## About The Pull Request
Ok there's a lot here, sorry bout that.
- Cleaned up the permissions panel backend pretty signficantly
- Added some extra security measures to said code, mostly proc call
checks
- Properly implemented filtering code jordie wrote years and years ago
for permissions logs
- Cleaned up the permissions ui generally, more bars, nicer lookin
stuff, etc
- Fixed the Management panel's relationship with combined roles, and
renamed it to Housekeeping. Its display is expanded too.
- Added tracking to rank datums on where exactly they came from
- Added a new tab to the permissions panel which allows the modification
and deletion of ranks
- Beefed up rank modification to try and avoid accidential temp rank
additions to the db
I'm doing my best to avoid perms escalation issues, tho they are always
possible right.
Also, got mad at some query cleanup handling, did a pass on it. this
isn't nearly all of em, but it's some.
## Why It's Good For The Game
I realized there is no way to, in game, cleanly edit/create ranks, and
that the way the existing system worked was quite opaque.
I'm trying to fix that here. It does mean potentially opening up DB rank
deletion/modification to bad actors, but frankly I am not overly worried
about that. Admin modification has always been a vulnerability so like.
Here's a video with my changes (mostly, it's lightly outdated)
https://file.house/XqME7KWKk0ULj4ZUkJ5reg==.mp4
## Changelog
🆑
refactor: Fucked with admin rank setup very slightly, please yell at me
if anything is wrong.
admin: Updated the permissions panel to be a good bit more user
friendly, added rank management support to it.
server: I've added code that gives the game modification/deletion perms
for the rank table, be made aware.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
Implements https://hackmd.io/@tgstation/SkeUS7lSp , rewriting Dynamic
from the ground-up
- Dynamic configuration is now vastly streamlined, making it far far far
easier to understand and edit
- Threat is gone entirely; round chaos is now determined by dynamic
tiers
- There's 5 dynamic tiers, 0 to 4.
- 0 is a pure greenshift.
- Tiers are just picked via weight - "16% chance of getting a high chaos
round".
- Tiers have min pop ranges. "Tier 4 (high chaos) requires 25 pop to be
selected".
- Tier determines how much of every ruleset is picked. "Tier 4 (High
Chaos) will pick 3-4 roundstart[1], 1-2 light, 1-2 heavy, and 2-3
latejoins".
- The number of rulesets picked depends on how many people are in the
server - this is also configurable[2]. As an example, a tier that
demands "1-3" rulesets will not spawn 3 rulesets if population <= 40 and
will not spawn 2 rulesets if population <= 25.
- Tiers also determine time before light, heavy, and latejoin rulesets
are picked, as well as the cooldown range between spawns. More chaotic
tiers may send midrounds sooner or wait less time between sending them.
- On the ruleset side of things, "requirements", "scaling", and
"enemies" is gone.
- You can configure a ruleset's min pop and weight flat, or per tier.
- For example a ruleset like Obsession is weighted higher for tiers 1-2
and lower for tiers 3-4.
- Rather than scaling up, roundstart rulesets can just be selected
multiple times.
- Rulesets also have `min_antag_cap` and `max_antag_cap`.
`min_antag_cap` determines how many candidates are needed for it to run,
and `max_antag_cap` determines how many candidates are selected.
- Rulesets attempt to run every 2.5 minutes. [3]
- Light rulesets will ALWAYS be picked before heavy rulesets. [4]
- Light injection chance is no longer 100%, heavy injection chance
formula has been simplified.
- Chance simply scales based on number of dead players / total number
off players, with a flag 50% chance if no antags exist. [5]
[1] This does not guarantee you will actually GET 3-4 roundstart
rulesets. If a roundstart ruleset is picked, and it ends up being unable
to execute (such as "not enough candidates", that slot is effectively a
wash.) This might be revisited.
[2] Currently, this is a hard limit - below X pop, you WILL get a
quarter or a half of the rulesets. This might be revisited to just be
weighted - you are just MORE LIKELY to get a quarter or a half.
[3] Little worried about accidentally frontloading everything so we'll
see about this
[4] This may be revisited but in most contexts it seems sensible.
[5] This may also be revisited, I'm not 100% sure what the best / most
simple way to tackle midround chances is.
Other implementation details
- The process of making rulesets has been streamlined as well. Many
rulesets only amount to a definition and `assign_role`.
- Dynamic.json -> Dynamic.toml
- Dynamic event hijacked was ripped out entirely.
- Most midround antag random events are now dynamic rulesets. Fugitives,
Morphs, Slaughter Demons, etc.
- The 1 weight slaughter demon event is gone. RIP in peace.
- There is now a hidden midround event that simply adds +1 latejoin, +1
light, or +1 heavy ruleset.
- `mind.special_role` is dead. Minds have a lazylist of special roles
now but it's essentially only used for traitor panel.
- Revs refactored almost entirely. Revs can now exist without a dynamic
ruleset.
- Cult refactored a tiny bit.
- Antag datums cleaned up.
- Pre round setup is less centralized on Dynamic.
- Admins have a whole panel for interfacing with dynamic. It's pretty
slapdash I'm sure someone could make a nicer looking one.


