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4b4fa2d61269aa56cdcaba5fb2f0d8fb104fefdd
107 Commits
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aaec4fd227 |
Removes forced tint from NVGs (#92322)
## About The Pull Request Partially reverts #84594, removing forced tint from night vision goggles (if anyone for some reason wants to experience it again, they can toggle it via alt click like it could be done before the [aforementioned PR](https://github.com/tgstation/tgstation/pull/84594)) Approved by Ghom (the original PR author) ## Why It's Good For The Game NVG tint is a pretty sizeable accessibility issue, as forced screentint can easily cause eye strain if they're used for prolonged periods of time, being especially bad for blue-tinted NVGs. They're already locked pretty deep down the techweb, and this change just made everyone avoid them. If we need to make tintless variants of them for every single antag and special role (and bitrunners, lol), we maybe shouldn't have added the tint in the first place. |
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14fb86e3e8 |
Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
## About The Pull Request This PR aims to clean or bring up to date portions of code about dna, the dna console and mutations. This includes taking care of or removing some of the awful choices like the pratically useless `datum/mutation/human` pathing, or the class variable, in favor of using sources to avoid potential issues with extraneous sources of a mutation. The files changed are over a hundred just because I removed the `datum/mutation/human` path, but the actual bulk of the code is mainly shared between the datum/dna.dm, _mutations.dm and dna_console.dm. ## Why It's Good For The Game Mutation shitcode is hurting my future plans for infusions a little. Also it's a much needed refactor. Drafted 'till I'm sure it works without issues. ## Changelog 🆑 refactor: Refactored mutation code backend. Report any issue. /🆑 |
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cb51a652a9 |
Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
## About The Pull Request Revival of https://github.com/tgstation/tgstation/pull/86482, which is even more doable now that we have rustg iconforge generation. What this PR does: - Sets up every single GAGS icon in the game to have their own preview icon autogenerated during compile. This is configurable to not run during live. The icons are created in `icons/map_icons/..` - This also has the side effect of providing accurate GAGS icons for things like the loadout menu. No more having to create your own previews.  <details><summary>Mappers rejoice!</summary>   </details> <details><summary>Uses iconforge so it does not take up much time during init</summary>  </details> --- ### Copied from https://github.com/tgstation/tgstation/pull/86482 as this still applies: Note for Spriters: After you've assigned the correct values to vars, you must run the game through init on your local machine and commit the changes to the map icon dmi files. Unit tests should catch all cases of forgetting to assign the correct vars, or not running through init. Note for Server Operators: In order to not generate these icons on live I've added a new config entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in the config.txt ## Why It's Good For The Game No more error icons in SDMM and loadout. ## Changelog 🆑 refactor: preview icons for greyscale items are now automatically generated, meaning you can see GAGS as they actually appear ingame while mapping or viewing the loadout menu. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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318ec49c0a |
"S"pellcheck for massses (#90161)
## About The Pull Request  massses ## Why It's Good For The Game ~~1 free gpb~~ spellcheck ## Changelog 🆑 spellcheck: fixed a typo in actor role conditions /🆑 |
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14a1b5e1e8 |
Adds Film Studio space ruin (+ Actor/Director Space roles) (#89419)
## About The Pull Request Adds a space ruin revolving around a studio where ghost roles can provide entertainment to the station, the studio has a bunch of construction stuff and costume vendors to create any set and portray any character you'd want. Features 3 stages and a radio station (neutral aligned syndie comms agent?) there's a total of 4 ghost roles, 3 actors. 1 director.  Studio also has a sizable living quarters and a mini-medbay for basic provisions. a couple of paper fluff texts are strewn about on the noticeboards The cast:  In terms of things that can be balance-breaking, I can only name the gas masks and agent ID actors/directors spawns in. But I think its a necessary sacrifice for them to play "characters" ## Why It's Good For The Game I think too many of the ghost roles have too little interactions with the main station, this is for good reasons obviously, balance and metagrudges and all that. But, say. what if we can have a ghost role that interacts and give something to the station besides being their own little isolated game? it can't be anything material of course. so what if we have the ghost role centered around giving entertainment? which is how this PR came to be ## Changelog 🆑 add: After some light bit of restructuring, the local TV station, serving SPACE SECTOR 13 has opened up again! /🆑 |
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191b9e1a75 |
Improvements to the Syndicate Lavaland base (#89231)
## About The Pull Request Makes the Lavaland Syndicate base more sustainable without its crew. Now, two more turrets guard previously unchecked access points, so miners have to put some effort in something other than crossing the lava. On top of that, RTGs now generate 20kW of power, same as abductor and debug ones, removing the need for the turbine to be set up every time. Finally, the Syndicate agents inside now get a full mechanical toolbox in their rooms, so they can break out if a miner managed to enter the base and wall off their rooms. On top of all that, a message monitoring console has been added to the only telecomms random room that didn't have it, and its atmosphere has been sealed off from outside (which it wasn't for some reason). Finally, a single defibrillator has been added to the medbay ## Why It's Good For The Game The base, despite being a decent ghost spawn, would be borderline unrecoverable if it didn't get crew early in the shift. Power-wise, the RTG output was insufficient, and APCs would start losing power, until the entire base was practically non-functional. Setting the turbine at this point was also marginally harder than before, which made getting out of the powerless state unnecessarily hard. Talking about the turbine, it's a deathtrap if the crew doesn't know what they're doing. It not being necessary anymore would help the operator stay alive and be able to do whatever they joined to do. And now, even if you do die, you can be revived by your comrades with the new defibrillator available in the base's medbay. On the topic of defenses, it was rather easy for a miner with an RCD or a lava boat to cross the lake, take all the loot with minimal effort, and wall the agents inside. This is now slightly harder due to the additional turrets. On top of that, if a miner does manage to break in and take everything, a simple wall won't lock the operatives in anymore, since they now have tools to break out. Finally, the changes to the telecomms random rooms seek to let the comms agents do roughly the same things, most importantly, mess with the PDA messages. ## Changelog 🆑 map: The Syndicate Lavaland base has been generally improved, with more defenses and comms equipment. /🆑 |
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778ed9f1ab |
The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request This PR kills the abstract internal and external typepaths for organs, now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds. This PR also fixes fox ears (from #87162, no tail is added) and mushpeople's caps (they should be red, the screenshot is a tad outdated). And yes, you can now use a hair dye spray to recolor body parts like most tails, podpeople hair, mushpeople caps and cat ears. The process can be reversed by using the spray again. ## Why It's Good For The Game Time-Green put some effort during the last few months to untie functions and mechanics from external/internal organ pathing. Now, all that this pathing is good for are a few typechecks, easily replaceable with bitflags. Also podpeople and mushpeople need a way to recolor their "hair". This kind of applies to fish tails from the fish infusion, which colors can't be selected right now. The rest is just there if you ever want to recolor your lizard tail for some reason. Proof of testing btw (screenshot taken before mushpeople cap fix, right side has dyed body parts, moth can't be dyed, they're already fabolous):  ## Changelog 🆑 code: Removed internal/external pathing from organs in favor of a bit flag. Hopefully this shouldn't break anything about organs. fix: Fixed invisible fox ears. fix: Fixed mushpeople caps not being colored red by default. add: You can now dye most tails, podpeople hair, mushpeople caps etc. with a hair dye spray. /🆑 |
