutrition,) 
our positive viruses are not going to have a recovery_prob and so are
not going to self-cure. They will still accumulate peaked_cycles and so,
if you constantly dip into and out of time spent malnourished, on
antibiotics, or whatever, they're going to eventually cure faster when
allowed. But if you maintain yourself, they should actually be rock
solid now.

## Why It's Good For The Game

Intended behavior that I somehow missed in the tests and tweaks and then
fell out from really ever investigating why it didn't work. You weren't
supposed to be fucked out of having the positive virus work from even
one slightest brush with the negative circumstances. That totally
undercut both the predictability and value of smart maintenance as
player behavior.

## Changelog

🆑
fix: positive viruses no longer self-cure when not having spaceacillin
or meeting the nutrition/satiety requirements.
/🆑
2026-05-06 19:54:18 +01:00
Time-Green b9dfbcaca3 Adds more SeCrEt ChEmS (#95952) 2026-05-05 10:25:32 -04:00
FinancialGoose e98cb75c57 Refactor gasmix mole change into a proc (#95327)
## About The Pull Request
Refactor the majority of the current gasmix mole change use cases into a
proc called adjust_gas which simply adds the designated mole count of
the species into the gas mix while also handling asserting the gas and
garbage_collect()
I also added adjust_multiple_gases and convert_gas() for modifying
multiple gases and within a gasmix

## Why It's Good For The Game
Lemon wanted this to be done as part of the air group refactor 

## Changelog

🆑
refactor: refactored majority of gas_mix mole change into adjust_gas()
proc
/🆑
2026-04-21 13:43:47 -07:00
Jacquerel 039a0a8180 Wizard Wand blind box & wand bandolier (#95563)
## About The Pull Request


![dreamseeker_vQmIqvqtUo](https://github.com/user-attachments/assets/462d95f8-7447-45e2-90a8-9111fa07fe11)

This PR adds 16 more wands to the game, try and guess what they all do!
I finished coding this PR 6 weeks ago but it turns out I had to sprite
16 wands after that before I could PR it.

<details>

**Wand of Animation**- It's like the Staff of Animation but doesn't
recharge itself, obviously.
**Rod of Babel**- Grants victims a new random spoken language and then
removes all of their other languages.
**Shearing Rod**- It renders you bald. If you are covering your hair
with a helmet, it pops the helmet off (possibly its most useful effect).
If you're already bald, your bald head will shine brightly and blind
nearby people.
**Party Wand**- Fires projectiles that are incredibly alcoholic. Two of
them will destroy the livers of most targets and kill them (although it
gives them a good leadup time to get that fixed before dying of alcohol
toxicity), so try one at a time if you're just there to have fun.
**Wand of Ice**- Freezes people temporarily, making them really cold and
unable to move. It also spawns slippery ice on impacted tiles.
**Wand of Chaos**- Forces targets to hallucinate from a curated list of
hallucinations. It looks and is named sort of like the Staff of Chaos
just in the hopes that people are more likely to believe that the wizard
did actually just instantly kill them, set them on fire, or turn them
into a demon. Even if it doesn't, a lot of these cause you to stop
moving or be temporarily knocked down or in some other way disoriented.
**Lifting Rod**- Removes gravity from a target for two minutes, which
funcionally immobilises them if they're in the middle of a room or you
can use on yourself to cross big pits.
**Rod of Compassion**- Heals you and your target a little bit, and also
gives you both Pacifism for 30 seconds. This gives you time to talk out
your problems, or deliver a monologue.
**Wand of Snacking**- Turns things into pizza. If fired at a mob, will
put some pizza in their hands and force them to start eating it.
Unlikely to be deadly, but it might spawn mouldy pizza, a food they are
allergic to, ethereal battery acid pizza, or pizza which dismembers you.
**Pestilent Wand**- Confers a transmissible plague which causes you to
periodically cough out vermin of various degrees of danger and hostility
depending on disease level, treated via traditional methods of exorcism.
**Wand of Pratfalls**- Slips and pies the target as well as creating
small amounts of lube foam.
**Wand of Rebellion**- Removes a limb from the target, then animates
that limb. Stop hitting yourself.
**Rod of Repulsion**- Throws things you shoot away from you.
**Switching Rod**- Swap places with the hit atom, as with the spell
Swap.
**Restraining Rod**- Summons a tentacle from the ground to grasp the
target, immobilising them for 20 seconds or until someone helps them.
**Wand of Zapping**- Briefly locks up the target's nerves with lightning
(it's secretly a classic ss13 taser).

</details>

They are available to wizards via the new option "Wand Assortment
(Bargain Bin)" which only costs a single spellbook point, but gives you
an assortment of 6 wands picked at random from this list of new wands
and some of the existing ones.

If you buy two or more sets of wands (and are wearing the wand belt from
the first one) then instead of spawning wands in a belt it will spawn
them in a bandolier, which fits into your backpack or can be worn on a
suit slot.
Wand bandoliers in a suit slot will automatically replace an empty wand
you try to fire with a wand that still has ammo in it.

Several of these wands' projectiles are now also possibilities from
firing the Staff of Chaos (making it more chaotic) and some of them also
have their own Magicarp types.

Also I made it so that if you animate an animating weapon then it
focuses on animating more things instead of shooting its animating bolts
at mobs that are already animate. I could do this for more specialty
wands too at some point (door wand projectiles don't exactly hurt
anyone) but if I do that it'll probably be in a different PR.

## Why It's Good For The Game

A good number of these wands come from a downstream antagonist that's
essentially a lower-threat wizard. I thought these were all fun or funny
effects to have in the game upstream but also not ones that people would
typically want to buy as a dedicated spell (or alternately, that would
be pretty good as a dedicated spell but quite boring), so instead
they're limited use spells that you get in bulk for cheap.
I didn't think we'd really want to bulk up the spellbook with several
different kinds of themed bundle though (and frankly, they don't share
themes), so it's a blind box instead.
The bandolier was added to compensate people for buying random wands
multiple times, so they can have more of a wand-based playstyle.
Now you can spend all of your points on 60 wands (maybe more if you take
the gambling trait...) and be a sort of wizard cowboy, or split them
among your apprentices, or just leave them everywhere like candy and see
whether the crew fuck things up for themselves with their new power I
guess.

