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masterfixes
21 Commits
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21b4095dfd |
[MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026 fixes https://github.com/Bubberstation/Bubberstation/issues/5549 --------- Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Tsar-Salat <62388554+Tsar-Salat@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Maxipat <108554989+Maxipat112@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: loganuk <fakeemail123@aol.com> Co-authored-by: Leland Kemble <70413276+lelandkemble@users.noreply.github.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com> Co-authored-by: Isratosh <Isratosh@hotmail.com> Co-authored-by: TheRyeGuyWhoWillNowDie <70169560+TheRyeGuyWhoWillNowDie@users.noreply.github.com> Co-authored-by: Neocloudy <88008002+Neocloudy@users.noreply.github.com> Co-authored-by: Alexander V. <volas@ya.ru> Co-authored-by: ElGitificador <168473461+ElGitificador@users.noreply.github.com> Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: Layzu666 <121319428+Layzu666@users.noreply.github.com> Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: John F. Kennedy <54908920+MacaroniCritter@users.noreply.github.com> Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com> Co-authored-by: Josh <josh.adam.powell@gmail.com> Co-authored-by: Josh Powell <josh.powell@softwire.com> Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com> Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com> Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> |
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bfdb237612 | Spooky Scary Supreme Surgery (Rework) (#93697) | ||
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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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b4061f1800 |
[MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
## About The Pull Request Refactors most of blood handling code untouched by #90593 and completely rewrites all blood decals, components and reagents. - Blood types now have behavioral flags which allow them to control where they leave decals/DNA/viruses. Oil no longer transfers DNA and viruses with it, while podpeople water-blood doesn't leave visible decals on turfs and items, but still can be picked up by DNA scanners. - Multiple blood types have received unique handling - liquid electricity blood now glows in the dark, oil trails are flammable and lube ones are slippery. Oil blood can be restored with fuel, lube with silicon and slime with stable plasma (as normal plasma already passively regenerates their blood), instead of everything using iron. Saline solution only supplements on iron-based blood and won't do anything to help with bloodloss for species who rely on different blood types. (Roundstart this applies only to Ethereals) - All blood logic has been moved away from the blood reagent itself into a blood element that is assigned to the blood reagent by default, and to any reagent that's drawn from a mob as their "blood" (in ``transfer_blood_to``). This means that blood you draw from lizards will be green and have lizard's blood description instead of mentioning red blood cells, Ethereal "blood" will actually contain their DNA and genes, etc. - Refactored all blood decals. Blood states are no more, everything is now handled via blood DNA. Credits to MrMelbert and Maplestation, as a significant amount of code has been taken from https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his followup PRs. Oil and xenomorph splatters are now subtypes of blood, blood drying is now animated, blood trails now curve and can be diagonal. - Rewrote bloodysoles and bloody_spreader components, credits to Melbert again for the former, while latter now makes more sense with its interactions. Bloody soles no longer share blood DNA with your hands. - Ported Melbert's bloody footprint sprites and bot-blood-spreading functionality. - Removed all species-side reagent interactions, instead they're handled by said species' livers. (This previously included exotic blood handling, thus the removal) - Slightly optimized human rendering by removing inbetween overlay holders for clothing when they're not needed. - Blood-transmitted diseases will now get added to many more decals than before. - Cleaned up and partially refactored replica pods, fixed an issue where monkeys/manipulators were unable to harvest mindless pods. - Exotic bloodtype on species now automatically assigns their blood reagent, without the need to assign them separately. - Clown mobs now bleed (with colorful reagent instead of blood during april fools), and so do vatbeasts (lizard blood) - Implemented generic procs for handling bleeding checks, all sorts of scanners now also correctly call your blood for what it is. - Podpeople's guts are now lime-green like their organs, instead of being weirdly greyish like their water-blood. (Their bleeding overlays are still grey, as they're bleeding water) - Slimepeople now can bleed. Their jelly is pale purple in color, but their wound overlays copy their body color. - Injecting/spraying/splashing/etc mob with a reagent preserves its data, so you could theoretically recycle fine wines from someone's bloodstream - Fixed burdened chaplain's sect never actually giving a blessing when applying effects, and giving a blessing when nothing can be healed. Inverted check strikes again. - Closes #91039 #### Examples A lot of blood here has dried, visually the blood colors are almost exactly the same as before either of the blood refactors.   |
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5261efb67f |
Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). ## Changelog 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑 |
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3d01e86e29 |
