Commit Graph

291 Commits

Author SHA1 Message Date
tonty
3f0b4abb8d Replaces world.icon_size (and some magic numbers) with defines (#86819)
## About The Pull Request

All usages of world.icon_size in code have been replaced with new
`ICONSIZE_X`, `ICONSIZE_Y` and `ICONSIZE_ALL` defines depending on
context

Replaces some "32" magic numbers with the defines

A few bits of code have been modified to split up x/y math as well

## Why It's Good For The Game

Magic number bad, code more readable, code more flexible and I'm told
there's an access cost to doing world.icon_size so minor performance
gains

## Changelog

🆑 tonty
code: made some code relating to the world's icon size more readable
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-29 13:28:32 +00:00
_0Steven
199a5eff21 Fix imaginary friends not being able to hear their host, some minor adjustments (#86863) 2024-09-28 02:45:12 +00:00
_0Steven
9e3cf3fe59 Fix the greeting message you get upon becoming an imaginary friend including nulls (#86866)
## About The Pull Request

Previously the imaginary friend greeting message would be called on
`Login()`, but this meant that it could run before it actually linked
the `owner` value, thus putting nulls in the message where the owner's
name should've been.
This just changes it so `greet()` is only called on `Login()` if there's
already an owner linked, otherwise calling it when being attached to an
owner.
## Why It's Good For The Game

Better if the greeting message actually says whose imaginary friend you
are.
## Changelog
🆑
fix: The greeting message imaginary friends get upon becoming one
actually includes the owner's name, instead of displaying nothing where
it should've been.
/🆑
2024-09-24 16:05:23 -06:00
grungussuss
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
/🆑
2024-09-23 22:24:50 -07:00
SmArtKar
74a5ac1a6f Allows admins to see previously obsessed players, minor obsession code cleanup (#86609)
## About The Pull Request

Closes #86603 by adding a dummy antag datum that will be added to
everyone who lost the trauma before losing the antag datum (i.e. from
being "cured" from trauma in one way or another)
Also added defines for obsession objectives

## Changelog
🆑
code: Minor obsession code cleanup
admin: Admins can now see players who were previously obsessed but had
been "cured" from the trauma
/🆑
2024-09-13 14:48:10 +02:00
Timberpoes
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


![image](https://github.com/user-attachments/assets/e7518dcb-a60a-4bf1-a3d4-a5a8966d8633)

~~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
e0e9f2f430)

Maybe we should test merge this for a mo just to make sure no more
cheeky runtimes pop up before merging.

## 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.
/🆑
2024-09-13 13:58:35 +02:00
Ben10Omintrix
91baa94ac5 event based incapicated and able_to_run (#86031)
## About The Pull Request
this is a revival of #82635 . i got permission from potato to reopen
this, he did almost all the work. i only just solved the conflicts and
fixed all the bugs that were preventing the original from being merged
(but it should be TMed first)

## Why It's Good For The Game
slightly improves the performance of basic mob AI

## Changelog
🆑
LemonInTheDark
refactor: able_to_run and incapacitated have been refactored to be event
based
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
2024-09-04 10:02:49 -04:00
tgstation-ci[bot]
9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

The following 239 (39 + Wallening Main PR excluded) PRs need to be
replayed (DO NOT EDIT THIS LIST MANUALLY, IT IS USED BY THE BOT TO TRACK
PROGRESS):

