Commit Graph

90 Commits

Author SHA1 Message Date
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
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
BluBerry016
8ea2d8a935 Fixes For Bitrunner Domains & Safehouses To Fit The New Perspective (#85832)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
Acts on another of my claims in #85583 .
Back on the main repo; time to get serious. This fixes the bitrunner
domains and safehouses (all vetted in-game) to be 100% there for
wallening. Buttons moved and fixed; wallmounts fixed (there were some
types in there we delibrately linted against using; how did those slip
by?? Are we just not checking the folders for these with linters?); the
whole nine yards.

Maps not touched by this PR were already 100% above board.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Bitrunner maps were still mostly playable but this irons out the rough
edges (mapping-side; there's a few sprite issues in the "i played every
map help me" section) to make them proper presentable again.

I had to play through each bitrunner map in private just to test this
PR. Send help.

<details><summary>Screenshots Of Each Domain / Safehouse As Proof Of
This Insanity</summary>
<p>

Peaceful Domains:

<details><summary>Beach Bar</summary>
<p>



![image](https://github.com/user-attachments/assets/b50e617a-9938-49ab-9d42-a82becc668c6)

![image](https://github.com/user-attachments/assets/442d3bd3-7ca2-450f-acb9-d8fa0278a40b)

</p>
</details> 

<details><summary>Breeze Bay</summary>
<p>


![image](https://github.com/user-attachments/assets/56705aef-9824-451f-b141-4945b928a01f)

![image](https://github.com/user-attachments/assets/774f80b9-89bb-448a-8cc5-24f5d03f15c4)


</p>
</details> 


<details><summary>Gondola Asteroid</summary>
<p>


![image](https://github.com/user-attachments/assets/886a055e-e112-46da-800e-c94d0edcf8f2)

![image](https://github.com/user-attachments/assets/4accac92-d710-4f50-88ed-b7b1cd0908d0)


</p>
</details> 

<details><summary>Vaporwave</summary>
<p>


![image](https://github.com/user-attachments/assets/adf25801-8251-4ba2-835c-f270080bcf0b)

![image](https://github.com/user-attachments/assets/1bc8780c-e3dd-4592-ab5b-be2225f1b0c7)



</p>
</details> 

Easy Domains:


<details><summary>Clown Planet</summary>
<p>


![image](https://github.com/user-attachments/assets/2ef17360-2330-4fe1-9703-60efca5b6901)

![image](https://github.com/user-attachments/assets/e37f34d3-ca74-46e2-a517-66c6f290b023)


</p>
</details> 

<details><summary>Disposal Pipe Factory</summary>
<p>


![image](https://github.com/user-attachments/assets/a98ad4aa-7c42-4c69-b62b-e8f2e1b17c53)

![image](https://github.com/user-attachments/assets/b203cb20-c8ea-4457-a597-7a93b908e748)

</p>
</details> 

<details><summary>Snakes And Ladders</summary>
<p>


![image](https://github.com/user-attachments/assets/46cbf2de-a630-47fa-968c-203fafb3f15b)

![image](https://github.com/user-attachments/assets/6e023a4b-aec6-482b-bb74-08d96a9cae77)


</p>
</details> 

<details><summary>Xeno</summary>
<p>


![image](https://github.com/user-attachments/assets/be9d4be7-8db6-4a7c-b0dd-bc0c2c2d8430)

![image](https://github.com/user-attachments/assets/05047446-d9ee-49a8-8ee9-cfb1d575c898)


</p>
</details> 

Medium:

<details><summary>Crate Chaos (!!!)</summary>
<p>


![image](https://github.com/user-attachments/assets/665850fb-b880-43db-9709-dc63d7068e62)

</p>
</details> 

<details><summary>Abductor Ship</summary>
<p>


![image](https://github.com/user-attachments/assets/53c13719-c41d-44e3-8890-5167f22e94b3)

![image](https://github.com/user-attachments/assets/2faf40cc-1b6e-4c7c-b61c-6d7834af2633)

</p>
</details> 

(I skipped the megafauna arenas because they're vetted already)

<details><summary>5/9ths Already</summary>
<p>


![image](https://github.com/user-attachments/assets/7595f005-8c54-40c2-be66-4a9bda8994f7)

![image](https://github.com/user-attachments/assets/df25e6b8-3f9e-4a0e-b920-ca1e092eb001)


</p>
</details> 

<details><summary>Corsair Cove</summary>
<p>


![image](https://github.com/user-attachments/assets/698f5c1e-acd1-42b5-807a-b49708e61ad8)

![image](https://github.com/user-attachments/assets/d6bb6554-c69d-44cd-9628-86df7bcf4800)

</p>
</details> 

(Infected Domain had the same issue Crate Chaos had.)

<details><summary>Syndicate Assault</summary>
<p>


![image](https://github.com/user-attachments/assets/fed1104c-1f40-4d14-ace3-a8fa671bfa82)

![image](https://github.com/user-attachments/assets/24c39d41-7d04-4608-82d0-4a186b3e11a1)

</p>
</details> 

Hard:

<details><summary>Island Brawl</summary>
<p>


![image](https://github.com/user-attachments/assets/21b88e54-21fc-44e1-951d-d7fd607001b1)

</p>
</details> 

You thought I was fuckin' joking. Smh

</p>
</details> 
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
fix: Every bitrunner domain's been patched up for the new perspective
shift.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
2024-08-16 20:44:00 +00:00
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
Bloop
048524ae21 Fixes a hard del with island_brawl spawners (#85684)
## About The Pull Request


![yN86RRrD0h](https://github.com/user-attachments/assets/2aaa23c8-1fcb-4a40-ad54-c71306a2f430)

Tin, just aims to fix this hard del by releasing the refs when the
spawners get qdeleted.

## Why It's Good For The Game

Fixes a hard del---also, there were some issues with this domain not
clearing itself properly under certain cases and this may resolve that.