- Maybe some other things.
See readme for more info.
Will you see a massive change in how rounds play out? My hunch says
rounds will spawn less rulesets on average, but it's ultimately to how
it's configured
🆑 Melbert
refactor: Dynamic rewritten entirely, report any strange rounds
config: Dynamic config reworked, it's now a TOML file
refactor: Refactored antag roles somewhat, report any oddities
refactor: Refactored Revolution entirely, report any oddities
del: Deleted most midround events that spawn antags - they use dynamic
rulesets now
add: Dynamic rulesets can now be false alarms
add: Adds a random event that gives dynamic the ability to run another
ruleset later
admin: Adds a panel for messing around with dynamic
admin: Adds a panel for chance for every dynamic ruleset to be selected
admin: You can spawn revs without using dynamic now
fix: Nuke team leaders get their fun title back
/🆑
(cherry picked from commit 4c277dc572)
This PR aims to clean or bring up to date portions of code about dna,
the dna console and mutations. This includes taking care of or removing
some of the awful choices like the pratically useless
`datum/mutation/human` pathing, or the class variable, in favor of using
sources to avoid potential issues with extraneous sources of a mutation.
The files changed are over a hundred just because I removed the
`datum/mutation/human` path, but the actual bulk of the code is mainly
shared between the datum/dna.dm, _mutations.dm and dna_console.dm.
Mutation shitcode is hurting my future plans for infusions a little.
Also it's a much needed refactor. Drafted 'till I'm sure it works
without issues.
🆑
refactor: Refactored mutation code backend. Report any issue.
/🆑
## About The Pull Request
There's now a button in Interviews that lets you directly jump to a
person's centcom ban database, which also works if the client
disconnects.
The button is red (idk if we have any flashing color to make it REALLY
stand out) and has special tooltip if they have any server permabans in
the database.
## Why It's Good For The Game
There's an admin request to allow servers to ban bad players from the
centcom database meant for streamer servers to avoid griefers, which I
wasn't the biggest fan of. Instead I thought this would be a harmless
addition, letting admins see if a player joining their server is a known
griefer BEFORE letting them in, directly from the interview menu- while
letting them know if they have a permaban without having to even click
anything. Gives admins an easier time in finding griefers before they
log on without automation that may cause false positives.
## Changelog
🆑
admin: Interviews now has a button to open a player's Centcom ban list,
which will be in red if they have existing server permabans.
/🆑
## About The Pull Request
this adds a new define, `DISABLE_DREAMLUAU` (commented out by default),
which does... exactly what it says on the tin. it fully disables any
dreamluau-related code (the "Open Lua Editor" admin verb is left in,
albeit just giving the user a warning saying Lua is disabled, just so
there's no confusion about the verb itself being missing)
when compiling with OpenDream outside of CI (so dreamluau code will
still be linted), `DISABLE_DREAMLUAU` will be defined by default, tho.
## Why It's Good For The Game
makes OpenDream testing easier
## Changelog
no user-facing changes. or even code changes for most cases.
## About The Pull Request
Moved broken on 516 UI's to browser datum
They now work and have a dark theme
Most of them are admin ones (All except 1)
I tried to check all the raw HTML UI's by typing `<< browse(` into the
VSC search and going through each element, but I might have missed
something.
What worked as it was, I didn't touch, except for the Dynamic control
UI's
## Why It's Good For The Game
Admin can do their things on 516
Coders/Mappers can debug some stuff on 516

