Commit Graph

2605 Commits

Author SHA1 Message Date
nevimer
8dee2e45cd [CORRECTING A MIRROR] Makes station traits less common (#56726) (BYE INTERN) (#18867)
Makes station traits less common (#56726)

The chance for station traits overall has been reduced, while the
weight of some traits have been changed.
# Conflicts:
#	code/datums/station_traits/neutral_traits.dm

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2023-01-21 22:18:39 -08:00
SkyratBot
c5ca08fd01 [MIRROR] Adds spaces around logical operators [MDB IGNORE] (#18776)
* Adds spaces around logical operators

* Update code/modules/admin/verbs/admingame.dm

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-01-21 22:16:43 -08:00
nevimer
b095316f2f Mirrors https://github.com/tgstation/tgstation/pull/67678 (#18835)
Adds a visualizer for lighting object updating. Optimizes the same (#67678)

It occured to me, we didn't have a good way to "see" what turfs were actually being updated
Figured I'd fix that

I've also added some debug vars on SSlighting to make testing with/without some checks easier

Speaking of which, I've added a second check to lighting corner updating
Basically, if our past and current cached rgb values are the same, there's no point updating

This is possible because static lighting is relative. If you've got a
TON of blue, it'll outweight the red and green you have in smaller amounts

We also do some rounding to ensure values look right

Similarly, if you've got roughly the same lighting, and a bit of something you already have a lot of is added, you're not likely to actually enter a new "bracket" of color

Anyway uh, it's hard to profile this, but I've seen it help quite a bit, mostly with things like emergency lighting that updates lighting in small amounts often, and in constricted spaces.

To some extent just comes down to map design

(cherry picked from commit a6d4e180ad)

# Conflicts:
#	code/modules/lighting/lighting_object.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-01-20 14:25:43 -05:00
SkyratBot
2a8f93b2bf [MIRROR] Ties research servers to Techwebs and de-hardcodes research point gen [MDB IGNORE] (#18735)
Ties research servers to Techwebs and de-hardcodes research point gen

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-01-19 21:20:43 +00:00
SkyratBot
25f4961156 [MIRROR] Refactors memories to be less painful to add and apply, moves memory detail / text to memory subtypes. Adds some new memories to demonstrate. [MDB IGNORE] (#18487)
* Refactors memories to be less painful to add and apply, moves memory detail / text to memory subtypes. Adds some new memories to demonstrate.  (#72110)

So, a huge issue with memories and - what I personally believe is the
reason why not many have been added since their inception is - they're
very annoying to add!

Normally, adding subtypes of stuff like traumas or hallucinations are as
easy as doing just that, adding a subtype.

But memories used this factory argument passing method combined with
holding all their strings in a JSON file which made it just frustrating
to add, debug, or just mess with.

It also made it much harder to organize new memories keep it clean for
stuff like downstreams.

So I refactored it. Memories are now handled on a subtype by subtype
basis, instead of all memories being a `/datum/memory`.

Any variety of arguments can be passed into memories like addcomponent
(KWARGS) so each subtype can have their own `new` parameters.

This makes it much much easier to add a new memory. All you need to do
is make your subtype and add it somewhere. Don't need to mess with jsons
or defines or anything.

To demonstrate this, I added a few memories. Some existing memories had
their story values tweak to compensate.

Makes it way simpler to add new memories. Maybe we'll get some more fun
ones now?

🆑 Melbert
add: Roundstart captains will now memorize the code to the spare ID
safe.
add: Traitors will now memorize the location and code to their uplink.
add: Heads of staff winning a revolution will now get a memory of their
success.
add: Heads of staff and head revolutionaries who lose their respective
sides of the revolution also get a memory of their failure.
add: Completing a ritual of knowledge as a heretic grants you a quality
memory.
add: Successfully defusing a bomb now grants you a cool memory. Failing
it will also grant you a memory, though you will likely not be alive to
see it.
add: Planting bombs now increase their memory quality depending on how
cool the bomb is.
refactor: Memories have been refactored to be much easier to add.
/🆑

* Modular!

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2023-01-17 12:51:58 +13:00
Zonespace
53c77b06fb Mirrors #72429 (#18668)
You can no longer instantly build carving blocks/mineral doors (#72429)

You can no longer instantly build carving blocks/airlocks
Added replaced a few 1's with true's 

## Why It's Good For The Game

SO YOU DONT PLOP DOWN 20 STRUCTURES WHILE A OFFICER IS CHASING YOU
FORTNITE STYLE

## Changelog

🆑 Improvedname
fix: fixes being able to instantly build carving blocks/mineral doors
/🆑

Co-authored-by: jughu <melvin2626@live.nl>
2023-01-13 18:26:25 -05:00
Zonespace
972c350665 Mirror #71906 (#18666)
[READY] DRAMATIC SHUTTLES!! You can now fly around the shuttle (#71906)

You can move around shuttles during transport now! Instead of them
teleporting you instantly into deepspace, you can move around somewhat
depending on your space-mobility and grip-strength.

