Commit Graph

1271 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
necromanceranne 2275e1958e Adds deep lore to some pistols, and partially rewrites the baton lore. Repaths some items. (#96056)
## About The Pull Request

Moves the deep lore proc to the parent for guns. 

Adds deep lore to some of the pistols.

Rewrites the deep lore for the stun baton and contractor baton.

Repaths the Liberator pistol to a more sensible path name.

Rechambers the Regal Condor to .45, because I was today years old when I
learned that the Tiger Cooperative are _[radical Christian
extremists](https://github.com/tgstation/common_core/blob/cf1edb9f770e7d3c38ca894e951ab5ac50395a47/Governments%20and%20Organisations/Corporations/The%20Syndicate/The%20Syndicate.md?plain=1#L73)_.
I just thought they were nutso about changelings, I didn't know they
also think they're God's ubermensch. Anyway, that freak who started the
cult would chamber their relic pistol in .45 and you know it.

## Why It's Good For The Game

I love dumping large amounts of text into the code base that will
rarely, if ever, be noticed by the player. It's also the means by which
I can summon forth my good friend Hatterhat to contribute to this
codebase. Like a carrot on a stick.

If I post enough, one day he'll PR flashforge mines like he promised me.
2026-06-01 20:33:27 -05:00
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
Jinshee 45a5980443 Tele-Port: Ports Telepathy changes from NovaSector (#5531)
## About The Pull Request

This ports changes from
https://github.com/NovaSector/NovaSector/pull/6016 and
https://github.com/NovaSector/NovaSector/pull/6398.

- The quirk no longer automatically applies the Genetics power to the
quirk user. Prior to this PR, communication was mostly anonymized and
only _not_ so when one possessed the gene. This presented a clear
downgrade for individuals who had the genetic variant over the quirk
variant. With this PR, communication through the quirk is not anonymous,
but adding the gene on top of the quirk will allow a user to upgrade it
into being anonymous.
- Every time someone uses the quirk everyone else (in sight) will see
where their attention is sent. This does not add a visual cue besides
the warning in the chat, so it's still somewhat discrete.
- Added a new quirk, Psionic Dampener. This blocks most forms of
telepathic communication.
- Telepathy was made multiline for readability.

## Why It's Good For The Game

Currently, Telepathy as a quirk has a discrepancy where non-synths
receive the mutation Telepathy, while synths receive a different
version. The mechanical differences of these created a problem where,
depending on who was using it, this either did or did not anonymize the
identity of the caster. Additionally, these changes allow the quirk
holder who seeks the genetic variant in-round to properly receive the
benefits of such.

Other changes allow people to opt-out of receiving telepathic messages,
in order to avoid negative interactions from those who abuse it.

Multiline telepathy is a desirable feature for the sake of proof
reading.

## Proof Of Testing

<img width="654" height="279" alt="image"
src="https://github.com/user-attachments/assets/056f4d52-5365-4b5f-a422-40791c5e568d"
/>


## Changelog

🆑
add: Added a new quirk Psionic Dampener, affecting telepathy from
quirks, genetics, slimes, xenomorphs, revenants and so on.
balance: Telepathy (Quirk) no longer automatically gives the gene.
qol: The telepathic communication power granted by the quirk or the
genetic power is only anonymous if the caster has the mutation, not the
target.
qol: Telepathy (Quirk) now shows when the user uses the power and on
whom, but not the contents of the message.
qol: Telepathy is now multiline.
/🆑
2026-05-14 03:07:32 +02:00
Y0SH1M4S73R 9e92c0aa3d Reverts "Merges ghosts into spirits & a rework", but removes ghosts from Pride's mirror. (#95779) 2026-05-04 16:37:11 -04:00
Ben10Omintrix 7763db34a1 Basic beepskies and some ED209 additions (#95783)
## About The Pull Request
this PR refactors beepskies and ED209s into basic mobs. ive also added a
few features for the ed209 because i cant keep my hands to myself:

ED bots can now wear hats! a few hats give them some new unique
dialogue. Putting a cowboy's hat on an ED will have it acting like a
town Sherrif

EDs are now rideable when emagged. theyll still be shooting people while
ridden. youll also have the ability to charge at people full throttle
running them over

ive also added a new Nukie variant, purchasable from the uplink. These
versions come fitted with an LMG and will patrol the station and shoot
all walks of life. If emagged, theyll blow up people with (weaker)
rockets (im still working on balancing this). they are rideable but i
highly suggest against it; youll be caught in the crossfire. (i
understand if ud prefer i atomize this feature)

## Why It's Good For The Game
gives some personality to EDs, as well as updating all these bots to the
cool new ai system

## Changelog
🆑
refactor: beepskies, and ed209s have been refactored. please report any
bugs
add: ed209s can now wear hats! some hats give them new dialogue
add: emagged ed209s are now rideable! 
add: added evil versions of the ed209s to the syndie uplink
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2026-04-25 00:25:28 +00:00
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
Bloop 9a5e91836f Guards against shapechanging while being deleted (#95442)
## About The Pull Request

Tin. If you shapechange while being deleted, such as if your bitrunning
avatar is dying, you get runtimes which interrupt the process and bug
your mob permanently.