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9f7d6dea62 |
Outfits that put items in your hand now respect if the outfit is visual only (#87355)
## About The Pull Request On a downstream, we have an antagonist, that is a less competent wizards. This antagonist's preview outfit has a beer bottle in their hand, which has caused runtimes, as the bottle did not have any reagents instantiated, and it tried check its length for sloshing. After putting in a check for the `initial` argument of `on_equip`, I have noticed that the problem goes deeper: the various procs that handle putting something in your hand do not pass along if the items is put in your hand as a preview or not. This PR adds a new optional var to these procs, ensuring that unwanted behaviour during previews won't trigger. I also swapped `visualsOnly` to snake case, as it looked inconsistent with the rest of the code style. ## Why It's Good For The Game Making the argument that ensures avoiding side effects during previews work with all kinds of items is good. ## Changelog 🆑 fix: if an outfit puts a reagent container in the preview dummy's hand, it will not try to slosh code: outfits putting items in your hand will respect the visual_only argument /🆑 |
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d4ac95a0e1 |
Nobody expects the span inquisition: replaces most <span>s with macros (#86798)
## About The Pull Request 123 changed files and multiple crashes after writing broken regex, I replaced most remains of direct spans with macros. This cleans up the code and makes it easier to work with in general, see justification for the original PR. I also fixed a bunch of broken and/or unclosed spans here too. I intentionally avoided replacing spans with multiple classes (in most cases) and spans in the middle of strings as it would impact readability (in my opinion at least) and could be done later if required. ## Why It's Good For The Game Cleaner code, actually using our macros, fixes borked HTML in some places. See original PR. ## Changelog Nothing player-facing |
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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6808a082eb |
Assorted changes to job assignment code and logging. Runtime free, guaranteed or your money back. Price: $£0. (#85947)
## About The Previous Pull Request
#85308 reverted by #85929

~~Causes the round to not start when a player isn't eligible for any
jobs at a specific priority level due to runtimes trying to `pick()`
from an empty list aborting the entire job assignment stack.~~
(Fixed???? by
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d2ab513332 |
Reintroducing my PRs that were lost in the wallening revert. (#86439)
## About The Pull Request This PR reintroduces #85759, #85892 and #85894. #85892 has post-wallening arrows, but it isn't a big deal because they fit the top-down or 3/4 style we've for a lot of things. ## Why It's Good For The Game Reintroducing lost features and improvements. Remember to remove the 'Lost in the wallening revert' label from those PRs when this is merged. ## Changelog N/A |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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ce0a9c932e | Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). (#85892) | ||
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4d1639b04c |
Revert "Assorted changes to job assignment code and logging." (#85929)
Reverts tgstation/tgstation#85308  |
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1eef540054 |
Assorted changes to job assignment code and logging. (#85308)
## About The Pull Request
This PR does a couple of minor things:
Makes the job debug logging a bit easier to follow.
Minorly brings some SSjob code up to code standards, converting proc
names to snake_case and doing some otherm is cleanup.
Refactored some stuff into different procs, updated some comments.
And some major things:
Changes the job assignment logic.
Old behaviour
> Assign dynamic priority roles
> Force one Head of Staff (if possible)
> Assign all AIs
> Assign overflow roles (bugged in 2 ways)
> Shuffle the available jobs list once, at the start of the random job
assignment loop
> Pick and assign random jobs for random players from High prefs down,
with a priority on Head of Staff roles
> Handle everyone that couldn't be assigned a random job
New behaviour
> Assign dynamic priority roles
> Assign all Head of Staff roles to players with High prefs
> If no Head of Staff was made in the above way, force one Head of Staff
(if possible)
> Assign all AIs
> Assign overflow roles (fixed)
> Prioritise and fill unfilled head roles at each job priority pref
level, from High prefs down.
> Build a list of all jobs that each unassigned player could be eligible
for at the above pref level.
> Pick a job from that list at random and assign it to the player.
> Handle everyone that couldn't be assigned a random job.
In reality there should be little impact on overall job assignment, the
code changes read more as semantics. For example, the priority check for
filling Head slots will have the same candidate pool in both old and new
versions, but in the new version we're more clearly saying that Heads
are important and we want to prioritise filling them for the sake of
round progression even though the outcome in new and old is the same.
A key change will lead to an increase in assistants - Overflow fixes.
Currently the code block to do early assignments to the Overflow role
doesn't work - or works but not as you'd expect. The idea was is that
because enabling the Overflow role in the prefs menu is an On/Off toggle
that sets the job to High priority when enabled and prevents any other
High priority pref, players that have the Overflow role enabled will
**always** get it. It's their highest priority job with infinite slots.
So we do a pass right at the start to give everyone with the Overflow
role enabled that role and save us wasting time later on in random job
code giving them that same role but with more work.
The problem is the code for this only assigns the Overflow role to
people with it set to Low priority in their prefs, resulting in log
readouts like:
```
[2024-07-27 09:49:43.469] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:43.469] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Radioprague, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caluan, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caractaser, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Apsua, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: AC1, Candidates: 0
```
Where nobody gets pre-assigned the overflow role because their prefs are
all set to the High priority from being toggled... Except wait a second,
some people have it at Medium priority when it should just be a No
Role/High Priority Role toggle?
And herein we meet a problem. My hypothesis is that traits and stuff
that change the overflow have allowed players to set the "ordinary"
overflow role of Assistant to Medium and/or Low priority.
This still shows as enabled in the prefs menu, but leads to an outcome
where a player with assistant enabled is assigned Cook instead.
```
[2024-07-27 09:49:47.775] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:47.775] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
...
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
...
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
```
So players with the Overflow job pref set to Low (an unexpected state,
should be disabled or High) would be guaranteed to get that role if none
of the higher priority Head of Staff/AI/Dynamic roles took over via the
bugged "force overflow for people with the pref enabled" proc.
Players with the Overflow job pref set to High would be guaranteed to
get that role if none of the higher priority Head of Staff/AI/Dynamic
roles took over via the random job assignment code giving them their
Highest priority role thanks to the infinite job slots of the Overflow.
And players with the Overflow job pref set to Medium (an unexpected
state, should be disabled or High) would get Assistant if the shuffle
step of the available jobs list put Assisstant before any of the other
jobs they had prefs enabled for at Medium that weren't already filled,
otherwise they'd get another random job.
This code is now changed to ignore the priority the player has set when
looking for people to fill the overflow role. As long as it **is**
enabled, the player will get it unless they're forced into a dynamic
ruleset role (AI when malf rolls) or a Head of Staff role due to their
other prefs (they have RD set to med or low, and no other player has a
Head of Staff at high so they get randomly picked and miss the overflow
role).
This will increase the number of assistants in shifts where their pref
state has Assisstant in the bugged Medium priority, but doesn't change
it for bugged Low and not-bugged High/On priority.
On the other side of the coin, we have how the random jobs are picked.
They're kinda not random, and I noticed this reading the logs then
reading the code.
