* (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE
* fex
* fex
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Fixes map votes not happening when the ALLOW_MAP_VOTING config flag was disabled (#67394)
Fixes map votes not happening when allow map voting was disabled by config
* Fixes map votes not happening when the ALLOW_MAP_VOTING config flag was disabled
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* [MDB IGNORE] More /area/ typepath organization and cleanup (#67107)
This further continues what I did in b4fb8f3ed1 (but instead of just stations, its now every (most) applicable area in the game
* [MDB IGNORE] More /area/ typepath organization and cleanup
* wew
* e
* Update CentCom_skyrat.dmm
* wew
* ews
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Refactors firestacks into status effects (#66573)
This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made.
Some fire related is moved away from species(what the fuck was it even doing there) into these as well.
Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient.
Also changed some related proc names to be snake_case like everything should be.
This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good.
Nothing to argue about since there's nothing player-facing
* Hud Image Culling By Z Level: Theft edition (#65189)
* makes hud images only apply by z level
* makes some of the atom_hud procs have better names
* fixes warning with the hud_user list and adds better documentation
* better docs for hud_images
* removes TODOs
* docs for hud_list
* adds support for linked z levels so mobs can see lower ones
* fixes merge conflict and shittily makes only shocked airlocks get added
* adds support for setting images in the hud as active and inactive
* gets rid of unatomic spatial grid change
* maybe i should actually try COMPILING my changes
* fixes merge skew and makes it compile again
* fixes huds refusing to remove from users who changed z level
* improves z level and registration logic
* fixes antag huds not appearing
* Fixes antag huds not properly setting. We now use hud_list in init, so it needs to be set before the new call, not after. Not sure why the use of appearance key was split like this, but none else knows either so none can stop me
* Ensures that hiding a basic appearance also hides the atom's active list too
* Fixes antag huds going poof
Ensures that remove_atom_from_hud will return false if the passed atom
isn't managed by it
This fixes antag huds disappearing randomly, since they assumed that if
the parent call of remove_atom_from_hud returned true, we should delete
ourselves. This is a safe assumption for them to make, since they should
only ever have one atom.
Does kinda bork if we call remove_atom_from_hud in a way that is unsure
if the passed atom is actually in that list. We were forced into doing
this by how atom huds use the qdeleting signal.
* makes basic alternate_appearance's only update themselves when setting their hud image to active and makes them not add themselves to the global huds_by_category list
* fixes mistake with hud_users list being set non associatively (bad)
* as anything in bot path loops
* Fixes merge skew problems
* Makes bot paths non global
This way they can show themselves to only the bot that "owns" them, ya
feel me?
* Fixes huds not showing up sometimes, cleans up some code
Post Kapu's limb refactor, we were calling prepare_huds twice in a human
init call chain. What was happening was this:
call prepare_huds() // Human
I gained a new hud image
I set active hud icons to mirror it
call prepare_huds() // Living
I overwrote the new hud image
I attempted to set active hud icons, which failed because it assumes
this can never happen
*cries*
* Renames add_hud_to_atom to show_to
My hope is this will make understanding hud code a bit easier, by tying
the behavior to a "verb" more closely. Also renamed a few vars
* remove_hud_from_mob -> hide_from
* Nitpicks a few comments
* Whoops/fuck/shit/damn it all/hhhhhhhhhhhh
* Moves check down, improves stack trace a bit
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
* small touch-up
* this should do it
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
* Fixes being able to vote for maps which are outside their configured population range (#64619)
* fixes map voting?
* this is worth checking as well
* additional logging
* Fixes being able to vote for maps which are outside their configured population range
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Map load unit testing and directory whitelisting - Mojave Sun is a really cool downstream, like and subscribe for longer PR names. oranges was here and made this github PR name much longer, thereby proving once and for all that upstreams do add value to the downstream not just endless amounts of refactoring because we can't write any api's in a modular fashion the first time around so have to update them later to be modular. Anyway do you think a taco counts as a sandwich? (#62620)
About The Pull Request
This is a fix for map not load anymore because of security changes
Why It's Good For The Game
Maps are good as they encourage gameplay and differentiate ss13 from a classic MUD game
Changelog
cl
add: unit test for map load
add: directory param to map load + whitelist for data and _maps
add: advertising for mojave sun in tg commit logs
/cl
* Map load unit testing and directory whitelisting - Mojave Sun is a really cool downstream, like and subscribe for longer PR names. oranges was here and made this github PR name much longer, thereby proving once and for all that upstreams do add value to the downstream not just endless amounts of refactoring because we can't write any api's in a modular fashion the first time around so have to update them later to be modular. Anyway do you think a taco counts as a sandwich?