## Changelog

Nothing player facing
2024-08-14 12:28:12 +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
SmArtKar
0db6d15fa2 Ensures that capture zones are actually indestructible (#85473)
## About The Pull Request

Closes #85469
These should probably never be destroyed, not sure if comsigs are passed
down to the new turf but players get confused either way if the turf is
broken.

## Changelog
🆑
fix: Bitrunning crate capture zones can no longer be destroyed
/🆑
2024-08-04 21:57:06 -06:00
Ghom
609fcc2b90 Skills are passed down to bitrunning avatars and then back to the original body. (#85442)
## About The Pull Request
Skills are now passed down to the mind of the bitrunning avatar, and
then back to the real body once disconnected, allowing for skills to be
leveled up (and theorically down) in the simulation.

## Why It's Good For The Game
Skills improved in a simulation should be passed back to the real body.

## Changelog

🆑
qol: Skills are passed down to bitrunning avatars and then back to the
original body.
/🆑
2024-08-01 14:47:22 +00:00
Waterpig
b7170e04b9 Fixes DDOSing bitrunners (#85194)
## About The Pull Request

Got a bug reported today on a downstream, turns out it's a thing here.
If there's no linked avatar yet and you repeatedly climb in and out of
the pod before the do_after finishes, you fill in all three bitrunning
slots with unlinked avatars and fill up the bandwidth.

I simply moved the do_after before any of the avatar spawning, making
the pod "Try to connect" before it does anything avatar handling worthy.

## Why It's Good For The Game

I will have one less bitrunner in my DMs reporting a bug, and you might
too!

Idk I guess bugfixes are good

## Changelog

🆑
fix: fixes bitrunning breaking upon repeatedly climbing in and out the
pod
/🆑
2024-07-23 13:49:36 -06:00
Ical
9fa6826cca Bitrunning Domain Fixes (#85111) 2024-07-21 13:27:49 -07:00
_0Steven
9f754b5510 Fix hacker alias name preference not working (#84695)
## About The Pull Request

So recently bitrunner avatars were made to use stereotypical gamertag
names, which introduced a new preference for 'hacker alias'.
This, however, didn't seem to actually work, and would always select a
random gamertag.

Looking into it, this seemed to be because it uses `old_body.client`:

bd14e92d04/code/modules/bitrunning/components/avatar_connection.dm (L63-L64)
Which at this point in the code would return `null`.
Making it use `avatar.client` instead seems to fix our issue.
## Why It's Good For The Game

Fixes hacker alias name preference not working.
## Changelog
🆑
fix: Fixes hacker alias name preference not working.
/🆑
2024-07-07 03:26:52 +02:00
Jeremiah
5dc1d36ee4 Bitrunning: Combat domain [READY] (#84196)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
Finally dusts off this project to make a deathmatch style bitrunning
map.
Don't be too intimidated by the file diff, lots of code organization +
resized a large map.

Changes:

1. Reuses the gateway beach map as a combat zone (99% of the file diff)
(maptainers: i just added spawners and areas)
2. Alters how bitrunning handles spawning: Custom spawns are now
available, which can be anything

Misc organization:

- Splits netpod.dm into separate files.
- Fixes some wording in vdom map documentation.
- Organizes vdom variables a bit.
- Adds a permanent hololadder spawn.

How bitrunning deathmatch works: 

- Temporary spawners are offered to both ghosts and bitrunners. 
- Runners spawn in like usual. Ghost can use the spawner menu.
- Ghosts work to prevent avatars from collecting side objectives or try
to cause mass brain damage.
- The domain completes after a number of deaths accrue. Any faction.
Blood for the blood god, etc.
- This map can be played solo. ANY deaths.

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
I've been toying with the idea of a deathmatch style map for some time.
I liked syndicate assault, the spawners were intentionally left there,
and the possibility of player-controlled players made the experience
more tense and challenging.

This PR leans into this idea: The virtual world is dangerous. Players
get a chance to compete on both sides here. It offers a lot of variety
to bitrunning other than "run for box". It's also very lucrative if
ghosts join in.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: Added a bitrunning deathmatch map: Island Brawl. Both ghosts and
runners get many more spawns than normal.
fix: Lowered the static vision time in domain load in.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
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2024-07-02 23:03:12 -04:00
MrMelbert
4aa7bae77a Moves tool use back higher in the chain, but makes it so tool acts are only called on non-combat-mode (#84083)
## About The Pull Request

### Dilemma 

So we've been running into a dilemma recently as we move more and more
items over (#84070, #83910)

Some things like modsuits, tables, washing machines, storage items want
to do their tool acts before their item interactions

In the past this was perfectly fine, because it was `tool_act` ->
`attack`, but now it's a problem, because it's `item_interaction` ->
`tool_act` -> `attack`.

Rather than resort to snowflaking, my idea is that we can move tools
back up the chain so deconstruction and other similar effects are
handled first, before anything else like putting the tool onto the
table.

### So why does it require non-combat-mode?

A large amount of tool acts early return if the user's on combat mode to
allow the user to smack the thing instead of using the tool on it. So
I've decided to walk back on what I said like a week ago and make this
standardized behavior.

### Misc

Reintroducing `tool_act` as a proc that exist means that atoms can
easily hook certain interactions that must happen very high in the click
chain, such as doing something that block storage insertion. Moves some
of the behaviors I put on the (admittedly rather hacky) new proc to
that.

(Also cleaned up a bit of lockbox and medbot code)

## Changelog

🆑 Melbert
fix: Fixed modsuit interactions slightly. No longer requires combat mode
to use tools on it, plasma core works as intended as well. (Using combat
mode, however, will make you insert the item)
refactor: Refactored lockboxes
refactor: Refactored medbot skin application
/🆑
2024-06-28 16:18:50 -06:00
Vekter
9c8a1725d4 Fixes Bitrunner lacking job-based bounties (#84367)
## About The Pull Request

Fixes #84283 by just adding actual bounties for Bitrunner, giving them
something more interesting to do than random bounties for jobs they
don't have access to. These bounties revolve around optionally turning
in the special rewards from each of the bitrunning domains (a bike horn,
the abductor plush, beach ball, etc) for a credit reward. I considered
the idea of making each one drop a specific bounty chit that you turned
in for a reward, but at that point it's just "paying you per domain" and
I'm not sure how that would balance with economy.

