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55 Commits
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ff13dcadab |
Stacks check for invalid amounts (#91656)
## About The Pull Request Alleviates #91603 As in it does not fix it because i have not been able to reproduce it. It now checks for invalid values and defaults to `amount`(which is 1) during `Initialize()` and not null so we don't have to pass the number `1` when creating a single sheet. A stack trace is thrown for <= 0 sheet amounts so we can debug & fix stuff ## Changelog 🆑 code: stacks error on invalid amounts, removed manual passing of number `1` when creating a single stack in many cases /🆑 |
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cb51a652a9 |
Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
## About The Pull Request Revival of https://github.com/tgstation/tgstation/pull/86482, which is even more doable now that we have rustg iconforge generation. What this PR does: - Sets up every single GAGS icon in the game to have their own preview icon autogenerated during compile. This is configurable to not run during live. The icons are created in `icons/map_icons/..` - This also has the side effect of providing accurate GAGS icons for things like the loadout menu. No more having to create your own previews.  <details><summary>Mappers rejoice!</summary>   </details> <details><summary>Uses iconforge so it does not take up much time during init</summary>  </details> --- ### Copied from https://github.com/tgstation/tgstation/pull/86482 as this still applies: Note for Spriters: After you've assigned the correct values to vars, you must run the game through init on your local machine and commit the changes to the map icon dmi files. Unit tests should catch all cases of forgetting to assign the correct vars, or not running through init. Note for Server Operators: In order to not generate these icons on live I've added a new config entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in the config.txt ## Why It's Good For The Game No more error icons in SDMM and loadout. ## Changelog 🆑 refactor: preview icons for greyscale items are now automatically generated, meaning you can see GAGS as they actually appear ingame while mapping or viewing the loadout menu. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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455fe545e0 |
Part 4: Storage Improvements (#90783)
## About The Pull Request - Address https://github.com/tgstation/tgstation/pull/90476#discussion_r2051701283. Makes pill bottle code cleaner - Datumized some more storage values(monkey guncase toolbox & crafter toolbox) making their init slightly faster - Moved all standard storage subtypes(bags, boxes, lockboxes etc) that is scattered across various files & folders in the codebase into their respective files under `code/game/objects/item/storage` folder. This means for e.g. if you want to see all boxes in the game you can find them in `code/game/objects/item/storage/boxes` folder & don't have to go looking for hidden subtypes in various module files or folders where they were hidden away. Makes looking for stuff & modifying these storages much saner & easier ## Changelog 🆑 code: organized storage subtypes under the same files & folders /🆑 --------- Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> |
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9bd45e2f3a |
Part 3: Storage Improvements (#90476)
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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a2b1854d5e | Adds Greyscale Trenchcoats/Blazers (+ toggleable trenchcoats) (#90563) | ||
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6b83a91956 |
Revert "Refactor for storage initialization & organization (#89543)" (#90332)
## About The Pull Request Reverts the storage initialization refactor and all subsequent related PRs. The original PR is below our standards both for code quality and testing, and is majorly flawed at its core. This has been discussed with other maintainers and headcoder(s?) over on discord. A lot of changes from the PR could be brought over later, but in its current state it should not have been merged. - Closes #90322 - Closes #90313 - Closes #90315 - Closes #90320 - Closes #90312 - Closes #90344 ## Why It's Good For The Game This PR causes a series of major issues which cannot be resolved without either completely rewriting a lot of the original PR, or bad code. Not matching our standards is grounds for not merging a PR, and the fact that a PR should not have been merged is a reason for a revert. ## Changelog 🆑 fix: Fixed a series of storage-related bugs caused by a refactor PR. /🆑 |
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bdfe18fbad |
Blacklists certain RNG-dependant crates from testing (#90333)
## About The Pull Request Blacklists dumpster, hide, random toys, contraband and random medical equipment crates from the cargo_crate_sanity unit test. These crates are innately random, and while we have to be aware of potentially having their average be over their price, we cannot (sanely) test for that (without spawning a thousand crates, and even then we're affected by random). The whole point of these crates is gambling on their value. Closes #90328 Closes #90314 Closes #90298 Closes #90253 Closes #90216 Closes #90181 Closes #90178 ## Changelog Not player facing |
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0f57a23830 |
Refactor for storage initialization & organization (#89543)
## About The Pull Request
A Huge chunk of changes just comes from moving existing storage code
into new files & seperating `atom_storage` code into its own subtype
under the already existing `storage/subtypes` folder.
