## About The Pull Request
- Removes the restriction from borgs and AIs opening PDA interfaces.
- Adds a restriction on Messenger if the PDA is being viewed by an AI or
Cyborg *and* the PDA is not a silicon-type PDA. Messenger is completely
unusable in this case.
- The AI's own PDA is unaffected, due to it being a silicon-type PDA.
Downstreams that give Borg PDAs the Messenger app should likewise be
unaffected. Though mainly unrelated to the PR, pAIs were also tested and
have not been affected.
## Why It's Good For The Game
Back before tablets and PDAs were squished together, silicons could
access tablets freely. TGUI PDAs were restricted from Silicons mainly to
keep parity with the old PDAs, of which Messenger is the major feature
that was ported over. Thus, I'm blocking Messenger specifically while
allowing the rest of a PDA's features to be unblocked.
As an aside, the old fluff text `It doesn't feel right to snoop around
like that...` was kinda terrible, since there are many times you do, in
fact, want to snoop. The AI trying to track down a known killer's
accomplice would want to snoop. The Malf AI that's trying to trick the
Captain would want to snoop. The prior owner of the PDA before they were
borged wouldn't even feel like it's snooping. So now it's a connection
refused thing, not an AI's feelings thing.
## Changelog
🆑
balance: Borgs and AIs can now access dropped PDAs. The Messenger app
does not work over a remote connection, however.
/🆑
Messenger interface when accessed remotely, by the by;

## About The Pull Request
This makes it so receiving a PDA message will give the holder a balloon
alert with their ringtone.
## Why It's Good For The Game
PDA messages are often ignored due to not being noticed, as many players
are more often focused on the main game screen (which runechat has
somewhat normalized) than the chat window. This makes things more
obvious that there's a PDA message.
## Changelog
🆑
add: PDA ringtones now show a balloon alert to the PDA holder.
/🆑
## 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
/🆑
## About The Pull Request
So, do you remember orbies, those cutesy virtual PDA pets from that PR
that Ben made roughly six months ago before moving on his next project,
leaving them to be probably forgotten in a near future/present/past?
Yeah, personally I never played around, however I recalled that they do
have customizable virtual hats, which can be selected from a dropdown in
the UI, and I thought that it would be a perfect target for some
achievement-related content, as they're totally cosmetic that provides
no gameplay advantage nor affects balance in no way whatsoever. I cannot
sit well with cheevos being purely an end to itself, that's the reason
this PR exists.
The new additions to orbies hats, and their respective required
achievements are:
- The fishing hat (Legendary Fisher)
- A huge-ass rollie (Unhealthy Snacks) (yeah, it isn't exactly a hat but
the code in no way assume that the item has to be a hat, beside vars
named like that for the sake of convenience)
- A tape wizard hat (Archmage)
- An energy cakehat (Very Important Piscis)
- A bounty hunter cowboy hat (Hot Damn!)
- A fancy crown (Outdebted)
The huge-ass rollie (called fat dart) in the game, is a new cigarette,
rarely found in hacked cigarette vending machines. It's obviously a
reference to that Ralsei meme from 3 years ago or so but I personally
don't care, I just wanted to give an excessively big cigarette to orbies
to symbolize the proposterous accomplishment of eating 500 cigarettes in
a single round without dying from nicotine OD less than halfway through,
but since orbie hats use actual items are references for their
appearance, I found myself obliged to add one to the code. Overall, the
fat dart comes from an old PR on Citadel, though I had to resprite it
myself.
Here's a lazy collage of the hats. For some reason unbeknownst to me,
the hats are horizontally squished. I need to ask Ben why he did them
this way when Orbies' heads are as wide as a rugby ball.

## Why It's Good For The Game
Simple, extra cosmetic stuff for a simple feature that's as relevant as
playing around with plushes.
## Changelog
🆑
add: Added more customizable options to PDA virtual pets, which can be
unlocked by completing achievements.
add: Added a fat dart that can be rarely found in hacked cigarette
vending machines.
/🆑
Fixes#86784
## About The Pull Request
Although some of the issues found were a direct result from #86692
(c698196766), there was still 40% of
length-related issues that wouldn't be covered anyways that are fixed in
this PR. I.E.:
* Name inputs without `MAX_NAME_LEN`
* Desc inputs without `MAX_DESC_LEN`
* Plaque inputs without `MAX_PLAQUE_LEN`
* Some people just screwed up the arguments so it would prefill
something like "40" in the `default` var because they didn't name their
vars.
To help me audit I added a lot of `max_length` named arguments to help
people understand it better. I think it might be kinder to have a
wrapper that handles adding `MAX_MESSAGE_LEN` in a lot of these cases
but I think there is some reason for a coder to be cognitive about input
texts? Let me know what you think. I didn't update anything
admin-related from what I can recall, let me know if anything needs to
be unlimited again.
## Why It's Good For The Game
The change to `INFINITY` notwithstanding, there were still an abundance
of issues that we needed to check up on. A lot of these are filtered on
down the line but it is clear that there needs to be something to catch
these issues. Maybe we could lint to make `max_length` a mandatory
argument? I don't know if that's necessary at all but I think that the
limit should be set by the invoker due to the wide arrangement of cases
that this proc could be used in.
This could all be a big nothingburger if the aforementioned PR is
reverted but a big chunk of cases fixed in this PR need to be fixed
regardless of that since people could put in 1024 character names for
stuff like guardians (or more now with the change). Consider this
"revert agnostic".
## Changelog
🆑
fix: A lot of instances where you could fill in 1024-character names
(normal limit is 42) have been patched out, along with too-long plaque
names, too-long descriptions, and more.
/🆑
## 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
e0e9f2f430)
Maybe we should test merge this for a mo just to make sure no more
cheeky runtimes pop up before merging.
## About The Pull Request
This PR does a couple of minor things:
Makes the job debug logging a bit easier to follow.
Minorly brings some SSjob code up to code standards, converting proc
names to snake_case and doing some otherm is cleanup.
Refactored some stuff into different procs, updated some comments.
And some major things:
Changes the job assignment logic.
Old behaviour
> Assign dynamic priority roles
> Force one Head of Staff (if possible)
> Assign all AIs
> Assign overflow roles (bugged in 2 ways)
> Shuffle the available jobs list once, at the start of the random job
assignment loop
> Pick and assign random jobs for random players from High prefs down,
with a priority on Head of Staff roles
> Handle everyone that couldn't be assigned a random job
New behaviour
> Assign dynamic priority roles
> Assign all Head of Staff roles to players with High prefs
> If no Head of Staff was made in the above way, force one Head of Staff
(if possible)
> Assign all AIs
> Assign overflow roles (fixed)
> Prioritise and fill unfilled head roles at each job priority pref
level, from High prefs down.
