Changeling chat is now at night, rather than :j saymode, and it is also
separated from normal messages as [CHANGELING CHAT]
Adds a new [DEAD CHAT], all dead players in Mafia are corpselocked and
talking will instead go to Dead chat.
The Chaplain's ability is now being able to hear Dead chat at night, and
being able to in turn speak to the Dead.
The Chaplain's old ability has been given to a new role, the Coroner.
"Pray" is now "Autopsy".
Deaths in the Mafia arena aren't broadcasted anymore, to lessen
annoyance to round observers.
Also updates role icons & some outfits, as well as some bug fixes I
encountered while messing with it on localhost. I also tried (but not
fully) to make Mafia games more modular and independent, so maybe in the
future we can have more than one Mafia game running at a time.
I am limited to 2 player testing for this, so it is very much possible
that there's some issues I haven't found from my local testing, let me
know if you find anything please.
Being dead in Mafia boots you out of the round regardless of how
invested you were, that kidna sucks so hopefully being able to still
contribute something to the game, or at least discuss it with other dead
players in your own chat, makes players feel important to the game
they're playing.
I have a previous attempt of this here -
https://github.com/tgstation/tgstation/pull/75879 - but it staled out.
This differs from that attempt, as only dead players from the Mafia game
can speak in dead chat, while the old attempt allowed anyone that was
observing a mafia sign post (so dead players from the game, but not
observing the post, weren't able to speak to Chaplains, making him very
hard to be useful especially since getting information like that across
is a little hard). Being corpselocked also prevents them from being able
to see who Changelings are by simply looking at who has maptext at
night, and keeps them more focused on the game being played.
🆑
add: Added a new role to Mafia; the Coroner, which takes the Chaplain's
ability to see dead people's roles.
add: Mafia Chaplains now speak with the dead at night instead, and the
dead are corpselocked to prevent cheating.
fix: Mafia's HoS doesn't kill himself when executing non-townies.
qol: You can now update your notes & send them in chat while dead, as
well as look up the descriptions of other roles.
/🆑
## About The Pull Request
Repaths all the various minigames to be in the same mapping folder for
organization.
## Why It's Good For The Game
Being able to find maps is nice.
## Changelog
🆑
map: Move mafia, CTF, and deathmatch maps into minigame folder
/🆑
## About The Pull Request
MODsuits now calculate their slowdown by querying modules by sending a
signal on themselves instead of having modules try and keep up with
control unit's speed updates (which broke in a fabulous fashion after
MODsuits were allowed to deploy by piece)
Also added a separate trait to prevent objects from being speed
potion-ed to combat stabilized red crossbreed issues, and removed a
duplicate list helper (40 lines down in the same file lol)
Closes#89979Closes#90036
## Changelog
🆑
fix: MODsuits should now be affected by stabilized red crossbreeds
fix: MODsuit slowdowns should no longer behave weirdly with ash
accretion/magboots/armor booster modules.
refactor: Refactored MODsuit slowdown calculations to be query-based
instead of modules directly modifying part speed values.
/🆑
## About The Pull Request
Replaces the asset subsystem's spritesheet generator with a rust-based
implementation (https://github.com/tgstation/rust-g/pull/160).
This is a rough port of
https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it
includes fixes for some cases I didn't catch that apply on TG.
(FWIW we've been using this system on prod for over a year and
encountered no major issues.)
### TG MAINTAINER NOTE

### Batched Spritesheets
`/datum/asset/spritesheet_batched`: A version of the spritesheet system
that collects a list of `/datum/universal_icon`s and sends them off to
rustg asynchronously, and the generation also runs on another thread, so
the game doesn't block during realize_spritesheet. The rust generation
is about 10x faster when it comes to actual icon generation, but the
biggest perk of the batched spritesheets is the caching system.
This PR notably does not convert a few things to the new spritesheet
generator.
- Species and antagonist icons in the preferences view because they use
getFlatIcon ~~which can't be converted to universal icons~~.
- Yes, this is still a *massive* cost to init, unfortunately. On Bee, I
actually enabled the 'legacy' cache on prod and development, which you
can see in my PR. That's why I added the 'clear cache' verb and the
`unregister()` procs, because it can force a regeneration at runtime. I
decided not to port this, since I think it would be detrimental to the
large amount of contributors here.
- It is *technically* possible to port parts of this to the uni_icon
system by making a uni_icon version of getFlatIcon. However, some
overlays use runtime-generated icons which are ~~completely unparseable
to IconForge, since they're stored in the RSC and don't exist as files
anywhere~~. This is most noticeable with things like hair (which blend
additively with the hair mask on the server, thus making them invisible
to `get_flat_uni_icon`). It also doesn't help that species and antag
icons will still need to generate a bunch of dummies and delete them to
even verify cache validity.
