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masterfixes
7 Commits
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c41bc9c6c2 |
Fixes bubblegum suicide span, cleans up say spans (#96103)
## About The Pull Request Closes #96085 Also went through other say spans and converted them to defines, as well as fixed beepsky smash's hallucination beepskys not having their spans due to incorrect span being passed. ## Changelog 🆑 fix: Bubblegun suicide no longer makes the user yell out HTML fix: Beepsky Smash beepskys now use proper text formatting code: Cleaned up say span code in a few places /🆑 |
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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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eb0e842320 |
Hallucination revamps and additions (#89865)
## About The Pull Request 1. Hallucination effects are now tiered Hallucinations now all have tiers, ranging from common to special. If you are just hallucinating a teeny bit, you will not experience the more extreme hallucinations, like bubblegum or your mom. But if you're hallucinating off your butt, you will be a bit more likely to experience them. 2. Hallucination rate has been tweaked Default hallucination cooldown is now 20-80 seconds, up from 10-60 seconds. However the cooldown will *also* vary depending on just how much you're hallucinating, going down to 10-40 seconds. 3. RDS is now capped a bit lower (meaning you don't see the higher tiers like bubblegum). But I added a preference to uncap it. For the people who actually like bubblegum visits. 4. If a hallucination fails to trigger, the cooldown will partially reset. (by 75%) 5. "Fake chat" hallucination will pick more viable subjects. Fake chat will try to find someone who can actually speak your language, rather than make a monkey speak mothic or something. (I may revisit this so if you're super-hallucinating it reverts to old behavior though.) 6. Adds a hallucination: Fake blood You hallucinate that you start bleeding, very simple. 7. Adds a hallucination: Fake telepathy You hallucinate a random telepathic message, similar to fake chat. 8. Adds a hallucination: Eyes in the Dark A nearby dark turf will have a set of glowing red eyes shine through the dark. A classic. 9. Adds some new sub-hallucination: PDA ringtone (fake sound), summon guns/magic (fake item) Funny prank. 10. Makes mindbreaker a bit more effective at combating RDS. Pretty much does nothing right now unless you gulp like 50u. ## Why It's Good For The Game Hallucinations are pretty one note if you experience them for longer than 10 minutes. This is due to two fold: - Many hallucinations are goofy, and not subtle - Hallucinations trigger very rapidly You will never fall for a hallucination because in between "You see John Greytide put the blueprints away", you get your mom yelling at you, everyone looking like syndies (again), and bubblegum This pr addresses it by - Limiting the wacky hallucinations for when you're really off your gourd - Reducing the period between triggers - Adding a few hallucinations If the wackier hallucinations are reserved for when you're really off your rocker, this lets the more subtle ones sink in over time, leaves more room for second guessing ## Changelog 🆑 Melbert add: Adds 4-5 new hallucinations. Collect them all. balance: If you are only hallucinating a little bit, the game will prefer to pick more subtle hallucinations. If you are hallucinating a ton, it will prefer the more wacky hallucinations. balance: If you are only hallucinating a little bit, the cooldown between hallucinations is longer. If you are hallucinating a ton, it will be shorter. balance: If a hallucination fails to trigger (such as a deaf person getting a sound hallucination) the next one will be a lot sooner. balance: RDS hallucination amount is capped at mid tier hallucinations. This means bubblegum and co. will be a lot rarer, or will even never show. HOWEVER, there is now a preference allowing you to uncap your RDS hallucinations. balance: Mindbreaker toxin is more effective at suppressing RDS. balance: Some hallucinations effects have been tweaked up or down according to the new thresholds. Madness mask as an example. fix: "Fake Fire" Hallucination works again, and now has a unique message for if you stop-drop-roll that other people see. /🆑 |
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e90a9b4b68 |
Flattens The Floor Plane (Camera Update Too) (#84350)
## About The Pull Request Ok so like, side map right? It makes things higher up in the world render above things lower down in the world. Most of the time this is what we want, but it is NOT what we want for floors. Floors are allowed to be larger then 32x32, and if they are we want them to render based off JUST their layer. If we don't allow this grass turfs and others get cut off on their bottom edge, which looks WEIRD. In order to make this happen, we can add TOPDOWN_LAYER to every layer on the floor plane and disable sidemap. I've added documentation for this to VISUALS.md, and have also implemented unit test errors to prevent mixing TOPDOWN layers with non topdown planes (or vis versa). This new test adds ~1 second to tests, which is I think a perfectly scrumpulent number. EDIT: I nerd sniped myself and implemented sidemap layering and lighting for cameras (also larger then 32x32 icon support for getflat) The lighting isn't perfect, we don't handle things displaying in the void all that well (I am convinced getflat blending is broken but I have no debugger so I can't fix it properly), but it'll do. This came up cause I had to fix another layering issue in cameras and thought I might as well go all in.  ## Why It's Good For The Game Old:  New:  ## Changelog 🆑 fix: Grass turfs will render properly now. Reworked how floors render, please report any bugs! fix: Cameras now properly capture lighting fix: The layering seen in photos should better match the actual game /🆑 |
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e766444468 |
