## About The Pull Request
Failing a fish suicide now shames you
Closes#96084
## Changelog
🆑
fix: Added an anti-softlock safety in case fish suicide fails
/🆑
## 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
/🆑
## About The Pull Request
Adds a helper `SStts.random_tts_voice(gender)` which attempts to pick an
appropriate voice for the passed gender
## Why It's Good For The Game
Randomization into a completely wrong voice kinda ruins it
## Changelog
🆑 Melbert
qol: TTS voice is more appropriately randomized to gender
qol: Getting randomized through means such as mulligan toxin randomizes
TTS voices
/🆑
---------
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
## 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.
/🆑
## About The Pull Request
(Some) tails, snouts, horns and other "solid" bodypart overlays are now
preserved on husked mobs, meaning that lizards or fishpeople will no
longer suddenly lose a chunk of their body when husked. Cybernetic
implants, being inorganic, are not colored and preserver their visuals
in full.
<img width="70" height="97" alt="dreamseeker_8CYayvB8ck"
src="https://github.com/user-attachments/assets/32df4ef4-4d20-4d46-8bf8-ccf043cab3ec"
/>
<img width="95" height="104" alt="image"
src="https://github.com/user-attachments/assets/47171a11-2228-4ef8-9d60-e169794fa6fd"
/>
## Why It's Good For The Game
Husking hasn't been an effective method of anonymizing corpses for a
very long while, and I think that visual consistency here doesn't hurt
it much more while making the game feel more immersive and cohesive.
## Changelog
🆑
balance: Husked mobs now keep some of their bodypart overlays, such as
snouts, tails and horns
/🆑
## About The Pull Request
Deletes `can_hear`, replaces it with trait-checking deafness.
The only two non-trait sources of deafness (hardcrit and lacking ears)
were refactored into using the trait.
## Why It's Good For The Game
Many places inconsistently check for the deaf trait rather than use
can_hear which meant behavior was not consistent.
Some code would treat "do we lack ears?" as being deaf, some would not.
This unifies all the behavior so being deaf means you're deaf
everywhere.
It also means we can now easily react to gaining and losing deafness via
signal, where before we could not react to it without hooking the trait,
organ remove, AND stat change. Which no one did, of course, because who
would ever think to do that?
## Changelog
🆑 Melbert
refactor: Refactored how deafness is tracked. Please report any weird
interactions with sounds, like messages or sfx being missing.
fix: Lacking ears and being in hard crit now consistently treats you as
"being deaf". This affects a few minor interactions like empath, the
jukebox, and sleeping.
/🆑
## About The Pull Request
Fixes#94662
Makes the remaining suicides I could find that gib or dust preserve
items, as generally suicide should be a personal decision that people
aren't using to spitefully deny traitor objectives or whatever.
ALSO I changed tadpole suicide to just make a big hole in your chest
instead of gib you because, unlike a space carp, I don't think a tadpole
growing into a single regularly sized frog is going to cause your body
to burst into pieces.
The thing about "good first issues" is unfortunately we do also still
want them to get fixed at some point, and people were mentioning that
"suicide drill to delete items" had actually happened in real rounds.
## Changelog
:cl:se
balance: Killing yourself with a tadpole now only bursts your chest open
and not your entire body, and frankly even that is pretty impressive
work for a single frog to manage.
fix: Killing yourself in various other ways that gib or dust you will no
longer delete the items you were wearing, consistent with most of the
other ways of killing yourself that gib or dust you.
/🆑
## About The Pull Request
I'm making the ordeal of finding a maint disk (or buying blackmarket
bootleg disk) with a theme in it a slightly more rewarding experience,
while sticking to the concept that it's something you've to find, unlike
default PDA themes.
This PR also proves to be an opportunity to put the progress tab that I
coded a year ago for the 'Fishdex' to good use.
TODO:
~~Refactor preferences to allow specific choices to be shown/hidden
depending on whether the player meets a defined criteria, otherwise
you'll have to do it manually every round, which is lame~~
- [x] Make some simple ui icons associated with each unlockable theme to
be shown in the cheevo progress tab
- [x] Code to validate deserialized DB values, in the remote case that
any theme is removed in the future, as well as unit test code for any
non-abstract theme without ID
- [x] Add sound cue and chat feedback when unlocking a theme (or when
fishing a new kind of fish for the first time, like, the code's similar)
- [x] Test all of this
## Why It's Good For The Game
These themes are basically an end in itself, and I understand the reason
behind their existence is to make for some cute, little maint loot, but
relegating it to chance of finding a disk somewhere in maintenance,
**every single round** really rots whatever little substance this purely
cosmetic feature already has.