- It is actually possible to write the RSC icons to the filesystem
(using fcopy) and reference them in IconForge. However, I'm going to
wait on doing this until I port my GAGS implementation because it
requires GAGS to exist on the filesystem as well.
#### Caching
IconForge generates a cache based on the set of icons used, all
transform operations applied, and the source DMIs of each icon used
within the spritesheet. It can compare the hashes and invalidate the
cache automatically if any of these change. This means we can enable
caching on development, and have absolutely no downsides, because if
anything changes, the cache invalidates itself.
The caching has a mean cost of ~5ms and saves a lot of time compared to
generating the spritesheet, even with rust's faster generation. The main
downside is that the cache still requires building the list of icons and
their transforms, then json encoding it to send to rustg.
Here's an abbreviated example of a cache JSON. All of these need to
match for the cache to be valid. `input_hash` contains the transform
definitions for all the sprites in the spritesheet, so if the input to
iconforge changes, that hash catches it. The `sizes` and `sprites` are
loaded into DM.
```json
{
"input_hash": "99f1bc67d590e000",
"dmi_hashes": {
"icons/ui/achievements/achievements.dmi": "771200c75da11c62"
},
"sizes": [
"76x76"
],
"sprites": {
"achievement-rustascend": {
"size_id": "76x76",
"position": 1
}
},
"rustg_version": "3.6.0",
"dm_version": 1
}
```
### Universal Icons
Universal icons are just a collection of DMI, Icon State, and any icon
transformation procs you apply (blends, crops, scales). They can be
convered to DM icons via `to_icon()`. I've included an implementation of
GAGS that produces universal icons, allowing GAGS items to be converted
into them. IconForge can read universal icons and add them to
spritesheets. It's basically just a wrapper that reimplements BYOND icon
procs.
### Other Stuff
Converts some uses of md5asfile within legacy spritesheets to use
rustg_hash_file instead, improving the performance of their generation.
Fixes lizard body markings not showing in previews, and re-adds eyes to
the ethereal color preview. This is a side effect of IconForge having
*much* better error handling than DM icon procs. Invalid stuff that gets
passed around will error instead of silently doing nothing.
Changes the CSS used in legacy spritesheet generation to split
`background: url(...) no-repeat` into separate props. This is necessary
for WebView2, as IE treats these properties differently - adding
`background-color` to an icon object (as seen in the R&D console) won't
work if you don't split these out.
Deletes unused spritesheets and their associated icons (condiments
spritesheet, old PDA spritesheet)
## Why It's Good For The Game
If you press "Character Setup", the 10-13sec of lag is now approximately
0.5-2 seconds.
Tracy profile showing the time spent on get_asset_datum. I pressed the
preferences button during init on both branches. Do note that this was
ran with a smart cache HIT, so no generation occurred.

Much lower worst-case for /datum/asset/New (which includes
`create_spritesheets()` and `register()`)

Here's a look at the internal costs from rustg - as you can see
`generate_spritesheet()` is very fast:

### Comparison for a single spritesheet - chat spritesheet:
**Before**

**After**

## Changelog
🆑
fix: Fixed lizard body markings and ethereal feature previews in the
preference menu missing some overlays.
refactor: Optimized spritesheet asset generation greatly using rustg
IconForge, greatly reducing post-initialization lag as well as reducing
init times and saving server computation.
config: Added 'smart' asset caching, for batched rustg IconForge
spritesheets. It is persistent and suitable for use on local, with
automatic invalidation.
add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for
spritesheets.
fix: Fixed R&D console icons breaking on WebView2/516
/🆑
## About The Pull Request
Converts `/datum/player_details` into `/datum/persistent_client`.
Persistent Clients persist across connections. The only time a mob's
persistent client will change is if the ckey it's bound to logs into a
different mob, or the mob is deleted (duh).
Also adds PossessByPlayer() so that transfering mob control is cleaner
and makes more immediate sense if you don't know byond-fu.
## Why It's Good For The Game
Clients are an abstract representation of a connection that can be
dropped at almost any moment so putting things that should be stable to
access at any time onto an undying object is ideal. This allows for
future expansions like abstracting away client.screen and managing
everything cleanly.
## About The Pull Request
There are a couple of cases where ghost roles that give the temporary
body component prevent you from returning to the round when they really
shouldn't. The particular cases are:
- You entered a temporary body while you had no body, but could be
recovered via means such as podcloning
- You enter a temporary body, and while in that body, your original body
is permanently removed while your mind could be recovered via means such
as podcloning
- Basketball
This PR addresses those cases by allowing the temporary body component
to operate with a null `old_body`, and allowing the temporary body
component to be given to ghosts whose minds don't have bodies.
## Why It's Good For The Game
Erroneous DNRs caused by code oversights are probably very undesirable
to the playerbase.