<img width="2035" height="697" alt="image"
src="https://github.com/user-attachments/assets/ebe7b502-bec5-44f9-bf5f-398e81c82dbb"
/>

For shapechanging, it creates a cascade of issues where you runtime
midway through the mind transfer, making the shapechange incomplete and
leaving the caster in a permadead state. Which is very bad.

## Why It's Good For The Game

Fixes a gnarly bug
2026-03-25 22:49:00 +00:00
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
MrMelbert 0a61cce996 Refactor revenant abilities / they now indicate if they are unlocked (#95380)
## About The Pull Request

Refactors Revenant abilities into a component 

Revenant abilities now indicate if they are locked

<img width="419" height="185" alt="image"
src="https://github.com/user-attachments/assets/7223f025-d99c-4c09-883b-b53f29947c36"
/>

<img width="337" height="97" alt="image"
src="https://github.com/user-attachments/assets/321bf64f-df57-4da5-9951-a2795637cea3"
/>

They also more accurately update if they are un/usable (ie, if you enter
a wall, they turn red.)

Also, Revenants are no longer affected by gravity. They already weren't
affected by gravity (as far as I could tell) this just prevents them
from getting the no-grav alert.

## Why It's Good For The Game

- Not all future Revenant abilities need to be an AOE spell

- It makes them easier to parse at a glance (what powers you have /
don't have / can use)

## Changelog

🆑 Melbert
qol: Revenant abilities indicate if they are locked, and better indicate
if they are currently usable
qol: Revenants are no longer alerted that they have no gravity (they
always have gravity)
refactor: Refactored Revenant abilities, report any oddities with them.
/🆑
2026-03-15 20:24:20 +00:00
SmArtKar cd002246ab Fixes ghost poll alerts missing backgrounds (#95363) 2026-03-11 16:00:11 -04:00
John Willard 9a87ffeb6f Removes Spells tab (#95293) 2026-03-03 19:42:30 +01:00
nevimer 00ccf0c6b5 Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
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#	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
SmArtKar f58b8511f0 Refactors effect_system (#94999)
## About The Pull Request

This PR refactors ``effect_system``s to be a bit easier to use by
getting rid of ``set_up``, allowing ``attach()`` to be chained into
``start()`` and refactoring most direct system usages in our code to use
helper procs.

``set_up`` was unnecessary and only existed to allow ``New``'s behavior
to be fully overriden, which is not required if we split
sparks/lightning/steam into a new ``/datum/effect_system/basic`` subtype
which houses the effect spreading behavior. This allows us to roll all
logic from ``set_up`` into ``New`` and cut down on code complexity.
Chaining setup as ``system.attach(src).start()`` also helps a bit in
case no helper method exists

I've added ``do_chem_smoke`` and ``do_foam`` helpers, which respectively
allow chemical smoke or foam to be spawned easily without having to
manually create effect datums and reagent holders.

Also turns out we've had some nonfunctional effect systems which either
never set themselves up, or never started, so I fixed those while I was
at it (mostly by moving them to aforementioned helper procs)

## Why It's Good For The Game

Cleaner code, makes it significantly easier for users to work with. Also
most of our effect system usage was copypasta which was passing booleans
as numbers, while perfectly fine helper procs existed in our code.

## Changelog
🆑
refactor: Refactored sparks, foam, smoke, and other miscellaneous effect
systems.
refactor: Vapes now have consistent rigging with cigs using the new
system.
fix: Fixed some effects never working.
/🆑
2026-02-03 22:23:09 -05:00
Bloop 4a58cdcc44 Gets rid of ignored_factions (#94972)
## About The Pull Request

Tin, this is redundant now that faction has been moved to the atom. Also
fixes a misc runtime that can occur if someone clicks an ashwalker egg
before team datums are created

## Why It's Good For The Game

Updates code

## Changelog

Not player-facing
2026-01-24 17:58:22 -05:00
Jacquerel dcc7b82fb9 Suiciding shouldn't usually delete your items (#94935)
## 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.
/🆑
2026-01-22 17:05:12 -05:00
Bloop 68153c2333 Refactors faction lists to use getters and setters and be cached (#94490) 2026-01-19 04:12:35 +01:00
RikuTheKiller c7e4e90004 Adds a new antag, the Blood Worm (#93787)
## LTS Document

Check this document before making any significant future changes to
blood worms, please.

https://hackmd.io/@RikuTheKiller/H1AHQSKNZx

## About The Pull Request

THIS PR SHOULD ABSOLUTELY BE TM'D FIRST

Blood worms are a new progression antag. When the event runs, 2
candidates are picked from ghosts and spawned in as blood worm
hatchlings, which then have to grow up, do a couple objectives and take
over the station.

Hatchlings are weak outside of a host, while juveniles can stand their
own reasonably well. Adults have high offensive power and can only be
dealt with using the right gear or a lot of luck and robustness. They're
meant to be a moment of glory for achieving maximum progression and they
can bootstrap the next hatchlings by gathering corpses before cocooning.