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  - [x] #85440 - Reverted in 8b5ead7c7f0d8087b41256a296e730443752f17d
  - [x] #85739 - Reverted in 3511aae5a4798104220b79ad0e5b2b357dc1e83b
  - [x] #85293 - Reverted in fc687ca36ef476ab9080f0c62b427ab0af533d68
  - [x] #85716 - Reverted in 130b32a222a7585cfdde71aa561fb8b2c7d8083b
- ~~[ ] #85848 - Reverted in f6c46ca2f5cb2d039e4b26731570ca801741cc5d~~
(SKIPPED)
  - [x] #85795 - Reverted in 4684c3325a9135b6bf10eb43026f373993bf605d
  - [x] #85859 - Reverted in 0e0838fe11b7d9af4f62af4f7388ed8fb57bf49c
  - [x] #84873 - Reverted in 34407b79a45718a305f3bfe3fac7f129b4f1c51f
  - [x] #85864 - Reverted in 4b25a209c5019bb65922cd793aff339f20c3d026
- ~~[ ] #85845 - Reverted in a326246e81b7b9242bbf45e7ab3b31caf9ce8147~~
(SKIPPED)
  - [x] #85844 - Reverted in bdf1e6c1e3469884550d3211e51ec9303a022482
- ~~[ ] #85843 - Reverted in 41a8acb196af0988372b06ade7131d07d03daab3~~
(NOT BEING INCLUDED)
- ~~[ ] #85840 - Reverted in 4807bacea8418000f84d62ca0fb122846cab4929~~
(NOT BEING INCLUDED)
- ~~[ ] #85837 - Reverted in bc9edfa8666de14ca4e57e466146d753182a3a71~~
(NOT BEING INCLUDED)
  - [x] #85865 - Reverted in 14c958b465af40f0ff28b100047c4c572919ae19
- ~~[ ] #85818 - Reverted in a77256f74e2d330f5f76141eb9c994a8e5e45810~~
(NOT BEING INCLUDED)
  - [x] #85822 - Reverted in caba685be95fd336f0b09e88bccfb8856d5ad9b4
  - [x] #85794 - Reverted in 0d4de984eb8513d065e8ac724e8cde11f01d4ef7
  - [x] #85756 - Reverted in 9c5a7e1a5f895851493e149ccb5cd50e35cd6101
  - [x] #85852 - Reverted in 74303e5bbae8426a073d068ef4342d8acc420a09
- ~~[ ] #85841 - Reverted in e5831ce3cc87765cb13e6d342417bc1730780392~~
(NOT BEING INCLUDED)
- ~~[ ] #85834 - Reverted in 1be665204da791ec7520d0799c015157fc625953~~
(NOT BEING INCLUDED)
  - [x] #85792 - Reverted in 33b4e48175040f9f76ef83d3154f10c69589b6ad
  - [x] #85646 - Reverted in fd23a0d6c4c96470b688dc0a35370c61c7e32f61
- ~~[ ] #85799 - Reverted in 4a7a6d812f2f301c1e749c92f324223f9bde8a39~~
(NOT BEING INCLUDED)
  - [x] #85819 - Reverted in 8bf001b7889d3a4282947cd332833c473b98eac1
  - [x] #85479 - Reverted in 6aeb5ef4582c03febe0c914185d29f75df4d5d94
- ~~[ ] #85824 - Reverted in 9ca3edfaa17d97306ac73207ef32fd1272061f6b~~
(SKIPPED)
  - [x] #85406 - Reverted in 702280ff48c8aef44f4da9a85eb33a7bc5faa013
  - [x] #85778 - Reverted in ce0ec5c685aadb02ae049d6714f1d2fd6dae1f26
- ~~[ ] #85851 - Reverted in 610c68b275cf3c54181d36ce48bd97b0cce0665c~~
(NOT BEING INCLUDED)
  - [x] #85754 - Reverted in 5cbdda00c5335db79ea50aedba097de1d06bf91b
  - [x] #85266 - Reverted in abdfec798e5223dfa9d67e1967d7618454dbec28
- ~~[ ] #85823 - Reverted in 86b766abd3d77af8ad835a3464fc5ff95cc11079~~
(NOT BEING INCLUDED)
- ~~[ ] #85842 - Reverted in 7ddd47e26ef1bc336e92a6675a33ec3191039c16~~
(NOT BEING INCLUDED)
  - [x] #85857 - Reverted in e32312ee20e9fdccb6dd7c4dc2d185540bd2276b
  - [x] #85856 - Reverted in 7d5d74c2b55a08ef5553568e996053157359dbe2
  - [x] #85276 - Reverted in 1d6fa881e4aef1e6b368d5b6809bccb021fbbd2a
  - [x] #85886 - Reverted in f27d6cabdf8f06f29926616345fa82c4e1e48708
- ~~[ ] #85771 - Reverted in 019d898b601c9ef4d45b7ee0f2144518ee127ca9~~
(SKIPPED)
  - [x] #85464 - Reverted in adc00417795deb85f8aa6170b0f0a07c40c8798c
- ~~[ ] #85870 - Reverted in d69b998420bfb39693bb59b9b9a20611880fdafa~~
(NOT BEING INCLUDED)
- ~~[ ] #85869 - Reverted in 0063c69f111bb67144f9b379476250ce86c99eee~~
(NOT BEING INCLUDED)
  - [x] #85530 - Reverted in b40c93399411d277b3899e149196f3eb974f841f
- ~~[ ] #85871 - Reverted in 63908bbd0a71d0a2bd0a4691816c17cc9eb5310c~~
(NOT BEING INCLUDED)
- ~~[ ] #85832 - Reverted in b29dab083f091198d65a9b0754536f13a935dc2c~~
(SKIPPED)
- ~~[ ] #85825 - Reverted in d072b294ca3bc526df5128df45653db97ba38fe1~~
(NOT BEING INCLUDED)
  - [x] #85632 - Reverted in 290092c7d826aa5b100a38cd4bacc5330b39a934
  - [x] #85902 - Reverted in 76118d620e71f1819a9385863b689d9a8d4ea810
  - [x] #85906 - Reverted in 82623c2cc0fd9aee3e79c95fe5558146c59bc941
  - [x] #85907 - Reverted in 68b7305f21240ca28c33afc904ee532966b7c4bd
  - [x] #85449 - Reverted in ab86a79339ef7b01ceb08dc7279c698927ebcbfa
- ~~[ ] #85875 - Reverted in 0a1fcda90e638e66d574c247e93f0669d0c27b0e~~
(NOT BEING INCLUDED)
- ~~[ ] #85861 - Reverted in 6dad5111aa144860371c93a2d78094fe3d39a7e1~~
(NOT BEING INCLUDED)
  - [x] #85264 - Reverted in dc1d2dcc995f33fc5773e037f5171e9516897281
  - [x] #85726 - Reverted in dbd9ec81586c87c1ab2afc43d43c4f020907dc1b
  - [x] #85730 - Reverted in 7de2c2a1d012ccb03f82c6beabd71a66aa0f910a
  - [x] #85880 - Reverted in 02169d2f28611765997fa332dda69c8031436fd1
  - [x] #85176 - Reverted in e3c85aae1cf665c9892bf7280b7b48ea42323198
- ~~[ ] #85887 - Reverted in 56b35f294b303fd30fbd7685011d37b456d584c7~~
(NOT BEING INCLUDED)
  - [x] #85883 - Reverted in 53be06a505ebd8581114bba8590e378d387b6c1a
- ~~[ ] #85882 - Reverted in a8877ff0083ca5753e3d3b1b9c9edc3613fa6570~~
(NOT BEING INCLUDED)
  - [x] #85895 - Reverted in 741235d41b3a19a40434653f1c14fc0999fac9c3
- ~~[ ] #85746 - Reverted in b7aebb6e5788f6c484173f0a5e29f042ea0c8560~~
(NOT BEING INCLUDED)
- ~~[ ] #85889 - Reverted in d677231d8c55efcd2cf427d510d961cd00f186c7~~
(NOT BEING INCLUDED)
- ~~[ ] #85888 - Reverted in 693f79abae54980ee098d602ed79926d51d5094b~~
(NOT BEING INCLUDED)
  - [x] #85898 - Reverted in 4f41fda23e6b9711aef5d00836591c1ac230612e
- ~~[ ] #85821 - Reverted in 738c9a75f65c4a376da36ad208e1fd8fdeac1ff0~~
(NOT BEING INCLUDED)
  - [x] #85694 - Reverted in f7ea4d19cdaa2067c87c43362b514c684b56b1f3
  - [x] #85308 - Reverted in 4a89b62774da5e9ec9ea241c60ec2a99f51f9bed
  - [x] #85904 - Reverted in 999dbe1773cc7488c629bb8d0d21be5454dbef60
- ~~[ ] #85901 - Reverted in bbf832da9e0c61ad25221530df3b1e93cace25dd~~
(NOT BEING INCLUDED)
- ~~[ ] #85896 - Reverted in 542fe408728faaef8a16869e13c4661018a8a07c~~
(NOT BEING INCLUDED)
  - [x] #85927 - Reverted in 7dc87df28e79ef3e9f3fad83cc0907d2dc867c47
  - [x] #85908 - Reverted in bcca80f073a486ca7908e9636d0e8b275c2085bf
  - [x] #85929 - Reverted in 094bf3610a73961f6433a52ada1a52f25d853738
  - [x] #85877 - Reverted in 5874cafd0dab8d3bd61cf1f662793c2708f42dcc
  - [x] #85903 - Reverted in b3ba8fffc5548e0f2ae6bada3baf10bad3c75e54
- ~~[ ] #85913 - Reverted in 67f7ec48d20f9a64ce4664fa2c452a25b60db59e~~
(SKIPPED)
  - [x] #85914 - Reverted in 7efcd3a5f7fef33c2a1625386bfead80a6ed5309
  - [x] #85917 - Reverted in fc50a5ff998d0e7269131a029e533e90e9dc3c54
- ~~[ ] #85949 - Reverted in 10a8e0f5c69e3ca1eb6e26f00945bfe226598bc2~~
(NOT BEING INCLUDED)
- ~~[ ] #85338 - Reverted in 847549ab938f77464829b1392a1b6f2b2f4b9e8f~~
(SKIPPED)
- ~~[ ] #85922 - Reverted in 3d9388249b8c322aac5dd4980d4ab4673ca01006~~
(SKIPPED)
  - [x] #85923 - Reverted in 2c6ffa4decf40eb52a92353aeb98aee8cbc7b4a2
- ~~[ ] #85920 - Reverted in 1de5b03981d9fcf9c2e6823bffa515fb939aa541~~
(NOT BEING INCLUDED)
  - [x] #85919 - Reverted in 1773e9baccdc941285f56ccb416f5c7125b031ef
  - [x] #85271 - Reverted in aecf8002cf2807a76b6b295867e50392b4bc4534
  - [x] #85918 - Reverted in 023ec3a4d1b1b2fc8f596fea65a77ddc9a06689f
  - [x] #85924 - Reverted in e4886079ad90f33628ac59e0793dfbbc8b8b9420
  - [x] #85928 - Reverted in 7470b7d5ac40be21c345e8825f4c4efc4738e29f
  - [x] #85926 - Reverted in 7761c9e3a1f442f37d4db4b27e5d78fae95edf00
  - [x] #85900 - Reverted in 633736cb0655dc464e9794666c63ae6ec7689826
  - [x] #85909 - Reverted in a47c7ec8a77bd02f8b7bb1ce3c621efbe57077c3
- ~~[ ] #85931 - Reverted in 9bc7a412982da6fbdb9cd24570d98877b76a45c3~~