The list of available jobs to pick from is randomly shuffled - but only
**once**. All players pull from a list of jobs in the same order. So you
end up with a log block like this:
```
[2024-07-27 09:49:47.985] DEBUG-JOB: DO pass, Player: Pierow, Level:3, Job:Botanist
[2024-07-27 09:49:47.985] DEBUG-JOB: Running AR, Player: Pierow, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.985] DEBUG-JOB: Player: Pierow is now Rank: Botanist, JCP:0, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: DO pass, Player: Daddos, Level:3, Job:Botanist
[2024-07-27 09:49:47.986] DEBUG-JOB: Running AR, Player: Daddos, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.986] DEBUG-JOB: Player: Daddos is now Rank: Botanist, JCP:1, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: FOC job filled and not overflow, Player: Bebrus2, Job: /datum/job/botanist, Current: 2, Limit: 2
[2024-07-27 09:49:47.987] DEBUG-JOB: FOC player job not enabled, Player: Bebrus2
[2024-07-27 09:49:47.987] DEBUG-JOB: DO pass, Player: Bebrus2, Level:3, Job:Cook
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
[2024-07-27 09:49:47.988] DEBUG-JOB: Player: Bebrus2 is now Rank: Cook, JCP:0, JPL:1
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC player job not enabled, Player: Redwizz
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC job filled and not overflow, Player: Redwizz, Job: /datum/job/cook, Current: 1, Limit: 1
```
The list is shuffled into an order of something like `list("Scientist",
"Botanist", "Cook", "Sec Officer", ...)` then iterated over for each
player. So every random job selection goes:
> "Does Player1 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player2 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player3 have Scientist enabled and at the right priority? No?
Okay, Botanist has no slots left so we'll remove it from the list. Okay,
Cook? Yes? You get cook."
> "Does Player4 have Scientist enabled and at the right priority? No?
Okay, Cook has no slots left so we'll remove it from the list. Okay, Sec
Officer? ..."
This can lead to stacked individual departments if it gets randomly
rolled to the start of the list in the shuffle, and completely empty
departments if they end up at the end.
On high pop shifts this is probably less of an issue. Player prefs add
noise to this and as departments at the front fill up, those at the back
pick up some of the lower pref players.
But have you ever had a shift where there's just like... No fucking sec
even though there's tons of players? The logging (before I made changes
in this PR) was a bit ass, but my hypothesis there is that sec officer
was shuffled right at the end of the random job list, so every other
department was filled up before sec officers were picked.
To mitigate this, I made the list shuffle every single time the game
picks a random available job for the player. This should lead to a more
balanced selection of available jobs by avoiding situations where the
code is biased towards packing some departments by accident.
## Why It's Good For The Game
Overflow fixes mean people who go to their prefs and see the Overflow
Role is On will all have the same experience - They will be the Overflow
role.
More random random job selection should prevent individual departments
having a jobs be stacked when it would have otherwise been possible for
a more balanced selection but the code unintentially biased random
departments to be overstaffed and understaffed each shift.
## Changelog
🆑
fix: Having the Overflow Role set to On will properly ensure you get
that role at a High priority as intended by the game code.
fix: Job selection is now a little bit more random. Fixes an
unintentional bias in random job assignment that could lead to
feast-or-famine for roles where everyone is assigned one job and nobody
is assigned another job.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
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a1366fc905 |
Night Vision Goggles update (#84594)
## About The Pull Request This is a reboot of #84550 but with way less unbearable: mesons are off the table and I've made the night vision tonalities lighter now, while also improving the darkness cutoffs of some of them. Btw, you can also turn night vision googles on/off now. Each pair of departmental night vision goggles now comes with their own tint to boot. As always, this doesn't affect nukies and ninjas. They're almost garaunteed to keep their googles equipped and on at all time, so it would honestly adulterate the overall experience a little. Now, for some pictures... In the dark, **top** row is **old**, **bottom** row is **new**. from left to right: security, science, standard/meson, diagnostic, health:  In the light: security, science, no goggles, standard/meson, diagnostic, health:  The screenshots were taken from varedited goggles on the servers because it's bit faster than booting up a local server, plus I had to finetune a few things. ## Why It's Good For The Game So, I kinda wanted to give a bit of screen colors to goggles that was not some sort of "optional, by default turned off" kind of crap nobody cares about, however my previous PR was met with a lot of criticism, which made me rethink how to do it. I honestly don't want it to be a burden, but I do want to make them a bit fancier tho. Also the the medical NVs (and perhaps sec NVs) were a bit crappier than the rest. ## Changelog 🆑 add: Night vision goggles now subtly tint your screen. add: You can turn your night vision goggles off. Doing so removes the tint and the eye protection malus. /🆑 |
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dc5a3a322d |
Adds Perfectly Ordinary Food Truck (#84144)
## About The Pull Request Adds a food truck.   Also, adds a team of MI13 fugitive hunters. There's 3 in a team, and one is pre-equipped with a cunning disguise. ## Why It's Good For The Game So the primary intent here is making a fugitive hunter team that operates stealthily instead of directly. They have less direct combat power than other hunters, but they have a few things that help them infiltrate the crew and assassinate the fugitives. All agents are issued a makarov, a suppressor, a spare clip of 9mm ammo (20% chance to be a subtype), a random melee weapon (flash, e-dagger or combat knife), and a random low-level syndicate gadget (c4 brick, codespeak manual, freedom implant, etc), and a pair of zipties. Every agent also gets a agent ID. Shuttle is equipped with surgery tools (good for plastic surgery), clothing vendors (good for getting disguised), and a bunch of computers for cameras and vitals monitors. Spare cyanide pills and 9mm ammo is provided, as is a single space suit. As an added bonus, you're opereating out of the back of an old food truck giving you bulletproof cover for your operations. Spare food is provided, a functional kitchen is not. ## Changelog 🆑 add: Ghost role food truck merchants may occasionally turn up at the station. add: Adds a new fugitive hunter type, MI13 secret agents. /🆑 --------- Co-authored-by: Afevis <ShizCalev@users.noreply.github.com> |
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35484728f1 |
Cigarettes and vapes are no longer subtypes of masks. (#82942)
## About The Pull Request Since non-clothing items can also be worn on several slots, there's no need for cigarettes/vapes to be subtypes of masks anymore, since that comes with a few oddities like #82870. ## Why It's Good For The Game This should fix #82870, with about no side-effect aside them no longer being edible by moths 🤢. |
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57744f6622 |
Icemoon Comms agent (#83404)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Adds a comms agent to icemoon, similar to the one that can spawn in space <details> <summary>Image (spoilers, kind of)</summary>  </details> <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Icemoon is sorely lacking on ghost roles, this should help with that somewhat. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: NT reports indicate that the Syndicate have increased listening activities on Icemoon, crew is advised to watch out for possible communication interference. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
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707b5ef744 |
Minor Spider Rebalance (#83554)