Each growth stage requires 30 seconds in a cocoon, which can only be
created after consuming a lot of blood. There's a falloff curve on a
per-blood-type basis, meaning you can't drain the same person over and
over again to reach adulthood. The medbay freezer is a priority target
for the blood worms and can get one of them to the juvenile stage if
fully ransacked.

It takes 500 blood to mature from hatchling to juvenile, and 1500 blood
to mature from juvenile to adult. You can only get up to 1000 blood from
synthetic sources like monkeys, and consuming synthetic blood is 30%
less efficient. Blood worms can also examine living targets to see how
much blood a target has, and how much growth the blood worm would gain
for consuming that blood.

Blood worms spawn in vents and have night vision for maneuvering in
maintenance. Hatchlings can ventcrawl, while juveniles can move around
by breaking things. Optionally, you can take over a host with a lot of
access like the Captain to go basically anywhere, especially if nobody
knows you killed the captain.

Behind the scenes, host-taking kicks the host's original mind to a
backseat mob. This needs the most testing in practice, but it's
confirmed that it returns the host's mind back to their body, at least
in testing.

All mob, ability and action sprites are made by INFRARED_BARON. Legal
rights were transferred to me after I paid for the commission.

Note, I've been working on this massive PR for quite a while, so
documenting every small change is really hard! Apologies for anything
I've missed. There's a lot.

Final note, admins can spawn these by either:
A. Trigger the midround event via the dynamic-panel verb, under the
Rulesets tab.
B. Giving someone the Blood Worm antag datum via the Traitor Panel in
the Player Panel for the target player. This will transform their mob
into a valid Blood Worm, with all of the associated objectives and such.

### Active Abilities
1. Leech Blood (No Host) - Lets the blood worm drain blood from living
targets and reagent containers. Uses an aggressive grab to restrain
living targets until leeching is over, which takes around a second to
initiate. Causes oxyloss during the leeching. NPC monkeys can't escape
from this and it floors targets as well.
2. Spit Blood (Both) - Multi-function ability, lets the blood worm fire
ranged corrosive blood spit at targets, melt restraints on their hosts
by right-clicking, and as an adult, shoot a burst of blood spit at a
target by right-clicking. Note of the right-click abilities, shooting
bursts can't be done while in a host. (to avoid unfair stealth kills)
Shooting a burst has a much longer cooldown than shooting normally. All
spit types cost blood to use.
3. Invade Corpse (No Host) - Lets the blood worm take a host for
themselves, consuming all of the host's blood and in essence, "becoming"
the host. Any bloodloss inflicted on the host is taken as damage to the
blood worm, and the blood worm retains its weakness to fire even in this
state. Burn damage itself no longer has any extra damage, though.
4. Leave Host (Host) - Title, literally just leaves the host after a
delay. Notably works even while the host is moving, dead, incapacitated
or otherwise fucked up in any way, shape or form.
5. Inject Blood (Host) - Lets the blood worm heal its host. The potency
of this increases as the worm grows up, but so does the cooldown and
blood consumption. This works on organ damage, injuries, etc.
6. Mature (No Host) - Makes the blood worm enter a cocoon for 30
seconds, emerging as the next growth stage. Requires an increasing
amount of consumed blood / growth as the blood worm uses it.
7. Reproduce (No Host, Adult Only) - Makes the blood worm enter a cocoon
for 30 seconds, with 4 hatchlings emerging out of it, including the
original blood worm, now reverted back into a hatchling as well.
8. Revive Host (Host) - If the host is in a viable state to be revived,
revives them after an animation sequence plays out.

### Passive Abilities
1. Space Immunity - Blood worms are immune to the cold, low pressures
and a lack of oxygen. Only the immunity to a lack of oxygen carries on
to hosts from this.
2. Organ Insertion - Blood worms can insert organs into their hosts by
right-clicking on them with the organ in-hand. This mainly exists to
deal with hosts that lack organs, and avoids the gotcha where an adult
blood worm ends up gutting their host by hitting them too hard, as they
can simply fix it on the spot.
3. Life Support - Blood worm hosts don't need a heart, lungs or a liver
to survive. Lungs are useful for speaking, and a liver is necessary to
process reagents.
4. Regeneration - Blood worms slowly heal over time. This is nowhere
near enough to overcome bleeding or heat damage, since it's 0.3 hp/s for
a hatchling, 0.4 hp/s for a juvenile and 0.5 hp/s for an adult.
5. Night Vision - Blood worms can see in the dark. This doesn't extend
to hosts.
6. Ventcrawling - Hatchling blood worms can ventcrawl.
7. Doorcrawling - Hatchling and juvenile blood worms can slide under
doors. Doing so takes 3 seconds for a hatchling and 5 seconds for a
juvenile.
8. HUD - Blood worms can tell how much blood targets have at a glance,
via a blood HUD bar exclusive to them. They can also tell apart other
blood worm hosts from normal people via an antag HUD. There's also an
examine message they can use on living targets for even more info.