> Build a list of all jobs that each unassigned player could be eligible
for at the above pref level.
> Pick a job from that list at random and assign it to the player.
> Handle everyone that couldn't be assigned a random job.
In reality there should be little impact on overall job assignment, the
code changes read more as semantics. For example, the priority check for
filling Head slots will have the same candidate pool in both old and new
versions, but in the new version we're more clearly saying that Heads
are important and we want to prioritise filling them for the sake of
round progression even though the outcome in new and old is the same.
A key change will lead to an increase in assistants - Overflow fixes.
Currently the code block to do early assignments to the Overflow role
doesn't work - or works but not as you'd expect. The idea was is that
because enabling the Overflow role in the prefs menu is an On/Off toggle
that sets the job to High priority when enabled and prevents any other
High priority pref, players that have the Overflow role enabled will
**always** get it. It's their highest priority job with infinite slots.
So we do a pass right at the start to give everyone with the Overflow
role enabled that role and save us wasting time later on in random job
code giving them that same role but with more work.
The problem is the code for this only assigns the Overflow role to
people with it set to Low priority in their prefs, resulting in log
readouts like:
```
[2024-07-27 09:49:43.469] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:43.469] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Radioprague, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caluan, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caractaser, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Apsua, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: AC1, Candidates: 0
```
Where nobody gets pre-assigned the overflow role because their prefs are
all set to the High priority from being toggled... Except wait a second,
some people have it at Medium priority when it should just be a No
Role/High Priority Role toggle?
And herein we meet a problem. My hypothesis is that traits and stuff
that change the overflow have allowed players to set the "ordinary"
overflow role of Assistant to Medium and/or Low priority.
This still shows as enabled in the prefs menu, but leads to an outcome
where a player with assistant enabled is assigned Cook instead.
```
[2024-07-27 09:49:47.775] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:47.775] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
...
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
...
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
```
So players with the Overflow job pref set to Low (an unexpected state,
should be disabled or High) would be guaranteed to get that role if none
of the higher priority Head of Staff/AI/Dynamic roles took over via the
bugged "force overflow for people with the pref enabled" proc.
Players with the Overflow job pref set to High would be guaranteed to
get that role if none of the higher priority Head of Staff/AI/Dynamic
roles took over via the random job assignment code giving them their
Highest priority role thanks to the infinite job slots of the Overflow.
And players with the Overflow job pref set to Medium (an unexpected
state, should be disabled or High) would get Assistant if the shuffle
step of the available jobs list put Assisstant before any of the other
jobs they had prefs enabled for at Medium that weren't already filled,
otherwise they'd get another random job.
This code is now changed to ignore the priority the player has set when
looking for people to fill the overflow role. As long as it **is**
enabled, the player will get it unless they're forced into a dynamic
ruleset role (AI when malf rolls) or a Head of Staff role due to their
other prefs (they have RD set to med or low, and no other player has a
Head of Staff at high so they get randomly picked and miss the overflow
role).
This will increase the number of assistants in shifts where their pref
state has Assisstant in the bugged Medium priority, but doesn't change
it for bugged Low and not-bugged High/On priority.
On the other side of the coin, we have how the random jobs are picked.
They're kinda not random, and I noticed this reading the logs then
reading the code.
The list of available jobs to pick from is randomly shuffled - but only
**once**. All players pull from a list of jobs in the same order. So you
end up with a log block like this:
```
[2024-07-27 09:49:47.985] DEBUG-JOB: DO pass, Player: Pierow, Level:3, Job:Botanist
[2024-07-27 09:49:47.985] DEBUG-JOB: Running AR, Player: Pierow, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.985] DEBUG-JOB: Player: Pierow is now Rank: Botanist, JCP:0, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: DO pass, Player: Daddos, Level:3, Job:Botanist
[2024-07-27 09:49:47.986] DEBUG-JOB: Running AR, Player: Daddos, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.986] DEBUG-JOB: Player: Daddos is now Rank: Botanist, JCP:1, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: FOC job filled and not overflow, Player: Bebrus2, Job: /datum/job/botanist, Current: 2, Limit: 2
[2024-07-27 09:49:47.987] DEBUG-JOB: FOC player job not enabled, Player: Bebrus2
[2024-07-27 09:49:47.987] DEBUG-JOB: DO pass, Player: Bebrus2, Level:3, Job:Cook
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
[2024-07-27 09:49:47.988] DEBUG-JOB: Player: Bebrus2 is now Rank: Cook, JCP:0, JPL:1
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC player job not enabled, Player: Redwizz
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC job filled and not overflow, Player: Redwizz, Job: /datum/job/cook, Current: 1, Limit: 1
```
The list is shuffled into an order of something like `list("Scientist",
"Botanist", "Cook", "Sec Officer", ...)` then iterated over for each
player. So every random job selection goes:
> "Does Player1 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player2 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player3 have Scientist enabled and at the right priority? No?
Okay, Botanist has no slots left so we'll remove it from the list. Okay,
Cook? Yes? You get cook."
> "Does Player4 have Scientist enabled and at the right priority? No?
Okay, Cook has no slots left so we'll remove it from the list. Okay, Sec
Officer? ..."
This can lead to stacked individual departments if it gets randomly
rolled to the start of the list in the shuffle, and completely empty
departments if they end up at the end.
On high pop shifts this is probably less of an issue. Player prefs add
noise to this and as departments at the front fill up, those at the back
pick up some of the lower pref players.
But have you ever had a shift where there's just like... No fucking sec
even though there's tons of players? The logging (before I made changes
in this PR) was a bit ass, but my hypothesis there is that sec officer
was shuffled right at the end of the random job list, so every other
department was filled up before sec officers were picked.
To mitigate this, I made the list shuffle every single time the game
picks a random available job for the player. This should lead to a more
balanced selection of available jobs by avoiding situations where the
code is biased towards packing some departments by accident.
## Why It's Good For The Game
Overflow fixes mean people who go to their prefs and see the Overflow
Role is On will all have the same experience - They will be the Overflow
role.
More random random job selection should prevent individual departments
having a jobs be stacked when it would have otherwise been possible for
a more balanced selection but the code unintentially biased random
departments to be overstaffed and understaffed each shift.
## Changelog
🆑
fix: Having the Overflow Role set to On will properly ensure you get
that role at a High priority as intended by the game code.
fix: Job selection is now a little bit more random. Fixes an
unintentional bias in random job assignment that could lead to
feast-or-famine for roles where everyone is assigned one job and nobody
is assigned another job.