(NOT BEING INCLUDED)
- ~~[ ] #85894 - Reverted in c15e1711656929aeb59f482145ecf029b40d58b8~~
(SKIPPED)
- ~~[ ] #85759 - Reverted in f45d70be0ffb9bf007bfa18a1bd1b5ce23d6dcfc~~
(SKIPPED)
- ~~[ ] #85892 - Reverted in fc08dc1a7160f584c94e368962eb56c18dccc86a~~
(SKIPPED)
- ~~[ ] #85915 - Reverted in 428f475c26f383998a689560a16de86da3f17557~~
(NOT BEING INCLUDED)
  - [x] #85222 - Reverted in 66e7ac2f00735c90acdb69a50c9e485a0f4e1552
  - [x] #85150 - Reverted in 3079387f926e41febb576105ec0b3acec2f7beba
  - [x] #85935 - Reverted in ce6114f644593ead295763362a61d19077f22acf
- ~~[ ] #85936 - Reverted in f601fa796bce7e70645a84fff91391cbb6ed8e37~~
(NOT BEING INCLUDED)
  - [x] #85937 - Reverted in 64242f589df3d9118fd5c09d19574758260c76a1
- ~~[ ] #85940 - Reverted in a979c6c24705a8729efab5eca40840f1c8070f1d~~
(NOT BEING INCLUDED)
- ~~[ ] #85942 - Reverted in 9562c14083212fc962b8687663ba5fac2ebfdd1a~~
(NOT BEING INCLUDED)
  - [x] #85944 - Reverted in adf8e1927e4b9886c9042d6a0eaaef74e4e0e102
  - [x] #85605 - Reverted in 88dbfb4f859f12549e8cf8ed5204ee8d7183d40f
  - [x] #85945 - Reverted in dea9e79a9c298eae05b8d173d8df4a37218e2d9c
  - [x] #84964 - Reverted in 234481fb1d92a266768fcbca49245151236803ed
  - [x] #85952 - Reverted in c62d87ab54d687db64b1551b319195527ca92924
  - [x] #85953 - Reverted in bd0e46245ccb597081b8baa4f81ff85949f672be
- ~~[ ] #85943 - Reverted in 697b6841391354885ef2d314d9185b8eee7a5cb0~~
(NOT BEING INCLUDED)
  - [x] #85946 - Reverted in f4afd4d330b6fc28397f7707bca8773d44cb15ed
  - [x] #85950 - Reverted in 394fffcb836f32f4e1b1fd91a621249e0e5d7d67
  - [x] #85955 - Reverted in 2230a5bc141cd11fc79ccf6b4b653257508a7e65
  - [x] #85319 - Reverted in fdaddd9cd6ed0bdd1cd78ba3c9729035936abcbd
- ~~[ ] #85934 - Reverted in 41bb6122b6d6e3c38c500d5ddf63808836ab090e~~
(NOT BEING INCLUDED)
- ~~[ ] #85255 - Reverted in 3e213b8554b40e53f6429969d6e9dbaa357fb09e~~
(SKIPPED)
- ~~[ ] #85961 - Reverted in 6f3d000b3601dc7f75f7edd221fab3edc3bbbd8c~~
(NOT BEING INCLUDED)
  - [x] #85956 - Reverted in a5bf22a93ca1a149ca839e6c874d088b32c7c25f
  - [x] #85958 - Reverted in c964a46741bd26a600bb75bc6463c629c11c914f
- ~~[ ] #85969 - Reverted in b599cd4bd3ae223210eb0d3b47c3bd814e1cb08c~~
(NOT BEING INCLUDED)
  - [x] #85252 - Reverted in 5a0e2f31a6e1093ab47970056f5bb3af54172e12
  - [x] #85984 - Reverted in b000da82f62bb48b059a881d596f3a2e7d985d21
  - [x] #85137 - Reverted in 1f31b558e41fc66d5da9db30a83d89cbb9949eae
  - [x] #85881 - Reverted in f3913f94c4557c4fc9d5605cd8e875accabebda6
  - [x] #85972 - Reverted in d3afed87a3a8eed7e0016512d2186b6aded0fca9
  - [x] #85998 - Reverted in 3d286b763cf2f7fe11b6f0ccb2456130570726c2
  - [x] #85358 - Reverted in 75f84bda1b3c80d54ae94a567bf96016aaae45b2
- ~~[ ] #85964 - Reverted in be1aeb010afa20c1b6949218d8911ee9e900b3d7~~
(SKIPPED)
  - [x] #85960 - Reverted in 69cbfce1529377ce7cd998ab474add0d61650d7f
  - [x] #85992 - Reverted in 89e4a7bb0b793461338ba1b0a3d332bf78ef140c
  - [x] #85967 - Reverted in d398e418eb340f309be523514ae0befdf1869560
  - [x] #84888 - Reverted in bb98eb09f06a1fdc0bbb733d6a42d711e6d477bc
- ~~[ ] #85983 - Reverted in 81152a9cd347eb7b4073758e2e96490e6e729ca9~~
(NOT BEING INCLUDED)
  - [x] #85976 - Reverted in 93c091347ca8f04763b91fd4c39ccdff848a0d50
- ~~[ ] #85962 - Reverted in de32ea25b534c725e3d55418ef0363145f0ed2b0~~
(NOT BEING INCLUDED)
  - [x] #85977 - Reverted in 393652a1ef065014748ae6977a9f36b32c99dc7c
  - [x] #85959 - Reverted in 52e6e07eb98bcb74a423934b14d5850dbf2c6647
- ~~[ ] #85988 - Reverted in a5853ccde46b5fee2d9eb31755384de15e7a5a87~~
(SKIPPED)
- ~~[ ] #85974 - Reverted in eab20ba04e6b06f862a0fb35cedb6374af7b93c0~~
(SKIPPED)
  - [x] #85939 - Reverted in ca85b05692f55f6b3e4bd0b3f30c63f89531c33f
  - [x] #85878 - Reverted in 3b3d3dbff9148e46b01f3af28f17f66bef4dfd16
  - [x] #85858 - Reverted in 08d6082e62d07117170ff5ffd065daad1278e853
  - [x] #85651 - Reverted in b76ab4a2114dd0eb78336878b2825d9919c210cc
  - [x] #85505 - Reverted in 0958eaa7b6f4d48400bea4e215e11edaa933ba8a
- ~~[ ] #85352 - Reverted in 620cec18618e514bbe4d3eb0a0d0db1528b9d312~~
(SKIPPED)
  - [x] #85279 - Reverted in ba0fd529ef94ba793fe2eee40975533fe8f475e3
  - [x] #85954 - Reverted in d7fe0336f2a968b93fd02361814930236e3b8ddf
- ~~[ ] #85996 - Reverted in 5fbd62139e0c1b668aaaf35d249d527cdc276b93~~
(SKIPPED)
  - [x] #85994 - Reverted in c99a03c6833ac58e0288111953573f697488234f
  - [x] #85470 - Reverted in fbd5ac46d84d27455cbcf5f998741124ed6de625
- ~~[ ] #85981 - Reverted in dc74c75011ddfb1b16d644fd2ca5607599532d6f~~
(NOT BEING INCLUDED)
  - [x] #86011 - Reverted in b14b42e70e2bd21f19d443065b2342e4591c5e05
  - [x] #85820 - Reverted in 26248546b9f7d0fedec52e7b2f7def40d457e29f
  - [x] #86013 - Reverted in e17ac14f53d08be988f0516e7c39d31496a35184
  - [x] #85986 - Reverted in 4021ffea0b1bbb1f6c5b26a296abd5a8bda1d5b3
  - [x] #86019 - Reverted in c0801b3aa5dbdd33ca7c6c81e80c9fa573ada9e1
  - [x] #86010 - Reverted in 10dff005729305b75deaf1c5755a94125fa5141d
  - [x] #86029 - Reverted in 664619213db52930fa22007561dad01fe8bb3de4
  - [x] #86024 - Reverted in e74ea4368cbd2cd085aa6e8bbe83db07800b0bd4
  - [x] #86022 - Reverted in 0b2fc6a1f478c48546b161fd3ddd571f7ed6000f
  - [x] #86015 - Reverted in b99d93592dbf8840a035f22f26b64bcf27c817cb
  - [x] #85415 - Reverted in d6102c7339838675c03eb771d7a3b5a9bea4035d
- ~~[ ] #85703 - Reverted in 339b7edf3c0318f9f02922018d6918211660234f~~
(SKIPPED)
  - [x] #85890 - Reverted in 4e54f376e07071f84ed283e7468e334aaf6e4e02
  - [x] #86046 - Reverted in 0bbe2c9a048c229d151682e08aca1fa176c3ad91
  - [x] #86008 - Reverted in a0a0635cd6618618c49fda7cf150231d62a14236
  - [x] #86042 - Reverted in fa376315a064b945ed9846225c7f48e38e9b55ed
  - [x] #85891 - Reverted in 603dcd691e9eaad0a610c60c94fee522391bd2b3
  - [x] #86040 - Reverted in e42fc7618194b4b01cb68ca0c61385e465d0cb05
  - [x] #86025 - Reverted in 536bb25fe91845fe05bb7d512d8e73cc193b67ff
  - [x] #86012 - Reverted in 5cb4ec5bdf87653a5bb651c536f21423db30887e
  - [x] #86004 - Reverted in e9536143e78e3b0614d3ce6ee2c9a40005ba9b91
  - [x] #85989 - Reverted in 88a92322c2f028d2e3a2be18951d35d1135a6268
  - [x] #86044 - Reverted in d0a5fb5956be23144e325d3d51f53cb103dd5bbe
  - [x] #86001 - Reverted in 195c3597044315c9b10d002e6196911ac0622c45
  - [x] #86030 - Reverted in 5265796286b481d34fc91a1f8c58b6373d23415e
  - [x] #86055 - Reverted in e82138798cda028b673fe7ac83890e5a6b9e16d2
  - [x] #86057 - Reverted in c921900e6151552aa0768b4c9d7cc58c58dfbcc0
  - [x] #86014 - Reverted in c004d4e989a2faa672793f58fd98bd6fded8194e
  - [x] #85304 - Reverted in 611510bd7f65ee06738b7344326d72f57a131f8a
  - [x] #86061 - Reverted in f14b0a245dcf164bb99f7696e180847bb5be9b11
  - [x] #86075 - Reverted in 5339fe6c098d48769eda3f9935aa3488faa73097
  - [x] #86089 - Reverted in 10b5398e6b55f4799ca7d6740ac50c031e157c43
  - [x] #86081 - Reverted in ba86f43383cd2e8417c0a465c23fe3227fcd5520
  - [x] #85609 - Reverted in 9e5208feaca3163b7f4237c316d880161933777f
  - [x] #86114 - Reverted in cf410a97b8348381f96cc784a6489d7c1dea49ba
  - [x] #86023 - Reverted in a7a2e95c0c1b0598f15019934c80ccc80a9f89af
  - [x] #86027 - Reverted in 9cf71611befac64d26d326c060ef082262aeca70
  - [x] #86016 - Reverted in b67fa06e1559c8de87899bd06d09891b4c7ae947
  - [x] #86095 - Reverted in dc5abd827bb56e1609afe5a9d2bdd957d40cc75c
  - [x] #86105 - Reverted in f5b8e7ecbe99cb38e829a98a4f6eb2c200af8b91
  - [x] #86070 - Reverted in 6c460bbc22827bdbc566b524b8e6a959cbb61c37

