Commit Graph

714 Commits

Author SHA1 Message Date
SmArtKar
d4ac95a0e1 Nobody expects the span inquisition: replaces most <span>s with macros (#86798)
## About The Pull Request
123 changed files and multiple crashes after writing broken regex, I
replaced most remains of direct spans with macros. This cleans up the
code and makes it easier to work with in general, see justification for
the original PR. I also fixed a bunch of broken and/or unclosed spans
here too.
I intentionally avoided replacing spans with multiple classes (in most
cases) and spans in the middle of strings as it would impact readability
(in my opinion at least) and could be done later if required.

## Why It's Good For The Game

Cleaner code, actually using our macros, fixes borked HTML in some
places. See original PR.

## Changelog
Nothing player-facing
2024-09-26 19:36:13 +00:00
SmArtKar
ad111f4950 Spacemove refactor - Newtonian physics (#84869)
## About The Pull Request

This PR significantly enhances how zero-g movement works. Its no longer
locked to one of 8 directions, everything now has inertia and is
affected by weight. This means that throwing a piece of wire will no
longer completely reverse your movement direction, and that being thrown
out of mass driver no longer will slow you down to a halt at some point.

This leads to following gameplay changes:
* Guns now accelerate you. Ballistics have higher acceleration than
lasers, and higher calibers have higher acceleration than smaller ones.
This means that firing full-auto weapons in zero-g will make you drift
and accelerate significantly. While this can be a hilarious way to
travel in space, it makes using them trickier.
* Impacting a wall or an object while moving at high speeds will cause
you to violently crash into it as if you were thrown. Careful when
exploring!
* Jetpacks now have inertia. Changes introduced in #84712 have been
mostly reverted, although speed buff has been reduced to 0.3 instead of
0.5 (although this is compensated by new movement mechanics, so overall
speed should be roughly equal). All MODsuit jetpacks now possess the
speed boost. Advanced MODsuit jets (which has also been added back) and
captain's jetpack instead have higher acceleration and stabilization
power, providing much more precise control over your movement.
* Firing guns while moving on a jetpack will partially negate your
pack's acceleration, slowing you down. Non-advanced jetpacks'
stabilization is not enough to compensate for heavy caliber weaponry as
sniper rifles, shotguns or rocket launchers.
* You no longer instantly decelerate upon sliding along a wall. Instead,
it may take a few tiles if you are moving at extreme speeds. Passing
over lattices still allows you to grab onto them!

As space movement is angle-based instead of dir-based now, its much more
smooth than before due to using new movement logic.

Example of jetpack stabilization in action:

https://github.com/tgstation/tgstation/assets/44720187/6761a4fd-b7de-4523-97ea-38144b8aab41

And, of course, you can do this now.

![jetpack_500](https://github.com/tgstation/tgstation/assets/44720187/37b11cd8-2bd1-4640-ae0c-5e0cc505bf52)

**This pull request requires extensive gameplay testing before
merging**, as a large amount of numbers have been picked arbitrarily in
an attempt to keep consistency with previous behavior (guns and
normal-sized items applying 1 drift force, which is equal to what
everything applied before this PR). Jetpacks and impacts may also
require adjustments as to not be frustrating to use.

Closes #85165

## Why It's Good For The Game

Zero-G refactor - currently our zero-g movement is rather ugly and can
be uncomfortable to work with. A piece of cable being able to accelerate
you the same as a duffelbag full of items when thrown makes no sense,
and so does instantly changing directions. Inertia-based version is
smoother and more intuitive. This also makes being thrown into space
more of a hazard (possibly opening the door for explosive
decompressions?)
Jetpack inertia and gun changes - this is mostly a consequence of
inertia-based movement. However, zero-g combat being preferred during
modes like warops was an issue due to it negatively affecting everyone
without jetpacks which are in limited supply onboard. This reverts the
mobility changes which severely impacted space exploration, while making
zero-g combat more dangerous and having it require more skill to be a
viable option.

## What's left

- [x] Refactor moth wings to use jetpack code
- [x] Refactor functional wings to use jetpack code
- [x] Locate and fix a recursion runtime that sometimes occurs upon
splattering against a wall
- [x] Add craftable tethers and modify engineering MOD tethers to use
the same system

## Changelog
🆑
add: You can now craft tether anchors, which can be secured with a
wrench and attached to with right click. They won't let you drift into
space and you can adjust tether length/cut it via lmb/rmb/ctrl click on
the wire.
add: MOD tethers now remotely place and connect to tether anchors
instead of throwing you at where they landed.
balance: MOD tethers can now be used in gravity
balance: Jetpacks are now inertia-based. 
balance: Guns can accelerate you significantly in zero-g.
balance: All jetpacks now give you equal speed buff, however advanced
MOD ion jets and captain's jetpack have higher acceleration/deceleration
values.
refactor: Refactored zero-g movement to be inertia-based and utilize
angles instead of directions.
/🆑
2024-09-26 02:49:54 -07:00
grungussuss
58501dce77 Reorganizes the sound folder (#86726)
## 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
/🆑
2024-09-23 22:24:50 -07:00
Ghom
1aad3e118c You can now link fishing portal generators to other fishing spots. (#86291)
## About The Pull Request
You can now interact with the fishing portal generator with a multitool
to load it in the buffer and subsequently link fishing spots to it by
tapping them with the same multitool. The maximum number of fishing
spots that can be linked at once depends on the tier of the matter bins
of the machinery. Normally, while you can link fishing spots from other
z-levels, they can only be activated if they're on the same z-level as
the machinery (or if both are on station for multi-z stations). This
limitation can be bypassed by upgrading the machinery with a tier 3 or
higher capacitator.

While it's possible, I'm not spriting new fishing portal overlays and
icons for the radial menu for every fish source out there (yet). The
code is enough work for now.

This also comes with a unit test, because there is no such thing as too
many unit tests for fishing.

## Why It's Good For The Game
Fish portal generators are designed to let players fish a different
bunch of things while being able to be moved wherever you like, unlike a
lake or an ocean, with all the comfort of being able to able to catch
fish from distant locations. Allowing players to link other fishing
spots to it fits its design. It also means that you can go out and
explore, find more fishing spots and then return to the station without
having to detach yourself from the ongoing round for several more
minutes.

## Changelog

🆑
add: You can now link fishing portal generators to other fishing spots
with a multitool. The number of fishing spots that can be linked at once
and whether the link can be activated from different z levels depends on
the tier of the stock parts it's built with.
/🆑

---------

Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
2024-09-18 14:14:04 +00:00
SmArtKar
b14a8f611a Collars can no longer be used to null a pet's name (#86719)
## About The Pull Request

Closes #86716

## Changelog
🆑
fix: Collars can no longer be used to null a pet's name
/🆑
2024-09-18 08:29:43 -04:00
SmArtKar
45d520f4df Another examine refactor: Tag edition (#86678)
## About The Pull Request
Another batch of changes to examine, ideas being courtesy of Melbert and
Swanni. When examining an item you will now see tags with tooltips
elaborating on their meaning instead of having each property displayed
in a separate line. Additionally, examines now use fieldsets, saving a
line previously spent on displaying an item's name and instead putting
it directly into the top outline. Embedding and slapcrafting also
display their properties as tags, and combat info now displays item's
sharpness.
Here are some examples, each tag previously taking up its own line.


![image](https://github.com/user-attachments/assets/f2cabc5a-daff-41b3-b320-4414eaf31c99)

![image](https://github.com/user-attachments/assets/3e2dff49-4f11-45dd-94a7-93205030f985)

![image](https://github.com/user-attachments/assets/359152ce-2a1d-4db2-8914-3a9416a6d4a9)

Additionally, protection classes now better elaborate on items'
temperature protection properties and tell you the exact temperatures
that an item can withstand


![image](https://github.com/user-attachments/assets/a75f989d-d7d3-4305-b87d-ccd3124c0b6f)
## Why It's Good For The Game

Tags are a very intuitive system used in many games and we could benefit
from it too. Compressing seven lines of text into one while retaining
readability and all information within by using tooltips will majorly
cut down on chat space used by examines.

## Changelog
🆑
refactor: Refactored how examines display item properties. A lot of them
are now displayed as tags that you can hover over to receive details
about, like item size, resistances and materials an object is made of.
qol: Protection classes now better elaborate on thermal resistances of
items, displaying the exact temperatures they can protect you from.
/🆑
2024-09-16 09:14:37 -04:00
Ghom
adc47b42ee You can release fish after catching it (#86126)
## About The Pull Request
This PR nerfs the mood event from fishing from 5 to 4. In exchange,
after catching a fish, you can release it in the appropriate fishing
spot for a minor positive mood event (if it's alive, or if the user has
either the morbid or naive traits). It also counts towards fish
population for fish that are limited in the amount of times they can be
catched. Mobs with the naive trait (clowns) get the positive mood event
even if the fish is dead or being released in a bad place like lava

Some fishing spots like toilets and moisture traps don't have this
option, but that's because they've their own interactions with fish
that'd otherwise be overridden by it.