With that the changes in this PR can be organized into 3 categories.
**1. Refactors how `/obj/item/storage/PopulateContents()` initializes
storages**
- Fixes #88747 and every other storage item that has a similar variant
of this problem
The problem with `PopulateContents()` is that it allows you to create
atoms directly inside the storage via `new(src)` thus bypassing all the
access restrictions enforced by `/datum/storage/can_insert()` resulting
in storages holding stuff they shouldn't be able to hold.
Now how this proc works has been changed. It must now only return a list
of items(each item in the list can either be a typepath or a solid atom
or a mix of them in any order) that should be inserted into the storage.
Each item is then passed into `can_insert()` to check if it can fit in
the storage.
If your list contains solid atoms they must be first moved
to/Initialized in nullspace so `can_insert()` won't count it as already
inserted. `can_insert()` has now also been refactored to throw stack
traces but explaining exactly why the item could not fit in the storage
thus giving you more debugging details to fix your stuff.
A large majority of changes is refactoring `PopulateContents()` to
return a list instead of simply creating the item in place so simple 1
line changes & with that we have fixed all broken storages(medical
toolbox. electrical toolbox, cruisader armor boxes & many more) that
hold more items they can handle
**2. Organizes initialization of `atom_storage` for storage subtypes.**
All subtypes of `/obj/item/storage` should(not enforced) create their
own `/datum/storage/` subtype under the folder `storage/subtypes` if the
default values are not sufficient. This is the 2nd change done across
all existing storages
Not only does this bring code cleanliness & organization (separating
storage code from item code like how `/datum/wire` code is separated
into its own sub folder) but it also makes storage initialization
slightly faster (because you are not modifying default values after
`atom_storage` is initialized but you are directly setting the default
value in place).
You now cannot & should not modify `atom_storage` values inside
`PopulateContents()`. This will make that proc as pure as possible so
less side effects. Of course this principle is not enforced and you can
still modify the storage value after `Initialize()` but this should not
be encouraged in the future
**3. Adds support for automatic storage computations**
Most people don't understand how `atom_storage` values work. The comment
here clearly states that
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c3cbb2b441 |
Revert "Renames order computers "express" -> "autodelivery", autodelivery now has transit time" (#90052)
Reverts tgstation/tgstation#89633 The current state of the PR is not amenable to the rest of the maintainer team. |
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bda85b07ab |
Renames order computers "express" -> "autodelivery", autodelivery now has transit time (#89633)
## About The Pull Request - All mentions of "express" have been renamed to "autodelivery" - Autodelivering goods now comes with transit time. Mining console gets 30 seconds, the chef console gets 2 minutes - Golem ordering remains the same as before. Forced autodelivery skips any kind of transit time. ## Why It's Good For The Game So this has been in the game for awhile, and I think it's a positive element. But I think I messed up with the balance between the two choices, because it's clearly far better to autodeliver and eat the cost. I could change every other factor, and the only relevant one would be the fact that express delivery instantly gives you what you want, while the other option doesn't. This change is meant to replicate the time you'd have to wait for cargo. It may remain quicker than regular orders, but any amount of delay on getting what you ordered is going to make the other delay (that comes with discounts, and kickbacks, etc) more appealing to the orderee. Ideally, if cargo is active, it should be a no-brainer to run a regular order instead of express. Not sure if this does that without testing, but it brings us closer. I decided to make the delay far less for the mining console, mostly because of distance to cargo and the cooldown also already mostly removed. ## Changelog 🆑 balance: The cargo console now has a delay to express orders (renamed to autodelivery) /🆑 |
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5624a33c26 |
Adds a unit test for Cargo Crates to prevent infinite credit oversights. (#89023)