Co-authored-by: AndrewL97 <andrewjlove97@gmail.com>
* [s] Security vulnerability patch (#62568)
About The Pull Request
In my personal, subjective opinion; trialmins should not, in fact, be able to read and delete server/box configuration files on a whim.
cl
server: Patches multiple(?) arbitrary file related vulnerabilities
/cl
* [s] Security vulnerability patch
Co-authored-by: TheFakeElon <59686430+TheFakeElon@users.noreply.github.com>
* The monkey portrait decoration is now a set of random pictures that also act as persistent photo frames. Every station map gets one.
* mirrors changes
* Update mothership_astrum.dmm
* Update BlueShift.dmm
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Kat <evesovereign@hotmail.co.uk>
* Fix maint loot spawners not deleting after roundstart/spawning their loot. (#61707)
Maint loot spawners hang around and never get qdeleted after spawning their loot.
This does a little bit of simple code logic to limit copypasta and ensure that loot spawners never qdel late and that they qdel precisely when they intend to. Or when SSmapping intends for them to.
* Fix maint loot spawners not deleting after roundstart/spawning their loot.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Mapping DLC - Random Spawner Pack [MDB IGNORE] (#60522)
First off, I am aware of the Feature Freeze for this month. This PR was initially started in #60401 about a month ago to break the changes into smaller PRs. The end result for this PR is a poor man's attempt at roguelike procedural generation. Enjoy!
Link to the README for how the new spawner system works.
Added the following new random mapping spawners:
pen, crayon, stamp, paper, pamphlet, briefcase, folder, wardrobe closet, wardrobe closet colored, backpack, narcotics, permabrig_weapon, permabrig_gear, prison, material, carpet, ornament, generic decoration, statue, showcase, paint, tool, tool_advanced, tool_rare, material_cheap, material, material_rare, toolbox, flashlight, canister, tank, vending_restock, atmospherics_portable, tracking_beacon, musical_instrument, gambling, coin, money_small, money, money_large, drugs, dice, cigarette_pack, cigarette, cigar, wallet_lighter, lighter, wallet_storage, deck, toy, toy_figure, booze, snack, condiment, cups, minor_healing, injector, surgery_tool, surgery_tool_advanced, surgery_tool_rare, firstaid_rare, firstaid, patient_stretcher, medical supplies, crate, crate_abandoned, girder, grille, lattice, spare_parts, table_or_rack, table, table_fancy, tank_holder, crate_empty, crate_loot, closet_private, closet_hallway, closet_empty, closet_maintencne, chair, chair_maintence, chair_flipped, chair_comfy, barricade, data_disk, graffiti, mopbucket, caution_sign, bucket, soap, box, bin, janitor_supplies, soup, salad, dinner
Removed deprecated wizard trap, vault, and armory spawners.
* Mapping DLC - Random Spawner Pack [MDB IGNORE]
* HNNGH
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* tgui Preferences Menu + total rewrite of the preferences backend
* nah, we dont need to ping those people
* trying to remove the funny stuff
* unmodularizing this
* prefs reset
* this may need to be reverted, who knows
* okay, this part
* perhaps
* EEEEEEEEE
* unsanitary
* E
* Stage 1 + loadout system
* more fixes
* E
* I mean, it launches?
* More fixes and reorganisation
* E
* customisation code is spaget.
* disable ERP prefs
* Update erp_preferences.dm
* Update erp_preferences.dm
* E
* Slowly getting there
* It may be time for help :)
* tri...colors... help
* preferences now pass preferences
* Update dna.dm
* Fuck this man
* missing savefile return, set_species works, removed dumb stuff from updateappearance
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8199
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8224
* https://github.com/tgstation/tgstation/pull/61519
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8278
* e
* le butonAZARAK HELLO
* hhh
* Proper recognition where it's due, MrMelbert!
* EEEE
* examine block
* Better gen hit sounds from whitedream
* final loadout touches, more bug fixes im sure to come
* i said there would be bugfixes
* Update LoadoutManager.js
* Missing preferences in the html menu
* LIVE TESTING PHASE BABY
* Update LoadoutManager.js
* EEE
* LAUNCH TEST FIRE
* Update job.dm
* Update new_player.dm
* 50gb DAY ONE PATCH
* EEE
* Update preferences.dm
* buggle fixes
* Update examine.dm
* >LOOC starts on
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* The Failsafe can now recover from an deleted MC
Its also more reliable and can handle a situation where its main Loop runtimes and the MC is stuck
* Reset defcon level correctly
Oops left that in from debugging the levels
* Correctly recover SSasset
* Only decrease defcon if MC creation failed
Also add some sort sleep between emergency loops
* Makes the last two emergency actions manual procs
Since they are kinda unstantable its probalby best
if only admins call these manually
Its also more reliable and can handle a situation where its main Loop runtimes and the MC is stuck
You can also now debug Master/New()
While there will most likely never be any situation where the MC is just gone its still good to know that the game can recover from such a situation
For example maybe someone messed up a SDQL query or maybe someone wanted to delete the MC to create a new one hoping the Failsafe would do so for him
Co-authored-by: Gamer025 <33846895+Gamer025@users.noreply.github.com>
* Merge the Ruins module into the Mapping module
I was always confused which to use soooo now theyre just the same
* Re-mapping + Files
THIS ISNT WORKING HELPHELPHELP
* wow thats a bad typo
fun fact, missing a single / can keep all ruins from spawning :)
* Ruins atmos + adds
There's probably a better way to do this. I'll probably have to revert the atmos things with this. Oh well.