This PR also fixes mobs with the morbid trait (coroners) not enjoying
aquarium in their own morbid ways and add a few touches pertaining the
naive trait like alternative chat messages when interacting with the
fish.

## Why It's Good For The Game
This gives players a way to get rid of unwanted fish without leaving it
to die on the floor, also it's in the spirit of recreational fishing.

## Changelog

🆑
fix: Fixed morbid mobs (coroners) not enjoying room beauty and aquariums
in their own weird ways.
add: You an now release fish after catching it for a positive moodlet
(or to repopulate certain fishing spot with rare fish).
/🆑

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2024-09-15 13:57:41 +00:00
Ghom
5409570e01 Upgrades GODMODE from a flag to a trait. (#86596)
## 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.
/🆑
2024-09-15 13:40:19 +00:00
Ghom
dfdc621497 Adds a screentip to items with the disarm attack element. (#86598)
## About The Pull Request
Added a screentip to the element that shields and pillows use for
shoving mobs.

## Why It's Good For The Game
It helps.

## Changelog

🆑
qol: Add a screentip to shields and pillows' right-click function
(shoving people).
/🆑
2024-09-15 13:59:20 +02:00
Ghom
8d0e6734fe Fish (ya know, from fishing) is now edible (#86110)
## About The Pull Request
Fish (the item that you catch with a fishing rod) now has an edible
component attached to it, making it possible to eat them if you really
have to, at the cost of eventually killing and deleting the fish,
however, you normally shouldn't.
Along with the seafood and meat foodtypes flags, it possess the gore and
raw foodtypes too, making them pretty awful to eat unless you're a
(non-vegan) lizard, felinid, or wearing the strange bandana*, which can
only be found in the cqc kit case. Furthermore, it carry diseases like
the ones from food left on the floors for too long, so a strong stomach
is required to safely eat it even if you actually like it, dummy...
UNLESS you fry or grill it, thus killing the diseases (as well as the
fish) and removing both the gore and raw food types, then it becomes an
actually ok meal... UNLESS you're dumb enough to eat a pufferfish, a
donkfish or a slimefish.

That is more or less the general rule. A few fish stray for it. For
example, lavaloops are never raw (still gorey). The skeleton fish are
never edibles, and holodeck fish is, well, holographic and thus
disappears if you try to eat it.

*the strange bandana is a reference to MSG, and this is a reference to
the MGS3 fish eating animation.

This is WIP btw, I'll have to test it and add some then polish it.

## Why It's Good For The Game
Whole unprocessed fish should be technically edible, even if not safe to
eat nine times out of ten. Also I kinda need this if I want to add a
tasty fishing spot to the kitchen deepfriers.

## Changelog

🆑
add: Whole, unprocessed fish is now edible. However it's pretty much
reccomended to grill or fry it for over 30 spess seconds before
attempting to eat it.
fix: germ-covered, dirty food no longer tries to infect you through
contact.
/🆑
2024-09-15 13:13:47 +02:00
SmArtKar
ad64d9419e Replaces HAS_TRAIT_FROM with HAS_TRAIT in engraving checks (#86630)
## About The Pull Request

Stumbled upon this by accident. If you add a trait that **should**
prevent engraving from a source other than INNATE_TRAIT you'd probably
want it to actually work. This doesn't actually do anything at the
moment but could save someone a few hours in the future.

## Changelog
🆑
code: Non-innate engraving blockers should work now (none as of now)
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-14 20:39:45 +00:00
Timberpoes
6808a082eb Assorted changes to job assignment code and logging. Runtime free, guaranteed or your money back. Price: $£0. (#85947)
## About The Previous Pull Request

#85308 reverted by #85929


![image](https://github.com/user-attachments/assets/e7518dcb-a60a-4bf1-a3d4-a5a8966d8633)

~~Causes the round to not start when a player isn't eligible for any
jobs at a specific priority level due to runtimes trying to `pick()`
from an empty list aborting the entire job assignment stack.~~
(Fixed???? by
e0e9f2f430)

Maybe we should test merge this for a mo just to make sure no more
cheeky runtimes pop up before merging.

## About The Pull Request

This PR does a couple of minor things:
Makes the job debug logging a bit easier to follow.
Minorly brings some SSjob code up to code standards, converting proc
names to snake_case and doing some otherm is cleanup.
Refactored some stuff into different procs, updated some comments.

And some major things:
Changes the job assignment logic.
Old behaviour
> Assign dynamic priority roles
> Force one Head of Staff (if possible)
> Assign all AIs
> Assign overflow roles (bugged in 2 ways)
> Shuffle the available jobs list once, at the start of the random job
assignment loop
> Pick and assign random jobs for random players from High prefs down,
with a priority on Head of Staff roles
> Handle everyone that couldn't be assigned a random job

New behaviour
> Assign dynamic priority roles
> Assign all Head of Staff roles to players with High prefs
> If no Head of Staff was made in the above way, force one Head of Staff
(if possible)
> Assign all AIs
> Assign overflow roles (fixed)
> Prioritise and fill unfilled head roles at each job priority pref
level, from High prefs down.
> Build a list of all jobs that each unassigned player could be eligible
for at the above pref level.
> Pick a job from that list at random and assign it to the player.
> Handle everyone that couldn't be assigned a random job.

In reality there should be little impact on overall job assignment, the
code changes read more as semantics. For example, the priority check for
filling Head slots will have the same candidate pool in both old and new
versions, but in the new version we're more clearly saying that Heads
are important and we want to prioritise filling them for the sake of
round progression even though the outcome in new and old is the same.

A key change will lead to an increase in assistants - Overflow fixes.

Currently the code block to do early assignments to the Overflow role
doesn't work - or works but not as you'd expect. The idea was is that
because enabling the Overflow role in the prefs menu is an On/Off toggle
that sets the job to High priority when enabled and prevents any other
High priority pref, players that have the Overflow role enabled will
**always** get it. It's their highest priority job with infinite slots.
So we do a pass right at the start to give everyone with the Overflow
role enabled that role and save us wasting time later on in random job
code giving them that same role but with more work.

The problem is the code for this only assigns the Overflow role to
people with it set to Low priority in their prefs, resulting in log
readouts like:
```
[2024-07-27 09:49:43.469] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:43.469] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Radioprague, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caluan, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caractaser, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Apsua, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: AC1, Candidates: 0
```
Where nobody gets pre-assigned the overflow role because their prefs are
all set to the High priority from being toggled... Except wait a second,
some people have it at Medium priority when it should just be a No
Role/High Priority Role toggle?

And herein we meet a problem. My hypothesis is that traits and stuff
that change the overflow have allowed players to set the "ordinary"
overflow role of Assistant to Medium and/or Low priority.

This still shows as enabled in the prefs menu, but leads to an outcome
where a player with assistant enabled is assigned Cook instead.
```
[2024-07-27 09:49:47.775] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:47.775] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
...
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
...
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
```

So players with the Overflow job pref set to Low (an unexpected state,
should be disabled or High) would be guaranteed to get that role if none
of the higher priority Head of Staff/AI/Dynamic roles took over via the
bugged "force overflow for people with the pref enabled" proc.

Players with the Overflow job pref set to High would be guaranteed to
get that role if none of the higher priority Head of Staff/AI/Dynamic
roles took over via the random job assignment code giving them their
Highest priority role thanks to the infinite job slots of the Overflow.

And players with the Overflow job pref set to Medium (an unexpected
state, should be disabled or High) would get Assistant if the shuffle
step of the available jobs list put Assisstant before any of the other
jobs they had prefs enabled for at Medium that weren't already filled,
otherwise they'd get another random job.

This code is now changed to ignore the priority the player has set when
looking for people to fill the overflow role. As long as it **is**
enabled, the player will get it unless they're forced into a dynamic
ruleset role (AI when malf rolls) or a Head of Staff role due to their
other prefs (they have RD set to med or low, and no other player has a
Head of Staff at high so they get randomly picked and miss the overflow
role).

This will increase the number of assistants in shifts where their pref
state has Assisstant in the bugged Medium priority, but doesn't change
it for bugged Low and not-bugged High/On priority.

On the other side of the coin, we have how the random jobs are picked.
They're kinda not random, and I noticed this reading the logs then
reading the code.