This is more just meant to be a framework for others to add things that
might be a little more interesting.

This also adds a special drop from the Pizzeria domain because I thought
it was funny.
2024-06-28 15:42:46 -05:00
Jeremiah
9ab7d8f2e8 Bitrunning: Avatars get silly hacker names (#84279)
## About The Pull Request
Bit avatars now get corny names while spawning in to the virtual domain.
You can change your alias in prefs or have it randomized for s0meth1ng
1337.

Added sechud icons (and thereby orbit ui icons) for bit avatars since
"Cyb3rHaxx0r" might be confusing to find in the living players section.
## Why It's Good For The Game
This was done as a request and after discussion in the code channel. 
A little bit of character persistence across simulations.
## Changelog
🆑
add: Bitrunning: You can now choose your hacker alias in prefs.
add: Bit avatars get orbit icons.
/🆑
2024-06-25 00:25:33 -04:00
Jeremiah
1116f150eb Bitrunning: Tweaks, QoL and removals (#84125)
## About The Pull Request

See changelog for shortlist

1. **Threat changes.** I was a bit unsatisfied with the rate of antag
spawns. These have been increased considerably. The clamped probability
has been increased from 1-10 to 5-15. The probability increases from 5
to 15 as domains are completed. Generally, in a standard round, the
chance of spawning at least one antag should be around ~50% at 7 domains
completed. Emagging a server doubles this rate.
2. **Map changes.** Starfront saloon was a cool idea on paper: A totally
modular map. However, it looked very uninspired and was so much of a
chore on the map loading system that it prompted players to admin help
how long it took, thinking it was broken. I've removed the map. I have
others I want to implement that don't look so bad.
3. **QoL changes**. Ghost observer experience is improved. Previously,
you could click netpods to view their avatar, and now you can click the
hololadder to return. I've included examine text to show this. The
server's examine text will now also give you clues that it's emagged
(ghost only). The examine text on hololadders has also been improved.
4. **Bitrunning antags.** These were designed as temporary, but they
were everything but. Spawning as one would prevent your revival, which
just isn't a good tradeoff for something that's going to get deleted in
a minute. Now, this system uses temp bodies just like CTF, so you can
return once you're dead. (exception: coming station side)
5. **Maps**: Syndicate assault is still one of my favorites, but there's
cheesy exploits like instantly breaking the display case to lock down
the ship, turning on turrets which are EXTRA lethal, etc. I've added
some pistols to the closets and removed some of these exploits.
6. **Cooldown**: Yes, no one seems to upgrade these ever, and it proved
a poor technique to encourage bitrunners to leave their rooms. I had
other plans to encourage this, not included here, so I think lowering
the cooldown time is beneficial. 3min -> 2min

> [!NOTE]
> File diff: removed a map

## Why It's Good For The Game
Closes #83787
General updates and QoL for bitrunning to keep it fresh. I was quite
disappointed with the scaling of threat, and most players haven't even
seen bitrunning antags except when I admin spawn them. These numbers
aren't hard set in my mind, and could be adjusted.

I generally want bitrunning easier to access and more "temporary" which
is in keeping with its design doc.
## Changelog
🆑
fix: Bitrunning made more illegal: Increased the rate at which antags
spawn.
fix: "Temporary" bitrunning antagonists and spawners are made actually
temporary. You will return to your original body after death, just like
CTF.
add: Added more examine text for ghosts to bitrunning equipment.
balance: Server cooldown reduced by 1 minute at base level.
add: As an observer, you can now switch views between station and
virtual domain by clicking the hololadder and netpod respectively.
del: Removed the starfront saloon BR map.
fix: Syndicate assault map: Added pistols, reduced exploits.
/🆑
2024-06-21 22:39:44 -04:00
BeagleGaming1
bd5c045acb Adds proto-kinetic accelerator modkit and proto-kinetic crusher trophy disks to the bitrunning vendor (#83825)
## About The Pull Request
Adds disks to the bitrunning vendor that give the pka and pkc additional
parts.
I have no idea if any of these numbers are balanced, I am not good at
balance, and these are just random numbers I came up with. If anyone has
any recommendations on how to better order or price it, I would love to
know.

## Why It's Good For The Game
It gives people a way to test fights against megafauna using unique
combinations of accelerator modkits and crusher trophies with less
risks.

## Changelog
🆑
add: Added disks for accelerator modkits and crusher trophies to the
bitrunning vendor
/🆑
2024-06-20 19:16:18 +01:00
Jacquerel
e8157f4dfc Items in your hands can catch fire (#83867)
## About The Pull Request

Recently we allowed items held in your hands to catch fire if you catch
fire.
This makes sense but the code had a few oversights, then we reverted it.

This PR reintroduces the feature, but with a few refinements.
The basic feature is simple: If you are on fire then items you are
holding will also catch fire, in the same vein as items you are wearing
on your head or hands.

There are also a few caveats we forgot about the first time we added
this:

- If your gloves cannot catch fire, your held items will not catch fire
(because your hands aren't on fire).
- If you are extinguished, your held items will also be extinguished.
- Stopping, Dropping, and Rolling on top of any items will also
extinguish those items.

As part of this change, after an argument about whether or not this is
an oversight in coding-general, I've made the proc `get_equipped_items`
take a bitflag instead of a series of booleans as an argument and added
a new one for "include held items", so that we need no longer argue
about whether holding something counts as "equipping" it (in all other
parts of the game than this proc, it does). This is what gives the PR
most of its code footprint, don't be scared.

## Why It's Good For The Game

Items you are holding in your hands _should_ catch fire if everything
else on your person is on fire, and taking an item off of your body to
put it in your hands shouldn't protect it from fire, because those
things don't make intuitive sense.
If we want an item to be able to catch fire when worn, then it should do
so.

