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4045 Commits
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e907ff8058 |
The Law Panel now logs admin law changes. (#87083)
## About The Pull Request Adds proper law logging to the law panel. I asked Melbert if he wanted it inside silicon.log, admin.log, or both. He said admin.log ## Why It's Good For The Game Logging is good for adminbus and what can be high impact adminbus. ## Changelog 🆑 admin: The Law Panel now properly logs and communicates law edits. /🆑 |
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6ea1e5a5e2 |
Organize admin verbs for shuttle events into shuttle category (#87065)
## About The Pull Request This moves all the shuttle related admin verbs into its own category to make it less cluttered. It was a PIA to debug shuttle related code while having to hunt down these verbs. ## Why It's Good For The Game Better UI.  ## Changelog 🆑 admin: Organize admin verbs for shuttle events into shuttle category /🆑 |
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74f8e7846a |
Adds item VV header (#87052)
## About The Pull Request Adds VV header for items, letting quick modification of a few of an item's combat values..  ## Why It's Good For The Game In testing, I find I tweak these values commonly, to test how effective an item is vs armor, or how strong a new item should be, etc etc. So having quick access to these might be cool I thought about adding a few more like throwforce but I didn't want to clutter it too much ## Changelog 🆑 Melbert admin: Items now have a header in VV allowing for quicker editing of combat properties /🆑 |
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2f4db9bb65 |
Adds more extensive config settings for human authority (#86886)
## About The Pull Request Before there were two settings for human authority: `ENFORCE_HUMAN_AUTHORITY` and `ENFORCE_HUMAN_AUTHORITY_ON_EVERYONE` The first, if enabled, would not let non-humans be heads of staff unless they had a specific var on their job set to TRUE. The second, if enabled, would simply ignore that var and reject the non-human anyways. This PR replaces both of those settings with a single one, `HUMAN_AUTHORITY`. You can set it to one of four settings: * "OFF": human authority will be turned OFF. Non-Humans will be able to be heads of staff. * "HUMAN WHITELIST": human authority will be turned OFF, HOWEVER; if a job has its new `human_authority` variable set to `JOB_AUTHORITY_HUMANS_ONLY`, then whoever picks that job will be forced to be human. * "NON-HUMAN WHITELIST": human authority will be turned ON. However, if a job has its `human_authority` variable set to `JOB_AUTHORITY_NON_HUMANS_ALLOWED`, a non-human can become that job. This is what we have now, it works the same as if `ENFORCE_HUMAN_AUTHORITY` were turned on. This is also what I've set as the default value. * "ENFORCED" human authority will be turned ON. Non-Humans will never be able to be heads of staff. This is what `ENFORCE_HUMAN_AUTHORITY_ON_EVERYONE` used to do. You can also now set the `human_authority` variable through `jobconfig.toml`! ## Why It's Good For The Game Allows more configuration options for downstreams, and lets keyholders and headmins have more options over how to set up human authority. ## Changelog 🆑 config: Both human authority settings were combined into a singular one, allowing for more flexibility /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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68be76e817 |
Journeying Hitchhikers Shuttle Events + Bugfixes (#86655)
## About The Pull Request Adds the following new general shuttle events:_ **Hitchhiker** - 1% chance - A single assistant in an EVA suit and some PBJs in a suitcase **Assistant Wave** - 0.1% chance - Spawns 10 assistants with internals - For clarity, they don't get sent to the shuttle, but get launched at it from space. It's a scuffle of 10 assistants trying to get in without being spaced or succumbing to the cold/pressure **Intern Wave** - Admin only - Unarmed and armed version - Spawns centcom interns, with a little announcement to warn they're coming I've also fixed projectiles bugging out and admin forced shuttle events not activating if they were added after the shuttle launched <details> <summary>Admin only events added</summary> **Nukie** Spawns a single nukie, armed with a shotgun, pistol and edagger. Basically the deathmatch nukie loadout, you dont want to fight this **Meaty ores** Meaty-ores meteors. Have a 4% chance to hit the shuttle, posing a potential hazard **3 player controlled fire-sharks** 3 fire sharks controlled by players. Not much to talk about here **Fireball Wave** Shoots a wave of fireballs at the shuttle. I think it's cool but apparently shuttle walls and windows deflect fireballs so it's kind of moot unless you're outside :/ </details> ## Why It's Good For The Game The assistant and hitchhiker events are some flavoring that I thought up a while ago. The Hitchhiker is just intentionally a flavor addition, but the assistant wave and intern wave can be used by admins to repopulate or retake the emergency shuttle as well. ## Changelog 🆑 add: Adds an assistant and hitchiker shuttle event, replenishing the crew mid flight! admin: Adds two intern wave shuttle events code: You can now supply shuttle events with outfits! code: You can now shoot projectiles with the shuttle events! fix: Fixes projectiles bugging out when fired in shuttle transit space fix: Fixes admin forced shuttle events not activating when added mid transit /🆑 |
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0ef5c3d049 |
Persistent Map Vote Tallies (#86788)
## About The Pull Request Changes map votes to be based on a persistent tally count. Tallies for maps are cached between rounds and are added to by map votes. When a map is chosen, and it wasn't the only valid one, the tallies for said chosen map will be reset. Refactors map vote handling and moves it from SSmapping to SSmap_vote. Rock the Vote has been removed as a result of this refactor. ## Why It's Good For The Game Makes it more likely that all maps will be played over the course of a server instead of always being truly random. Removes some clutter off of SSmapping. 🆑 refactor: Map Votes are now carried over between rounds. When a map vote is actually a contest, the winning map will have its votes reset. /🆑 |
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97141c23cf |