The list of available jobs to pick from is randomly shuffled - but only
**once**. All players pull from a list of jobs in the same order. So you
end up with a log block like this:
```
[2024-07-27 09:49:47.985] DEBUG-JOB: DO pass, Player: Pierow, Level:3, Job:Botanist
[2024-07-27 09:49:47.985] DEBUG-JOB: Running AR, Player: Pierow, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.985] DEBUG-JOB: Player: Pierow is now Rank: Botanist, JCP:0, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: DO pass, Player: Daddos, Level:3, Job:Botanist
[2024-07-27 09:49:47.986] DEBUG-JOB: Running AR, Player: Daddos, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.986] DEBUG-JOB: Player: Daddos is now Rank: Botanist, JCP:1, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: FOC job filled and not overflow, Player: Bebrus2, Job: /datum/job/botanist, Current: 2, Limit: 2
[2024-07-27 09:49:47.987] DEBUG-JOB: FOC player job not enabled, Player: Bebrus2
[2024-07-27 09:49:47.987] DEBUG-JOB: DO pass, Player: Bebrus2, Level:3, Job:Cook
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
[2024-07-27 09:49:47.988] DEBUG-JOB: Player: Bebrus2 is now Rank: Cook, JCP:0, JPL:1
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC player job not enabled, Player: Redwizz
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC job filled and not overflow, Player: Redwizz, Job: /datum/job/cook, Current: 1, Limit: 1
```

The list is shuffled into an order of something like `list("Scientist",
"Botanist", "Cook", "Sec Officer", ...)` then iterated over for each
player. So every random job selection goes:
> "Does Player1 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player2 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player3 have Scientist enabled and at the right priority? No?
Okay, Botanist has no slots left so we'll remove it from the list. Okay,
Cook? Yes? You get cook."
> "Does Player4 have Scientist enabled and at the right priority? No?
Okay, Cook has no slots left so we'll remove it from the list. Okay, Sec
Officer? ..."

This can lead to stacked individual departments if it gets randomly
rolled to the start of the list in the shuffle, and completely empty
departments if they end up at the end.

On high pop shifts this is probably less of an issue. Player prefs add
noise to this and as departments at the front fill up, those at the back
pick up some of the lower pref players.

But have you ever had a shift where there's just like... No fucking sec
even though there's tons of players? The logging (before I made changes
in this PR) was a bit ass, but my hypothesis there is that sec officer
was shuffled right at the end of the random job list, so every other
department was filled up before sec officers were picked.

To mitigate this, I made the list shuffle every single time the game
picks a random available job for the player. This should lead to a more
balanced selection of available jobs by avoiding situations where the
code is biased towards packing some departments by accident.
## Why It's Good For The Game

Overflow fixes mean people who go to their prefs and see the Overflow
Role is On will all have the same experience - They will be the Overflow
role.

More random random job selection should prevent individual departments
having a jobs be stacked when it would have otherwise been possible for
a more balanced selection but the code unintentially biased random
departments to be overstaffed and understaffed each shift.
## Changelog
🆑
fix: Having the Overflow Role set to On will properly ensure you get
that role at a High priority as intended by the game code.
fix: Job selection is now a little bit more random. Fixes an
unintentional bias in random job assignment that could lead to
feast-or-famine for roles where everyone is assigned one job and nobody
is assigned another job.
/🆑
2024-09-13 13:58:35 +02:00
Ghom
7a28a34986 [NO GBP] Fixing fishing code not caring whether a reward is limited or not. (#86125)
## About The Pull Request
At some point, I must have removed the check for limited items from
`get_modified_fish_table()` and never replaced the `fish_table.Copy()`
call with `get_fish_table()` (which has it), causing limited rewards to
be yet `again` unlimited. This extends to explosive and lobstrosities
(clientless mobs with the profound fisher comp) once the associated
value of the reward in the `fish_counts` list (the list of keeps track
of these limited rewards) reaches a negative value, because the code
only checks if the value is equal to zero where it frankly it should
check if the value is equal or less than zero.

Also I've set `explosion_malus` to true for a few fish sources that
cover multiple turfs, revisited a few comments and a redundant
UnregisterSignal call in lazy_fishing_spot

## Why It's Good For The Game
Fixing an oversight.

## Changelog

🆑
fix: Fixing fishing not caring whether a reward is limited or not.
/🆑
2024-09-12 13:19:03 +02:00
MrMelbert
48bbd6fddf Reworks examine (a little) (#86506)
## About The Pull Request

Basically, reworks how examining things looks to the user.

#86497 is required even though this pretty much replaces the entire PR.

Examining random objects and simplemobs:


![image](https://github.com/user-attachments/assets/a2634a7f-b337-483a-a4e7-699586b4d6ac)


![image](https://github.com/user-attachments/assets/84cfa824-4cb3-4bc1-831c-8db3ccd6b162)

Examining a person:


![image](https://github.com/user-attachments/assets/91dc5492-9ba6-44d1-a284-5c97190b12c6)


![image](https://github.com/user-attachments/assets/7af83bea-e364-4daf-9090-551d2ec2b1a1)

Examining an ID card a person is wearing (by clicking the hyperlink
adorning the ID card when examining them):
(Note, you can only pull up this if you are within 3 tiles of the
person)


![image](https://github.com/user-attachments/assets/d9658605-0830-4cd2-9b6a-3821f19555c6)

## Why It's Good For The Game

Examine is very old and very inconsistent between atoms and mobs. So I
thought I could spruce it up a bit while bringing some consistency
along.

This should also help with losing certain details in massive walls of
examine text - stuff like names will stick out more.

## Changelog

🆑 Melbert
qol: The way examine looks has been updated.
qol: A person's ID card no longer appears with a big icon on examine.
You can now click on their ID card (in the chat box) to get a bigger
picture of it, as well as information about them.
refactor: Much of examine backend code has been refactored, report any
odd looking text.
/🆑
2024-09-10 22:47:58 +02:00
_0Steven
74936ad639 Allow beds to define what side their headrest is on, fixing medical/roller bed buckling and bed_tuckable directions (#86556)
## About The Pull Request

So previously I put out a pr that made beds alternate their
`buckle_lying` angle based on their current direction, such that you
would always use the headrest as a headrest.
However, the medical/roller beds have their sprites flipped, and so
these would instead always use the headrest as a footrest.
This wasn't obvious before as both regular and medical/roller beds would
use the headrest on half their directions, just different halves.

While we could have fixed this by flipping the sprites on the
medical/roller beds, I think it's better to flip their buckling angles
instead so that the medical/roller beds maintain how they look while
being pulled, so my first thought was to override the
`update_buckle_vars(...)` proc with the other directions.

However, during testing I realized that these flipped sprites would also
affect the `bed_tuckable` element interactions with the code, used to
work out how to place certain items onto beds.
So instead of just overriding the proc, we add a new var
`left_headrest_dirs` that defines the directions for which the headrest
faces left, change its value for medical/roller beds, and use this for
the `update_buckle_vars(...)` proc and `bed_tuckle` element.

This fixes our issues.
As a side-effect, this also fixes an issue where `bed_tuckable` would
consider north-facing regular beds as if their headrest was on the right
rather than on the left.

<details>
  <summary>Images</summary>
  

![image](https://github.com/user-attachments/assets/450a3cd5-eed9-4fd1-9d19-ab155d47efaa)

![image](https://github.com/user-attachments/assets/864b28a7-b073-4291-8c21-fcf49c012894)


![image](https://github.com/user-attachments/assets/27016b04-2daa-4cb6-b9c9-5b0557a50a45)

![image](https://github.com/user-attachments/assets/e8af12ce-ad89-4844-b331-478dc0f4ba0d)
</details>

## Why It's Good For The Game

Fixes part of #86521.
Good to not use the headrest as a footrest all the time.
## Changelog
🆑
fix: Fixed being buckled to medical/roller beds making you always use
the headrest as a footrest.
fix: Fixed bedsheets/diskies/plushies/etc put on medical/roller beds
facing the wrong direction.
fix: Fixed bedsheets/diskies/plushies/etc put on any bed facing the
wrong direction on some beds.
/🆑
2024-09-10 17:06:09 +02:00
Ghom
10c2b7364e The fishening v3: Fishing lures. (#86007)
## About The Pull Request
Over half of the line changes are merely from splitting the
fish_types.dm into several files since it was over 1k lines already.

One of the small issues with fishing right now is RNG. You want to get
some specific fish, and you go through all the micromanaging with hooks,
reels and baits only for the random number god to say "nope", and that's
only going to get worse the more fish are in the game.

However, I've a solution: (unconsumable/reusable) fishing lures, each of
which attracts different fish based on different conditions. The only
caveat is that they require to be spun at set intervals (usually 1 to 3
seconds, depending on the lure, with a second-long window). Worry not,
there're visual cues in the form of a green/red light hovering the
fishing float, so you won't get screwed up by the server slowing down or
whatever.
The whole box of lures (12 so far) can be from cargo for the fair price
of 450 credits.

I've also added 5 new fish: monkfish, plaice, pike, another punnier
variant of the pike, perch and squid. The latter is quite special
because of the ink production trait, which lets players use it to blind
others at a close range and when butchered, it yields an ink sac, which
can be processed into a can of squid ink (one less item exclusive to the
produce console), or thrown at people in a sort-of-similar fashion of
banana cream pies (except it's ink).

<details>
  <summary>Images</summary>

Fishing lures (forgot to take my cursor off the veggie one before the
screenshot):

![immagine](https://github.com/user-attachments/assets/8ba7a0f2-2a9f-4177-9c0d-ebeabd8a0ef7)

The five new fish:

![immagine](https://github.com/user-attachments/assets/1c251079-3b39-48bb-af6c-0a35623953a7)

</details>

<details>
<summary>A table of fish catchable wth each lure (excluding
holodeck)</summary>


![table](https://github.com/user-attachments/assets/dee95855-405b-4945-bfc2-70e816e46109)

</details>

A few more things in the CL, baitfish are a thing now.