![image](https://user-images.githubusercontent.com/7501474/206866132-3fae024c-a8a2-4f4a-b4b8-37c96a254498.png)

**Please watch the demonstration aswell, it should answer most
questions:**
https://www.youtube.com/watch?v=Os77qDOVSXE

Interactions:
- Being within armsreach of a wall or solid object means you 'cling',
where the shuttle pull is very weak and you can basically run around the
shutt;e (but dont fuck up or you're gone)
- Being in range of nothing gives you a very heavy pull, you can barely
resist if you have a decent jetpack
- Objects are instantly power-yeeted
- Being pulled or riding something excempts you from hyperspace pull
- Touching a space tile while being on hyperspace dumps you in
deepspace, you either go back to the shuttle or enjoy deepspace
- On shuttle hyperspace tiles are a lot less dangerous, and will instead
launch and freeze you instead of teleporting you into deepspace
- In-case it wasn't obvious, you can rest outside the shuttle as long as
something is blocking your path. I think it's funny but I might nerf it

🆑
add: You can now fly around the shuttle during transit! Woohoo! You can
either cling to the side or grab a jetpack and try and keep up with the
shuttle! Carps can move around freely in hyperspace
qol: Increased shuttle hyperspace size from 8 tiles to 16
/🆑

- [x] Find a way to detect when a shuttle arrives and do something with
the shit left in hyperspace

Things I will do in another PR:
- Engines spit fire and hurt (almost finished but I want to keep this
small)
- Random shuttle events. You might run into dust meteors or migrating
carps OR A CHANGELING INFILTRATOR
- Hyperspace turfs on the shuttle pull you under the shuttle

It's so much more immersive than being instantly teleported into
deepspace. It gives you a chance to recover if you get spaced or for
daredevils to look cool

It's also just very cool idk

Co-authored-by: Time-Green <timkoster1@hotmail.com>
2023-01-13 18:22:26 -05:00
SkyratBot
ef1ad8331a [MIRROR] Experiment with holding hard references to objects being qdeleted in 515 (saves 1.1+ seconds on init times, more on prod) [MDB IGNORE] (#18361)
* Experiment with holding hard references to objects being qdeleted in 515 (saves 1.1+ seconds on init times, more on prod) (#72033)

## About The Pull Request
Adds `EXPERIMENT_515_QDEL_HARD_REFERENCE`, which will queue to the GC
subsystem using hard references rather than `\ref`. This is only
possible in 515 because of the new `refcount` proc. `\ref` is very very
slow and has some nasty knock on effects, so removing its usages where
possible is good.

This is an explicit opt in define because I want to give us the ability
to test 515 on live while only testing 515 itself, not our experimental
changes. We have a few more of these we want to do so I made a separate
file for them. They're auto-defined in unit tests so we see them with
the alternate test runner. In a perfect world we'd test both on and off,
but eh.

Closes https://github.com/tgstation/dev-cycles-initiative/issues/10

* Experiment with holding hard references to objects being qdeleted in 515 (saves 1.1+ seconds on init times, more on prod)

* fix missed underbarrels

* HEV radio

* Keeps gc_destroyed from getting updated on every step thru the gc queue. (#72401)

Keeps gc_destroyed from getting updated on every step thru the gc queue.

Fixes logic that assumed gc_destroyed is the time the object first
qdel'ed. it used to get updated on each stage of the garbage controller
and there are 3 stages.

Added list index defines for the inner gc item list.

* test fix

* final fix

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2023-01-12 16:16:33 -05:00
Zonespace
aa441a9633 Mirror 72339 & 71284 (#18645)
* Renews a bunch of old roundend new reports that got lost. Plus, some roundend report QoL for cult and revs. (#71284)

A few roundend reports got lost from moving to dynamic and other prs.
This PRs re-allows them to occur. Namely: "Wizard Killed" (lost in
dynamic), "Blob nuked" (lost in dynamic), "Cult escaped" (lost in cult
rework), and "Nuke Ops Victory" (station destroyed via nuke) (lost from,
what I can see, an oversight / accidental swap of report values).

Additionally, small roundend report QOL for cult: Removes antag datums
from spirit realm ghosts after being dusted, so they do not show up on
the report. And in reverse, heads of staff who were dusted / destroyed
in revolution rounds are now also shown in roundend reports.

Some of these reports are dead, which is is a shame because I think
they're cool and fun.

🆑 Melbert
qol: Successfully fending off a blob now has a cross station news report
again. More pressing reports will take priority over it, though.
qol: Successfully killing a wizard (and all of their apprentices) now
has a cross station news report again.
qol: If more than half of a cultist team manages to escape on the
shuttle (rather than summoning Nar'sie), they will send a unique cross
station news report. This is still a loss, by the way. Summon Nar'sie!
qol: Nuclear Operatives successfully nuking the station now has its
unique cross station news report again, and no longer uses the generic
"The station was nuked" report.
qol: Nuking the station to stop a blob infection now has a unique cross
station news report again. Good luck convincing admins to allow this.
qol: Cult ghosts from "Spirit Realm" no longer persist on the cult's
team after being desummoned, meaning they will not show up on roundend
report.
qol: Heads of staff will now always show up on revolution roundend
report - even if their body was fully destroyed.
/🆑

* Adds support for Rulesets having intrinsic template requirements (#72339)

Title

Ensures that we load templates for a ruleset before we attempt to place
or cache characters for that ruleset
Also makes wizard and abductor async load their template to improve
(apparent) loading times for them

This is the only thing left that I can think of that would cause antags
like nukies and abductors to spawn in wrong

This should not be player facing

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-01-12 01:18:18 -05:00
SkyratBot
b44967501c [MIRROR] Optimizes explosions (very slightly) [MDB IGNORE] (#18624)
* Optimizes explosions (very slightly)

* Update explosions.dm

* Update atoms_movable.dm

* Update dungeon.dm

* Update stone.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-01-10 12:34:26 -08:00
SkyratBot
509b89f45c [MIRROR] Contextual tutorials for swapping hands and dropping items [MDB IGNORE] (#18604)
* Contextual tutorials for swapping hands and dropping items

* Fixes

* Oops

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2023-01-10 14:26:08 +01:00
SkyratBot
08e45df749 [MIRROR] Quirks are passed an incoming client when applied, allowing quirks to read preferences in add and add_unique. Renders visual quirks on the preference menu dummy. [MDB IGNORE] (#18311)
* Quirks are passed an incoming client when applied, allowing quirks to read preferences in `add` and `add_unique`. Renders visual quirks on the preference menu dummy.