## Changelog
🆑
add: Once installed, special PDA themes from maintenance disks will be
present on your roundstart PDA on future rounds (Sadly I couldn't figure
out a way to add those to the preferences UI yet). You can check which
PDA themes you've unlocked in the Progress tab of the achievements UI.
/🆑
## About The Pull Request
Fixes#94778
There are a bunch of places where we dismember a limb (or head) and then
do something with it assuming that we actually dismembered it, but that
isn't actually true.
Many of these places then move your not-actually-dismembered head
somewhere else. If you have an unremovable limb (such as if you have
TRAIT_NODISMEMBER) this means that it actually gets removed anyway
because it's physically moved somewhere else.
In all of these cases, if we failed to dismember the limb we should just
leave it alone.
I left anything where after dismembering the limb it immediately deletes
it in though because those are generally supposed to be invariably
fatal.
## Changelog
🆑
fix: Chainsaws can't behead people with unremovable heads.
fix: You can only put your own head on a spear or into a box if it is
possible to remove your head.
fix: Heretic rifts can only remove your arms if your arms can be
removed.
fix: Paperwork can only cut off your head if your head can be cut off.
fix: Smite being reflected can only blow off your arm if your arm can be
removed.
/🆑
## About The Pull Request
Material fishing rods apply their materials any time they catch a fish,
even if that fish was fished from an aquarium. The math behind
calculating fish weight from materials results in exponential weight
growth, which becomes hyperexponential when you let the fish grow
through feeding.
This PR makes material rods only apply their materials to newly-spawned
fish, preventing repeated material application and the downstream
consequences thereof, including, but not limited to:
- Exporting fish for absolutely absurd, potentially infinite amounts of
money
- Setting a mob's next click delay and/or next move delay arbitrarily
far in the future
- Creating an item with infinite force. This:
- Instantly breaks any destructible structure
- Sets a mob's health to `-nan`, making them immune to crit or death
from damage due to how `nan` works with comparisons (at least until they
receive any healing whatsoever)
- `nan`-flood the station by burning a plasma fish with infinite mass
- Freeze the server by putting a fish through a recycler, where it will
spend the rest of eternity in the loop that ejects sheets from its
material storage after recycling an item
## Why It's Good For The Game
These are some *fucking* nasty things to have happen, and stopping them
all with this one change is probably something that really needs done.
## Changelog
🆑
fix: A fishing rod's materials can only be applied to fish when they are
initially spawned from a fishing spot. This means you cannot repeatedly
apply a fishing rod's materials to the same single fish to increase its
mass without limits.
/🆑
Alternative Title: Fish are no longer comically underweight from
real-life unit of measurements.
## About the Pull Request
Instead of mentioning grams, fish weight now uses a fictitious unit
called ~~kilokrill~~ kiloclam.
## Why It's Good For The Game
Realistically, weight increases exponentially with size, however, for
the sake of keeping this niche part of the game """simple""", we/I have
always avoided delving into it and stuck to length alone.
Not that it's hard, if you've a high school diploma of any kind, you
should be able to come with a more satisfying (albeit box-y)
approximation of weight if you add a few more variables like height,
width and density, but do we have to make fishing a bit more annoying to
maintain because of it? Maybe we should just replace "gram" with some
punny make-believe unit of mass instead.
This closes#93794
## Changelog
🆑
spellcheck: fish weight is now measured in "kiloclam" instead of grams.
Like, imagine being slown down by a big lake fish that only weighs "800
grams", bruh...
/🆑
## About The Pull Request
When you use a starfish (fished from Hyperspace) to commit suicide your
character will walk off screen until they exit the Z level or 30 seconds
have elapsed, at which point they are deleted.
Deleting a mob as it attempts to change Z level causes some runtime
errors. Happily, we can fix this by delaying and animating the deletion
which not only fixes the bug but makes it look a little nicer (although
in most cases, nobody but the suicidee will see it).
This _also_ currently causes the obliteration of all of your items which
we prefer to avoid in suicides in case something important is destroyed.
I have _also_ solved this in an appearance-based way.
Now you drop your entire inventory before beginning your final journey,
but because it would look stupid to do this in the nude it applies a
starry voidwalker texture to the mob as it starts to leave.
Finally I made it only say the meme line 20% of the time, because it's
funny but I hate fun.