There will be (colorful) blood: datumizes bloodtypes, greyscales blood sprites, and fixes a lot of inconsistencies with gibs and forensic data (#90593)
## About The Pull Request This PR: - Converts all of the blood types into their own datums, which can be set up to have their own colors, descriptions, and other fun unique properties. For example, the clown blood that is constantly randomizing itself. - Converts all the blood decals into greyscale, which in turn eliminates the need for separate xeno sprites. They both use the same ones now. - Audit of blood splatters/gibs/bodyparts/organs to make sure that they are getting the correct forensic data applied to them. - For the admins: Adds a clown blood smite. My primary goal with was to make the appearance of the new sprites look almost indistinguishable to the original ones. I consider this a "first pass", as in there are still some further refactors I would like to do on the backend side, but am satisfied with it enough to push it forward as a first step towards a better blood system! I didn't want to do too much at once because of A) fatigue and B) easier to test things to make sure I'm not breaking something important this way. This has been test-merged on Nova for over a week now and has been going great, so I finally got around to upstreaming the bones to TG. Although I did test it a bit you may want to TM it just in case I missed some things when copying it over. |
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339616ae78 |
You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. ## Why It's Good For The Game Improving old code. And I want to be able to pet mobroaches while holding them too. ## Changelog 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑 |
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6272b3680c |
You can use a fishing rod to snatch organs during organ manipulation surgery (feat organs sanity fix) (#87774)
## About The Pull Request This allows you to use a fishing rod during the "manipulate organs" step of the aforementioned surgery to snatch organs from a target. Unlike other fish sources, this one has a negative fishing difficulty of -20, which when summed with the default minigame difficulty should still result in a negative difficulty. In layman terms, this means the minigame is skipped here (unless you're wearing some clunky stuff like insulated or boxing gloves). It also has a wait time of 8 to 13 seconds versus the more random standard 3 to 25 seconds. A small side-effect of this is that explosions during the "manipulate organs" step will basically disembowel you, but it kinda fits anyway. By the by, because of this, there is a tiny chance bluespace fishing rods can yield you random organs. Worry not, they're newly generated, so you won't be snatching it from another player by accident (at least for now). ## Why It's Good For The Game It adds more possible weird and rare shenanigans involving surgery. ## Changelog 🆑 Add: You can use a fishing rod to snatch organs during organ manipulation surgery /🆑 |
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5197b375d5 |
Blocks patients from viewing operating computer UI (#87056)
## About The Pull Request You can no longer view operating computer UI while lying down as to prevent patients from peeking at the computer. ## Why It's Good For The Game Currently its very hard to pull off a surprise brainwashing surgery on someone as the patient can always peek at the computer to see what exactly is going on. With this change players will have to trust their doctors unless they want to be a victim of surgery related shenanigans. ## Changelog 🆑 balance: You can no longer view operating computer UI while lying down /🆑 |
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1880003270 |
Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request Currently to check for Silicon access, we do: ``if is silicon or is admin ghost or has unlimited silicon privileges or has machine remote in hand`` What has unlimited silicon privileges? Bots, Drones, and admin ghosts. To check for AI access, it just checks for AI instead of silicon, and doesnt check for unlimited silicon privileges. This was kinda silly, so I thought I should make this a little easier to understand. Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or ``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost, since now instead of being a var on the client, we moved it to using the same trait but giving it to the client instead, but since we have to keep parity with previous functionality (admins can spawn in and not have this on, it only works while as a ghost), I kept previous checks as well. No more type checks, removes a silly var on the mob level and another on the client. Now while I was doing this, I found a lot of tgui's ``ui_act`` still uses ``usr`` and the wrong args, so I fixed those wherever I saw them, and used a mass replace for the args. Other changes: - machinery's ``ui_act`` from https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin ghosts no longer get kicked off things not on cameras. This was my fault, I overlooked this when adding Human AI. - Human AI's wand gives AI control as long as it's in your hand, you can swap to your offhand. I hope this doesn't end up going horribly, otherwise I'll revert this part. It should let human AIs not have their UI closed on them when swapping to eat food or use their door wand or whatnot. - Bots previously had special checks to scan reagents and be unobservant, I replaced this with giving them the trait. I also fixed an instance of unobservant not being used, so now statues don't affect the basic creature, whatever that is. ## Why It's Good For The Game This is an easier to understand way of handling silicon access and makes these mobs more consistent between eachother. Other than what I've mentioned above, this should have no impact on gameplay itself. ## Changelog 🆑 fix: Statues don't count as eyes to creatures. fix: Human AIs and Admin ghosts no longer get kicked off of machines that aren't on cameranets. /🆑 |
