## About The Pull Request
Implements half of this (with some minor changes):

The ultimate goal of this is to split our attack chain in two:
- One for non-combat item interactions
- Health analyzer scanning
- using tools on stuff
- surgery
- Niche other interactions
- One for combat attacking
- Item hit thing, item deal damage.
- Special effects on attack would go here.
This PR begins this by broadining tool act into item interact.
Item interact is a catch-all proc ran at the beginning of attack chain,
before `pre_attack` and such, that handles the first part of the chain.
This allows us to easily catch item interaction and cancel the attack
part of the chain by using deliberate bitflag return values, rather than
`TRUE` / `FALSE`*.
*Because right now, `TRUE` = `cancel attack`, no matter what, which is
unclear to people.
Instead of moving as much as possible to the new proc in this PR, I
started by doing some easy, obvious things. More things can be moved in
the future, or technically they don't even need to move in a lot of
cases.
## Changelog
🆑 Melbert
refactor: Refactored some methods of items interacting with other
objects or mobs, such as surgery and health analzyers. Report if
anything seems wrong
/🆑
## About The Pull Request
Exactly what it reads on the tin.
## Why It's Good For The Game
#79495 broke more than a few things alas. This will fix#79619.
## Changelog
🆑
fix: Fixed the AI painting manager showing invalid choices.
fix: Fixed the painting manager search function.
/🆑
I think I fixed the issue of blood brothers getting more antags by
setting special_role. Dynamic rulesets are too complicated and this
shouldn't even be possible as a bug. I intend to completely rewrite how
rulesets work.
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## About The Pull Request
Does what it says on the tin. We don't have any "special" sources of
clone damage left in the game, most of them are rather trivial so I
bunched them together into this PR.
Notable things removed:
- Clonexadone, because its entire thing was centered around clone damage
- Decloner gun, it's also centered around cloning damage, I couldn't
think of a replacement mechanic and nobody uses it anyways
- Everything else already dealt clone damage as a side (rainbow knife
deals a random damage type for example), so these sources were removed
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## Why It's Good For The Game
Consider the four sources of normal damage that you can get: Brute,
Burn, Toxins and Oxygen. These four horsemen of the apocalypse are very
well put together and it's no surprise that they are in the game, as you
can fit any way of damaging a mob into them. Getting beaten to death by
a security officer? Brute damage. Running around on fire? Burn damage.
Poisoned or irradiated? Toxin damage. Suffocating in space? Brute, burn
and oxygen damage. Technically there's also stamina damage but that's
its own ballpark and it also makes sense why we have a damage number for
it.
Picture this now: We have this cool mechanic called "clone pods" where
you can magically revive dead people with absolute ease. We don't want
it to be for free though, it comes at a cost. This cost is clone damage,
and it serves to restrain people from abusing cloning.
Fast forward time a bit and cloning is now removed from the game. What
stays with us is a damage number that is intrinsically tied to the
context of a removed feature. It was a good idea that we had it for that
feature at the time, but now it just sits there. It's the odd one out
from all the other damage types. You can easily explain why your blade
dealt brute damage, but how are you going to fit clone damage into any
context without also becoming extremely specific?
My point is: **clone damage is conceptually a flawed mechanic because it
is too specific**. That is the major issue why no one uses it, and why
that makes it unworthy of being a damage stat.
Don't take my word for it though, because a while ago we only had a
handful of sources for this damage type in the game. And in most of the
rounds where you saw this damage, it came from only one department. It's
not worthwhile to keep it around as a damage number. People also didn't
know what to do with this damage type, so we currently have two ways of
healing clone damage: Cryotubes as a roundstart way of healing clone
damage and Rezadone, which instantly sets your clone damage to 0 on the
first tick. As a medical doctor, when was the last time you saw someone
come in with clone damage and thought to yourself, "Oh, this person has
clone damage, I cannot wait to heal them!" ?
Now we have replacements for these clone damage sources. Slimes? Slime
status effect that deals brute instead of clone. Cosmic heretics? Random
organ damage, because their mechanics are already pretty fleshed out.
Decloning virus? The virus operated as a "ticking timebomb" which used
cloning damage as the timer, so it has been reworked to not use clone
damage. What remains after all this is now a basically unused damage
type. Every specific situation that used clone damage is now relying on
another damage type. Now it's time to put clone damage to rest once and
for all.
Sure, you can technically add some form of cellular degradation in the
future, but it shouldn't be a damage number. The idea of your cells
being degraded is a cool concept, don't get me wrong, but make it a
status effect or maybe even a wound for that matter.
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## Changelog
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🆑
del: Removed clone damage.
del: Removed the decloner gun.
del: Removed clonexadone.
/🆑
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I don't remember what was hard about this last time it took me like 20
minutes this time so I'm scared.
Removes dynamic simulations, only I have used them and it's a lot more
complicated now with this. I plan on making Dynamic simulations a part
of moth.fans anyway
## About The Pull Request
Most of these are mine that I just forgot about, only one I think anyone
cares about is the one in mobs.dm about making delta time match
subsystem yielding, but I think it's a bad idea so it's gone
Oh also, replaces an old comment of mine with an actual explanation
(it's about the icon cache and shit)
## About The Pull Request
Sets rhe singulo SS processing weight to 350, from 50.
## Why It's Good For The Game
The round is going to end, and the singularity is the center of
attention. No one cares about the simplemobs in lavaland or whatever.
Lets the singularity have more opportunity to say fuck.
## Changelog
🆑
code: The singularity processing is a bit more important than the other
subsystems.