### Weaknesses
1. Heat and Fire - Blood worms quickly die to heat, their bodies are
flammable and their blood will burn up if their host's core temperature
is too high. The main counter to this is getting a host with
flame-resistant gear.
2. Bleeding - While in a host, bleeding wounds will directly damage the
blood worm itself. How much a host needs to bleed before the worm dies
depends on their growth stage. Blood worm hosts keep bleeding even while
dead, so just keep hitting them and they'll die. Blood worms
automatically leave their hosts when they hit 10% health or lower, and
their hosts bleed 50% faster than normal people.
3. Stuns - Blood worms have no way of dealing with a stunned host other
than getting out. They can deal with any restraints by melting them,
though.
4. Testing - Security can order a blood worm testing crate from cargo,
either for a 20 minute cooldown via the security cargo interface
console, or for 10000 credits via the supply console. It contains 4
single-use testers that hurt a bit when applied, but are instant to use
and 100% accurate. The stopgap is that they're really fucking expensive
and only work once per item.

### Screenshot
<img width="280" height="132" alt="image"
src="https://github.com/user-attachments/assets/00d22361-997e-4347-a0bf-aa240de40727"
/>

## Why It's Good For The Game

Antagonist variety, mainly. This is basically Cortical Borers 2:
Electric Boogaloo.

Currently, we lack any antagonists with mind control abilities. That
really sucks!

I've also gotten a lot of positive feedback about the antagonist while
working on it.

This antagonist also has great potential for roleplay, as they can take
over hosts, surprise attack people by getting out of a dead corpse, talk
to each other using Wormspeak, etc.

I think we're also itching for variety on "pest" antagonists. Right now
we just have spiders and xenos. Everybody knows these two, so why not
mix it up a bit?

And as for balance? Blood worms are relatively easy to dispatch when you
know their weaknesses, which are extremely clear. Bleeding for hosts,
fire for either one, lasers for the worms themselves. As long as you get
the host in crit and keep hitting, you've pretty much won, and they
can't keep spamming Inject Blood forever since they'll quickly run out
of blood to use.
## Changelog
🆑
add: Added a new heavy roundstart/midround antagonist, the Blood Worm.
Credit to INFRARED_BARON for the sprites!
fix: Removing traits based on a source no longer causes issues with
trait signals.
fix: High-priority effects no longer double-trigger due to subsystem
issues.
fix: Weighted averaging in reagent merging code has been band-aid fixed.
It's not the best, but it works.
/🆑
2026-01-14 23:30:35 -06:00
Jacquerel b942cec267 Audit dismemberment to make sure we don't forget it might fail (#94808)
## 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.
/🆑
2026-01-10 22:56:25 -07:00
Jacquerel 190904b5bb Polymorph belt plays nicely with mob evolution (#94723)
## About The Pull Request

Fixes #82319
Fixes #94129

If your mob type changes while you are transformed via the polymorph
belt, it will transfer the polymorph status to the new mob.
This means that turning into a Bileworm after Bileworms have evolved
will no longer ghost you, and instead you will just keep playing as a
vileworm.
Additionally it means if you copy a chick, spiderling, juvenile lobster,
and walk around as one of those for long enough to grow up, it will
seamlessly move you over.
Or if you turn into a mouse and a nearby regal rat uses their riot
ability it will transform you into a rat, etc.

If you change back into a human and then change back into your mob you
will return to the original state though.

I decided to put this on a new subtype of the status effect rather than
the base type because I think it's more of a programming issue if this
happens for an ability with a fixed transform type (and we wouldn't want
to mutate the possible shapes list in that case), so in those cases we
should keep the existing behaviour of just untransforming you.

Additionally, I made the evolutionary leap component always wait a
minimum of three seconds instead of being instant before transforming a
mob. This means that other things have time to register signals and
react to the transformation, so you should never be deleted by bileworm
evolution any more.

## Why It's Good For The Game

This fixes a few long-standing bugs and seems more fun than
untransforming you.