## About The Pull Request I was kinda shocked that we didn't have something for this considering that it's an unspoken rule of cargo to check that a crate does not sell back for more than it's price and that the one comment saying to do so has been doing some heavy lifting for the last 12 years. I'm a novice when it comes to unit testing specifically so hopefully the smoothing out that needs to be done should be fairly quick. *Edit (2/22/25):* The following changes were also made in order to allow for this unit test to work smoothly: Exports now have a market define added to them, as the purpose of this unit test is to test exports that occur on the station, bought from supply and then sold back to supply. As such, these market defines exclude exports specific to pirates (since the cargo shuttle cannot sell living mobs back, preventing you from making 10k per parrot crate.). I've also added the `abstract` variable to some export datums, to signify that a given export is either variable, or not meant to be compared against the value of it's own container, such as with gas canister's base export value as their export datums are generated dynamically. (The subtypes are not abstract, however.) The verb, `/mob/living/verb/tally_physical_credits()` has been changed to `/mob/living/proc/tally_physical_credits()`, because that's my B and does effect some economy back end but it's a one line fix so I just absent-mindedly fixed it here instead of atomizing it out. I can one-line it otherwise. Mulebots now no longer runtime on spawn as they set their own to their own `get_turf` as opposed to pulling their `loc`. A few supply packs have had their prices bumped up slightly to actually pass the test itself: * `/datum/supply_pack/misc/candles_bulk` * `/datum/supply_pack/security/armor` * `/datum/supply_pack/security/helmets` * `/datum/supply_pack/security/baton` ## Why It's Good For The Game Prevents future infinite credit bugs that could have been missed by simply checking the sale value in game. ## Changelog 🆑 fix: To prevent infinite sales issues, security helmets, armors, and batons packs now all cost 600 credits, up from 400. fix: Candle packs now cost 400 credits, up from 300, and candles now sell for 12.25 cr each. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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8a5898212b |
Automated Announcement System refactor (#89276)
## About The Pull Request I standardized stuff in AASs code, and all current reference to it. Also added interactions for bounty cubes, weather reports and request consoles, all of it can be changed from AASs UI. Also it's easier now to add new config entries for AAS to proceed, and it's now downstream friendly. ## Why It's Good For The Game Well, because kind of order in code and because it's funny to make custom messages for... Almost everything? BTW any entry can be blocked from ingame changes, by default you can't change Broken Arrival shuttle and Security Officer arrival announcements, how it was before. But may be we should allow it - it's an open question. ## Changelog 🆑 add: Many things now handles via AAS: Bounty Cubes, Request Consoles, Brig Cells, Vending Machines and Orion Trails alerts, Weather Reports, Cargo Order Console code: Now anyone can make their own entry for AAS refactor: AAS internals, also cleanup /🆑 |
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fe1e071499 |
Bitrunning Gimmick Loadout Disks (feat. minor disk load refactor) (#88716)
## About The Pull Request Where I forget about a pr for 5 months. This started because there was a pr that made it so skills transfer between the real and the digital, and so I thought it'd be really funny if I could train boxing in virtual reality... but there's no easy way to get boxing gloves or anything like it in the virtual world... So! I decided to make a disk for it, but then thought about fishing and gaming and- Anyhow it all went downhill from there and here we are now: Gimmick Disks. (And a refactor of disk loading) This implements a new type of bitrunning disk that instead of a single item or ability, grants a full set of thematic items/abilities! Unhelpfully cosplay as a wizard! Game inside your game! Down a digital protein shake and box some simplemobs! As the name "Gimmick" implies, these are primarily intended to help shake up the sometimes stale bitrunner gameplay. By letting you invoke, if you so desire, what to me is the most enjoyable gaming experience: doing stupid shit with your buddies. To facilitate the new type of disk I had to refactor disk loading, as it was hardcoded to the item types. Instead, we make disk loading send a signal to the bitrunner, and register for this when held in their inventory. This allows us to do things like making the lead acid battery give you shock touch when held, without needing to make an explicit typecheck or iterate over every item in the bitrunner's nested contents to see if they have a loadable item. ## Why It's Good For The Game I think it'd be really funny if you could train your boxing in the digital realm. As