## About The Pull Request Breacher and Viper player-controlled Spiders have swapped castes; Vipers now come from Abnormal Eggs, while Breachers will now come from Enriched Eggs. This means that Vipers may be seen more, while Breachers require the Nest to acquire at least a single kill to wrap and create an Enriched Egg from. Nurse Spiders also perform their heal action much faster, at the cost of a bit less healing. It was very difficult to heal others due to the long do_after and thus we saw very few Nurse Spiders. Breacher Spiders also are now NOT immune to cold, and will die if they try to space a room or go into space. ## Why It's Good For The Game Breacher Spiders are in kind of a difficult spot, both in theming and balance; their space resistance made them able to vent the station in multiple places by breaking key walls, and they had no need to commit to their sieges because they could escape into space at all times. It also broke part of the dynamic of Spiders wanting to keep the atmosphere in the station, and disincentivizing Breachers from venting the station also makes them more coherently a part of the Nest because they won't reduce the Nest's habitable area. Viper Spiders were seen quite little instead of the other options in the Enriched Egg; now, hopefully we'll see more. Likewise, the Breacher is quite powerful for being an Abnormal Egg, so perhaps now we'll see more focus on cocooning to unlock the powerful Breachers, or just overall less of them, which will help even the odds. Nurse Spiders were VERY underutilized despite their power— the do_after for their healing just felt obnoxiously long, and especially in tense situations, you'd have shuffle and Spiders yelling at one another because two of them have to Space Hulk the hallway for a semi-extended period of time. Now, Nurses will be able to heal and move on a bit faster. I don't believe this will create too many issues, balance-wise, as the time-to-kill on Spiders is still quite low for all but the tankiest against lasers and even welders. ## Changelog 🆑 Jane balance: Spider Breachers and Vipers have swapped castes. Breachers come from Enriched Eggs while Vipers come from Abnormals! Breachers can no longer survive in spaced rooms/temperatures. The Nurse wraps wounds faster, but with less damage healed per wrap. /🆑 |
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2c7fe7b8cd |
Returns medical jumpsuits for medical doctors and CMO (#83191)
## About The Pull Request Gives medical doctors and CMOs back their jumpsuits. Additionally removes their surgery cap from their starting gear. Surgical scrubs and surgery caps are still available in vending machines and in other places. Coroner still has their scrubs. ## Why It's Good For The Game The scrubs have never made sense to be as part of a medical doctor's starting gear. Scrubs are meant to be put on for one surgery and replaced afterwards, not to be worn 24/7. Also, in my opinion, they look goofy as hell. Especially when doctors are wearing lab coats over them. [_Being a medical doctor does not inherently mean you're doing surgeries either._](https://www.youtube.com/watch?v=8byiwOY5XM0) ## Changelog 🆑 image: Medical doctors and CMOs now start with their jumpsuits rather than surgery scrubs and caps. /🆑 |
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0cc5cfb178 |
Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople) (#83021)
## About The Pull Request This PR moves random name generation for species onto their languages. What does this mean? - For species with a predefined name list, such as Lizards and Moths, nothing. - For species without predefined name lists, such as Felinids, their names will now be randomly generated from their language's syllables.   (In the prefs menu:)  Why? - Well, we actually had some dead code that did this. All I did was fix it up and re-enable it. - Generates some pretty believable in-universe names for various languages that are lacking name lists. Obviously defined lists would be preferred, but until they are added, at least. - Moves some stuff off of species, which is always nice. - Also hopefully makes it a tad easier to work with name generation. There's now a standard framework for getting a random name for a mob, and for getting a random name based on a species. Misc: - Adds a generic `species_prototype` global, uses it in a lot of places in prefs code. - Makes `GLOB.species_list` init via the global defines - Deletes Language SS - Alphabetizes some instances of admin tooling using the list of all species IDs - Docs language stuff - Deletes random_skin_tone, it does pretty much nothin ## Changelog 🆑 Melbert refactor: Random Name Generation has been refactored. Report any instances of people having weird (or "Unknown") names. qol: Felinids, Slimepeople, Podpeople, and some other species without defined namelists now automatically generate names based on their primary language(s). qol: More non-human names can be generated in codewords (and other misc. areas) than just lizard names. /🆑 |
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9d9da3a790 |
Spider web graphics (#81839)
## About The Pull Request Here is what webs look like. It looks like pure ass and I hate seeing it.  Here's my attempt at making them look nicer.  Notes: Genetics Power webs now have a slight purple tint to differentiate them from regular spider webs, so spiders aren't confused about why they can't cross these ones. On the backend I condensed a lot of these typepaths to inherit from each other instead of not doing that. In the future I am going to use this to cut down on the excessive amount of action buttons we have for these too. Here's (most of) what the action buttons look like. this screenshot also demonstrating that we have a serious problem with how many buttons we give to spiders.  After this is merged I will embark on two further projects: - Wallening version - Reworking spider web placement to not be a function of having 15 action buttons, it's _so bad_. While I was working on this I noticed that AI spiders would not automatically place webs on certain crossable tiles, because we forgot to pass an argument to a proc. I fixed that too. Oh also final change I almost forgot to document:  I made you jiggle if you get stuck in a web. ## Why It's Good For The Game The previous sprites looked bad and these look less bad. ## Changelog 🆑 fix: AI-controlled spiders can correctly recognise where they can place webs. image: New sprites for most kinds of spider web /🆑 |
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af6cabda32 |
Venus Human Traps have an orbit menu category, recieve antag datum on spawn (#81411)
## About The Pull Request Venus Human Traps now have their own category in the orbit menu. It is a pleasant shade of green, just like vines are.  Venus Human Traps are also now given their antagonist datum upon spawning from a flower. The datum isn't really anything special but it's consistent with the other antag spawners. This also makes the spawner piece of the VHT flower bud invisible. It's an abstract object meant to handle the logic for spawning, and only the structure should be visible. This currently manifests as there being two, identical flower buds on the same tile when a flower bud spawns. I did not want to get into untangling the two objects in this PR. ## Why It's Good For The Game Venus human traps being lumped in with the humans in the "Alive" menu is WEIRD. Now ghosts can give a gigantic vine infestation the attention it truly deserves. Fixes a minor visual incongruity found while doing all this. ## Changelog 🆑 Rhials qol: Venus Human Traps are now visible in the orbit menu. Cool! fix: Spawning as a Venus Human Trap now properly gives you an antag datum/objective. fix: Venus human trap flowers no longer have a second, identical flower under themselves. /🆑 |
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d0a19bdd92 |
Spider egg radial menus now require proximity (#81209)
## About The Pull Request Spider radial menus now require proximity, and will close if you move away from them.  ## Why It's Good For The Game Clicking the egg and not picking anything leaves the radial open. If you try to use any other eggs the menu will not open until you track down the radial menu and close it properly. If you aren't aware of this, it'll feel like all of the eggs are broken and lead to confusion. This has happened to myself and others. ## Changelog 🆑 Rhials qol: Spider eggs will now close their spawn menu when you move away from them. /🆑 |
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f8b41f9442 |
Changes occurrences of recieve in code to receive (#80065)
## About The Pull Request I've stumbled across this enough to finally go through the entire codebase and fix it. I left out changelogs simply because rewriting history logs is bad. ## Why It's Good For The Game I find it pretty annoying because I stumble across words that are misspelled for a few seconds, and I'm likely not the only one who feels like this. Less spelling mistakes in code are better. ## Changelog 🆑 spellcheck: Occurrences of "recieve" has been changed to "receive". /🆑 |
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bbe440b3d6 |
More standardization for ghost notifications (READY) (#79596)