## Changelog

🆑
fix: If you use the polymorph belt to turn into a mob which transforms
into another mob, it won't ghost you or kick you out upon
transformation.
/🆑
2026-01-07 21:00:41 -07:00
Tad Hardesty 4d7b9be4a2 Fix a variety of grammar errors (#94707)
* Fix uncapitalized sentences, lack of "the", and singular/plural mixup
when inserting items into lathes
* Conform some job descriptions to the pattern used by the majority:
bitrunner, chemist, coroner, janitor, RD, shaft miner
* Remove extra colon from "Open Special Role Information" action buttons
* Uncapitalize "no alerts" / "systems nominal" messages in atmos and
station alert consoles
* Fix incorrect feedback when wrenching down a freezer/heater with its
panel open
* Fix "Thank you for restocking the station!" appearing in the wrong
place in the cargo export summary
* Fix "pizza boxs" on cargo manifests
* Fix mid-sentence capital "The" when:
  * Examining walls with mounted items
  * Inserting parts into machine frames
* Fix "Pete's the udder"
* Fix double-"the" and stringified datum typepath when scooping reagents
* Fix missing spaces in door remote descriptions
* Fix uncapitalized "Nanotrasen" in emergency respone drone ghost role
poll
* Fix double-space in canister opening admin log
* Fix missing "the" when casting bear-form spell
* Fix "auxiliry" in NebulaStation airlocks
* Add `check_grep.sh` rules against "maintainance", "maintainence", and
"maintenence"
* Fix "maintainance" in NebulaStation airlocks, TCG cards, and in
examines of netpod, byteforge, quantum server
* Fix "maintainence" in examines of autolathe, flatpacker, cryo cell,
ore silo, floodlight, power storage unit, turbine, chromatography
machine, ChemMaster, all-in-one grinder, smoke machine, R&D machines,
vending machines
  * Fix "maintenence" in Sulaco ruin terminal
* Add missing periods to:
  * "That's X." examine block header
  * steal objective explanation text
  * atmospheric shield generator examine
  * autolathe examine
  * telescreen examine
  * accidentally stepping on a mousetrap
  * netpod examine
  * byteforge examine
  * hat/mask visor toggling
  * bizza box stack examine
  * ChemMaster 3000 examine
  * floodlight examine
  * power storage unit examine
  * ChemMaster interact messages
  * disposal bin animal eject message
  * techfab examine
  * vending machine examine
  * flatpacker examine
* Fix name capitalization/propriety of:
  * big manipulator
  * DeForest first aid station
  * Christmas tree
  * Thunderdome plaque
  * commission plaque
  * chalkboard coffee menu
  * experimental destructive scanner
  * scanner array
  * prison cube
  * RaptorDex
  * atmospheric shield generator
  * high-performance liquid chromatography machine
  * all-in-one grinder
  * keycard authentication device
* Fix plurality of:
  * fake stairs
  * HUDs
  * restaurant and bar seating
* Fix misc grammar/typos in:
  * recharging station description
  * worm description
  * surgery tray description
  * access failure message of restaurant portal
  * mysterious pillar description
  * Pennywise painting description
  * floodlight examine
  * power storage unit examine
  * flatpacker examine
* Remove extra newline from "Debug Z-Levels" verb
2026-01-03 21:34:59 -07:00
SmArtKar 3192b54797 Retypes headgear from /obj/item/clothing to /obj/item (#94473)
## About The Pull Request

Headgear hasn't been restricted to clothing for a long while, and some
code that attempts to treat it as such will runtime whenever you wear a
pet on your head. God bless astype().

## Changelog
🆑
code: Retyped headgear from /obj/item/clothing to /obj/item, fixing some
runtimes in the process
/🆑
2025-12-20 16:27:10 -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
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
Leland Kemble aaddc314d0 removes double antimagic_flags definition from mindswap (#94073)
## About The Pull Request

'twas defined twice

## Why It's Good For The Game

'twas weird
2025-11-21 23:20:22 -07:00
necromanceranne d76d2f5438 Laser Gun Update: Deep Lore, Gun Variety, Pew Pew (#93520)
## About The Pull Request

Updates the laser gun into four proper subtypes: Standard, Pistol, Rifle
and Carbine.

<img width="229" height="210" alt="image"
src="https://github.com/user-attachments/assets/12c03076-8ebf-4d87-8c98-6a8cce6821db"
/>

Current sprites are pending a palette change.

**Standard:** Functions as you would expect. Same as ever.

**Pistol**: Lower charge, 20 force, normal sized, recharges faster.

**Carbine**: 15 force, 26 mag, two round burst. Projectiles flight
slightly faster. Cannot dual-wield.

**Rifle**: 20 force. 40 mag. Two round burst. EMP resistant (not
immune). Projectiles fly slightly faster. Cannot dual-wield (not that
you need to).

All but the rifle can be sourced from cargo. You can also buy the sovl
version of the laser gun if you're especially nostalgic.

### Armory Changes

The Armory now can potentially spawn either pistols, carbines or
standard. The weighting leans closer to spawning carbines and standard
as opposed to pistols.

### Lore Dump

The laser line of weapons now all have lore. That rich, deep lore that
every game needs and is totally not important at all to the meat and
potatoes of the game. I'm paid by the hour ($0.00)

### Code Tidying

Lasers are old and a total mess code-wise so we've tidied up while we're
here.

## Why It's Good For The Game

Variety is the spice of life and also some of these weapons could have
used a face lift. Especially the laser carbine. Both functionaltiy wise
and appearance wise.

A bit of randomness in the armory means some rounds might have unique
outcomes compared to others. Sometimes, items in cargo don't see
particularly much use, so peppering in a few random potential deviations
can maybe nudge people to utilize variant gear on future rounds.

I'm obsessed with writing too much information. I blame Hatterhat.