said above, I feel the bitrunner gameplay can get stale sometimes, and this is how I hope to help people shake it up for themselves sometimes. By giving them more stupid shit to do. Doing stupid extended bits with other people is one of the things I enjoy most out of ss13, and this is there to let the bitrunners do exactly that with each other. And sometimes you just have to roleplay as Gamers™️ entering virtual reality to fight the virtual syndicate in bad cosplay while roleplaying as a wizard smoking his magic weed, an overly edgy rogue, and the healer desperately trying to keep them from exploding into a million pieces. ## Changelog 🆑 refactor: Bitrunning item/ability loading has been refactored. Please report any issues. add: Added Bitrunning gimmick loadout disks. These disks contain full sets of equipment for all your digital cosplay needs, each including questionably helpful equipment. Currently includes Sports (Boxer, Skater, Archer, Fisher, Gamer) and Dungeon Crawling (Alchemist, Rogue, Healer, Wizard). add: Taking a lead acid battery into the netpod with you now gives your bit avatar shock touch. /🆑 |
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4c2a76ede3 |
Fix a large number of typos (#89254)
Fixes a very large number of typos. A few of these fixes also extend to variable names, but only the really egregious ones like "concious". |
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987aedde4c |
[IDED] Replaces UZI domain reward with ballistic chameleon gun (#87600)
## About The Pull Request Replaces the mini-UZI beach battle domain reward with a ballistic chameleon gun. Also added a separate possible reward for an uzi bitrunning disk. |
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b67a0901f2 |
Fix issues discovered via TypeMaker (#87596)
## About The Pull Request Fixes issues with var typing and proc arguments, discovered using OpenDream's WIP TypeMaker feature (using improvements I haven't PR'd upstream yet). ## Why It's Good For The Game Codebase maintenance. |
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98deaeff3d |
Adds hiding what you're wearing on your belt, adds the flag to a bunch of stuff (#86884)
## About The Pull Request We have the HIDEBELT flag but it isn't used anywhere and in fact is not functional, so I added code to examine to enable it. I also threw the flag onto a bunch of stuff -- primarily big billowy things, or stuff like trenchcoats. This would include hiding guns, toolbelts, plant bags, things of that nature. If you steal the Captain's saber and throw a bedsheet on your head, you've pulled off the perfect crime. ## Why It's Good For The Game Adds another way to be sneaky and immensely suspicious, increasing paranoia when some guy wearing a big shapeless suit walks into the room.  ## Changelog 🆑 Bisar add: Clothing can now hide what you're wearing on your belt. /🆑 |
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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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008876823c |
Adds two new BR maps, basic mobs, BR tweaks & fixes (#85292)
## About The Pull Request Title. Adds two new maps: - Grasslands Hunt (peaceful) - Meta Central (easy) These maps add a new basic revolutionary mob and significantly upgrades the ai of basic deer. This fixes an issue where modular maps were not correctly spawning mobs or adding them to the "mutable candidates" for antagonists. There's also some balance changes to bitrunning vendor prices, which are generally now lower. This change is unrelated to the PR as a whole so I'm okay with removing it if there's concern ### photos <details> <summary>expand</summary>   </details> ### todo - [x] Fix the revolutionary death anim - [x] Make deer run when injured ## Why It's Good For The Game New maps as a general positive for bitrunning Bug fixes Makes vendor choices for bitrunning-exclusive items generally less of a chore to get ## Changelog jlsnow301, MMMiracles, KikoWen0, Ben10Omintrix 🆑 add: Added two new bitrunning maps: Grasslands Hunt and Meta Central. add: Deer are now more complex animals, granting them enhanced ability to run amok and chew your favorite plants. balance: Reduced the cost of most BR vendor items. fix: Fixes an issue where modular virtual domains spawned less mobs than intended. fix: These modular spawns are now valid mutation targets to become an antagonist. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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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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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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fec946e9c0 |
/Icon/ Folder cleansing crusade part, I think 4; post-wallening clean-up. (#85823)