## Changelog
🆑
fix: Killing yourself via starfish no longer causes a runtime error when
you float onto another Z level
fix: Killing yourself via starfish now unequips your pants before
turning you into an astral being
/🆑
## About The Pull Request
This PR makes the "Gullion" fish suicide work as originally intended,
meaning that if used in an environment with Oxygen it will petrify you
permanently.
This previously did not work because it was using an overcomplicated
check; `check_gases` looks for a list of gases within specified bounds
and returns the presence of unlisted gases (like Nitrogen which is
basically everywhere you would expect Oxygen to be) as a failure state.
We actually only care if there is a nonzero amount of oxygen present in
our tile, which we can check much more simply.
Also previously we never technically kill the mob, only left it
permanently alive and petrified. This meant that via some
pre-preparation you could teleport yourself out of the statue and
then... be walking around with the suicide flag enabled while still
alive? This seemed non-ideal and I figure that despite the vibes of
"being a living statue that cannot do anything except scream silently in
your head" is very cool, probably the desired outcome from players doing
this is to die. So now it kills you.
This suicide technically annihilates all of the objects you are wearing,
because smashing the statue deletes everything upon your person. I guess
I could have added a flag that unpetrifies all of the items you are
wearing on death but the whole thing collapsing into dust (as it does
now) is more satisfying... I reckon it's probably fine given that this
fish is only caught from fishing inside Heretic rifts.
## Changelog
🆑
fix: Killing yourself with a Gullion fish in an oxygenated environment
will correctly turn you into a statue
fix: Killing yourself with a Gullion fish will kill you rather than
leaving you as a living statue that can't do anything and forcing you to
Ghost manually
/🆑
## About The Pull Request
The overall behaviour of everything should stay the same but the memory
& speed of these components has been slightly improved and when you
scale that across large plumbing factories you get a substantial
improvement. Here's a list of the most noticeable changes along with
many others that aren't worth mentioning
- Removed vars `use_overlays`, `turn_connects`,
`recipient_reagents_holder`
- `active` var is now replaced with a proc which simply returns is the
machine wrenched or not
- `turn_connects` has been removed because all machines have their pipes
rotate when the machine is rotated. This also removed all the static
icon states ending with `-s` from the `dmi` file thus reducing that file
size as well
- `extend_pipe_to_edge` var is directly integrated into `cut_overlays()`
because it's use cases were limited such for showers & sinks
- Simplified `Initialize()` a lot. Removed params `start`,
`turn_connects`, `custom_receiver`, `extend_pipe_to_edge`. We now only
pass `bolt_layer` making that proc faster & less convoluted
- Replaced `set_recipient_reagents_holder()` proc with
`recipient_reagents_holder()` which returns the reagent holder for
holding reagents instead of storing it in the component. This removes
the need to hook a qdel signal on the holder & we don't need to keep
track of it
- Merged a ton of procs to reduce overhead & reduce file size
- Plumbing ducts creating the network at mapload is faster without using
recursion and the timer subsystem
- Deconstructing plumbing ducts is faster in reconstructing the network
without using recursion and the timer subsystem
This makes managing plumbing code less convoluted & overall better for
the foreseeable future. See the lines of code removed vs added and still
preserves behaviour
## Changelog
🆑
qol: added examines & screentips for ducts & stack of ducts
qol: you can wrench a stack of ducts on the ground to create a pipe
refactor: plumbing code has been improved overall. Report bugs on github
sprite: removed unused static(does not rotate with machine) icon states
for plumbing connections
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
Silly goose, `^` is bitwise XOR. `**` is exponentiation.
## Why It's Good For The Game
Makes fish export pricing work as intended.
## Changelog
🆑
fix: The Spinward Sector Fishery Association would like to apologize for
using a bitwise XOR instead of exponentiation in the source code of
their automated fish price evaluation system.
/🆑
## About The Pull Request
`adjust_fishing_difficulty` is a good one to make into a bespoke element
since a number of the same clothing item are created in the wardrobe
system.
climb_walkable is also good due to how prevalent it is, and it is a bit
of a two for one since it also removes the need for the
`/component/connect_loc_behalf`
Also stops adding the on_climbable trait to literally everything in the
turf, it now only applies it to atoms with density. So no more pipes and
stuff getting trait lists created for no reason.
<details><summary> Tested + things still work as before </summary>
<img width="422" height="122" alt="image"
src="https://github.com/user-attachments/assets/b23696f5-cd16-4150-aeb3-14ea6bd256fc"
/>
</details>
## Why It's Good For The Game
Lessens overhead, fixes a bug as well.