* fixes quirk order to match upstream

* Modular quirk updates

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2023-01-09 04:58:33 -05:00
SkyratBot
26274a342c [MIRROR] Add config for station traits [MDB IGNORE] (#18468)
* Add config for station traits

* Update station.dm

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-01-09 07:13:20 +00:00
SkyratBot
ae713bf18a [MIRROR] Crafting/Cooking menu update [MDB IGNORE] (#18334)
* Crafting/Cooking menu update

* Yeeted away all of the merge conflicts, time to fix the code

* Okay, now it compiles, and after testing, it seems to work just fine

* Actually, early addition of an upstream fix, so those that don't have hunger can still open the cooking menu

* Fixes the units tests by removing the extra comma in the Stuffed Muli Pod recipe

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-01-08 15:02:18 -05:00
SkyratBot
445c043ef4 [MIRROR] Fixes turfs on centcom getting weird atmos adjacent turfs. [MDB IGNORE] (#18306) 2023-01-06 18:56:13 -08:00
SkyratBot
7edf98a085 [MIRROR] Automatically insert current year for TGUI bluescreen [MDB IGNORE] (#18551)
* Automatically insert current year for TGUI bluescreen (#72490)

## About The Pull Request

Title
## Why It's Good For The Game

Less hassle
## Changelog

* Automatically insert current year for TGUI bluescreen

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-01-06 22:51:30 +00:00
SkyratBot
144b40c0df [MIRROR] Small changes to some card-related debug verbs [MDB IGNORE] (#18534)
* Small changes to some card-related debug verbs (#72361)

## About The Pull Request

Test Card Distribution debug verb has been altered slightly to prevent
runtimes. Backing out of any one of the menus would send null as an
argument, and cause a runtime.

The Validate Cards verb now returns a message if no errors are found. I
kept mistakenly clicking this verb thinking it was the Cardpack
Distribution one, and would get confused whenever nothing happened. Now
it returns a message!

Also converts some of the stuff I touch into snake case because pretty
code is nice.

## Why It's Good For The Game

Closes #66987. Feedback for the random debug buttons I accidentally
click is good.
## Changelog
🆑 Rhials
fix: backing out of the Test Card Packs debug menu will no longer cause
a runtime
fix: Validate Cards debug verb now gives feedback if no errors are
detected.
/🆑

* Small changes to some card-related debug verbs

Co-authored-by: Rhials <Datguy33456@gmail.com>
2023-01-06 08:48:33 -08:00
SkyratBot
00e22c3158 [MIRROR] Lazy Template Loading - Nukie/Wiz [MDB IGNORE] (#18254)
* Lazy Template Loading - Nukie/Wiz

* fixes + mirror 66540

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-12-31 10:18:59 -08:00
SkyratBot
9a5d1928cc [MIRROR] Maps load in the center of Z-level instead of bottom-left corner [MDB IGNORE] (#18340)
* Maps load in the center of Z-level instead of bottom-left corner

* Update mapping.dm

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-12-31 09:46:18 -08:00
SkyratBot
00f9aa2139 [MIRROR] throwing no longer gets canceled if theres a mob buckled to the thrown thing [MDB IGNORE] (#18373)
* throwing no longer gets canceled if theres a mob buckled to the thrown thing (#72261)

## About The Pull Request
throwing checks for dense obstacles on every tick of its path. a buckled
mob is a dense obstacle, so it canceled throws! it no longer does that

## Why It's Good For The Game
this will be useful in the future (and for admins throwing people
buckled on the shuttle into space)

## Changelog
🆑
fix: throwing no longer gets canceled if theres a mob buckled to the
thrown thing
/🆑

* throwing no longer gets canceled if theres a mob buckled to the thrown thing

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-12-31 08:35:25 -08:00
SkyratBot
bee85df93f [MIRROR] makes status tab use signals, thirds the delay between updates [MDB IGNORE] (#18179)
* makes status tab use signals, thirds the delay between updates (#72002)

## About The Pull Request
status panel for carbons and humans instead of hardcoding stuff, uses
signals (borg material storage too)
removes combat mode indicator in status tab from xenomorphs which have a
button for it, but adds it to simplemobs, since they dont have a visual
indicator
adds status tab stuff to basic mobs, i think they were missing
everything by accident
offsets unique status tab stuff for all mobs by a single line
the delay between updates is a third of what it was before, mainly to
make shuttle timers more accurate (approved by kyler)

## Why It's Good For The Game
much cleaner code, makes future implementations easy

## Changelog
🆑
qol: you can see your combat mode status as a simple or basic mob, and
you can see your health as a basic mob
qol: status panel updates three times as fast
/🆑

* makes status tab use signals, thirds the delay between updates

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-12-31 08:27:12 -08:00
SkyratBot
0d2d05f40c [MIRROR] Gives admins the ability to enable hostile environments at will. [MDB IGNORE] (#18288)
* Gives admins the ability to enable hostile environments at will. (#72018)

* Gives admins the ability to enable hostile environments at will.

Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
2022-12-24 21:39:49 -08:00
SkyratBot
1d173bd282 [MIRROR] Pride pin quirk + pins can be infinitely reskinned (v2) [MDB IGNORE] (#18276)
* Pride pin quirk + pins can be infinitely reskinned (v2) (#72143)

## About The Pull Request

Neutral pride pin quirk added. Pride pins can be infinitely reskinned
now. Changes "sexuality" to "pride" in description of pin.

## Why It's Good For The Game

Pride pins are cute and having to buy them every round is a chore. Pride
pins are purely cosmetic and have no reason to be locked into only being
reskinned once.

## Changelog

🆑
add: Pride pin quirk! Start the shift off with a pride pin in-hand.
qol: Pride pins can be infinitely reskinned now.
/🆑

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Pride pin quirk + pins can be infinitely reskinned (v2)

Co-authored-by: iwishforducks <65363339+iwishforducks@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2022-12-24 21:28:04 -08:00
SkyratBot
15faaa54f5 [MIRROR] Rewrites how action buttons icons are generated, makes them layer nicer. Allows observers to see a mob's action buttons. [MDB IGNORE] (#17907)
* Rewrites how action buttons icons are generated, makes them layer nicer. Allows observers to see a mob's action buttons.

* conflicts

* Modular!

* update modular

* icon icon icon icon icon

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2022-12-16 16:01:41 +00:00
SkyratBot
699e9f8150 [MIRROR] TGUI Latejoin Menu! [MDB IGNORE] (#18025)
* TGUI Latejoin Menu!

* [PR PR] Fixes up the TGUI Latejoin Menu! (#18044)

* Makes Angel, Dragon and Robotic wings available in the preferences menu again (#18013)

Makes Angel, Dragon and Robotic wings available in the prefs menu again

* Automatic changelog for PR #18013 [ci skip]

* [MIRROR] Petrified human statues now drop a (stone) brain on destruction [MDB IGNORE] (#18026)

* Petrified human statues now drop a (stone) brain on destruction (#71816)

## About The Pull Request
Destroying a petrified human statue will now drop their brain, albeit a
little more statue-like.

![image](https://user-images.githubusercontent.com/41448081/206316168-e902d6e4-1cb8-4498-80c8-891c59ae638b.png)

Changed from original PR after talking w/ Fikou about it

## Why It's Good For The Game
While the combo *does* step on the toes of Smite, the statue+rod combo
is capable of fully removing you from the round without a way back very
quickly. This keeps the strength of the combo while not making it
entirely impossible to get back into the round.

## Changelog
🆑
balance: Destroying a petrified human statue will now drop their brain.
/🆑

* Petrified human statues now drop a (stone) brain on destruction

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Automatic changelog for PR #18026 [ci skip]

* [MIRROR] Chaplain armor beacon now uses radial + previews possible armor sets, plus some choice beacon code cleanup. [MDB IGNORE] (#18019)

* Chaplain armor beacon now uses radial + previews possible armor sets, plus some choice beacon code cleanup. (#71674)

## About The Pull Request

- The chaplain choice beacon now uses a radial to select the armor set,
instead of a list, giving the user a preview of what each looks like.

![image](https://user-images.githubusercontent.com/51863163/205417930-f5ceab11-6974-48a9-a871-abcb8228bcf2.png)

- Lots of additional cleanup to choice beacon code in general. Less copy
pasted code.
- All beacons now speak from the beacon with their message, instead of
some going by "headset message". Soul removed

## Why It's Good For The Game

I always forgot when selecting my armor which looks like what, and
choosing an ugly one is a pain since you only get one choice. This
should help chaplains get the armor they actually want without needing
to check the wiki.

## Changelog

🆑 Melbert
qol: The chaplain's armament beacon now displays a radial instead of a
text list, showing previews of what all the armor sets look like
qol: (Almost) all choice beacons now use a pod to send their item,
instead of just magicking it under your feet
code: Cleaned up some choice beacon code.
/🆑

Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>

* Chaplain armor beacon now uses radial + previews possible armor sets, plus some choice beacon code cleanup.

* update modular

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Automatic changelog for PR #18019 [ci skip]

* [MIRROR] Fixed an improper proc ref. [MDB IGNORE] (#18031)

Fixed an improper proc ref.

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Automatic changelog for PR #18031 [ci skip]

* Fiiix!

* Fuck

* [MIRROR] Windoors are vulnerable to a jaws of life [MDB IGNORE] (#18040)

* Windoors are vulnerable to a jaws of life (#71733)

## About The Pull Request
Windoors can be pried by a jaws of life now
## Why It's Good For The Game
Windoors are already immune to any kind of deconstruction outside of
bashing it, so making it immune to the jaws of life as well seems
excessive
## Changelog
🆑
balance: jaws of life can pry windoors
/🆑

Co-authored-by: Candycaneannihalator <candycane@ thisisnotarealaddr.com>

* Windoors are vulnerable to a jaws of life

Co-authored-by: texan-down-under <73374039+etherware-novice@users.noreply.github.com>
Co-authored-by: Candycaneannihalator <candycane@ thisisnotarealaddr.com>

* Automatic changelog for PR #18040 [ci skip]

* Automatic changelog compile [ci skip]

* [fix] fixes det revolver icons (#18049)

* Delete guns.dmi

* Add files via upload

* Automatic changelog for PR #18049 [ci skip]

* [MIRROR] Fixes fake links in Adminwho that led to "no_feedback_link" [MDB IGNORE] (#18027)

* Fixes fake links in Adminwho that led to "no_feedback_link" (#71804)

## About The Pull Request
Basically, sometimes, very rarely, it was possible for this to happen,
when it shouldn't be happening. I was wondering for a little while what
it was about, and then I finally downloaded my chat logs for a round and
realized what was going on. It should no longer happen.