/🆑
## About The Pull Request
currently verb callbacks still execute if the usr at the time of their
creation got deleted or had their client disconnected before they got
invoked. this can cause issues if the verb being deferred assumes usr
exists, now the callback will return instead of calling its proc if its
invoked after usr is deleted or disconnected.
## Why It's Good For The Game
less runtimes
## Changelog
🆑
code: verb callbacks will no longer execute if the original client
disconnected
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
We make timers a lot. Making a unique string for each of them wastes
time (string churn).
It also means we have to do an extra ref() in the bucketJoin proc.
If we instead throw all the shit we care about in a list and just read
off it later, we get pretty decent savings ((0.013 | 0.022) -> (0.009,
0.012)) (It was way worse when ref() was hyper expensive) It's not much,
but since timers are hot I think it's worthwhile.
It also lets us add further debug information, if we want it.
Could optimize this further if we had less stuff in the list, depends on
what we want displayed as it was on insertion and what we want displayed
as it was at moment of print.
Also also this is 100% the reason I did 515 in the first place and I
need to be free
## Why It's Good For The Game
Uhhhhhhhh more flexability in timer readouts? Cost I was worried about
is mostly gone cause ref() got better I think
## About The Pull Request
Replaces all instances of `SSblackbox.record_feedback\("tally",
"admin_verb", 1, (.+)\)` with `BLACKBOX_LOG_ADMIN_VERB($1)`
This makes so the funny comment isn't necessary.
It also reveals one location which someone did not heed the comment, the
`debug_controller` proc copy+pasted the line but did not change the
fourth argument. PEOPLE DON'T READ!
## About The Pull Request
LSP supports it, let's GOOOOOO
I've removed the 515 tests since they're stable, alongside the libcall
wrapper. left the rustgcall wrapper cause yaknow memes
Just removed all the 515 and 514 particular define wrappers. gaming
## Changelog
🆑
server: Minimum compile version has been bumped to 515. clients still
support 514 but we're gonna start using 515 restricted features for
serverside now.
/🆑
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
## About The Pull Request
I deleted the documentation file of ModPCs because it was barebones and
had no new information to give that autodoc couldn't. Just to make sure
this isn't a net-negative, I improved on much of the autodoc and
comments in general around ModPC code to help people understand easier
what's going on around it.
I also renamed vars that were too easily confused with other var names,
and reworked the ntnet downloader a little;
- it now has a search bar
- it now has more sections to scroll through, hopefully making it more
accurate and easy to find what you need.
- also organized the apps that were previously shoved in 'other'.
- i also upgraded it to a .tsx because why not
video demonstration
https://github.com/tgstation/tgstation/assets/53777086/cbba4c1c-b8a8-4ba4-8628-aea8389999fc
## Why It's Good For The Game
Adds in a lot of comments that were previously missing, clears up some
sources of confusion within ModPC code, and improves NTNet Downloader,
something I've procrastinated on doing for a very long time now.
## Changelog
🆑
qol: NTNet Downloader now has a search bar, and programs are now better
sorted.
/🆑
## About The Pull Request
I mucked this up a few weeks ago, wrote the fix, then got busy and
forgot about it. This fixes the bluescreen that appears when admins try
to look at the painting manager.
## Changelog
🆑 Tattle
fix: admin painting manager works again
/🆑
---------
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
This functionality was removed in #79479
(e1c6cfdce8), and we should still be
supporting the old chat anyways because it contains a plethora of useful
BYOND information that we still can really leverage (such as the
built-in profiler and stuff like that) and it's going to be painful to
do that if you have to keep spamming `fix-chat` to see OOC/ASAY while
alternating every damn time.
## Why It's Good For The Game
It's ugly but we still need it. There's a reason why we still have it.
## Changelog
🆑
fix: "Old Chat" (AKA: The old-styled non-TGUI raw-HTMLesque chat that
you might see when it prods you with the "Failed to load fancy chat!"
issue) should now get all text messages as expected.
/🆑
## About The Pull Request
Everyone knows that chat will just eat your messages now and then, isn't
that annoying?
What if SSchat was smart enough to keep track of your messages and
notice when you didn't get one?
Well, now it can!
## Why It's Good For The Game
Chat messages poofing into the aether is bad, really bad.
## Changelog
🆑
add: Chat Reliability Layer
code: TGUI chat messages now track their sequence and will be resent if
the client notices a discrepenency
/🆑
---------
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
## About The Pull Request
This PR makes a fix to market quantity of materials on the GMM. In
short, when you buy sheets, they get removed from the market's pool of
available resources.
When buying resources, they now shift up and down based on a fraction of
their inherent base_market_quantity, and not their current quantity,
preventing situations where a material can fully deplete all its stock
forever. I've also tweaked the numbers to try and keep those changes
from swinging too far wide as a result of this change.
Respecting quantity of materials should additionally help to decrease
the quantity of bike rounds in-game as well as the rare but horrifying
billion credit round.
## Why It's Good For The Game
Respecting quantity of materials should additionally help to decrease
the quantity of bike rounds in-game as well as the rare but horrifying
billion credit round. Also, I namely just completely missed this during
the original PR and I've been out of state for a few weeks so I've been
meaning to get around to fixing this.
Fixes#79116. Fixes#79247.
## Changelog
🆑
fix: The Galactic Material Market now respects quantity of materials
purchased, removing them from the market when bought and preventing you
from ordering more than are available at a given time.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
I made this to help me move more towards my goals [laid out
here](https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA) which currently doesn't
have much interest.