/🆑
## About The Pull Request
Plexagon Crew Manifest has been made into a publicly accessible and
roundstart installed PDA app instead of being restricted to heads,
security and a few odd medical jobs. For this, it lost its major
Detomatix resistance which has been added to security records (minor
resistance) and status display control (major resistance)
To ensure that noone has to wipe their PDAs roundstart, its size on PDA
drives has been halved.
## Why It's Good For The Game
Crew manifest can be easily accessed from the messenger app, but without
nice formatting that plexagon has. The app itself does not have any
capabilities beyond reading crew manifest and printing it out on paper
from consoles, neither of which are something that cannot be already
done with ease. I believe this is a remnant from old PDA days and
doesn't really deserve to stay.
## Changelog
🆑
balance: Plexagon Crew Manifest is now a default PDA app for everyone,
and is free.
balance: Plexagon Crew Manifest no longer provides Detomatix resistance,
but security records and status display control now do.
/🆑
## About The Pull Request
This PR adds a pair of fishing gloves that let you fish and work out at
once, and also a MODsuit module that lets you use MOD gloves to do the
same thing (without the workout, an external fishing rod has to be
inserted first). In both cases, you can equip or unequip bait, hook and
line by using the fishing rod interface which you can open by
right-clicking the gloves. To get both of them, you've to perform the
first fish scanning experiment.
I had to refactor the profound fisher component a bit to do this.
## Why It's Good For The Game
Interweaving a few different features with fishing. Fishing and
Athletics are both skills, so I thought it'd be nice if it were a way to
take advantage of both, and level them up accordingly. Also fishing
gloves with maxxed out athletics can make fishing a lot noticeably
easier at higher difficulty.
## Changelog
🆑
add: Added Athletic Fishing Gloves and Fishing Glove Module to the
advanced fishing tech node. Both can be used to fish without having to
hold a fishing rod. The athletic fishing gloves will also train your
athletics skill.
/🆑
## 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>
## About The Pull Request
More techweb feedback processing.
1. NT frontier app is much more useful and the partners give discounts
for big nodes. Now you can accelerate the research a lot if you focus on
NT frontier. Find [green text in the
tree](https://www.figma.com/board/IhOqYfG5XFBxcgaRSprWzK/Tech-New?node-id=0-1&t=uDMlvA6QcXgz6umU-1)
to see which nodes can have full discounts.
2. Roboticists now have access to ordnance to be able to work on gas
shells for faster mech weapon unlocks
3. BZ shell was rarely performed on LRP servers due to people not
knowing that you can easily make BZ in a portable pump, so it is no
longer a required experiment on the path to experimental tools and a
discount experiment for exp tools instead
4. Cytology experiment is a discount one to ease the path to Genetics
node
5. Cryostasis prerequisite got removed by accident in one of the techweb
tweaks
6. Atmos techs can download NT frontier and build compressor board in
engi imprinter
## Why It's Good For The Game
Balancing the tree out according to the player's behaviour.
## Changelog
🆑
balance: TechWeb: NT Frontier partners now give full discounts for many
high tier nodes, corresponding to the partner theme, instead of partial
discounts for random nodes
qol: Atmos techs can download NT frontier and build compressor board in
engi imprinter
balance: Roboticists now always have ordnance access for the discount
experiments they need
balance: TechWeb: BZ shell is now a discount experiment for experimental
tools instead of required exp for fusion
balance: TechWeb: Noblium shell is a discount experiment for RCD
upgrades instead of exp tools discount
balance: TechWeb: Vat-grown slime scan is a discount experiment instead
of required one
fix: TechWeb: Cryostasis node properly requires advanced medbay
equipment as it should
/🆑
## 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"
/🆑
## About The Pull Request
### EDITED, see spoiler for previous about section.
This pr adds the `TRAIT_SILICON_EMOTES_ALLOWED`, which is now used to
determine what can perform silicons emotes instead of typechecks.
We do this by adding a `trait_required` var to emotes, which if set is
checked for in `can_run_emote(...)` and means the mob must have that
trait to use the emote.
We then adds this trait to all of the mobs previously capable of using
silicon emotes and the beep emote, being:
All silicons, basic bots, simple bots, orbies, and brain mobs.
In addition, we add the trait to robotic voicebox users.
Finally, it makes beeping a silicon emote.
What this changes is that robotic voicebox users can beep and use other
silicon emotes, basic and simple bots can actually beep, sentient orbies
could use other silicon emotes, and brains can beep and use silicon
emotes.
Previously brains where on the allowed types list for beeping, but
living emotes also blocked brains generally, so they couldn't _actually_
beep.
<details>
<summary>Previous About Section</summary>
All this really does is add a new trait, `TRAIT_SILICON_EMOTES_ALLOWED`,
which when given to a human allows them to use silicon emotes.
It does this by adding the `/mob/living/carbon/human` type to the
allowed types for these emotes, but then adding an additional check to
`can_run_emote(...)` for these emotes to block it for humans if they
don't have the trait.
We add it to the typecache because the base checks for
`can_run_emote(...)` would block if not for that, but we _do_ want the
other checks it runs.
</details>
## Why It's Good For The Game
I just think it'd be fun, really. Like, _I'd_ want to beep at people
when I'm going out of my way to augment the shit out of my character.
It's an item primarily accessible by roboticists and transhumanists,
both of which are encouraged/required to interact with silicons, so I
think this'd lead to fun interactions for those that do commit to
getting the silicon-speech tongue replacement.
Finally, I mean, it's a funky synthesizer that makes you sound like a
silicon. Why shouldn't it let you synthesize these sounds too? Hell,
even its attack verbs are beeping and booping already.
### EDITED, additional justification:
It's weird for basic/simple bots to be able to use all other silicon
emotes except beeping.
MMI'd brains/posibrains being able to beep looked intentional, just
broken. This fixes that.
I feel we might as well just allow them to use other silicon emotes
while we're at it.
## About The Pull Request
<img alt="2dZbpr8MK1"
src="https://github.com/tgstation/tgstation/assets/3625094/dd78feba-224a-41a1-8d4a-83af3a8b68df">
Added an ability to queue up to one node per player in a techweb for an
automatic research.
You can queue up a node only when all requirements are met, but there
are not enough points.
People can't research when there is something in the queue, only add
things to the queue. So a 40 points node can't be researched if someone
queued up a 200 points node ahead of it.
When a node is enqueued by RD, it is placed in front of the queue.
The research button is available when the queue is empty.
TODO:
- [x] Bypass queue when the node cost is zero
## Why It's Good For The Game
No need to stay at the console to wait for the points. No "Research"
button spamming.
## Changelog
🆑
qol: Research nodes can be queued, one per player. RDs can place their
node at the beginning of the queue.