This might expose some issues where we were improperly setting the
flammability flags on items, but any weapon which will burn in your
hands now would also have burned if you were wearing it on your belt or
back, so making those issues more visible should be a bonus (we'll also
stop them from burning on your back or belt).

If you see someone holding a piece of paper that you really don't want
them to read you can now set them on fire to stop them from reading it,
whereas previously they would deftly hold the very flammable object out
of reach of their flaming body.

## Changelog

🆑
balance: Items held in your hands can catch fire.
balance: Items you are holding won't catch fire if your hands cannot
catch fire.
balance: When you stop being on fire so will items you are holding.
balance: If you roll around on your burning items they will stop being
on fire.
/🆑
2024-06-19 12:15:27 +12:00
Andrew
5f36ef1d6e New Tech Tree (#84024)
## About The Pull Request

Reshuffles the tech tree nodes, adding reagent purity and cybernetic
organ scan experiments. The total point requirements barely changed.

Made the discount experiments unlock nodes for free, instead of
providing partial discounts, to provide more incentive to actually do
them.

Also devided all points by the amount generated per second, for
convenience. Now points correspond to seconds.

<details> 
  <summary>New tech tree</summary>
<img width="4320" alt="Tech New"
src="https://github.com/tgstation/tgstation/assets/3625094/77afdec7-9df3-47b7-8df0-5b9261e9e0d6">
</details>

## Why It's Good For The Game

- Breaks bloated general nodes into more specialized nodes, making the
tree more balanced
- Combines scattered nodes dedicated to a single design into specialized
nodes, reducing the number of nodes
- Reshuffles the unlocks within specialized tree to adjust progression
on some trees to follow the idead: Cheap nodes first, then nodes that
require experiments or nodes of neighbouring trees, then expensive nodes
with end-game tech.
- You no longer need a dissection experiment to unlock a microwave,
every experiment is relevant to the tree unlocked by it
- With specialized nodes, it is easier to pick a node for the new things
that people add
- Better foundation for potential per-department point system. It will
be easier to put it on top of a cleaner tree
- The nodes are separated in tiers, with progressively increasing costs,
so that early tech is cheap and easy to research with just points, but
later tech is more expensive, making the discount experiments for those
more likely to be performed.

## Changelog

🆑
balance: Reshuffled tech tree, making nodes more specialized
qol: Research points devided by the amount generated per second, so now
research points correspond to seconds
add: Introduced reagent purity scan experiments (required for Cryostasis
node)
add: Introduced synthetic organ scan experiment (required for top tier
cyber organs)
add: Added a variant of machinery scan experiment that accepts any
machines with upgraded parts (required for tier 3 parts)
del: Removed material scanning experiments from the tech tree
/🆑
2024-06-17 13:21:48 -04:00
Rex9001
909256caa4 Takes the ABDUTOR_PROOF flag out back (#83958)
## About The Pull Request
Basically the title, Abductors can no longer teleport into NOTELEPORT
areas except for the abductor ship. This now also removes the
ABDUCTOR_PROOF bitflag and replaces it with a check for ai monitored
areas

fixes https://github.com/tgstation/tgstation/issues/83844
## Why It's Good For The Game
Abductors shouldnt kidnap people in centcom
## Changelog
🆑
fix: Abductors can no longer teleport into Centcom
remove: Brutally murders the ABDUCTOR_PROOF flag
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2024-06-14 20:38:10 -04:00
Profakos
af23a63c37 Logs bitrunning domain loading and completion (#83955)
## About The Pull Request

This PR tallies the following:

- Each time a domain is loaded, by key
- Each time a domain's primary reward is loaded (completed the domain)
- Each time a domain's secondary reward is found
- Each time a BEPIS disk is rewarded

## Why It's Good For The Game

Its nice to know which are the meta domains, which ones are easy to
compete, and how often do people earn a BEPIS disk per round.

## Changelog

Nothing player facing
2024-06-14 12:27:02 -06:00
MrMelbert
6fea9d999d Small playsound audit, particularly involving portal sounds (#83893)
## About The Pull Request

I was looking at sounds (as you do) and I noticed this


![image](https://github.com/tgstation/tgstation/assets/51863163/25b298ca-31ac-48a0-9f86-c65a8becd532)

These sounds don't exist

We have `portal_open_1`, not `portal_open1`. 
This wasn't caught on compile because they used `""` and not `''`.

So I went through and audited a bunch of playsound uses that don't use
`''`. Only one error, fortunately

Likewise there was a ton of places running `get_sfx` pointlessly
(because `playsound` does it for you) so I clened that up.

However while auditing the portal stuff I noticed a few oddities, so I
cleaned it up a bit.

Also also I added the portal sounds to the wormholes event and gave it a
free ™️ optimization because it was an in-world loop

## Changelog

🆑 Melbert
sound: Portals made by portal guns now make sounds as expected
sound: Wormholes from the wormhole event now make sounds when formed
/🆑
2024-06-13 23:47:37 -06:00
SyncIt21
b6369a47b4 Mouse drag & drop refactored attack chain (#83690)
## About The Pull Request
Mouse drag & drop has been refactored into its own attack chain. The
flowchart below summarizes it

![Flowchart](https://github.com/tgstation/tgstation/assets/110812394/d92047ff-d94c-44a6-9e87-354c3d525021)

Brief summary of each proc is as follows

**1. `atom/MouseDrop()`**
- It is now non overridable. No subtype should ever touch this proc
because it performs 2 basic checks
  
a) Measures the time between mouse down & mouse release. If its less
than `LENIENCY_TIME`(0.1 seconds) then the operation is not considered a
drag but a simple click

b) Measures the distance squared between the drag start & end point. If
its less than `LENIENCY_DISTANCE`(16 pixels screen space) then the drag
is considered too small and is discarded

- These 2 sanity checks for drag & drop are applied across all
operations without fail
  
**2. `atom/base_mouse_drop_handler()`**
- This is where atoms handle mouse drag & drop inside the world. Ideally
it is non overridable in most cases because it also performs 2 checks
- Is the dragged object & the drop target adjacent to the player?.
Screen elements always return true for this case
  
- Additional checks can be enforced by `can_perform_action()` done only
on the dragged object. It uses the combined flags of
`interaction_flags_mouse_drop` for both the dragged object & drop target
to determine if the operation is feasible.
     