## Why It's Good For The Game
Clickable links that lead nowhere (and thus don't do anything) aren't
very good for the game.

## Changelog

🆑 GoldenAlpharex
fix: There shouldn't be clickable names in Adminwho that don't do
anything anymore.
/🆑

* Fixes fake links in Adminwho that led to "no_feedback_link"

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Fix: Self-Actualization Device Doubling Damage (#18015)

* Change adjustOrganLoss/BruteLoss/FireLoss to set

* Reverts my naive soluton

* Automatic changelog for PR #18027 [ci skip]

* Automatic changelog for PR #18015 [ci skip]

* Fix TGUI latejoin menu not closing properly, properly this time

* Oh yea, flavourtext requirement exists. Not that we actually have it enabled upstream.

* Revert "Merge remote-tracking branch 'upstream/upstream-merge-71883' into fixlatejoinmenu"

This reverts commit 3279e73418f95637162a2923b0431e9e26b43403, reversing
changes made to d46aab7b421fee94d49b57e863bfd8e0917fc43f.

* Fucking stupid code merge shit

* Cool newline bro

* Dumb stupid commented code

* Also this

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: texan-down-under <73374039+etherware-novice@users.noreply.github.com>
Co-authored-by: Candycaneannihalator <candycane@ thisisnotarealaddr.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: RatFromTheJungle <62520989+RatFromTheJungle@users.noreply.github.com>
Co-authored-by: Dani Glore <fantasticdragons@gmail.com>
Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>

* fix

Co-authored-by: Rimi Nosha <riminosha@gmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: texan-down-under <73374039+etherware-novice@users.noreply.github.com>
Co-authored-by: Candycaneannihalator <candycane@ thisisnotarealaddr.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: RatFromTheJungle <62520989+RatFromTheJungle@users.noreply.github.com>
Co-authored-by: Dani Glore <fantasticdragons@gmail.com>
Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-12-15 16:18:28 -05:00
SkyratBot
86e811f782 [MIRROR] Adds a modular computer subsystem to shift modPCs away from radios [MDB IGNORE] (#17942)
* Adds a modular computer subsystem to shift modPCs away from radios (#71732)

## About The Pull Request

Adds the modular computer subsystem which is meant to replace mod PC's
reliance on networks and radios, specifically the network subsystem, the
ntnet interface, and /datum/ntnet. This PR removes station_root ntnets
entirely, but I tried to keep it small.

This PR also removes a ton of unused vars and defines, such as NTNet
channels that were unused (peer2peer and systemcontrol), atmos networks
(as they were removed a while ago) and NTNet var on relays (its stated
purpose is so admins can see it through varedits, but that's useless now
that it's a subsystem)

I also removed ``setting_disabled`` as a thing the RD can do, it turned
off ALL ntnet systems. However, this was when there were 4 different
ones, now that there's only 2 I thought it was redundant and he could
just click 2 buttons to close them.

## Why It's Good For The Game

``/datum/ntnet``, ``/datum/component/ntnet_interface``, and
``/datum/controller/subsystem/networks`` are all old-code messes that
depend on eachother and is hard for people to understand what exactly it
adds to the game. 90% of its features is allowing the Wirecarp app to
see all the ruins that spawned in-game, which I don't think is something
that we even WANT (why does the RD need to know that oldstation spawned?
Why should they know this anyway??)

This hopefully starts to simplify networks/ntnet to make it easier to
remove in the future, because surely there are better alternatives than
**this**

## Changelog

🆑
refactor: Modular computers NTnet and applications run on its own
subsystem, please report any new bugs you may find.
/🆑

* Adds a modular computer subsystem to shift modPCs away from radios

* Fixed contractor uplink

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-12-12 18:36:54 -05:00
SkyratBot
14b5fd6134 [MIRROR] Allows for offloaded tests to be focused [MDB IGNORE] (#17977)
* Allows for offloaded tests to be focused (#71719)

Focusing a test through TEST_FOCUS allows you to only run that one test.
It's very useful for developing. However, we have a bunch of offloaded
tests in `#ifdef UNIT_TESTS` that would not be focused. This changes it
so that those tests will now only run if either no test is focused, or
if their specific "focus only" test is focused.

This is done through a `PERFORM_ALL_TESTS` macro that replaces the
`#ifdef UNIT_TESTS`. This is completely free because `if (FALSE)`
constant folds.

Hide whitespace mode recommended.

* Allows for offloaded tests to be focused

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-12-09 03:52:12 +00:00
SkyratBot
e6267c4f94 [MIRROR] Canisters are purchasable at cargo again [MDB IGNORE] (#17940)
* Canisters are purchasable at cargo again

* Update code/controllers/subsystem/shuttle.dm

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-12-07 01:10:34 +00:00
SkyratBot
2b800b9a23 [MIRROR] Removes tablets (not PDAs) entirely. [MDB IGNORE] (#17880)
* Removes tablets (not PDAs) entirely.