Hello everybuddy, your number three rated coder-failure here to clean up some mess. This PR accomplishes some of the more major structural clean up changes I wanted to do with /obj/ folder, but decided to wait on until wallening gets merged, and so, time has come. Several things to still be done, although I know these cleaning PR's are quite a load, so will wait for this one to get done with first. ## Why It's Good For The Game Saner spriters, better sprites, less annoyance. Also deleted a whole load of redundancy this time around, a lot of sprites which existed simultaniously in two places now got exit their quantum superposition. |
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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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5dc1d36ee4 |
Bitrunning: Combat domain [READY] (#84196)
<!-- 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 Finally dusts off this project to make a deathmatch style bitrunning map. Don't be too intimidated by the file diff, lots of code organization + resized a large map. Changes: 1. Reuses the gateway beach map as a combat zone (99% of the file diff) (maptainers: i just added spawners and areas) 2. Alters how bitrunning handles spawning: Custom spawns are now available, which can be anything Misc organization: - Splits netpod.dm into separate files. - Fixes some wording in vdom map documentation. - Organizes vdom variables a bit. - Adds a permanent hololadder spawn. How bitrunning deathmatch works: - Temporary spawners are offered to both ghosts and bitrunners. - Runners spawn in like usual. Ghost can use the spawner menu. - Ghosts work to prevent avatars from collecting side objectives or try to cause mass brain damage. - The domain completes after a number of deaths accrue. Any faction. Blood for the blood god, etc. - This map can be played solo. ANY deaths. <!-- 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 I've been toying with the idea of a deathmatch style map for some time. I liked syndicate assault, the spawners were intentionally left there, and the possibility of player-controlled players made the experience more tense and challenging. This PR leans into this idea: The virtual world is dangerous. Players get a chance to compete on both sides here. It offers a lot of variety to bitrunning other than "run for box". It's also very lucrative if ghosts join in. <!-- 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. --> 🆑 add: Added a bitrunning deathmatch map: Island Brawl. Both ghosts and runners get many more spawns than normal. fix: Lowered the static vision time in domain load in. /🆑 <!-- 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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4aa7bae77a |
Moves tool use back higher in the chain, but makes it so tool acts are only called on non-combat-mode (#84083)
## About The Pull Request ### Dilemma So we've been running into a dilemma recently as we move more and more items over (#84070, #83910) Some things like modsuits, tables, washing machines, storage items want to do their tool acts before their item interactions In the past this was perfectly fine, because it was `tool_act` -> `attack`, but now it's a problem, because it's `item_interaction` -> `tool_act` -> `attack`. Rather than resort to snowflaking, my idea is that we can move tools back up the chain so deconstruction and other similar effects are handled first, before anything else like putting the tool onto the table. ### So why does it require non-combat-mode? A large amount of tool acts early return if the user's on combat mode to allow the user to smack the thing instead of using the tool on it. So I've decided to walk back on what I said like a week ago and make this standardized behavior. ### Misc Reintroducing `tool_act` as a proc that exist means that atoms can easily hook certain interactions that must happen very high in the click chain, such as doing something that block storage insertion. Moves some of the behaviors I put on the (admittedly rather hacky) new proc to that. (Also cleaned up a bit of lockbox and medbot code) ## Changelog 🆑 Melbert fix: Fixed modsuit interactions slightly. No longer requires combat mode to use tools on it, plasma core works as intended as well. (Using combat mode, however, will make you insert the item) refactor: Refactored lockboxes refactor: Refactored medbot skin application /🆑 |
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1116f150eb |
Bitrunning: Tweaks, QoL and removals (#84125)