Fixed VV DNA infusion tool (#86931)
## About The Pull Request Insert() does not return anything, replace_into relied on that so the tool ended up just cutting out all the organs it was supposed to insert after putting them in ## Changelog 🆑 admin: Fixed VV DNA infusion tool /🆑 |
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396ed10a85 | Imaginary friend smite shows target name to ghosts polled, now also technically build mode compatible (#86865) | ||
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d4ac95a0e1 |
Nobody expects the span inquisition: replaces most <span>s with macros (#86798)
## About The Pull Request 123 changed files and multiple crashes after writing broken regex, I replaced most remains of direct spans with macros. This cleans up the code and makes it easier to work with in general, see justification for the original PR. I also fixed a bunch of broken and/or unclosed spans here too. I intentionally avoided replacing spans with multiple classes (in most cases) and spans in the middle of strings as it would impact readability (in my opinion at least) and could be done later if required. ## Why It's Good For The Game Cleaner code, actually using our macros, fixes borked HTML in some places. See original PR. ## Changelog Nothing player-facing |
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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a4328ae1f9 |
Audits tgui_input_text() for length issues (#86741)
Fixes #86784
## About The Pull Request
Although some of the issues found were a direct result from #86692
(
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5409570e01 |
Upgrades GODMODE from a flag to a trait. (#86596)
## About The Pull Request GODMODE has a lot of sources that toggle it. From admin-stuff to status effects, components, actions and mobs which are supposed to be invincible. It's better off as a trait than a flag, so we can manage these sources. ## Why It's Good For The Game See above. ## Changelog 🆑 admin: godmode is now a datum trait instead of a bitflag. This means the process for toggling it is a little different now. /🆑 |
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6808a082eb |
Assorted changes to job assignment code and logging. Runtime free, guaranteed or your money back. Price: $£0. (#85947)
## About The Previous Pull Request
#85308 reverted by #85929

~~Causes the round to not start when a player isn't eligible for any
jobs at a specific priority level due to runtimes trying to `pick()`
from an empty list aborting the entire job assignment stack.~~
(Fixed???? by
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56d06ad1c1 |
Actually fixes MA issue w ifdefs (#86579)
## About The Pull Request I FORGOT TO COMMIT AHHHH #86538 WAS JUST THE REMOVAL |
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69176298ed |
Spelling Fixes (#86056)
## About The Pull Request Fixes several errors to spelling, grammar, and punctuation. ## Why It's Good For The Game Improves readability and user experience. ## Changelog 🆑 spellcheck: fixed a few typos /🆑 |
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faf3eb5106 |
Adds OD's new pragma to lints, fixes all issues it found (#86568)
## About The Pull Request Closes #86567 Don't think any of these were found/reported or actually could trigger in-game ## Why It's Good For The Game Glory to OpenDream ## Changelog 🆑 code: Fixed multiple minor logic issues with code found by OpenDream's new pragma /🆑 |
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f54345607a |
ifdefs out now removed mutable appearance vars (#86538)
Can't do it fully cause the min version isn't bumped up. Also uh, 1643 breaks MA new overrides so like, what can ya do |
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7b46cef07c |
Fixes runtimes caused by dreamluau's absence (#86171)
## About The Pull Request Currently, if dreamluau is absent (which it might be on linux instances that don't automatically download it), every `call_ext` call runtimes, crashing the calling proc. This fixes that by using a flag that skips calling `call_ext` if unset. ## Why It's Good For The Game Apparently this could really bork the garbage collection subsystem, so fixing it is a really good idea. ## Changelog Does this even count as a player-facing change? |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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e1bf793264 |
Spelling and Grammar Fixes (#86022)
## About The Pull Request Fixes several errors to spelling, grammar, and punctuation. ## Why It's Good For The Game ## Changelog 🆑 spellcheck: fixed a few typos /🆑 |
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d87afa9433 |
ERTs can now be summoned as a set species (#85651)
## About The Pull Request This repurposes the redundant `mobtype` var on the ERT datum. Originally used to store the typepath for what mob the ERT would spawn (which was unchanged on any of the other datums), it is now null by default and can be modified in the summon_ert verb menu. If left blank, it will default to humans, but it can be set to any humanoid species.  ## Why It's Good For The Game As stated previously, mobtype was redundant, as it would either always spawn humans (human authority would immediately humanize the spawned mob) or be overridden by the preferences of the player being spawned. Rather than making it a hardcoded value and deleting the var, I've elected to repurpose it for further ERT customization. Moth ERT, Moth ERT, Moth ERT. ## Changelog 🆑 Rhials admin: You can now choose the humanoid species spawned by an ERT summon in the summon menu. /🆑 |
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095f7e3b70 |
Death of mutant bodyparts AND external organs (#85137)