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464bcefbc4 |
Surgery steps no longer fail silently when missing chemicals (#85260)
## About The Pull Request Fixes surgery steps that require a chemical from failing silently if that chemical is missing. Player receives a bubble notification and the surgery is not performed if the chemical is missing. Operating computer UI tells you if the required chem is present or not.  ## Why It's Good For The Game Having to guess, without feedback, if the chemical was in the target's system at the time surgery completes is bad. ## Changelog 🆑 LT3 fix: Players now receive a notification when trying to perform surgery steps that involve chemicals /🆑 |
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03db803001 |
Parse_zone audit + minor misc cleanup (#83154)
## About The Pull Request Does a audit on all uses of parse_zone, replacing most instances of it with a new living-level proc that refers to the bodypart in that zone if it exists. In other cases, removes parse_zone entirely because the bodypart is already confirmed to exist, so we just use plaintext_zone. Also cleans up some single letter vars. ## Why It's Good For The Game In the doc of ```plaintext_zone```, its said it ```Should be used for parsing non-instantiated bodyparts```. 99% of the code ignores the possibility of a bodypart existing, and so uses parse_zone when plaintext_zone could be accessed instead. ## Changelog 🆑 code: Most instances of parse_zone now refer to the limb's plaintext_zone var /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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ce6be9b070 |
Operating computers clears its display procedures upon patient loss from table (#82616)
## About The Pull Request - Fixes #82580 We have to update the ui data if the patient leaves the table ## Changelog 🆑 fix: Operating computers clears its ui display procedures if patient is moved out of the operating table in any way /🆑 |
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fa31403353 |
LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request I've seen a few cases in the past where LateInitialize is done cause of the init return value being set to do so for no real reason, I thought I should try to avoid that by ensuring LateInitialize isn't ever called without overriding. This fixes a ton of machine's LateInitialize not calling parent (mechpad, door buttons, message monitor, a lot of tram machines, abductor console, holodeck computer & disposal bin), avoiding having to set itself up to be connected to power. If they were intended to not connect to power, they should be using ``NO_POWER_USE`` instead. Also removes a ton of returns to LateInit when it's already getting it from parent regardless (many cases of that in machine code). ## Why It's Good For The Game I think this is better for coding standard reasons as well as just making sure we're not calling this proc on things that does absolutely nothing with them. A machine not using power can be seen evidently not using power with ``NO_POWER_USE``, not so much if it's LateInitialize not calling parent. ## Changelog 🆑 fix: Mech pads, door buttons, message monitors, tram machines, abductor consoles & holodeck computers now use power. /🆑 |
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1443ef79d3 |
Replaces a number of deciseconds into SECONDS (#82436)
## About The Pull Request Using these search regexes: Number ending in 0: `do_after\((\w+), (\d+)0,` Replace: `do_after($1, $2 SECONDS,` Single digit number: `do_after\((\w+), [1-9],` replace: `do_after($1, 0.$2 SECONDS,` Double: `do_after\((\w+), (\d)([1-9]),` Replace: `do_after($1, $2.$3 SECONDS,` ## Why It's Good For The Game Code readability |
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db8eca7bf3 |
The fishing portal generator expansion (plus skill-chip) (#78203)
## About The Pull Request This is a PR I worked on last month, but had to put on hold while dealing with some pressing issues with fishing feature, minigame and other stuff, and because I had to atomize out some of the stuff previously present here. I've expanded on the fishing portal generator to do something other than dispense guppies and goldfishes. It now has multiple settings, unlockable by performing scanning experiments for fish types, available from the get go, which also reward a meager amount of techweb points upon completion. The generator can now be built too. No longer it has to be ordered from cargo. It can also be emagged for the syndicate setting, tho right now it only dispenses donkfish and emulsijack, both otherwise impossible to get outside of... exodrone adventures. The advanced fishing rod now comes with an experiment handler component, specific to the fish scanning experiment, that automatically scans fished content. The node to get it now requires 2000 points and the first fish scanning exp to be unock. A new skillchip has been added, which adds a trait that changes the icon of the fish shown in the minigame UI, giving some clues on what the reward will be. The same trait is also gained by reaching the master (penultimate) level of the fishing skill. A new fish type has been added, with its own quirks. One of these quirks included temporarily switching movement direction of the bait. Currently, it can only be fished in the hyperspace and randomizer setting of the fishing portal. Screenshots:   ## Why It's Good For The Game The fishing portal generator is but a stale and underdeveloped prototype of the fishing feature right now, so much I was thinking of removing it at first. However, we also have a lot of fishes which are pretty much unfishable, so I came up with the idea of adding new portal settings that allow people to actually get them. As for the skillchip and trait, it's but an extra to both the vending machine in the library