## About The Pull Request See changelog for shortlist 1. **Threat changes.** I was a bit unsatisfied with the rate of antag spawns. These have been increased considerably. The clamped probability has been increased from 1-10 to 5-15. The probability increases from 5 to 15 as domains are completed. Generally, in a standard round, the chance of spawning at least one antag should be around ~50% at 7 domains completed. Emagging a server doubles this rate. 2. **Map changes.** Starfront saloon was a cool idea on paper: A totally modular map. However, it looked very uninspired and was so much of a chore on the map loading system that it prompted players to admin help how long it took, thinking it was broken. I've removed the map. I have others I want to implement that don't look so bad. 3. **QoL changes**. Ghost observer experience is improved. Previously, you could click netpods to view their avatar, and now you can click the hololadder to return. I've included examine text to show this. The server's examine text will now also give you clues that it's emagged (ghost only). The examine text on hololadders has also been improved. 4. **Bitrunning antags.** These were designed as temporary, but they were everything but. Spawning as one would prevent your revival, which just isn't a good tradeoff for something that's going to get deleted in a minute. Now, this system uses temp bodies just like CTF, so you can return once you're dead. (exception: coming station side) 5. **Maps**: Syndicate assault is still one of my favorites, but there's cheesy exploits like instantly breaking the display case to lock down the ship, turning on turrets which are EXTRA lethal, etc. I've added some pistols to the closets and removed some of these exploits. 6. **Cooldown**: Yes, no one seems to upgrade these ever, and it proved a poor technique to encourage bitrunners to leave their rooms. I had other plans to encourage this, not included here, so I think lowering the cooldown time is beneficial. 3min -> 2min > [!NOTE] > File diff: removed a map ## Why It's Good For The Game Closes #83787 General updates and QoL for bitrunning to keep it fresh. I was quite disappointed with the scaling of threat, and most players haven't even seen bitrunning antags except when I admin spawn them. These numbers aren't hard set in my mind, and could be adjusted. I generally want bitrunning easier to access and more "temporary" which is in keeping with its design doc. ## Changelog 🆑 fix: Bitrunning made more illegal: Increased the rate at which antags spawn. fix: "Temporary" bitrunning antagonists and spawners are made actually temporary. You will return to your original body after death, just like CTF. add: Added more examine text for ghosts to bitrunning equipment. balance: Server cooldown reduced by 1 minute at base level. add: As an observer, you can now switch views between station and virtual domain by clicking the hololadder and netpod respectively. del: Removed the starfront saloon BR map. fix: Syndicate assault map: Added pistols, reduced exploits. /🆑 |
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bd5c045acb |
Adds proto-kinetic accelerator modkit and proto-kinetic crusher trophy disks to the bitrunning vendor (#83825)
## About The Pull Request Adds disks to the bitrunning vendor that give the pka and pkc additional parts. I have no idea if any of these numbers are balanced, I am not good at balance, and these are just random numbers I came up with. If anyone has any recommendations on how to better order or price it, I would love to know. ## Why It's Good For The Game It gives people a way to test fights against megafauna using unique combinations of accelerator modkits and crusher trophies with less risks. ## Changelog 🆑 add: Added disks for accelerator modkits and crusher trophies to the bitrunning vendor /🆑 |
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6fea9d999d |
Small playsound audit, particularly involving portal sounds (#83893)
## 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 /🆑 |
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b6369a47b4 |
Mouse drag & drop refactored attack chain (#83690)
## About The Pull Request
Mouse drag & drop has been refactored into its own attack chain. The
flowchart below summarizes it

Brief summary of each proc is as follows
**1. `atom/MouseDrop()`**
- It is now non overridable. No subtype should ever touch this proc
because it performs 2 basic checks
a) Measures the time between mouse down & mouse release. If its less
than `LENIENCY_TIME`(0.1 seconds) then the operation is not considered a
drag but a simple click
b) Measures the distance squared between the drag start & end point. If
its less than `LENIENCY_DISTANCE`(16 pixels screen space) then the drag
is considered too small and is discarded
- These 2 sanity checks for drag & drop are applied across all
operations without fail
**2. `atom/base_mouse_drop_handler()`**
- This is where atoms handle mouse drag & drop inside the world. Ideally
it is non overridable in most cases because it also performs 2 checks
- Is the dragged object & the drop target adjacent to the player?.