## About The Pull Request I'm still not satisfied with how ghost notifications work. This gives every notification with a source (99% of all notifications, in other words) a link to jump/orbit. Currently, notifications with "play" interactions would only get the interact link, so jumping to the source was pretty annoying. It removes posting the entire message in the alert tooltip, as some got pretty lengthy and it didn't seem to fit. To replace this, they will always use headers After:    NOTIFY_JUMP and NOTIFY_ORBIT have been merged, since the only difference seems to be whether it's a turf. The result shaves off some redundant lines of code, since most-every usage of notify_ghosts uses NOTIFY_ORBIT. ## Why It's Good For The Game More standardization for the ghost notification system. Adds a few alert headers that never had them. All in all, makes it easier for creators to throw alerts at ghosts ## Changelog 🆑 qol: Nearly every ghost alert should now feature a "VIEW" button, even those with click interaction. del: Ghost alerts no longer show the entire message in the tooltip, instead have been replaced with titles. /🆑 |
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3c7005a37c |
Converts some notify_ghosts args to bitflags, multilines all notify_ghosts calls (#79320)
## About The Pull Request This helps clean up my favorite helper proc in the whole codebase, `notify_ghosts()`. The notify_suiciders, ignore_mapload, and flashwindow args are GONE. They have been replaced with the notify_flags bitflag argument. This was intended to make deadchat announcements a bitflag argument too, but those got reverted right before I originally wanted to submit this PR. The on-screen popup now shows the notification body when you hover it with your mouse again. The format is now `[notify_ghosts message] -- [click action (orbit/jump/play)]` Every single `notify_ghosts()` call has been changed to multiline format and has been given trailing commas. Pretty! ## Why It's Good For The Game Cleans up a proc that is very popular and going through a lot of changes at the time. Allows for further flexibility when this proc inevitably gets tweaked or improved. 12 -> 10 args is an improvement, and it doesn't impact the helper's flexibility at all. ## Changelog 🆑 Rhials code: The notify_ghosts proc has been cleaned up. Please report any abnormal changes in deadchat notification behavior. qol: The on-screen deadchat popups now contain the notification blurb when hovered with your mouse again. /🆑 |
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34e488acf5 |
Spider Infestation Balance Rebalance Expansion Part 2 (#78705)
## About The Pull Request Balances 1. Spiders now slow down equivalent to their health 2. Tarantulas can no longer put web passages or solid webs and destroy walls outside of charge attack 3. Young spiders now cant pull objects do to being too weak and become slower outside of webs as they should be 4. Makes pneumatic airlock seal unable to be destroyed by spiders 5. All Broodmother eggs now have a cooldown timer Normal Eggs: 20 seconds Abnormal Eggs: 180 Seconds Enriched Eggs: 60 seconds Expansions 1. Added a new abnormal egg category 2. Broodmothers can now lay abnormal eggs 3. 2 new spiders added 6. A new web type: Reflective silk screen # Breacher    - Low damaging with High wound bonuses meant to debilitate enemies to take ground for the nest - Has the ability to breach areas by destroying walls with menson vision to map out strategic breachings - Immune to harsh environments with the ability to lay solid webs to protect the nest environment - Can send in warnings for the entire nest to hear Will Help the nest get out of being closed off by small construction attempts and fix some space breaches plus some back up by making enemies slower and scarring them off with some bloodloss # Tank   - Extremely low damaging build to absorb damage to hold ground for the nest - With the ability to lay down silk screen reflectors to protect the nest from missile attacks - Can heal itself at a slow rate Will provide great support to keep the nest at bay from range attacks at some extent and act as a damage absorber in dier situations # Abnormal Eggs   - They can only be made once every 180 Seconds - Hold the two new spider types ## Why It's Good For The Game New spiders to contribute to the general spider antag team dynamic, balances for spiders are always good making them funner to play against and bringing up challenges on their gameplay making them act less like murdering simple mobs and more like an actual nest trying to survive in the station. How? 1. **Cooldown egg laying:** broodmothers now have to be more strategic on where they place their eggs with an average of 3 eggs per minute per broodmother 2. **Spider slowdown on damage:** Spiders now will become slower the longer they stay out of the nest in battle making them have to retreat back to the nest shortening their time out murdering giving incentives to expand the nest 3. **Spider More Brute Damage:** Gives a reason to use melee against spiders although more dangerous it gives more reward due to the higher damage outputs since spiders are pretty much big bugs with delicate bodies no bones no good structural consistency equal more damage to blunt attacks 4. **Tarantula Nerfs:** Tarantulas shouldnt be able to destroy this many walls at this rate and be able to lay so many defensive webs I don't know why they had this abilities but their strong enough as is ## Changelog 🆑 add: Added Abnormal Eggs add: Added Two new spiders del: Some Tarantula abilities balance: Spiders speed are now connected to health balance: Spiders now take more brute damage balance: All egg laying now has a cooldown /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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b65f729901 |
Nanotrasen basic mobs. (#78917)
## About The Pull Request First and foremost, converts all Nanotrasen simplemobs into basic mobs. To avoid messy and redundant code, or god forbid, making Nanotrasen mobs a subtype of Syndicate ones, I've made Syndicate, Russian, and Nanotrasen mobs all share a unified "Trooper" parent. This should have no effect on their behaviors, but makes things much easier to extend further in the future. While most of this PR is pretty cut-and-dry, I've done a couple notable things. For one, all types of ranged trooper will now avoid friendly fire, instead of shooting their friends in the back. Even the Russians have trigger discipline. I've also created a new AI subtree that allows mobs to call for reinforcements. I've hopefully made this easy to extend, but the existing version works as follows: - A mob with this subtree that gains a target that is also a mob will call out to all mobs within 15 tiles. - If they share a faction, mobs receiving the call will have the target added to their retaliate list, and have a new key set targeting the calling mob. - If they have the correct subtree in their AI controller, called-to mobs will then run over to help out. Sadly, this behavior is currently used only by a few completely unused Nanotrasen mobs, so in practice it will not yet be seen. Finally, I've fixed a minor issue where melee Russian mobs punch people to death despite holding a knife. They now use the proper effects for stabbing instead of punching. ## Why It's Good For The Game Removes 8 more simple animals from the list. As said above, making all "trooper" type mobs share a common parent cuts down on code reuse, ensures consistency of behavior, and makes it much easier to add new troopers not affiliated with these groups. I expect that I'll make pirates share this same parent next. The new "reinforcements" behavior, though extremely powerful, opens up exciting new opportunities in the future. There aren't many existing behaviors that allow basic mobs to work _together_ in interesting ways, and I think adding some enemy teamwork could be fun. ## Changelog 🆑 refactor: Hostile Nanotrasen mobs now use the basic mob framework. This should make them a little smarter and more dangerous. Please report any bugs. fix: Russian mobs will now actually use those knives they're holding. /🆑 |
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153e06dc04 |
Partially reverts ghost announcements (#79221)
## About The Pull Request #79139 turned out to be quite annoying, it wasn't taken into account that these alerts can stack (ie: spiders). Of course, I poked around the code and found some inconsistencies in the process. For instance, there were usages of Topic for custom action behavior which could've been consolidated. There were other instances where jump (the default action) doesn't give a link at all, which I think it should anyway, since the screen toast gives you this. I've standardized it more, meaning you can use "NOTIFY_PLAY" without writing a custom link and topic handler (for instance, MMIs) ## Why It's Good For The Game Fixes #79198 Fixes #79195 ## Changelog 🆑 fix: Ghost alerts have been tuned down a bit. /🆑 |
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191c9380f4 |
venus human traps are basicmobs + ""balance"" (#78749)