This makes the Destructive Analyzer use a little neat TGUI menu instead
of its old HTML one. I also touch a lot of science stuff and a little
experimentor stuff, so let me explain a bit:
Old iterations of Science had different items that you can use to boost
nodes through deconstruction. This has been removed, and its only
feature is the auto-unlocking of nodes (that is; making them visible to
the R&D console). I thought that instead of keeping this deprecated code
around, I would rework it a little to make it clear what we actually use
it for (unhiding nodes).
All vars and procs that mentioned this have been renamed or reworked to
make more sense now.
Experimentor stuff shares a lot with the destructive analyzer, so I had
to mess with that a bit to keep its decayed corpse of deprecated code,
functional.
I also added context tips to the destructive analyzer, and added the
ability to AltClick to remove the inserted item. Removing items now also
plays a little sound because it was kinda lame.
Also, balloon alerts.
## Why It's Good For The Game
Moves a shitty machine to TGUI so it is slightly less shitty, now it's
more direct and compact with more player-feedback.
Helps me with a personal project and yea
### Video demonstration
I show off connecting the machine to R&D Servers, but I haven't changed
the behavior of that and the roundstart analyzers are connected to
servers by default.
https://github.com/tgstation/tgstation/assets/53777086/65295600-4fae-42d1-9bae-eccefe337a2b
## Changelog
🆑
refactor: Destructive Analyzers now have a TGUI menu.
/🆑
## About The Pull Request
Sets up moveloops to better catch issues with duplicated loops
Letting people modify the timer var AND have it track what bucket we're
in was a bad idea.
So instead let's store the queued time separate. Also makes
allowed_to_move return true/false instead of flags
This fixed? the null loop issue locally, I honestly have no damn idea
why. I'm gonna be working on the rest of ci here, left trackers so if it
pops up between now and merge I'll know what the issue is.
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
## About The Pull Request
I want to put my hands in the engine. If you don't want me touching this
I am not hurt if its closed
Added 2 early returns and removes single letter vars
## Why It's Good For The Game
Code improvement
## Changelog
N/A nothing player facing
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Basically, every time we made a new client interface, we would add it to
`GLOB.directory` (new behavior introduced in (#79348
(88bb3afcce)).
This would mean that we would pass in junk mock clients into the vote
processing feature instead of actual legitimate clients, as well as a
slew of unintended consequences elsewhere wherever we access
`GLOB.directory`.
We would create mock clients in stuff like
`randomize_human_appearance()`, which is legitimately used and called in
a slew of places where we want random humans, which allows junk to enter
in directory per the aforementioned point.
Anyways, let's just... not let's add it to the directory if we aren't
running unit tests. I also made the vote processing code a bit more
strict juuuuuuuust in case
## About The Pull Request
[Implements the backend required to make targeting datums
global](6901ead12e)
It's inconsistent with the rest of basic ai for these to have a high
degree of state, plus like, such a waste yaknow?
[Implements
GET_TARGETING_STRATEGY](d79c29134d)
Regexes used:
new.*(/datum/targetting_datum[^,(]*)\(*\)* -> GET_TARGETING_STRATEGY($1)
Renamed all instances of targetting to targeting (also targetting datum
-> targeting strategy)
I've used GET_TARGETING_STRATEGY at the source where the keys are
actually used, rather then in the listing. This works out just fine.
## Why It's Good For The Game
Not a misspelled name through the whole codebase, very slightly less
memory load for basically no downside (slight cpu cost maybe but not a
significant one.
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
## About The Pull Request
1. Removes `SSshutle.order_history`. This list is responsible for
keeping track of all orders delivered through cargo. This list however
is neither used for logging nor has an UI interface for players to
interact with, it just increases in length & memory as orders are made
and goes unused. By removing this list we can now safely delete supply
orders after cargo has shipped them thus saving memory
2. Mining orders & Material orders now delete their supply packs when
their supply orders are deleted to properly cleanup memory. These 2 are
special orders that generate their own unique supply packs that is not
part of the custom `SSshuttle.supply_packs` list so it won't cause any
issues
3. Removes `SSeconomy.export_total` & `SSeconomy.import_total`. Nobody
used these vars so no reason to keep them around.
## Changelog
🆑
code: removed order history, import & export value from cargo & economy
subsystems. Allow supply packs to be properly deleted. In general memory
savings
/🆑
## About The Pull Request
Added a user type to integrated circuits that can't be stored as a user
type but can be typecasted to entity. Useful for components that
directly ask for an input from the user, like the list pick component.
Refactored the list pick component to use this user port and to also
send failure signals whenever a success signal is not sent.
Removed the triggered port for the list pick component.
Also fixes a runtime that occurs with the list pick component if the
list passed in only contains null values.
## Why It's Good For The Game
Can't force a prompt onto people who haven't interacted with your
circuit.
## Changelog
🆑
add: Added a user type to integrated circuits
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
Pretty self explanatory, gets rid of the restriction on using paraplegic
with these quirks.
I'm going to very tentatively call this a qol, since I can't fathom this
really being much of a mechanical help for anyone. But I wouldn't
complain if people disagree
## Why It's Good For The Game
Space-born people would likely be able to function fine without legs in
little to no gravity, and both of them, lore wise, could have been
paralyzed later in life. It doesn't really make sense for them to be
exclusive.
In terms of balance, I don't believe either combination meaningfully
negates any of the downsides of the quirks. I can't really think of any
potentially abusable mechanics that this restriction is preventing.
## Changelog
🆑
balance: paraplegic is no longer exclusive with spacer or settler or
spacer. Broken legs don't discriminate!