## Why It's Good For The Game
There should be ways to contrast some of the RNG fishing has. After all,
it's only going to get more random the more fish are in the game.
Furthermore, I find it disappointing that a lot of food stuff is
exclusive to the ingredients console and there're no other ways to get
it.

## Changelog

🆑
add: Added fishing lures to the game. They don't get used up like baits
and let you catch specific kinds of fish, though they need to be spun
every few seconds. The whole set can be ordered from cargo for 450
credits.
balance: The magnet hook now removes dud chances.
add: Added five new fish types: perch, two types of pike, monkfish,
plaice and squid. Squids have a fairly special ink production trait,
which lets you use them (unless dead) to ink people face at close range,
and can be butchered for an ink sac, which can either be processed into
canned squid ink, or thrown at someone.
fix: Refactored throwing a little. Some items (specifically
components/elements) won't be triggered when caught. no more plates
shattering despite being caught for example.
add: Goldfish, lavaloops, needlefish and armorfish can now be used as
baits.
/🆑
2024-09-06 19:50:28 -04:00
Ghom
a66065cb6d Removes a signal and a list from the movetype handler element. (#86119)
## About The Pull Request
We can already stop the floating anim by adding the no floating trait,
COMSIG_PAUSE_FLOATING_ANIM and the relative paused_floating_anim_atoms
list are redundant as we can just use the `TRAIT_CALLBACK_REMOVE` macro
and timers.

## Why It's Good For The Game
Less crap in the way of a one big bespoke element that manages the
movetypes of every living mob in the game.

## Changelog
N/A
2024-09-05 22:58:39 -06:00
MrMelbert
aefa22166c Heretic Influences use alt appearances (so ghosts can now see them (semi-transparent)) (#85932)
## About The Pull Request

Removes the rather overcomplicated system behind heretic influences and
makes them use alt appearances

Fixes a few bugs involving alt appearances that I noticed in making them

I made this PR 7 months ago and forgot to Pr it

## Why It's Good For The Game

Less complex codes and lets observers get a cut in on the action.

Should fix #77530

## Changelog

🆑 Melbert
refactor: Refactored heretic influences a tiny bit, now ghosts can see
them! Report any oddities.
/🆑
2024-09-05 15:00:01 +02:00
Ben10Omintrix
91baa94ac5 event based incapicated and able_to_run (#86031)
## About The Pull Request
this is a revival of #82635 . i got permission from potato to reopen
this, he did almost all the work. i only just solved the conflicts and
fixed all the bugs that were preventing the original from being merged
(but it should be TMed first)

## Why It's Good For The Game
slightly improves the performance of basic mob AI

## Changelog
🆑
LemonInTheDark
refactor: able_to_run and incapacitated have been refactored to be event
based
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
2024-09-04 10:02:49 -04:00
EnterTheJake
45a7a67c1f Reverts an unintended change to Leeching Walk. (#86295)
## About The Pull Request

Reverts an accidental change to leeching walk.

## Why It's Good For The Game
Few months ago, i reworked Rust Heretic and most of its skills.

https://github.com/tgstation/tgstation/pull/83006

One of the changes i pushed was a minor temperature regulation effect
being added to leeching walk.

This was accidentally reverted by Carlactg in his pr on Cult Vs Heretic

https://github.com/tgstation/tgstation/pull/82877

This change was not discussed nor alluded in the pr, and it wasn't even
remotely related to it, Carlact themsleves admitted it was their
mistake.

So i'm reverting it.

## Changelog

🆑
revert: Leeching walk has been granted it's intended temp regulation
effect back.
/🆑
2024-09-03 17:38:54 +02:00
tgstation-ci[bot]
9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

The following 239 (39 + Wallening Main PR excluded) PRs need to be
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After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
klorpa
d2c7806047 Spelling and Grammar Fixes (#85992)
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
2024-08-21 17:07:02 +12:00
Ghom
659e6f0ca2 Fishing expansion 2: one-year later boogaloo (#85252)
## About The Pull Request
This PR mainly adds more fish and more fishing spots to the game, while
refactoring a few aspects of the fishing minigame.

Listing out with the new fish:
- Arctic char: mainly filler content for the ice hole fishing spot
- Sockeye Salmon: ditto but also provides better fillets that boost the
quality of resulting food items when cooked or used in recipes
- Soulfish: joke content, found by the cursed spring ruin
- Skin Crab: also a joke found by the cursed spring
- Bump-Fish: filler for the sand fishing spot
- Burrower Crab: ditto, reusing a fish sprite I made last year
- Sand Surfer: ditto
- Three-Eyed Goldfish: It's a reference, doh
- Stingray: A modestly weaponizable fish (whoops I've forgot to set the
hit sounds), it possess a few traits that make it deliver bits of venom
each time you hit someone with it
- Swordfish: Huge-ass fish that may require two hands to wield (or not,
if the RNG wants to make it smaller). Stats-wise, it's more or less the
equivalent of the captain sabre, if not stronger (and more unwieldy due
to size and weight). Becomes weaker when dead. Also gives better quality
fillets.
- Chainsawfish: A mutation of the goldfish with some size, weight and
traits requirements, but can also be found on emagged fishing portals.
Stronger than the swordfish, it behaves sort of like a chainsaw, with
the similar tool behaviour and var values. Also becomes weaker when
dead.

As for the fishing spots, you can now fish on sand turfs, at the cursed
springs or on ice. Rivers/jungle water now has its own fishing spot
datum, and no longer uses the generic fishing portal one. To fish on
ice, you first have to carve a hole with a pick or a shovel.

I've also refactored the fish "AI" hardcoded stuff used in the fishing
minigame into their own datums, which let me add a few fancier ways to
how the fish moves during the minigame (i.e. the soulfish moving at 1
FPS or the chainsawfish getting faster and faster).

As for the sword and chainsaw fish, their potential strength is balanced
out by the need of keeping them alive, as well as the potential
cumbersomeness, two-handed wielding and potential slowdown from the
excessive weight of the fish (Thank you Big Slappy for the inspiration).

Other minor changes include: Pufferfish giving better quality fillets
(too bad they're poisonous, I'll go and make a skillchip to let cooks
safely separate the poisonous liver from the fillets); McGill The
lawyer's goldfish) having a 15% of being three-eyed; the aforementioned
slowdown from fish weight and two-handed carry from fish size; a couple
new fish icons (the ones that hint you on what you're trying to catch)
for the fishing minigame; a few adjustments to prevent self-reproducing
fish from ignoring the population cap and let fish with a stable
population of 1 to crossbreed (also gotta make a different PR to let it
happen rarely without the crossbreeding trait).

This PR is still a WIP, gotta test it several times.

## Why It's Good For The Game
Fishing is something I've been working on for about a year now, but
there are still a few places where it's kinda lackluster, like there's
not enough diverse fishing spots or useful fish (I'll be working on a
separate PR to make the logistic of a carrying a fish around without
letting it die a tad easier). Also, look at these sprites:

![new
fish](https://github.com/user-attachments/assets/49c55065-32b0-44ec-ac12-74b3a1763f50)

Can you guess which is which?

## Changelog

For the sake of not dumping players with niche information 90% of the
players won't understand, I'll keep the CL pretty generic

🆑
add: Added twelve new fish types to the game. Some are cool, other are
not, some come with their own special traits and some are straight-up
weapons.
add: Added more fishing spots to the game. Sand, ice, rivers, the cursed
spring...
balance: A few fish like salmon, swordfish and pufferfish (poisonous
btw) now give better quality fillets when butchered, which can improve
the quality of food that uses them even further.
balance: Excessive fish weight will make the fish slowier to carry,
while excessive size may make it require two hands.
balance: Adjusted size, weight and cooldowns of several fish, for the
better.
/🆑
2024-08-20 06:46:11 +02:00
jimmyl
f2e93b63b1 fixes elevation being permanent if you spawn on it (#85952)
## About The Pull Request

1 line change that makes spawning on stuff such as table not offset you
forever

## Why It's Good For The Game

fixes #84121

## Changelog
🆑
fix: spawning on a table or other elevated object does not offset you
forever
/🆑
2024-08-19 11:06:58 +00:00
Ghom
ff3b73dc82 Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack. (#85271)
## About The Pull Request
I've refactored the FISH_SAFE_STORAGE trait into an element, mainly
because there were a few problems with how it worked: It wasn't stopping
hunger from raising, ditto with the breeding wait, and it offered no
healing whatsoever, which I find kind of a bummer. The new element will
keep the fish from getting any hungrier or ready to reproduce and will
heal them up to 65% of their base health.

Also, I've added a new bluespace fish case as a techweb design, found
along with other stuff in the advanced fishing node, though if you want
I can move it to a bluespace node. This should make it possible to
reasonably store and carry around larger fish.

Examining a fish will no longer give out readings on weight and size if
you haven't at least attempted fishing once (you can get to novice level
in less than a minute). While examining a fish with apprentice level or
higher will also give readings on the general conditions of the fish (is
it starving? drowning? has it lost a considerable chunk of health?). The
fishing skillchip also gives you these traits.