/🆑
## About The Pull Request
Move security level related data from switch-cases to security level
prototypes.
## Why It's Good For The Game
Nothing player facing.
Cleaner code for coders
## Changelog
🆑
refactor: move `status_display_bottom_text` and `fire_alarm_light_color`
to security level prototypes
/🆑
## About The Pull Request
1. Fixes the modsuit pathfinder module's pathfinding for the second
time. This time AI idling broke it, we just make it not idle.
2. Changes the heuristic used by JPS nodes from Chebyshev distance to
Euclidean distance. I have no real logical explanation, it just appeared
to produce a more optimal path. CC @LemonInTheDark
3. Renames `get_dist_euclidian()` to `get_dist_euclidean()`.
Red line: Euclidean dist JPS path (roughly)
Green line: Chebyshev dist JPS path (roughly)

## Changelog
🆑
fix: MODsuit pathfinder module works. Again.
code: AI pathfinding should produce slightly better paths.
/🆑
## About The Pull Request
Adds a maintenance disk that makes your PDA turn your mouse cursor into
a cool sword when it's worn in your ID slot
https://github.com/tgstation/tgstation/assets/51863163/ae5c50a1-e6fd-40bb-8957-4af2f6618cba
## Why It's Good For The Game
I saw a discord comment about this and it made me laugh.
## Changelog
🆑 Melberte
add: Cool Sword Cursor Maintenance App
/🆑
## About The Pull Request
Sooooooooo I was recently notified of an issue (#84185) that popped up
from me replacing the `attackby(...)` chain on id cards, where it's no
longer possible to put money into IDs inside of PDAs by slapping it
against the PDA.
As I expected, this is because modular computers both still use
`attackby(...)`, and would call `attackby(...)` on the ID they contained
if hit with cash.
24a23009e8/code/modules/modular_computers/computers/item/computer.dm (L799)
Now this could've been an easy one line no-gbp fix where I just replace
it with a direct call to `insert_money(...)` on the ID and call it a
day!
But hey. Might as well get rid of the `attackby(...)` altogether while
we're at it.
First off, because the `attackby(...)` proc was getting quite bloated,
we split off all the specific item behaviours into `[X]_act(...)` type
procs to clean it up.
We then make those return item interaction flags, so we can call them on
`item_interaction(...)` after the right typecheck passes and immediately
return their results.
This also involves replacing the `application_attackby(...)` on
applications with an `application_item_interaction(...)`, and making it
return the item interaction flags too.
The code of each subsection isn't significantly different, though
reorganized a bit in some cases.
Like inserting a computer disks now tries to move it into the computer
_first_ before swapping out whichever disk is already in there, so it
doesn't swap out the disk if putting the new one in fails.
## Why It's Good For The Game
Fixes#84185.
Having more stuff be updated to the proper `item_interaction(...)`
system is cool and good.
## About The Pull Request
Made the NT Frontier app look for valid experiment files not only on the
local file system, but also on the data disk.
## Why It's Good For The Game
Less clicks.
## Changelog
🆑
qol: NT Frontier app now allows to select experiments from inserted data
disks
/🆑
## About The Pull Request
Makes pda messages actually appear in the messenger UI, as was supposed
to be the case way back in #75820
Does the same for tcomm's message server monitor, making sure anyone
trying to view pda messages is actually able to get a cohesive idea of
what the message actually contained.
Also a couple of other small fixes, listed in the changelogs


Fixes#77856
## Why It's Good For The Game
Consistency, fix bugs
## Changelog
🆑 Fluffles
fix: emoji show up in the messenger UI
fix: emoji show up in the message server monitor UI
fix: you can adjust your pda ringtone in-game
fix: having an empty pAI in your pda doesn't break ringtones
fix: pdas specifically set to not consume power don't constantly switch
to messenger
fix: you can use the quick-reply button for messages while resting
fix: deadchat pda messages show the imprinted sender's name instead of
whoever is holding the pda
fix: emoji show up in deadchat pda messages
/🆑
## About The Pull Request
PR for collecting techweb feedback post merge and address valid issues
of #84024.
People seem to dislike the abundance of new experiments in the middle of
the tree, so reducing some requirements for those for now.
Also updated NT frontier app a bit, as people are confused with the
shell experiments.

## Why It's Good For The Game
Balancing out the new tree.
## Changelog
🆑
balance: Added ordnance to extra access of geneticists and roboticists
balance: Reduced parts scanning tests' machine count to 4 from 8
balance: Reduced augmented organs scanning tests mob count to 1 from 2
balance: Reduced equipped mech scanning test count to 1 from 2
balance: Added polycrystal option to bluespace crystal scan test
fix: Allowed NTNet relay in away circuit imprinter for NT Frontier app
qol: NT Frontier app installed on RD and Scientists` PDAs by default
qol: Updated NT Frontier app to be more user-friendly
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
## About The Pull Request
This Pull makes a few minor improvements to the features I added with
vendor cargo (#81582).
Changes are as follows:
* Vending machines, when restocked with a refill pack and while
containing a number of credits, will play a cash register sound to alert
you that there's a payout associated with the action.
* The Vending Restock app now works on all modular computer platforms,
as opposed to just laptops and tablets.
* This is actually hilarious because I even made a screen icon for
modular consoles, and it's just been unused ever since merge.
* The "cargochat" cargo modular console now has the vendor refill app
pre-installed.
* Vending machines, when determining their missing inventory during the
associated station trait, now adds from 1-5 credits per missing item, up
from 0-1. The original number was far too low to feel like a strong
incentive based on feedback I'd received, and while still lower than
providing a flat percentage of the missing item specifically (we ran
some numbers on this a few months back), it should at least incentivize
players to keep the station better stocked during regular rounds.
Also, the UI now shows a difference between if all vending machines are
stocked or not.

## Why It's Good For The Game
Most of these are just interfacing and ease of use improvements, as
having the app pre-installed in a place where players can actually make
some use of it's contents should help to improve it's versatility with
regards to the restocking app.
Audio feedback is always good.
In terms of the balance tweak on the stored value on vending machines,
basically it's a way to better incentivize it as an option on the
station and to better encourage players to do these kinds of minor
upkeep tasks for the crew.
## Changelog
🆑
qol: Vending machines now give audio feedback when you restock a vending
refill and get a payout.
qol: The Restock tracker NTOS app for tracking vending machine contents
now works on all consoles, and comes pre-installed on the cargochat
cargo computers.
balance: Vending machines now offer a bit more credits when missing
contents at the start of a round after getting restocked.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
## About The Pull Request
I was looking at sounds (as you do) and I noticed this

These sounds don't exist
We have `portal_open_1`, not `portal_open1`.