/🆑
## About The Pull Request
Splits the large ass persistence file into a bunch of smaller subfiles.
## Why It's Good For The Game
Better organization.
## Changelog
N/A
## About The Pull Request
- As the size of the announcement proc has grown over the past few PRs,
did a pass over them for readability and consistency
- Include the arg names for coders unfamiliar with the new announcement
format
- Replaced leftover hardcoded Central Command text with the command name
proc, so all announcements reflect the command name if changed by an
admin
- Replaced hard coded emergency shuttle timer text with the actual
timeleft vars, so it's correct if the timers are changed for any reason
- Darkens the dark mode blue/red headers to be more red less pink, while
staying in accessibility standards
- Adds a lower profile grey colour for automated non-Central Command
announcements
## Changelog
🆑 LT3
code: Emergency shuttle announcements no longer use hardcoded values
code: Central Command announcements now correctly use its new name when
changed
spellcheck: Consistency pass on event announcements
/🆑
## About The Pull Request
The on_finish_callbacks list in `/datum/move_loop/has_target/jps` was
not initialized. Usually, when you add something to an uninitialized
list, it gets initialized and the item gets added to it. However, the
`CALLBACK` wrapper is around `new /datum/callback`, this fails.
This meant on_finish_callback was not a list, therefore at the end of
pathfinding, its contents could not be iterated and invoked. This PR
fixes this problem by initializing the list.
## Why It's Good For The Game
Closes#79383
Blob minions rally and punch again.
## Changelog
🆑
fix: Basic mobs using JPS can move again
/🆑
## About The Pull Request
Fixes a little whoopsie from #79495 which got rid of the ability to
filter paintings
## Why It's Good For The Game
Filtering good
## Changelog
:cl:Tattle
fix: paintings can once again be filtered
/🆑
Co-authored-by: tattle <article.disaster@gmail.com>
## About The Pull Request
We got some reports about a server lagging, the cause was determined to
be TGUI. Potato figured out it was the painting manager, and I was able
to recreate the lag by just quickly scrolling through the 1200+
paintings on Manuel via a curator console. Please don't do this btw.
## Why It's Good For The Game
Allow people to scrub through the painting gallery without lagging the
server.
## Changelog
🆑 Tattle
fix: you should now be able to scrub through the library without lagging
the server
/🆑
---------
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Modifies the security level change proc to only fire the nightshift
subsystem if the subsystem is running, and if a lighting change is
required. If a lighting change is required, nightshift has its next fire
set 7 seconds after, so announcements and sounds don't stack.
## Why It's Good For The Game
Nightshift is only updated when required, eliminating nuisance
announcements when levels unrelated to red/delta are selected.
## Changelog
🆑 LT3
code: Changing security levels will only trigger the nightshift
subsystem if lighting changes are required
/🆑
## About The Pull Request

adds this ruin to space ruin pool
this is a shady (as NT always is) bioresearch outpost that got fucked up
by an experiment
this has like some puzzle aspect to it since you gotta find keycards and
shit and press buttons to unlock shield gates
this ends with you fighting a heart which if you defeat, destroys the
blockade that prevents you from entering the outpost vault
also you can no longer literally just cut indestructible grilles or
unanchor indestructible windows
### new puzzle elements or something idk
variant of pressure plate that you cannot remove and it sends a puzzle
signal
cooler red puzzle doors that look very foreboding or something idk
theyre for this ruin
also puzzle blockades, which are indestructible dense objects that are
destroyed if they receive a puzzle signal
and also buttons and keycard pads for puzzles
https://github.com/tgstation/tgstation/assets/70376633/c98807ec-1e7b-49c4-a757-cdbb76a1b566https://github.com/tgstation/tgstation/assets/70376633/9d5d9dd1-5868-44e6-a978-5ea57b30c298
stuff that throws electric shocks in a pattern, ignores insuls and only
knocks down, and no you cannot just run past
https://github.com/tgstation/tgstation/assets/70376633/5772917c-a963-48a4-a743-b0f610801d25
### enemies
living floor, it can only attack stuff on top of it and it attacks until
the victim is dead
it is invincible to all but a crowbar, and it cannot move, and it
remains hidden until a victim is in range
https://github.com/tgstation/tgstation/assets/70376633/aa1d54f6-b259-4e58-9d44-e393d2131acf
living flesh, it can replace your limbs with itself
the conditions for that are; the limb must have 20 or more brute, victim
must be alive and dismemberable, the limb may not be torso or head, or
the limb may not be living flesh
alternatively it can replace a missing limb
these are all checked with every attack
they have 20 hp
the limbs in question will sometimes act up, while passively draining
nutrition, arms will randomly start pulling nearby stuff, legs may step
randomly
limbs when detached, turn into mobs and reactivate AI 2 seconds later.
if the host is shocked, all living flesh limbs will detach, or if the
host dies they will also do that
https://github.com/tgstation/tgstation/assets/70376633/765cc99e-c800-4efb-aabe-d68817bbd7ae
## Why It's Good For The Game
ruin variety is cool i think
also the other things i added should be useful for other mappers for
bitrunning or whatever
also bug bad for that one fix
## Changelog
🆑
add: living floor, living flesh, and other stuff for the bioresearch
outpost ruin
add: bioresearch outpost ruin
fix: you may not defeat indestructible grilles and windows with mere
tools
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
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## About The Pull Request
Adds the roundstart pop count and the calculated max threat to blackbox
logging of dynamic threat.