## About The Pull Request theyre basicmobs now, tangling is an ability and also applies a leash for the duration of the beam they now have 100 HP also when theyre not within 2 tiles range of space vines every Life tick they take 20 damage(they have 100 max hp) if they are in range however they heal 10 damage theyre slightly slower too, and they deal 10-20 damage, from the previous guaranteed 20 damage also their attack cooldown is 0.2 seconds slower the tangling does not automatically pull people but for the duration of the tangle the victim is leashed to you which means they cannot go out of range of you, so you can move backwards to pull them closer (as seen in video) https://github.com/tgstation/tgstation/assets/70376633/aed77f81-c564-4fcc-879e-7dd8a9b5c787 ## Why It's Good For The Game basicmob good also fighting these dudes unprepared is a death sentence and being caught unprepared is easy if kudzu decides to spawn in the middle of fucking nowhere and rolls flowering, then absolutely does not listen to the protect kudzu part and goes from the middle of nowhere to medbay to murderbone hopefully this should make them less proficient at shredding people and make them actually defend kudzu instead of murderboning ## Changelog 🆑 refactor: venus human traps are basicmobs now balance: venus human traps have 100 health balance: venus human traps take damage out of range of kudzu, heal near kudzu, are slightly slower, attack slower, and their damage output is slightly more random balance: also venus human trap tangle ability now needs you to actually move backwards to pull victims /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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3e554bdab3 |
Flesh Spiders Regenerate + QoL (#78704)
## About The Pull Request Replaces the Healing Touch component on Changeling-spawned Flesh Spiders with the Regenerator component, as the comment helpfully suggests. Flesh Spiders can no longer touch themselves to heal, instead they automatically begin regenerating their health if they go four seconds without taking damage. It takes 6 seconds to fully regenerate, so 10 seconds to fully heal from the edge of death (less if you're not that injured).  Also I changed the sprite for flesh spider eggs to a different one we already had rather than regular spider eggs tinted red, just because I felt like it. Would be cool to give the spiders their own sprite some time, but that's for another PR.  _Additionally_ the flavour text for flesh spiders was kind of messed up by being shoved into the objectives box and claiming that it was a directive from a spider queen you don't have, so I gave them their own slightly different antag datum to compensate. It also actually mentions how you heal yourself, which previously was down to trial and error or codediving. In the course of doing this I decided to just... move flesh spiders to their own type path. It _sort of_ made sense for them to be part of the giant spider typepath, but they keep being modified by changes targetted at "balancing the Giant Spiders antagonist" which this mob isn't related to and doesn't have any reason to follow. The fact that a mob has similar stats to another one isn't automatically a reason to share a typepath, and now that I have looked a little at this mob I'm sort of interested in branching it further away from "it's a spider mob but spawned a different way" in the future. Finally, this spider egg cluster and the midwife one would prompt ghosts with a radial menu with a single option on it... that's a bit pointless, so we'll bypass that menu if there is only one possible outcome. ## Why It's Good For The Game Currently Flesh Spiders heal by clicking on themselves and standing still for two seconds, restoring 50% of their HP. This means they can fully regenerate over 4 seconds unless you stun them, and with 90 HP you're not _that_ likely to kill one during the channel time. This just feels like an odd way for the creature to operate, regenerating instead gives it a hit-and-run strategy and adds more use to their webs (maybe we should give them meatier or bloody webs at some point? Might be cool). Also clicking yourself to heal is just unintuitive and I suspect several players just didn't realise they could do it in the first place. ## Changelog 🆑 balance: Flesh Spiders heal automatically over time if they go a short time without taking damage, instead of healing large chunks by clicking themselves and waiting two seconds. qol: Spider egg clusters which only hatch into one kind of spider don't ask you to select that one type from a radial menu with one option on it. qol: As a Flesh Spider, the game now tells you how you can heal yourself. /🆑 |
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d6f79f4427 |
Refactor gib code to use bitflags and have documentation (#78754)
## About The Pull Request This takes all the gib related procs: - `gib()` - `spawn_gibs()` - `spill_organs()` - `spread_bodyparts()` And adds heavy documentation that communicates what the procs are used for and how the different bitflags affect them. The difference is noticeable: `gib(TRUE, FALSE, FALSE, null)` vs `gib(DROP_ORGANS|DROP_BODYPARTS)` The code is now much more legible which is important considering it's used in a lot of places! Another robust change, is that we had several places in the code where there were double negatives like so: ``` /mob/living/carbon/spill_organs(no_brain, no_organs, no_bodyparts) if(!no_bodyparts) // DOUBLE NEGATIVES ARE BAD M'KAY?!? // do stuff here ``` This is a mindfuck to untangle. I inverted a lot of these parts so we don't lose our sanity. Last thing that was changed was a big `if()` loop in the `spill_organ()` proc. This was refactored to just be a simple `for` loop with `continue` statements where we needed to skip enabled bitflags. It's now shorter and cleaner than before. The only slight gameplay change this affects is that gibbing a mob now guarantees to drop all items unless the `DROP_ITEMS` bitflag is deliberately omitted. Some places like admin gib self, we don't want this to happen. ## Why It's Good For The Game Gib code is very old. (~15 years) People kept adding more arguments to the procs when it should have been a bitflag initially. By doing it this way, there is more flexibility and readability when it comes to adding new code in the future. ## Changelog 🆑 refactor: Refactor gib code to be more robust. qol: Gibbing a mob will result in all items being dropped instead of getting deleted. There are a few exceptions (like admin gib self) where this will not take place. /🆑 |
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13cfcdad6b |
Ashwalkers team stores players_spawned via ckeys rather than keys now (#78688)
## About The Pull Request So this just changes some instances of `key` to `ckey`. There is a reason for it I swear! So when ashwalkers get spawned their mob gets added to the `team.players_spawned` list via their `key` var. --- However, we have this as part of sacrifice code: Here the `deliverykey` var is set to `fingerprintslast`, which is a ckey. |
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d436cf433d |
Gives maint drones random designations (#78573)
## About The Pull Request Right now, drone ghost spawners give all drones the name "drone." This makes it difficult to differentiate drones, both as a drone in drone chat and as a non-drone. This gives all drones a unique identifier like posibrains. Also changes a couple of 1s to TRUEs ## Why It's Good For The Game It's good to be able to identify drones, and for drones to be able to identify each other. ## Changelog 🆑 Tattle qol: drones now have individual names, instead of just "drone" /🆑 Co-authored-by: tattle <article.disaster@gmail.com> |
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7e21f2fbce |
Add policy for sentient mobs that were revived by lazarus injector (#77515)
## About The Pull Request There's two policies: * Normal lazarus injector gives you the 'friendly revived mob' policy since it normally makes mobs friendly to everyone, * Default text: "The lazarus injector has brought you back to life! You are now friendly to everyone." * EMPed lazarus injector gives you the 'slaved revived mob' policy since it normally makes mobs only friendly to you, * Default text: "You have been revived by a malfunctioning lazarus injector! You are now enslaved by whoever revived you." * The EMPed lazarus injector now also enslaves the mob to the person who revived them, giving them the text: "Serve [reviver], and assist [reviver.p_them()] in completing [reviver.p_their()] goals at any cost." Suggestions for default text welcome, ## Why It's Good For The Game There's currently no policy for lazarus revived mobs, so can be confusing. See https://tgstation13.org/phpBB/viewtopic.php?f=33&t=34538 Now it's more clear what they should do. Admins can also change the text if they want. ## Changelog 🆑 add: Add policy for sentient mobs that were revived by lazarus injector (depends on config) add; Sentient mobs that were revived by malfunctioning lazarus injector now get enslaved to whoever revived them. fix: Servant golems get their master's real name (Won't be serving "Unknown" if their master is wearing a mask) /🆑 |
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47718914e4 |