## About The Pull Request Removes mutant bodyparts and external organs from the game completely Digitgrade behaviour was mutant bodypart for no reason Cat ears now work with the bodyparts overlay system, same as all the other external organs (since all their behaviour is now just on /organ It doesn't remove all the /external types, but moves all behaviour to /organ. I'll follow up with a PR wiping all the /external organ types, but it's just conflict heaven so not this PR I've also streamlined a lot of duplicate/weird species regeneration code Melbert did the same PR as well but due to a lack of time (?) I have absorbed his PR to double nuke mutant bodyparts ## Why It's Good For The Game Frees us from the chain of unmodular code, and kills my greatest nemesis (after the shuttle meteor murder bug) ## Changelog 🆑 Time-Green and MrMelbert Refactor: External organ behaviour has been moved to /organ, ears now use the same system as the other organs Refactor: Mutant bodyparts are dead! This likely does not mean much to the average person but it's very dear to me code: Improves digitgrade handling in preference code /🆑 I have absorbed #85126, using Melberts code to improve and add some missing changes. Mainly improving the functioning of preferences and digitgrade legs. I didn't take over the hairstyle improvements. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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368ca25e6b |
Use yt-dlp by default instead of youtube-dl (#85953)
## About The Pull Request This replaces references to youtube-dl in the config, pre-compile script, and error messages with yt-dlp. also wow yt-dlp seems like gibberish after seeing it so much lol ## Why It's Good For The Game yt-dlp is more reliable and updated more frequently than youtube-dl, and works as a drop-in replacement for the purposes of Play-Internet-Sound. ## Changelog No player-facing changes |
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1880003270 |
Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request Currently to check for Silicon access, we do: ``if is silicon or is admin ghost or has unlimited silicon privileges or has machine remote in hand`` What has unlimited silicon privileges? Bots, Drones, and admin ghosts. To check for AI access, it just checks for AI instead of silicon, and doesnt check for unlimited silicon privileges. This was kinda silly, so I thought I should make this a little easier to understand. Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or ``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost, since now instead of being a var on the client, we moved it to using the same trait but giving it to the client instead, but since we have to keep parity with previous functionality (admins can spawn in and not have this on, it only works while as a ghost), I kept previous checks as well. No more type checks, removes a silly var on the mob level and another on the client. Now while I was doing this, I found a lot of tgui's ``ui_act`` still uses ``usr`` and the wrong args, so I fixed those wherever I saw them, and used a mass replace for the args. Other changes: - machinery's ``ui_act`` from https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin ghosts no longer get kicked off things not on cameras. This was my fault, I overlooked this when adding Human AI. - Human AI's wand gives AI control as long as it's in your hand, you can swap to your offhand. I hope this doesn't end up going horribly, otherwise I'll revert this part. It should let human AIs not have their UI closed on them when swapping to eat food or use their door wand or whatnot. - Bots previously had special checks to scan reagents and be unobservant, I replaced this with giving them the trait. I also fixed an instance of unobservant not being used, so now statues don't affect the basic creature, whatever that is. ## Why It's Good For The Game This is an easier to understand way of handling silicon access and makes these mobs more consistent between eachother. Other than what I've mentioned above, this should have no impact on gameplay itself. ## Changelog 🆑 fix: Statues don't count as eyes to creatures. fix: Human AIs and Admin ghosts no longer get kicked off of machines that aren't on cameranets. /🆑 |
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00a0d0b890 |
Special radio channels now use bitflags instead of individual vars (#85150)
## About The Pull Request Radios/encryption keys now use a `RADIO_SPECIAL_XXXXX` bitflag for behaviors related to "special" radio channels (Binary, Centcom, Syndie). I decided to do this because I wanted to add a radio channel for pirates and hunters (hence the branch name), but it felt weird adding two more variables. The more I look at the changes I've made here the more I realize that the effort was probably not worth the utility but whatever. This also subtypes some varedited intercoms and makes them their own objects. ## Why It's Good For The Game Compresses a whopping three (3!) variables into a single one. Easier to scale (I guess?). I felt like adding a fourth/fifth variable and just moving on with the original project, but decided "lets do this the unnecessarily hard way instead". ## Changelog 🆑 Rhials code: Radios/encryption keys now use a single variable for "special" frequencies. Please report if you experience any strangeness with accessing/being unable to access the Centcom, Syndicate, or Cyborg radio. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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4d1639b04c |
Revert "Assorted changes to job assignment code and logging." (#85929)
Reverts tgstation/tgstation#85308  |
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1eef540054 |
Assorted changes to job assignment code and logging. (#85308)
## About The Pull Request
This PR does a couple of minor things:
Makes the job debug logging a bit easier to follow.
Minorly brings some SSjob code up to code standards, converting proc
names to snake_case and doing some otherm is cleanup.
Refactored some stuff into different procs, updated some comments.
And some major things:
Changes the job assignment logic.