Screen elements always return true for this case
- Additional checks can be enforced by `can_perform_action()` done only
on the dragged object. It uses the combined flags of
`interaction_flags_mouse_drop` for both the dragged object & drop target
to determine if the operation is feasible.
We do this only on the dragged object because if both the dragged object
& drop target are adjacent to the player then `can_perform_action()`
will return the same results when done on either object so it makes no
difference.
Checks can be bypassed via the `IGNORE_MOUSE_DROP_CHECKS` which is used
by huds & screen elements or in case you want to implement your own
unique checks
**3. `atom/mouse_drop_dragged()`**
- Called on the object that is being dragged, drop target passed here as
well, subtypes do their stuff here
- `COMSIG_MOUSEDROP_ONTO` is sent afterwards. It does not require
subtypes to call their parent proc
**4. `atom/mouse_drop_receive()`**
- Called on the drop target that is receiving the dragged object,
subtypes do their stuff here
- `COMSIG_MOUSEDROPPED_ONTO` is sent afterwards. It does not require
subtypes to call their parent proc
## Why It's Good For The Game
Implements basic sanity checks across all drag & drop operations. Allows
us to reduce code like this
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9207af001b |
Fixes netpod href exploit (#82698)
## About The Pull Request Can't have fits in detroit ## Why It's Good For The Game Fixes #81616 ## Changelog 🆑 fix: Netpods have had their security against exploits increased. /🆑 --------- Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com> |
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995d8e2ee1 |
Fixes a variety of input stalling exploits (#82577)
## About The Pull Request Fixes the following input stalling exploits (maybe missed some): - Changing GPS tag - Setting teleporter destination - Request Console Reply - Various AI law board interactions - Note, I used `is_holding` but technically this means these fail with telekinesis. I can swap them to `can_perform_action(...)`, which allows TK, but I noticed some places explicitly deny TK interactions with Ai law boards. Not sure which is preferred. - Borg Rename Board - Plumbing Machines and Ducts - APCs and SMES terminal placements - Stargazers Telepathy - Go Go Gadget Hat ## Changelog 🆑 Melbert fix: You can't change the GPS tag of something unless you can actually use the GPS fix: You can't set the teleporter to a location unless you can actually use the teleporter fix: You can't reply to request console requests unless you can actually use the console fix: You can't update AI lawboards unless you're actually holding them fix: You can't update a borg rename board unless you're actually holding it fix: You can't mess with plumbing machines unless you can actually use them fix: You can't recolor / relayer ducts unless you're actually holding them fix: You can't magically wire APCs and SMESs unless you're right by them fix: You can't use Stargazer Telepathy on people who you can't see fix: You can't configure the Inspector Hat unless you can actually use it /🆑 |
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fa31403353 |
LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request I've seen a few cases in the past where LateInitialize is done cause of the init return value being set to do so for no real reason, I thought I should try to avoid that by ensuring LateInitialize isn't ever called without overriding. This fixes a ton of machine's LateInitialize not calling parent (mechpad, door buttons, message monitor, a lot of tram machines, abductor console, holodeck computer & disposal bin), avoiding having to set itself up to be connected to power. If they were intended to not connect to power, they should be using ``NO_POWER_USE`` instead. Also removes a ton of returns to LateInit when it's already getting it from parent regardless (many cases of that in machine code). ## Why It's Good For The Game I think this is better for coding standard reasons as well as just making sure we're not calling this proc on things that does absolutely nothing with them. A machine not using power can be seen evidently not using power with ``NO_POWER_USE``, not so much if it's LateInitialize not calling parent. ## Changelog 🆑 fix: Mech pads, door buttons, message monitors, tram machines, abductor consoles & holodeck computers now use power. /🆑 |
