## About The Pull Request
you now put the jsons into the folder at strings/exoadventures
no adventures have been lost i think
also deletes the example_adventures folder since theyre just duplicates
of the adventures in the other folder now
## Why It's Good For The Game
having it database based meant you had to ping someone with database
access to add it which isnt exactly optimal for contributions
## Changelog
🆑
code: exploration drone adventures are now file-based and not
database-based
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Fixes#73417
Implements a check for exploration drones to make sure that containers
inside the storage don't have blacklisted items in them before launch.
Now you won't able to hide beacons and living beings inside bluespace
body bags.
Also adds exploration drone launchers to cargo shuttle's blacklist to
prevent potential shenanigans in the future.
[I suck at explaining, so here's a poorly made video that shows how to
do this](https://www.youtube.com/watch?v=U45ifQGQxzI)
~also, why does it take 10 hours to get the "Time Waster" achievement.
how did 6 people even get it??~
## Why It's Good For The Game
centcom is scary and exploits are bad
## Changelog
🆑
fix: Exploration drones can't be used to reach Centcom anymore.
/🆑
Whatever you do, if it warrants the use of something like
`handle_atom_del`, chances are `Exited` can do it better, as most of
these cases involve movables that shouldn't be moved out of their loc
(`Destroy` forcefully moves movables to nullspace) without calling
specific procs, and for the remaining few, `handle_atom_del` doesn't
even cover the eventuality of a movable being deleted outside the source
atom, so it's quite garbage.
Beside, I feel confident in saying `handle_atom_del()` is older than the
DCS, an echo on the workarounds done at the time.
## About The Pull Request
Title
## Why It's Good For The Game
It bothered me
## Changelog
🆑 Licks-The-Crystal
spellcheck: Corrected a large quantity of spelling, grammatical and
phrasing errors with Exploration Drone content.
/🆑
---------
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
## About The Pull Request
the penguin now is a basic animal and also now he can go and layed
penguin eggs to make penguin babys also the baby have a new behavier he
will now go and looked for his mom and when he found his mom he will
went to her and be happy when he close to his mom or if he mom is died
he will went to her body and he will be sad and also i putted this
behavier in the baby chicken. also now the pinguen mom will go and
looked for her eggs and when she find a egg she will putted it in the
middile of her legs and walked with it

## Why It's Good For The Game
the pinguen now is a advance ai
## Changelog
the pinguen now have a more advance
🆑
refactor: the penguin is a basic animal
add: the penguin now layed eggs
add: the penguin and the chicken babys will go look for adult penguin or
chicken and be happy when he is near the adult
/🆑
## About The Pull Request
Title.
I saw a comment on psyker code complaining about these species traits
(which admittedly, they suck) and heeded the call to turn all of this
crap into something defined almost entirely by the head bodypart.
## Why It's Good For The Game
Potential to simplify species code further in the future, by delegating
more visuals to bodyparts, which is where most of them should be
handled.
## Changelog
Should not be player facing, unless I fucked up.
---------
Co-authored-by: Time-Green <timkoster1@hotmail.com>
## About The Pull Request
Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.
This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.
[Renames comp_lookup to listen_lookup, since that's what it
does](102b79694f)
[Moves signal procs over to their own
file](33d07d01fd)
[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](335ea4ad08)
[Does something similar to the attackby comsigs (PARENT ->
ATOM)](210e57051d)
[And finally passes over the examine
signals](65917658fb)
## Why It's Good For The Game
Code makes more sense, things are better teased apart, s just good imo
## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
## About The Pull Request
Removes the enter effect that set your confusion to 9999 on the epilogue
page
Having confusion over 30 would send you to the page where you have to
either give up or press a button until your confusion goes back under
30. However setting it to 9999 was very confusing as there is no
indication how exactly much confusion you had, so players would be
sitting there pressing the button over and over again not realizing they
were only at like 9643 confusion and had to press it hundreds of more
times.
Anyway, that doesn't matter since even if they pressed all those buttons
and got back to the epilogue, they would just be sent right back to this
confusion page after getting confusion set to 9999 again. So it was
impossible to beat.