I've also converted two fish variables into traits, because fish have
waaaay too many variables. and gave some topdown shading to the
pre-existing fishbox sprite.

## Why It's Good For The Game


## Changelog

🆑
add: Added a bluespace fish case to the advanced fishing node.
balance: Fish cases will keep a fish from getting hungrier or ready to
reproduce, while also healing it up to 65% health.
balance: Examining a fish with zero fishing skill whatsoever won't give
a reading on its size and weight. Conversely, examining one with the
skill leveled two times will give general information on if it's
starving, sick, hungry, or dead.
/🆑
2024-08-18 06:06:17 -07:00
Kyle Spier-Swenson
4d1639b04c Revert "Assorted changes to job assignment code and logging." (#85929)
Reverts tgstation/tgstation#85308

![image](https://github.com/user-attachments/assets/eb74d378-29da-44f0-bd14-89c95654cb4e)
2024-08-17 15:26:08 -07:00
MrMelbert
6f0dd84a3d Splits wall layer into three (#85901)
## About The Pull Request

Turns 
`ON_WALL_LAYER`
into
`FLAT_ON_WALL_LAYER`
`ON_WALL_LAYER`
`HIGH_ON_WALL_LAYER`

Where `FLAT_ON_WALL_LAYER` is meant for lower-priority wall mounts like
signs and posters
`ON_WALL_LAYER` is default
and `HIGH_ON_WALL_LAYER` is for stuff that "hang over" the wall

Also makes the incident display actually wall mounted

## Why It's Good For The Game

I noticed this while doing mapping and I thought it was a really cool
effect


![image](https://github.com/user-attachments/assets/93f33d54-2cda-41d1-abe6-d2035e0284c7)

Unfortunately this effect was a coinflip because all wall mounts were on
the same layer. Sometimes it'd look like this


![image](https://github.com/user-attachments/assets/59c3c6a7-561f-4ef6-813b-3cd06b295372)

So this allows us to do this kinda stuff consistently. 
Also has the added effect of letting us "de-prioritize" stuff like
posters, so we can hang stuff *over* posters and signs, which could be
useful.

## Changelog

🆑 Melbert
qol: Some wall mounts will now consistently layer over others (light
switches and cameras, notably, should always layer above other mounts
like signs and status displays)
/🆑
2024-08-17 14:28:28 -06:00
Timberpoes
1eef540054 Assorted changes to job assignment code and logging. (#85308)
## About The Pull Request

This PR does a couple of minor things:
Makes the job debug logging a bit easier to follow.
Minorly brings some SSjob code up to code standards, converting proc
names to snake_case and doing some otherm is cleanup.
Refactored some stuff into different procs, updated some comments.

And some major things:
Changes the job assignment logic.
Old behaviour
> Assign dynamic priority roles
> Force one Head of Staff (if possible)
> Assign all AIs
> Assign overflow roles (bugged in 2 ways)
> Shuffle the available jobs list once, at the start of the random job
assignment loop
> Pick and assign random jobs for random players from High prefs down,
with a priority on Head of Staff roles
> Handle everyone that couldn't be assigned a random job

New behaviour
> Assign dynamic priority roles
> Assign all Head of Staff roles to players with High prefs
> If no Head of Staff was made in the above way, force one Head of Staff
(if possible)
> Assign all AIs
> Assign overflow roles (fixed)
> Prioritise and fill unfilled head roles at each job priority pref
level, from High prefs down.
> Build a list of all jobs that each unassigned player could be eligible
for at the above pref level.
> Pick a job from that list at random and assign it to the player.
> Handle everyone that couldn't be assigned a random job.

In reality there should be little impact on overall job assignment, the
code changes read more as semantics. For example, the priority check for
filling Head slots will have the same candidate pool in both old and new
versions, but in the new version we're more clearly saying that Heads
are important and we want to prioritise filling them for the sake of
round progression even though the outcome in new and old is the same.

A key change will lead to an increase in assistants - Overflow fixes.

Currently the code block to do early assignments to the Overflow role
doesn't work - or works but not as you'd expect. The idea was is that
because enabling the Overflow role in the prefs menu is an On/Off toggle
that sets the job to High priority when enabled and prevents any other
High priority pref, players that have the Overflow role enabled will
**always** get it. It's their highest priority job with infinite slots.
So we do a pass right at the start to give everyone with the Overflow
role enabled that role and save us wasting time later on in random job
code giving them that same role but with more work.

The problem is the code for this only assigns the Overflow role to
people with it set to Low priority in their prefs, resulting in log
readouts like:
```
[2024-07-27 09:49:43.469] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:43.469] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Radioprague, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caluan, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caractaser, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Apsua, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: AC1, Candidates: 0
```
Where nobody gets pre-assigned the overflow role because their prefs are
all set to the High priority from being toggled... Except wait a second,
some people have it at Medium priority when it should just be a No
Role/High Priority Role toggle?

And herein we meet a problem. My hypothesis is that traits and stuff
that change the overflow have allowed players to set the "ordinary"
overflow role of Assistant to Medium and/or Low priority.

This still shows as enabled in the prefs menu, but leads to an outcome
where a player with assistant enabled is assigned Cook instead.
```
[2024-07-27 09:49:47.775] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:47.775] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
...
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
...
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
```

So players with the Overflow job pref set to Low (an unexpected state,
should be disabled or High) would be guaranteed to get that role if none
of the higher priority Head of Staff/AI/Dynamic roles took over via the
bugged "force overflow for people with the pref enabled" proc.

Players with the Overflow job pref set to High would be guaranteed to
get that role if none of the higher priority Head of Staff/AI/Dynamic
roles took over via the random job assignment code giving them their
Highest priority role thanks to the infinite job slots of the Overflow.

And players with the Overflow job pref set to Medium (an unexpected
state, should be disabled or High) would get Assistant if the shuffle
step of the available jobs list put Assisstant before any of the other
jobs they had prefs enabled for at Medium that weren't already filled,
otherwise they'd get another random job.

This code is now changed to ignore the priority the player has set when
looking for people to fill the overflow role. As long as it **is**
enabled, the player will get it unless they're forced into a dynamic
ruleset role (AI when malf rolls) or a Head of Staff role due to their
other prefs (they have RD set to med or low, and no other player has a
Head of Staff at high so they get randomly picked and miss the overflow
role).

This will increase the number of assistants in shifts where their pref
state has Assisstant in the bugged Medium priority, but doesn't change
it for bugged Low and not-bugged High/On priority.

On the other side of the coin, we have how the random jobs are picked.
They're kinda not random, and I noticed this reading the logs then
reading the code.

The list of available jobs to pick from is randomly shuffled - but only
**once**. All players pull from a list of jobs in the same order. So you
end up with a log block like this:
```
[2024-07-27 09:49:47.985] DEBUG-JOB: DO pass, Player: Pierow, Level:3, Job:Botanist
[2024-07-27 09:49:47.985] DEBUG-JOB: Running AR, Player: Pierow, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.985] DEBUG-JOB: Player: Pierow is now Rank: Botanist, JCP:0, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: DO pass, Player: Daddos, Level:3, Job:Botanist
[2024-07-27 09:49:47.986] DEBUG-JOB: Running AR, Player: Daddos, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.986] DEBUG-JOB: Player: Daddos is now Rank: Botanist, JCP:1, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: FOC job filled and not overflow, Player: Bebrus2, Job: /datum/job/botanist, Current: 2, Limit: 2
[2024-07-27 09:49:47.987] DEBUG-JOB: FOC player job not enabled, Player: Bebrus2
[2024-07-27 09:49:47.987] DEBUG-JOB: DO pass, Player: Bebrus2, Level:3, Job:Cook
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
[2024-07-27 09:49:47.988] DEBUG-JOB: Player: Bebrus2 is now Rank: Cook, JCP:0, JPL:1
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC player job not enabled, Player: Redwizz
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC job filled and not overflow, Player: Redwizz, Job: /datum/job/cook, Current: 1, Limit: 1
```

The list is shuffled into an order of something like `list("Scientist",
"Botanist", "Cook", "Sec Officer", ...)` then iterated over for each
player. So every random job selection goes:
> "Does Player1 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player2 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player3 have Scientist enabled and at the right priority? No?
Okay, Botanist has no slots left so we'll remove it from the list. Okay,
Cook? Yes? You get cook."
> "Does Player4 have Scientist enabled and at the right priority? No?
Okay, Cook has no slots left so we'll remove it from the list. Okay, Sec
Officer? ..."

This can lead to stacked individual departments if it gets randomly
rolled to the start of the list in the shuffle, and completely empty
departments if they end up at the end.

On high pop shifts this is probably less of an issue. Player prefs add
noise to this and as departments at the front fill up, those at the back
pick up some of the lower pref players.

But have you ever had a shift where there's just like... No fucking sec
even though there's tons of players? The logging (before I made changes
in this PR) was a bit ass, but my hypothesis there is that sec officer
was shuffled right at the end of the random job list, so every other
department was filled up before sec officers were picked.