After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
Kyle Spier-Swenson
4d1639b04c Revert "Assorted changes to job assignment code and logging." (#85929)
Reverts tgstation/tgstation#85308

![image](https://github.com/user-attachments/assets/eb74d378-29da-44f0-bd14-89c95654cb4e)
2024-08-17 15:26:08 -07:00
Timberpoes
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>
2024-08-17 14:27:45 -06:00
Treach
9314a67724 Fixes a typo and bad punctuation in blackout drunk trauma message (#85661)
## About The Pull Request
When looking through the code I noticed the blackout drunk message in
the split_personality.dm file had a typo (liscense -> license) and bad
punctuation + I think the sentences were structured a bit weirdly so I
rearranged them. The meaning should be intact but it's grammatically
correct and reads easier.
## Why It's Good For The Game
spelling and grammar errors are bad and we should get rid of them
## Changelog
🆑
spellcheck: fixed spelling and punctuation in the blackout drunk split
personality message
/🆑
2024-08-14 12:33:17 +02:00
LemonInTheDark
4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).

If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.

Most of the rest of it is pipelining done to accommodate how icons are
cut.

## Path To Merge

Almost* all sprites and code is done at this point. 
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily

This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.

Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.

Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.

## What does it look like?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## Credits

<details>
<summary>Historical Mumbojumbo</summary>

I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.

This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.

Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.

This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.

The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.

Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.

Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.

The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.

</details>

<details>
<summary>Detailed Credits</summary>

Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.

Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother

And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>

## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00
Da Cool Boss
19b595632f Typo fixes and rewrites for some heretic items & traumas (#84214)
## About The Pull Request
Fixes some typos.
Rewrote some weird sentences that didn't scan right or weren't clear.
Rewrites a lot of descriptions for the heretic paintings.
Rewrites the painting-related traumas, made them more medical themed and
vague. For example, the health scanner will no longer identify the ghost
haunting someone and ruining their mood, it will instead report that the
patient is hallucinating and depressed.
Painting knowledge description got minor rewrites.
The painting moodlets are rewritten to be a little more clear where
they're coming from.

## Why It's Good For The Game
Typo fixes mean players see less typos, which is self evidently good.
The rewrites were because I didn't feel like a lot of this stuff was
written to a high standard. It was riddled with typos, overly vague in a
lot of places, and defaulted to using all caps for horror value far too
often. It needed to be a little bit more direct and a little bit more
subtle. I've tried hard to keep the original tone and intent but
hopefully it's a little spookier now.
Codex description got expanded because the old description didn't
describe how the book looks which annoyed me a lil.
2024-06-24 16:41:47 -05:00
Afevis
747ecb9673 Fixes random organ unit test failures (#83900)
don't have to remove languages from something that's qdeling.
2024-06-13 12:46:36 -05:00
Joshua Kidder
df0e0811c2 Significantly increases stamina recovery on most effects that provide it (#83556)
## About The Pull Request

Currently, stamina healing is a niche side effect on many drugs, besides
a few effects (mostly heretic powers, an obscure side effect of some
drinks) that actually contribute to a significant shift in gameplay
style when you use them. In this PR I significantly increased the
stamina recovery on almost every drug and some effects that provide it.

Points of interest (not completely inclusive):
Syndicate stimulants heal 12 instead of 5 stamina damage. This will
bring you out of stam crit in two cycles, and let you heal out of the
slowdown from the stamina damage from a baton strike. The current rate
of 5 takes 5 seconds to heal out of stam crit, and the stamina reset
takes place before you heal out of stamina damage slowdown.
Bath salts heal stamina at the rate stimulants used to. Meth heals
stamina slightly slower.
Changeling adrenaline will instantly bring you out of stam crit if
you're in it; otherwise, it will heal 10 stamina damage.
Ephedrine heals 4 stamina per life, instead of 1.
Being so drunk that you black out and give up your body to ghost control
will make you heal stamina more quickly than an ascended rust heretic.
You will also likely be dying of liver damage.
## Why It's Good For The Game

At the levels they are set, most of these stamina healing effects have
almost no effect on gameplay whatsoever except in the case of tanking a
couple of extra disabler shots (only in the case of the high end drugs),
or being able to do stamina consuming tasks slightly longer (breaking
boulders, grinding with pestle and mortar, working out, ???).

Adjusting these numbers would make these drugs an actual factor in
combat situations that rely on stamina crit (stun batons, ebows, stamina
damaging poisons and diseases). Most of the drugs already have side
effects such as brain and organ damage, which in the current state
hugely outweighs any reason to use most of them besides a few that give
a movespeed buff or prevent baton knockdown (ephedrine, stimulants).

This only affects stamina healing. There has been no change to any other
interactions with things that knock down or cause any other kind of
stun.

These changes are in consideration of the fact that taking stamina
damage puts you in a cooldown before you can recover your stamina
naturally. Effects that cause steady stamina damage will bottom out your
stamina the way they do now, unless you use something to heal it.
## Changelog
🆑
balance: Stamina healing has been significantly increased for most
reagents and passive effects.
/🆑
2024-06-11 22:03:50 -07:00
PowerfulAtom111
95ca5c0dcc RDS-havers now get Gibbering (#83850)
## About The Pull Request

Player characters afflicted with the RDS brain trauma now get the
gibbering language in addition to the ones they already know. the PR
looks like a webedit (it is) because i cannot clone repos because my
connection SUCKS but rest assured i tested it by just downloading it all
normally

## Why It's Good For The Game

someone who is insane may not always be able to articulate their ideas
in a way we might consider "language," either by accident or on purpose
just to show those stupid sheep. the greatest minds of the station need
to be able to speak to one another without persecution for their ideas

## Changelog
🆑 PowerfulAtom111
add: after a quick galactic meeting, insane people around the universe
can now speak gibbering to express their ideas free from the prying ears
of the walls
add: as an insane person, taking your meds deafens your ears to the holy
tongue all the other insane people are speaking
spellcheck: added a bit of text to the RDS quirk and the RDS medical
record text to highlight the insane's new abilities
/🆑
2024-06-11 07:58:03 -07:00
Afevis
d5990c31d2 Implements some unused mood events into their relevant phobias. (#83796)
Implements some unused mood events found in #83741

🆑 ShizCalev
fix: Seeing heretical stuff while having the heresy phobia will now
apply the heresy mood event.
fix: Seeing skeletons while having the skeleton phobia will now apply
the spooked (by skeletons) mood event.
/🆑
2024-06-08 19:19:03 -04:00
_0Steven
20aab4c7f9 Fix imaginary friend trauma and message range (#83590)
## About The Pull Request

So during a previous pr, attaching the imaginary friend to a host and
setting up its preferences were moved from initialization to two
separate procs. The _smite_ was then updated to account for this, but in
the process the brain trauma version was left behind- it even still
tried to add a nonexistent parameter when making a new imaginary friend.

We first fix this by having those two procs be called during
`add_friend(...)`, after finding and assigning a ghost.
```dm
/datum/brain_trauma/special/imaginary_friend/proc/add_friend(mob/dead/observer/ghost)
	if(isnull(ghost))
		qdel(src)
		return

	friend.key = ghost.key
	friend.attach_to_owner(owner) //new
	friend.setup_appearance() //new
	friend_initialized = TRUE
	friend.log_message("became [key_name(owner)]'s split personality.", LOG_GAME)
	message_admins("[ADMIN_LOOKUPFLW(friend)] became [ADMIN_LOOKUPFLW(owner)]'s split personality.")
```
This solves our first issue, where this not being called made every
brain trauma imaginary friend get banished to gay baby jail where they
do not have an appearance, cannot move from their spot, cannot be heard,
and emit runtimes constantly.

Testing this brings us to our second issue, where the host couldn't
actually hear their imaginary friend unless they were at most one tile
away, and would get their message starred if not on the exact same tile.
Looking into it, this seemed to be because `Hear(...)` now had a
`message_range = 0` parameter which we don't actually set here.

Upshot! This seems to let us gut the whisper starring code on our side
and just proxy the right message range to `Hear(...)`.
So we gut our code a bit and do just that, and this fixes it.
## Why It's Good For The Game

Fixes #81138.
Fixes imaginary friend brain trauma being non-functional and emitting
runtimes like hell.
Fixes imaginary friends not being audible to their host beyond a one
tile distance.
## Changelog
🆑
fix: Imaginary friend brain trauma works again.
fix: Imaginary friends can be heard by their hosts from more than a tile
away again.
/🆑
2024-06-01 18:05:20 +02:00
John Willard
8442124bcd Gondolas are now basic mobs (#83451)
## About The Pull Request

This PR turns gondolas into basic mobs and does some fiddling with
gondola pods
Their verbs are now action buttons which they lose upon delivering. If
set to stay, they won't have their abilities afterwards (or wont get
them in the first place if the delivery is already done).
Lets them survive without a pod requirement in case admins want to spawn
one for their own stuff, so I also removed it from the snowflake checks
to exclude them from stuff.

