## About The Pull Request
Alternative to / closes#77069
Their PR reminded me I wanted to de-hardcode this list at some point and
make it rely on a flag set on the jobs. So this pr does that.
I also made a combination flag of the flags copied across all station
jobs. Makes it easier to see at a glance which jobs have a unique flag
set and which are just copied across everything.
## Why It's Good For The Game
Makes it more maintainable for future us / downstreams to add new jobs
which may potentially be in this blacklist.
## Changelog
🆑 Melbert
fix: Prisoner slots can no longer be controlled by Plexagon HR Core.
(special things to distributivgesetz)
fix: HoPs can open more assistant job slots if a non-assistant job is
the overflow role
code: Dehardcode the HR core blacklist for jobs which cannot have more
slots opened by the HoP
/🆑
## About The Pull Request
Hey there,
#75992 (fc54fd6a60) made me realize just
how wacky the job config system is to people trying to add more new
stuff to it, so I finally got the motivation to fix it up.
The gist is that it does all of the same stuff on the front-end as you
would expect, but instead of having to modify core generation code to
create/recreate the files, it instead uses a robust series of getters
and setters. It's much better to use these getters and setters because
we can apply needed game logic (like ensuring that the age that the
server operator puts in is actually sane, and not completely out of
bounds (if you want to permanently price people out of a position, just
set it to 0)). The getters are also nifty too, because they let me atone
for an early mistake I made with how assistants are meant to work with
"unlimited" nonsense.
All a new coder who wants to add stuff to the config needs to do now is
create the define, create the datum, add the procs for the datums, and
that's it! They don't have to do any of the wacky stuff or account for
weird stuff or do any weird copypasta, it's all handled by the system.
One datum is all you need, quite neat.
This also fixes some issues in #75992 that probably weren't discovered
in testing, but the only good way to fix it was a retune+refactor, which
is included in this PR.
## Why It's Good For The Game
Much more extensible, ensuring this system actually works as fully
intended, etc.
I fixed up the documentation (they didn't regenerate the job config
after they updated the code-side documentation) and some weird spacing
stuff that I missed in my review of that aforementioned PR. Everything
should work as expected, it's been tested quite a bit. It's also in its
own folder now, which is neat because we can share the local defines and
split all this stuff out of the already-quite-large SSjob file.
## Changelog
🆑
server: job_config.toml should now comply with reload-configuration
verb, meaning you can hot-reload the configuration from disk and have it
apply ingame automatically.
config: The documentation for setting Minimum Character Age on a per-Job
basis has been altered to be more explicit.
fix: The Minimum Character Age configuration entry is now sanitized to
ensure that it's within the codebase-defined ages, since there's no
(legitimate) way to get a character outside of those ages anyways.
Invalid values will log to the config log.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Gives duffelbags their proper slot count
They inherited this from backpacks, but I sorta just forgot about that
[Creates "levels" of locked objects, uses that to make locked duffels
work](c613c00f62)
[c613c00](c613c00f62)
Turns locked into something that holds defines, this makes life a lot
easier.
Requires a lot of boilerplate because of how many uses of these procs
there are and all the passthrough and shit.
Adds a few outfit subtypes to avoid this class of failure in future.
Renames the args in a few but not all touched procs, one thing at a time
Closes#76407Closes#76430 Had the lock check in the wrong place
Closes#76441 GOD I HATE TK SO MUCH
Wrote half the pr without glasses so if it's weird gimme some grace
yeah?
## Changelog
🆑
fix: Fixes some fuck with duffelbags, them not holding enough + issues
with spawning gear in them (job shit and all)
/🆑
## About The Pull Request
Simply as it is. Every job _can_ have a minimal character age and will
not let underages to occupy for it.
Can be configured in config. Disabled(all zeros) by default.

## Why It's Good For The Game
Good for RP downstreams.
## Changelog
🆑 SuperDrish
add: Minimal Job Age requirments added. Disabled by default.