## Changelog
🆑
fix: fixes a pushed crate not removing on_climbable trait properly off
the mob standing atop it
/🆑
## About The Pull Request
Inspired by #94233. `grind_results`(list) & `juice_typepath`(typepath)
are only used when grinding & juicing after which the atom is deleted.
This means if that object is not processed these vars occupy memory &
don't do anything.
Now these values are only generated on demand by calling their
respective procs. Considering how these vars are on the obj level the
memory savings are quite significant
## Changelog
🆑
refactor: grinding & juicing have been refactored to occupy low memory.
Report bugs on github
code: improved grinding & juicing code
/🆑
## About The Pull Request
Huzzah! It's been a good while since I last added more fishing features
(instead I focused on small fixes now and then), but here I'm at it once
more.
This PR adds two designs to the Marine Utility techweb node (which
previously only had the bio-electric generator kit): The fish gene-gun
an as well as the bluespace fishing reel.
The fish gene-gun is a pretty easy concept. It's a device that takes
empty syringes. When used on a fish with an empty syringe loaded inside
it, It'll prompt the user to choose which trait to extract. Once the
trait is extracted, the syringe is replaced with a specialized 'fish
trait injector' containing said trait. You can then hit another fish
with the fish gene-gun again to inject the trait, or use it to remove
the injector, which can then be used on its own, or loaded into the
gene-gun later (the results are the same anyway). There are two caveats
though: Using the fish-gene gun on the same fish more than once
(extracting or injector) will kill it, and it also cannot be used on
dead fish. The fish can still be revived though.
The other thing is the bluespace fishing reel. It greatly increases the
cast range, and it also goes through walls and other solid objects and
is not disrupted by them. If used on objects, reeling the item in will
move it through wall and solid objects as well. Other than that. It's a
pretty standard fishing reel. However, it has one flaw, and that is it
cannot go through reinforced walls (as well as indestructible ones), so
no stealing from the armory etc.
## Why It's Good For The Game
I've been having some honest to god skill issues with aquariums at times
(they were also half-broken in the past but things have gone for the
better...). Some of the fish traits are good, some are bad, others are
utterly terrible (*looking at the anxious zip zap*) and kinda withhold
some of the potential stuff that can be done, which is what prompted me
to make this PR.
Also, bluespace fishing reel because ~~JoJo Vento Aureo reference~~ it's
such a neat concept.
## Changelog
🆑
add: Two items have been added to the The Marine Utility tech node: a
fish-gene gun to add and remove traits to/from fish, and a bluespace
fishing reel.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Depends on #94064 for the unit test but offers a better method for
finding an atom to mount on
- Finding a mount now takes into consideration the objects pixel x & y
offsets meaning diagonal mounting is now supported. Gives great
flexibility for mappers
- If you don't want to use pixel offsets but default back to using the
objects direction that behaviour is still preserved. Useful if your
object uses directional icon states(lights & cameras for now) AND don't
use offsets
- If no direction could be specified then as the last resort it defaults
back to the objects local turf for mounting
## Changelog
🆑
fix: all mounted objects on tables, fences, windows & walls should fall
of correctly when the atom it is placed on is destroyed
fix: security telescreen now falls off when their mounted wall is
destroyed
fix: defib wall mount falls off when their mounted wall is destroyed
fix: floor lights are mounted to the ground/catwalk/tram floor they are
sitting on meaning destroying it will destroy the light
fix: wall mounted plaques now fall off when their mounted wall is
destroyed
/🆑
## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.
## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.
Currently a WIP as I slowly deal with the unit test reports.
## Changelog
🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
## About The Pull Request
High frequency blades, both null rod variant and admeme variant, can
block mech melee attacks. For the former, that is the only thing it can
block. Great if you're fighting a lot of mechs as a chaplain I guess.
And you're also really committed to the bit.
Weapons that were vibro subtypes are now claymore subtypes. The only
difference here is that they now have 30% block instead of 35% AP.
Null rod high frequency blades are now two-handed. This mostly
determines force changes (10 unwielded, 18 wielded), and mech attack
block chances.
Mech melee attacks respect block...assuming the blocking source can even
block the attack in the first place. Currently, the few sources that can
block/avoid mech attacks are;
- high frequency blades
- energy katanas
- Those staff nullrods (its a holy force field, iunno)
- wizard modsuit shield (and it will eat literally every single charge
it has to do that)
- Sleeping Carp evasion (and only at half the possible chance)
- CQC defense mode (themed as dodging the attack, and also halved)
- probably something I overlooked when I implemented OVERWHELMING_ATTACK
originally and have overlooked here as well.