## Changelog
🆑
fix: Joining a minigame or taking certain ghost roles, while you have a
mind without a body, will no longer DNR you, just in case you can be
resurrected by some means.
fix: If your old body is permanently destroyed while you are playing a
minigame or as certain ghost roles, you will still return to your
character's original mind, just in case you can be resurrected by some
means.
fix: The basketball minigame now gives its players and referee temporary
bodies.
/🆑
## About The Pull Request
Psych's ability to reveal now has a single charge
Vest's ability should now have two charges instead of deleting after use
## Why It's Good For The Game
Bugfix good
## Changelog
🆑
fix: Mafia: Psych's reveal ability now correctly has a single use
fix: Mafia: Fugitive's vest ability now correctly should have two uses
/🆑
## About The Pull Request
<details>
- renamed ai folder to announcer
-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer
- separated the ambience folder into ambience and instrumental
-- ambience --
- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it
-- instrumental --
- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)
-- items --
- moved secdeath to hailer
- moved surgery to handling
-- effects --
- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects
-- vehicles --
- moved mecha into vehicles
created mobs folder
-- mobs --
- moved creatures folder into mobs
- moved voice into mobs
renamed creatures to non-humanoids
renamed voice to humanoids
-- non-humanoids--
created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg
-- humanoids --
-- misc --
moved ghostwhisper to misc
moved insane_low_laugh to misc
I give up trying to document this.
</details>
- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc
- [X] mobs
- [X] runtime
- [X] vehicles
- [ ] attributions
## Why It's Good For The Game
This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.
## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
## About The Pull Request
GODMODE has a lot of sources that toggle it. From admin-stuff to status
effects, components, actions and mobs which are supposed to be
invincible. It's better off as a trait than a flag, so we can manage
these sources.
## Why It's Good For The Game
See above.
## Changelog
🆑
admin: godmode is now a datum trait instead of a bitflag. This means the
process for toggling it is a little different now.
/🆑
## About The Pull Request
I thought I fixed this bug a long time ago but turns out I just never
did.
This makes mafia role help get the initial description rather than the
current one, allowing us to edit people's descriptions as we need to
in-game without this information being metagamed.
## Why It's Good For The Game
Closes https://github.com/tgstation/tgstation/issues/82088
And prevents this again in the future.
## Changelog
🆑
fix: [Mafia] The show_help button no longer shows you who the Obsessed's
target is.
/🆑
## About The Pull Request
Added security gloves, which have the fast cuff trait. Normal black
gloves no longer have them.
Adds sprites for security and tackling gloves, moves tackling to
right-click!
Also added blue security gloves for the blue sec PR. Whoever merges it
first will, assumedly, add it then.
Sprites here:

Moved tackling to right click.
## Why It's Good For The Game
> Added security gloves, which have the fast cuff trait. Normal black
gloves no longer have them.
Didn't make any sense that normie gloves had these. It was an
undocumented feature! Why can jannies fast cuff!
> Adds sprites for security and tackling gloves, moves tackling to
right-click!
Really smells that these don't have sprites so I quickly slapped some
up, edited from tackler and CE insuls.
> Also added blue security gloves for the blue sec PR. Whoever merges it
first will, assumedly, add it then.
We can't have blue sec with red gloves!!!
> Moved tackling to right click.
It's so fuckin annoying to accidentally tackle when you're trying to
throw something. It's the biggest thing that prevents me from putting on
gloves. Now it'll rarely, if ever, be a problem: Pressing right click
while thowing mode is on is unlikely to ever happen accidentally.
## Changelog
🆑
add: Added security gloves, which have the fast cuff trait. Normal black
gloves no longer have them.
imageadd: Adds sprites for security and tackling gloves, moves tackling
to right-click!
imageadd: Also added blue security gloves for the blue sec PR. Whoever
merges it first will, assumedly, add it then.
qol: Moved tackling to right click.
/🆑
## About The Pull Request
Since non-clothing items can also be worn on several slots, there's no
need for cigarettes/vapes to be subtypes of masks anymore, since that
comes with a few oddities like #82870.
## Why It's Good For The Game
This should fix#82870, with about no side-effect aside them no longer
being edible by moths 🤢.
## About The Pull Request
Recently we allowed items held in your hands to catch fire if you catch
fire.
This makes sense but the code had a few oversights, then we reverted it.
This PR reintroduces the feature, but with a few refinements.
The basic feature is simple: If you are on fire then items you are
holding will also catch fire, in the same vein as items you are wearing
on your head or hands.
There are also a few caveats we forgot about the first time we added
this:
- If your gloves cannot catch fire, your held items will not catch fire
(because your hands aren't on fire).
- If you are extinguished, your held items will also be extinguished.
- Stopping, Dropping, and Rolling on top of any items will also
extinguish those items.
As part of this change, after an argument about whether or not this is
an oversight in coding-general, I've made the proc `get_equipped_items`
take a bitflag instead of a series of booleans as an argument and added
a new one for "include held items", so that we need no longer argue
about whether holding something counts as "equipping" it (in all other
parts of the game than this proc, it does). This is what gives the PR
most of its code footprint, don't be scared.