## Changelog

🆑
add: Adds 16 more wizard wands to the game, which wizards can buy
cheaply but randomly, or are available via Summon Magic.
add: If a wizard buys more than one set of wands they will receive a
"Wand Bandolier" holster which fits in the backpack or, if worn in the
suit slot, will automatically exchange an expended wand for a full one.
balance: Staffs (and wands) of animation that are animated will try to
animate other objects instead of firing at living mobs, which are
already animated.
balance: Animating a wand of nothing will turn it into a wand of
animation (and animate it).
balance: The staff of chaos can now do more things.
balance: Magicarp now additionally come in Babbling, Frigid, Quantum,
and Weightless varieties. Collect them all!
/🆑
2026-04-20 09:31:55 +12:00
MrMelbert ed54499828 [MDB Ignore] Medical larp: Adds the IDC-27 as an analog to the SDSM-35 for viruses (#95465)
## About The Pull Request

Continues the work of #94761 by adding an analog for virus references

It contains a majority of viruses - including some that are
not-quite-viruses like parrot possession
Some are excluded, some are combined into others

It also contains all advanced virus symptoms

<img width="859" height="509" alt="image"
src="https://github.com/user-attachments/assets/c73f56c0-5a11-4643-9a97-1e2a06ade0c1"
/>

Other changes

- Refactored the SDSM to have use a generic "PaginatedBook" component
for reuse
- Adjusted flavor of all of the diseases
- Flu / Spanish Flu and Cold / Cold 9 now properly act as antibodies for
one another as implied by cure text

## Why It's Good For The Game

Refer to #94761 : De-wikification and larp. This one is a reference to
the IDC-11.

## Changelog

🆑 Melbert
refactor: Refactored the SDSM-35 to allow for new books of similar
styles, report any oddities with it.
fix: Fixes the broken image(s) in the SDSM-35. 
add: Adds the IDC-27 in Medbay, the CMO's office, Virology, and possibly
the Library. It's a reference book to all viruses you may experience,
similar to the SDSM-35.
add: Several diseases/viruses received minor flavor adjustments,
primarily to cure text, agent, description, and form.
add: Getting cured of the Flu provides immunity to Spanish Flu (and visa
versa) as implied in cure text.
add: Getting cured of a Cold provides immunity to Cold-9 (and visa
versa) as implied in cure text.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2026-04-07 07:51:30 +02:00
MrMelbert da64374423 Reverts "Add prosthetic limb" surgery to involve targeting limbs, rather than targeting chest. (Adds stumps) (#95252)
## About The Pull Request

- The `prosthetic replacement` surgical operation has been reverted to
be closer to how it used to work: The operation is done targeting the
limb that's missing

The change was made out of necessity, as surgical state was tied to
limbs - you had to operate on the chest to re-attach limbs because there
was no limb to operate on.

To circumvent that, I have done the unthinkable of adding stumps when
you are dismembered.

- Missing limbs are now represented as an invisible, un-removable,
un-interactable limb.

Making this change was not as difficult as originally anticipated, and
(at least surface level) seems to have broken very little.

Surprisingly little had to change to make this work. 

Direct accesses to `mob.bodyparts` was changed to `mob.get_bodyparts()`
with an optional `include_stumps` argument.
Similarly, `get_bodypart()` had an optional `include_stumps` added. 

This means we ultimately barely needed to change anything, and in fact,
some loops/checks were able to be streamlined.

## Why It's Good For The Game

- As mentioned, this change was out of necessity and was easily the
least intuitive part of the broader changes. Reverting it back to how it
used to work should make it far easier for people to pick up on, and
means we can cut out a bunch of bespoke instruction sets that I had to
include.

- The addition of stumps also adds a ton of future potential - code wise
it allows for stuff like better damage tracking (we can transfer damage
between limb <-> stump rather than limb <-> chest), and feature we can
do "fun" stuff like have stumps bleed on dismemberment that you can
bandage.

## Changelog

🆑 Melbert
del: "Add prosthetic limb" surgical operation has been reverted to be a
bit closer to how it used to work - you operate on the missing limb /
limb stump, rather than on the chest.
refactor: Missing limbs are now represented as limb stumps. In practice
this should change nothing (for now), as no features were rewritten to
make use of these besides surgery. Please report any oddities with
missing limbs, however.
/🆑
2026-03-20 14:32:41 +13:00
nevimer 00ccf0c6b5 Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
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#	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
2026-02-12 23:50:09 -05:00
Fghj240 b1e6830ec5 Benificial viruses self curing fix (#95017)
## About The Pull Request

TIL that calling has_reagent with null returns "stomach lining". Also
the other sleeping check uses the same criteria as the first one.

Also I have no idea why there's a super old commit stuck in this PR.