## Changelog
🆑
fix: Admin/Debug UI's (Especially the Game Panel) now work properly on
Byond 516, instead of showing raw HTML
/🆑
## About The Pull Request
Addition to [#84910](https://github.com/tgstation/tgstation/pull/84910)
Added a "print" button to the request manager. It simply prints at the
centcom station the paper that was faxed to the admins.
Also added "Auto-print Faxes" button to the request manager, which
allows you to enable automatic printing of requests on the admin fax
<details>
<summary>Screenshots</summary>



</details>
## Why It's Good For The Game
The message in the chat may get lost. In this case, it will no longer be
possible to print the paper sent to the CC
Changing the allow_exotic_faxes variable will allow you to fax something
unusual to the station in (very rare) situations. No need to manually
change this variable
## Changelog
🆑
add: added a "print" button to the request manager
add: admin fax can now send exotic items
add: added "Auto-print Faxes" button to the request manager, which
allows you to enable automatic printing of requests on the admin fax
fix: fixed a bug where pressing the print button would cause the receive
animation to appear on all admin faxes.
/🆑
## About The Pull Request
This one is bound to come with mostly admin and code facing changes,
players are bound to expect one less ms of runtime and ~~maybe a
different antag cap system~~ (Later).
### Storyteller admin UI
Creates a fresh new ui for the storyteller admin side, making it
significantly easier to use than before, and adds some neat elements
that visualize what's going on.

## Why It's Good For The Game
The code sucks less, the ui sucks less
## Proof Of Testing
The TM has not been met with any major issues from the admins.
## Changelog
🆑
admin: New storyteller admin panel
admin: More logging to the storyteller panel actions and to it spawning
things
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
3591 individual conflicts
Update build.js
Update install_node.sh
Update byond.js
oh my fucking god
hat
slow
huh
holy shit
we all fall down
2 more I missed
2900 individual conflicts
2700 Individual conflicts
replaces yarn file with tg version, bumping us down to 2200-ish
Down to 2000 individual conflicts
140 down
mmm
aaaaaaaaaaaaaaaaaaa
not yt
575
soon
900 individual conflicts
600 individual conflicts, 121 file conflicts
im not okay
160 across 19 files
29 in 4 files
0 conflicts, compiletime fix time
some minor incap stuff
missed ticks
weird dupe definition stuff
missed ticks 2
incap fixes
undefs and pie fix
Radio update and some extra minor stuff
returns a single override
no more dupe definitions, 175 compiletime errors
Unticked file fix
sound and emote stuff
honk and more radio stuff
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Now there are fax machines that receive and send messages on behalf of
the special networks of NT and syndicate
Also added centcom stamps to centcom (funny, they weren’t there)

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Faxes sent from the CC will have the correct sender name. Also, there
will be no unnecessary faxes in the fax panel
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
code: сhanges for a fax located on the CC
qol: added centcom stamps to centcom
/:cl
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
## About The Pull Request
Adds a Fax machine to Central Command, which will only print upon admin
request.
## Why It's Good For The Game
The fax panel is a bit clunky to use compared to actually being able to
write a fax the old-fashioned way. Admins may still use it to write
faxes, or they can now write faxes from Central Command. (Also, I really
like CC have actually in-game utility)
## Changelog
🆑
admin: Nanotrasen has brought Central Command kicking and screaming into
the 20th Century by providing them with a real fax machine.
🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Ports storyteller from horizon, who deleted their repo.
### How it works
_Written by Majkl-J_
Basically, the storyteller runs several "Tracks" that slowly fill up
with points. Upon reaching their set limit, an event is chosen and
spawned, and the storyteller takes a somewhat-random amount of points
from that track.