Also replaced the hardcoded "cant speak" with simply giving the mute
trait, so admins can make gondolas speak if they want to for any reason.

## Why It's Good For The Game

The pet level of simple animals can finally be killed off, also gives
admins more control over gondola-related stuff if they so wish.

## Changelog

🆑
refactor: Gondolas (including gondola pods) are now basic mobs.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2024-05-31 16:48:31 -06:00
san7890
e81f9c6ef0 Replaces move_on_shuttle with a trait (#83550)
## About The Pull Request

`move_on_shuttle` was a variable that existed on `/mob` despite only
ever being used by cameras. This PR downgrades the variable to only
exist on `/mob/camera` types, but have the only thing that variable do
is add a trait that blocks movement on shuttles if not allowed. This
allows us to check the variable without casting to camera, which is what
some code was un-necessarily doing. This also retainst the ability to
add the trait later on to different mobs who we may not want to be on
shuttles that aren't `/mob/camera`.
## Why It's Good For The Game

There's no point for this variable to live on `/mob` if all it can do is
clog up the VV screen, especially if the current utilization for it is
only cameras. Let's move it off `/mob` and turn it into a trait so it
still has the similar utilization on a global level without typecasting
- as well as make it actually work since needless typecasting was
introducing a minor bug
## Changelog
Irrelevant.

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2024-05-30 08:54:31 +02:00
Time-Green
93b2f48c49 Log trauma gain and loss (#83519) 2024-05-29 00:26:48 -06:00
MrMelbert
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.


![image](https://github.com/tgstation/tgstation/assets/51863163/dddce7a6-5882-4f97-b817-c8922033c8d2)


![image](https://github.com/tgstation/tgstation/assets/51863163/e34e03e9-bcca-45ff-84e4-239e606cd24f)

(In the prefs menu:) 


![image](https://github.com/tgstation/tgstation/assets/51863163/eb6ccf9b-8b1c-4637-b46e-66cab9c8aac0)

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.
/🆑
2024-05-04 12:21:26 -06:00
MrMelbert
153d09e4c4 Fix Primal Instincts (#82741)
## About The Pull Request

#82539 randomly made these two lines switch their AI controllers to idle
rather than on, when the intent was for them to wake up immediately to
do make the mob attack or fight or do something

## Changelog

🆑 Melbert
fix: Primal Instincts and Living Flesh should be a tad more reactive
/🆑
2024-04-18 18:23:00 -06:00
Zephyr
7f8752be14 Admin Verb Datums MkIII | Now with functional command bar (#82511) 2024-04-12 12:27:09 -07:00
Iamgoofball
e0d335b442 Fixes AI lag by re-adding idle mode to all AI that was lost with the simple mob to basic mob conversion. (#82539) 2024-04-12 12:24:50 -07:00
san7890
c403a6eccc Wraps lowertext() to ensure proper stringification. (#82442)
## About The Pull Request

Fixes #82440

This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not
lost on me) to wrap around all calls of `lowertext()` and ensure that
whatever we input into that proc will be stringified using the `"[]"`
(or `tostring()` for the nerds) operator. very simple.

I also added a linter to enforce this (and prevent all forms of
regression) because I think that machines should do the menial work and
we shouldn't expect maintainers to remember this, let me know if you
disagree. if there is a time when it should be opted out for some
reason, the linter does respect it if you wrap your input with the
`UNLINT()` function.
2024-04-10 12:19:43 -07:00
Jeremiah
9723b4b317 Replaces even more deciseconds with SECONDS (#82438)
## About The Pull Request
Using these search regexes:

Ending in 0:
`addtimer\((.*),\s?(\d{1,3})0\b\)`
replacement:
`addtimer($1, $2 SECONDS)`

Two digit ending in odd:
`addtimer\((.*), (\d)([1-9])\)$`
replacement:
`addtimer($1, $2.$3 SECONDS)`

Single digit ending odd:
`addtimer\((.*), ([1-9])\)$`
replacement:
`addtimer($1, 0.$2 SECONDS)`

## Why It's Good For The Game
Code readability

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-04-06 15:18:49 -06:00
MrMelbert
19ab4708c3 Adds three brain traumas (feat. returning to monkey) (#82129)
## About The Pull Request

- Adds "Primal Instincts" brain trama. 
   - Special trauma
   - Randomly, your body will be taken over by monkey AI. 
- You will still be in control of the body, but you will have to fight
against the monkey ai for actions.
- There is a probability the monkey AI that takes control is aggressive,
meaning it will attack anyone nearby.
   - While primal, you can understand monkey language. 

- Adds "Kleptomania" brain trauma
   - Severe trauma
- When you have empty hands, you will passively try to pick up things
near you.
- There is no feedback message associated, so you may not even notice
you did this.
- This effect is temporarily disabled if you have taken damage recently.

- Adds "Possessive" brain trauma
   - Mild trauma
- Randomly, your held items will become undroppable for a short to
medium length of time.

## Why It's Good For The Game

I was looking through AI stuff recently and remembered we support
allowing AI controllers to work in cliented mobs, but we don't use it
anywhere (outside of adminbus)

So I wanted to add a brain trauma themed around that. Simple enough. 

But I didn't want to PR just a single trauma, that's boring so I thought
of some additional ones. Just to spice up the other two trauma pools. I
especially wanted to add some traumas that interact with inventory and
items, because while a lot of our traumas involving how a person
interacts with the world, not many involve how a person interacts with
themself.

## Changelog

🆑 Melbert
add: Adds 3 Traumas: Primal Instincts (special), Kleptomania (severe),
and Possessive (mild)
/🆑
2024-03-21 23:24:08 +00:00
MrMelbert
47dc38fee2 Let's you talk through action figures, plushies, and toy mechs with .l and .r. Also a big clean up of say because its support for non-mobs was lackluster. (#81848) 2024-03-07 09:21:12 -07:00
13spacemen
357799c8a5 Removes Orbit Polling Component, SSpolling improvement (#81748)
When I made SSpolling, jlsnow gave me his blessing to delete the orbit
polling component [where you orbit something for 20 seconds before it
chooses a ghost from the orbiters]
It's only used in a few places like soulstones replacing
jobbanned/inactive players, etc.

Also upgraded SSpolling; you can now place a little icon on the sides in
the chat message, chat message looks a lot nicer, the alert pic and the
jump target don't have to be the same anymore, and I made it be able to
pre-pick candidates since 90% of the use cases would just want 1
candidate

Also prints to chat who the chosen one was

Also made slime intelligence potions ask the user for a reason, which
will be displayed in the alert poll
2024-03-06 08:24:36 +00:00
ViktorKoL
d6319d2b87 Lots of description changes and grammar fixes for heretics (#81761)
## About The Pull Request

Changes a lot of text. Apart from grammar fixes, here are the notable
changes:

- Ash jaunt description just said it is a "short range jaunt" without
explaining what exactly a jaunt is. I believe it is better to describe
without comparing to another spell the player may not have experience
with.
- Cosmic grasp now explains what the deal is with star marks and cosmic
fields. It is still possible to crosspath into a star mark spell,
skipping this description, but I assume a player like that is
experienced enough to know what the star mark does anyway...
- The knowledge for ash spirits no longer refers to them as "Ash Men" -
"Ash Spirit" is the mob's actual name. If you think "Ash Man" is a
better name, I can change it around so that the mob gets renamed that
instead.
- Removes the lines from paradoxical curio's description about causing
brain damage on examination - many heretic items cause adverse effects
to heathens who try to interact with them, and there is never a need to
clutter the description with them.
- Changes the eldritch coin description, because the old one was, in my
opinion, awkward. I changed it to be more inline with the other items'
descriptions, and to not tell non-heretics what its purpose is. If you
liked the old one better, I can revert this change.
## Why It's Good For The Game

Grammar good. Accurate descriptions good.
## Changelog
🆑
fix: made some heretic descriptions more accurate
spellcheck: improved english of the heretical eldritch patrons
/🆑
2024-03-03 20:00:17 +01:00
DrTuxedo
35242b4985 NEW TRAIT ROLE: Veteran Advisor (#81667)
## About The Pull Request
Adds a new Trait Job (jobs which only appear when the station gets a
trait for it) - Veteran Advisor.
The weight of the trait is 2 which makes it very rare.