Old behaviour
> Assign dynamic priority roles
> Force one Head of Staff (if possible)
> Assign all AIs
> Assign overflow roles (bugged in 2 ways)
> Shuffle the available jobs list once, at the start of the random job
assignment loop
> Pick and assign random jobs for random players from High prefs down,
with a priority on Head of Staff roles
> Handle everyone that couldn't be assigned a random job
New behaviour
> Assign dynamic priority roles
> Assign all Head of Staff roles to players with High prefs
> If no Head of Staff was made in the above way, force one Head of Staff
(if possible)
> Assign all AIs
> Assign overflow roles (fixed)
> Prioritise and fill unfilled head roles at each job priority pref
level, from High prefs down.
> Build a list of all jobs that each unassigned player could be eligible
for at the above pref level.
> Pick a job from that list at random and assign it to the player.
> Handle everyone that couldn't be assigned a random job.
In reality there should be little impact on overall job assignment, the
code changes read more as semantics. For example, the priority check for
filling Head slots will have the same candidate pool in both old and new
versions, but in the new version we're more clearly saying that Heads
are important and we want to prioritise filling them for the sake of
round progression even though the outcome in new and old is the same.
A key change will lead to an increase in assistants - Overflow fixes.
Currently the code block to do early assignments to the Overflow role
doesn't work - or works but not as you'd expect. The idea was is that
because enabling the Overflow role in the prefs menu is an On/Off toggle
that sets the job to High priority when enabled and prevents any other
High priority pref, players that have the Overflow role enabled will
**always** get it. It's their highest priority job with infinite slots.
So we do a pass right at the start to give everyone with the Overflow
role enabled that role and save us wasting time later on in random job
code giving them that same role but with more work.
The problem is the code for this only assigns the Overflow role to
people with it set to Low priority in their prefs, resulting in log
readouts like:
```
[2024-07-27 09:49:43.469] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:43.469] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Radioprague, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caluan, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caractaser, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Apsua, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: AC1, Candidates: 0
```
Where nobody gets pre-assigned the overflow role because their prefs are
all set to the High priority from being toggled... Except wait a second,
some people have it at Medium priority when it should just be a No
Role/High Priority Role toggle?
And herein we meet a problem. My hypothesis is that traits and stuff
that change the overflow have allowed players to set the "ordinary"
overflow role of Assistant to Medium and/or Low priority.
This still shows as enabled in the prefs menu, but leads to an outcome
where a player with assistant enabled is assigned Cook instead.
```
[2024-07-27 09:49:47.775] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:47.775] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
...
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
...
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
```
So players with the Overflow job pref set to Low (an unexpected state,
should be disabled or High) would be guaranteed to get that role if none
of the higher priority Head of Staff/AI/Dynamic roles took over via the
bugged "force overflow for people with the pref enabled" proc.
Players with the Overflow job pref set to High would be guaranteed to
get that role if none of the higher priority Head of Staff/AI/Dynamic
roles took over via the random job assignment code giving them their
Highest priority role thanks to the infinite job slots of the Overflow.
And players with the Overflow job pref set to Medium (an unexpected
state, should be disabled or High) would get Assistant if the shuffle
step of the available jobs list put Assisstant before any of the other
jobs they had prefs enabled for at Medium that weren't already filled,
otherwise they'd get another random job.
This code is now changed to ignore the priority the player has set when
looking for people to fill the overflow role. As long as it **is**
enabled, the player will get it unless they're forced into a dynamic
ruleset role (AI when malf rolls) or a Head of Staff role due to their
other prefs (they have RD set to med or low, and no other player has a
Head of Staff at high so they get randomly picked and miss the overflow
role).
This will increase the number of assistants in shifts where their pref
state has Assisstant in the bugged Medium priority, but doesn't change
it for bugged Low and not-bugged High/On priority.
On the other side of the coin, we have how the random jobs are picked.
They're kinda not random, and I noticed this reading the logs then
reading the code.
The list of available jobs to pick from is randomly shuffled - but only
**once**. All players pull from a list of jobs in the same order. So you
end up with a log block like this:
```
[2024-07-27 09:49:47.985] DEBUG-JOB: DO pass, Player: Pierow, Level:3, Job:Botanist
[2024-07-27 09:49:47.985] DEBUG-JOB: Running AR, Player: Pierow, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.985] DEBUG-JOB: Player: Pierow is now Rank: Botanist, JCP:0, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: DO pass, Player: Daddos, Level:3, Job:Botanist
[2024-07-27 09:49:47.986] DEBUG-JOB: Running AR, Player: Daddos, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.986] DEBUG-JOB: Player: Daddos is now Rank: Botanist, JCP:1, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: FOC job filled and not overflow, Player: Bebrus2, Job: /datum/job/botanist, Current: 2, Limit: 2
[2024-07-27 09:49:47.987] DEBUG-JOB: FOC player job not enabled, Player: Bebrus2
[2024-07-27 09:49:47.987] DEBUG-JOB: DO pass, Player: Bebrus2, Level:3, Job:Cook
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
[2024-07-27 09:49:47.988] DEBUG-JOB: Player: Bebrus2 is now Rank: Cook, JCP:0, JPL:1
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC player job not enabled, Player: Redwizz
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC job filled and not overflow, Player: Redwizz, Job: /datum/job/cook, Current: 1, Limit: 1
```
The list is shuffled into an order of something like `list("Scientist",
"Botanist", "Cook", "Sec Officer", ...)` then iterated over for each
player. So every random job selection goes:
> "Does Player1 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player2 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player3 have Scientist enabled and at the right priority? No?