This wasn't caught on compile because they used `""` and not `''`.
So I went through and audited a bunch of playsound uses that don't use
`''`. Only one error, fortunately
Likewise there was a ton of places running `get_sfx` pointlessly
(because `playsound` does it for you) so I clened that up.
However while auditing the portal stuff I noticed a few oddities, so I
cleaned it up a bit.
Also also I added the portal sounds to the wormholes event and gave it a
free ™️ optimization because it was an in-world loop
## Changelog
🆑 Melbert
sound: Portals made by portal guns now make sounds as expected
sound: Wormholes from the wormhole event now make sounds when formed
/🆑
## About The Pull Request
In my effort to make the /icons/ folder cleaner and more intuitive
instead of having to rely on recalling names of stuff and looking them
up in code to find them for poor sods such as myself, plus in spurt of
complusion to organize stuff, here goes. I've tracked all changes in
commit descriptions. A lot still to be done, but I know these waves go
over dozens of files making things slow, so went lighter on it.
Destroyed useless impostor files taking up space and cleaned a stray
pixel on my way.
## Why It's Good For The Game
Cleaner /icons/ file means saner spriters, less time spent. Stray pixels
and impostor files (ones which are copies of actually used ones
elsewhere) are not good.
## Changelog
🆑
image: Cleaned a single stray pixel in a single frame of a bite
telegraphing accidentaly found while re-organizing the files.
/🆑
While we try to have the datetimes of all vms synced to within 100ms of
eachother, via a cluster of time servers and intercepting all ntp
traffic in the vm lan towards the cluster, this isn't perfect and so
things putting time onto the database server should use the time at the
database server as much as it can.
To avoid confusion, i have renamed `SQLtime()` to `ISOtime()` to avoid
the likely hood its cargo culted onto database code again. ISOtime is
still a bad name, but there isn't a good name for this kind of time
format, like ISO8601, but human readable (so no `T` between date and
time and less other nonsense), with an assumption of GMT, thats not
SQLtime(), and SQLtime(). Suggestions welcome.
also byond's time procs can bug out because of how cursed they operate,
case in point, this year 2054 item that got inserted into the legacy
population table:

## About The Pull Request
1. Removes code duplication
2. Fully documents `sortTim()`
3. Makes a define with default sortTim behavior, straight and to the
point for 95% of cases
4. Migrates other sorts into the same file
5. Removes some redundancy where they're reassigning a variable using an
in place sorter
For the record, we only use timSort
## Why It's Good For The Game
More documentation, easier to read, uses `length` over `len`, etc
Should be no gameplay effect at all
## About The Pull Request
Fixes#82440
This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not
lost on me) to wrap around all calls of `lowertext()` and ensure that
whatever we input into that proc will be stringified using the `"[]"`
(or `tostring()` for the nerds) operator. very simple.
I also added a linter to enforce this (and prevent all forms of
regression) because I think that machines should do the menial work and
we shouldn't expect maintainers to remember this, let me know if you
disagree. if there is a time when it should be opted out for some
reason, the linter does respect it if you wrap your input with the
`UNLINT()` function.
## About The Pull Request
- Departmental orders are now an NTOS app
- To download, they require `ACCESS_COMMAND`.
- To use, they require one access from the department.
- This means you cannot order things from not-your-department unless you
have an ID.
- When newly downloading the app, it will prompt a head of staff to
insert an ID, to determine which department to be linked to.
- Changes chat room overlay from the kind that AI uploads use to a new
icon.
- Minor refactors to department order in general.


## Why It's Good For The Game
These two computers are surprising waste spacers for two things which
are tied together.
So why not combine them?
The lesser used cargobus chat is still there, and departmental orders
are front and center.
This gives mappers a ton more leeway when mapping departments out and is
overall less clutter.
## Changelog
🆑 Melbert
qol: Cargobus chat console and Departmental Order console are now
combined into one.
qol: Mod PCs active on the "chat client" apps no longer look like AI
uploads (and now have their own sprite)
refactor: Departmental order consoles were refactored a bit, report any
oddities.
/🆑
## About The Pull Request
Removes the camera assembly structure middleman between the camera
wallframe and camera machine. All its behavior has been instead moved to
the camera, and I've tried to keep as much of the behavior the same as
before.
This also fixes the issue that camera assemblies had where, upon the
construction being finished, it would move itself into the newly
finished camera machine, therefore taking itself off a wall, therefore
deconstructing itself. This resulted in 2 piece of iron being in each
camera machine (except roundstart ones), and because camera machines
rely on the assembly inside of them for upgrades and such, upgrading
didn't work at all.
I've also made camera nets use defines (not in map) so it's easier to
find a list of them all, and tried to add autodoc comments to nearly
every var in camera code.
## Why It's Good For The Game
Removes copy paste and spaghetti code between structure and machine
camera, thus making it easier to work around with.
Closes https://github.com/tgstation/tgstation/issues/79019
## Changelog
🆑
fix: Cameras built in-round can be upgraded again.
fix: Deconstructing cameras now more consistently return to you the
upgrades inside of the camera.
fix: RD's telescreen can now properly see Ordnance cameras again.
fix: [Deltastation] Library art gallery no longer has an invisible
camera.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request

`check_access` expects an item, such as an ID card, to... check access.
Not a mob.
We can circumvent this entirely by using `allowed`.
But this has an averse effect in that `allowed` will only check the
user's ID, not the ID in the mod PC.
So we need to run a separate check of `check_access` for the computer ID
card.
## Changelog
🆑 Melbert
fix: Robocontrol should work better.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Removes all arbitrary energy and power units in the codebase. Everything
is replaced with the joule and watt, with 1 = 1 joule, or 1 watt if you
are going to multiply by time. This is a visible change, where all
arbitrary energy units you see in the game will get proper prefixed
units of energy.
With power cells being converted to the joule, charging one joule of a
power cell will require one joule of energy.
The grid will now store energy, instead of power. When an energy usage
is described as using the watt, a power to energy conversion based on
the relevant subsystem's timing (usually multiplying by seconds_per_tick
or applying power_to_energy()) is needed before adding or removing from
the grid. Power usages that are described as the watt is really anything
you would scale by time before applying the load. If it's described as a
joule, no time conversion is needed. Players will still read the grid as
power, having no visible change.
Machines that dynamically use power with the use_power() proc will
directly drain from the grid (and apc cell if there isn't enough)
instead of just tallying it up on the dynamic power usages for the area.
This should be more robust at conserving energy as the surplus is
updated on the go, preventing charging cells from nothing.