More Suits resprites (Bonus: Chef/Bartender updates!) (#77558)
## About The Pull Request Finally, my ultimate goal: All Lawyer suits are now under suits.dmi. Having some suits in suits.dmi and some in civilian.dmi was just really really weird and confusing. Also updated some more Service stuff, specifically the Chef and Bartender. Their uniform is the generic Service Buttondown, and their other gear has been updated. The Bartender, notably, now has a new item, the bowtie! Full changelog: - Adds Bowtie (and yes, it's in relevant vendors) - Adds a greyscale Formal Jacket (the lawyer jackets but greyscaled) - Removes `/obj/item/clothing/under/rank/civilian/chef` and `/obj/item/clothing/under/rank/civilian/bartender`; replaces them with `/obj/item/clothing/under/costume/buttondown/slacks/service` - **Moves all Lawyer suit sprites to the suits.dmi** - Converted `/obj/item/clothing/under/rank/civilian/lawyer/bluesuit` to use the same GAGS configs as the buttondown (path unchanged) - Resprited all Lawyer suits (except galaxy ones) - Resprited the Lawyer jackets to match (including a currently unused GAGS-palette one) - Resprited the Chef Apron-Jacket and Hat - Resprited the Botanist Overalls (and made them Greyscale) - Updated the shirt on the Cook Jorts to be more up-to-date instead of being new pants on a super crusty old shirt sprite. - Puts stuff into vendors ## Why It's Good For The Game Sprote updates yahoo! Chef/Bartender showed their age, and essentially had the same uniform. Now they look much more at home.  GAGS Suit jacket yippee!  This jacket was put into to the Bartender's vendor for the sake of allowing them their own gimmicks, such as this:  New greyscale overalls wahooo! Since they're greyscaled they're also in the clothesmate for anybody who really wants them.  The Lawyer suits just used an entirely different type of shading and it made them stick out weird... I'm not quite sure on reshaping their jackets but figured it's better to start with this and update them if requested.  As for moving Lawyer suits to suits.dmi... I just don't like them being split up. It makes it annoying to prevent duplicates or keep them all updated. ## Changelog 🆑 add: Added the Bowtie! Bartenders start with one on, but they can also be found in the Bardrobe, Autodrobe, and Clothesmate. No need to tie it either, it's just a clip-on. add: Added a Greyscale "Formal Jacket" of the style that most suits use, for crew who want to make their own using the buttondown shirt. del: Removed the generic Cook/Bartender uniforms and changed them to use the Service buttondown w/ slacks. image: updated the majority of Lawyer suit sprites, along with the Cook's Apron-Jacket and Hat, and updated/greyscaled Botany's Overalls! Also the Overalls are available in the clothesmate, and the Cook Jorts' shirt is less crusty. /🆑 |
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497f18ea32 |
Spiders don't automatically grant an antag datum (#77523)
## About The Pull Request Fixes #77501 Spider egg ghost role spawners grant the spider antag datum, rather than the act of being a spider. This means that gold core, mapstart, polymorph belt, and other spiders will not have an antagonist datum. While doing this I also made a new abstract `mob/living/basic/spider` type which all three kinds of spider life stage (`spiderling`, `young`, `giant`) extend from, because there was a gross amount of copied code. Now there isn't. Also the Flesh Spider and Event Midwife eggs now simply hatch adult spiders instead of child ones. This is because there is no reason for either of these to have a two minute wait time before they get going. Midwife spiders spawned by the event should just start spidering immediately, and Flesh Spiders are made by changelings and shouldn't be effected by measures introduced to balance the spider gamemode. Eggs which are laid during a round and _can_ hatch into midwife spiders still hatch baby spiders. Also I swapped some white pixels on the animation of the ambush spiderling for a different colour because they looked bad. ## Why It's Good For The Game While the policy is always "if you turn yourself into something, you're not an antagonist" the presence of the antag datum still confuses people. Plus that code was gross and I didn't like it. ## Changelog 🆑 fix: Giant Spiders only have an antag datum if created by the round event. balance: Flesh spider eggs hatch into adult spiders instead of baby spiders. balance: The eggs spawned by the start of the spider infestation event hatch into adult Midwife spiders instead of baby ones. /🆑 |
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8957eb763c |
Spider Evolution - Young Spiders [Ready] (#76692)
## About The Pull Request This pr adds a young spiders that appear between spiderlings and adult spiders. Now spiders have a stage where they are squishy but can also spin webs and do some other things early depending on the spider type. Spiderling stage takes 40 seconds and young spider stage take 1 minute, ealier for spiderling this was 1 minute. Also adds a new wizard spider sprite and makes the spider form usable. Gives Wizard Spider version has better immunity against fire since it can kill a wizard very fast it they are not paying attention. Makes tangle spider get more health but makes the self-healing worse. This is done because spider is a team antag except for the flesh (changeling spider), making it so solo-playing as tangle is less encouraged. Scout spiderling gets thermal vision also. It cannot communicate, but it can already start scouting now. Viper deals bonus damage when an enemy is on low health. Toxins don't kill humans anymore, and since the viper spider only deals 5 damage now it deals more so it can actually take down enemies at low health. They also have a little more health since they always die very fast. Viper can also change between a defensive/slow mode with more armor or a offensive/speed mode with less armor. Nurse spider heals for 25 instead of 20, since 25 is one laser shot, it makes more sense for the nurse spider to be able to heal that amount. Flesh spider grows faster since they are a solo antag and spawn killing isn't cool. Tarantula spider can now tear down walls by clicking them instead of needing to use their charge attack. They can also build wall webs and passage webs. Their damage coeffs also got the regular burn factor for spider so their health also increased a bit.   ## Why It's Good For The Game Now there is a smooth transition between the tiny spiderling and the bigger spider stage. This will promote people to help the hive at an earlier stage while not being too powerful yet. It is also realistic and adds extra flavor to the spider antag. The other balance changes are improvements to the game. ## Changelog 🆑 add: Young Spiders that appear between spiderlings and adult spiders. balance: Wizard Spider version has better immunity against temp damage and can lay webs faster. balance: Tangle Spider sucks more with self-healing but has more health. balance: Scout spiderling gets thermal vision. balance: Viper deals bonus damage when an enemy is below 20% health. /🆑 |
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327fe56563 |
Areas created with the "land claim" are no longer hazardous to free golems (#77357)
## About The Pull Request New areas created by standard blueprints are not safe for golems, which is why I'm touching blueprints and create_area code and making the blueprints found in the free golem ship an actual subtype rather than a map-edited instance. ## Why It's Good For The Game This will fix #77354. ## Changelog 🆑 fix: Areas created with the "land claim" blueprints are no longer hazardous to free golems. /🆑 |
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e51e808f77 |
Fix duplicate sentence in space comms agent flavor text (#76880)
## About The Pull Request Fix duplicate sentence in space comms agent flavor text ## Why It's Good For The Game spelling fix ## Changelog 🆑 spellcheck: Fix duplicate sentence in space comms agent flavor text /🆑 |
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fb10121022 |
Icons folder cleaning wave two (#76788)
## About The Pull Request Further continous organizing and cleaning the Icons folder. There are still some minior nitpicks left to do, but I reached my daily sanity expenses limit again, and the faster these get in the less issues for both me and others later. Also cleans some mess I caused by my blindness last PR. ## Why It's Good For The Game Saner spriters = better sprites |
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a373b4cb08 |