We do this only on the dragged object because if both the dragged object
& drop target are adjacent to the player then `can_perform_action()`
will return the same results when done on either object so it makes no
difference.

Checks can be bypassed via the `IGNORE_MOUSE_DROP_CHECKS` which is used
by huds & screen elements or in case you want to implement your own
unique checks

**3. `atom/mouse_drop_dragged()`**
- Called on the object that is being dragged, drop target passed here as
well, subtypes do their stuff here
- `COMSIG_MOUSEDROP_ONTO` is sent afterwards. It does not require
subtypes to call their parent proc

**4. `atom/mouse_drop_receive()`**
- Called on the drop target that is receiving the dragged object,
subtypes do their stuff here
- `COMSIG_MOUSEDROPPED_ONTO` is sent afterwards. It does not require
subtypes to call their parent proc

## Why It's Good For The Game
Implements basic sanity checks across all drag & drop operations. Allows
us to reduce code like this


8c8311e624/code/game/machinery/dna_scanner.dm (L144-L145)

Into this

```
if(!iscarbon(target))
	return
```

I'm tired of seeing this code pattern `!Adjacent(user) ||
!user.Adjacent(target)` copy pasted all over the place. Let's just write
that at the atom level & be done with it

## Changelog
🆑
refactor: Mouse drag & drop attack chain has been refactored. Report any
bugs on GitHub
fix: You cannot close the cryo tube on yourself with Alt click like
before
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-06-13 13:28:41 -07:00
munchyi
c18e60ce09 Freddy's Pizzeria Virtual Domain (#83750)
## About The Pull Request

This PR adds a new virtual domain for bitrunners! The new domain
includes the belowed pizzeria from FNAF and some bears (scary and
strong).
## Why It's Good For The Game
So there hasn't been any virtual domains being added and it can get
boring playing the same domains over and over again. In my own opinion
we need more maps or some of them changing with new ones! I also thinks
its a funny idea to have such a domain and people will enjoy it.
## Changelog
🆑
add: added a new virtual domain
🆑

![image](https://github.com/tgstation/tgstation/assets/154919526/2d94fe21-bc45-40dc-9f84-4b69088b353c)
2024-06-11 16:34:45 -07:00
John Willard
8442124bcd Gondolas are now basic mobs (#83451)
## About The Pull Request

This PR turns gondolas into basic mobs and does some fiddling with
gondola pods
Their verbs are now action buttons which they lose upon delivering. If
set to stay, they won't have their abilities afterwards (or wont get
them in the first place if the delivery is already done).
Lets them survive without a pod requirement in case admins want to spawn
one for their own stuff, so I also removed it from the snowflake checks
to exclude them from stuff.

Also replaced the hardcoded "cant speak" with simply giving the mute
trait, so admins can make gondolas speak if they want to for any reason.

## Why It's Good For The Game

The pet level of simple animals can finally be killed off, also gives
admins more control over gondola-related stuff if they so wish.

## Changelog

🆑
refactor: Gondolas (including gondola pods) are now basic mobs.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2024-05-31 16:48:31 -06:00
Fikou
49dccad3a0 unhardcodes modsuit parts (#82905)
## About The Pull Request

see #70061 but i almost finished it, i only need to go through every
single module and assign it a fitting part

## Changelog
🆑
refactor: modsuits have been refactored if you see bugs report them 
fix: admin cargo tech modsuit outfit now works correctly
/🆑

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
2024-05-19 22:03:59 -07:00
Jeremiah
fce52097ee Fixes some bitrunning related issues [no gbp] (#83184)
## About The Pull Request
Properly allows bitrunning antagonists to come station side

A few issues were resolved:
- Event title was too lengthy, it's been renamed
- IDs were not being named properly for cyber police. Cybertac would
appear as "unknown"
- Runtime at examining cyber police ID because it had an erroneous
account
- Teleporting station side would delete your organs and leave you a
broken husk of a mob
## Why It's Good For The Game
Fixes #83181
## Changelog
🆑
fix: Bitrunning antagonists no longer gib on teleport
fix: Cyber tac now have a visible name / ID
fix: Renamed the bitrunning malfunction event to just "Malfunction: x"
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2024-05-15 03:01:04 +02:00
Rhials
6aa0dee37f Virtual Domains now have certain areas protected from ghost role interference (#82960)
## About The Pull Request

This touches up on the bitrunning ghost roles that come with some maps,
namely Corsair Cove and Syndicate Assault.

The gist of it is: Ghost role spawners and Digital Anomalies (the random
event boss mobs) are now restricted from entering the VDOM safehouse,
and other areas where critical equipment is stored.

Here's an example from Syndicate Assault -- The X-ed out area is
considered "out of bounds" for digital anomalies/ghost roles:

![image](https://github.com/tgstation/tgstation/assets/28870487/b0752dd4-102b-4b64-8c21-c100a58c1a96)

Additionally, this also fixes the matter of pirate ghost role spawns
creating their own antag datum/pirate team, which would carry into the
roundend report. Since these are no longer legitimate pirate spawners
and are now specifically designed spawners for virtual domains.

Naturally, emagging the server jailbreaks all of these restrictions and
notifies any virtual entities.

The new subtype of spawners should also be scalable enough that new
VDOMs should be able to implement new ghost role spawners with ease.
## Why It's Good For The Game

It's one thing to have sentient mobs to fight, which can shake up the
otherwise somewhat static nature of bitrunning maps, but when players
are tossing equipment, spawncamping, or otherwise making it impossible
for the runners to fight them it ends up being unfun for everyone
involved. You can't get into a good fight with a bitrunner avatar if
their only recourse is to wipe the map and everything (YOU) in it.

This ensures a level of fairness between the (typically vindictive)
ghost roles of a VDOM and the players.