Veteran Security Advisor is a role designated as a (duh) Advisor for the
HoS and Captain, as well as a mentor for all of the Officers. This is
because it has an experience requirement of **100 SECURITY HOURS**, so
no green Veterans.

Veteran Security Advisors are paraplegic (bonded to a wheelchair) and
with PTSD which freezes their mood and sometimes causes hallucinations.
They get an M1911 pistol in a holster because that's badass.

<details>
<summary>THE IMAGES</summary>

ADVISOR
![veteran advisor
chair](https://github.com/tgstation/tgstation/assets/42353186/e094669c-002f-4552-9692-c8f055a042eb)

THINGS HE SPAWNS WITH
![veteran advisor
shit](https://github.com/tgstation/tgstation/assets/42353186/27ed7e8a-bcd0-4ec2-9504-135a443492f0)

HIS UNIQUE MOODLET
![veteran advisor
desentized](https://github.com/tgstation/tgstation/assets/42353186/6fc04a24-b4fc-40bd-938f-c32389ac9eab)

SIGNUP BUTTON
![signup
button](https://github.com/tgstation/tgstation/assets/42353186/f10020c7-69fe-47f0-aa5f-7b56dfbc8200)

</details>

## Why It's Good For The Game
More funny Trait Jobs to the game!
There is a certain lack of those, there is only Cargorilla and Bridge
Assistant.

This job has big opportunities. Advisors can behave themselves like
drill sergeants, or wise old mentors. Because they are kinda, as people
only with 100 Security hours (yes those masochists exist) could play it
when it appears. This will also open opportunities for retired Sec mains
to tutor new generations without being directly involved in all of the
stress.
I mostly took a look at the Goonstation "Nanotrasen Security Consultant"
and Baystation "Senior Enlisted Advisor" as inspiration.

I tried to cut down any chances of this role being abused by power
gamers for its M1911 pistol and Bridge access, due to this they are
paraplegic so power gamers get disgusted, and if someone does somehow
win Antagonists while in a wheelchair - props to them, pure skill.

**REMEMBER THAT THIS IS A TRAIT JOB!** This means they won't appear
every round, but rather rarely! So they fit in as an occasional extra
fun for the round.
## Changelog
🆑
add: NEW TRAIT JOB: Veteran Security Advisor! Advise HoS and Captain on
Security matters, mentor Security Officers. Note that they are
paraplegic and fully emotional desensitized due to their past
experience.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-27 03:59:36 +00:00
Lucy
081b84c631 Painkillers now actually induce analgesic effects (#81335)
## About The Pull Request

This adds a new trait, `TRAIT_ANALGESIA`, and makes various painkillers
(+ tenacity trauma) apply said trait.

This prevents various pain-related effects, such as screaming due to
pain, and also provides a speed bonus during surgery.

## Why It's Good For The Game

Gives more of an incentive to actually use reagents such as morphine or
miner's salve.

## Changelog
🆑
add: Painkillers (i.e morphine, miner's salve) now actually induce
analgesic effects, preventing various pain-related effects, such as
screaming due to pain, and also provides a speed bonus during surgery.
add: The tenacity trauma (traumatic neuropathy) also applies analgesic
effects.
refactor: Simplified code related to reagents adding traits.
/🆑
2024-02-14 01:01:06 +01:00
MrMelbert
e21dc5fec7 Kicks Martial Arts out of the attack chain (yippee), makes it use signals, plus a large clean up of existing martial arts (#81097)
## About The Pull Request

- Kicks Martial Arts out of the attack chain. 
- All Martial Arts attacks are now handled via unarmed attack or grab
signals
- This means all martial arts are now technically on the living level,
allowing any mob that can unarmed attack to martial arts. Sort of. YMMV.

- All martial arts block checking is now handled by the arts themselves,
meaning you can selectively decide for a martial arts strike to not be
blocked. Maybe good for the future.

- A comprehensive cleanup of all existing martial arts. Improving var
names, code, adding some missing animation calls, etc.

Fixes #74829

## Why It's Good For The Game

Untangles the mess that is martial arts, making it a lot easier to work
with the attack chain and making it overall a ton more consistent.

## Changelog

🆑 Melbert
refactor: Big martial arts refactor, they should now overall act a ton
more consistent. Also technically any mob can do martial arts. Let me
know if something is funky.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-01 14:18:46 +00:00
Bloop
fc0a1f4068 Removes timeout_mod arg from add_mood_effect (#80964)
## About The Pull Request

Partial Revert of https://github.com/tgstation/tgstation/pull/80800

Assuming every num passed in the parameters of `add_mood_effect` is a
`timeout_mod` is incorrect, because there can be mood events that take a
numeric arg which is not meant to be multiplied against the timeout.

This leads to the same issue as multiplying it with strings essentially
(in one case, shown below, this results in a negative duration of a
timer).


![image](https://github.com/tgstation/tgstation/assets/13398309/f8af858f-04ef-4144-9a0b-2fae60b71272)


![Code_ZN176cpMqA](https://github.com/tgstation/tgstation/assets/13398309/a6ec7689-0171-4909-91cb-a17b56454eb6)

Plus having a keyword arg that may or may not actually be what the
keyword arg claims to be is really confusing and bad.

Instead here's what I propose: passing in an instantiated mood datum
itself, which has been modified, and copying the timeout from it before
discarding it.

It is not as clean as I'd prefer either, but at least it's logically
sound and the intent is clear, and it's the best I can think of short of
a major refactor of the entire system for this one small thing which is
only being used by food quality.


![image](https://github.com/tgstation/tgstation/assets/13398309/8560c066-bb0b-4066-af94-372d5ea62679)

## Why It's Good For The Game

Clearer, less smelly code.

## Changelog

🆑
code: removed the timeout_mod arg from add_mood_event, which was only
used for one thing and causes more issues than it's worth
/🆑
2024-01-16 20:57:42 +01:00
Hatterhat
27386bffe8 fixes a bunch of moodlets potentially lasting forever (less band-aidy) (#80800)
## About The Pull Request
In a previous PR (https://github.com/tgstation/tgstation/pull/79661), I
noted that a lot of moodlets tended to have their timeouts break because
it was passing their names and whatnot as a parameter, that gets fed
into the timeout modifier parameter, causing the timeout multiplier to
break, because BYOND type-agnosticism means that it can multiply a
number (timeout_mod) by text (a name or some other object), resulting in
0 - which makes a moodlet permanent. This is probably not intended.

This fixes that in two ways:
- Adding a `1` to potentially applicable moodlets (searched for with a
regex of `.add_mood_event(.*, .*,)`) just to make sure the timeout
doesn't get multiplied out weirdly.
- Making the add_mood_event thing CRASH() if the timeout_mod is bad.

If someone else wants to come up with a solution better than this,
please do.

## Why It's Good For The Game
Maybe having your arm permanently fall asleep after getting it
reattached sucks, moodlet-wise. (Being stuck with permanent
positive/negative moodlets is probably not intended.)

## Changelog

🆑
fix: Moodlets with parameters/effects e.g. limb reattachment moodlets
should probably disappear more appropriately.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2024-01-15 07:08:01 +01:00
Rex9001
f88da4bcb9 Heretic DLC: Path of Moon (#79536)
## About The Pull Request
This pull request adds a new path.
The cross path is between ash and lock.

Credit to Fury McFlurry for the following sprites:
 ring_leader_effect

The path goes as follows:
 Moonlight Troupe
 Grasp of Lunacy
 Smile of the moon
 > Sidepaths:
    Mind Gate
    Ashen Eyes
 
 Mark of Moon
 Ritual of Knowledge
 Lunar Parade
 Moonlight Amulette
 > Sidepaths:
   Curse of Paralasys
   Unfathomable Curio
   Unsealed Arts
 
Moonlight blade
Ringleaders Rise
> Sidepaths:
   Ashen Ritual
 
 Last Act


Moonlight Troupe:
The first knowledge of path of moon, lets you make Lunar Blades with 2
iron and a knife

Grasp of Lunacy:
The grasp of this path hides your name for 15 seconds after use, but
more importantly it causes the person hit with the grasp
 to hallucinate everyone as indistinct human like figures.