Okay, Botanist has no slots left so we'll remove it from the list. Okay,
Cook? Yes? You get cook."
> "Does Player4 have Scientist enabled and at the right priority? No?
Okay, Cook has no slots left so we'll remove it from the list. Okay, Sec
Officer? ..."
This can lead to stacked individual departments if it gets randomly
rolled to the start of the list in the shuffle, and completely empty
departments if they end up at the end.
On high pop shifts this is probably less of an issue. Player prefs add
noise to this and as departments at the front fill up, those at the back
pick up some of the lower pref players.
But have you ever had a shift where there's just like... No fucking sec
even though there's tons of players? The logging (before I made changes
in this PR) was a bit ass, but my hypothesis there is that sec officer
was shuffled right at the end of the random job list, so every other
department was filled up before sec officers were picked.
To mitigate this, I made the list shuffle every single time the game
picks a random available job for the player. This should lead to a more
balanced selection of available jobs by avoiding situations where the
code is biased towards packing some departments by accident.
## Why It's Good For The Game
Overflow fixes mean people who go to their prefs and see the Overflow
Role is On will all have the same experience - They will be the Overflow
role.
More random random job selection should prevent individual departments
having a jobs be stacked when it would have otherwise been possible for
a more balanced selection but the code unintentially biased random
departments to be overstaffed and understaffed each shift.
## Changelog
🆑
fix: Having the Overflow Role set to On will properly ensure you get
that role at a High priority as intended by the game code.
fix: Job selection is now a little bit more random. Fixes an
unintentional bias in random job assignment that could lead to
feast-or-famine for roles where everyone is assigned one job and nobody
is assigned another job.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
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67387a1d5c |
Fixes multiple admin verbs using incorrect search, updates them to TGUI (#85744)
## About The Pull Request Closes #85740 BYOND doesn't support this sort of type picking, these are the 3 last admin verbs to use it ## Changelog 🆑 fix: Fixed nuke toggle, smite and machine upgrade admin verbs using incorrect sorting admin: Updated nuke toggle, smite and machine upgrade admin verbs to use TGUI /🆑 |
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e220a57934 |
ERTs no longer humanize plasmamen (#85631)
## About The Pull Request This one's a bit complex, stay with me here. So, the ERT system has support for enforcing all ERT members to be human, or if they will be spawned as their selected species.  This addresses plasmamen by including plasmamen outfits that are equipped prior to the actual outfit they're given, added in #56987.  Despite this support, plasmamen never spawn as plasmamen, as they are missing the `ERT_SPAWN` changeflag. This is because as the body is created, the ERT spawning system human-ifies them to prevent them from exploding. This system existed in place prior to #56987, but it didn't work.  Fortunately(?) #58870 fixed it, but in doing so nullified the work done in #56987 as plasmamen could no longer be plasmamen when the `plasmaman_outfit` check was reached. They had already become human. If this reads a bit weirdly its because this was originally just going to be an issue report. I finished writing it and decided "well why not just fix it instead dorkus".  ## Why It's Good For The Game Fixes a problem caused by, ironically, a logic fix. ## Changelog 🆑 Rhials fix: Centcom ERT hiring standards have been expanded to include plasmamen, again. /🆑 |
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f69284be5b |
Abductors can no longer be converted by conversion antags (#84766)
## About The Pull Request Basically what the title says. Abductors cannot be converted by bloodbrother/revs/cult. They will NOT show up as having a mindshield, however. ## Why It's Good For The Game Abductors are, by design, incredibly strong. You are not meant to be able to win against them, and this is reflected policy-wise by the fact that they're a restricted antagonist. However, this is still a problem when conversion antags get involved. If an abductor becomes a cultist or a revolutionary, then suddenly every other player who isn't also converted has to deal with an abductor without the normal restrictions. It's not fun to play against and in general just shouldn't happen. ## Changelog 🆑 balance: Abductors (the antag, not the species) can no longer be converted by any antagonist. /🆑 |
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e635121d87 |
Added physical references for special fax networks (#84910)
<!-- 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. --> |
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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?       ## 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> |
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55f11237eb |
fix hard restart (#85611)
fixes the third option in the restart verb |
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619887cdbd |
[NO GBP] Actually makes the runtime logging suppression for lua states suppress logging runtimes (#85502)
## About The Pull Request I was so focused on the ui code that I forgot that I didn't make the `supress_runtimes` var do anything. ## Why It's Good For The Game Things should do what they were made to do. ## Changelog 🆑 admin: The "Suppress Runtime Logging" toggle in the lua editor actually does what it says /🆑 |
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20361ace13 |
Fixes/improves the Lua UI Slightly (#85447)