Fixes#75427
Also makes JSON prettier
## Why It's Good For The Game
Now you can actually beat the adventure
## Changelog
🆑
fix: fixed "There's a tree in space" adventure being impossible to beat
/🆑
## About The Pull Request
Resprites stock parts to bring them up to date, changes manipulators to
servo motors as I couldn't make manipulators work well at this scale.

(Power cells sold separately)
## Why It's Good For The Game
The old stock parts are dated, in some cased quite ugly, and in the case
of manipulators a ball of assorted pixels. Incidentally removed a couple
of single letter var names.
## Changelog
🆑
image: Stock parts have been resprited.
code: Manipulators have been renamed to servo motors, all related types
have been repathed to match.
/🆑
This PR implements this design document:
https://hackmd.io/@Y6uzGFDGSXKRaWDNicSiEg/BkRr176st
Put briefly, this will remove every existing golem subtype and
consolidate golems into a single species with cool new sprites.
NOT implemented from that PR is the ability to eat Telecrystals, I
couldn't come up with an appropriate visual that can stack with the
existing ones, but that should be a reasonably trivial add for a future
artist & developer.
New Golems have a food-based mechanic where their hunger decays pretty
quickly and can only be replenished by eating minerals. They start
moving slower as they get hungrier, until eventually they become
completely immobilised and need to be rescued.
Eating different kinds of minerals will visually change your sprite and
give you a special effect in a similar way to old golems, but temporary.
While transformed, you can't eat any other kind of mineral which would
transform you (but can still consume glass).
To see the full list of effects, look at the hackmd above.
In service of these sprites working I have refactored the
`species/offset_features` feature by killing it and delegating that
responsibility to limbs instead. Rather than applying an offset to items
due to your species, it is due to your weird head or arms. This makes
overall more sense to me, but it inflates the code changes in this PR
somewhat.
It doesn't make a lot of sense to atomise unfortunately because that
code also seemed to be entirely unused until I tried to use it in this
PR, so you wouldn't be able to tell if my changes broke anything. I
might make a downstream sad by doing this.
All of the actual numbers in this PR are made up and only loosely
tested, it will need some testmerges to gather feedback about whether it
sucks or not.
Other relevant changes:
I reworked how bioscrambling works based off bodypart bodytypes, to
automatically exclude golem limbs in either direction. There's really no
way to have those work on humans or vice versa. Organs still fly though.
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.
## About The Pull Request
Hey there,
This took a while to do, but here's the gist:
Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.
Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.
Scenarios this PR corrects:
* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*
(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game
If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).
Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.
I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.
(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
## About The Pull Request
Damn that's a long title.
Admin Verbs can be used in the verb bar with hyphens instead of spaces
again.
## Why It's Good For The Game
Admin muscle memory
## Changelog
Necessary for #72292 to work effectively, and probably not very useful
out of that context. Split out of its own PR because this is long and
boring.
I want to make sure that we're catching actual mistakes there, and not
just experiencing side effects of how shitty the attack chain is.
About The Pull Request
Made a basic version of the pet base called /mob/living/basic/pet. It's significantly more stripped down from the old simple_animal one, because its half collar stuff and...
Made the collar slot a component that you could theoretically remove from a pet to disable the behavior, or add to any other living mob as long as you set up the icon states for the collar (or not, the visuals are optional).
The corgi's collar strippable slot is now generally the pet collar slot, and in theory could be used for other pet stripping screens.
I also gutted the extra access card code from /mob/living/basic/pet as it's only being used by corgis. Having a physical ID is now just inherent to corgis, as they're the only ones that could equip it anyway.
Ported the make_babies() function from simple_animals to a new subtree and associated behavior, called /datum/ai_planning_subtree/make_babies that uses blackboards to know the animal-specific info.
Note that it's marginally improved, as the female walks to the male first instead of bluespace reproduction.
Tweaked and improved the dog AI to work as a basic mob, including making /datum/idle_behavior/idle_dog fully functional.
