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
This PR fixes a bunch of the code for load_map_config(), documenting it better and removing a deprecated (I hope) parameter that was also a security concern along the way, while also making another proc for just loading the default map config, which is supposed to always be functional.
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
* Splits init profiles into their own file, so we can better track where pain points come from.
After all there's no point in knowing that sprite sheets generate 32 seconds of overtime during init if you
only care about inround, or vis versa.
(I'm tired of people freaking out about blends that are only done during init)
* Whoops
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else.
Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter.
Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
Turfs have a variable, intact, which conflates three meanings:
Determining whether there's something that can be pried out, such as directly with a crowbar or indirectly with a tile stack and a crowbar off-hand.
Determining whether underfloor pieces are visible.
Determining whether underfloor pieces can be interacted with - by players with tools, through interaction with effects like chemical acid, or foam.
When plating is hit with a stack of tiles, /turf/open/floor/attackby checks whether the turf is intact, and if so, ends the attack chain regardless of whether or not the attempt to hotswap a turf (with a crowbar) is successful or not. However, turfs which want the underfloor to be visible - such as catwalks and glass - set the intact variable to FALSE, and so can be repeatedly placed over one another, as if they were the first tile to be placed over the plating.
This refactors /turf/var/intact into two distinct variables:
/turf/var/overfloor_placed, for whether or not there is something over plating.
/turf/var/underfloor_visible, for whether or not the various underfloor pieces should be invisible, visible, or both visible and interactable.
All references to /turf/var/intact have been replaced with an equivalent overfloor_placed or underfloor_visible reference, depending on which check is appropriate. underfloor_accessibility can take one of UNDERFLOOR_HIDDEN, UNDERFLOOR_VISIBLE, or UNDERFLOOR_INTERACTABLE. This prevents cases such as acid foam or tools phasing through glass floors to affect the underfloor pieces underneath, and covers all kinds of unusual, not-wiring-visiblity usage such as Holodeck completeness, Revenant interaction, or station integrity checking.
human huds will no longer runtime and die when prefs aren't initalised
SSEconomy will no longer have to deal with pathed jobs inside accounts
Some of the negative/neutral quirks that use the mind have been relegated to last_mind instead for runtime purposes
Mafia saymode will no longer runtime when someone uses it with no current mafia game
Autolathe secondary_attack will no longer runtime/work only because of runtimes
MULTIPLE CHECKS FOR QDELETED STACKS BEFORE ADDING FINGERPRINTS
More player_list client checks
A lazyinitlist for proximity monitors, as they used lazyremove which nulls the list when it hits zero things in it
A check for cigarettes in case temperature exposure causes a reaction that removes all reagents
Catwalks no longer runtime every time someone walks on them
/obj/machinery/atmospherics/components/binary/crystallizer will no longer runtime on secondary_attack if someone can't interact
cyborg models will no longer assume the thing they're inside is a cyborg and runtime when it isn't (cryopods)
When a simplemob falls into nullspace, it will no longer runtime (goliaths falling into chasms and etc)
runtime fix in techweb.dm when using a card without a sanity check
runtime fix with folders when they have nothing in them
runtime fix with glowing eyes when the LAZYADD doesn't get called in regenerate_light_effets() and so doesn't initalise the list
major cleanup of modules/atmospherics folder and all related files, still many missing
-cleanup of procs name
-cleanup of vars name
-documentation of some of the procs
-minor changes to some for() logic (no in game changes just early continue or as anything checks)
No in game changes, only code and docs
Bring _HELPERS/_lists.dm to latest standards by:
-Adding proper documentation and fixing existing one
-Giving vars proper names
-Procs now use snake case as per standard (many files that use those procs will be affected)
admins are now notified about a secret gateway load failing, also logs this
secret z levels are protected from incorporeal movement
fixes unpowered ruin areas being powered
adds a bunch of new areas for secret gateways, since var edited areas probably arent a good idea its good to have a few presets
adds cordon turfs and areas, ingame they just look like the z level border, they are completely indestructible, you cant pass them, and if you somehow do, the cordon area kills you (idea from goon but the code and sprites are mine)
adds a z level injector mapping trait, injects a z level trait into the z level its placed on, if you want to add something like ash storms or whatever to your map
adds an anti xray z level trait, you can optionally add this with the z level injector to protect your map against any xray or whatever
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.