## Changelog
🆑
add: Three variants of the laser gun; Carbine (replacing the existing
one), Pistol and Rifle! Find it (possibly) in your armory today!
balance: The armory laser guns might be different variants of the laser
gun, rather than always being the standard. The standard is the same as
ever, even if it looks different.
add: If you care, the sovl version is available as a goodie. And in the
hands of pirates...
spellcheck: Lore! LORE FOR LASER GUNS! LOOOORE! Examine laser guns
closely and you might learn more about them.
balance: The new set of laser guns come with brand new sprites.
/🆑

---------

Co-authored-by: StaringGasMask <62149527+Exester509@users.noreply.github.com>
2025-11-20 22:21:16 -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 71faa643bf Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-12 2025-11-12 16:44:13 -05:00
Leland Kemble 288c3a606a Adds self-message to clown pockets spell, calls post_created() (#93885)
## About The Pull Request

Adds self-message to the clown pockets spell that lets you pull out
clown items from nowhere. Also, calls `post_created()` in
`/datum/action/cooldown/spell/conjure_item`, which it wasn't before.

## Why It's Good For The Game

I don't like seeing my own name in the chatbox from my own actions.
`post_created()` currently is useless. It's still useless, cause it's
only for this spell, but its a lesser degree of uselessness.

## Changelog
🆑

spellcheck: Adds self-message to clown pockets spell

/🆑
2025-11-12 03:27:24 +01:00
Aliceee2ch 8ee1cd2474 Makes EMP logs less bad (#93841)
## About The Pull Request

closes #93805

## Why It's Good For The Game

we actually have almost no emp logging at all lol, not even emp chem
reaction, so you barely can track potential griefer?

## Changelog

🆑
admin: EMP logs are improved, additionally chemical EMP reactions are
now logged.
/🆑
2025-11-09 14:46:10 +01:00
RikuTheKiller 337ab7f2c3 Refactors status effects to be based on subsystem ticks, among a few other minor status effect fixes/refactors (#93694)
## About The Pull Request

Refactors status effects to track their durations and tick intervals
using counters.
In effect, [var/duration] now directly refers to how many deciseconds
are left on the status effect.
I've also moved the old [var/tick_interval] [world.time] implementation
to a tick-based [var/time_until_next_tick] counter.

There are a couple, less noteworthy changes in here as well. The main
one is that there was an unused bit of bloat code for setting tick
intervals based on a random lower and upper threshold, but that can be
done in tick() now so it's completely redundant, and I thus removed it
entirely. That makes parts of [proc/process] much easier to read.

I added/modified some unit tests (which I expect to fail) to verify that
[var/duration] and [var/tick_interval] are both multiples of the
subsystem wait assigned to the status effect. If the programmer wants a
duration of 2.5 seconds, they expect it to work that way, but it won't
because SSfastprocess only ticks once every 0.2 seconds, which 2.5 is
not a multiple of. This becomes way more apparent when a status effect
is set to use SSprocessing.

The final, perhaps most important unit test I've added, is one that
verifies that the overall tick count and overall accumulated
[seconds_between_ticks] are equal to "[var/duration] /
[var/tick_interval]" and "[var/duration]" respectively.
## Why It's Good For The Game

The main thing this PR fixes is timing inconsistencies. Before this PR,
durations and tick intervals were tracked using world.time, while the
[proc/tick] call timing was dependent on the wait time of the subsystem
the status effect was processing on. Thing is, SSfastprocess and
SSprocessing rarely run completely in one tick during real gameplay.
This led to a continuous desync where status effects were consistently
inconsistent in their overall tick count. This is a big problem as
[seconds_between_ticks] is constant and thus doesn't account for this
difference in tick count.

As an example, Changeling's Fleshmend has a duration of 10 seconds, a
tick interval of 1 second and a healing rate of 4 brute per tick.
Previously, if the server was lagging even slightly and it only ticked 8
times over the course of 10 seconds, you would heal 32 health rather
than the 40 that a full Fleshmend would give you. The total effect
potency of a status effect being reliant on server lag is incredibly
stupid, especially for status effects that have an associated cost.
(like the aforementioned Fleshmend)

As for the refactors, they make status effect code easier to read and
debug. Unit tests also make verifying things are working as intended
much easier.
## Changelog
🆑
fix: Status effects now tick consistently, with Fleshmend and such
giving a consistent total healing amount. Report any oddities.
refactor: Status effect code is now easier to read and makes more sense.
Again, report any oddities, the changes are major.
/🆑
2025-11-07 15:25:16 +01:00
Roxy d0ca474789 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-05 2025-11-05 19:43:07 -05:00
Ghom 999bde8f84 Most screen alerts now fit the player's hud style. (#93493)
## About The Pull Request
Most screen alerts that use the midnight hud style no longer have the
button baked in their icon. Other screen alerts with their own
background or shape (robot and mech alerts, atmos, heretic buffs or
debuffs etc.) are not affected. Also updated a couple sprites but didn't
spend too much time on them. Mostly reusing existing assets.

Montage of how the alerts look on threee different hud styles
(Operative, Trasen-Knox, Detective, ALSO I FIXED THE BUCKLED ALERT
ALREADY):
<img width="293" height="323" alt="image"
src="https://github.com/user-attachments/assets/3a2b972b-aa5a-4c27-a454-c8c39acf6e20"
/>
It looks only a smidge iffy on the syndicate since the top and bottom
borders aren't layered over all the overlays, but it isn't something to
worry about in this PR.