Made a /datum/ai_planning_subtree/random_speech/dog that pulls the dynamic speech and emotes to support dog fashion.
I've tested base collars across multiple pet types.
For dogs, I've tested general behavior, fetching, reproduction, dog fashion, and deadchat_plays, covering all the oddities I'm aware of.
image
Why It's Good For The Game
Very big mob converted to a basic mob.
Changelog
cl
fix: Lisa no longer uses bluespace when interacting with Ian.
refactor: A large portion of dog code was re-written; please report any strange bugs.
/cl
So i left over some basic `/whatever/proc/format` uses in the original
PR this fixes it.
Notable exceptions to the rule:
- Paths in add_verb/remove_verb, we need full path instead of a name
there to access verb metadata so we can't use proc ref macros there.
- regex.Replace, found out that it does not accept call by name. Instead
i added new REGEX_REPLACE_HANDLER so we can at least try to mark these.
There's still leftover global procs that do not use GLOBAL_PROC_REF but
they functionally equivalent so that's for later.
I don't see any reasonable way to grep for this. But if you got any
ideas please share.
- Makes QDELETED use isnull(x) instead of !x, giving about 0.2 to 0.25s
of speed.
- Make disposal constructs only update icon state rather than go through
expensive overlay code. Unfortunately did not have much effect, but is
something they should've been doing nonetheless.
- Makes RegisterSignal only take signals directly as opposed to
allocating a fresh list of signals. Very few consumers actually used
this and it costs about 0.4s. Also I think this is just a bad API anyway
and that separate procs are important
`\bRegisterSignal\((.*)list\(` replaced with `RegisterSignals($1list(`
Similar vein to #37116
This is supposed to be standard, yet here we are.
SHOULDN'T change anything, but there's likely something out there that's
bound to behave different because of it.
These were done manually, regex to find things that MIGHT need to be
corrected;
`^#define.+\+((?!\)).)*$`
`^#define.+-((?!\)).)*$`
`^#define.+\*((?!\)).)*$`
`^#define.+\/((?!\)).)*$` (yeah that's a lot of stuff.)
`^#define.+%((?!\)).)*$`
`^#define.+SECONDS((?!\)).)*$`
`^#define.+MINUTES((?!\)).)*$`
## About The Pull Request
Traits should never use a hard reference as their trait source, if you
want to use a "reference" to a datum use `REF()` instead, or it will
cause hard deletes
Also renamed some traits which didn't use the "standard" scheme, because
I saw it while regexing
## Why It's Good For The Game
- Prevents some hard deletes
- Uses a less confusing naming scheme
## Changelog
Not necessary
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Currently, storage works as a subtype of /datum/component, utilizing GetComponent() and signals to operate. While this is a pretty good idea in theory, the execution was pretty trash, and we end up with alot of GetComponent() snowflake code (something that shouldn't even need to be used frankly), and a heaping load of scattered procs that lead into one another, and procs that don't get utilized properly.
Instead, this PR adds atom_storage and proc/create_storage(. . .) to every atom, allowing for the possibility of storage on quite frankly anything. Not only does this entirely remove the need for signals, but it heavily squashes down the number of needed procs in total (removing snowflake signal procs that just lead to one another), reducing overall proc overhead and improving performance.
About The Pull Request
Makes smoke propagate the fingerprints of the last person to touch the source of the smoke.
This makes gunpowder smoke actually log the person responsible for the explosions.
Why It's Good For The Game
As of right now gunpowder smoke (and similar) doesn't actually have very good logging as as far as the smoke is concerned it's never been touched and so the resulting explosions are blameless. Obviously, scrolling up for a good minute looking for who has just obliterated the escape shuttle is slightly annoying for the admins. Ergo, making the explosions log who actually is responsible for making the smoke they originate from should reduce admin annoyance.
Changelog
cl
admin: Smoke now logs the last person to touch the source of the smoke as the last person to touch the smoke itself. Gunpowder smoke should be less annoying to log dive as a result as every explosion will log that person.