## Why It's Good For The Game
Items you are holding in your hands _should_ catch fire if everything
else on your person is on fire, and taking an item off of your body to
put it in your hands shouldn't protect it from fire, because those
things don't make intuitive sense.
If we want an item to be able to catch fire when worn, then it should do
so.
This might expose some issues where we were improperly setting the
flammability flags on items, but any weapon which will burn in your
hands now would also have burned if you were wearing it on your belt or
back, so making those issues more visible should be a bonus (we'll also
stop them from burning on your back or belt).
If you see someone holding a piece of paper that you really don't want
them to read you can now set them on fire to stop them from reading it,
whereas previously they would deftly hold the very flammable object out
of reach of their flaming body.
## Changelog
🆑
balance: Items held in your hands can catch fire.
balance: Items you are holding won't catch fire if your hands cannot
catch fire.
balance: When you stop being on fire so will items you are holding.
balance: If you roll around on your burning items they will stop being
on fire.
/🆑
## About The Pull Request
After https://github.com/tgstation/tgstation/pull/80628, these shouldn't
be needed anymore right?
## Why It's Good For The Game
Cleans up some vestigial code
## Changelog
EDIT: Not player-facing.
## About The Pull Request
I've stumbled across this enough to finally go through the entire
codebase and fix it. I left out changelogs simply because rewriting
history logs is bad.
## Why It's Good For The Game
I find it pretty annoying because I stumble across words that are
misspelled for a few seconds, and I'm likely not the only one who feels
like this. Less spelling mistakes in code are better.
## Changelog
🆑
spellcheck: Occurrences of "recieve" has been changed to "receive".
/🆑
I swear to fucking god
PDA mafia has two bodies, the real player body, and the fake mafia
stand-in. When an achievement is obtained, it's marked as achieved
directly on the players client, but then passes the empty mafia stand-in
for any afterwork. This causes achievement notifications to be muted,
the code to runtime and for it not to update every appropriatew database
table (like the achievement highscore table).
On a somewhat related note, anyone that has gotten PDA mafia
achievements (which includes me) is now desynced from the
ACHIEVEMENTS_SCORE table. Looks like the only fix is to reset the score
in the ACHIEVEMENTS_SCORE to a non-numerical value and force the game to
recount every achievement
## About The Pull Request
Mafia should now start without the need of admin intervention.
I made a unit test that should always have a PDA and a ghost spawning in
a game of Mafia and having it run through basic setup to confirm they
both successfully sign up and the game starts.
I had to change a lot of things in order to get this working, such as
giving unique ckeys to mock clients, fixing harddels in Mafia, and
plenty of minor fixes. This is the first time any of this code is put in
CI, so a lot of uncaught errors are now showing their faces.
Because loading maps mid-round runtimes due to smoothing, I have mafia
their own unit test-only map that doesn't use smoothing.
I also split the mafia ui code into its own file, and moved a single
helper that was sitting around in mafia's file into a helpers file.
I also added some comments to explain why certain things are the way
they are, because I wrote some undocumented code previously and forgot a
few things, leading to self-inflicted wasted time.
## Why It's Good For The Game
^
## Changelog
🆑
fix: Mafia games can now start properly.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Mafia is now friggin playable from the PDA, I also changed other stuff
too
- You can't use abilities on dead people if you're not supposed to (cant
kill the same person over and over)
- Changelings cant kill other Changelings
- Changelings can now only talk to eachother at night, rather than using
:j
- Everyone starts spawned in the center of the map, since people playing
on PDA can't move their characters. This is so everyone can hear PDA
users in person, as I don't want the chat log to be mandatory.
To do this, all messages you are meant to be able to see, is now logged
for you to see in your Mafia panel. This essentially means that people
playing through the PDA get a downgraded version of it, but I don't know
how much larger I want this UI to be.
Playing Mafia through the PDA will not tell you of other players ahead
of time when signing up (as it shows ckeys + pdas), but they can see the
names in-game. Unfortunately this means we'll have to remove your
customization coming with you, to prevent using it to tell who is dead
in round.
Things I am missing
- Program overlays on PDA/Laptop/Computer
- Icon for the app's header while a game is active
I'm not a spriter and can't make either of these
This is the new UI

I also fixed alert calls for PDAs and stuff

and removed the X at the top on computers since they had no battery

Looks a little better now hopefully 👍
## Why It's Good For The Game
- The current Arcade app sucks, and is a solo game. This is much more
entertaining and you can talk to others in it, which is swag as fuck.
- There's a larger potential playerbase for the Minigame making it more
likely to be played.
- Sets groundwork for a better version of
https://github.com/tgstation/tgstation/pull/75879
- Adds more suspense and teamwork in the minigame.