and the fishing skill itself, which has an overall humble impact on the minigame. ## Changelog 🆑 add: Expanded the fishing portal generator. It now comes with several portal options that can be unlocked by performing fish scanning experiments, which also award a modest amount of techweb points. balance: The fishing portal generator is now buildable and no longer orderable. The board can be printed from cargo, service and science lathes. balance: Advanced fishing tech is no longer a BEPIS design. It now requires the base fish scanning experiment and 2000 points to be unlocked. add: The advanced fishing rod now comes with an incorporated experiscanner specific for fish scanning. add: Added a new skillchip that may change the icon of the "fish" shown in the minigame UI to less generic ones. Reaching master level in fishing also does that. qol: The experiment handler UI no longer shows unselectable experiments. /🆑 |
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aa820c08fe |
Oldstation now has their own RND (#78132)
## About The Pull Request This PR does many things and I expect to be asked to atomize some stuff. ### Oldstation Additions Oldstation now has their own research server, generating their own points. To help alleviate major concerns, they have a few stuff to help with this: - They now have a pre-built operating computer - They now have an Autopsy scanner - They now have access to Experimental Dissection Experimental Dissection is the old dissection, giving research points in the form of paper notes on completion. They must be turned in to the RND server (only works on the Oldstation one, so you can't abuse this) for points. This was an idea I've had for some time, as Oldstation is used somewhat as a representation of how ss13 used to be (through its use of directional windows (before they got removed, but I'd like to bring them back), old IDs, RTGs, and old engines before they got removed from the game fully) Considering there are 11 alien mobs in Oldstation, there is 27.5k research points to get from alien corpses, enough to bring them up to speed with whatever they wish to do. This is their 'alternative' for experiments (which they can still do if they want, but it is very hard to do, outside of dissection which is needed for the node). This surgery isn't repeatable, isn't upgradable, and isn't removed by being healed. It is not mutually exclusive with autopsy (so you can't ruin yourself doing the wrong surgery). ### Other stuff - Ninjas now drain RND points from the server they drain from, rather than always hitting science - Syncing machines to research roundstart is now a macro, and now immediately syncs to a server on your Z-level. Machines will automatically connect to the Science servers if none else are available. ### non-player facing - Science, Admin, and Oldstation techwebs are now no longer vars on research, but stored in research's list of techwebs. - ``get_available_servers`` and ``find_valid_servers`` are now procs on the research subsystem, rather than the experisci component. - Oldstation code has been split into separate files. ## Why It's Good For The Game Oldstation is one of my favorite ruins, but it is also one of the largest complaints for RND (along with Golems) because they use the station's Science nodes & points (I recently tried de-hardcoding Science stuff to help prepare for this, but I didn't get everything in advance). The complaint stems from these ghost roles, who are meant to be a fun activity to do while waiting for the next round, using the station's research points for their own stuff, completely untrackable unless someone goes out of their way to grief a ghost spawn just for using points to get things they need. These roles make their own servers to drain the station, and I find that unfun and quite boring for everyone- it's also not very flavorful, why would Charliestation know of the station's RND to take advantage of it? This hopes to fix those issues, make Charliestation more worthwhile, and more flavorful. ## Changelog 🆑 fix: Getting a node researched now properly makes it no longer hidden. fix: Ninjas draining RD servers now drains it from the connected techweb, rather than sniping Science. balance: Machines will first try to connect to a techweb with servers on their z-level, with the Science techweb remaining as fallback. add: Oldstation RND, comes with their own Techweb and special surgery to gain research points through dissecting Xenomorphs. /🆑 |
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95ec0e6545 |
Dissection experiments are handled by autopsy surgery. Removes redundant dissection surgery. You can repeat an autopsy on someone who has come back to life. (#77386)
## About The Pull Request TRAIT_DISSECTED has had the surgical speed boost moved over to TRAIT_SURGICALLY_ANALYZED. TRAIT_DISSECTED now tracks if we can do an autopsy on the same body again, and blocks further autopsies if it is on the mob. A mob that comes back to life loses TRAIT_DISSECTED. This allows for mobs to be autopsied once again. Since it is completely redundant now (and was the whole time TBH), dissections have been removed in favour of just having the experiment track autopsies. Fixes https://github.com/tgstation/tgstation/issues/76775 ## Why It's Good For The Game Today I showed up to a round where someone autopsied all the bodies in the morgue, not realizing they were using the wrong surgery. Since I couldn't _redo_ the surgery, this rendered all these bodies useless. This was not out of maliciousness, they just didn't know better. There are two autopsies in the surgery list, but only one is valid for the experiment and doing the wrong one blocks _both surgeries_. Dissection is completely useless outside of experiments. This same issue also prevents additional autopsies on the same person, even if they had come back to life and died again after you had done the initial autopsy. Surely