/cl
* Fuck you (refactors ur tails)
* Errors
* Wow. Pain.
* Fixes up probably everything
* finish up here
* Fixes hard del maybe
* original owner hard del
* garbage collection runtime
* suck my peen byond
* Mapped tails
* motherfucker.
* motherrfucker. again.
* Whooopppppsie
* yeah bad idea
* Turns out external organs literally just sat in nullspace forever if their parent was deleted, and didnt Remove() themselves, causing harddels.
* So anyways I repathed all organs
* Fixes
* really.
* unit test... test
* unit test-test but it passes linters this time because im a moh-ron
* I've lost track of what im doing at this point
* Hopefully fixes hard del?
* meh
* Update code/datums/dna.dm
* things n stuff
* repath from master pull
Have you ever noticed that the chemical smoke and chemical foam reactions are a lot less effective in confined spaces? This is because they currently attempt to spread to all tiles within n steps of their origin. If they can't expand onto a tile they get blocked and the expanding cloud/flood misses out on all the tiles that would be in range, but that can't be reached.
Obviously smoke and foam getting blocked by walls and the like makes intuitive sense, but it seemed a bit nonsensical that walls would basically delete a significant chunk of an expanding, amoebic mass. The solution I came up with is making smoke and foam expand until they cover a certain area, with a shared tracker for the target size and total size of the flood. The flood will simply expand as normal until it covers the desired target area. Blocked expansions just don't count and will be made up for with expansion elsewhere.
Attendant to these changes are a whole bunch of minor code improvement to smoke, foam, and one for wizard spells because I was already in the area and :pain:.
There have been some minor balance changes to the chemical smoke and foam reactions:
I converted them over to passing the desired area of the resulting smoke cloud/foam flood. The old equation for the resulting area was along the lines of 2sqrt(x)(sqrt(x) + 1) + 1 given reaction volume x and given unobstructed expansion. I've made them just pass around 2x instead. This is actually less than they used to try for, but now they're guaranteed to reach that unless the flood is fully contained. Not entirely certain if buff or nerf. Probably buff on the station.
Also, foam dilution is now based on covered area instead of target expansion range. Since this scales faster than it used to foam has been effectively nerfed at high volumes. To compensate for this I removed the jank 6/7 effect multiplier and increased the base reagent scaling a bit. Again, not certain if buff or nerf.
I'll do more in the future but I'll limit myself to this because I'm tired, bored, and don't want to make so many PRs touching the same things that I have to deal with conflicts each time one is merged.
Just as an example, screwdriver's gotta be done as well, does the exact same thing wrenches do, I believe.
Standardizes (and touches) each time default_unfasten_wrench is used.
Fixes tool logs, since it relies on tool acts to exist, I'm trying to move as many tool acts to its proper proc. Like a spiritual successor to the tool superpack PRs.
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
This PR will rearrange the obj/item/exodrone/ui_description so that it won't be assumed that the drone is traveling back to station if in travel mode and its location (which is changed on arrival, not departure) isn't null, which basically means the drone is travelling from site to site, and specify which target site the drone is travelling to in the text string.
Fixes exploration drone launcher overlays not being updated properly when fuel is consumed / changes
Fixes crowbarring out a fuel pellet not updating the sprite, also fixes crowbarring out a fuel pellet after-attacking the exo-drone launcher
Fixes fuel pellets not getting deleted when empty
Fixes exploration drone launchers hard-delling if broken with a fuel pellet within
Corrected fuel pellet description grammer, and added a proper description to the exodrone launcher
Improved the code + documentation in general (early returns, better vars)
Fuel pellets are very obtuse when working on exploration drones. Hopefully, a few of these fixes helps some of those clear up.
When fuel pellets run out of uses, they're intended to delete, but never did - meaning you held around a buncha empty fuel.
Trying to replace the fuel pellets was very confusing as the icon didn't update properly.