Fixes two bugs caused by #61818.
Closes#61911.
Fixes invisible HUD icons for mime/clown fans. The prior PR renamed the icon_states assigned to the HUDs, but not the icon state within the DMI for the two hud icons
Fixes mime/clown pins also having the wrong worn icon state
Fixes clown fan being able to be selected with mime fan
bring code up to latest standards, move many procs to named files inside _HELPERS
no idea where to put some of these procs, help is appreciated
made more files to contain some unique code, deleted unsorted.dm, we can rest now
## About The Pull Request
stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it
for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

## Regex used:
procs without args, not even regex
`/Initialize()`
procs with args
`\/Initialize\((?!mapload)((.)*\w)?`
cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
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.
Admins can now revert (most) station traits before a round starts, as well as setup the station traits that will run next round.
Previously, admins had no control over this system, making it sometimes painful for running planned events.
It is not feasible to update the station traits of the current round, considering some apply pre-roundstart, but it is doable to edit the station traits of the next round.
Adds some extra vars and logic to explosion code to make powerful logging entries that should help admins narrow down when explosives get misused.
Records this new info in the feedback database and bumps the explosion version +1 as a result of this.
This fix was one hell of a debug journey. Icon.Insert() was the issue here but I'm not sure if it counts as byond bug in this particular case. When you insert a single frame icon, if an existing icon state of the same name exists normally it would be overridden. However different things happen if the icon that gets overridden has multiple frames. I'm not fully sure of the different behaviors but depending on what the icons consisted of you could get animated sprites where every frame was the same or appending frames to animated sprites in strange ways.
This has been fixed by making sure no Inserts are overriding existing icon states so that the strange behavior doesn't have to be dealt with.
The GAGS debug menu has been upgraded a bit on the way to fixing this bug. A toggle to automatically refresh icons when the dmi or json configuration are updated has been added and the step by step preview will only show steps now involved in the creation of the icon state you select.
Sometimes when logging on Campbell, fancy chat fails to load and my non-fancy chat is spammed with the following.
image
In addition, ping fails to update correct on the status tab when this happens.
Hypothesis:
Sometimes world.time can report a number that displays as scientific notation when converted to text.
The following code leads to calling the update_ping verb.
winset(C, null, "command=.update_ping+[world.time+world.tick_lag*TICK_USAGE_REAL/100]")
I suspect what's happening is world.time is being converted to text and you're getting the following command:
command=.update_ping+2.1313e
And this is causing an error in update_ping since it can't resolve 2.1313e as a valid number.
Wrapping that in text2num with 32 significant figures (arbitrary number, heat death of the universe proof by several orders of magnitude) means the update_ping verb always gets a number that isn't in scientific notation.
About The Pull Request
Rewrites the entire preferences menu in tgui. Rewrites the entire backend to be built upon datumized preferences, rather than constant additions to the preferences base datum.
Splits game preferences into its own window.
Antagonists are now split into their individual rulesets. You can now be a roundstart heretic without signing up for latejoin heretic, as an example.
This iteration matches parity, and provides very little new functionality, but adding anything new will be much easier.
Fixes#60823Fixes#28907Fixes#44887Fixes#59912Fixes#58458Fixes#59181
Major TODOs
Quirk icons, from @Fikou (with some slight adjustments from me)
Lore text, from @EOBGames (4/6, need moths and then ethereal lore from @AMonkeyThatCodes)
Heavy documentation on how one would add new preferences, species, jobs, etc
A lot of specialized testing so that people's real data don't get corrupted
Changelog
cl Mothblocks, Floyd on lots of the design
refactor: The preferences menu has been completely rewritten in tgui.
refactor: The "Stop Sounds" verb has been moved to OOC.
/cl
This PR expands phobias to include more objects and mobs.
Supernatural Phobia now includes more wizard objects, supernatural creatures and species. (zombies, vampires, nightmares, etc.)
Clown Phobia now includes bananium objects and honk related simple mobs.
All phobias that had any crossover associations with toys, stamps, statues, or megaphones were also added. (for instance the security phobia now checks for security toys and megaphones)
Merged the item/melee/classic_baton and item/melee/baton families in this unholy matrimony.