* contractor changes

* map changes

* Update assistant.dm

* conflicts

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-12-07 01:07:02 +00:00
SkyratBot
7a2292264e [MIRROR] fixes & increases SSinput click delay threshold & moves it and average_click_delay to deciseconds [MDB IGNORE] (#17952)
* fixes & increases SSinput click delay threshold & moves it and average_click_delay to deciseconds (#71520)

## About The Pull Request
theres an issue with SSinput calculating the average_click_delay that
made it skip queuing clicks much faster than it should have. now it
should work. also moves everything to deciseconds for consistency
(except for the statpanel display, which changes it to per second). also
i increased the click delay threshold to 1 tick in deciseconds because
really we should only be refusing to queue if SSinput is being skipped
for whatever reason or each tick is receiving massive non input overtime
## Why It's Good For The Game
feex queuing clicks to lower overtime when the server is overloaded
## Changelog
🆑
fix: queuing clicks should work correctly now
/🆑

* fixes & increases SSinput click delay threshold & moves it and average_click_delay to deciseconds

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-12-06 22:15:21 +00:00
SkyratBot
8eeeeeb60d [MIRROR] Micro-optimize icon smoothing subsystem, cutting down more than 50% of its init time (about .8s drop on local, more on prod) [MDB IGNORE] (#17929)
* Micro-optimize icon smoothing subsystem, cutting down more than 50% of its init time (about .8s drop on local, more on prod) (#69741)

With atoms now being 50% of the init time instead of ~80%, I've decided to poke around other subsystems.

Unfortunately they're not straight forward at all and extremely boring. bitmask_smooth() in particular is just a big proc that is called ~60k times, so I made some adjustments to its macro to reduce ops.

I removed code that looped over two entire Z-levels to find things to smooth, added by e2dd404, at a time before the initialize system. This doesn't have huge gains since it just defers to the queue anyway, but it still shaved off 0.1-0.2s on local.

I removed update_appearance(~UPDATE_SMOOTHING) from something since the person who added it doesn't remember why and it doesn't appear to do anything. Lemon thinks it's something to do with emissives, but I tested with neon carpet and it seemed to work fine.

* Micro-optimize icon smoothing subsystem, cutting down more than 50% of its init time (about .8s drop on local, more on prod)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-12-06 20:38:17 +00:00
SkyratBot
b236e4b0ce [MIRROR] Admins can now add footnotes to the roundstart command report [MDB IGNORE] (#17897)
* Admins can now add footnotes to the roundstart command report

* Update adminevents.dm

Co-authored-by: Rhials <Datguy33456@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-12-04 07:29:39 -08:00
SkyratBot
7c824e0afc [MIRROR] fixes using body purist with quadruple amputee [MDB IGNORE] (#17598)
* fixes using body purist with quadruple amputee

* SR conflict

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-12-01 17:49:08 -05:00
SkyratBot
6756631e75 [MIRROR] The Mining vendor now works like the Chef produce console (has to go through Cargo) [MDB IGNORE] (#17852) 2022-12-01 14:34:56 -08:00
SkyratBot
7fbcd4901b [MIRROR] New Station Trait: Cybernetic Revolution + Body Purist Quirk [MDB IGNORE] (#17472)
* New Station Trait: Cybernetic Revolution + Body Purist Quirk

* Mirror!

* A hidden lint!

* Properly fixes this, and ensures that it has no impact on the game should it ever be bussed in for whatever reason

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-12-01 17:09:54 -05:00
SkyratBot
1d6f69a4fa [MIRROR] Undertile Element Logic Refactor, or Catwalks Aren't Affected by Ambient Occlusion Anymore [MDB IGNORE] (#17845)
* Undertile Element Logic Refactor, or Catwalks Aren't Affected by Ambient Occlusion Anymore (#71555)

## About The Pull Request
It was bugging me how catwalks would just be stuck rendering on the game
plane in order to be above the pipes and all the other underfloor
objects, because it meant that they stood out due to being affected by
ambient occlusion.

So I decided to change that, and the best change I could come up with,
was to refactor the logic of `/datum/element/undertile` in order to
actually allow us to do exactly what we wanted by having three different
states of underfloor visibility, which in turn allowed me to slap
everything that wasn't accessible on the floor plane rather than
whatever plane they were on, effectively making it so catwalk tiles
wouldn't need to be on the game plane anymore. :)

Also fixes https://github.com/tgstation/tgstation/issues/63590 while I'm
at it :)

## Why It's Good For The Game
Seeing ambient occlusion on catwalks make them stand out in a jarring
way, now that won't be the case anymore!

Now, instead, you get something like this, which _absolutely_ looks like
it fits in!

![image](https://user-images.githubusercontent.com/58045821/204106823-95b77a6b-b9c1-4494-b2f8-3b586c42428c.png)

## Changelog

🆑 GoldenAlpharex
refactor: Refactored the way the undertile component works, to allow it
to have a bit more granularity as to when it's meant to be covered, but
still visible, like for catwalks!
fix: Catwalks no longer are affected by ambient occlusion, and now
properly feel like actual floor tiles.
/🆑

* Undertile Element Logic Refactor, or Catwalks Aren't Affected by Ambient Occlusion Anymore

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-11-30 18:13:35 -05:00
SkyratBot
345b2e4732 [MIRROR] Allows datum AI to create new plans while a plan is still executing [MDB IGNORE] (#17835) 2022-11-29 19:08:17 -08:00
SkyratBot
37b60d187d [MIRROR] Fixes attempting to offset floating planes [MDB IGNORE] (#17745)
* Fixes attempting to offset floating planes (#71490)

## About The Pull Request

This is a dumb idea, and leads to fucked rendering on occasion

## Why It's Good For The Game

Fixes another portion of #70258, a player will no longer have a hidden
antag hud if they move down a z level after getting an antag. We were
trying to offset the floating plane of their image, and it went to shit.
Also fixes a bug with observers not having antag huds for the combo hud
to see. We were only giving them one on mind.on_transfer, rather then on
mind assignment. I hate mindcode

* Fixes attempting to offset floating planes

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2022-11-27 15:07:29 -08:00
SkyratBot
257feb1be7 [MIRROR] More horrible 515 proc compatibility. [MDB IGNORE] (#17671)
* More horrible 515 proc compatibility.