APCs no longer consume power for the dynamic power usage channels. APCs
will consume power for static power usages. Because static power usages
are added up without checking surplus, static power consumption will be
applied before any machine processes. This will give a more truthful
surplus for dynamic power consumers.
APCs will display how much power it is using for charging the cell. APC
cell charging applies power in its own channel, which gets added up to
the total. This will prevent invisible power usage you see when looking
at the power monitoring console.
After testing in MetaStation, I found roundstart power consumption to be
around 406kW after all APCs get fully charged. During the roundstart APC
charge rush, the power consumption can get as high as over 2MW (up to
25kW per roundstart APC charging) as long as there's that much
available.
Because of the absurd potential power consumption of charging APCs near
roundstart, I have changed how APCs decide to charge. APCs will now
charge only after all other machines have processed in the machines
processing subsystem. This will make sure APC charging won't disrupt
machines taking from the grid, and should stop APCs getting their power
drained due to others demanding too much power while charging. I have
removed the delays for APC charging too, so they start charging
immediately whenever there's excess power. It also stops them turning
red when a small amount of cell gets drained (airlocks opening and shit
during APC charge rush), as they immediately become fully charged
(unless too much energy got drained somehow) before changing icon.
Engineering SMES now start at 100% charge instead of 75%. I noticed
cells were draining earlier than usual after these changes, so I am
making them start maxed to try and combat that.
These changes will fix all conservation of energy issues relating to
charging powercells.
## Why It's Good For The Game
Closes#73438Closes#75789Closes#80634Closes#82031
Makes it much easier to interface with the power system in the codebase.
It's more intuitive. Removes a bunch of conservation of energy issues,
making energy and power much more meaningful. It will help the
simulation remain immersive as players won't encounter energy
duplication so easily. Arbitrary energy units getting replaced with the
joule will also tell people more meaningful information when reading it.
APC charging will feel more snappy.
## Changelog
🆑
fix: Fixes conservation of energy issues relating to charging
powercells.
qol: APCs will display how much power they are using to charge their
cell. This is accounted for in the power monitoring console.
qol: All arbitrary power cell energy units you see are replaced with
prefixed joules.
balance: As a consequence of the conservation of energy issues getting
fixed, the power consumption for charging cells is now very significant.
balance: APCs only use surplus power from the grid after every machine
processes when charging, preventing APCs from causing others to
discharge while charging.
balance: Engineering SMES start at max charge to combat the increased
energy loss due to conservation of energy fixes.
/🆑
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
fixes#81949
usr is almost always null here so this will almost always runtime the
inner proc which triggers a large enough amount of error logging to soft
lock the server since this happens in a proc called by a loop in a proc
called multiple times a second by a high priority mc subsystem.
Atm opening the budgetordering computer has the risk of causing high
enough time dilation to disrupt or kill the round so this should be fast
tracked to a merge
## About The Pull Request
This PR does many things, I'll try to explain the basic/background stuff
to the main thing first:
1. Adds a new remote that allows a human to function like an AI. It
controls a fly that will fly around the station slowly, and when it
reaches a machine then the person can interact with it as if they were
an AI. This required changing a lot of silicon/AI checks with one that
also checks for this remote, and some messing with shared ui state.
2. Moves req_access from the obj and bot to ``/atom/movable`` which lets
it be shared between the two, no more copy-paste and one side lacking
features/checks/signals the other has.
3. Adds a check for AI config for AI-related station traits, which was
lacking prior
Now for the good part...
Adds a new station trait that replaces the AI with a Human.
This person is equipped with an AI headset (including Binary), an
advanced camera console, an omni door wand, the machine controller, and
their laws.
They are immune to the SAT's turrets (even if set to target borgs) and
are slow outside of the SAT, mimicing the actions of the AI.
They interact with the world through their advanced camera console,
which allows them to do most AI stuff needed, and the holopad they can
connect to without having to ring first (like Command can).
They are given a paper with the laws they must follow, but since they
are human they are able to bend it. Cyborgs that run the default lawset
are "slaved" to them via an unremovable law 0, so the Human AI can bend
the laws if they really need to (for their own survival n such), and
make the cyborgs obey their commands above laws, but in general this
shouldn't be a frequent occurrence. This does take into account the
unique AI trait, so it's not guaranteed Asimov.
When this station trait rolls, all Intellicards, AI uploads, and AI core
boards are destroyed and are unresearchable. They can be spawned by
admins in-game if necessary. Maybe in the future we can also exclude
Oldstation from this but I haven't really decided.
Extra perks:
Human AI spawns with a Robotic voicebox (unless they are a body purist)
and teleport blocking implant, so they can't use teleporters to bypass
their on-station slowdown.
They also have an infinite laser pointer that can be used to blind
through their camera console. This is unfortunately nerfed from the
recent borg balance PR that removed its stun. This was meant to be the
alternative to no longer being able to permanently lock borgs down like
AIs can (or more than one, for that matter).
They aren't affected by Roburgers, Acid, and Fuel's toxicity.
Bots salute them like they do Beepsky (which is now a trait)
They spawn with SyndEye to replace the AI's tracking ability
They do not have a bank account
### The machine remote
The machine remote has a little fly in it that flies to the machines it
is pointed to, working as the arms and legs of the Human AI. It scans
the machine and punches in the action the AI does, and is how the AI
accesses basically anything. This fly slowly moves from one machine to
the next, and can be recalled with Alt Click.
It works on machines and bots.
### Video (Low quality to fit Github)
https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8
## Why It's Good For The Game
I've seen a funny screenshot one day of a person replacing the AI by
using a bunch of door remotes, camera console, crew monitoring console,
and a few other things. I've been thinking about that for a few years
and really wanted to make it official if not easier to make possible,
because it is an incredibly funny interaction.
This makes it a reality, and while they aren't as powerful as regular
AIs, I think it makes for better and funnier in-game moments. With the
same weight as Cargorilla (1), I hope this wouldn't be rolling too often
and ruin rounds, but instead show off the different capabilities that
Humans and AIs can do, to do the job of an AI. You win some you lose
some.
## Changelog
🆑 JohnFulpWillard, Tattax
add: Adds a new station trait job: The Human AI.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
While doing my other ID/manifest-related prs, I noticed that the access
management program doesn't update properly when you authenticate,
causing it to not show which templates you can apply until you manually
refresh the UI (close&open, yadayada).
This seemed to be because it calls `update_static_data(user)` on the
program itself, which attempts to find a UI attached to the program for
that user which it then can't find. Calling such on the *computer* lets
it actually find and update the UI.
We then decide to replace it with `update_static_data_for_all_viewers()`
as multiple people could be looking at the consoles in which this
happens most commonly.