/🆑
## About The Pull Request
https://user-images.githubusercontent.com/5479091/235362295-89b9e21b-abe0-4fb6-b404-a7e02b04dfe6.mp4
Late joiners who arrive after the emergency shuttle has already passed
no return have a 20% chance of having toast (If the mask slot isn't
already full (I think this is just detectives))
## Why It's Good For The Game
It's a funny anime reference.
## Changelog
🆑
add: Crewmembers arriving very late will not always have time to finish
their breakfast.
/🆑
## About The Pull Request
Well this started as a PR updating some of the spelling and grammar on
the biscuits... though spilled out a little into other aspects of the
relevant code.
There are a few things I've done here.
**Paper biscuits:**
- Updated spelling and grammar for paper biscuits. Confidental ->
confidential, that sort of thing.
- A little reorganisation and cleanup of the code itself.
- Preset slips are now generated on init on the parent from a var,
rather than each having its own init proc.
- Early returns, clearer vars, etc
**Paper Cutters**
Ended up doing more here, even though it wasn't the original reason I
started looking at this code.
- Added one (1) paper cutter blade to the paper cutters cargo crate.
Raised the price a little. This is just a reskinned hatchet, so I don't
think it's much of a balance concern.
- Clarifies and docs vars
- Cleans up refs on destroy
- Many `to_chat`s to `balloon_alert`s
- Removed single-letter vars
- Cancelled attack chains when trying to actually use the cutter. You
now pick it up either by having the blade secured and no paper inside,
or by dragging it into your hand.
## Changelog
🆑
spellcheck: Paper biscuits now have more proper spelling and grammar
qol: You now get one spare paper cutter blade in the paper cutter cargo
crate.
tweak: You now use right click to cut paper with a paper cutter
fix: You can now remove paper from a paper cutter if you change your
mind.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
**This is not a literal biscuit which you eat. "Biscuit" is just a
nickname of this kind of snap-cards.**
Slip paper is now actually paper, before that, it was just literally
nothing, an object which does nothing. Because of that, the paper cutter
was useless as well, as it turned normal paper into useless paper slips.
Because of this now paper cutters are placed at:
- Bridge
- HoP office
- Warden office
- Cargo
Also adds biscuit cards. If you have no idea what it is, it's a kind of
card placed around a piece of paper usually to conceal some document and
it can be opened by cracking it with a crunchy sound (that's why it's
named a biscuit). Those are usually only opened in certain situations or
emergencies (The most famous example is the US president's nuclear
biscuit, which contains nuclear codes)
There are 2 biscuits: Normal and Confidential.
Normal is a plain biscuit with nothing really special, can be coloured
if you want as it's white.

The confidential biscuit is blue and has "NT" on it.

There is a not-sealed biscuit you can print in autolathe, it starts open
so you can put paper in and seal later making it a normal crackable one.
Now spare ID safe code automatically spawns in a confidential biscuit in
a new paper slip subtype - corporate slip paper. It's a plastic card
which is sturdier than the normal paper clip.

You can also create the corporate paper slip paper using - normal paper
slip, plastic, and captain rubber stamp (making this paper having a rare
status)


## Why It's Good For The Game
Paper slips being not paper is stupid and has no point in being that
way. This also made the paper cutter useless; hence, it was never placed
on any map (and never used).
This PR makes it paper, so it's usable when crew members need a paper
slip instead of a full-size sheet.
Placing paper cutters around the station makes it so the crew can
produce paper slips when they need them, this also gives it finally a
use and place on the station.
The 'biscuits' are cool and give more flavour to the spare ID safe
codes, as well as to other documents people might put in future PRs.