## About The Pull Request A couple of fixes/updates watermelon asked for. Of particular note is the ability to suppress logging runtimes that the state was involved in causing. ## Why It's Good For The Game There were a few formatting issues caused by converting the UI to React Typescript. As for suppressing runtime logging, sometimes the runtimes being logged aren't important to the lua code being run, so it would make sense to toggle whether such runtimes should be saved to a state's log. ## Changelog 🆑 admin: The layout of the lua editor has been tweaked slightly. admin: In the lua editor, you can now toggle whether to log runtimes the viewed state is involved in. /🆑 |
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d1ccb530b2 |
Replaces Auxlua with the byondapi-based Dreamluau (#84810)
## About The Pull Request Ever since byondapi went stable, I've been meaning to create a replacement lua library that uses it instead of the auxtools-based auxlua. After so many months, I've finally got the code just about into a position where it's ready for a PR. [Click here](https://hackmd.io/@aloZJicNQrmfYgykhfFwAQ/BySAS18u0) for a guide to rewriting auxlua scripts for dreamluau syntax. ## Why It's Good For The Game Code that runs on production servers should not depend on memory hacks that are liable to break any time Dream Daemon updates. ## Changelog 🆑 admin: Admin lua scripting uses a new library that (probably) will not break when BYOND updates. /🆑 ## TODO: - [x] Convert the lua editor ui to TS - [x] Include a guide for converting scripts from auxlua syntax to dreamluau syntax |
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2c0f5d181a |
Datumizes pod types (#85033)
## About The Pull Request Changes supply pods to use datums instead of a massive nested list to store data and index defines as styles. Complete feature parity. ## Why It's Good For The Game this is nightmare fuel to work with  and this is a sin against nature and god   ends up as  which is ??? Using a nested list to store pod data is a very bad idea, it has horrible formatting, is unreadable without having index defines open in a second tab and is not extendable. And as you can see above, if someone added another pod type before 14th everything would break because other pod type lists **__only have 8 elements__** instead of 10 like the seethrough one does. ## Changelog 🆑 refactor: Pod code now uses datums instead of being a huge nested list /🆑 |
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5f80128fa9 |
Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request it's - conjunction of "it" and "is" its - possessive form of "it" grammar is hard, and there were a lot of places where "it's" was used where it shouldn't have been. i went and painstakingly searched the entire repository for these instances, spending a few hours on it. i completely ignored the changelog archive, and i may have missed some outliers. most player-facing ones should be corrected, though ## Why It's Good For The Game proper grammar is good ## Changelog 🆑 spellcheck: Numerous instances of "it's" have been properly replaced with "its" /🆑 |
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232a9fe18a |
Centcom fax (#84885)
## 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. 🆑 |
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dfb12f91d6 |
HUD traits now apply their corresponding hud automatically. Most clothing/item/etc sources of HUDs now only use traits (#84984)
## About The Pull Request Currently if you want to apply a HUD you usually add both its trait and the HUD itself. Only exceptions are things like simplemobs where you should avoid adding the hud trait since it adds security/med DB access and such, but there is no cases where you'd want to apply the trait and not apply the hud. Requested by Melbert about a week ago.  ## Why It's Good For The Game This makes working with HUDs significantly easier, as you no longer have to bother with manually adding/removing them. Also potentially removes an edge case where if your hud could get removed while keeping the trait. ## Changelog 🆑 refactor: HUD traits now apply their corresponding hud automatically /🆑 |
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725cef8f36 |
Fixes outfit manager harddel (#84930)
<!-- 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 Closing outfit manager UI qdeled its static instance. Pretty bad. No reason to delete it either, datum doesn't store anything and is used purely for UI functionality. Closes #84856 ## 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: Outfit manager UI no longer harddels after closing and thus is usable more than once /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
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89cf4c7787 |
The Voidwalker | New Midround Antagonist (#84674)
## The Voidwalker Adds a new antagonist, the Voidwalker! It's a rare antag that spawns in space when there's at least 40 people Design doc is here: https://hackmd.io/jE4YScP8RPykXo37rTBV2Q (there's some deviations) No biddle ## Summary Spooky space antag that moves around space, ambushing people either in space or near space. They can move through glass, have an ability to stamina drain you if they remain in your vision for 8 seconds, can temporarily remove glass windows to drag you through them and deal ~~stamina damage~~ incredibly violence. Upon being taken, they can be kidnapped and cursed, muting and pacifying the person and sending them to the void. ## Passive   Passive abilities: - Permanent space flight and indoor flight - Space regen - Slowdown when in gravity - Space camo (very low alpha when in space - Can freely move through unshocked glass - Mute, but can hear all station frequencies (excluding binary) - Will quickly die when on planets or moons (obviously can't roll on icebox) - 10 brute armor and 20 burn armor. They can't wear any form of armor and don't have any get out of jail free cards, so I think it'll help with their survivability a slight bit ## Abilities **Void eater:** Literally just a light-eater but instead of eating light it instantly shatters windows, but restores them after a few seconds **Space Dive:** New ability that lets you move under the station with a 2 second do_after, so they can still get to closed of space spots without being as annoying as heretic space shift **Unsettle:** Remain in view of the target for 8 seconds to give them a short stun, slurring and 80 stamina damage, but announce your presence and location to them. Both you and your target can move, as long as you remain in their view. **Space Kidnap:** When your target is incapacitated and in space, you can drag them into the cosmic void. They'll be returned cursed after undergoing a sort of reverse heretic sacrifice (more on that in the next section). [Showcase of all the above abilities!](https://youtu.be/NJ01H28PV9w) ## Voided Crew A brain trauma received when you get kidnapped. While under it's influence, you are muted and pacified. You will die in planetary gravity and cannot enter space.  