## Changelog
🆑 JohnFulpWillard, sprites by CoiledLamb
add: You can now play Mafia on your PDA.
balance: Mafia changelings can now only talk to eachother during the
night.
fix: Mafia abilities can't be repeatedly used on people.
/🆑
## About The Pull Request
Adds a new Wizard Ritual Finale effect which makes everything immortal.
By this I mean, 10 seconds after death a ghostly image of them will
appear somewhere near where the corpse was and then 50 seconds after
that the mob will return to life at that location.
This applies to every mob, everywhere.
This is likely to cause a little bit of disruption to the rest of the
round, so you can only do it after at least 30 minutes have passed.
After that the crew will have to figure out how to deal with their new
gift of immortality. It will involve throwing people into chasms and
lava, probably.

Here's a gif sped up for example purposes.
You can escape from the cycle of death and rebirth via suicide, purely
because it's pointless to try and force people to play the video game if
they don't want to.
Also I split all of these effects into their own files, the only new
code for those is in `immortality.dm`
shout out to Vekter for distracting Oranges while I posted this
wizard-related PR so I didn't get disapprovingly reacted for posting
magic shit (yet)
## Why It's Good For The Game
This might be _too_ much but I want to see what would happen.
It will allow us to simulate whether polite society can survive when
violence has no consequences.
## Changelog
🆑
add: Wizards who complete the grand ritual can now gift everyone with
eternal life
/🆑
## About The Pull Request
Fixes#78415
Have not tested properly, because you need 12 accounts to do that.
(Admin start game and forced games do not award achievements)
## Why It's Good For The Game
## Changelog
🆑
fix: Fixed Mafia achievements
/🆑
---------
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
## About The Pull Request
Small oversight in how the use flag was checked. Also there was a
misleading code comment that I removed.
## Why It's Good For The Game
Fixes#77042
## Changelog
🆑
fix: Mafia chaplains can now only use their seances on dead people now.
/🆑
## About The Pull Request
Removes all of the duplicate global lists for specific machine types
where the only thing they do is store all machines of that type.
Adds machine tracking to SSmachines in the form of a list for all
machines, and then an associative list for machines by their type.
Previously we have machines in multiple global lists, such as airlocks
being in GLOB.doors, GLOB.airlocks, GLOB.machines.
This makes that not a thing, and also means that iterating through
GLOB.machines looking for a specific type is no longer as expensive.
## About The Pull Request
- In PR https://github.com/tgstation/tgstation/pull/76356 missed a few
bits of maptext around, such as shuttle signs and the supermatter. Small
text adjustments/fixes here.
- Large amount of feedback about the context tooltips. Increases size,
lightens default color as to not be too imposing.
🆑 LT3
qol: Context tooltip size increased
fix: Fixed remnants of old maptext code on various things
/🆑
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## About The Pull Request
[Reduces timer insertion cost by
80%](https://github.com/tgstation/tgstation/commit/c9e5b285ed74e60108fddd3f6b45d6d3995c92a8)
Timer name generation involved a LOT of string shit, some in ways where
the string only existed for a moment.
This costs a good bit of time, and can be reduced with only minimal
impacts on the end product, so let's do that. Includes a compile flag to
flip it back if we ever have trouble in future.
This is about 0.1s off init, since we do a lot of timer stuff then too
[Removes STOPPABLE flag from QDEL_IN, moves it to a bespoke
macro](https://github.com/tgstation/tgstation/commit/e7a5d7f2a78fcf0dce4742ced258c9505411b202)
Its a waste most of the time, tho I would LOVE to analyze at compile
time to work out if we care
## Why It's Good For The Game
I like it when we don't spend all of our cpu time just setting the name
var on timers. that's good and not bad.
This saves time fucking everywhere. 15% off explosions, 0.1 seconds off
init, bunch of time off foam. it's just good.
Cherry picked out of #76104 since that was too cluttered (sannnnnn)
<!-- Argue for the merits of your changes and how they benefit the game,
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icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
## About The Pull Request
Mafia players are now sent to their last body when the Mafia game ends,
and in the meantime they have text saying why they are dead.
They can still be revived during this period, and when the game is up
they'll be forced back into their body if alive, if they are dead then
they'll just be able to re-enter their corpse as normal.
Also since I was poking around in Mafia stuff:
- I removed mafia observing because it was unused (this previously was
used to allow ghosts to see Changeling chat).
- I fixed it being a Draw when there was one Town or Changeling left.
- I fixed the role list showing some roles multiple times
- I fixed the Chaplain not being able to use their night ability (and
therefore being completely useless)
- I added prevention to prevent Admins from causing runtimes or straight
up crashing the server, with a very real chance it can happen purely by
accident, through the Admin UI.
I'm hoping to change how this actually does the job because I find it to
be very bad coding practices, but my problem is that everyone who signs
up for Mafia is a ghost, and they are added into the game through their
CLIENTS, so we don't have access on the mafia controller or the role, to
the player's previous body or mind, without this shit.