Maybe fixes #94873 

## Why It's Good For The Game

bugfix

## Changelog
🆑
fix: viruses should maybe probably not cure themselves
/🆑

---------

Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
2026-02-03 22:22:40 -05:00
SmArtKar 8e63bdd337 Moves disfiguration to be handled by the head instead of the mob itself (#94948)
## About The Pull Request
TRAIT_DISFIGURED and physical disfiguration are now handled by the head
bodypart rather than being on the mob itself. This is mostly for
internal purposes, but it does mean that:
- Players can now perform plastic surgery on torn off heads.
- Disfigured mobs' heads keep their face hidden, and when attached to a
different body won't magically get repaired and vice versa, attaching a
new head to a disfigured corpse no longer disfigures it.
- Robotic (and other non-huskable) heads no longer become disfigured
from husking
- Also in the rare case of grafting a head torn off from a husk onto
another body, they no longer permanently turn into an Unknown. (lol)

## Why It's Good For The Game

Saner code, we generally want limb-specific behaviors to be on limbs
themselves and not on the mob. Also yeah that one weird edge case.
~~Husks are next on the chopping block~~

## Changelog
🆑
qol: Plastic surgery can now be done on detached heads.
refactor: Refactored how disfiguration is handled to be stored on head's
side
fix: Robotic (and other non-huskable) heads no longer become disfigured
from husking
fix: Attaching a head from a husk to a different body no longer
permanently turns them into an Unknown.
/🆑
2026-01-28 20:25:25 +00:00
tonty a02b823822 Fixes Radioactive Resonance symptom not updating host health (#94977)
## About The Pull Request

Fixes #94975 by making the radheal symptom correctly update the host's
health after healing.
There's not really much else to say.

🆑
fix: Viruses that heal their hosts through radiation no longer cause
phantom pain.
/🆑
2026-01-26 00:38:49 -05:00
Fghj240 5ed2539038 Advanced disease cures are symptom based (#94352)
Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
2026-01-20 09:52:46 +01:00
vect0r 92287c384e If you have immunodeficiency you do not cure diseases on your own (#94877)
## About The Pull Request

You no longer have natural recovery if you have immunodeficiency.

## Why It's Good For The Game

Makes you actually need to seek medical assistance when you get sick
with immunodeficiency. Right even with a weak immune system you still
cure yourself.

## Changelog
🆑
balance: people with immunodeficiency no longer can cure themselves
automatically
/🆑
2026-01-16 17:15:02 -05:00
SyncIt21 7c5ef1cfb8 Removes unused parameter times_fired from mob procs (#94590)
## About The Pull Request
What it says on the tin. `times_fired` is the most unused parameter in
all mob procs. I say most because there were just 2 cases where it was
used
- handling breathing
- handling heartbeat

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

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

## Changelog
🆑
code: removes an unused parameter `times_fired` from mob life procs.
Making them function slightly faster
/🆑
2025-12-26 09:51:33 -05:00
nevimer 6e9f2ccfc0 Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts:
#	.github/workflows/compile_all_maps.yml
#	.github/workflows/run_integration_tests.yml
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/_onclick/hud/credits.dm
#	code/controllers/subsystem/networks/id_access.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/game/machinery/doors/door.dm
#	code/game/objects/structures/crates_lockers/closets/secure/medical.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/modules/antagonists/malf_ai/malf_ai_modules.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/loadout/categories/accessories.dm
#	code/modules/loadout/loadout_helpers.dm
#	code/modules/loadout/loadout_items.dm
#	code/modules/loadout/loadout_preference.dm
#	code/modules/mob/living/silicon/robot/robot_defense.dm
#	code/modules/mod/mod_theme.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/reagents/reagent_containers/cups/drinks.dm
#	code/modules/shuttle/mobile_port/variants/supply.dm
#	code/modules/surgery/organs/internal/eyes/_eyes.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png
#	icons/hud/screen_full.dmi
2025-12-15 18:12:29 -05:00
Leland Kemble 809cef8ae9 Makes tuberculosis message only tell you to take off your clothes if you have clothes on (#94379)
## About The Pull Request

The clothes-referencing messages within tuberculosis's heating up
symptom are only chosen if the person effected has a jumpsuit on

## Why It's Good For The Game

closes #94350

## Changelog
🆑

spellcheck: Tuberculosis no longer tells naked people to get naked

/🆑
2025-12-10 20:37:20 +00:00
Fghj240 c3edf46e04 Healing virus symptom stuff (#94085)
## About The Pull Request

This PR touches up a lot of the healing virus symptom code, removing
single letter vars and simplifying stuff and the like. It also makes a
couple of small changes.

- Healing symptoms can heal robotic and golem body parts if the virus
has inorganic biology
- Regen coma now activates at damage equal to 70% of your max health
instead of just 70, and the passive messages come after taking damage
equal to 30% of your max health instead of just 30.
- Regen coma checks a second time for TRAIT_NOSOFTCRIT when the coma
activates, so if you inject a penthrite pen within 6 seconds after
getting the warning you'll avoid the coma.
- Toxolysis food scales with the amount of chems purged. If you only
have 0.1 unit of a chem in you you won't get fed as much from it. As a
result, if you have the doubled purging stat threshold you can feed
yourself twice as much.

## Why It's Good For The Game

Code cleanup is nice, regen coma shouldn't be taking you out early while
you've still got some fight left, and I don't think it's supposed to
coma you if you're on penthrite when it happens.
<img width="945" height="431" alt="image"
src="https://github.com/user-attachments/assets/425e8e1b-61d9-4eca-a413-1470ba9752cc"
/>
This was actually the original intention of regen coma checking for
nosoftcrit, it just didn't make it in. [Original
PR](https://github.com/tgstation/tgstation/pull/89072)

Toxolysis food scaling just makes logical sense. Otherwise you can take
a chem patch microdose and become super fat super fast. Doubled food is
fair if you're purging twice as much reagents.

Also currently if you have regen coma and really damaged robotic limbs
you'll just keep going into a coma over and over again forever because
it can't heal your robotic limbs. This can still happen (and should
probably be changed) but at least there'll be a way to circumvent it.

## Changelog

🆑
balance: Regenerative Coma activation thresholds scales with your max hp
balance: Regenerative Coma can be canceled by gaining nosoftcrit before
it activates
balance: Toxolysis food scales with the amount of reagents purged
/🆑

---------

Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
2025-11-30 23:44:03 -05:00
nevimer 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
2025-11-29 22:49:21 -05:00
Aliceee2ch 1d274696e6 Radioactive Resonance grammar (#94203)
## About The Pull Request

closes #94197

## Why It's Good For The Game

glorious days of cellular damage are over

## Changelog

🆑
spellcheck: Removed cellular damage mention from Radioactive Resonance
virus description.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2025-11-30 02:34:42 +00:00
Fghj240 67a4574ab2 Pandemic machine QOL (#94176)
## About The Pull Request

You can swap beakers in a pandemic and the overall virus severity is now
displayed as a stat.