This allows for identifying lowpop shifts and more intelligent analysis
of dynamic threat.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
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## Why It's Good For The Game
I need this added to better track what's going on when analysing threat
distribution, as all threat stats will bias low with the inclusion of
lowpop shifts capping max threat.
<!-- Argue for the merits of your changes and how they benefit the game,
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## Changelog
No player-facing changes.
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icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Makes it so new dream types can be more easily added to the game with
effects within them beyond just some text being displayed if you want. I
added a dream that plays a random sound file available in the game files
to demonstrate how it's used. Mainly I wanted this out of the way for
another thing I'm working on.
I also made it so if the sound subsystem fails to reserve a channel it
throws a runtime since this happening is likely always going to result
in a bug, like it did while I was testing this.
## Changelog
🆑
add: New dream that plays sound at you
/🆑
This ports a whole bunch of various PRs and commits from
https://github.com/effigy-se/effigy-se , with heavy refactoring to keep
it fresh for /tg/'s code standards.
## About The Pull Request
The whole slew of announcement touchups lately (as in #78995
(37db1ecbf8) / #79052
(12308dbd3d)) have made me realize how
much this stuff sucks. The author of these new spans was advertising
these in coding general, so I sat down and coded it. Look at the spans,
they're much nicer than what we had going on:
(ignore the capitalized alert status names, this was removed)
<details>
<summary>Dark Mode</summary>


</details>
<details>
<summary>Light Mode</summary>


</details>
This PR also features
* Major announcement code handling cleanup and refactor! There was a lot
of copypasta so let's distill it all down into one proc
* Better cacheing! We were doing a shit load of new string generation
needlessly! That's fixed now.
* Better string concatenation! Lists are better for string tree reasons.
It still works just as well, as you can see from the screenshots above.
Best of all, no fucking `<br>` dogshit everywhere!
* We don't use string equivalency in order to figure out the "type" of
an announcement. It's all defines now. This was a bonus that I just
coded in since it irritated me.
* Minor spellcheck of "announcement".
* All of our HTML string mangling stuff is now all span macros! I love
macros.
## Why It's Good For The Game
In the same vein of adding examine blocks (#67937
(b864589522)) because old examinations
tended to blend in with the chat and everything chat-wise used to suck
really hard- I think this is a really nice way to draw attention to
announcements in the chat box without needing a shit load of line breaks
that just really look ugly and have no real consistency. You can look at
the PRs/commits I linked above for an idea of just how ugly it could be
getting.
I haven't audited every announcement in this PR, we can tweak this down
the line.
## Changelog
🆑 LT3, san7890
add: Announcements have gotten a fresh coat of paint! They should be
popping with splendid new colors and should have a lot less ugly
linebreaks, while still managing to keep your attention at the screen.
/🆑
I know we didn't need to port all the CSS themes but I added them
anyways in case admins wanna have some fun.
There can probably be more code improvements, just figured I'd crack it
out while I had time.
The colors also seem fine, let me know if we need more redness or
something. It's okay for stuff to be toned down a bit imo, but that
should be done after a hot second.
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
Implements /datum/pathfind/sssp, which generates /datum/path_map
/datum/path_maps allow us to very efficently generate paths to any turf
they contain from their central point.
We're effectively running the single source shortest paths algorithm.
We expand from the center turf, adding turfs as they're found, and then
processing them in order of addition.
As we go, we remember what turf "found" us first. Reversing this chain
gives us the shortest possible path from the center turf to any turf in
its range (or the inverse).
This isn't all that useful on its own, outside of a few niche cases
(Like if we wanted to get the farthest reachable turf from the center)
but if we could reuse the map more then once, we'd be able to swarm
to/from a point very easily.
Reuse is a bit troublesome, reqiures a timeout system and a way to
compare different movables trying to get paths.
I've implemented it tho. I've refactored CanAStarPass to take a datum,
/datum/can_pass_info. This is built from a movable and a list of access,
and copies all the properties that would impact pathfinding over onto
itself.
There is one case where we don't do this, pathing over openspace
requires checking if we'd fall through the openspace, and the proc for
that takes an atom.
So instead we use the weakref to the owner that we hold onto, and hold
copies of all the values that would impact the check on the datum.
When someone requests a swarmed path their pass info is compared with
the pass info of all other path_maps centered on their target turf. If
it matches and their requested timeout isn't too short, we just reuse
the map.
Timeout is a tricky thing because the longer a map exists the more out
of date it gets.
I've added a few age defines that let you modulate your level of risk
here. We default to only allowing maps that are currently
being generated, or finished generating in our tick.
Hopefully this prevents falling into trouble, but consumers will need to
allow "failed" movements.
As a part of this datumized pass info, I've refactored pathfinding to
use access lists, rather then id cards directly. This also avoids some
dumbass harddel oppertunities, and prevents an idcard from changing mid
path.
Did a few things to the zPass procs, they took args that they did NOT
need, and I thought it'd be better to yeet em.
If you'd all like I could undo the caching/can_pass_info stuff if you'd
all like. I think it's useful generally because it avoids stuff changing
mid pathfind attempt, but if it's too clunky I could nuke it.
Oh also I added optional args to jps that constricts how it handles
diagonals. I've used this to fix bot paths.
## Why It's Good For The Game
Much of this is redundant currently. I'm adding it because it could have
saved hugglebippers, and because I get the feeling it'll be useful for
"grouping" mobs like bees and such.