Also, pirate spawns don't make a new pirate team/datum. That's one of
the fixes I was aiming for with this.
## Changelog
🆑 Rhials
balance: Virtual domain ghost roles can no longer enter the
safehouse/"equipment" areas of a domain.
fix: Pirate virtual domain ghost roles will no longer make a pirate team
antag datum.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2024-05-06 22:35:05 -07:00
Profakos
28540f275b Bepis techs can be found in bitrunning crates, removed from vendors (#82872)
## About The Pull Request

This PR adds Bepis disks to the main rewards of the Bitrunning crate in
addition to the minerals and domain specific rewards. It also removes it
from the Bepis vending machine.

Once per domain, if its difficult was Medium or higher, and the
completion score was A or S, and if there are still any leftover locked
Bepis tech nodes, a Bepis disk will spawn.

<details>
  <summary>Original PR text</summary>
If domain has a reward value greater than one, it has 10% chance per
reward value to drop. No disk is gained if they ran out of techs to
unlock. Most of the domains have a reward value of three, so by the law
of great numbers they probably get one disk per every three domains run,
which should be one disk every 20-30 minutes. At least, if I am correct
that domain runs take about five to ten minutes, and the server cooldown
is three minutes. If I am incorrect, I can edit the drop chance as
needed, of course.

Edit: As I have underestimated how fast Bitrunners can be, I have
decreased the chance to be 5% per reward tier.
</details> 

## Why It's Good For The Game

- Bepis disks are expensive, and bitrunners need to spend almost all
their NP on gear and abilities
- Downloading secret research data, is flavourful, fitting for invading
the forgotten nooks of cyberspace.
- This will allow Bepis tech to be actually used in rounds

## Changelog

🆑
balance: Bitrunners can now earn Bepis disks, once per medium domain or
above, if they scored at least an A.
del: Bitrunners can not buy Bepis disks from their vendors.
/🆑
2024-05-04 08:10:10 +12:00
Jacquerel
46861e4831 Netguardian darkvision & visual tweaks (#82919)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/7483112/730a8d16-6489-4c7f-8c82-ae0d07598913)

This gives the Netguardian Prime mob a little bit of darkvision.
Reasoning: Some of these netrunning maps (like the alien hive) are very
dark, and this is a robot.

At the same time I added some emissives to its glowing eye and thrusters
to make them appear to emit light, and I removed the bobbing animation
we automate on flying mobs because its icon state has one already.

## Why It's Good For The Game

If we're going to spawn a mob in the dark it should probably be able to
see where it is.

## Changelog

🆑
balance: Netguardian Prime can see in the dark.
image: You can see Netguardian Prime in the dark.
/🆑
2024-04-29 04:29:57 +02:00
Jeremiah
9207af001b Fixes netpod href exploit (#82698)
## About The Pull Request
Can't have fits in detroit
## Why It's Good For The Game
Fixes #81616
## Changelog
🆑
fix: Netpods have had their security against exploits increased.
/🆑

---------

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
2024-04-17 18:20:15 -04:00
Jeremiah
dc1900ac8d Removes avatar earpiece [no gbp] (#82609)
## About The Pull Request
There's no comms in the digital plane anyway so this is only stopping
them from exploiting binary comms
## Why It's Good For The Game
Exploit fix
Fixes #82604
## Changelog
🆑
fix: Bit avatars no longer have access to free binary comms with the AI
outfit
/🆑
2024-04-17 18:52:54 +01:00
MrMelbert
995d8e2ee1 Fixes a variety of input stalling exploits (#82577)
## About The Pull Request

Fixes the following input stalling exploits (maybe missed some): 

- Changing GPS tag 
- Setting teleporter destination
- Request Console Reply
- Various AI law board interactions
- Note, I used `is_holding` but technically this means these fail with
telekinesis. I can swap them to `can_perform_action(...)`, which allows
TK, but I noticed some places explicitly deny TK interactions with Ai
law boards. Not sure which is preferred.
- Borg Rename Board
- Plumbing Machines and Ducts
- APCs and SMES terminal placements
- Stargazers Telepathy
- Go Go Gadget Hat

## Changelog

🆑 Melbert
fix: You can't change the GPS tag of something unless you can actually
use the GPS
fix: You can't set the teleporter to a location unless you can actually
use the teleporter
fix: You can't reply to request console requests unless you can actually
use the console
fix: You can't update AI lawboards unless you're actually holding them 
fix: You can't update a borg rename board unless you're actually holding
it
fix: You can't mess with plumbing machines unless you can actually use
them
fix: You can't recolor / relayer ducts unless you're actually holding
them
fix: You can't magically wire APCs and SMESs unless you're right by them
fix: You can't use Stargazer Telepathy on people who you can't see
fix: You can't configure the Inspector Hat unless you can actually use
it
/🆑
2024-04-12 03:03:27 +00:00
John Willard
fa31403353 LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request

I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.

This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.

Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).

## Why It's Good For The Game

I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.

## Changelog

🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑
2024-04-08 22:15:07 -06:00
Ghom
95b7fa1fb7 Add a unit test to check that maploaded simple/basic mobs are in an environment they can survive in. (#82180)
## About The Pull Request
I've recently noticed that the maploaded penguins from the snowdin away
mission were dying from unsafe atmos/temperature. This sparked the idea
of making a (focus only) unit test that would prevent this sort of
issues from happening.

This PR also implements the usage of the `atmos_requirements` and
`body_temp_sensitive` elements for simple animals too, cutting down the
copypaste.