## Why It's Good For The Game

more convenient

## Changelog

🆑
qol: you can swap beakers in a pandemic
qol: pandemics now display overall virus severity
admin: virus logs now include severity along with other stats
/🆑

---------

Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
2025-11-29 19:07:48 -07:00
Joshua Kidder 7a3ad79506 All camelCase (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case. UNDERSCORES RULE! (#94111)
## About The Pull Request
It's just a partial cleanup of
anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md)
code from /tg/'s ancient history. I compiled & tested with my helpful
assistant and damage is still working.

<img width="1920" height="1040" alt="image"
src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3"
/>


I'll upload the .cs script I used to do it shortly.

## Why It's Good For The Game
Just minor code cleanup.

Script used is located at https://metek.tech/camelTo-Snake.7z

EDIT 11/23/25: Updated the script to use multithreading and sequential
scan so it works a hell of a lot faster
```
/*
//
Copyright 2025 Joshua 'Joan Metekillot' Kidder

This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
//
*/
using System.Text.RegularExpressions;
class Program
{
    static async Task Main(string[] args)
    {
        var readFile = new FileStreamOptions
        {
            Access = FileAccess.Read,
            Share = FileShare.ReadWrite,
            Options = FileOptions.Asynchronous | FileOptions.SequentialScan
        };
        FileStreamOptions writeFile = new FileStreamOptions
        {
            Share = FileShare.ReadWrite,
            Access = FileAccess.ReadWrite,
            Mode = FileMode.Truncate,
            Options = FileOptions.Asynchronous
        };
        RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled;
        Dictionary<string, int> changedProcs = new();
        string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*";
        Regex camelCaseProcRegex = new(regexPattern, regexOptions);

        string snakeify(Match matchingRegex)
        {
            var vals =
            matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray();
            var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower();
            string logString = $"{vals[0]} => {newVal}";
            if (changedProcs.TryGetValue(logString, out int value))
            {
                changedProcs[logString] = value + 1;
            }
            else
            {
                changedProcs.Add(logString, 1);
            }
            return newVal;
        }
        var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>();

        // uses default ParallelOptions
        // https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main
        await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) =>
        {
            var reader = new StreamReader(filePath, readFile);
            string oldContent = await reader.ReadToEndAsync();
            string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify));
            if (oldContent != newContent)
            {
                var writer = new StreamWriter(filePath, writeFile);
                await writer.WriteAsync(newContent);
                await writer.DisposeAsync();
            }
            reader.Dispose();
        });
        var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList();
        foreach (var pair in logToList)
        {
            Console.WriteLine($"{pair.Key}: {pair.Value} locations");
        }
    }
}

```

## Changelog
🆑 Bisar
code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use
snake_case, in-line with the STYLE guide. Underscores rule!
/🆑
2025-11-27 15:50:23 -05:00
Fghj240 1cb9fd7687 2 new virus symptoms (#93943)
## About The Pull Request

This PR adds 2 new virus symptoms for virology: Anticoagulant and
Thermoregulation. Yes the names are really long I dunno what else to
call them. Anticoagulant is a stealth oriented level 7 negative virus
symptom that makes the host bleed more and with high enough stats also
increases their susceptibility to recieving bleeding wounds.
Thermoregulation is a level 5 positive virus symptom that regulates your
body temperature based on your species.

Anticoagulant isn't really good for a death virus but the idea is that
it's really stealthy so you can put it in a stealth virus and then grab
a bleeding weapon and do a lot of damage with it.

## Why It's Good For The Game

New content.

## Changelog

🆑
add: Added 2 new virus symptoms
/🆑

---------

Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2025-11-20 14:19:42 -05:00
RikuTheKiller c7cb0674cc Preliminary blood refactor (#93854)
## About The Pull Request

Moves all blood handling into procs and adds ways to easily hook into
basically every basic blood behavior.

This PR is not meant to fix every single case of janky blood logic in
the game. The main point and motivation of this PR is to add hooks for
blood behaviors. This allows for way more flexibility with blood code.

I am not going to fix our 3000 instances of single-letter vars, wacky
blood transfers, etc. This is just the groundwork for future PRs to
build off of, and by itself, should do very little to change blood
behavior.

I also added a rigorous set of unit tests for verifying that all of the
basic blood volume procs work correctly.

## Why It's Good For The Game

Previously, blood was handled via directly reading/writing
[var/blood_volume]. This was INCREDIBLY inconsistent and there was no
way to hook into it. This PR makes blood handling way more consistent,
which is great for all sorts of features.
2025-11-13 11:45:36 -06:00
Roxy e28e9fbdba Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-23-10-2025 2025-10-23 17:38:23 -04:00
Ghom ca2cc70322 Organ damage refactor/cleanup (#93436)
## About The Pull Request
So, my original goal was just a refactor for the emissive overlays of
eyes, as a way to implement the specular emissive introduced by smartkar
some time ago, but somehow I found myself dragged into a bigger refactor
or cleanup of organ damage, thresholds, failures. One of the main
problem was that there were no procs called when a organ suffered enough
damage to fail or when recovering from failure. It'd just enable or
disable a bitflag, leaving it up to subtypes to decide how to tackle
organ failure their own ways: diverse, funky and sometimes incompatible.
More often than not relying on their very own "update_thingamajig" kinda
procs that run whenever the organ takes damage, rather than just when
the threshold is reached (low, high, failure. There are however a couple
organs with their own quirky thresholds, I let those slide).

There's also a bit of old code, especially for ears, with the
`AdjustEarDamage` and temporary deafness both predating the framework
for organ damage as far as I know. It really needed a coat of fresh
paint.