In this example, the moderate track will soon spawn an event.
Each track has its own sets of events it can spawn, sorted by intensity
(Roleset is midround and roundstart antags). Every event also has little
tags that the storyteller can be made to prioritize.
As with dynamic, events have a certain weight that determines the chance
they roll. Prioritized events get a multiplier to this weight.

In this example, we can see some of the tags. Some storytellers can be
made to increase/decrease the weight of these events.
#### Extra stuff it does
Keeps track of med, engineering, and sec players. Whilst this still has
no actual usage, it is good to know it is capable of this.
## Why It's Good For The Game
Storyteller is an alternate event controller, in my opinion, superior to
dynamic.
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑 Nevimer, Majkl-J, BurgerBB, Azarak
add: Ported the storyteller event system from horizon
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: iero <>
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Return <donwest947@gmail.com>
Co-authored-by: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
* Trimming the fat
* Trimming the fat
* Update mushpeople.dm
* Adds colorblindness as a mild brain trauma (#76527)
What the title says.
The brain trauma makes the whole screen monochrome until cured.

I feel like the current pool for mild brain traumas is quite lame, this
helps spice it up a bit with something that is quite annoying and
distracting but not game breaking (as mild brain traumas should
generally be).
🆑
add: Added colorblindness as a mild brain trauma.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* Fix species `var/hair_color` not being used for, well, hair color (#82168)
`var/hair_color` for species was intended to be used as a "this species
uses this type of hair color thing"
But at some point that got completely lost and now it's only used for
sprite accessories
This fixes that. That means Slimepeople now have properly slimey hair.
And Ethereals are less snowflake once more.
🆑 Melbert
fix: Fixed Slimepeople's hair not matching their slimey colors.
/🆑
* Revert "Fix species `var/hair_color` not being used for, well, hair color (#82168)"
This reverts commit c4cb756.
* Revert "Adds colorblindness as a mild brain trauma (#76527)"
This reverts commit eb815f5.
* Update _species.dm
* unused var
* Caps list..
* Update mushpeople.dm
* Update mushpeople.dm
* Update mushpeople.dm
* Update mushpeople.dm
* Update mushpeople.dm
* Attempts to fix CI errors
* Update cap.dm
* Update _external_organ.dm
* Update monkey.dm
* Revert "Update monkey.dm"
This reverts commit 29f54c8.
* Revert "Update _external_organ.dm"
This reverts commit 8de5ea7.
* Update _external_organ.dm
* Revert "Update _external_organ.dm"
This reverts commit 644cc56.
* Fix CI maybe?
* Update cap.dm
* Update DNA.dm
* Some cleanup/updating to upstream
* Update global_lists.dm
* Mush
* Update mushpeople.dm
* Hopefully the last fix
* Doing this differently
* Update organ.dm
* Update organ.dm
* Update organ.dm
* Update organ.dm
* Update organ.dm
* OK
* Update organ.dm
* Update podpeople.dm
* maybe
* Hm
* Hm
* Will this break things?
* Revert "Will this break things?"
This reverts commit bd288c6.
* Test
* Update organ.dm
* Update organ.dm
* Revert "Update organ.dm"
This reverts commit ca77ff9.
* Update organ.dm
* .
* .
* .
* Update snail.dm
* Monkeys now use height offset (and monkey tail works) (#81598)
This PR adds the ability for monkeys to wear any jumpsuit in the game,
and adds support for them to wear things like coats, gloves, and shoes
(though this cannot be obtained in-game and is solely achieved through
admins, which I also improved a bit upon by adding a defined bitfield
for no equip flags).
This reverts a lot of changes from
tgstation/tgstation#73325 - We no longer check