Just think 'could this help avoid being hit by a road roller being
dropped on you' and go with your gut as to whether or not it is
appropriate if you spot something in the wild that seemingly can block a
mech.
## Why It's Good For The Game
> High Frequency Blade
I wanted to elevate the meme and that is as deep as this goes. Also I
wanted to make this two-handed, much like the true version.
The only thing it is lacking is the cool attack functionality, but I'll
be damned if I can get that to work in a sensible fashion for a crew
weapon...
> Vibro subtype
A lot less of these than I thought. And most of them seemed more
appropriate as claymore types anyway.
> Mech Block
I seeded this previously by making mech clamps respect block. I've now
come back to fully implement it in order to facilitate MGR memes.
For the most part, mechs should still enjoy being largely unblocked by
most sources, even from things like operative suit shields, and
certainly not from actual shields (which I've stripped the ability to
block the attack from entirely) and melee weapons.
The sources that can block them do so poorly. Or, in the case of the
high frequency blade, very well and that's pretty much the only thing it
IS good at blocking.
## Changelog
🆑
balance: High frequency blades (both null rod and admin versions) are
able to block melee attacks from mechs.
balance: High frequency blade null rods are now two-handed weapons.
balance: Mech melee attacks can be blocked or avoided by a few rare
sources.
/🆑
## About The Pull Request
Depends on #94064 for the unit test but offers a better method for
finding an atom to mount on
- Finding a mount now takes into consideration the objects pixel x & y
offsets meaning diagonal mounting is now supported. Gives great
flexibility for mappers
- If you don't want to use pixel offsets but default back to using the
objects direction that behaviour is still preserved. Useful if your
object uses directional icon states(lights & cameras for now) AND don't
use offsets
- If no direction could be specified then as the last resort it defaults
back to the objects local turf for mounting
## Changelog
🆑
fix: all mounted objects on tables, fences, windows & walls should fall
of correctly when the atom it is placed on is destroyed
fix: security telescreen now falls off when their mounted wall is
destroyed
fix: defib wall mount falls off when their mounted wall is destroyed
fix: floor lights are mounted to the ground/catwalk/tram floor they are
sitting on meaning destroying it will destroy the light
fix: wall mounted plaques now fall off when their mounted wall is
destroyed
/🆑
## 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!
/🆑
## About The Pull Request
Played around with fishing and aquariums the other day. While it has
come a long way, aquariums are still a pain in the ass in many ways and
there are still things that don't work as intended as well as some pet
peeves. This PR:
- removes code that didn't work to begin with (rotating the fish when
mounted on for fish trophy wallmounts)
- fixes the predator and necrophage traits triggering when the fish is
NOT hungry and on fishes that are bigger than the not-so-hungry fish,
rather than smaller.
- Add an examine line to fish tanks when full.
- Fixes evolution probability for self-reproducing fishes (purple
sludgefish should be 1 in 20, not 1 in 40)
- Fixes fish analyzers not being usable on equipped/held items.
- Nit with examine lines for fishing rods.
- Experiments handler devices won't announce when an experiment that
they cannot perform is completed. The big exception is the generic
experi-scanner. This means fish analyzers and operating computers will
no longer bug you about material scan experiments being completed.
- the ping sound from using lures should be a smidge louder and can be
heard from more than 1 tile away.
## Why It's Good For The Game
Issues with fishing and aquariums mainly, also a smidge of a code
improvement for experiment handlers.
## Changelog
🆑
fix: Fixed some fishes trying to eat other (bigger) fish while not
hungry. Also a nit with purple sludgefish being a bit too rare.
fix: Fixes fish analyzers not working with held or equipped fish or
aquariums (not in your backpack).
balance: Fish analyzers and operating computers no longer announce
completed experiments that they aren't compatible with.
balance: the ping sound from using fishing lures should be a smidge
louder and can be heard from more than 1 tile away.
qol: Examining fish tanks (the item) when they're almost full will warn
you about it.
/🆑
## About The Pull Request
This 1st has to be PR'd so the integration tests can point out all
wallmounts that could not find a support structure to mount on. I then
will do many map edits to align them onto the closest atom
Yes we no longer use wall mount but atom mounted component. All objects
that are mounted on windows/tables & fences now also fall off when
destroyed
It'll probably be a WHILE before I can fix all wall mounts. Long day.