To mitigate this, I made the list shuffle every single time the game
picks a random available job for the player. This should lead to a more
balanced selection of available jobs by avoiding situations where the
code is biased towards packing some departments by accident.
## Why It's Good For The Game

Overflow fixes mean people who go to their prefs and see the Overflow
Role is On will all have the same experience - They will be the Overflow
role.

More random random job selection should prevent individual departments
having a jobs be stacked when it would have otherwise been possible for
a more balanced selection but the code unintentially biased random
departments to be overstaffed and understaffed each shift.
## Changelog
🆑
fix: Having the Overflow Role set to On will properly ensure you get
that role at a High priority as intended by the game code.
fix: Job selection is now a little bit more random. Fixes an
unintentional bias in random job assignment that could lead to
feast-or-famine for roles where everyone is assigned one job and nobody
is assigned another job.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2024-08-17 14:27:45 -06:00
YesterdaysPromise
fec946e9c0 /Icon/ Folder cleansing crusade part, I think 4; post-wallening clean-up. (#85823)
Hello everybuddy, your number three rated coder-failure here to clean up
some mess. This PR accomplishes some of the more major structural clean
up changes I wanted to do with /obj/ folder, but decided to wait on
until wallening gets merged, and so, time has come. Several things to
still be done, although I know these cleaning PR's are quite a load, so
will wait for this one to get done with first.

## Why It's Good For The Game
Saner spriters, better sprites, less annoyance. Also deleted a whole
load of redundancy this time around, a lot of sprites which existed
simultaniously in two places now got exit their quantum superposition.
2024-08-15 20:22:02 -07:00
_0Steven
2ce8063930 Fixes catwalk rendering layering and catwalk pipe cap issues (#85236)
## About The Pull Request

Sooooooo this one's a mess.
First off, layering issues. Pipes, cables, and disposals currently
render over catwalks!

![image](https://github.com/user-attachments/assets/bfb6fc15-878c-4686-aace-57f0b9c6923a)
That's not great.

Looking into it, it seems we've moved the `CATWALK_LAYER` below the
`ABOVE_OPEN_TURF_LAYER`, where the catwalk layer is used for closed
catwalks.

33e983ced1/code/__DEFINES/layers.dm (L148-L150)
Which, well, we've *also* made it so all `undertile` stuff gets rendered
at `ABOVE_OPEN_TURF_LAYER` when below a tile.
So! Naively! We swap those around! Easy peasy lemon squeezy.
```dm
 #define ABOVE_OPEN_TURF_LAYER (12 + TOPDOWN_LAYER) 
 #define CATWALK_LAYER (13 + TOPDOWN_LAYER) 
```
And hey! Well!

![image](https://github.com/user-attachments/assets/42d7a8f3-5c17-4039-a76b-dbd789432156)
It's progress!
But as we can see in the bottom right catwalk tile, something's not
rendering right when they're below the tile...

Well, time to take a closer look at our `undertile` element... aaaaaand
would you look at that:

74f9a43141/code/datums/elements/undertile.dm (L45-L48)
We're setting EVERYTHING to the `FLOOR_PLANE` at
`ABOVE_OPEN_TURF_LAYER`, even the stuff that was already on
`FLOOR_PLANE` with its own layer like disposals or cables.
Meaning, layering fuckery ensues, we can't see shit.

So? We just make it only do that when we're not already on the floor
plane.
```dm
	if(PLANE_TO_TRUE(source.plane) != FLOOR_PLANE)
		SET_PLANE_IMPLICIT(source, FLOOR_PLANE)
		source.layer = ABOVE_OPEN_TURF_LAYER
```
This solves it!

![image](https://github.com/user-attachments/assets/f930bd66-87eb-433e-8bf5-09706316ace4)
Progress!

![image](https://github.com/user-attachments/assets/f2f246a2-8524-4186-9ac3-07ac7dcf4288)
...Kind of.
The _layering_ is solved, but unscrewing and rescrewing them seems to
cause pipe caps to manifest out of nowhere!
This _sucks_ for debugging, y'know?
Anyhow, this is based on two different things: an order of operations
issue and catwalks just not being accounted for.

First off! Order of operations.
On `Initialize(...)`, the base `/obj/machinery/atmospherics` registers a
proc that updates pipe caps on `COMSIG_OBJ_HIDE`:

33e983ced1/code/modules/atmospherics/machinery/atmosmachinery.dm (L114-L115)
Meanwhile, `/obj/machinery/atmospherics/pipe`, adds the `undertile`
element on its `Initialize(...)`... AFTER calling the parent.

33e983ced1/code/modules/atmospherics/machinery/pipes/pipes.dm (L31-L35)
...Which then registers its own proc on `COMSIG_OBJ_HIDE`...

74f9a43141/code/datums/elements/undertile.dm (L26)
This meant that, well, the proc that generates the caps was being called
*before* undertile had a chance to chance to remove the
`TRAIT_UNDERFLOOR` trait... which pipe caps use to work out when to
generate.

33e983ced1/code/modules/atmospherics/machinery/atmosmachinery.dm (L650-L652)
So, we swap this around by moving both to a `setup_hiding()` proc which
allows the pipe to register its behaviours before calling the parent and
it register its, without needing to register it before calling the
parent `Initialize(...)`. Cause that's ugly.
Now we're generating pipe caps on catwalks!

But! That brings us perfectly to the next bit. Cause those pipe caps,
even if shown when the tile is open, look *ugly*.
Why, when we open a catwalk, are we having our pipes suddenly extend
onto the neighbouring tiles and catwalks and going down into them from
the top? Arguably, these should behave like they're below tiles, because
they logically are even if not technically so.
Well, actually, we already have a similar situation with bare plating.
It's not applying `TRAIT_UNDERFLOOR`, but also the pipe caps shouldn't
be behaving like they're above a tile, because that'd be ugly- and
that's what it does!

33e983ced1/code/modules/atmospherics/machinery/atmosmachinery.dm (L654-L655)
So, we just apply a second check there, `iscatwalkturf(...)`
```dm
	var/turf/node_turf = get_turf(node)
	if(isplatingturf(node_turf) || iscatwalkturf(node_turf))
		continue
```

And? Well!

![image](https://github.com/user-attachments/assets/f297136e-f62e-452b-b711-2f3b69462859)

![image](https://github.com/user-attachments/assets/a3f2df8b-3e22-4474-af32-7e858382f63f)

![image](https://github.com/user-attachments/assets/347a2c3b-8302-47b8-a376-41228fbe537a)
There we go! There's no weird layering, there's no pipe caps where there
shouldn't be, pipes behave like those on catwalks are actually under a
tile.
It looks _clean_.
...

Well, for however clean we can get it to be without making sprites for
the opened catwalks but without the integrated plating so we can make an
overlay and have the pipes/cables/disposals not spontaneously go over
the edges of the catwalk when opened. Or making the under sprites only
have the attachment points in the corners, so it looks like the
pipes/cables/disposals are going over plating instead of what looks like
a raised edge.
## Why It's Good For The Game

Fixes #84789.
Fixes #82622.
Screwing open a catwalk suddenly generating pipecaps on neighbouring
closed catwalks and tiles with pipes under them looks weird.
## Changelog
🆑
fix: Fixed pipes/cables/disposals rendering above closed catwalks.
fix: Fixed catwalks covering pipes generating illogical pipe caps when
screwed.
fix: Opened catwalks are no longer assumed to be above-floor for the
sake of generating pipe caps.
/🆑
2024-08-14 13:06:22 +02:00
LemonInTheDark
4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).

If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.

Most of the rest of it is pipelining done to accommodate how icons are
cut.

## Path To Merge

Almost* all sprites and code is done at this point. 
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily

This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.

Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.

Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.

## What does it look like?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## Credits

<details>
<summary>Historical Mumbojumbo</summary>

I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.

This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.

Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.

This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.

The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.

Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.

Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.

The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.

</details>

<details>
<summary>Detailed Credits</summary>

Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.

Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother

And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>

## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00
Ben10Omintrix
0e36ba0808 converts most pet behavior into elements (#85290)
## About The Pull Request
refactors pet behaviors, such as collars and pet cultists into elements.
also this is a first step to completely removing the pet subtype

## Why It's Good For The Game
this means itll be alot easier for coders to make their tameable mobs
able to wear pet collars without having to make them of the pet subtype,
which i also plan to do

## Changelog
🆑
refactor: refactors pet collars and cultist pets into elements
/🆑
2024-08-04 21:59:12 -06:00
SmArtKar
425232136c Xenomorphs and door pryer basic mobs can now attack airlocks in combat mode (#85172)
## About The Pull Request

Closes #84799

## Changelog
🆑
fix: Xenomorphs and door pryer basic mobs can now attack airlocks in
combat mode
/🆑
2024-07-25 20:29:43 +01:00
Ghom
b99de8cb9c Refactored the on_hit_effect into an element. (#85034)
## About The Pull Request
on_hit_effect is now an element, which uses signals instead of
callbacks.