We're doing more basic mob work currently and I want to provide extra
tools for that work.
https://github.com/tgstation/tgstation/assets/58055496/66aca1f9-c6e7-4173-9c38-c40516d6d853
## Changelog
🆑
add: Adds swarmed pathfinding, trading accuracy for potential
optimization of used correctly
fix: Bots will no longer take diagonal paths, preventing weirdo looking
path visuals
refactor: Refactored bits of pathfinding code, hopefully easier to add
new pathfinding strategies now
/🆑
## About The Pull Request
[Implements a setter for starlight
variables](af34f06b41)
I want to start to modify starlight more, and that means I need a way to
hook into everything that uses it and update it, so we can modify it on
the fly.
This does that, alongside removing space overlays from nearspace (too
many false positives) and making the aurora modify all turfs projecting
starlight, rather then all turfs in an area.
Do still need to figure out handling for the starlight color usage in
turf underlays tho (I gave up, we just keep it static. I'll fix it
someday but the render_relay strategy just doesn't work with its masking
setup)
[Reworks how starlight overlays
work](9da4bc38e2)
Instead of setting color on the overlays directly, we instead store an
object with our current settings in every mob's screen, and
render_target it down onto our overlays.
This lets us update overlay colors VERY trivially. Just need to set
color on the overlay var. Makes modifying starlight a lot cheaper.
It doesn't work on area overlays, because suffering, and it MIGHT induce
extra cost on clients. if it does we can do something about that, we'll
play it by ear
[Removes parallax starlight
coloring.](5f701a1b13)
I'm sorta iffy on the color, the effect can be real oppressive in some
cases, and I'd like to use starlight color for more events in world, and
having it vary can make that looking nice hard.
[Adds some visual effects to narsie being
summoned](a423cfcb2b)
As the rune drawing progresses space (starlight and parallax) go from
normal to greyscale. Then, right about when narsie shows up, starlight
becomes vibrant red.
It's a nice effect. I wanna do more shit like this, I think it'll
improve vibes significantly.
## Why It's Good For The Game
Can't embed it because of github's upload limit, can show a
[link](https://cdn.discordapp.com/attachments/458452245256601615/1160821856358645860/2023-10-08_22-31-22.mp4?ex=65360e99&is=65239999&hm=680e33e4e0026b89e132afc50c04a648a24f869eb662f274a381a5de5c5a36f2&)
for the narsie stuff
Here's
[one](https://cdn.discordapp.com/attachments/326831214667235328/1160813747196141568/2023-10-08_22-34-10.mp4?ex=6536070c&is=6523920c&hm=f8d571d1013da89887f49f3fec99f632251eeeac83085aa7dde97009aee3922f&)
for the aurora too.
This gives us more pretty starlight shit, and the ABILITY to do more
pretty starlight shit. I'm pretty jazzed, and I hope people use this
proc more (keeping in mind that it's pretty hard on the lighting system,
and needs significant delay between changes)
## Changelog
🆑
add: Narsie summoning has had some effects added to space and starlight
del: Removes the link between spacegas color and starlight. It was a
slight bit too vibrant and I think impacted the vibe too wildly to be
incidental.
fix: The aurora event actually... works now. Space lights up and all
that
/🆑
## About The Pull Request
Alright first thing's first --
`frequency_lower = 3 minutes -> 2.5 minutes`
`frequency_upper = 10 minutes -> 7 minutes`
There's also some autodocing/unsinglenamevaring of the events subsystem,
and the event selection code has been moved to a pick_weight().
This should have no effect on summon events, since that sets the
frequencies manually when triggered.
## Why It's Good For The Game
The benign, fluffy events now heavily outweigh the truly destructive
events in the pool. Even situationally destructive ones like the
Supermatter Surge or Brand Intelligence provide players with a
meaningful diversion to keep themselves occupied with.
Having more things going on, and more for players to do, is a good
thing. Reducing the potentially lengthy delay between random events
should accomplish this without increasing the amount of chaos between
rounds.
Also, these values were changed 8 years ago, under the reasoning that
"there are more random events now". We can safely say that there are
even MORE random events now. I know changing something because it was
changed in the past isn't a valid reason, but it's what set me down this
road in the first place.
As a reminder, ghost antag events are handled through dynamic (unless
dynamic is out of threat), meaning this won't seriously affect how
frequently you see antags.
These values are, of course, subject to change in response to feedback,
discussion, and maintainers yelling at me.
## Changelog
🆑 Rhials
balance: Random event frequency has been adjusted to fire events more
often.
code: The event subsystem has been prettied up with comments and longer
variable names.
/🆑
## About The Pull Request
Primarily this pr is all about getting pipes to have a visual display
for the gas within them. A couple other things of note have been done to
make that easier though:
- A sprite generator that outputs to a dmi has been made for all pipe
variants and the layers. This is because I didn't want to work with
hundreds of pipe sprites just to do minor changes. In the future I would
like to generate things like this during a github action but for the
moment this is just a helper you can use for generating the pipe dmi
files.
- Some minor reorganization of the code in the pipe dm file.
- Some doc comments on things that bothered me
## Why It's Good For The Game
Gives a bit of visual feedback when working with pipes that should
hopefully make people more comfortable around them if they can easily
see if the pipes are empty or are filled with an unknown gas mixture.
Can also serve as a warning to those keeping an eye out for things like
plasma floods.
🆑 ninjanomnom
add: Pipes now have a colored visual display that shows their contents
at a glance.
/🆑
~~The colors for gases could stand to be better, if anyone wants to
suggest alternatives to what I've used please do as I put only a bare
minimum of thought into each choice.~~ I've switched to using the gas
colors defined in tgui constants.