height from limbs and such to bring sprites down, instead monkeys now
work more similarly to humans, so the entire PR was made irrelevant, and
I didn't really want to leave around dead code for the sake of having a
human with longer legs.
I've now also added support for Dwarfism, which makes monkeys look even
smaller. Very minor change but at least now the mutation doesn't feel
like it does literally nothing to monkeys (since they can already walk
over tables).
Here's a few examples of how it can appear in game (purely for
demonstration, as it is currently intentionally made impossible to
obtain in-game, though if someone wants to change that post-this PR now
that support is added, feel free):
Tails have been broken for a while now, the only reason you see them
in-game is because they are baked into the monkey sprites. This fixes
that, which means humans can now get monkey tails implanted into them
(hell yeah) and monkeys can have their tails removed (also hell yeah)
* Removes unneeded files
* Revert "Removes unneeded files"
This reverts commit 6469d37.
* .
* ok
* Update tails.dm
* Update monkey.dm
* Fix monkey screenshot test
* Update species.dm
* Update reinf_walls.dm
* Maintenance
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com>
* Admin Verb Datums MkIII | Now with functional command bar (#82511)
* Modular stuffs
* Put some admin jump verbs back into the context menu | sorts area jump list again (#82647)
## About The Pull Request
See title.
## Why It's Good For The Game
Some admins wanted all the jump verbs back, aswell as making them not
AGhost you.
Also make the Jump To Area verb use a sorted list again
* Hey what if admins were allowed to use the player panel (#82682)
Re-adds the player panel verb to the verb panel.
* Controller Overview UI (#82739)
* Fixes a minor spelling mistake on the admin panel/verb list (#82747)
## About The Pull Request
Corrects `inisimin` to `invisimin`. This addresses #82728, but only
fixes one of the two issues mentioned
## Why It's Good For The Game
-1 spelling mistake
## Changelog
🆑
spellcheck: 'inisimin' verb corrected to 'invisimin'
/🆑
* Player Panel-age (#82757)
* Admin Forced Mob Rename and Preference Update (#82715)
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: chel <64568243+iliyaxox@users.noreply.github.com>
* Aheal no longer turns monkies in to humans (#82393)
## About The Pull Request
Also changes the Make Monkey Admin button to turn you into a monkey with
mutations instead of just creating a new being.
Closes: https://github.com/tgstation/tgstation/issues/80744
Mabye Closes: https://github.com/tgstation/tgstation/issues/81722
## Changelog
🆑
fix: aheal no longer turns monkies into humans
qol: Player panel "make monkey" turns humans into monkeys through
mutation instead of making a new mob
/🆑
* Aheal no longer turns monkies in to humans
---------
Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com>
## About The Pull Request
Also changes the Make Monkey Admin button to turn you into a monkey with
mutations instead of just creating a new being.
Closes: https://github.com/tgstation/tgstation/issues/80744
Mabye Closes: https://github.com/tgstation/tgstation/issues/81722
## Changelog
🆑
fix: aheal no longer turns monkies into humans
qol: Player panel "make monkey" turns humans into monkeys through
mutation instead of making a new mob
/🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Adds functionality for administrators to toggle playtime job exemption
for ckeys on a job basis
Admins go through player panel to access the menu and they can toggle
that with just one click
The action is logged, announced to all admins, and if the player is
logged on with that ckey, it is announced to him aswell
The exemption status is saved on the DB, a new `bubber_schema.sql` needs
to be ran to add the new table to the DB