Also adds a new mafia board icon
Made by tatax and I find it fits more the theme of Mafia than the
current one.
New UI
## About The Pull Request
HoP is now a killing role as they theoretically can solo-kill through
voting.
Changelings also have can kill flag, even if it's useless for them, just
in-case.
Removes check_total_victory and block_team_victory from Neutrals, since
it was just snowflake code.
I instead reworked all of how victory is calculated.
Ghosts can no longer see Mafia chat, because I'd like to integrate dead
players into the round in the future, and ghosts knowing who the evils
are is lame. It's a deduction minigame, you're supposed to deduct who
the bad guys are.
### QoL stuff
- Adds maptext for voting periods so people know who you are voting for.
https://cdn.discordapp.com/attachments/326831214667235328/1097781395369246740/2023-04-18_03-09-12.mp4
- Adds a popup when someone is voted up, instead of being a big box of
text in your chat. This will help clog the chat less and make it easier
for players to understand what to do when the time comes.
https://cdn.discordapp.com/attachments/326831214667235328/1097770854005350481/2023-04-18_02-28-31.mp4
Lastly, converts Mafia panel to typescript
## Why It's Good For The Game
This should be the last of my Mafia reworks, hopefully.
This makes the game's victory calculated to ensure there's always a
chance anytime possible, while letting kingmaker scenarios exist.
Additionally, we shouldn't expect players to know how Mafia works
because we don't expect them to already have some background in Mafia
games, or have played Mafia before.
## Changelog
🆑
qol: [Mafia] Players get a popup when a player is voted to the stand.
qol: [Mafia] Players now have the name of who they voted for displayed
over their heads during voting period.
balance: [Mafia] Deadchat can no longer see Mafia chat.
balance: [Mafia] HoP can now solo-win.
/🆑
## About The Pull Request
Notes in Mafia are no longer written for you, you instead write it
yourself and save.
Also adds a button to automatically say out your notes for other
players.
Hides the judgment buttons when it's not time to judge
Makes the UI autoupdate and makes use of ui_data / ui_static_data
Video of it in action: https://www.youtube.com/watch?v=NDUSuIUqQv8
## Why It's Good For The Game
A downside to notes currently is that it's very easy to confirm yourself
as a role against players who don't code-dive to know exactly how notes
should be formatted for any role, this makes it easier, as everyone will
type out their own notes, and can send it directly to chat when needed.
## Changelog
🆑
balance: [Mafia] Notes are no longer written out for you.
qol: [Mafia] You can now send your notes to chat whenever.
qol: [Mafia] Roundend has changed. Solos will win over others in a 1v1,
but a HoP can keep a round going in case they can solo lynch.
/🆑
## About The Pull Request
This fixes two issues with previous changes I've made to mafia workings.
The first makes the early start vote counter list properly. I
misunderstood what the FLOOR() macro did so the result would just put
out 0.
The early start vote counter now displays the higher value of either
(players signed up / 2) or (minimum players / 2). Since the minimum
playercount is 6, the it will display X/3 unless there are more than 6
players signed up.
The second change makes sure that check_start_votes() checks the mafia
signup list (as opposed to the early signup votes) to see if there are
enough players to start a game.
## Why It's Good For The Game
Fixes stupid things that I let slip in under the door.
## Changelog
🆑
fix: The mafia early vote counter will now properly display.
/🆑
## About The Pull Request
Turns all Mafia abilities into datums, instead of being a bunch of
shitcode on every single job.
This means it's easier to add new roles
Gives new names to some defines (such as the signal order, to make it
easier to tell when something is fired)
Adds support for modular Mafia jobs with their abilities being in a
certain order (Escort is now properly first).
De-snowflakes Changeling killing abilities and day voting, they're now
actions that are tallied when necessary.
Turns time vars into defines
Generalizes a lot of behavior for abilities, now all abilities can
properly undo their action at night
Fixes problems with the UI (Thoughtfeeder had 2 buttons during night and
they overlapped with names, that's been fixed).
### Behavior changes
- Doctor/Officer can now protect themselves 1 night, because it gives
them a way to protect themselves.
- Lawyer/Warden/Ect now choose their abilities at night, rather than the
day before. The suspense building up towards the end of the night is
part of the game, telling you that it happened at the very start is
quite lame (in the case of Lawyer, anyway).
- Admin setup now uses TGUI instead of html inputs.
- Cut night time by like, 5 seconds, because I found it a little long
lol.
- HoP doesn't count as votes to win until they reveal, because it makes
no sense an unrevealed HoP has their unrevealed votes tallied. I also
like those 1v1 Mayor V. Evil scenarios where dead chat goes crazy, and
hope to replicate that here.