Changes our map_format to SIDE_MAP (#70162)
## About The Pull Request This does nothing currently, but will allow me to test for layering issues on LIVE, rather then in just wallening. Oh also I'm packaging in a fix to one of my macros that I wrote wrong, as a joke [removes SEE_BLACKNESS usage, because we actually cannot use it effectively](https://github.com/tgstation/tgstation/pull/70162/commits/c9a19dd7cce95038340ebd5c1a6e4cb27ee7c9ee) [c9a19dd](https://github.com/tgstation/tgstation/pull/70162/commits/c9a19dd7cce95038340ebd5c1a6e4cb27ee7c9ee) Sidemap removes the ability to control it on a plane, so it basically just means there's an uncontrollable black slate even if you have other toggles set. This just like, removes that, since it's silly [fixes weird layering on solars and ai portraits. Pixel y was casuing things to render below who shouldn't](https://github.com/tgstation/tgstation/pull/70162/commits/3885b9d9ed634cdc4c8041b19df5b5ea9a1a37ae) [3885b9d](https://github.com/tgstation/tgstation/pull/70162/commits/3885b9d9ed634cdc4c8041b19df5b5ea9a1a37ae) [Fixes flicker issues](https://github.com/tgstation/tgstation/pull/70162/commits/2defc0ad20a0ee7d12e0b071f6d31b6127b8765d) [2defc0a](https://github.com/tgstation/tgstation/pull/70162/commits/2defc0ad20a0ee7d12e0b071f6d31b6127b8765d) Offsetting the vis_contents'd objects down physically, and then up visually resolves the confliciting that was going on between the text and its display. This resolves the existing reported flickering issues [fixes plated food not appearing in world](https://github.com/tgstation/tgstation/pull/70162/commits/28a34c64f830660d7fb1cc669b9fc3ed9f5c7d61) [28a34c6](https://github.com/tgstation/tgstation/pull/70162/commits/28a34c64f830660d7fb1cc669b9fc3ed9f5c7d61) pixel_y'd vis_contents strikes again. It's a tad hacky but we'll just use pixel_z for this [Adds wall and upper wall plane masters](https://github.com/tgstation/tgstation/pull/70162/commits/89fe2b4eb40edc36879e4e1954dee8616be94522) [89fe2b4](https://github.com/tgstation/tgstation/pull/70162/commits/89fe2b4eb40edc36879e4e1954dee8616be94522) We use these + the floor and space planes to build a mask of all the visible turfs. Then we take that, stick it in a plane master, and mask the emissive plane with it. This solves the lighting fulldark screen object getting cut by emissives Shifts some planes around to match this new layering. Also ensures we only shift fullscreen objects if they don't object to it. [compresses plane master controllers](https://github.com/tgstation/tgstation/pull/70162/commits/bd64cc196a4265d42809eebbd1afa46fa33a576d) [bd64cc1](https://github.com/tgstation/tgstation/pull/70162/commits/bd64cc196a4265d42809eebbd1afa46fa33a576d) we don't use them for much rn, but we might in future so I'm keeping it as a convienince thing 🆑 refactor: The logic of how we well, render things has changed. Make an issue report if anything looks funky, particularly layers. PLEASE USE YOUR EYES /🆑 Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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4d6a8bc537 |
515 Compatibility (#71161)
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
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6baebf47a1 |
Completely refactors hallucinations, and also adds a few (#69706)
* Refactors hallucinations slightly, organizes them * Refactors hallucination into a status effect * Further hallucination proper refactoring * Refactors battle hallucinations * Refactors "fake item other" hallucination * Gets it a bit closer to working state * Refactors screwydoll and fake alerts * Refactors fake inhand items * Refactors a few more. - Fake death - Fake messages - Fake sounds - Projectiles * Refactoring delusions, hallucination effects * Furthering the hallucination status effect - removes copypaste of hallucination pulses * Almost finalizes the changeover to status effect * Last staus effect stuff * Delusion business * Airlocks, fire, and more delusion stuff * Finishes screwyhud. It compiles now! * Swaps screwyhud over to a grouped status effect * Removes hal_screwyhud * Comment * Bugfixing * image cleaning * Get rid of this it came back * What if I finished this branch? * Oops * Messing with the randomness * Mass hallucination tweaks * + * Some more mass tweaks * Review * Updates * Unit tests hallucination icons * More tweaks * Move folder * Another re-name * Minor tweaks * Anomaly unity * Mass hallucination buffs * t * Sig * Merge * Lints * Unit test already coming in clutch * Another failure * Use named args for cause_hallucination via some define trickery * Some cleanup * This is better * adds some hallucinations * Oops * More sounds * Tweaks * Some additional documentation * Flash * Fixes mass hallucination * Json changes * Updates documentation * Json conflicts * Makes it work * Missed that one too * Helpers * More signalization (WIP) * Fixes bump * Missed a helper use * Dumb |