Icon folder cleaning wave one (#76703)
## About The Pull Request Due to a mental breakdown caused by unfathomable abomination that is icons folder, I swore to myself to one day clean it. Today is kind of that day. Been at it for around 6, you gotta understand I need a rest. I tracked most changes in descriptions of commits if you are looking for details. ## Why It's Good For The Game Saner spriters make better sprites. And also, just helps keep track of things. ## Changelog 🆑 image: added sprites for different variants of scrolls. image: modified couple posters with ghost pixels. /🆑 --------- Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com> |
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8c1e35e1c0 |
Refactors mind language holders into non-existent, fixes new languages being deleted on species swap + tests (#76612)
## About The Pull Request This PR refactors mind language holders into non-existence As a result, `update_atom_languages` is no longer necessary Mind-bound languages are transferred via `/mind/proc/transfer_to` Species changing no longer deletes and re-creates the mob's language holder, allowing them to keep any languages they have. Species languages are sourced from `LANGUAGE_SPECIES` now, meaning they are removed when they change species. If the mob is not a human with a species datum, these are effectively just atom level languages. Makes a bunch of unit tests to ensure language transfer over certain events works as intended ## Why It's Good For The Game Mobs with minds having two independent language holders results in a good few bugs, and simply doesn't make sense when we have sources (`LANGUAGE_MIND`). Instead of tracking two language holders, we can simply use sources better and only track one. This means that the language holder you start with is your language holder, period. It doesn't get deleted or re-instantiated or whatever. ## Changelog 🆑 Melbert refactor: Refactored language holders, making species changes not delete all of your known languages /🆑 |
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48cc57010d |
Various spider fixes (#76528)
## About The Pull Request Fixes #76484 Then I noticed some weird stuff which slipped through the PR and poked at that too. - Spiderlings and Spiders once more have names ending in (###) - Removed an unused property on Spiderlings. - Rewrote the descriptions for a bunch of web-abilities and web-objects to be clearer and have better capitalisation. - Refactored the "Web Carcass" ability to not extend from "lay web" as it didn't need to perform most of that behaviour. - Also I renamed it and made the description give you a hint about why you would want to instantly spawn a statue. - The web effigy now despawns at the same rate as the ability cools down so you're not dumping spider statues all over the place. - I made spiderlings move at about the same speed as humans except if they're on webs in which case they're still pretty fast. To be honest I am not certain an instant statue spawning button is great to begin with and I didn't even know it was added to the game but I am not interested in messing much with the balance for now. This made me look at spiderlings enough that I'm going to try and make a new sprite for them that isn't awful. ## Why It's Good For The Game Lets you differentiate individual spiders a little bit. Makes usage of abilities clearer. ## Changelog 🆑 balance: Guard spider web statues despawn as the ability comes back off cooldown. balance: Spiderlings now only move at light speed if they're on webs, stay safe little guys. fix: Spiders once again have random numbers after their names. /🆑 |
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803658dc30 |
Deadchat Announcement Variety Pack 2 and also some fixes to other popups (#76053)
## About The Pull Request This adds ghost orbit popups for the following: - Macrobombs (or stacked microbombs) being triggered. - HFR Meltdowns. - Living players about to be gored by an emagged organ harvester. - Nuclear devices being armed. - Doomsday devices. - Blob hosts bursting. This also modifies the following ghost orbit popups: - Toy hot potatoes will no longer cause a popup when armed. - Normal spider eggs will not flash the byond window, only special egg types. ## Why It's Good For The Game Gives more gathering spots/information to deadchat. Let no entertaining moment in this game go unobserved. Spider eggs flashing your window for every single egg produced makes alt-tabbing suck. I saw some guy on the forums complaining about it and thought "huh yeah I guess he's got a point that pisses me off too" so here we are. ## Changelog 🆑 Rhials qol: Basic spider eggs no longer flash the byond window when ready to hatch. qol: Toy hot potatoes no longer give a ghost notification. qol: Deadchat will be notified in the event of an imminent macrobomb detonation, HFR meltdown, organ harvesting, qol: Deadchat will be notified when a nuclear/doomsday device is activated, as well as when a blob-infection bursts. /🆑 |
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abc0820466 |
Gives Fugitive Hunters credible IDs, access restricts the hunter shuttles, minor hunter shuttle improvements (#75913)
## About The Pull Request This standardizes fugitive hunter IDs, making all hunter packs use the same subtype and giving them to hunters who would spawn with no ID at all. The badass flaming ID color that the OG Bounty Hunter team got are now the standard for fugitive hunter IDs. Additionally, these IDs now come with a radical skull trim. (Spacepol Officers don't get the badass flaming skull ID, and instead get a more modest Police Officer ID). **These IDs come with access, too. Airlocks, bolt buttons, shuttle controls, and shutters on all of the hunter shuttles now require a hunter's ID to operate.** While I was in the area doing mapping stuff to get the accesses in place, I made a few other very minor changes to the shuttles. These include: - The Bounty Hunter shuttle now has an oxygen dispenser. Two walls have been moved to make space. - The Russian Hunter shuttle now gets enough oxygen tanks to share with everyone. - The Psyker Hunter spawners now have proper spawner menu text. This was due to duplicate-but-not-really subtypes existing, and me mistakenly putting the wrong ones there in a previous PR. - The cut ai wire helpers from the Russian/Psyker shuttles have been extended to the Bounty/Spacepol shuttles. - Every hunter shuttle now has a shuttle pinpointer on it somewhere, and is no longer exclusive to a single Bounty Hunter's loadout. ## Why It's Good For The Game Some of the hunter IDs would spawn without trims or coloration, and some hunters wouldn't spawn with IDs at all. Now, everyone gets a credible, cool-looking ID that lets everyone know what you're here to do at a glance. One of these is a crazed larper with an unregistered firearm, the other is a certified bounty hunter. As for the hunter access, it's pretty nonsensical that anyone can just walk into the hunter ship and set up shop. At least the pirates get turrets! Not to mention, it's hard to balance or give hunters new equipment in good conscience when their entire domain is public-access and anything they can't carry is considered forfeit to the crew. Now it can be used as a base of operations, storage area, etc. more securely. Locking down the shuttle with accesses isn't going to stop a determined gamer with a toolset, but it'll at least make it more interesting and an actual risk. If the fugitives want to try and loot/hijack the shuttle, it will require the effort of taking down one of their hunters first. While hunters stand out for the differences/imbalances between each group, I don't see the shuttle pinpointer as something that contributes positively to the OG bounty hunter's uniqueness. There's no reason why the other hunters shouldn't also be able to track their ship. |
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81ffc3aa01 |
Fugitive hunters gather candidates with a deadchat poll (#75485)
## About The Pull Request Fugitive Hunter spawning now works a lot more like it does for Pirates. Rather than just using the spawners, it collects candidates from a ghost poll, and leaves the remaining spawners to be used if any are left. ## Why It's Good For The Game The only way this event gathered candidates was through the notify_ghosts that hunter spawners threw on Initialize(). This easily flies under the radar (and I think also stopped working after lazyloading was implemented??), contributing to how infrequently hunter rolls are taken. The hunters are an important part of fugitives as a whole, so making sure they're properly filled out is good. Closes #74625. ## Changelog 🆑 qol: Fugitive hunters now get a deadchat poll and notify deadchat properly. /🆑 |