- Mafia now needs 6 people to start instead of 4, because 4 players is
just not enough to play a Mafia round that will do anything but annoy
people.
- The game no longer ends if it's in a standoff with 1 Town, 1 Mafia,
and 1 Neutral, as you've got a kingmaker and they should decide who
wins.
### Things I want to change in the future
Every time night starts/ends, it checks the entire ``GLOB.airlocks`` for
doors with the "mafia" ID. This is stupid.
Rework ``check_victory()`` to make it make more sense, and be more fun
for players.
A visible death animation?
I want to use something similar to admin popup for messages about people
being on stand, and decluttering the UI in general
Also more use of balloon alerts instead of to chat messages for
everything.
Also also, making the UI more responsive to players. Button should be
red when a player is selected, so they know that's who they've selected,
if they want to unselect.
Are votes public when you first cast them? They shouldn't be wtf.
Can we also make the description for roles not be a to chat message? It
can just say when you hover over the '?' come on.
User-written wills instead of auto-generated, and able to send them in
chat
Add support for roleblock-immune roles
## Why It's Good For The Game
Updates a lot of old code to modern standards
Makes it considerably easier to work with Mafia and add new roles
Makes things less prone to breaking as easily.
Code also looks a lot cleaner now.
## Changelog
🆑
refactor: [Mafia] All Mafia abilities have been overhauled in the
backend, it's now much easier to understand what each role's ability can
do and how it works.
admin: [Mafia] Admin setup of Mafia is now in TGUI
balance: [Mafia] Doctors/Officers can protect themselves once per game.
Be careful around them!
fix: [Mafia] Thoughtfeeder's UI buttons at night won't overlap with
eachother.
fix: [Mafia] HoP's votes now actually matter, instead of being purely
visual.
qol: [Mafia] Lawyers, Wardens, etc. now perform their night ability at
night, instead of the day prior.
qol: [Mafia] Night time now lasts 40 seconds instead of 45.
/🆑
## About The Pull Request
Fixes#74260
The UI for the basketball menu was not properly updating when clients
would disconnect. This would allow someone to signup twice leading to
silly situations as detailed in the issue report. This issue also
affected the mafia minigame due to both UIs having similar code.
The fix is simple, just check the signups when the tgui menu has
interactions and also check to make sure the signups use a boolean
instead of a client for the value part of the key/value list. Why? After
a client would disconnect, the list would change and remove the client
object since it no longer exists. The solution is to keep the ckey as a
key, but use a boolean for the value.
## Why It's Good For The Game
Less bugs, more stability.
## Changelog
🆑
fix: Fix basketball and mafia minigame UI not removing inactive clients
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
## About The Pull Request
Simply modifies the should_place_on_top value on these maps templates so
that they overwrite their baseturfs rather that creating an evergrowing
stack. I've also done the same for Mafia and CTF which should also not
be creating stacked baseturfs.
Fixes#69711
Should fix#74443 too since its the same issue.
## Why It's Good For The Game
Bugfix good.
## Changelog
🆑
fix: Basketball and Thunderdome maps should not load with broken turfs
are several resets of their maps.
/🆑
## About The Pull Request
Mafia games that are started early no longer grant achievements for
winning as X role.
## Why It's Good For The Game
Preserves the sanctity of achievements.
Achievements get disabled when a custom setup is run. This should bring
how early starts to be more in line with that.
## Changelog
🆑
fix: mafia games only grant role win achievements when played with a
full 12-player setup.
/🆑
## About The Pull Request
**DISCLAIMER:** Mafia, being a 12-player game, is very very difficult to
debug. I've tested everything here to the extent that I can as one
person, but this might need some really careful inspection.
This PR adds a new option to the mafia minigame menu, which lets
signed-up players vote to start the game early. If there are more than
three players signed up, and at least half of them are voting to start,
the round will start. Admins also have the option to force a mafia round
to start in the admin options panel.
When a round is forcibly started, a random non-standard role setup is
created. Unlike the normal setup parameters, which assume you have
twelve players and attempts to fill out certain role types as a result,
this one uses pools based on role alignment. If you start with eight
players, you just might end up with four wardens, two thoughtfeeders,
and double clowns.
Every 3rd player is chosen as a random mafia member. The 5th and 6th
roles are neutral disruptive and a random neutral role respectively.
Everyone else is a random townie.
I believe this formula is sufficient to create a playable experience
with 5+ players. It can't start at any less than three, as the game
would auto-resolve instantly. The setup won't be pretty, but it's better
than no mafia game at all.
## Why It's Good For The Game
Now you can play mafia without the strict 12-player requirement! Gives
some opportunity for players to get acquainted with roles, the gameplay,
and the mafia panel in a lower-seriousness environment than a standard
12-man game.
If the ratio of early start voters required to start needs adjusting,
that can be done.