## Why It's Good For The Game
It was getting *really* annoying, this fixes that.
## Changelog
🆑
fix: Plexagon Access Management actually updates the shown template list
on authentication, avoiding needing to refresh/reopen/somesuch the
program manually.
/🆑
Another one.
## About The Pull Request
This pull request originally had a design doc that @Fikou and I worked
on, but that was never really polished up for publishing quality so I'll
forgo it for now and be as descript as possible here.
### Core changes
- This pull request adds a new NTOS app to the game, the restock
tracker. The restock tracker shows a comprehensive list of vending
machines across the station, as long as there is a need for that vending
machine to get restocked.
- This has also been pre-installed into the cargo data disks.
(`/obj/item/computer_disk/quartermaster`)
- Vending machines now store a total of 20% of the cost of any purchase
made within themselves into a small pool of cash. This only applies to
premium and normal purchases, not to contraband, as they're technically
not sanctioned by the company.
- The restock tracker app will also track which vending machines have
the most credits stored internally inside them.
- By refilling a vending machine, the stored credits within are paid out
to any crewmember who goes and restocks the station, while also paying
out *half that amount to the cargo budget*, serving as a basic but
otherwise easy tertiary money making method on the same level of
complexity as doing bounties, with the added benefit of actually helping
to assist the station for jobs like... assistant.

### Break Stuff
- Anyway, when you try and smash a vending machine open with a melee
weapon of choice, it can now pay out 50 credits at a time as a way to
make money at zero risk to yourself.
- ~~Except for the horrible risk to yourself.~~

### Cargo Specific Changes
- Restock units may now be sold for a small profit as well, to
incentivize cargo to keep the station stocked further.
- The `STATION_TRAIT_VENDING_SHORTAGE` trait will now add a small amount
of existing credits into the vending machines on station, to incentivize
cargo to fix the issue during the round and not just push for an early
shuttle call. Or, more accurately, provide the crew with a money making
scheme to engage better with the station trait as it stands.
### This also refactors behavior on vending machines
- This pull request also finally changes it so that vending machines now
use the payment component, which as a consequence allows for the
following improvements:
* Vending machines may now pull from physical credits on your person,
not just requiring you to have money on your ID card.
* Vending machines may also use credits being pulled by the player
interacting with the vending machine, allowing for handless mobs to be
able to purchase items from a vending machine.
* Finally makes the "use-for-everything buying things component" used by
the most utilized component of the in-game economy, to reduce the
quantity of unique implementations of purchasing things in the code.
- Existing vending specific checks are retained on before handing off
behavior to the payment component, for behavior such as purchasing
cigarettes/alcohol under the age of 18/21.
Notes:
- Vending machines will lose their internal credits stored when
deconstructed, as a security measure.
- Vending machines will now show the total amount of credits that a mob
has on their person, combining physical credits as well as credits held
in their ID card to accurately portray their total wealth across the mob
in question.
## Why It's Good For The Game
First off, this is largely an excuse to move vending machine behavior
over to the payment component for the purposes to less code copy-paste,
and to try and make the implementation more wide-spread.
Second, this implements a new tertiary economy method to the game, in
the same design space as bounties, which serve as common methods of
making money without necessarily being specific to their job in
question, with the primary goal of providing small amounts of work to
the crew and a basic interaction with the economy system.
Additionally, it gives cargo more things they can do to assist the
station, and a way to know which parts of the station need support as a
result.
It improves the interaction between the vending shortage station trait
as well, making it a challenge with depth as opposed to a more
oppressive round change that players would rather reroll the game over.
Additionally, this makes a few price tweaks to vending restock modules
as well to help incentivize buying some of the more minor restock kits,
and a few select bumps on restocks that cover wide enough territory to
necessitate fewer restocks.
players can now download their very own virtual pet through a new PDA
app. this pet is called orbie and u can interact with him in alot of
unique ways
happiness can be increased by regularly grooming ur pet, feeding him, or
u can arrange with other players playdates for ur pets, they can play
with each other and both their happiness will increase
u can get food from ur pet through ur pda, it will assign u a random
drop zone location in the station u need to go to, after which u can
obtain ur pet's food then ur PDA will spawn a virtual chocolate bar that
ur pet loves to eat. it wont assign u dropzone locations that are
restricted or hard to reach, however if the area it assigns u is a bit
difficult to get to, u can reroll the location after a small cooldown
u can also level up ur pet to make it gain new helpful abilities and
more cosmetic options. the main way to level up ur pet is by walking it,
so u can have it follow u while u are doing ur job on the station and it
will passively get exp. u get an increased exp modifier per step if ur
pet is happy and not hungry. At level 2, ur pet will gain an ability to
toggle lights and will also read outloud to u any PDA messages u
recieve. at level 3, ur pet gains a camera ability. u can command it to
take a photo afterwhich the picture will be saved directly in ur pda
u also have alot of customization options for ur pet!
u can change its color, name, gender, and u can make it wear hats! u can
unlock more hats for ur pet if u level it up further. these
customizations change ur pet's hologram appearance as well as its
profile picture on the pet network.
u can view how other player's virtual pets are progressing through the
pet network. each time ur pet reaches a new milestone, an update will
automatically be sent out on the network
if ur pet's milestones gets likes from other players, it will become
happier
this app also allows u to program new tricks for ur pet. U can create a
custom trick sequence, and change the trick's name. If u say the trick's
name outloud to ur pet it will do the sequence u programmed.
## About The Pull Request
While on the floor, you can:
- Use the UIs of Atmos machinery (except thermomachine and bluespace gas
vendor), Holopads, Crayons (spray cans too), radios, and Disposal bins
- Close extinguisher cabinets with Right-Click
- Click and drag yourself onto a photocopier to climb onto it.
I also changed all instances of ``ui_status`` to have all the args it's
being passed, I was messing with it a bit but it's gonna be for a later
PR.
## Why It's Good For The Game
It's an extra layer of harmless realism, also nice QoL for people who do
not have functional legs and do not have a wheelchair.
## Changelog
🆑
qol: You can use atmos machines, holopads, crayons, spray cans, and
disposal bins while floored.
fix: You can close extinguisher cabinets while floored.
fix: You can climb onto a photocopier from the floor.
/🆑
## About The Pull Request
- Lifeline app now respect suits sensors again.
- The proc always `return .`'d if the target mob was not on suit
sensors, so if `.` was `RADAR_TRACKABLE`, well, it would rack sensorless
mobs.
- Cleaned up a bit of trackable.
- Use the `is_valid_z_level` helper.
- Respect all possible returns for a signal.