Expect me to misalign many stuff to fix failing CI so make sure to
provide suggestions when possible
Improved wallmount code overall
- Fixes#93793
## Changelog
🆑
fix: fixes all incorrectly maploded wall mounts that aren't actually
hanging on any support structure
fix: objects mounted on tables, windows & fences also fall off now when
destoryed
qol: lights can be mounted on windows
qol: cameras can be mounted on windows
qol: buttons can be mounted on tables
refactor: improved how wall mounts interact with objects as a whole
report bugs on github
/🆑
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/88311
1. Grouped status effects will throw a stack trace if trying to pass
null as a source
2. Fishing hooks will not proceed to hook if they fail to hook (lol)
3. Replaced cursed slot machine "grouped effect" with a normal effect
(since it didn't use the group aspect at all)
## Changelog
🆑 Melbert
fix: Fishing hooks will no longer hook even though the hook failed
/🆑
so, the current `COMSIG_CARBON_SOUNDBANG` signal is kinda lame because:
1) it's relegated to carbon mobs
2) it means ear protection equipment actually has no effect when
`get_ear_protection` is called instead.
3) It's sent in more than one place in the code
So I replaced it with another signal, this one properly sent in
`get_ear_protection`, and therefore `soundbang_act` as well.
What's also lame is that the code for both `get_ear_protection` and
`soundbang_act` can be easily moved to the living type, and it wouldn't
make a huge impact aside causing simple mobs to be stunned very briefly
by flashbangs since they cannot be knocked down anyway. The less the
code is specific to a subtype, the easier it's to work with, the fewer
the paradigms etc.
Another lame thing is some of the code being kinda old. Also I wanted to
fix an issue with the shriek ling ability detailed in #93401. I wanted
to make the ability more consistent with how other sound-related
abilities work by making it use `soundbang_act`, but with an intensity
higher than any other feature so far, beside point-blank flashbangs
(holding on standing on one). I've also buffed the "ear protection"
offered by vacuums from 1 to 3, meaning nothing but point-blank
flashbangs will go through. Yes, this means shrieks are not good in a
vacuum because sound generally propagate in absence of molecules that
can transmit the vibration... at least IRL. The game's an approximation
anyway, but it's still inconsistent, like a fuckton of other things that
are even more outside of the scope of this PR. Well, at least it affects
simple/basic mobs too now.
## Why It's Good For The Game
This will fix#93401 and make some code less old and bad.
## Changelog
🆑
refactor: refactored code for ear/soundbang protection. Flashbangs and
other things can now affect simple/basic mobs as well, not just carbon
and occasionally silicons.
balance: Aliens are no longer impervious to soundbang_act. Still very
resistant to it due to their hardcoded ear protection
balance: How the resonant shriek changeling ability works is now
slightly more consistent with the ear/soundbang protection, meaning it
won't work well in a vacuum, but at least it works on simple mobs now.
fix: Everyone can now hear a changeling shriek, unless they're already
deafened or in a vacuum.
/🆑
## About The Pull Request
Holo fish were being selected as starting fish for fish mounts when they
were coded not to be, I have no idea how this only started runtiming now
but it did, I tested this fix and it produces a list without holo fish
or the chrystarfish
## Why It's Good For The Game
https://github.com/tgstation/tgstation/actions/runs/18764652594/attempts/1
## Changelog
N/A
## About The Pull Request
Ok, I'm going to be real honest, somehow I've ended up thinking building
two separate data lists for the same fish without associating them to a
key or something when building tgui data would've worked, when in fact
it doesn't.
The ideal solution could've been to use refs, change the tsx code a fair
bit and keep both static and non-static ui data procs, but it's also
past AM here, I made a mistake, I don't have the mental capacity to do
it right now and it's honestly just a insignificant micro-optimization,
considering aquariums are (hard)coded to hold at most 20 fishes. Not a
huge impact.
TL;DR It's all ui_data now.
## Why It's Good For The Game
Fixing the fish scanner UI.
## Changelog
N/A until an issue report is (if) made.
## About The Pull Request
- Fixes#93392
- Replaces all custom callbacks with call to `deconstruct()`. The
callbacks weren't necessary as it did the same thing as `deconstruct()`
but in an round about way
- Removed duplicate `Initialize()` procs and the params `building` &
`ndir` from all wall mounts. Makes everything cleaner
## Changelog
🆑
fix: wall mounts placed by player now falls off when the wall they are
mounted on is destroyed
code: cleaned up wall mount code
/🆑