## Why It's Good For The Game
Screen alerts always had the midnight hud button baked in their icon
states (now overlays), which completely disregard the player's hud
setting, much unlike action alerts buttons. Melbert has also said that
it'd be nice if the code for action buttons could also be used in screen
alerts and viceversa, to slim things down. That's obviously not what I'm
doing today, but having most of the screen alerts already without the
baked background will surely help if we ever pursue that objective.

## Changelog

🆑
refactor: Refactored screen alerts a little. Most should now fit the
player's hud style. Report any issue.
imageadd: A few screen alerts have been polished/updated a little.
/🆑
2025-10-31 15:30:39 -06:00
Roxy d14e538393 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 2025-10-15 19:34:41 -04:00
MrMelbert 0800c75540 Artifically spawned mobs have a vastly reduced penalty for death moodlet (#93348)
## About The Pull Request

Closes #93285

Mood event from the death of a mob spawned "artificially" is 75% weaker,
lasts 80% the duration, and don't compound

An artificial monkey's death will now result 
- -8 * 0.25 * 0.5 = floor(1) = 1 strength moodlet for the average crew
member
   - ...Lasting 30 seconds (unless refreshed)
- -8 * 0.25 * 1.5 = floor(3) = 3 strength moodlet for animal friends
   - ...Lasting 1.5 minutes (unless refreshed)
- -8 * 0.25 = floor(2) = 2 strength moodlet for compassionate crew
members
   - ...Lasting 1 minute (unless refreshed)

Artifical spawning includes
- Moneky Cube
- Xenobiology Console
- "Life" reaction
- Summoned rats
- Spawner grenades
- Cult ghosts

Lemmie know if I'm missing any obvious spawns 

## Why It's Good For The Game

While funny it was not my intention to have Xenobiology / Genetics /
Virology nuke your mood.

## Changelog

🆑 Melbert
balance: Death of artifical mobs (such as monkey cube monkeys) result in
a 75% weaker, 80% shorter moodlet that does not compound with more
deaths.
/🆑
2025-10-11 00:14:54 +02:00
xPokee 5e629dff04 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-10-03 07:05:54 -04:00
Da Cool Boss cb37ca225f Updates summon guns / gun mystery box list (#93062)
## About The Pull Request
Updates the guns that the event can spawn. Mystery boxes use the same
list.

List now contains all lethal guns currently in the game, besides
cosmetic/downgraded variants of other guns (some exceptions made if the
variants are cool/iconic), craftable guns, and unique heist targets.
Some of the newer guns weren't added to this list and now they're there.
This means the sci portal guns are gone, gimmick guns are gone, if you
get a gun from this you can immediately use it to harm someone as
intended. Medbeam stays as the sole "dud" gun.

Tasers and disablers stay in the list because they are used in the same
way as lethal guns. You can shoot someone with them until they fall
over. That counts, IMO.

List now uses the unrestricted guns, for those with firing pins. This
ensures non nukies can actually use them out of the box. Having to
source a firing pin to make the gun that magically appeared in your
hands actually work sucked, and went against the theme of the event.

Alphabetises the list too.
## Why It's Good For The Game
Event did dumb stuff like giving people non-guns or guns they couldn't
use. List was also dated so some of the new cool guns weren't spawned.
## Changelog
🆑
fix: Summon Guns event will no longer spawn guns with restricted firing
pins.
fix: Summon Guns event will now only spawn guns that are intended to
harm people (except the medbeam)
balance: Added more guns to the Summon Guns event.
/🆑
2025-09-26 15:10:06 -04:00
xPokee 9b282a850e Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-17 11:45:44 -04:00
FalloutFalcon d2f34e33be moves abstract_type up to datum, spawners wont spawn them (#92909)
## About The Pull Request
moves all implementations (im aware of) for "Im a parent type dont spawn
me please" to the datum layer to standardized behavior
adds a standerized proc for filtering out "bad" items that we dont want
spawning. applies to it the subtype vendor, gifts, and a new spawner and
mystery box for a random gun (neither playerfacing)
"port" of https://github.com/shiptest-ss13/Shiptest/pull/4621



https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa

small warning: I dont have EVERY abstract type defined right now but,
ive done a good enough job for now. Im tired of data entry rn
## Why It's Good For The Game
standardizing behavior. Might be a micro hit to performance however

having this lets us not rely on icon state to determine whether
something is a parent type and makes it much easier to tell something is
a parent type (could be applied further to things like admin spawning
menus and things like that).

need feedback on if this is actually good for the game.
## Changelog
🆑
add: Soda cans show up in the silver slime drink table.
add: Examine tag for items that are not mean to show up ingame.
refactor: Standardizes how gifts rule out abstract types.
fix: gifts no longer check if something has an inhand, massively
expanding the list of potential items.
/🆑
2025-09-13 00:36:15 +02:00
LemonInTheDark d5be02ecee Mob ckey sanity check now respects insano aghost code (#91517)
## About The Pull Request