It can be cured with a lobotomy or by dying in planetary gravity. You get warned to avoid the Voidwalker. The voidwalker now does extra damage and gets the option to glass gib you if you die, leaving just a brain ## Loot On death, the Voidwalker shatters into glass and drops a cosmic skull. Looking into the skull gives you a stable version of the Voided brain trauma. It doesn't give you pacifism and doesn't ban you from space. It also makes you space immune and gives you the ability to walk through unshocked glass after 2 seconds do_after. Sprites for the cosmic skull by Justice12354 and Rex9001! I'll throw up a video showcasing death and their sprites on Sunday ## Why It's Good For The Game We don't have any space centered antagonists. The closest we have are Space Dragons, but they have to go deep into the station anyway. I'm also quite fond of simpler antagonists, like revenant and nightmare. Give people the tools, and they'll make the fun themselves. I've been comparing the Voidwalker with the Nightmare. Both are goalles, simple antagonists, but where the Nightmare's gimmick is darkness, the Voidwalker's gimmick is space. They also get a dark tentacle arm so they can murderize people, but it only gets them to crit. After that they can drag people into the "void" to kidnap them. This is mostly to encourage the Voidwalker not to just space them cause that's kinda lame. They still can though, just in-case it would be very funny ## Changelog 🆑 Time-Green, Justice12354, Rex9001 add: Adds the Voidwalker, a new rare space based midround antagonist! code: Adds the ability to texture limbs and bodypart_overlays Sprite: Cosmic skull sprites by Justice12354 and Rex9001 /🆑 - [x] Add a better kidnapping mechanic, instead of just teleporting someone to a station turf - [x] Add an armblade or weapon or something, unarmed combat is kinda ass for this - [x] Fix the antag preview not rendering textures - [x] Prevent them from space phasing when in combat so they can actually be killed in space combat, even if really fucking hard - [x] Nerf visibility for people with space parallax disabled, probably also something to improve camo with colored parallax - [x] Replace the stamina damage stuff - [x] Cool rework of space phase idea I have - [x] Update/implement vidual effects - [x] Implement names ## Considerations There's a few things that I might change or implement later, depending on how it actually plays. It's a space focused antag, but there might not be enough people near space in a given round. An ability to let them "capture" area's or let them turn into a meteor or something might be needed later if they turn out to be too passive. They might also be _too_ oppressive in space. I designed them for near-space combat, but may've made them insanely overpowered in in raw space combat. Probably wont do biddle, but might add more powers that you can reroll every few minutes or something (like blob). Either wat it wont be this PR --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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45ca1717d0 |
Full revert of #79995 (tri-ai station trait). Partal revert of #81681 (human ai) (#84850)
#79995 removed the verb and secrets button for no reason. This means you can no longer decide to do tri-ai in the lobby, you have to do it next round or make players suffer thru another init cycle. **__In general systems that require things be decided the previous round are really fucking annoying and should be minimized to only specific things that absolutely have to for technical reason.__** This is not one of them. I do not have the time to redesign the station trait to make use of the existing admin code so this is a full revert instead. If the station trait is re-added, it should be done so without removing the secrets button or admin verb. #81681 had an undocumented and un-atmoized change, in that it removed a job related signal needlessly, that undocumented change has been reverted because this system used that signal. @Fikou @JohnFulpWillard (also cc @tralezab and @Ghommie as you merged the reverted prs) |
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fa0d602da6 |
Toggle the ability for the dead to vote in-game + understandability for the dead whether voting is disabled. (#84352)
## About The Pull Request Adds a convenient switch to change the ability to vote dead (previously only in the config), and also turns off the button and adds a tooltip to let players know why they can't vote (previously, you could just click, since the button wasn't turned off, but the vote didn't count). https://github.com/tgstation/tgstation/assets/78199449/404aac9c-0b41-4c16-8ffd-2a435cf25e2c ## Why It's Good For The Game At the right moments, you can just stop considering the opinions of dead players. The dead players will be able to understand why they can't vote. ## Changelog 🆑 Vishenka0704 qol: With voting turned off for the dead, you can now understand why you can't vote (being dead). admin: Voting switch for the dead players /🆑 |
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6c30e75656 |
Admin narrations now let you pick a text formatting span to use in your message (#84723)