Oh, there were also more than a handful of organs that still heavily
relied on some ORGAN_TRAIT source instead of the `organ_traits` list and
the two add/remove procs `add_organ_trait` or `remove_organ_trait`. This
include organs that lose or gain specific traits when failing et
viceversa.

~~Lastly, felinids (and the halloween ghost species) having reflective
eyes. It's just a nod to the tapetum lucidum that animals with night
vision often have (including cats), which is why their eyes are a bit
brighter in the dark. Felinids however, do not have night vision (nor do
ghosts). This is merely cosmetic.~~ Cut out for the time being due to
issues with the specular emissive...

## Why It's Good For The Game
Refactoring / cleaning up old organ code.

## Changelog

🆑
refactor: Refactored organ damage code a little. Hopefully there won't
be issues (otherwise report them).
/🆑
2025-10-21 16:52:28 -05:00
xPokee 5e629dff04 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-10-03 07:05:54 -04:00
MrMelbert c69d5afa19 Dormant DNA activator fix (#93167)
## About The Pull Request

1. Literally didn't pass the mutation to mutate

2. This used to use `easy_random_mutate`, so it should set scrambled for
parity

## Changelog

🆑 Melbert
fix: Fixes dormant DNA activator
/🆑
2025-09-30 00:56:20 +02:00
xPokee 9b282a850e Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-17 11:45:44 -04:00
RusselNotSCP 72580ce0bb Adds Various Classic Cocktails (#92955)
## About The Pull Request
TL;DR: "What do you mean we didn't have an old fashioned in the game
before?"

This adds a bunch of different classic cocktails to the game that I
always felt were rather odd holes in the lineup of drinks that
bartenders could make, as well as a few less classic ones 'cause why
not. Adds thirteen new alcoholic drinks and one non alcoholic one.
Mechanically relevant drinks include the Blue Blazer and Hot Toddy which
warm you up like coffee, Bitters and Soda which settles upset stomachs,
and the Suffering Bastard which, in it's role as a hangover cure, calms
nausea, prevents headaches, and very slowly heals brain damage, giving a
way to heal chip brain damage that doesn't require chemistry or surgery.

Full list here: https://hackmd.io/@0lHAWBNkSXixU4v6xxYS_w/SkjlmIbsgx

<img width="439" height="435" alt="drinks"
src="https://github.com/user-attachments/assets/406ca285-63af-49d4-b0e8-176edb251291"
/>


PS This is basically my first real project and also my first time
spriting for anything, so I would really appreciate any advice or
reccomendations.
## Why It's Good For The Game
More variety for service is always nice, but also many of these drinks
are extremely commonly ordered in real world bars. Adding them here
fills some weird gaps in the bar's line up, allows people to order more
drinks that they personally like, and decreases the amount of awkward
interactions in which people order a drink that they're familiar with
and then get confused when a partender somehow can't give them an
daiquiri despite having everything to make it.
## Changelog
🆑
add: You can now make 15 new classic (and some less classic) cocktails.
Includes old standards like the Old Fashioned, Daiquiri, Ramos Gin Fizz,
and more!
/🆑
2025-09-14 21:17:27 -04:00
MrMelbert 7c0973ccf4 Refactors names and voices / potted plants no longer conceal voice (just appearance) / honorifics show on examine (#92781)
## About The Pull Request

Closes #92778
Closes #86829

<img width="347" height="39" alt="image"
src="https://github.com/user-attachments/assets/c50bd1ff-8c00-47a7-a31a-617fae2adc5b"
/>

1. Splits `TRAIT_UNKNOWN` into `TRAIT_UNKNOWN_APPEARANCE` and
`TRAIT_UNKNOWN_VOICE`

2. Renames some stuff like `getvoice` and `getspecialvoice`

3. Gets rid some crummy signals around `get_visible_name` and
`get_voice`

4. Heads now apply the disfigured trait when relevant (rather than
snowflake checking for damage amount)

5. Ling voice refactored into using special voice (it was only used by a
viro symptom anyways; I don't anticipate this overlap being problematic)

6. Mask voice changer refactored into a trait

## Why It's Good For The Game

Potted plants shouldn't have magical voice concealing powers -
especially not over radio, but not over in person either. It's a damn
plant

So I addressed this by refactoring our face and voice system. Overall
things should be a lot cleaner and easier to use.

## Changelog

🆑 Melbert
refactor: Refactored a lot of code relating to human face and voice, ie,
what shows up in examine and in say. Report anything odd when examining
people, with ID cards, when talking over radio, or when disguised
refcator: Refactored how you get disfigured when your head's super
damaged
refactor: Refactored ling mimic voice and traitor voice changer
del: Potted plants no longer hide voice. They still hide appearance,
though
qol: Honorifics now show in examine / in world, rather than only when
speaking.
/🆑
2025-09-12 17:11:06 +02:00
nikothedude ee99d0e5b0 Asthma quirk, inhalers - Electric Boogaloo (#92747)
## About The Pull Request

Revival of https://github.com/tgstation/tgstation/pull/79691

A while back, I made this PR, but lost motivation after diving too deep
into the code soup of can_breathe and related procs. Now, I have removed
those parts, and have simplified that part of the code to the point I
think it's ready for review.

Many reviews from the previous PR have been addressed in this PR.

<hr>

<details>
  <summary>Details</summary>

Asthma is a 4 point negative quirk that emulates real life asthma. It
works by slowly decreasing the amount of pressure each breath you take
receives, until your lungs completely seal, ensuring death if you dont
get oxyloss meds/windpipe surgery.

Inflammation (the tracker for intensity) increases whenever you breathe
smoke, use a cigarette, metabolize histimine, or suffer an asthma
attack.