## Why It's Good For The Game
More unit tests to make sure things are done correctly.

## Changelog

🆑
fix: Made sure that mapped critters (i.e. penguins on the snow cabin
away mission) can survive in the environment they're spawned in.
/🆑
2024-03-27 16:01:56 -06:00
John Willard
2163f60527 Simple animal xenos are now basic animal xenos (#82187)
## About The Pull Request

We currently have 2 types of xenos in the codebase, simple animal and
carbon.
I'd like to unite them both under basic, and I thought I should go for
simple animal first since it's more of a conversion than a remake.
This helps set a base for a future basic-only xeno, which would require
the following:
- Basic mobs (or just anything than Carbon) to have Organs, which we can
then use for things like referring to their plasma sac for egg-laying,
etc.
- All xeno types having a basic mob variant, preferably with an AI so
they would work without a player.
- Something be done about larva, either we'd split basic xenos into
"larva" and "adult" (like carbon) or have it be a separate path that can
also have organs so they can still have hivemind.

Everything else seems to have been done overtime as simple animals have
been converted to basic (HUDs and holding things now seem possible,
etc.)

Even if this doesn't work out, at least this cuts off a good chunk of
the remaining simple animals to convert to basic.

Sprites used (for mapping helpers):

Fire medkit
Toxin medkit
Oingo Boingo punch face (i tried to shrink it down)

## Why It's Good For The Game

This helps advance us move away from simple animals, and helps move
carbon xenos to basic mob later too if that's what we want to go for.

## Changelog

🆑
refactor: Xenomorphs (Lavaland & Oldstation ones) are now basic mobs.
/🆑
2024-03-26 15:28:58 -06:00
MrMelbert
c1047432c0 Bitrunners can broadcast their bitruns to the crew via Entertainment Monitors (#82218)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/51863163/72b90aba-863c-4776-b596-89f0dc0ee45f)

Bitrunners are now equipped with body cameras. 
The Quantum Console now holds a switch which you can toggle on to
broadcast your body camera footage to the station's Entertainment
Monitors.

I also cleaned up some balloon alerts

## Why It's Good For The Game

I did a gimmick with a bunch of bitrunners and thought it was lame I
couldn't watch them as they did the bitrunning part.
So here we are. I think it is pretty neat and fun, and also kinda
thematic, since it is VR after all.

## Changelog

🆑 Melbert
add: Bitrunners can now broadcast their Bitruns to the station's
Entertainment Monitors.
/🆑
2024-03-26 12:28:45 -06:00
Bilbo367
466b3df048 Refactor removing unused defines. (#82115)
## About The Pull Request

Refactors a lot of the unused defines.

## Why It's Good For The Game

Refactors a lot of the unused defines.

## Changelog
Nothing player facing

---------

Co-authored-by: san7890 <the@san7890.com>
2024-03-22 21:29:35 -06:00
Ghom
76fa5bcdad Skillchips are now copied to bitrunning avatars, plus a new chip to dodge bullets while flipping. (#81980)
## About The Pull Request
Active skillchips are now copied on bitrunning avatars. To celebrate
this, I've made a skillchip, which can be ordered through the bitrunning
vendor, that lets you dodge projectiles for the duration of your flips
plus 1/10 of a second (so 8/10 of a sec), at the cost of stamina (if you
think 20 is a bit too low, tell me).

I've also renamed the files containing the orderable bepis disks and
bitrunning tech because they inconsistent with the names of their
sections shown in the UI.

## Why It's Good For The Game
I think (active) skillchips being copied to bitrunning avatars makes
sense as after all they're both tech-y, brainy stuff. It's a bit of a
shame that no one thought of doing that.

## Changelog

🆑
add: Active skillchips are now copied on bitrunning avatars.
add: To celebrate it, a skillchip is now available from the bitrunning
order console, which lets you dodge projectiles for the duration of your
flips, at the cost of stamina.
/🆑
2024-03-21 20:44:10 +00:00
Thunder12345
058cb039eb Bitrunning 1.5: Secondary Objectives (#81828)
## About The Pull Request

Added secondary objective lockboxes to bitrunning. These pull from a
list of secondary objective loot on the domain, with a limited quantity
of items. Once there are no items left to pull, the secondary objective
disappears. If multiple secondary objective markers are placed, they
will be placed until all markers have been used, or all the items in the
loot pool are already spoken for.

To support this functionality, adds SSbitrunning, which stores all
domains as instances, instead of checking the hardcoded types as
previously. SSbitrunning manages listing domains for the quantum
console, and rolling secondary loot.

As an example of this functionality, added a side path to Glacier Grind
with a polar bear and some loot.

## Why It's Good For The Game

Secondary objectives give mappers ways to encourage players to venture
into a wider range of domains by offering non-trivial loot beyond the
fluff items given in the main caches. The absolute limit on the number
of items available ensures these items can't be farmed.

As well as supporting secondary objectives, SSbitrunning allows for
future support of features relying on mid-round modification of domains,
for instance adding custom domains.

## Changelog
🆑
add: Added secondary objectives to bitrunning!
add: Pick up encrypted curiosities and return them to the safehouse to
claim their contents.
add: Glacier Grind has been given a secondary objective, look out for
the limited edition hat.
add: Bitrunning domains can now be modified during the round by admins.
/🆑
2024-03-09 22:42:23 +01:00
13spacemen
357799c8a5 Removes Orbit Polling Component, SSpolling improvement (#81748)
When I made SSpolling, jlsnow gave me his blessing to delete the orbit
polling component [where you orbit something for 20 seconds before it
chooses a ghost from the orbiters]
It's only used in a few places like soulstones replacing
jobbanned/inactive players, etc.