Smile of the Moon:
A pointed spell that causes temporary blinding, muting, deafening and
confusing on the person its targeted at, these effects
 last longer the less sanity your victim has.

https://github.com/tgstation/tgstation/assets/120136161/db7cfaaa-8fe2-4f20-aa78-c17c17be4d63

Mindgate:
Lock-Moon. This spell causes you and your victim brain damage, the
victim also suffers a short amount of hallucinations
 and also 20 oxyloss.

https://github.com/tgstation/tgstation/assets/120136161/11d15acd-11d0-4e7d-a180-6481b18e9fd9

Mark of Moon:
When applied this paths mark pacifies the victim and they remain
pacifist until attacked or until the mark is detonated, when
 detonated the victim is left confused.

https://github.com/tgstation/tgstation/assets/120136161/41e601b5-76d4-4765-8b49-ada7de09feb7

Lunar Parade:
A spell that sends out a projectile that causes people hit by it to
follow the projectile whilst being unable to move. The
projectile also bounces around and is really useful to get people off
your back during chases.

https://github.com/tgstation/tgstation/assets/120136161/cddc8390-e8aa-4d68-b1a5-ab181e941a9b

Unfathomable Curio:
Transmute 3 rods, a brain and a belt into an Unfathomable Curio a belt
that can hold blades and items for rituals. Whilst worn
will also veil the heretic, allowing them to take 1 hit without
suffering damage, this veil will recharge quickly outside of
combat. If examined the examiner suffers brain damage and temporary
brain damage, and if a non-heretic uses it once the shield is damaged
the non-heretic user suffers massive brain damage and a permanent
uncurbable brain trauma. Lock-moon

Unsealed Arts:
Allows you to transmute a canvas and an additional item to create a
piece of art, these paintings have different effects depending on the
additional item added. Lock-moon
Possible paintings: 
    The sister and He Who Wept: 
    Additional atoms: Eyes. 
When a non-heretic looks at the painting they will begin to hallucinate
everyone as heretics.

   The First Desire: 
   Additional atoms: Any bodypart.
Increases the hunger of non-heretics, when examined drops an organ or
body part at the painting.

   Great chaparral over rolling hills: 
   Additional atoms: Any grown food. 
Spreads kudzu when placed, when examined grants a flower to the heretic.
			
   Lady out of gates: 
   Additional atoms: Gloves.
Causes non-heretics to scratch themselves until they remove their
jumpsuit, when examined removes all your mutations.
   
    Climb over the rusted mountain: 
    Additional atoms: Trash. 
Causes non-heretics to rust the floor they walk on and when examined
gives you a cool moodlet

These effects are mitigated for a few minutes when a non-heretic
suffering an effect examines the painting that caused the
effect. Except for great chapparal which spawns kudzu at their feet, and
Lady out of gates which gives them a random negative mutation.

https://github.com/tgstation/tgstation/assets/120136161/1d1bdd2f-cda5-4430-b3af-4742f98a59a8

https://github.com/tgstation/tgstation/assets/120136161/4e843ae4-9786-4e9b-8681-582713f4c789

Moonlight Amulette:
Allows the heretic to transmute 2 sheets of glass, a pair of eyes, a
brain and a tie. If the amulette is used on someone with low
sanity they go berserk attacking everyone if their sanity isnt low
enough it decreases their mood. Optionally you can add a
 poppy in the ritual to further decrease their mood on hit.

https://github.com/tgstation/tgstation/assets/120136161/ab820b3f-e7e6-407a-9a1a-93d49c0d7387

Moonlight Blade:
Causes the heretics blades to do brain and sanity damage whilst causing
hallucinations. The blades also cause giggling and
 laughter on hit. 

Ringleaders Rise:
An AoE spell that deals more brain damage the lower the sanity of the
victim, also causes hallucinations that last longer the
lower the sanity of the victim. If the victims sanity is low enoughit
causes them to go insane, the spell then halves their sanity.
This spell is on a longer cooldown and is more meant to be used as a
payoff or an instigator for a fight. The AoE area is 7 tiles

https://github.com/tgstation/tgstation/assets/120136161/4de85ba2-448a-485c-b739-77fcce86c0cb

Last Act:
The ascension lowers the cooldown of all the heretics spells by 33% and
increases the AoE range of Ringleaders Rise. The main
effect of this ascension is a passive sanity drain and hallucination
aura, if you have low sanity in the aura you will start to suffer
brain damage and if you reach the bottom you gain an aura of
hallucinations thus spreading the moon heretics influence
further. Not only that but roughly 1/5th of the crew will rise in
support of you becoming mini-heretics called acolytes that will attempt
to obey your commands!

I had videos showing off everything but they were too big for github
sadly so I will have to think of some other way to showcase all this
stuff.

This pr also adds a new optional atoms system which means that you can
have rituals that can be improved by adding additional atoms, like for
example moonlight amulette.
 
Feel free to give some suggestions for further ascension effects.
## Why It's Good For The Game

I feel like heretic is really missing a playstyle around insanity and
this slots neatly in to feel that gap. For being an eldritch antag of
horrors there is surprisingly little interaction with the sanity system
and I feel like this makes up for it, heretic is also missing some
distractions which is where the paintings can really shine and the
hallucinations which breed paranoia.

## Changelog
🆑
add: A new heretic path opens up! Gaze up at the great sky for the path
of the moon opens and the lie shall be slain in pursuit of ultimate
truth!
fix: Fixes the syndicate delusion not working
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-01-01 15:03:03 +01:00
13spacemen
908d6f1a2b Better Ghost Selection (#80283)
## About The Pull Request
Revived my old PR https://github.com/tgstation/tgstation/pull/68901

Replaces the annoying tgui alert popup "Do you want to be X? | Yes | No
| Never for this round" that is hard to read and steals window focus,
with a nice clean alert in the top right that counts down. If it's the
same event/mob they stack with 2x, 3x, etc. It also shows how many
candidates/ghosts are signed up.

The poll alerts have screentips too, they countdown and show if you're
signed up, how many people are signed up, if you chose "never for this
round" (which is cancelable)
## Why It's Good For The Game
![Screenshot 2023-12-13
030302](https://github.com/tgstation/tgstation/assets/46101244/04061a6b-cd9a-4546-9d71-bba6a6b70d87)

Way easier to see what role is available, you get a nice pic of the role
and get it's name in big text, you can cancel "never for this round",
and you can cancel signing up for a role before the timer is up
## Changelog
🆑
refactor: Ghost roles now offer ghosts a clickable poll button. Ghosts
can select a role, deselect it, alt-click it for "Never For This Round",
can cancel "Never", can see the countdown, and can see how many other
people are signed up for the role poll.
/🆑
2023-12-22 11:44:55 -08:00
tattle
fc1e5bfdba Obsession targets are logged (#80361)
## About The Pull Request
Obsession targets are logged

## Why It's Good For The Game
Obsession targets are logged

## Changelog
🆑 Tattle
admin: obsession targets are logged
/🆑

Co-authored-by: tattle <article.disaster@gmail.com>
2023-12-17 10:46:03 +01:00
LemonInTheDark
f03084c1ca FOV is Dead (Long Live FOV) (#80062)
## About The Pull Request

FOV as it is currently implemented is incompatible* with wallening.
I'm doin wallening, so we gotta redo things here.

The issue is the masking of mobs. Wallening relies on sidemap (layering
based off physical position), which only works on things on the same
plane (because planes are basically sheets we render down onto)
So rather then masking mobs, let's reuse the masking idea from old fov,
and use it to cut out a bit of the game render plane, and
blur/over-saturate the bit that's masked out.

My hope is this makes things visible in light, but not as much in
darkness, alongside making more vivid shit more easily seen (just like
real life)

Here's some videos, what follows after is the commits I care about
(since I had to rip a bunch of planes to nothing, so the files changed
tab might be a bit of a mess)

Oh also I had to remove the darkness pref since the darkness is doing a
lot of the heavy lifting now. I'm sorry.

Edit:
NEW FOV SPRITES! Thanks dongle your aviator glasses will guide us to a
better future.


https://github.com/tgstation/tgstation/assets/58055496/afa9eeb8-8b7b-4364-b0c0-7ac8070b5609


https://github.com/tgstation/tgstation/assets/58055496/0eff040c-8bf1-47e4-a4f3-dac56fb2ccc8

## Commits I Care About

[Implements something like fov, but without the planes as layers
hell](a604c7b1c8)

Rather then masking out mobs standing behind us, we use a combo color
matrix and blur filter to make the stuff covered by fov harder to see.

We achive this by splitting the game plane into two, masking both by fov
(one normally and one inversely), and then applying effects to one of
the two.

I want to make the fov fullscreens more gradient, but as an effect this
is a good start

[Removes WALL_PLANE_UPPER by adding a WALL_PLANE overlay to material
walls (init cost comes
here)](2548933739)

@Mothblocks see this. comment in commit explains further but uh, we need
to draw material walls to the light mask plane so things actually can be
seen on them, but we can't do that and also have them be big, so they
get an overlay. Sorry, slight init time bump, about 0.5 seconds. I can
kill it with wallening.