This also makes those paranoid captains which are scared of their spare
ID safe code being stolen and read can sleep tight, as now if someone
opens it up it's really obvious. Now also you can really make sure if
that head is lying about "not touching the spare ID", _but not as anyone
cares really._
**Okay, it's draft for now just so I can add some new things, and fix
the dupe bug:**
- [x] Being able to fax the paper biscuits
- [x] Make it impossible to cut paper slips into paper slips
- [x] Make corporate paper slips craftable or printable
- [x] Make confidential biscuits craftable or printable
- [x] Make paper cutters orderable at the cargo
_CRUNCH_
## Changelog
🆑 DrDiasyl aka DrTuxedo#0931
add: Added 'biscuit' cards! They can contain documents and can only be
accessed by cracking them open, you can't close them back. Nanotrasen
now stores spare ID safe codes in them.
add: Placed paper cutters around the station. They're in Bridge, HoP
office, Warden office, and Cargo.
add: Now you can order paper cutters at cargo.
fix: Now the paper slip is actually paper.
imageadd: The paper slips sprite was slightly tweaked to have text lay
more logically, added the corporate paper slip.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Mind is not active yet when job is equipped
## Why It's Good For The Game
**You are the idiot.**
## Changelog
🆑 Melbert
fix: Jobs get "You are the" and policy text again on spawn
/🆑
# Don't merge this without leading the headmins know so they can update
the server configs
### For headmins:
The following roles need to be updated:
- "Obsession" -> `/datum/antagonist/obessed`
- "Heretic" -> `/datum/antagonist/heretic` (Though this one will still
work, change it to message them on spawn)
- "Headslug Changeling" -> `/datum/antagonist/changeling/headslug`
- "Pyroclastic Anomaly Slime" -> `/datum/antagonist/pyro_slime` (Though
this one will still work, technically, change it to message them on
spawn)
## About The Pull Request
So, we have this whole system in the code to allow all mob typepaths,
species typepaths, and even antag datum typepaths to have a set policy
But we like, don't use it? For some reason we rather set a million
`get_policy` calls than use this. They're all stuck in the policy verb
and not sent to the player in any obvious.
(Also, it's super fragile, which I hate. Change the typepath and the
policy silently fails. Maybe someone can change that afterwards)
This PR updates that. All antag datums will check in `on_gain` for
policy to show to the player if there's any.
It doesn't solve the entire issue. Mob policy and species policy is not
conveyed to the player in any way BESIDES the policy verb which no one
uses. So people have no idea that it's a thing. But it helps a bit.
## Why It's Good For The Game
Better ways to convey to players how they should be playing.
Also Valentines day, because... it's crazy.
## Changelog
🆑 Melbert
config: Policy.json config got updated. The following values need to be
updated:
config: "Obsession" -> /datum/antagonist/obessed
config: "Heretic" -> /datum/antagonist/heretic
config: "Headslug Changeling" -> /datum/antagonist/changeling/headslug
config: "Pyroclastic Anomaly Slime" -> /datum/antagonist/pyro_slime
config: ALL antags in the policy.json file will now get notified of any
existing policy set by the admin team, rather than only a handful.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Tim <timothymtorres@gmail.com>
## About The Pull Request
So, a huge issue with memories and - what I personally believe is the
reason why not many have been added since their inception is - they're
very annoying to add!
Normally, adding subtypes of stuff like traumas or hallucinations are as
easy as doing just that, adding a subtype.
But memories used this factory argument passing method combined with
holding all their strings in a JSON file which made it just frustrating
to add, debug, or just mess with.
It also made it much harder to organize new memories keep it clean for
stuff like downstreams.
So I refactored it. Memories are now handled on a subtype by subtype
basis, instead of all memories being a `/datum/memory`.
Any variety of arguments can be passed into memories like addcomponent
(KWARGS) so each subtype can have their own `new` parameters.
This makes it much much easier to add a new memory. All you need to do
is make your subtype and add it somewhere. Don't need to mess with jsons
or defines or anything.
To demonstrate this, I added a few memories. Some existing memories had
their story values tweak to compensate.
## Why It's Good For The Game
Makes it way simpler to add new memories. Maybe we'll get some more fun
ones now?