## Changelog
🆑 Melbert
fix: Lifeline can no longer track mobs with suit sensors off
/🆑
## About The Pull Request
Ok so tracking (from the datum) worked, but when used to follow someone
it had a noticable delay from the datum needing to wait for process to
fire to do its work
This would be an expensive proc to run constantly, but we don't really
have to (there are not that many ai eyes in the world). So rather then
only processing to keep step, let's track the target mob by its
movement, and then fall back on a process loop to handle rechecking in
case of camera memes.
This does technically mean you won't "break" the track if the cameras go
out until the tracked mob moves, but I think that's a reasonable price
to pay for more responsive movement. I think I could make our current
system work with it too, though it would be a bit more wasteful. John if
you have opinions just lay into me.
I've also renamed/pulled apart the helper procs for the trackable datum,
with the hope of making how they are used more understandable at a
glance
Oh and rather then holding a weakref since I needed MOVED anyway I just
use QDELETING to free the ref if the mob goes away
### Edit:
#### Glide size touchups
Implements glide size mirroring so we move at the same speed as our
target
Also moves the existing signal to send to the trackable datum itself, as
appears intended from the doc comment
#### AI behavior changes
Rewrites ai movement to be less dumb
OK so 2 things here. One is a behavior change, the other is a visual QOL
thing.
The way ai movement works is we move graduated "steps". Either moving 1,
2, or 3 steps per tick.
We do this by, so long as input is held down, incrementing a number
called "sprint"
Currently it'll go from 10 to 50 (formula effectively looks like steps =
(sprint / 20) + 1))
Anyway, this is... not fine but ok, but the way we handle deceleration
is ass IMO. It's literally just wait 0.5 seconds and sprint resets.
I think this feels crummy, so instead I've made it decay depending on
how long you go between inputs, at 7x greater rate then it increases.
That's the behavior change. Visual change is a lot easier.
Ais were not gliding properly. They assumed they had 4 ticks to move a
tile, rather then 1. This meant they'd jump around constantly, to catch
up to where we expect them to be.
I've fixed this by giving them 1 tick instead. Should feel a lot better
## Why It's Good For The Game
Snappier response times, cleaner code
## Changelog
🆑
add: AI's acceleration now smoothly decays, instead of just falling back
down to 0 after 0.5 seconds
fix: AI's standard movement (non accelerated) is smooth now, instead of
constantly jumping around
fix: AIs will now follow their targets more closely, shouldn't have any
issues with them lagging behind anymore
/🆑
## About The Pull Request
- Fixes https://github.com/tgstation/tgstation/issues/81363
- Fixes unable to set MuleBOT home from control panel
- Fixes missing MuleBOT ID from Botkeeper PDA app
- Adds input validation for changing MuleBOT ID from control panel
- Removes hardcoding of MuleBOT IDs and home destinations
- MuleBOT will now automatically set its home to the navigation beacon
on its initialization turf
## Changelog
🆑 LT3
fix: MULEbot will correctly display its loaded cargo on BotKeeper
fix: MULEbot home beacon can be set from control panel
code: MULEbot home location is automatically set on init
/🆑
## About The Pull Request
We currently have a list of point types that is meant to be
list(``DEFINE`` = name) but it's completely useless since the define is
just the name anyways. It's not used for anything, it has no purpose to
be this way. It seems more like a holdover from when there were multiple
types of research points (it was made for that purpose, even before
nanite points were a thing) but even for that, it serves no purpose.
I reworked it now to be the abbreviated name of the research point type,
de-hardcoding techwebs a little bit and removing the need for
downstreams to edit the techweb UI.
## Why It's Good For The Game
This at least looks better and makes more sense at people just looking
over it.
## Changelog
No player-facing changes.
## About The Pull Request
Classic copy paste error
Open dream lint would catch this I think
## Changelog
🆑 Melbert
fix: Robocontrol app maybe works better now.
/🆑
## About The Pull Request
Thanks Elli-Skala for pointing it out.
## Why It's Good For The Game
The port is meant for modular computers and station relays, both of
which are objects.
## Changelog
N/A, it's a very small thing.
## About The Pull Request
It turns out the messenger circuit wasn't working as intended, because
list components tend to convert datum keys into weakrefs, creating
incoherence between composite datum/atom and simple datum/atom
datatypes, which at least just spares us from the headache of clearing
the refs on del from lists too.
So, taking the shortest path, I decided to adapt the messenger to the
weak ref usage.
Another thing, instead of refusing altogether to send message that
trigger the pda filter regexes, the messenger circuit will instead
replace the matches with grawlix, since we have no way to inform
whoever's responsible for said message about the filters in an orthodox
way.
Beside that, I've noticed several of the circuits from my PR were
lacking trigger outputs or similar when needed, pretty making them only
as half as functional, at least to a noob like me.
And another small issue with missing ports from the status display
circuit.
One more suggestion from moocow is to add a cooldown to the ringtone
trigger for the messenger circuit, because he said it's pretty spammy
and some admins are fickle.
## Why It's Good For The Game
Bugfixing and improvements.
## Changelog
🆑
fix: Fixed the messenger circuit not sending messages.
fix: Added several ports to modpc circuits that were missing or needing
them.
fix: Fixes ever-expanding ports whenever circuits are re-inserted in a
modular computer.
/🆑
## About The Pull Request
This PR integrates circuits for modular computers and a good bits of
their programs.
The peculiarity here is that modular computers have no fixed amount of
unremovable components (except the base one with just a couple ports for
now), instead, they're added and removed along with programs. With a few
exceptions (such as the messenger and signaler), for these program
circuits to work, their associated program has to be either open or in
the background.
For a reason or another, not all programs have a circuit associated to
them, still, however the programs with a circuit are still a handful.
They are:
- Nanotrasen Pay System
- Notepad
- SiliConnect
- WireCarp
- MODsuit Control
- Spectre Meter
- Direct Messenger*
- LifeConnect
- Custodial Locator
- Fission360
- Camera
- Status Display
- SignalCommander
*By the by, sending messages has a cooldown, so it shouldn't be as
spammy. If it turns out to not be enough, I can make it so messages from
circuit will be ignored by other messenger circuits.
The PR is no longer WIP.
## Why It's Good For The Game
I believe modular computers could make for some interesting setups with
circuits, since they're fairly flexible and stocked with features unlike
many other appliances, therefore also a speck more abusable, though
limits, cooldowns, logging and sanitization have been implemented to
keep it in check.
## Changelog
🆑
add: Modular Computers now support integrated circuits. What can be done
with them depends on the programs installed and whether they're running
(open or background).
add: Modular Consoles (the machinery) now have a small backup cell they
draw power from if the power goes out.
/🆑