* Feex

* Hopefully we're done now

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-11-27 14:46:36 -08:00
SkyratBot
ea1e6ff95f [MIRROR] Adds a preference that disables intensive rendering on different multiz layers [MDB IGNORE] (#17737)
* Adds a preference that disables intensive rendering on different multiz layers (#71218)

## About The Pull Request

It's kinda hacky, but it is nearly the same as just rendering one z
layer.
We allow people to ENTIRELY REMOVE most plane masters from their screen.
This has the side effect of disabling most visual effects (AO is a big
one) which saves a LOT of gpu.

We rely on planes being essentially layers to ensure things render in
the proper order. (outside of some hackyness required to make parallax
work)

I've kept parallax and lighting enabled, so visuals will still look
better then multiz pre plane cube.
It does also mean that things like FOV don't work, but honestly they
didn't work PRE plane cube, and FOV's implementation makes me mad so I
have a hard time caring.

Reduces gpu usage on my machine on tram from 47% to 32%, just above the
27% I get on meta.

I'm happy with this.

Oh also turns out the parallaxing had almost no cost. Need to remove it
as a side effect of what I'm doing but if I could keep it I would.

There's still room for in between performance options, like disabling
things like AO on lower z layers, but I didn't expect it to make a huge
impact, so I left things as is

Also fixes a bug with paper bins not respecting z layer. It came up in
testing and annoyed me

## Why It's Good For The Game

Ensures we can make multiz maps without running into client performance
issues, allows users to customize performance and visual quality.

## Changelog
🆑
add: Adds a new rendering option to the gameplay preferences. You can
now limit the rendering intensity of multiz levels. This will make
things look a bit worse, but run a LOT better. Try it out if your
machine chokes on icebox or somethin.
/🆑

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Adds a preference that disables intensive rendering on different multiz layers

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2022-11-25 14:27:27 +00:00
SkyratBot
6693611532 [MIRROR] Trophy case update [MDB IGNORE] (#17616) 2022-11-22 19:47:18 -08:00
SkyratBot
b9b6a803b0 [MIRROR] Throws a bunch of parenthesis around to ensure dear Aunt Sally is always properly excused. [MDB IGNORE] (#17654) 2022-11-22 19:44:59 -08:00
SkyratBot
75c8e0126e [MIRROR] Adds support for non-science techwebs (+Config) [MDB IGNORE] (#17596)
* Adds support for non-science techwebs (+Config) (#71070)

## About The Pull Request

This is an expanding of
https://github.com/tgstation/tgstation/pull/69708

Adds a config to not connect machines to a techweb at the start of a
round
Adds the ability to multitool a server to get its techweb in its buffer,
which can then be used on machines to sync them.
Adds support for some machines to not cry when they don't have a techweb
linked to it, in case they actually don't.

If the config to not have machines connected to the science server is
enabled, research servers will make their own techwebs instead. This is
barebones though and would need more work if this option is used.

For misc stuff:
- I replaced checking ``GLOB.machines`` for research servers, to instead
check ``SSresearch.servers``, where we can use ``as anything``.
- Removed unused vars on the RD server control
- I renamed the operating computer's .dm file to remove the capitalized
letter from it. It's now operating_computer instead of Operations.

## Why It's Good For The Game

This is adding support for 2 different cases that can be used in the
future:
1. Off-station roles, we can make roles like Oldstation have their own
techweb so they don't ruin science's efforts, or use their advanced
research to get things we don't want, or even possibly have some
blacklist webs for ghost roles (like teleporters) so that way we don't
need to have this dance where we have to give them a very specific
amount of materials for them to do things while not being able to get a
teleporter and leaving. I heard discussions that people wanted this a
while back, and one of the main things preventing this from happening is
the lack of support. Hopefully this is encouragement to make it a
reality, because I think it would be a really cool expansion of ghost
roles and a good way to prevent them from messing with the round in
progress.
2. Downstreams who want to do different things with Science. Personally
I made this PR with voidcrew(shiptest) in mind and think this would make
their lives easier. I didn't expand too much on this because I'm leaving
up mostly to the downstreams to figure out what they want to do with
these systems.

## Changelog

This generally isn't really player facing, since most of the changes
would only come into effect if the config is enabled??

🆑
fix: Research servers now only show servers connected to their techweb.
/🆑

* Adds support for non-science techwebs (+Config)

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2022-11-22 11:47:40 -05:00
SkyratBot
460ab7adf5 [MIRROR] JPS Optimization (Light Botcode) [MDB IGNORE] (#17669)
* JPS Optimization (Light Botcode) (#70623)

## About The Pull Request

Alright. So.
Right now, JPS works like this:
```
code requests path
we enter the actual pathfinding
pathfinding sleeps when it overruns a tick
if it sleeps, it'll then wake up before the mc starts
continue
```
This has annoying side effects. Primarily that we have no real control
over JPS, we just sorta have to eat its cost.
So if there's like 10 different things pathfinding at once, the mc will
have no time to do anything. Hell we might even end up eating into
maptick's time if the jps work is expensive enough (note the cost of
sleeping is not accounted for, and that has overhead)
This has happen before, usually when someone makes a lot of bots, and
it's really annoying.