## About The Pull Request This adds a menu to all admin narrate verbs that allows you to select a span type for your message. This includes global, direct, world, subtle, and headset narrates. This includes (nearly) all forms of text span. Some were not included, like OOC announcements, centcom priority announcement headers, the span used for hyperlink text, stuff like that. They're mostly all there, but the stuff that probably shouldn't be showing up under a generic chat message has been excluded. There's well over 100 of these things, so pick whatever you want. Due to the way this works, you can close the spans in the message mid-string, in case you wanted to have multiple text formats in the message. You can also just format text the old-fashioned way if you really wanted.  **_Fun fact -- When using admin OOC spans, the reply will copy whatever your admin OOC color is._**  Yeah I'm sure you can tell I'm a super mature person by what the test messages I used here were. Laugh it up. Just know that I'm laughing too, like a grade schooler who just learned their first swear words. ## Why It's Good For The Game No more futzing about with copypastes and big long text files with the span formatting already written out. Now, you can just pick them from a list. Neato! This will increase adminbus immersion by a factor of at least 3-5% assuming all projections and the data we have been provided holds true. ## Changelog 🆑 Rhials admin: Narrate verbs will now allow you to pick what text formatting span you want to use before you send them, if any. /🆑 |
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5b3c32e5cf |
Adds informed default values for a bunch of preferences (to produce less outlandish random characters) (#84726)
## About The Pull Request Goes through a bunch of character preferences and adds informed default values which produce less wacky results. Basically part 2 of #84443 . Preference randomization now results in a character similar to that pictured in the original pr. Of course, you can still make your character look as wacky as ever.  ## Why It's Good For The Game Basically, fully random characters look horrendous, and unless you're playing a non-human, you stick out like a sore thumb if you hardcore random or just decide to random appearance. Ultimately, full-random people will stick out less, which I think is good. ## Changelog 🆑 Melbert qol: Random player characters now look less like rainbow vomit and more like some of the most average people you know. /🆑 |
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78fc87315c |
Removes stupid listlike var access code (#84648)
## About The Pull Request
[Removes all other listlike var
accesses](
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69b673bba6 |
Adds more "curated" version of human randomization (for humonkeys, corpse spawners, and fresh characters) (#84443)
## About The Pull Request Basically, adds a version of `randomize_human` that's a tad more curated, IE, primarily picks results to create a more "coherent" result than full randomization. Shown here: Humans, Lizards, Felinids. Looks a bit boring, but that's the point.  Non-humans I left almost entirely untouched, as they generally form a more "coherent" mob from pure randomization already. ## Why It's Good For The Game Basically just aiming to perform a more "consistent" style for humonkeys and corpses. For monkeys, it doesn't make the most sense when they pop up with a giant red afro. For corpses, it's a bit hard to feel immersed in the ruins when they've all got pink and green mustaches. ## Changelog 🆑 Melbert add: Humonkeys and random corpse spawns now look more... human. /🆑 |
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0db2a23faf |
Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#84079)
## About The Pull Request As the title says. A standard power cell now only stores 10 KJ and drains power similar to how it did before the refactor to all power appliances. The new standard megacell stock part stores 1 MJ (what cells store right now). APCs and SMESs have had their power cells replaced with these megacell stock parts instead. Megacells can only be used in APCs and SMESs. It shouldn't be possible to use megacells in any typical appliance. This shouldn't change anything about how much 'use' you can get out of a power cell in regular practice. Most should operate the same and you should still get the same amount of shots out of a laser gun, and we can look at expanding what can be switched over to megacells, e.g. if we want mechs to require significantly more power than a typical appliance. Thanks to Meyhazah for the megacell icon sprites. ## Why It's Good For The Game Power cell consumption is way too high ever since the power appliance refactor that converted most things to be in joules. It's a bit ridiculous for most of our machinery to drain the station's power supply this early on. The reason it's like this is because regular appliances (laser guns, borgs, lights) all have a cell type that is identical to the APC/SMES cell type. And it means that if we want to provide an easy way to charge these appliances without making it easy to charge APCs/SMESs through a power bug exploit, we need to introduce a new cell type to differentiate between what supplies power and regular appliances that use power. This is primarily what the megacell stock part does. This moves us back to what it was originally like before the power refactor, where recharging power cells wouldn't drain an exorbitant amount of energy. However, it maintains the goal of the original refactor which was to prevent people from cheesing power generation to produce an infinite amount of power, as the power that APCs and SMESs operate at is drastically different from the power that a regular appliance uses. ## Changelog 🆑 Watermelon, Mayhazah balance: Drastically reduces the power consumption and max charge of power cells balance: Added a new stock part called the battery, used primarily in the construction of APCs and SMESs. add: Suiciding with a cell/battery will shock you and potentially dust you/shock the people around you if the charge is great enough. /🆑 --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com> Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> |
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472fd37257 |
Adds an admin secret to mass heal and revive everyone. (#84248)
## About The Pull Request Turns out, the only way to do this, if desired as an admin, is through SQL. And that's lame! So, this adds an admin secret to mass heal and revive everyone on the station with a mob. Not much else nuance to it really. ## Why It's Good For The Game Turns out we've been asking about it in bus for like, 3-4 years now? I was also asked about it in a round today, so here we go. |