Asthma attacks have a low chance of happening every second, starting 10
minutes after you spawn and with a 20-30 grace period between attacks.
They are "diseases" that cant be outright cured by albuterol, only put
into remission. They increase inflammation at varying rates depending on
their severity, with extreme asthma attacks being a immediate threat to
your life while mild ones might not even cause inflammation. The
response to these is always the same - use your inhaler before you start
choking.

Asthmatics start with a rescue inhaler, a low-capacity inhaler loaded
with albuterol, which I will get to later.

Albuterol is a new medicine thats a little tricky to make but still
doable. It can be efficiently created with inverse convermol, or
transmutated from salbutamol and convermol. The opposite is true, with
albuterol able to be turned into salbutamol. Two canisters are available
in chemvends.

Upon use, it increases the virtual pressure of all breaths taken by 40%.
This allows for you to breathe in lower pressure environments, as well
as enhancing the effects of things like healium.

It's OD causes your diaphram to spasm, causing sporadic losebreath and
forced breathing.

Inhalers are a fancy new reagent application apparatus that uses the
INHALE reagent bitflag.

Inhalers themselves are rather unremarkable, they are merely the method
of using inhaler canisters (they also have a rotary display
approximating the uses left in a canister - just like real life
inhalers).

Inhaler canisters are the reagent containers, and are generally low
capacity. They can only be used in a inhaler, and contain aerosolized
chemicals.

Inhaler canisters and inhalers are unlocked from chemical synthesis, and
are printable for cheap from a medlathe.

In order to use a inhaler, one must uncover the mouth of a carbon and
wait a few seconds (its faster if its a self-application) before a small
amount of the reagents are delivered via the INHALE bitflag. This only
works on things currently breathing - if theyre dead, have no lungs, or
just, arent breathing - it will fail. This includes asthmatics with 100%
inflammation.

</details>

<img width="181" height="74"
alt="282863233-77a7cd6b-44d2-458e-9966-06d485df1521"
src="https://github.com/user-attachments/assets/293b6659-0834-4e9a-b033-cc3b0cfde18e"
/>

<img width="1465" height="202"
alt="282863346-2a247736-0c3a-43b0-a60b-7cff10ce4963"
src="https://github.com/user-attachments/assets/5d9a13dc-b7b2-4de2-adda-8fbc8276e667"
/>

Sprites are not mine; they are from swanni and I can NOT sprite for the
life of me
## Why It's Good For The Game

1. Asthma is just cool. One of my favorite features on bay was the fact
lung damage required you to turn up the pressure on your O2 tank to
survive, and this does precisely that.
2. Its always fun to add new ways to interact with atmos as a player
that arent grossly broken, and I fail to see how a 40% increase of gas
intake will really affect balance too badly.
3. Inhalers are badass.
## Changelog
🆑
add: Asthma quirk, based on IRL asthma
add: Inhalers, a new reagent administering method that uses INHALE
add: Albuterol, a new reagent that increases the amount of gas you
inhale by 40%
balance: Inverse convermol now forms once the reaction is done, not on
metabolize
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
# Conflicts:
#	code/datums/quirks/negative_quirks/allergic.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
2025-09-09 23:24:54 -04:00
nikothedude fadbf16e1b Asthma quirk, inhalers - Electric Boogaloo (#92747)
## About The Pull Request

Revival of https://github.com/tgstation/tgstation/pull/79691

A while back, I made this PR, but lost motivation after diving too deep
into the code soup of can_breathe and related procs. Now, I have removed
those parts, and have simplified that part of the code to the point I
think it's ready for review.

Many reviews from the previous PR have been addressed in this PR.

<hr>

<details>
  <summary>Details</summary>
  
Asthma is a 4 point negative quirk that emulates real life asthma. It
works by slowly decreasing the amount of pressure each breath you take
receives, until your lungs completely seal, ensuring death if you dont
get oxyloss meds/windpipe surgery.

Inflammation (the tracker for intensity) increases whenever you breathe
smoke, use a cigarette, metabolize histimine, or suffer an asthma
attack.

Asthma attacks have a low chance of happening every second, starting 10
minutes after you spawn and with a 20-30 grace period between attacks.
They are "diseases" that cant be outright cured by albuterol, only put
into remission. They increase inflammation at varying rates depending on
their severity, with extreme asthma attacks being a immediate threat to
your life while mild ones might not even cause inflammation. The
response to these is always the same - use your inhaler before you start
choking.

Asthmatics start with a rescue inhaler, a low-capacity inhaler loaded
with albuterol, which I will get to later.

Albuterol is a new medicine thats a little tricky to make but still
doable. It can be efficiently created with inverse convermol, or
transmutated from salbutamol and convermol. The opposite is true, with
albuterol able to be turned into salbutamol. Two canisters are available
in chemvends.

Upon use, it increases the virtual pressure of all breaths taken by 40%.
This allows for you to breathe in lower pressure environments, as well
as enhancing the effects of things like healium.

It's OD causes your diaphram to spasm, causing sporadic losebreath and
forced breathing.

Inhalers are a fancy new reagent application apparatus that uses the
INHALE reagent bitflag.

Inhalers themselves are rather unremarkable, they are merely the method
of using inhaler canisters (they also have a rotary display
approximating the uses left in a canister - just like real life
inhalers).

Inhaler canisters are the reagent containers, and are generally low
capacity. They can only be used in a inhaler, and contain aerosolized
chemicals.

Inhaler canisters and inhalers are unlocked from chemical synthesis, and
are printable for cheap from a medlathe.

In order to use a inhaler, one must uncover the mouth of a carbon and
wait a few seconds (its faster if its a self-application) before a small
amount of the reagents are delivered via the INHALE bitflag. This only
works on things currently breathing - if theyre dead, have no lungs, or
just, arent breathing - it will fail. This includes asthmatics with 100%
inflammation.
  