## Why It's Good For The Game
Easy peasy almost lemon squeezy. It's a good thing that I had made the
AddElementTrait proc so we can manage multiple sources of a common
element. It's much better to use signals than callbacks for components
and datums with several possible sources, kinda like how it's been donw
with the relay_attackers element.

## Changelog
N/A
2024-07-23 13:50:55 -06:00
Ghom
c91c50f937 You can now raise lobstrosities from chasms chrabs. (#84969)
## About The Pull Request

Lobstrosities can now be raised from aquarium icemoon/lavaland chrabs.
First of all, you've to get a live chrab, an aquarium, and some fish
feed. Second, you place the chrab inside the aquarium and turn the
'allow breeding' settting on (should probably rename it to a more apt
name now). Keep the chrab well fed, and possibly with some friends and
props in the same aquarium until it develops into a hopefully calm
juveline lobstrosity and plops out of the aquarium (it can take some
time). From there you can tame it by feeding it its favorite food: arms
and lavaloop fish, and wait another dozen minutes for it to mature into
a fully grown lobstrosity.

Juveline lobstrosities are basically smaller and weaker lobstrosities,
if not slightly faster in some ways. Unlike their taller counterparts,
they can be tamed. Once done so, they'll retain their tamedness once
grown up. Regardless, tamed lobstrosities can be given the pet command
to fish for things by pointing at them. Thanks BenMatrix for the
profound fisher component, woo.

The chrab's weigth and size influence the growth speed of the first
stage faster, meaning bigger chrabs (may require crossbreeding) will
turn into juveline lobstrosities quickly. Amongst other things
influencing the resulting mob are fish traits:
Several traits have been given effects that apply to the mob, such as
nocturnal regeneration, being venomous or being able to fly akin space
carps. Also a new one that prevents the resulting lobstrosity from fully
developing

Now tested.

## Why It's Good For The Game
I'm building upon fishing and aquarium stuff, which has been an interest
of mine in a good while, though most of it doesn't have that many
practical uses, I'm slowly trying to make it cooler, and chasm chrabs
growing into lobstrosities is pretty much in line with the fluff texts
for the fish.

Eventually I'll have to add tips inside fishing toolboxes, otherwise
people won't know even half of it.

## Changelog

🆑
add: You can raise lobstrosities from chasm chrabs inside an aquarium
with the 'allow breeding' setting on. Keep the fish well fed, healthy
and not lonely if you don't want an hostile one.
add: Juveline lobstrosities (from chasms, plasma rivers, or aquariums,
xenobio too) can be tamed with arms and lavaloop fishes.
add: For lobstrosities grown from aquariums, they can have additional
effects based on the fish traits they had in the aquarium, like being
venomous or even flying.
/🆑
2024-07-23 19:39:32 +01:00
Ghom
d2a52eb564 You can now fish with explosives (#85118)
## About The Pull Request
Iansdoor suggested this to me earlier (but I already knew it was a thing
on Goon), and I said ok. Basically, this PR adds an interaction between
explosions and fishing.

At the cost of potential collateral damage, you can too now use a TTV to
catch a lot of fishes (and other stuff). Fish spawned this way will be
pretty much dead however.

This PR also adds the examine tips already presents in the fishing spot
component to the lazy fishing spot element.

## Why It's Good For The Game
This PR adds an interaction between fishing and other mechanics of the
game.

## Changelog

🆑
add: You can now fish with explosives.
fix: Fixed an inconsistency with examining fishing spots with
sufficiently high fishing skill (or skillchip).
/🆑
2024-07-21 22:04:36 -07:00
Andrew
c04af38744 Dehydrator, machine version of drying rack (#85141)
## About The Pull Request


![image](https://github.com/user-attachments/assets/7b2cf788-7590-4d0b-a5f3-bfeec8276565)

Added dehydrator, a machine version of drying rack.

Replaced the second fryer with this rack on some maps to be available
roundstart.

Also changed the colors of Smart Fridge to be more in line with other
kitchen appliances.

## Why It's Good For The Game

We have plenty of recipes requiring dried items, and it's silly that the
chef has to break down a cafeteria table to build a rack for regular
recipes.

## Changelog

🆑
add: Dehydrator, a machine version of drying rack, with a circuit board
and available on some kitchens roundstart.
image: Updated the color palette of Smart Fridge
/🆑
2024-07-21 21:59:05 -07:00
norsvenska
5f80128fa9 Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request

it's - conjunction of "it" and "is"
its - possessive form of "it"

grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good

## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
2024-07-21 13:41:37 -06:00
Time-Green
2672a93c66 Voidwalker Balancing, Fixes and Additions (#85045)
## About The Pull Request

Balances
- Stops voidwalkers from breaking glass at all, and throwing items
Voidwalkers started using spears to break electrified windows to space
area's. Throwing bypasses too many safety checks, and shouldn't be their
main means of combat either way
- No hitting anyone in crit
Voidwalkers were using weapons to try and kill as many people as
possible without kidnapping
- Only able to pull people
Voidwalkers were dragging bags around with a personal armory. It also
just looks goofy as hell
- Increases space dive enter to 3 seconds (from 2) and decreases space
dive exit (from 2 seconds to 1)
The original value was pretty fast, and is being used to slip out of
combat if anyone ever comes after them. This is intended to a certain
degree, but it was a bit too strong
- Void Eater becomes blunt during use, needs kidnappings to refresh
Yeah... For some it's being used as a murderbone antag, forgoing
kidnappings completely. This change makes murderboning significantly
more difficult without bothering good faith players. It goes from 25
damage to 15 in 0.5 damage increments.
This slightly decreases take-down potentially against people with
low-mood, but clicks that go SCRUNGE release dopamine so it balances
- Gives voidwalkers chunkyfingers, preventing stun baton and gun use
Voidwalker originally had this, but I figured I'd keep it out to give
people to freedom to be more opportunistic in combat, but a significant
portion defaulted to getting a stunbaton as quick as possible so they
could avoid engaging in actual combat
- Removes eye slots
They're already flash immune. People don't know this so they're all
rushing sunglasses. It just looks weird when the space monster is
wearing glasses :/. They can still wear scarves if they decide to be
fashionable
- Void eater applies 10s of NODEATH
Yeah fuck it why not? It also prevents succumbing and takes out a lot of
cheese
- Removed Voidwalker armor
They had 10% brute and 20% burn armor. I didn't really think much about
the original change, figured they'd be too weak otherwise, but turns out
they're sufficiently strong and this kinda deviates from the intended
"ambush antag" by making them stronger in sustained combat
- Voided go to a safe turf instead of a random one
Actually just a mistake on my part. Dumping mute people in the turbine
plasma burn chamber is cruel, even for a coder

Fixes
- The Unsettle ability line of sight didn't check for line of sight :/

Addition:
- Gives Voidwalker telepathy. I originally kept it out because whatever
but honestly I think it's fine and gives them the chance to communicate
if they ever need to. I've also given the abilities it's own sprite and
background cause good vibes

## Why It's Good For The Game

The original testmerges I spectated went very well! I had it testmerged
on Terry and the rounds where I observed were played in very good faith
and played a spooky antag incredibly well. I've also seen others play
incredibly fun rounds!

It seems to have gone downhill a bit though (or Terry is high-RP?). I've
observed a few rounds on other servers and the way it's played is not
great. I originally kept as little handrails as I could as to give
people the most freedom possible in playing the spooky antag, but some
people dissappoint me so, so incredibly deeply.

It's just been merged but I'm already seeing players ignoring kidnap
mechanics in favor of roundremoving as many people as possible, giving
up any semblance of stealth in favor of carrying around mini armories.
Another spent it's time breaking windows to vent as much of the station
as possible. I also knew it would happen, but not this much. I probably
should've had this PR up a bit sooner but I've gotten really into
Hardrock TerraFirmaCraft (seriously it's _sooo_ good).

I can keep going "Argh, players!!" but honestly I've been incredibly
naive. These set of balance changes set out to cripple gameplay
optimizers while leaving good faithed players unaffected for the most
part, bringing it closer to the original design doc I wrote and away
from just being another murderbone machine

## Changelog
🆑
add: Gives voidwalker telepathy
fix: Fixes the Unsettle ability ignoring line of sight (which was it's
sole gimmick, im just dumb)
balance: Voidwalkers cannot break windows anymore or throw objects
balance: Voidwalkers can no longer harm people in crit
balance: Voidwalkers can only pull mobs
balance: Voidwalkers' space dive enter has been increased by 1 seconds,
but dive exit decreased by 1 second
balance: Void eater becomes blunt during use. Kidnap people to refresh
it
balance: Removes voidwalker glasses slot
balance: Gives voidwalkers chunky fingers
balance: Voidwalker applies NODEATH on hit
balance: Voided victims get dumped in safer places
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-07-20 21:41:44 +01:00
MrMelbert
8155177d46 Fixes that one alien feature that uses mouse drag (#84916)
## About The Pull Request

Fixes that one alien feature that uses mouse drag

Honestly I really hate this fix, I think strippable should be
non-blocking, or alternatively, strippable should have some proc
`should_strip` to prevent people from opening the ui in some contexts.
But whatever

## Changelog

🆑 Melbert
fix: Fixes xenos being able to do that one mechanic that involves
mouse-dragging people to you
/🆑
2024-07-19 01:35:12 +02:00
SmArtKar
dfb12f91d6 HUD traits now apply their corresponding hud automatically. Most clothing/item/etc sources of HUDs now only use traits (#84984)
## About The Pull Request

Currently if you want to apply a HUD you usually add both its trait and
the HUD itself. Only exceptions are things like simplemobs where you
should avoid adding the hud trait since it adds security/med DB access
and such, but there is no cases where you'd want to apply the trait and
not apply the hud.