## Changelog
🆑 Melbert
add: Roundstart captains will now memorize the code to the spare ID
safe.
add: Traitors will now memorize the location and code to their uplink.
add: Heads of staff winning a revolution will now get a memory of their
success.
add: Heads of staff and head revolutionaries who lose their respective
sides of the revolution also get a memory of their failure.
add: Completing a ritual of knowledge as a heretic grants you a quality
memory.
add: Successfully defusing a bomb now grants you a cool memory. Failing
it will also grant you a memory, though you will likely not be alive to
see it.
add: Planting bombs now increase their memory quality depending on how
cool the bomb is.
refactor: Memories have been refactored to be much easier to add.
/🆑
## About The Pull Request
A few roundend reports got lost from moving to dynamic and other prs.
This PRs re-allows them to occur. Namely: "Wizard Killed" (lost in
dynamic), "Blob nuked" (lost in dynamic), "Cult escaped" (lost in cult
rework), and "Nuke Ops Victory" (station destroyed via nuke) (lost from,
what I can see, an oversight / accidental swap of report values).
Additionally, small roundend report QOL for cult: Removes antag datums
from spirit realm ghosts after being dusted, so they do not show up on
the report. And in reverse, heads of staff who were dusted / destroyed
in revolution rounds are now also shown in roundend reports.
## Why It's Good For The Game
Some of these reports are dead, which is is a shame because I think
they're cool and fun.
## Changelog
🆑 Melbert
qol: Successfully fending off a blob now has a cross station news report
again. More pressing reports will take priority over it, though.
qol: Successfully killing a wizard (and all of their apprentices) now
has a cross station news report again.
qol: If more than half of a cultist team manages to escape on the
shuttle (rather than summoning Nar'sie), they will send a unique cross
station news report. This is still a loss, by the way. Summon Nar'sie!
qol: Nuclear Operatives successfully nuking the station now has its
unique cross station news report again, and no longer uses the generic
"The station was nuked" report.
qol: Nuking the station to stop a blob infection now has a unique cross
station news report again. Good luck convincing admins to allow this.
qol: Cult ghosts from "Spirit Realm" no longer persist on the cult's
team after being desummoned, meaning they will not show up on roundend
report.
qol: Heads of staff will now always show up on revolution roundend
report - even if their body was fully destroyed.
/🆑
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
About The Pull Request
Basically it was in the documentation of #70199 that this verb was meant for when a new job is added, or for downstreams that have more jobs than /tg/ does. So I tried to use it, and it runtimed because it didn't have one of our own jobs in the jobconfig.toml file already, thus completely defeating the point of the verb.
So I just scooted the variable declarations into the proper null-checked if block, and now it works just fine!
Also, I noticed that a job we had disabled via config wasn't getting properly disabled, turns out values of 0 in the config weren't being respected, and were getting reset to the codebase default. This behavior is now fixed, and shouldn't be an issue anymore, hopefully.
Why It's Good For The Game
Makes a useful verb, actually work for its intended usecase :)
Changelog
🆑 GoldenAlpharex
config: The Generate Job Configuration verb now works as expected when there's at least one job in-game that doesn't exist in the new jobconfig.toml file already.
fix: Any value that is set to 0 in jobconfig.toml will no longer default to the codebase's default, and will actually be considered as 0.
/🆑
* New player job selection fixes pack
If no jobs are available when random jobbing dont just runtime instead
pop a little tgui alert letting them know they are shit out of luck
Also makes the job debug actually print out the job titles instead of
just printing a . like some kind of insane person
Also also removes some syntax left over from a search and replace
* Update code/modules/mob/dead/new_player/new_player.dm
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Update code/modules/mob/dead/new_player/new_player.dm
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* [DRAFT] Reformats Access IDs for accessibility and futureproofing
* replaced all the old defines and IDs everywhere
* replaced ID integers with strings, cleaned up a couple tram helpers
* replaces req_access_txt with req_access and fixes a few of my mistakes
Co-authored-by: san7890 <the@san7890.com>
Allows configs to once again change job positions of jobs, and additionally allows them to completely disable some jobs. In the past, Pubby didn't have Lawyers and Curators, I doubt this would be the case in the future, but I find having this as an option for config is still good.