<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
It was requested
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Proof Of Testing
Included screenshots in the About section
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
admin: administrators can now toggle job playtime exemption by job basis
for players
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
* Station Goals are now handled by SSstation instead of a global list (#81177)
## About The Pull Request
You can now get station goals in a slightly better way over using a
`locate() in` call on a global list.
The Meteor Satellite goal no longer stores a giant list of ALL OBJECTS
in view. And now correctly only counts turfs.
## Changelog
🆑
fix: Meteor Satellites no longer erroneously count every piece of paper
as a protected turf.
fix: As a result the station goal is slightly more difficult
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Station Goals are now handled by SSstation instead of a global list
* Will it work? I do not know. But it compiles.
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
## About The Pull Request
You can now get station goals in a slightly better way over using a
`locate() in` call on a global list.
The Meteor Satellite goal no longer stores a giant list of ALL OBJECTS
in view. And now correctly only counts turfs.
## Changelog
🆑
fix: Meteor Satellites no longer erroneously count every piece of paper
as a protected turf.
fix: As a result the station goal is slightly more difficult
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fixes the "Saw this admin message" button not working (#80908)
## About The Pull Request
Wrong fuckin name brother (also topic doesn't automake textnums into
nums)
## Why It's Good For The Game
Closes#80020
## Changelog
🆑
admin: Confirming that you have read an admin message now uh, works.
it's been 2 years bros
/🆑
* Fixes the "Saw this admin message" button not working
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
Wrong fuckin name brother (also topic doesn't automake textnums into
nums)
## Why It's Good For The Game
Closes#80020
## Changelog
🆑
admin: Confirming that you have read an admin message now uh, works.
it's been 2 years bros
/🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Does what it says on the tin. We don't have any "special" sources of
clone damage left in the game, most of them are rather trivial so I
bunched them together into this PR.
Notable things removed:
- Clonexadone, because its entire thing was centered around clone damage
- Decloner gun, it's also centered around cloning damage, I couldn't
think of a replacement mechanic and nobody uses it anyways
- Everything else already dealt clone damage as a side (rainbow knife
deals a random damage type for example), so these sources were removed
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Consider the four sources of normal damage that you can get: Brute,
Burn, Toxins and Oxygen. These four horsemen of the apocalypse are very
well put together and it's no surprise that they are in the game, as you
can fit any way of damaging a mob into them. Getting beaten to death by
a security officer? Brute damage. Running around on fire? Burn damage.
Poisoned or irradiated? Toxin damage. Suffocating in space? Brute, burn
and oxygen damage. Technically there's also stamina damage but that's
its own ballpark and it also makes sense why we have a damage number for
it.
Picture this now: We have this cool mechanic called "clone pods" where
you can magically revive dead people with absolute ease. We don't want
it to be for free though, it comes at a cost. This cost is clone damage,
and it serves to restrain people from abusing cloning.
Fast forward time a bit and cloning is now removed from the game. What
stays with us is a damage number that is intrinsically tied to the
context of a removed feature. It was a good idea that we had it for that
feature at the time, but now it just sits there. It's the odd one out
from all the other damage types. You can easily explain why your blade
dealt brute damage, but how are you going to fit clone damage into any
context without also becoming extremely specific?
My point is: **clone damage is conceptually a flawed mechanic because it
is too specific**. That is the major issue why no one uses it, and why
that makes it unworthy of being a damage stat.
Don't take my word for it though, because a while ago we only had a
handful of sources for this damage type in the game. And in most of the
rounds where you saw this damage, it came from only one department. It's
not worthwhile to keep it around as a damage number. People also didn't
know what to do with this damage type, so we currently have two ways of
healing clone damage: Cryotubes as a roundstart way of healing clone
damage and Rezadone, which instantly sets your clone damage to 0 on the
first tick. As a medical doctor, when was the last time you saw someone
come in with clone damage and thought to yourself, "Oh, this person has
clone damage, I cannot wait to heal them!" ?
Now we have replacements for these clone damage sources. Slimes? Slime
status effect that deals brute instead of clone. Cosmic heretics? Random
organ damage, because their mechanics are already pretty fleshed out.
Decloning virus? The virus operated as a "ticking timebomb" which used
cloning damage as the timer, so it has been reworked to not use clone
damage. What remains after all this is now a basically unused damage
type. Every specific situation that used clone damage is now relying on
another damage type. Now it's time to put clone damage to rest once and
for all.
Sure, you can technically add some form of cellular degradation in the
future, but it shouldn't be a damage number. The idea of your cells
being degraded is a cool concept, don't get me wrong, but make it a
status effect or maybe even a wound for that matter.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
del: Removed clone damage.
del: Removed the decloner gun.
del: Removed clonexadone.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
I don't remember what was hard about this last time it took me like 20
minutes this time so I'm scared.
Removes dynamic simulations, only I have used them and it's a lot more
complicated now with this. I plan on making Dynamic simulations a part
of moth.fans anyway
* Adds an admin button to send nuke ops reinforcements (#79695)
## About The Pull Request
Often times I want to send a second wave of nukies if the first wave
completely flukes, but sending reinforcements is hard (I don't want to
trigger a whole new nuke team, the Infiltrator is deployed to NT space,
etc).
So I add a button to check-antagonists that allow admins to one-click
send more nuke ops.