Requested by Melbert about a week ago.

![image](https://github.com/user-attachments/assets/8af3e9cc-ea22-4cee-86ec-54c397291727)

## Why It's Good For The Game

This makes working with HUDs significantly easier, as you no longer have
to bother with manually adding/removing them. Also potentially removes
an edge case where if your hud could get removed while keeping the
trait.

## Changelog
🆑
refactor: HUD traits now apply their corresponding hud automatically
/🆑
2024-07-19 01:24:07 +02:00
Bloop
684405925f Fixes immerse holding refs to qdeleted things (#85061)
## About The Pull Request

Tin, should fix the following hard del and prevent similar instances:


![image](https://github.com/user-attachments/assets/816a9d1f-8590-46cb-a518-5bb2a4f7e2c9)

There was nothing stopping something that was qdeleted from potentially
being 'immersed' which is definitely not something that we ever want to
be happening.

## Why It's Good For The Game

Spurious CI failures are annoying

## Changelog

Nothing player facing
2024-07-19 00:52:56 +02:00
MrMelbert
34f3f479ae Small hulk cleanup / nukes TRAIT_IGNOREDAMAGESLOWDOWN (#85003)
## About The Pull Request

I was investigating a bug with hulk in which using it while damaged
doesn't put you back on full speed

I noticed `TRAIT_IGNOREDAMAGESLOWDOWN` on its own was subtly broken, in
that it did nothing if the user did not call `updatehealth` afterwards

And guess what, most (if not all) uses of the trait did not do this, so
it never applied correctly

So I nuked the trait entirely, made all uses of it use the same thing
morphine uses (`/datum/movespeed_modifier/damage_slowdown`)

And since I was auditing this I saw the ball module was broke, it
removed the immunity but never added it. Quick fix

I also cleaned up some Hulk stuff while I was in the area because I was
in the area. I removed all instances of `check_mutation` and replaced it
with trait checking because it made more sense.

I also also fixed a bug with the simple flying element never removing on
detach because I touched something that uses it for the above change.

## Changelog

🆑 Melbert
fix: Using hulk (and a myriad of similar effects) now properly updates
your movespeed to ignore the damage movespeed penalty
fix: Some things which temporarily make you fly don't make you fly
forever
fix: MODsuit ball module now properly makes you immune to damage
movespeed penalty when in ball form
fix: Adding Hulk via VV dropdown doesn't default to adding the strongest
hulk available (that which is used by the medieval pirates)
/🆑
2024-07-17 01:14:08 +02:00
SmArtKar
03fd65c539 Climbable range fix (#84763)
## About The Pull Request
Closes #84751

## Changelog
🆑
fix: Fixed tables and racks being climbable from half a mile away
/🆑
2024-07-12 23:41:26 +00:00
SmArtKar
788638a2e0 [NO GBP] Embedding hotfix (#84770)
## About The Pull Request

I may have forgotten a return which was overlooked in reviews, and
get_embed could fail if an object without an embed_type (shrapnel) got
assigned embed. Also optimized generate_with_values to not recreate the
datum if its not the "default" one.

## Changelog
🆑
fix: Embedding now properly changes its values.
/🆑
2024-07-08 21:58:01 +02:00
SmArtKar
b6c84135c3 Refactors embedding to use datums instead of storing data in bespoke elements (#84599)
## About The Pull Request

This refactors embedding elements to make them use singleton datums
(similarly to armor) instead being bespoke and creating a new element
every time armor values are supposed to be adjusted.
Default values have been removed from defines due to now being declared
in base class itself.
Additionally fixes vending machines and tackling gloves setting
generated shards (which they instantly embed into their victim) embed
properties to null after running the embedding code, despite said shards
having non-null embedding values by default, making them not be able to
embed into anyone else, also potentially breaking the pain/jostling code
if they somehow get updated.

## Why It's Good For The Game

Current embedding system is an unnecessarily complicated mess as bespoke
elements are hard to work with, and creating a new element every time
you change values is hacky at best. This change should make it easier to
read and work with.

## Changelog
🆑
fix: Fixed glass shards generated from falling vending machines or
tackling windows not being able to embed into anyone.
refactor: Refactored embedding code to use datums instead of bespoke
elements and ugly associated lists.
/🆑
2024-07-07 23:20:07 +02:00
Ghom
32aa798d36 [NO GBP] Fixes hoverboard being able to be used in space. (#84533)
## About The Pull Request
Apparently I've left out that `isopenspaceturf(A)` returns false on
normal (not multi-z) space turfs because they're of a different path.
This should fix the fact you can use hoverboards as a substitute
jetpacks, which wasn't intended. You can still use them in space if
there's lattice/catwalk underneath, or another kind of turf on the
z-level below however.

## Why It's Good For The Game
Unintended bit from the skateboard buff PR I had made months ago.

## Changelog

🆑
fix: Hoverboards properly dysfunction in space without any kind of
support underneath them.
/🆑
2024-07-07 15:18:08 -04:00
carlarctg
bd14e92d04 Converts slapcrafting into a bespoke element (#84226)
## About The Pull Request

Converts slapcrafting into a bespoke element, used to be ac omponent

## Why It's Good For The Game

Noticed this was a big C and realized there was no real reason for that.
It's the same recipe shared across different items.

## Changelog
N/A

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-05 22:20:30 +00:00
LemonInTheDark
e90a9b4b68 Flattens The Floor Plane (Camera Update Too) (#84350)
## About The Pull Request

Ok so like, side map right? It makes things higher up in the world
render above things lower down in the world.

Most of the time this is what we want, but it is NOT what we want for
floors.
Floors are allowed to be larger then 32x32, and if they are we want them
to render based off JUST their layer.
If we don't allow this grass turfs and others get cut off on their
bottom edge, which looks WEIRD.

In order to make this happen, we can add TOPDOWN_LAYER to every layer on
the floor plane and disable sidemap.

I've added documentation for this to VISUALS.md, and have also
implemented unit test errors to prevent mixing TOPDOWN layers with non
topdown planes (or vis versa).
This new test adds ~1 second to tests, which is I think a perfectly
scrumpulent number.

EDIT:

I nerd sniped myself and implemented sidemap layering and lighting for
cameras (also larger then 32x32 icon support for getflat)
The lighting isn't perfect, we don't handle things displaying in the
void all that well (I am convinced getflat blending is broken but I have
no debugger so I can't fix it properly), but it'll do.

This came up cause I had to fix another layering issue in cameras and
thought I might as well go all in.

![image](https://github.com/tgstation/tgstation/assets/58055496/601b422c-f6aa-42ba-bcd9-b1faebe236e3)


## Why It's Good For The Game

Old:

![image](https://github.com/tgstation/tgstation/assets/58055496/d4102386-420d-4346-b05c-b819e62d98d0)

New:

![image](https://github.com/tgstation/tgstation/assets/58055496/1f5e303e-adee-427d-8fe3-76c8f2dbe098)


## Changelog
🆑
fix: Grass turfs will render properly now. Reworked how floors render,
please report any bugs!
fix: Cameras now properly capture lighting
fix: The layering seen in photos should better match the actual game
/🆑
2024-07-04 12:10:41 -07:00
Ghom
d1e5e61eb1 Converts glasses client colour into an element, appliable to other worn items. (#84542)
## About The Pull Request
The title barely does justice to the content.

This PR turns a snowflake, neigh-unused, broken feature for glasses into
a rock-hard, functional, badass feature which can be applied to any
item, and also brings back the halloween screen tint, inside the pumpkin
hardhat, and also a polaroid tint for the helmet of the flash suit,
because the define was just there, unused.


![immagine](https://github.com/tgstation/tgstation/assets/42542238/367504dd-8828-4518-b8d5-afbc6b9dfa35)

for reference, the normal brightness/saturation is somewhere in the
middle. Also the pumpkin hardhat's effect is only there when it's lit

## Why It's Good For The Game
Less hardcoded implementation of the client colours for items, which
also doubles as a fix because the old code was checking for the trait on
the mob but was adding it to the item.

## Changelog

🆑
fix: Fixed toggleable screen colors for glasses.
code: De-hardcoded, refactored the above, now-fixed feature.
add: Pumpkin hardhats and the hood of the flash suit now affect the
color of your screen.
add: Prism glasses, obtainable through xenobiology crossbreeding, now
also affect the color of your screen.
/🆑
2024-07-03 11:45:15 -04:00