I also properly logged jobs not loading due to removal from mapping config, to be in job debug instead of testing.
Finally, I removed the old config_job, and made all configs use title instead. It was suggested I use typepath instead of title, but I am against doing it for the time being, as I don't expect Mappers to look for typepaths if all they want to do is make mapping stuff, though arguments can be made against that (like how its case sensitive so it's easy to break).
Areas.dmi right now houses all of our mapped turfs icons (which is roughly 400 icons). Not an issue, but it's incredibly large and clunky to navigate right now. This isn't an issue for the average coder and/or player code diving, but it is for mappers wanting to add new turfs. Currently, the file has some organization, but its still an overall mess. This PR aims to slice the behemoth with multiple .dmi files corresponding to specific areas.
I also plan to repath /area/* -> /area/station/* for station turf only. This is to clean it up, as most other turfs follow this format (that being /area/turf_zone/*).
I'm also writing an update paths file as I go along.
Missing continue in the random job assignment code meant an if statement was ineffective, code fell through and assigned roles to jobs that were already full.
Fixes a runtime error that can occur during DivideOccupations() in the event that one of the players has their clients disappear during setup due to classic byond client volatility.
If a new player's client vanishes during job setup, it will read as null instead of runtiming, which throws a JobDebug and moves onto the next player.
* Removes hardcoded job from SSjkobs. "station_jobs", "head_of_staff_jobs", "additional_jobs_with_icons", "centcom_jobs" have been removed and replaced with flags and vars on the trims.
I made this because I was just messing with jobs and remembered about jobs' tgui prefs being de-hardcoded so thought about doing it for the in-game jobs as well.
Why It's Good For The Game
Not good for the game, but is just a QoL for downstreams who have custom jobs.
Changelog
Not necessary.
## 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`
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
* New arrivals are less likely to spawn on top of each other.
This will close#58311 (Just an issue about new arrivals spawning on top of each other like fools)
Co-authored-by: coiax <yellowbounder@gmail.com>
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.
Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.
(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
Adds a safety check to DropLandAtRandomHallwayPoint() to send mobs to the arrivals shuttle if get_safe_random_station_turf() returns null. This prevents people from being dumped in the supply pod shipping lane.
* Beep beep gamemode removal coming through
* More cleaning
* More cleaning
* Clean up station_was_nuked
* Station nuke source
* Remove name
* More unused functions
* Remove antag rep, which was unused in dynamic
* Remove more antag rep stuff, which was UNUSED IN DYNAMIC
* Station goals outside of mode
* Remove setup_done
* Remove player lists
* Move some older procs
* Fix simulations
* Attempt to fix this stupid case sensitive bullshit
* Revert "Attempt to fix this stupid case sensitive bullshit"
This reverts commit 8693c02d67602543d7d4b92130a7a32cd973e5bf.
* ???
* Delete icons/Testing directory
* Move station_goals global definition
* FINALLY IT IS DONE FUCK
* tip of the round into ooc
* adds cyopod chat messages to the info chat filter
* last one I promise probably, mob spawner messages to info filter
* holoparasite, round will start in x and keybinding conflict to respective filters
* removed motd from constants, made it infoplain surrounded instead
* changed info to infoplain
About The Pull Request
ID cards when equipped will check the player's living hours if the USE_LOW_LIVING_HOUR_INTERN flag is set. If their living hours is less than the first of the following (checked in order from 1st to 3rd until a valid value is found):
Config USE_LOW_LIVING_HOUR_INTERN_HOURS
Config USE_EXP_RESTRICTIONS_HEADS_HOURS
Hardcoded 15 hours
Then their ID card is tagged as Intern Assignment, unless they're a Head of Staff in which case they become an Assignment-in-Training.
PDAs, Wallets and Tablets also update any ID cards they hold, so equipping a PDA, Tablet or Wallet will also update any ID cards inside it.
This occurs automatically, even if the card does not belong to the owner. This only occurs when the user's assigned_role is a station job.