## About The Pull Request
**This PR is a rerelease of #78164, with some bells and whistles.** As
such, most of the core functionality is the same, but with some tweaks
to balance the gameplay and prevent bike levels of profit. I've tried to
bold the new additions to make it easier to read for those coming back
for the second pass.

This PR adds a new machine that can be bought called the **Galactic
Mineral Market** (GMM). The Galactic Mineral Market (GMM) allows you to
buy and sell minerals wholesale from the market machine. It goes
something like this:
### 1. Getting the Machine:
The GMM can be bought as an un-assembled machine for 600 credits from
cargo. It's a low cost, but its not mapped in standard, so if you're
confident in your miners, you shouldn't necessarily need one for the
department. Otherwise, it's available for other crewmembers to buy for
cost.
The cargo pack comes will all supplies necessary to finish the machine.
Tools not included.
### 2. Buying Low
Using the machine's UI, you can see all traded minerals and their
associated prices. Buy prices are played straight, and can be bought for
material price, times the quantity. The order is then instantly placed
on the cargo shuttle, and will be deducted from the buyer's account on
shuttle send. **A single order can only have 10 different stacks of
materials in it. So, that can be 100 sheets of iron and 1 of everything
else, or 500 sheets of iron. After that you're blocked from buying more
sheets until you've sent the order.**
Cargo staff with standard cargo access may toggle the machine to order
directly from the cargo budget. Otherwise, materials are only purchased
from private accounts.
All purchases are treated as private and must be opened by the recipient
like private orders.
### 3. Selling High
It's stocks time. To sell minerals on the market, simply insert any
relevant metal stock into the machine. This produces a totally original
and not-a-bounty-cube stock block, which can be sold on the cargo
shuttle for cargo funds. Stock blocks can also be price-tagged as well
following their standard process.
**Stock blocks start out a bright pink and are worth the value of that
material at that time, but over time their color will degrade. After a
full 5 minutes, stock blocks will switch over to a purple hue, and their
value will once again become liquid, subject to the current market
value. This encourages players to be a bit more fast on their feet than
before instead of just waiting forever for all of their investments to
arrive at the perfect value, before the inevitable "rest of the game"
tries to upend your investing.**
Sold cargo stocks are subject at a 20% processing fee as part of the
galactic mineral market.
### 4. Outside Factors
**In-game events like the Crab-17 or the Market crash event will cause
stocks to bottom out completely, and for the market to become
unavailable until the market stabilizes. Thankfully, once the market has
crashed, typically stocks will recovery and gain back some value,
allowing for fast acting market movers to capitalize on rough markets.**
**Additionally, low value materials like iron and glass have an extra
stipulation, as their value goes all the way down to 0 credits. In that
case, you are unable to buy them at that value as a market protection.
Be careful that you don't see a reset or crash when you're planning on
selling your horde of iron and glass stocks!**
Additionally, market events can occur during the round that can more
sharply adjust a single stock's price and completely rebound it's
trajectory. These events are always mentioned in the station
announcement's economics report.
### Other notes:
The market does not cover all minerals, partially for consistency
purposes as well as for balance reasons. Plasma, being a unique material
that only Nanotrasen has their hands on, is the sole exporter of plasma
in the system, so it stands to reason that it's not on the market, and
remains a solo export. Bananium, as it has a rare and expensive
conversion rate, works the opposite way, and as such isn't listed on the
market either, with the sole source being single cargo sales. All others
just don't make much sense to include into the market at this second, so
I left them out for now.
**Alright now below I'm going to cover the math and shit so if that's
not what you care about then please scroll past.**
<details>
<summary>Warning: Arcane is about to talk about the math</summary>
Alright.
So this adds a new stock_market subsystem, which fires once every 20
seconds. I'm still fairly new to subsystem design so I'm probably going
to need some feedback on cleaning this up to make it look nicer and run
smoother.
So we have 4 associated lists, each attached to the relevant traded
datum; this tracks prices, market trends, how long that trend is going
to last in SS fires, and market quantity.
Prices fluctuate between 0.5x and 3x the material's single sheet value.
This could be tweaked even farther in the future, but for now I'm
keeping it at this nice clean margin. Prices fluctuate based on a
gaussian normal distribution that is centered on different points based
on their **trend**. Upward trending materials are centered in such a way
that they'll almost certainly go upwards, but being that it's based on a
random chance, not always. Vis versa, downward trends should tend to
lose value at about the same rate. We also change our rounding based on
this trend data, in order to prevent low price values like iron and
glass from getting stuck in the same value or freefall drop over time
just because of rounding down. Similarly, neutral trending materials
will not change nearly as much, and will generally stay at around the
same amount.
When buying or selling a material, the quantity of that material will
change on the market. The magnitude of that change depends on how much
of that material currently exists on the market. Buying a low quantity
material like diamond for example will tangibly increase that material's
cost, while buying stacks and stacks of iron and glass won't do much
damage to the price of iron as there's usually around 500 full stacks on
the market to start with. It's applied at a relative percentage of
(qty_changed / new_total_on_market) * price of goods bought/sold at.
In addition to that, there are random "market events" that can occur
randomly, which you might miss if you don't follow the newscaster
economy news. These three events are fairly barebones now, but in
general they have a 1% chance of happening per material, and can more
dramatically increase, decrease, or fully reset the value of a material
on the market back to it's standard value. This opens up for doing more
with it in the future, but that's a later problem.