I HATE THIS PLACE DUDE, aghosting sets your ckey/key to your normal
ckey/ckey but with @ prefixed. hhhhhhhhh.
2025-06-15 15:52:38 -04:00
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
SmArtKar 7c0ce5435a Gibs you leave are now based on your biotype/chest bodypart, improves gibber VFX (#91421)
## About The Pull Request

* When gibbing mobs, spawned gib type is now based on mob's biotypes if
they're not a carbon, or their chest (or first) bodypart if they are,
rather than requiring a proc override for every single mob. This means
that a few robotic mobs no longer drop meaty gibs, and that gibbing
androids now produces cyborg gibs instead of a meaty surprise, plus they
should no longer runtime when trying to gib a robot. Gibs also are now
spawned around the gibber and streak outwards instead of magically
teleporting a few tiles away, for some visual flair.
* Fixed meat not overriding blood DNA on blood_walk component which made
xeno and lizard meat leave behind orange trails instead of proper
lime/dark green blood colors (due to them keeping human meat DNA).
* Brightened up the gibber blood overlay I've missed, so it should be
consistent with old blood colors now.
* Also cleaned up the gibspawner code.

## Why It's Good For The Game

Biotype/chest changes should make devs lives easier and gameplay a bit
more consistent, and streaking just makes the process look slightly
better.

## Changelog
🆑
add: Androids and fully augmented humans now drop robotic gibs instead
of meat
add: Improved gibber VFX
fix: Fixed gibber overlays being darker than intended
fix: Fixed xenomorph and lizard meat leaving orange trails behind
code: Improved gibs and gibspawner code
/🆑
2025-06-15 15:42:22 -04:00
LemonInTheDark c8701aa056 Mob ckey sanity check now respects insano aghost code (#91517)
## About The Pull Request

I HATE THIS PLACE DUDE, aghosting sets your ckey/key to your normal
ckey/ckey but with @ prefixed. hhhhhhhhh.
2025-06-08 15:09:54 -06:00
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
SmArtKar eb69c087f1 Gibs you leave are now based on your biotype/chest bodypart, improves gibber VFX (#91421)
## About The Pull Request

* When gibbing mobs, spawned gib type is now based on mob's biotypes if
they're not a carbon, or their chest (or first) bodypart if they are,
rather than requiring a proc override for every single mob. This means
that a few robotic mobs no longer drop meaty gibs, and that gibbing
androids now produces cyborg gibs instead of a meaty surprise, plus they
should no longer runtime when trying to gib a robot. Gibs also are now
spawned around the gibber and streak outwards instead of magically
teleporting a few tiles away, for some visual flair.
* Fixed meat not overriding blood DNA on blood_walk component which made
xeno and lizard meat leave behind orange trails instead of proper
lime/dark green blood colors (due to them keeping human meat DNA).
* Brightened up the gibber blood overlay I've missed, so it should be
consistent with old blood colors now.
* Also cleaned up the gibspawner code.

## Why It's Good For The Game

Biotype/chest changes should make devs lives easier and gameplay a bit
more consistent, and streaking just makes the process look slightly
better.

## Changelog
🆑
add: Androids and fully augmented humans now drop robotic gibs instead
of meat
add: Improved gibber VFX
fix: Fixed gibber overlays being darker than intended
fix: Fixed xenomorph and lizard meat leaving orange trails behind
code: Improved gibs and gibspawner code
/🆑
2025-06-07 13:04:28 -06:00
SmArtKar d841c9df40 [MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
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

A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.

![dreamseeker_BSP7FE9pRB](https://github.com/user-attachments/assets/45711fa0-ae65-4ec2-9e89-753fa7dd876f)

![dreamseeker_zyv9ssh5VN](https://github.com/user-attachments/assets/7b112854-b7e3-4bfe-b78b-199a55b5b051)
2025-06-05 19:47:01 -04:00
SmArtKar 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.


![dreamseeker_BSP7FE9pRB](https://github.com/user-attachments/assets/45711fa0-ae65-4ec2-9e89-753fa7dd876f)

![dreamseeker_zyv9ssh5VN](https://github.com/user-attachments/assets/7b112854-b7e3-4bfe-b78b-199a55b5b051)
2025-05-31 19:38:07 -05:00
MrMelbert bc2215667f Re-refactors batons / Refactors attack chain force modifiers (#90809)
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).

🆑 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)
/🆑
2025-05-22 21:30:07 -04:00
MrMelbert 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)
/🆑
2025-05-19 13:32:12 +10:00
Y0SH1M4S73R 275bec6196 Summon Cheese sometimes has a different invocation (#91053)
## About The Pull Request

When created, each instance of Summon Cheese has a 50% chance of its
invocation being changed to use the actual ref string for
`/obj/item/food/cheese/wheel`, instead of Skyrim's item id for cheese
wheels.

## Why It's Good For The Game

The invocation for Summon Cheese is itself a reference to a debug
feature from another video game. Why not add an extra layer of
meta-humor by occasionally using the actual ref string for the summoned
object's typepath in the invocation?

## Changelog

🆑
spellcheck: The invocation for Summon Cheese is sometimes more
representative of the realities of life aboard the station.
/🆑
2025-05-15 16:10:48 -04:00