## Changelog
🆑 Rhials
add: You can now vote to start a Mafia game early. If over half of the
current signups vote (And you have three or more players) you will
immediately start a game with a slightly adjusted set of roles.
admin: You can now force a mafia game to start in the admin options
panel.
/🆑
On the tin, doing it like this means we can reduce our overall line
fingerprint whenever we have to add two or more traits from the same
source on the same target. Especially helps when we get to the 4+ range
of traits, a breath of fresh air even.
Doesn't mean we have to do for loops, as that's already handled within
the define as well. I replaced some of the checks with `length()`
checks, let me know if I should switch it over to something else (maybe
`islist()`)? We stack_trace whenever we're not passed a list reference
on purpose, and sometimes var/lists are null by default (or just empty,
making this redundant).
## Why It's Good For The Game
I commonly feel the urge to write "use `AddTraits()`" or something in
reviews, then am sad when I remember it doesn't exist. I will no longer
be sad.
Can ensure a lot more trait safety as well by using static lists- when
both ADD_TRAIT_LIST and REMOVE_TRAIT_LIST re-use the same list, you are
confident (from a static point of view) that everything that you want to
be adding/removing works.
I may have missed a few things where this could be used, but both macros
implemented in this PR still use the same framework that was being used
in the last four years- so stuff won't break if left untouched. Just a
nifty new tool for developers.
also fixed up some code in the area, numerous bugs were found and
exploded
## About The Pull Request
repaths a lot of gloves off /color because they were incredibly stupid
firefighter gear has gotten an update (it doesnt cover hands anymore
though, you need something else)
firefighter helmets no longer hide your mask or glasses

fixed engine goggles starting with darkness vision
to the atmos lockers adds atmospheric gloves, a pair of thick (chunky
fingers) gloves that are fireproof and fire protective, slightly shock
resistant and let you fireman carry people faster.
atmospheric firefighter helmets now are a subtype of welding hardhats,
you can enable a welding visor.
welding hardhats change mode with right click instead of altclick
## Why It's Good For The Game
im not a good spriter but i think this resprite makes them fit nicer
with other engi equipment
lets me firefighter rp
## Changelog
🆑
add: Atmospheric Gloves, thick gloves that are fully fireproof and fire
protective and let you fireman carry people faster.
fix: fixes engine goggles starting with darkness vision
qol: firefighter helmets can now enable a welding visor
qol: welding hardhats change mode with right click instead of altclick
balance: firesuits no longer protect your hands
/🆑
The HoS' beret were not pathed properly so were no longer subtypes
of legitimate hos armor, this fixes that.
Now the HOS and syndicate berets have had their missing armor and strip
delay readded
## About The Pull Request
- Rewrites how action button icons are generated.
- Prior, generated an action button icon was fairly simplistic and
didn't allow for many changes. Someone recently added the option for
overlays to be generated over action buttons, but the framework was very
weak.
- Now, action button icon generation is split across multiple procs,
like atom icon updates.
- The background of action buttons are underlays
- The actual icon of the action button is the icon and icon state of the
action button movable
- The rim / border of the button is an overlay, layered overtop the
button.
- Allows observers to see what action buttons a mob has. They even
update in real time! And no, the observers cannot click on them.
## Why It's Good For The Game
- Runechat text of action buttons are no longer hidden behind the actual
icon. This was very ugly with cooldown actions, as the cooldown text was
hidden behind a lot of spell icons.
- Cuts down on a lot of icon duplication.
- Gives much finer control over action button icons
- Saves a bit of processing from generating full action button icons
when not necessary. Not implemented in many places, but is in some.


## Changelog
🆑 Melbert
add: Observers can now see what action buttons an observed mob has. No,
you can't click them. And no it doesn't show EVERY action.
refactor: Refactored how action button icons are generated. Some actions
will now use a colored border when active instead of just turning green.
Cooldown text will also appear on the top layer of actions too. If you
see any funky lookin' icons (namely their borders), let me know.
refactor: Bluespace Golem's teleport action is now a cooldown action.
fix: Construct actions go to the middle of the screen like expected.
/🆑
## About The Pull Request
This replaces needless GLOB.machines with more precise lists whenever
one existed, plus adding a new one for CTF machines.
## Why It's Good For The Game
GLOB.machines holds every single /obj/machinery in the game, so checking
the whole list for stuff is pretty big. This aims to cut that down by
using smaller lists whenever possible. I also gave CTF a new list
because it checked machines very often.
## Changelog
Nothing player facing.
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>
Splits head dmi into separate files for both mob and obj icons. Kept similar to suit split categorization + some more. New files include beanie, bio, chaplain, costume, cowboy, default, hats(softcaps, fedoras, head caps, generic hats), helmet(helmets and other armored headgear/hoods), spacehelm, utility(hardhats, mostly work related hats), wizard.
Moves animal/pet head sitting icons to 1 folder, pets_head.dmi
Renames PAI head sitting icon file to pai_head.dmi