* fixefixe
hngh
* fix that little pre-spawned ruin
hnngh
* fixes that pre-spawned ruin
hnngh OCD
* Delete quicksand.dmi
whoops
* Apply suggestions from code review
Co-authored-by: Tom <tomforde4@gmail.com>
* makes var-edited turfs into subtypes
i fucking hate it
* adds whiteship LZ (hopefully they all fit?)
* RENAMES ANY CODE MENTION TO "ROCKPLANET" FROM "ASTEROID"
Fixes having to differentiate between Asteroid(Mining planet) and Asteroid(Space object)
* rocklblnbglb
mapp p
* renames asteroid.txt to rockplanet.txt in config
* "sorts" files in the mapping module
while I'm here im gonna tidy it up ok
* fixes map conflicts
* missed a bit
* few gulag tweaks
hehe
* fix random space tile/area fuckery/aaaaaaa
* move mobs stuff about/rename/prep for The Lost
* pretty stuff.,.,.,
MY METAL POLES ARE HERE POG
* lz lz lz
* shower fix ree
Co-authored-by: Tom <tomforde4@gmail.com>
* Rework maintenance loot spawners to fire at roundstart (#59913)
Maintenance loot spawners now fire at roundstart, rather than during the initialization of the Atoms subsystem.
Maintenance loot spawners do not qdel themselves during the spawning process, but persist, and merely hide themselves from living players.
As a cute side effect, this lets preround observers look at the colourful maintenance loot dice icons before the round starts. Observers can continue to see the loot dice post-round, but they are deliberately
very faint.
* Rework maintenance loot spawners to fire at roundstart
* fixafix
Co-authored-by: coiax <yellowbounder@gmail.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
* makes a bunch of lists that use typecacheof() static. doesnt find out why its overtiming at all but what the hell it helps (#60147)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* makes a bunch of lists that use typecacheof() static. doesnt find out why its overtiming at all but what the hell it helps
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
As described in issue #56733, there is a possibility of a race condition in SSmapping.add_new_zlevel - either during Z level incrementing, or the proc itself, as it only expands the amount of registered z-levels after being finished.
While the first hopefully shouldn't happen, it can still manifest because of the CHECK_TICK within. A practical result is that two concurrent calls to this proc will both create a new Z-level, but actually report having made the same first one.
This is problematic for map_templates that will then load blindly to the reported Z-level when using load_new_z, overwriting each other. We sometimes encounter that end result on CM13 codebase because of a map load that can be triggered by an user topic - if two people click at the same time, it's not unlikely for the first call to sleep in CHECK_TICK and let the second run, causing double-loading.
Co-authored-by: fira <loyauflorian@gmail.com>
* Removes SSmapping delayed config loading. (#59328)
Does it in /New instead
* Deletes code that has a comment stating that it should be deleted after an issue that is now closed is resolved.
Co-authored-by: interestingusernam3 <51925758+interestingusernam3@users.noreply.github.com>
* holodeck templates no longer take double the room in template-place (#57598)
* holodeck templates no longer take double the room in the template-place list, even though they deserve all that room
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* adds a bitflag for no random pixel shift on dropping, adds turf_flags var to replace usage of flags_1 on turfs (#57263)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* adds a bitflag for no random pixel shift on dropping, adds turf_flags var to replace usage of flags_1 on turfs
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Refactors Holodeck to Use Map Templates, Again! Black Magic OOM Crashing No Longer Included (#55645)
Refactors the holodeck to use map templates instead of copy_contents_to, which every maintainer seems to have complaints about.
Fixes#41485 because the matches become part of the spawned list created by ssatoms
Fixes#54789 because the holodeck area no longer has the NO_TELEPORT flag
Fixes#55676 because the map templates cant be changed midround unlike the program copies in the centcom z level
Fixes#49318 because the holodeck no longer creates new areas like the original did
This pr also changes initTemplateBounds to be a /datum/map_template proc instead of a parsed_map proc. This was mainly so I wouldn't have to duplicate vars between map_template and parsed_map. It's also nice because there's no longer a parsed_map proc inside the map_template file, especially when it didn't need to be a parsed_map proc.
The holodeck sims wont take up space in the centcom z level any more (which allows for more possible programs in the future), and map templates are more heavily tested. This is also a chance to future proof the holodeck against bugs. Holodeck also seems more responsive. This should allow for a second custom holodeck in some future ruin as well, although that of course will not be in play for the near future because of the offstation content ban. Also I documented the fuck out of the holodeck
* Refactors Holodeck to Use Map Templates, Again! Black Magic OOM Crashing No Longer Included
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>