Bring _HELPERS/_lists.dm to latest standards by:
-Adding proper documentation and fixing existing one
-Giving vars proper names
-Procs now use snake case as per standard (many files that use those procs will be affected)
bring code up to latest standards, move many procs to named files inside _HELPERS
no idea where to put some of these procs, help is appreciated
made more files to contain some unique code, deleted unsorted.dm, we can rest now
## About The Pull Request
stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it
for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

## Regex used:
procs without args, not even regex
`/Initialize()`
procs with args
`\/Initialize\((?!mapload)((.)*\w)?`
cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
Merged the item/melee/classic_baton and item/melee/baton families in this unholy matrimony.
Bad jokes aside. I have refactored the underlying code of both items with the scope of reducing potential copypasta,inconsistencies, logging, renewing some old code (like teleprods) and extending the anti-dual batoning and TRAIT_STUNRESISTANCE code** to all batons and not just security ones. Otherwise, I have tried to maintain the gameplay functionality of these items intact. They work just like they did for the most part.
** A badly designed feature that only considers one source of knockdowns - stunbatons - out of a multitude of different devices with corresponding purposes present in the game. The only thing it does is reduce the knockdown from them by 90%. The stamina damage and confusion are fully applied. The knockdown from batons is 5 seconds, standing up takes an extra 1 second and the baton cooldown is about 2.5. Doing the math, you'll have the grand advantage of one puny second of not lying horizontal on the floor with this trait before getting batoned again by the same guy because the stamina damage and the confusion have really hampered your chances of getting some distance. I wish to make the trait suck less in the future, but for now I'm including a slight gameplay change here, more for consistency than anything because as I already told you, it'll still be disappointingly bad per se.
The abductor baton is also no more a subtype of stun batons but batons, which don't use power cells to work. Its power cell is effectively infinite and can't be removed, and It overrides functions such as toggling the baton on/off. It hinders maintainability to keep it a subtype of stun batons.
Replaced the anchored check for mobs in teleprods with one for overwhelming move resistance and removed its clumsy_check copypasta (it was stunning clowns twices).
original pr here: #59789 (Closed because he didn't think it was good enough)
came back to this because i realized that
all machines were area sensitive, meaning they had a list with at least a reference to themselves (assuming they arent in the contents of another movable which most arent) for the purposes of handling power differences when their area changes
pipes are machines
there are ~14k machines and ~6k pipes
i made this problem worse with a recent pr by making it a nested list
so i needed to track what machines needed power, and this pr had work already done that could be used for that purpose. now machines that have use_power == NO_POWER_USE do not have this extra memory overhead for no reason
currently every machine that uses power draws that amount from its area from a dynamic channel via auto_use_power() which is called every SSmachines fire(), then in apc/process() the area's dynamic power draw is reset and the power is used. with static power its not calculated then reset every loop, its just taken from the grid. so now machines handle updating their static power usage from their current area (this doesnt touch power machines that require a wire connection). in order to allow this, use_power, idle_power_usage, and active_power_usage have setters to track state correctly and update the static power usage on the machines current area and handle area sensitivity.
also goes through a lot of heavy abusers of SSmachine processing time and tries to make it faster. makes airalarm/process() into a signal handler for COMSIG_TURF_EXPOSE since air alarms only need to process for changes.
Why It's Good For The Game
SSmachines isnt the heaviest hitter in terms of total cpu and certainly not in terms of overtime, but its not a lightweight. it frequently takes > 50ms to complete a run and seems to be in the top 5 or so of subsystem costs looking at some round profilers
also gets rid of a few thousand lists since every pipe no longer has two useless lists each (and any other machines that dont use power)
Love ya kyler
Co-authored-by: Rohesie <rohesie@gmail.com>
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.
Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.
(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
Having things updating integrity directly is just going to cause more problems down the line as more elements and components depend on being notified of integrity changes. It's an easy mistake to make so making it private should deal with the problem.
get_integrity() might be useful in the future but is mainly a side effect of making obj_integrity private as that also disallows reads.
* Moves explorer adventures to the database.
* Fixes default images not showing up in playtest.
* Review changes.
* Please
* SPACING
* Makes this a bit atomic.
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>