[Moves SEETHROUGH_PLANE above
ABOVE_GAME_PLANE](beec4c00e0)

I don't think it actually wants to draw here
@Time-Green I think this was you so pinging for opinion

[Resprites FOV masks to be clean (and more
consistent)](f02ad13696)

[f02ad13](f02ad13696)

This is 100% donglesplonge's work, he's spent a week or so going back
and forth with me sharpening these to a mirror shine, real chill

## Why It's Good For The Game

Walls are closing in

## Changelog
🆑 LemonInTheDark, Donglesplonge
image: Redoes fov "mask" sprites. They're clean, have a very pleasant
dithering effect, and look real fuckin good!
del: Changed FOV, it no longer hides mobs, instead it blurs the hidden
area, and makes it a bit darker/oversaturated
/🆑

###### * It's technically possible if we start using render targets to
create 2 sets of sources but that's insane and we aren't doing it
2023-12-13 15:52:24 +01:00
Rhials
53304ed25d Blackout drunkard warning adjustment (#80210)
## About The Pull Request

This adjusts the "you have 50 seconds before sobering up!" warning for
the blackout-drunkard split personality.

Originally, this message would always send when 50 seconds are left,
meaning you'd get a "50 seconds left" warning every second, for the last
50 seconds.

Now, instead of that, you get a warning starting at the 60 second mark,
that updates you every 20 seconds.

So basically, you get a warning at 60, 40, and 20 seconds left instead
of every second for the last 50 seconds of drunkenness
2023-12-11 13:20:38 -06:00
GoldenAlpharex
c2e5e2f0a8 Fixes the typing indicator (#80153)
## About The Pull Request
It was very specifically broken by [this
commit](94d00aa526),
because it wrongfully changed the logic. Now the typing indicator is
back, it's no longer just the thinking indicator.

## Why It's Good For The Game
Typing indicator is meant to be there, now it's back! No more awkward
flickering!

## Changelog

🆑 GoldenAlpharex
fix: The typing indicator has overcome its shyness and is now back to
its usual form.
/🆑
2023-12-06 19:52:28 -07:00
san7890
904c81bbcd Moves thinking_IC variable to a trait (#80122)
## About The Pull Request

This was another boolean that was used to just manage stuff codeside
that really was not accessed _too_ much and is ultimately not useful as
a variable on `/mob`. This just moves it to a trait because it's only
really used in a few spots for a similar intent+purpose.
## Why It's Good For The Game

Less stuff to deal with in the average view variables window whenever
looking at a mob, which is really nice and welcome.
## Changelog
Doesn't concern players.
2023-12-05 02:22:07 -05:00
MGOOOOOO
c00f7d53a3 The Inversenning : Superior Healing Medications (#79342)
Introducing new inverse reagents for existing superior healing
medications! This push includes...

**Benzoic Acid** : Inverse of Salicylic Acid. Robust fertilizer that
provides a decent range of benefits for plant life.

**Oxymetholone** : Inverse of Oxandrolone. Anabolic steroid that
promotes the growth of muscle during and after exercise.

**Bamethan** : Inverse of Salbutamol. Blood thinner that drastically
increases the chance of receiving bleeding wounds.

**Pendetide** : Inverse of Pentetic Acid. An unusual bioradioactive drug
that purges basic radiation healing chems. Also increases the severity
of radiation poisoning.

**Hyoscyamine** : Inverse of Atropine. Heals heart and stomach damage,
and slowly removes minor toxin damage.

**Ammoniated Sludge** : Inverse of Ammoniated Mercury. A ghastly looking
mess of mercury by-product which causes bursts of manic hysteria.

**Inreziniver** : Inverse of Rezadone. Makes the user horribly afraid of
all things related to carps.

This is an effort to add more variety to the existing inverse reagent
system within chemistry. Not only should this variety serve to provide
additional options for a Chemist to experiment with, they should also
broaden the possibilities for already existing strategies.
2023-11-28 14:53:09 +00:00
Jeremiah
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:


![image](https://github.com/tgstation/tgstation/assets/42397676/debfce52-3627-4a43-8663-33d61d893161)


![image](https://github.com/tgstation/tgstation/assets/42397676/01f299ae-dc6a-45f8-a97a-cb2c815088b2)


![image](https://github.com/tgstation/tgstation/assets/42397676/99567376-063e-458e-af2a-2dd4306747cc)

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.
/🆑
2023-11-19 05:13:25 +01:00
MrMelbert
1a204ec4eb Fix split personality commune being unusable I think (#79631)
## About The Pull Request

Likely fixes #79586 and likely fixes #78081 . 

Split persons's loc is their parent mob, so they were being disallowed
from casting due to not being loc's in a turf.

Further testing required

## Changelog

🆑 Melbert
fix: Split persons can talk to their host once again
/🆑
2023-11-10 21:06:16 -07:00
MrMelbert
73d108025f Adds wibbles to certain anomalous entities (#79549)
## About The Pull Request

Adds wibble animation to portals, some anomalies, and bluespace rifts.


https://github.com/tgstation/tgstation/assets/51863163/9355dc53-590e-4558-82a3-15145829ce16

## Why It's Good For The Game

It looks kinda cool.
Helps cement these as anomalous, wacky things that don't necessarily fit
in our plane of existence.

## Changelog

🆑 Melbert
add: Anomalies, portals, and bluespace rifts will now wibble a bit. 
/🆑
2023-11-07 17:41:42 -07:00
lizardqueenlexi
5f1125c902 Drunken Blackout cannot be gained randomly. (#79526)
## About The Pull Request

Fixes #79138.

Removes random gain from Alcohol-Induced CNS Impairment, making it only
obtainable by actually getting blackout drunk, rather than just bashing
your head in with a bat to see what happens.
## Why It's Good For The Game

The drunken blackout trauma has a specific flavor tied to the method of
gaining it, which is to say, getting drunk off your shits. It doesn't
make much sense for it to be gained from other sources of brain damage,
since those largely don't involve actually being drunk.

This should also fix a bug where the text "**_is blacking out!_**" will
randomly appear to observers without any name or anything, which appears
to happen when random human corpses have their brains decay enough to
randomly receive this trauma while dead. I think there's something to be
said for the idea that corpses should not be rolling traumas at all, but
that's something for another day.
## Changelog
🆑
fix: You will now only become blackout drunk if you've actually been
drinking.
fix: Observers should stop being notified that a nameless entity is
blacking out.
/🆑
2023-11-05 23:08:45 -07:00
Rhials
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.
/🆑
2023-11-05 15:26:50 -08:00
san7890
e03822fe1d Standardizes Adding Datum Actions into a proc/define (Bonus AI Support) (Bonus Useless Code Cleanup) (#79389)
## About The Pull Request

The way we add multiple actions has been very unstandardized, with
several implementations of this code doing certain things wrongly (i.e.
not nullchecking `ai_controller`), so let's do something in the vein of
#74037 and just make one nice big ol' proc that catches a lot of these
cases. There are still a few things that simply can't be done here, but
this gets the most generic "give my mob some actions and also maybe tell
the AI about it" stuff done.

This is only useful in cases where we don't ever need to reference the
ability ever again when it's added. In an ideal world we would never
need to reference the ability again and it would all be self-contained,
but this is not an ideal world. However, a lot of the latticework has
been built around certain implementations of this behavior making
refactoring it just a bit easier.

I also did a lot of auditing on `Destroy()` stuff, because
`/datum/action`s listen to signals when their parent is `qdel`ing, so we
don't need to neither hold nor clear references on our mob's
`Destroy()`. This was all cleaned up now because even if we couldn't use
`grant_multiple_actions()` (the new proc I add in this PR), it's just
not useful at all and will further hinder efforts to implement this new
proc.

Also also, I noticed in some places (such as megafauna) that we were
initializing a lot of datum actions _in nullspace_. We didn't pass the
`src` argument to `New()`. I quickly fixed that, as well as got rid of
the useless types we had going on.

Also also also, I added a define macro to handle some of the cases that
melbert was speaking about in his review down below. All you need to do
is invoke the define on the typepath, and you should be good to go from
there. There's probably a better way to do it, lmk though. we do the
whole `do while` thing in order to prevent code leakages.

## Why It's Good For The Game

* Very easy to change the implementation. In case we need to do
something different in how we add actions or anything like that, we can
simply just edit instances where this proc is located.
* Standardizes addition behavior. There's a lot of cases like the
aforementioned not-null-checking `ai_controller` that we really need to
look out for, so having it all in one accessible proc ensures standard
behavior.
* Reduces copy-pasta. A lot of mobs had their own individual
implementation of this, so let's just clean up all those lines of code.
## Changelog
🆑
refactor: The way mobs get specialized actions (like revenants shocking
lights or regal rats summoning rats to their side when you slap them)
have been modified, please report any bugs.
/🆑

This doesn't touch the following case FTR:
* Instances where we need to do work on the `/datum/action` after we
`Grant()` it, like if we were to edit some variable on the action or if
we need to call procs on said action. I don't like how the current code
is so reliant on storing a variable to it, but that's a windmill to
attack another time.
2023-11-03 04:02:26 +00:00