</details>

<img width="181" height="74"
alt="282863233-77a7cd6b-44d2-458e-9966-06d485df1521"
src="https://github.com/user-attachments/assets/293b6659-0834-4e9a-b033-cc3b0cfde18e"
/>

<img width="1465" height="202"
alt="282863346-2a247736-0c3a-43b0-a60b-7cff10ce4963"
src="https://github.com/user-attachments/assets/5d9a13dc-b7b2-4de2-adda-8fbc8276e667"
/>


Sprites are not mine; they are from swanni and I can NOT sprite for the
life of me
## Why It's Good For The Game

1. Asthma is just cool. One of my favorite features on bay was the fact
lung damage required you to turn up the pressure on your O2 tank to
survive, and this does precisely that.
2. Its always fun to add new ways to interact with atmos as a player
that arent grossly broken, and I fail to see how a 40% increase of gas
intake will really affect balance too badly.
3. Inhalers are badass.
## Changelog
🆑
add: Asthma quirk, based on IRL asthma
add: Inhalers, a new reagent administering method that uses INHALE
add: Albuterol, a new reagent that increases the amount of gas you
inhale by 40%
balance: Inverse convermol now forms once the reaction is done, not on
metabolize
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-09-08 13:31:21 +12:00
Y0SH1M4S73R 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
2025-07-11 17:56:29 -04:00
Y0SH1M4S73R 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
2025-07-07 15:55:16 +12:00
Ghom 75e7ef6def Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
This PR aims to clean or bring up to date portions of code about dna,
the dna console and mutations. This includes taking care of or removing
some of the awful choices like the pratically useless
`datum/mutation/human` pathing, or the class variable, in favor of using
sources to avoid potential issues with extraneous sources of a mutation.

The files changed are over a hundred just because I removed the
`datum/mutation/human` path, but the actual bulk of the code is mainly
shared between the datum/dna.dm, _mutations.dm and dna_console.dm.

Mutation shitcode is hurting my future plans for infusions a little.
Also it's a much needed refactor. Drafted 'till I'm sure it works
without issues.

🆑
refactor: Refactored mutation code backend. Report any issue.
/🆑
2025-06-15 15:50:31 -04:00
Ghom 14fb86e3e8 Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
## About The Pull Request
This PR aims to clean or bring up to date portions of code about dna,
the dna console and mutations. This includes taking care of or removing
some of the awful choices like the pratically useless
`datum/mutation/human` pathing, or the class variable, in favor of using
sources to avoid potential issues with extraneous sources of a mutation.

The files changed are over a hundred just because I removed the
`datum/mutation/human` path, but the actual bulk of the code is mainly
shared between the datum/dna.dm, _mutations.dm and dna_console.dm.

## Why It's Good For The Game
Mutation shitcode is hurting my future plans for infusions a little.
Also it's a much needed refactor. Drafted 'till I'm sure it works
without issues.

## Changelog

🆑
refactor: Refactored mutation code backend. Report any issue.
/🆑
2025-06-08 13:57:10 +02:00
throwawayuseless e6ca30d009 Immunodeficiency Quirk 2: Localhost Boogaloo (#90937)
## About The Pull Request
Adds a new quirk, (-10 cost) called Immunodeficiency, and a new inverse
chem of spaceacillin, sepsisillin. Both cause the same effect. (Well,
the quirk version is permanent obviously) When affected by either of
these, viruses will progress faster and you will catch them more easily,
burns will necrotize faster and be harder to sanitize, and alien embryos
will gestate more quickly. These effects can be mitigated with
spaceacillin, but even while under the effects of spaceacillin, you'll
only be about on par with or slightly worse than a normal person, as
opposed to the blanket protection that spaceacillin normally provides.

Owners of the quirk will be provided with a bottle of 3 low dose (1
minute duration) spaceacillin pills to mitigate their condition, and a
sterile medical mask(the noninternals kind) for style and flavor.
## Why It's Good For The Game
More unique quirk options = good. Reasons to actually ask RP and
chemists for things = good. More inverse chems = good.
Also, the sepsisillin was too good an inverse name and effect to resist.
Sepsisillin also has some interesting use cases.

Example: Need a guy dead and work in medical? you could just stab him,
or... you offer him a coffee. Inside said coffee is 10u of sepsisillin
and the deadliest blood transmitted virus (to minimize collateral
damage) you can cook up. Watch as he drinks said coffee, feels fine, and
then 2 minutes later suddenly starts attempting to un-dock from his
lungs.

## Testing Images:

Spawns with mask and pills: 
 
![Screenshot 2025-04-30
181323](https://github.com/user-attachments/assets/6c8f3cd7-27f5-431c-adab-cfacf43b57c8)
![Screenshot 2025-04-30
180418](https://github.com/user-attachments/assets/ba3306ee-9d34-4d8a-9460-0bdc64b284d8)

Monkeyhuman with Fungal TB after 1 minute.
![Screenshot 2025-04-30
182920](https://github.com/user-attachments/assets/c3227d72-20a2-4ff2-87ae-5685c359170b)

Monkeyhuman with Fungal TB and Immunodeficiency after 1 minute.
![Screenshot 2025-04-30
182933](https://github.com/user-attachments/assets/08138108-143e-41d3-ac78-201bf62ff396)

## Changelog


🆑
add: Adds new immunodeficiency negative quirk, and sepsisillin, the
inverse of spaceacillin. Both have an immune system weakening effect,
mitigate-able with spaceacillin.
/🆑

---------

Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
2025-05-15 16:10:26 -04:00
throwawayuseless 54ea5b5333 Immunodeficiency Quirk 2: Localhost Boogaloo (#90937)
## About The Pull Request
Adds a new quirk, (-10 cost) called Immunodeficiency, and a new inverse
chem of spaceacillin, sepsisillin. Both cause the same effect. (Well,
the quirk version is permanent obviously) When affected by either of
these, viruses will progress faster and you will catch them more easily,
burns will necrotize faster and be harder to sanitize, and alien embryos
will gestate more quickly. These effects can be mitigated with
spaceacillin, but even while under the effects of spaceacillin, you'll
only be about on par with or slightly worse than a normal person, as
opposed to the blanket protection that spaceacillin normally provides.