So then, lets put JPS on a subsystem. That way the MC has control over
it.
But wait, existing code expects to yield and get back a path list, and
that's a sane request.
This is solvable, but requires abusing pass by reference lists, and the
ability to make callbacks into partials (preinsert arguments into them
before they're called, and accept other args later)

Because of this, we can now pass callbacks into pathfinders, allowing
for async use, rather then JUST yielding.

Of note: I've removed the 10 pathfinding datums limit, since
ratelimiting like that is handled nicely by the MC.
I've also removed the 15 second timeout, since mc yielding would trigger
it too often. I'm unsure if this means we don't have exit conditions for
pathfinding, need to talk to ryll. (@ Ryll-Ryll what happens if jps just
like, fails to find a path?)

Also of note: I think bots will fire off more then one pathfinding
attempt at a time if their first takes too long to complete. This is
dumb, why do we do this?

Optimizes JPS by more then 40% by removing redundant for(thing in turf)
loops, and avoiding making proc calls if objects are non dense.
This makes things slightly more fragile, but saves a LOT of time. I
think it's worth it, tho talking to mso it might be possible to do
better. Maybe I should do a LINDA system style thing. (I did a linda
system style thing I fixed it)

Optimizes botscanning, fixes bots not seeing things adjacent to them
The list of types could be a cached typecache
We could inline both checkscan and check_bot
check_bot SHOULD NOT BE CALLED ON EVERY OBJECT IN VIEW HOLY SHIT WHY
We don't need to process adjacent and the shuffled view separately, it's
in fact easier to process them in one block
Renames a var

Moves bot's pathing images to above most floor objects, so they're
visible in maint

## Why It's Good For The Game

Speed. Also manuel will stop killing their server by placing 20000
medibots (fucking icebox man every time)

## Changelog

🆑
fix: Bots will now "notice" you if you're standing right next to them
fix: Bot paths will now draw above things like pipes, rather then below
them
refactor: Changed how pathfinding paths get generated
refactor: Made pathfinding and bot searching significantly faster
/🆑

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* JPS Optimization (Light Botcode)

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2022-11-22 08:20:39 -08:00
SkyratBot
2848503968 [MIRROR] Improves Readability/Documentation of SSTicker.force_ending [MDB IGNORE] (#17633)
* Improves Readability/Documentation of SSTicker.force_ending (#71329)

## About The Pull Request

Hey there,

force_ending was a boolean (with inconsistent usage, flip-flopping
between using TRUE/FALSE and 1/0 variables), so let's just change it all
over to the macros and call it a good day.

I also updated documentation of the variables in that "code block" in
SSTicker while in the area because changing just one line made it look
ugly. Some of the documentation was no longer current to it's... current
use in code, so I updated those as well.
## Why It's Good For The Game

Pure code improvement, DMdocs are swell, and readability is kino.
## Changelog
Nothing here should affect players.

* Improves Readability/Documentation of SSTicker.force_ending

Co-authored-by: san7890 <the@san7890.com>
2022-11-22 10:59:53 -05:00
SkyratBot
b4fd13b16b [MIRROR] Improve the naming of the element argument hash index selector [MDB IGNORE] (#17588)
* Improve the naming of the element argument hash index selector (#71319)

So confusing name

* Improve the naming of the element argument hash index selector

* sr sync

Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-11-21 16:27:40 -05:00
Paxilmaniac
8c9bd528d4 Makes the event voter low chaos event system obey the toggle random events off button, also changes event voter permissions to be the same as literally everything else event related (#17466)
* you spelled trigger wrong

* Update modular_skyrat/modules/event_vote/code/event_vote.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* requested changes

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-11-19 11:40:47 -05:00
SkyratBot
c9011e3358 [MIRROR] Fix anomaly refineries refusing raw dimensional cores [MDB IGNORE] (#17538)
* Fix anomaly refineries refusing raw dimensional cores (#71150)

## About The Pull Request
SSmapping.anomaly_hard_limit_by_type was apparently missing the new
dimensional anomaly core
incredible innit?
Adds the dimensional anomaly core to the anomaly_hard_limit_by_type
## Why It's Good For The Game

Fixes #71147

## Changelog
🆑
fix: Raw dimensional cores can now be refined properly
/🆑

* Fix anomaly refineries refusing raw dimensional cores

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
2022-11-17 17:25:11 -08:00
SkyratBot
d99be10b78 [MIRROR] Fixes Golems not spawning on Lavaland [MDB IGNORE] (#17541)
* Fixes Golems not spawning on Lavaland (#71017)

## About The Pull Request

Golems is apparently disabled on Icebox, but isn't disabled on Lavaland.
However, blacklisting ruins doesn't care for maps, and will blacklist
all, as if it were using all maps at once. This isn't a problem because
Lavaland and Icebox do not share common ruins, except for one: Golem
ship.

## Why It's Good For The Game

Config now works as it's supposed to, Golems should spawn on Lavaland
again (assuming it's enabled in config, I dont keep up to date with
that)

## Changelog

🆑
fix: Ruins blacklisted from icebox shouldn't also blacklist it from
lavaland, and vice versa.
/🆑

* Fixes Golems not spawning on Lavaland

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
2022-11-17 17:20:39 -08:00
SkyratBot
24eb8217c0 [MIRROR] Builds logic that manages turfs contained inside an area [MDB IGNORE] (#17379)
* Builds logic that manages turfs contained inside an area

* Mirror Conflict

* Modular!

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-11-16 14:42:22 -05:00