Bad jokes aside. I have refactored the underlying code of both items with the scope of reducing potential copypasta,inconsistencies, logging, renewing some old code (like teleprods) and extending the anti-dual batoning and TRAIT_STUNRESISTANCE code** to all batons and not just security ones. Otherwise, I have tried to maintain the gameplay functionality of these items intact. They work just like they did for the most part.
** A badly designed feature that only considers one source of knockdowns - stunbatons - out of a multitude of different devices with corresponding purposes present in the game. The only thing it does is reduce the knockdown from them by 90%. The stamina damage and confusion are fully applied. The knockdown from batons is 5 seconds, standing up takes an extra 1 second and the baton cooldown is about 2.5. Doing the math, you'll have the grand advantage of one puny second of not lying horizontal on the floor with this trait before getting batoned again by the same guy because the stamina damage and the confusion have really hampered your chances of getting some distance. I wish to make the trait suck less in the future, but for now I'm including a slight gameplay change here, more for consistency than anything because as I already told you, it'll still be disappointingly bad per se.
The abductor baton is also no more a subtype of stun batons but batons, which don't use power cells to work. Its power cell is effectively infinite and can't be removed, and It overrides functions such as toggling the baton on/off. It hinders maintainability to keep it a subtype of stun batons.
Replaced the anchored check for mobs in teleprods with one for overwhelming move resistance and removed its clumsy_check copypasta (it was stunning clowns twices).
original pr here: #59789 (Closed because he didn't think it was good enough)
came back to this because i realized that
all machines were area sensitive, meaning they had a list with at least a reference to themselves (assuming they arent in the contents of another movable which most arent) for the purposes of handling power differences when their area changes
pipes are machines
there are ~14k machines and ~6k pipes
i made this problem worse with a recent pr by making it a nested list
so i needed to track what machines needed power, and this pr had work already done that could be used for that purpose. now machines that have use_power == NO_POWER_USE do not have this extra memory overhead for no reason
currently every machine that uses power draws that amount from its area from a dynamic channel via auto_use_power() which is called every SSmachines fire(), then in apc/process() the area's dynamic power draw is reset and the power is used. with static power its not calculated then reset every loop, its just taken from the grid. so now machines handle updating their static power usage from their current area (this doesnt touch power machines that require a wire connection). in order to allow this, use_power, idle_power_usage, and active_power_usage have setters to track state correctly and update the static power usage on the machines current area and handle area sensitivity.
also goes through a lot of heavy abusers of SSmachine processing time and tries to make it faster. makes airalarm/process() into a signal handler for COMSIG_TURF_EXPOSE since air alarms only need to process for changes.
Why It's Good For The Game
SSmachines isnt the heaviest hitter in terms of total cpu and certainly not in terms of overtime, but its not a lightweight. it frequently takes > 50ms to complete a run and seems to be in the top 5 or so of subsystem costs looking at some round profilers
also gets rid of a few thousand lists since every pipe no longer has two useless lists each (and any other machines that dont use power)
Love ya kyler
Co-authored-by: Rohesie <rohesie@gmail.com>
Simple_animals / mobs are the biggest lie in this code-base. They're far from simple and have an extreme god-object problem. Especially when you get to /hostile, where there is so many procs, vars, and what not, that you can't make any interesting additions without snowflaking the hell out of the code.
This PR hopes to help kill this problem by introducing a new /living subtype, /living/basic. The idea of this refactor is to slowly start moving all old simple_animals to this new system, moving over behaviors like charging and more extravagant mobs like megafauna over bit by bit similar to how newfood was implemented.
One of the other big goals of this refactor is to move many of the fringe simple animal behaviors into either AI datums, or components/elements. (Some of which still needs to be done in this PR).
As a proof of concept, I created the base mob/living/basic, and moved cockroaches over to the system. Since cockroaches have both a passive, melee and ranged mob.
This PR does slightly affect balance as the behavior isn't 1-on-1 due to it no longer running on the janky /hostile behavior, but I tried to keep the effects to a minimum, and the glockroach and hauberoach are not spawnable through many means as far as I know.
* 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