I also took the opportunity to polish up the other admin button,
particularly giving a reminder if it's being forced under the pop limit.
## Changelog
🆑 Melbert
admin: Adds a button to check-antagonists that allows admins to send
Nuke Op reinforcements with a single button
admin: Nuke Ops check antagonists now show you full war status (declared
/ not declared)
fix: Fixes multiple nuke teams (or an admin) being able to declare war
at once
/🆑
* Adds an admin button to send nuke ops reinforcements
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Often times I want to send a second wave of nukies if the first wave
completely flukes, but sending reinforcements is hard (I don't want to
trigger a whole new nuke team, the Infiltrator is deployed to NT space,
etc).
So I add a button to check-antagonists that allow admins to one-click
send more nuke ops.

I also took the opportunity to polish up the other admin button,
particularly giving a reminder if it's being forced under the pop limit.
## Changelog
🆑 Melbert
admin: Adds a button to check-antagonists that allows admins to send
Nuke Op reinforcements with a single button
admin: Nuke Ops check antagonists now show you full war status (declared
/ not declared)
fix: Fixes multiple nuke teams (or an admin) being able to declare war
at once
/🆑
* Admin dynamic rule management (#78720)
## About The Pull Request

This PR adds a very ugly menu which allows admins to force dynamic
rulesets to be enabled or disabled.
Some admins asked if someone could add this and it seems reasonably
useful.

The information you have available becomes slightly more detailed once
the game is actually running, because then we know how many players and
how much threat there is.

I don't know why the weight of every midround is 0 when I run locally.
It's fine.
Unfortunately, the interface I have crafted is hideous. This is because
it's not part of tgui and I am not very good at working with byond UIs
without my beautiful typescript. It functions though.
If anyone has any pointers I'll take 'em.
"Force disabling" a ruleset simply ensures it will never run.
"Force enabling" a ruleset disregards minimum population and minimum
threat rules, but doesn't ensure that the ruleset will run. It might
still be skipped due to low weight, insufficient threat to _buy_ it, or
other disqualifying factors.
## Why It's Good For The Game
It was an admin request so presumably they have some plans for it.
It's a less-intrusive way of theming a round than disabling dynamic and
running all the midround rules yourself.
If they want to temporarily set the game to traitorling I guess they can
do that. Or only heretic/cult.
## Changelog
🆑
admin: Admins can turn off dynamic rulesets (or force them on despite
not meeting the qualification criteria) on a per-round basis.
/🆑
* Admin dynamic rule management
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request

This PR adds a very ugly menu which allows admins to force dynamic
rulesets to be enabled or disabled.
Some admins asked if someone could add this and it seems reasonably
useful.

The information you have available becomes slightly more detailed once
the game is actually running, because then we know how many players and
how much threat there is.

I don't know why the weight of every midround is 0 when I run locally.
It's fine.
Unfortunately, the interface I have crafted is hideous. This is because
it's not part of tgui and I am not very good at working with byond UIs
without my beautiful typescript. It functions though.
If anyone has any pointers I'll take 'em.
"Force disabling" a ruleset simply ensures it will never run.
"Force enabling" a ruleset disregards minimum population and minimum
threat rules, but doesn't ensure that the ruleset will run. It might
still be skipped due to low weight, insufficient threat to _buy_ it, or
other disqualifying factors.
## Why It's Good For The Game
It was an admin request so presumably they have some plans for it.
It's a less-intrusive way of theming a round than disabling dynamic and
running all the midround rules yourself.
If they want to temporarily set the game to traitorling I guess they can
do that. Or only heretic/cult.
## Changelog
🆑
admin: Admins can turn off dynamic rulesets (or force them on despite
not meeting the qualification criteria) on a per-round basis.
/🆑