Also upgraded SSpolling; you can now place a little icon on the sides in
the chat message, chat message looks a lot nicer, the alert pic and the
jump target don't have to be the same anymore, and I made it be able to
pre-pick candidates since 90% of the use cases would just want 1
candidate

Also prints to chat who the chosen one was

Also made slime intelligence potions ask the user for a reason, which
will be displayed in the alert poll
2024-03-06 08:24:36 +00:00
jimmyl
900cf05da5 [no gbp] Lazy Templates can be configured to Place on Top, deathmatch does this now (#81783)
## About The Pull Request

this is very much a code thing im not sure what i would say this just
adds an extra variable
also should be no sideeffects this is handled by turf reservations

also virtual domains (fixes  #81779)

## Why It's Good For The Game
![2024-03-02
11_28_18-Window](https://github.com/tgstation/tgstation/assets/70376633/85d094d3-c877-418f-bec9-af2f16736352)
this would formerly breach to space
## Changelog
🆑
fix: fixes deathmatch baseturfs (you cant crowbar the floor to breach to
space)
/🆑
2024-03-04 13:40:31 +01:00
Rhials
87771e7ecc Makes the encrypted bitrunning cache indestructible (#81150)
## About The Pull Request

This gives the encrypted bitrunning crate a bunch of resistances, making
it (theoretically) impossible to destroy.
## Why It's Good For The Game

The crate getting shot down by mobs or players and softlocking a domain
really kinda sucks!
## Changelog
🆑 Rhials
fix: The encrypted bitrunner cache is now impervious to most
conventional means of destruction.
/🆑
2024-01-29 18:51:21 +01:00
Kyle Spier-Swenson
8703eac50d split area.contained_turfs up by zlevel, make init 10 seconds faster (#80941)
## About The Pull Request

Situation: areas have a list of all turfs in their area.

Problem: `/area/space` is an area and has a 6 to 7 digit count of turfs
that has to be traversed for every turf we need to remove from it. This
can take multiple byond ticks just to preform this action for a single
space rune

Solution: split the list by zlevel, and only search the right zlevel
list when removing turfs from areas.

replaces `area.get_contained_turfs()` with a few new procs:

* `get_highest_zlevel()` - returns the highest zlevel the area contains
turfs in. useful for use with `get_turfs_by_zlevel`
* `get_turfs_by_zlevel(zlevel)` - returns a list of turfs in the area in
a given zlevel. Useful for code that only cares about a specific zlevel
or changes behavior based on zlevel like lighting init.
* `get_turfs_from_all_zlevels()` - the replacement for
`get_contained_turfs()`, renamed as such so anybody copying/cargo
culting code gets a hint that a zlevel specific version might exist.
Still used in for loops that type checked so byond would do that all at
once
* `get_zlevel_turf_lists()` - returns the area's zlevel lists of lists
but only for non-empty zlevels. very useful for for loops.

The area contents unit test has been rewritten to ensure any improper
data triggers failures or runtimes by not having it use the helpers
above (some of which ensure a list is always returned) and access the
lists directly.
2024-01-18 12:16:12 -05:00
Jeremiah
e6e3edcb9a Fixes netpod healing exploit (#80717)
## About The Pull Request
This PR addresses an issue where netpod healing effects persisted under
certain conditions (Issue #80715). Specifically, when a netpod is
destroyed with a player inside, the embryonic stasis effect improperly
continued. This adds another cases where the user is teleported out by
other means (not currently a known issue).
## Why It's Good For The Game
Fixes an in game exploit / bug
Fixes #80715
## Changelog
🆑
fix: Having a netpod destroyed will no longer grant you permanent
healing.
/🆑
2024-01-05 02:00:59 +01:00
Mothblocks
c1d68698fb Micro-optimize qdel by only permitting one parameter (#80628)
Productionizes #80615.

The core optimization is this:

```patch
-	var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+	var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```

We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.
2023-12-28 13:52:44 -08:00
Ical
0c89bfde44 Wendigo Cave Ruin & Domain Aesthetic Refresh + Wendigo Corpse Fix (#80334)
## About The Pull Request

Updates the Wendigo Cave ruin on Ice Box and it's domain to be more
detailed, without changing the shape of the arena too much. Also fixes
the Wendigo attacking corpses,


![image](https://github.com/tgstation/tgstation/assets/86125936/f6720c48-a139-46a2-92d6-d9d83fd4672a)

![image](https://github.com/tgstation/tgstation/assets/86125936/36281f17-d853-40bb-b08e-c6ae0254dcc8)
And the domain!

![image](https://github.com/tgstation/tgstation/assets/86125936/441886d8-816e-4de8-b54b-0fa4f57e3a93)
## Why It's Good For The Game
Makes the Wendigo arena and the surrounding area more varied visually,
as well as stopping the Wendigo from attacking the decorative corpses
used in the domain.

(Previous Arena for reference)

![image](https://github.com/tgstation/tgstation/assets/86125936/346da0eb-9d16-430b-91bb-970f84d52826)

## Changelog
🆑
qol: Wendigo Cave ruin gets an aesthetic refresh
fix: Wendigos (Wendigi?) no longer attack corpses

/🆑
2023-12-25 02:33:32 +01:00
Profakos
7da1609349 Adds unique vendor description to the bitrunning disks (#80444)
## About The Pull Request

This PR adds a unique description to the six bitrunning disk vendor
orders.


![image](https://github.com/tgstation/tgstation/assets/2676196/70b8c998-c32d-442c-94be-cb92922728c1)


## Why It's Good For The Game

This lets you know in advance what the disks contain, so you can plan
out if you want to save up your heard earned bitpoints for being able to
turn into a dragon, or perhaps if you want to double up on complex
spells.

## Changelog

🆑
qol: The bitrunning equipment vending machine now has a unique
description for each of the bitrunning disks
/🆑
2023-12-21 11:17:16 -05:00
Profakos
92684c1746 The bitrunning domain completion screen alert works again (#80426)
## About The Pull Request

When a domain is cleared via delivering the crate, all bitrunners get an
alert that lets them disconnect safely when clicked. However, it was not
working due to an inverted check. This PR fixes that, and also passes
along the return value properly.

## Why It's Good For The Game

I want to get off Mr Bone's Wild VR safely if I am trapped in a corner
but my friends manage to deliver the loot back to base.

## Changelog

🆑
fix: The bitrunner domain completion screen alert is once again properly
clickable
/🆑
2023-12-18 17:38:21 +00:00
Ghom
533863e5fd Changes the 'red pill' signal into a more generic 'living pill consumed' (#80428)
## About The Pull Request
I've been reminded to do that by Mothblocks.

## Why It's Good For The Game
Who would have thought that an oddly specific signal that is only sent
when the pill is red was bad design.

## Changelog
N/A

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-12-18 17:38:05 +00:00