</details>
## Why It's Good For The Game
This independently resolves some issues related to #78040, that being
that lowpop stations, or shifts with few miners would have a new way to
be able to still get some access to minerals in a given round. This also
provides a unique minigame and alternative way to acquire money in a
given shift, using minerals.
**"But Arcane,** I hear you ask. **"Isn't this just the same thing you
tried doing way back when and then reverted in #50537?**
Well, fuck man, how you doing I haven't see you around in forever also
no you're completely wrong and here's why
**This PR is no longer contingent on the rest of ArcMining in it's
current iteration.** I have introduced some extra factors into the
gameplay as well to try and curb the creation of bikes within gameplay.
This also provides a massive benefit to round progression and gives the
QM and the cargo members the ability to prevent round progress from
stalling by buying round-critical resources.
Not to mention, as the GMM is not cargo required, more cargo integrated,
it also functions as economy content for the rest of the crew.
## Changelog
🆑
add: A new export has arrived in the imports section, the Galactic
Materials Market! You can use this to buy and sell minerals for profit
or cost, as well as stock your station when you don't have any miners.
add: Insert sheets of minerals into the Galactic Materials Market to
convert them into a stock block, allowing you to lock in your price for
5 minutes. Wait too long and it'll be subject to market value again!
add: Minerals can be bought on the market either using the station's
cargo budget by cargo crew, or privately by everyone else.
del: Any material stacks that can be bought and sold on the market
before have been removed from the cargo catalog.
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
## About The Pull Request
- Fixes roundstart jobs not getting information from
`radio_help_message`
- Adds extra information for the Captain
- Examine blocks out roundstart / latejoin job information
Roundstart:

Latejoin:

## Why It's Good For The Game
1. Roundstart mobs weren't getting radio information due to them not
being cliented yet, this has been fixed.
2. The roundstart block was pretty cumbersome to read and easy to have
your eyes glaze over, this should make it easier.
## Changelog
🆑 Melbert
qol: Examine blocked out roundstart / latejoin job information.
qol: Captain gets a little bit more information about how their radio
works roundstart.
fix: Fixed roundstart players not getting radio information.
/🆑
## About The Pull Request
Fixed zombies being able to infect headless corpses (Including former
zombies)
Fixed bio armor being totally useless against zombies. Now it checks how
hurt your limb is: If it's more than the bio armor value, you get
infected. THICKMATERIAL clothing guarantees at least 25 damage required
to infect you, non-thick clothing reduces effective defence by 25. In
practice this means people with MODsuits, biosuits will resist infection
unless they're pummeled into crit, and wearing a firesuit will save you
from the first few slashes.
Fixed the bomb hood armor not having the same bio armor value as bomb
armor.
Added a message to the zed when they succesfully infect someone.
Turned some proc names into snake_case rather than, uh, nospacecase.
## Why It's Good For The Game
> Fixed zombies being able to infect headless corpses (Including former
zombies)
This is pretty cool but it also means you can't actually permanently
kill a zombie if they just get slashed again by another zombie.
> Fixed bio armor being totally useless against zombies. Now it checks
how hurt your limb is: If it's more than the bio armor value, you get
infected. THICKMATERIAL clothing guarantees at least 25 damage required
to infect you, non-thick clothing reduces effective defence by 25. In
practice this means people with MODsuits, biosuits will resist infection
unless they're pummeled into crit, and wearing a firesuit will save you
from the first few slashes.
Melbert told me this is an oversight, so I, uh, 'fixed' it? This also
lets people have some true actual defence against zombie infections,
without making them immune to it.
> Fixed the bomb hood armor not having the same bio armor value as bomb
armor.
Bug I noticed while going over bio armors.
> Added a message to the zed when they succesfully infect someone.
QoL and good feedback
> Turned some proc names into snake_case rather than, uh, nospacecase.
what the hell do you call isuckatnamignprocs(). what case is that.
cougarcase?
## Changelog
🆑
fix: Fixed zombies being able to infect headless corpses (Including
former zombies)
fix: Fixed bio armor being totally useless against zombies. Now it
checks how hurt your limb is: If it's more than the bio armor value, you
get infected. THICKMATERIAL clothing guarantees at least 25 damage
required to infect you, non-thick clothing reduces effective defence by
25. In practice this means people with MODsuits, biosuits will resist
infection unless they're pummeled into crit, and wearing a firesuit will
save you from the first few slashes.
fix: Fixed the bomb hood armor not having the same bio armor value as
bomb armor.
qol: Added a message to the zed when they succesfully infect someone.
code: Turned some proc names into snake_case rather than, uh,
nospacecase.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Adds an option to the respawn config which forces you to pick another
character (slot) before you respawn.
## Why It's Good For The Game
Just an idea i'm throwing out there, not necessarily pushing for it to
be enabled on any servers.
Respawning as an alternative character can be a good way to make people
less frustrated at dying, particularly if paired with the cooldown
config that already exists:
"Oh shucks, I died and got my head cut off and got absorbed and got
spaced by some changeling. I won't be able to finish my project or
whatever. At least in 15 minutes I may be able to join as my botanist
character to try something else rather than having to wait an hour and a
half for the round to tick over."
Also nice for downstream support.
(Obviously you can just, *ban* people who respawn as the same character,
use an honor system, but codifying it seems better than not.)
## Changelog
🆑 Melbert
config: Adds a config option for player respawning that enables
respawns, but forces you pick a new character.
config: "NORESPAWN" has been replaced with "ALLOW_RESPAWN 0". Unlimited
respawns is "ALLOW_RESPAWN 1" and character limited respawns is
"ALLOW_RESPAWN 2".
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>