you would want to do more than one autopsy, right? That's two separate deaths! This resolves that by giving you a method of redoing any screwups on the same corpse if necessary. It only matters if the experiment is available anyway, so there isn't much reason to punish players unduly just because they weren't aware science hadn't hit a button on their side (especially since it isn't communicated to the coroner in any way to begin with). It also removes a completely useless surgery and ties in the experiment to what the coroner is already going to be doing. They can dissect their corpses to their hearts content without worrying about retribution from science for doing so. In addition, someone repeatedly dying can continue to have autopsies done on them over the course of the round. The surgery bonus only applies once, so the only reason to do autopsies after the first is to discover what might have killed someone. No reason this should block further surgeries, just block surgeries when the person remains a corpse. ## Changelog 🆑 fix: You can do autopsies on people who were revived and died again after they had already been dissected. qol: Autopsies have become the surgery needed to complete the dissection experiments. As a result, the dissection surgery has been removed as it is now redundant. qol: A coroner knows whether someone has been autopsied and recently dissected (and thus hasn't been revived) by examining them. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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cd3e3159ba |
Checks if a machine has no research before connecting techweb (#72944)
## About The Pull Request Currently all machines, if the config to not have a techweb link is on, will set their node to science even if they were meant to be connected to another (like through subtypes). This fixes that by checking to ensure they don't have a techweb connected already before giving them a new one. Also as a minor fix, RD consoles will now properly add themselves to the list of accessing RD consoles if they aren't linking to the default. This list currently does nothing but I can see good uses of it in the future. ## Why It's Good For The Game Fixes an error that was found on a downstream, it's a worthwhile fix that thankfully was caught this early. ## Changelog Nothing player-facing. |
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3b0794eca9 |
Surgery code improvements (#71182)
## About The Pull Request * Changes a lot of things about surgeries to hopefully bring it up to more modern code standards. * Removes a ton of single-letter vars used in checking surgeries on people. * Makes use of continue/break in for() loops. * Properly documents the vars on surgeries * Turns 'ignore clothes', 'self operating', 'lying required', 'require limb' and 'require real limb' from vars into surgery flags * Removes a lot re-defines of target_mobtype being set to human, as that's the base anyways. * Also tries to organize the vars on each surgery a bit. * Makes the surgery initiator hopefully a little bit more sane * Removes the surgery's can_cancel and stomach pump's accumulated_experience vars, as they were entirely unused. ## Why It's Good For The Game I looked at surgery code and couldn't stand it, this is hopefully helping bring it to something we can stand. This however doesn't touch the individual surgery steps. ## Changelog im exhausted i don't know if this has in-game effects |
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06197693a5 |
Adds support for non-science techwebs (+Config) (#71070)
## About The Pull Request This is an expanding of https://github.com/tgstation/tgstation/pull/69708 Adds a config to not connect machines to a techweb at the start of a round Adds the ability to multitool a server to get its techweb in its buffer, which can then be used on machines to sync them. Adds support for some machines to not cry when they don't have a techweb linked to it, in case they actually don't. If the config to not have machines connected to the science server is enabled, research servers will make their own techwebs instead. This is barebones though and would need more work if this option is used. For misc stuff: - I replaced checking ``GLOB.machines`` for research servers, to instead check ``SSresearch.servers``, where we can use ``as anything``. - Removed unused vars on the RD server control - I renamed the operating computer's .dm file to remove the capitalized letter from it. It's now operating_computer instead of Operations. ## Why It's Good For The Game This is adding support for 2 different cases that can be used in the future: 1. Off-station roles, we can make roles like Oldstation have their own techweb so they don't ruin science's efforts, or use their advanced research to get things we don't want, or even possibly have some blacklist webs for ghost roles (like teleporters) so that way we don't need to have this dance where we have to give them a very specific amount of materials for them to do things while not being able to get a teleporter and leaving. I heard discussions that people wanted this a while back, and one of the main things preventing this from happening is the lack of support. Hopefully this is encouragement to make it a reality, because I think it would be a really cool expansion of ghost roles and a good way to prevent them from messing with the round in progress. 2. Downstreams who want to do different things with Science. Personally I made this PR with voidcrew(shiptest) in mind and think this would make their lives easier. I didn't expand too much on this because I'm leaving up mostly to the downstreams to figure out what they want to do with these systems. ## Changelog This generally isn't really player facing, since most of the changes would only come into effect if the config is enabled?? 🆑 fix: Research servers now only show servers connected to their techweb. /🆑 |