Owners of the quirk will be provided with a bottle of 3 low dose (1
minute duration) spaceacillin pills to mitigate their condition, and a
sterile medical mask(the noninternals kind) for style and flavor.
## Why It's Good For The Game
More unique quirk options = good. Reasons to actually ask RP and
chemists for things = good. More inverse chems = good.
Also, the sepsisillin was too good an inverse name and effect to resist.
Sepsisillin also has some interesting use cases.

Example: Need a guy dead and work in medical? you could just stab him,
or... you offer him a coffee. Inside said coffee is 10u of sepsisillin
and the deadliest blood transmitted virus (to minimize collateral
damage) you can cook up. Watch as he drinks said coffee, feels fine, and
then 2 minutes later suddenly starts attempting to un-dock from his
lungs.

## Testing Images:

Spawns with mask and pills: 
 
![Screenshot 2025-04-30
181323](https://github.com/user-attachments/assets/6c8f3cd7-27f5-431c-adab-cfacf43b57c8)
![Screenshot 2025-04-30
180418](https://github.com/user-attachments/assets/ba3306ee-9d34-4d8a-9460-0bdc64b284d8)

Monkeyhuman with Fungal TB after 1 minute.
![Screenshot 2025-04-30
182920](https://github.com/user-attachments/assets/c3227d72-20a2-4ff2-87ae-5685c359170b)

Monkeyhuman with Fungal TB and Immunodeficiency after 1 minute.
![Screenshot 2025-04-30
182933](https://github.com/user-attachments/assets/08138108-143e-41d3-ac78-201bf62ff396)

## Changelog


🆑
add: Adds new immunodeficiency negative quirk, and sepsisillin, the
inverse of spaceacillin. Both have an immune system weakening effect,
mitigate-able with spaceacillin.
/🆑

---------

Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
2025-05-13 10:40:36 +12:00
Rhials fba21682b1 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!

![doctor
approved](https://github.com/user-attachments/assets/f633cb08-b7f7-4291-8c18-6fdea4e97c7a)

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.
/🆑
2025-04-29 17:41:26 -06:00
LT3 7ac40b7141 Drinking alcohol cures severe anxiety (#90599) 2025-04-20 10:43:11 -07:00
LT3 aada9a56d2 Drinking alcohol cures severe anxiety (#90599) 2025-04-20 13:43:05 +02:00
Waterpig 753d8e5ba4 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a 2025-04-08 18:58:45 +02:00
Rhials 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!

![doctor
approved](https://github.com/user-attachments/assets/f633cb08-b7f7-4291-8c18-6fdea4e97c7a)

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.
/🆑
2025-04-07 00:15:38 +01:00
necromanceranne 9b1578cdfb Makes the floor diseases into basic diseases, rather than advanced diseases. (#90115)
## About The Pull Request

One of the more recent incidents involving viral outbreaks utilized
these viruses to easily produce a ton of advanced, mutated diseases out
of the floor diseases. You can get some details here:
https://github.com/tgstation/tgstation/issues/90054

These diseases have bespoke behaviours, yet are capable of being
mutated. It doesn't really make much sense for them to be advanced
diseases because of their unique behaviour. Given it starts with a flag
that indicates that it is meant to not spread, but ,obviously, mutating
it causes it to become contagious anyway, we've just made them basic
viruses with some of the relevant parts of the symptoms they were using
added in.

## Why It's Good For The Game

It makes it too easy to get an advanced virus with which to mutate.
Which results in...well, a Urgathoan/Nurgle Incident waiting to happen.

Don't drink spoiled milk, kids. Or do if you're based.

## Changelog
🆑
code: Changes floor diseases from advanced diseases into basic diseases.
Should mostly function the same, except you can't mutate them.
/🆑
2025-03-19 19:40:40 +00:00
Kapu1178 b9c803a9d8 Base implementation of /datum/persistent_client (#89449)
Converts `/datum/player_details` into `/datum/persistent_client`.
Persistent Clients persist across connections. The only time a mob's
persistent client will change is if the ckey it's bound to logs into a
different mob, or the mob is deleted (duh).

Also adds PossessByPlayer() so that transfering mob control is cleaner
and makes more immediate sense if you don't know byond-fu.

Clients are an abstract representation of a connection that can be
dropped at almost any moment so putting things that should be stable to
access at any time onto an undying object is ideal. This allows for
future expansions like abstracting away client.screen and managing
everything cleanly.
2025-03-12 16:47:54 -04:00
Time-Green f5e1466305 Reverts projectile sneezing :( (#89292)
## About The Pull Request

Reverts #83361

## Why It's Good For The Game

I PR'd the original with the intent of making disease battling more
engaging by adding warnings and sneeze dodging, but this was rejected
and instead we got a very awkward middle ground where no one is happy
and the original PR didnt accomplish what it set out to accomplish. You
can't dodge the sneeze because it's a shotgun spread and invisible :/.
The sneeze catchers are even somewhat buggy and the sneeze warning leads
to extra chat clutter
2025-03-12 15:45:42 -04:00
Kapu1178 a0e862d575 Base implementation of /datum/persistent_client (#89449)
## About The Pull Request
Converts `/datum/player_details` into `/datum/persistent_client`.
Persistent Clients persist across connections. The only time a mob's
persistent client will change is if the ckey it's bound to logs into a
different mob, or the mob is deleted (duh).

Also adds PossessByPlayer() so that transfering mob control is cleaner
and makes more immediate sense if you don't know byond-fu.

## Why It's Good For The Game
Clients are an abstract representation of a connection that can be
dropped at almost any moment so putting things that should be stable to
access at any time onto an undying object is ideal. This allows for
future expansions like abstracting away client.screen and managing
everything cleanly.
2025-02-25 13:52:24 -06:00