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c1047432c0 |
Bitrunners can broadcast their bitruns to the crew via Entertainment Monitors (#82218)
## About The Pull Request  Bitrunners are now equipped with body cameras. The Quantum Console now holds a switch which you can toggle on to broadcast your body camera footage to the station's Entertainment Monitors. I also cleaned up some balloon alerts ## Why It's Good For The Game I did a gimmick with a bunch of bitrunners and thought it was lame I couldn't watch them as they did the bitrunning part. So here we are. I think it is pretty neat and fun, and also kinda thematic, since it is VR after all. ## Changelog 🆑 Melbert add: Bitrunners can now broadcast their Bitruns to the station's Entertainment Monitors. /🆑 |
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058cb039eb |
Bitrunning 1.5: Secondary Objectives (#81828)
## About The Pull Request Added secondary objective lockboxes to bitrunning. These pull from a list of secondary objective loot on the domain, with a limited quantity of items. Once there are no items left to pull, the secondary objective disappears. If multiple secondary objective markers are placed, they will be placed until all markers have been used, or all the items in the loot pool are already spoken for. To support this functionality, adds SSbitrunning, which stores all domains as instances, instead of checking the hardcoded types as previously. SSbitrunning manages listing domains for the quantum console, and rolling secondary loot. As an example of this functionality, added a side path to Glacier Grind with a polar bear and some loot. ## Why It's Good For The Game Secondary objectives give mappers ways to encourage players to venture into a wider range of domains by offering non-trivial loot beyond the fluff items given in the main caches. The absolute limit on the number of items available ensures these items can't be farmed. As well as supporting secondary objectives, SSbitrunning allows for future support of features relying on mid-round modification of domains, for instance adding custom domains. ## Changelog 🆑 add: Added secondary objectives to bitrunning! add: Pick up encrypted curiosities and return them to the safehouse to claim their contents. add: Glacier Grind has been given a secondary objective, look out for the limited edition hat. add: Bitrunning domains can now be modified during the round by admins. /🆑 |
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87771e7ecc |
Makes the encrypted bitrunning cache indestructible (#81150)
## About The Pull Request This gives the encrypted bitrunning crate a bunch of resistances, making it (theoretically) impossible to destroy. ## Why It's Good For The Game The crate getting shot down by mobs or players and softlocking a domain really kinda sucks! ## Changelog 🆑 Rhials fix: The encrypted bitrunner cache is now impervious to most conventional means of destruction. /🆑 |
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8703eac50d |
split area.contained_turfs up by zlevel, make init 10 seconds faster (#80941)
## About The Pull Request Situation: areas have a list of all turfs in their area. Problem: `/area/space` is an area and has a 6 to 7 digit count of turfs that has to be traversed for every turf we need to remove from it. This can take multiple byond ticks just to preform this action for a single space rune Solution: split the list by zlevel, and only search the right zlevel list when removing turfs from areas. replaces `area.get_contained_turfs()` with a few new procs: * `get_highest_zlevel()` - returns the highest zlevel the area contains turfs in. useful for use with `get_turfs_by_zlevel` * `get_turfs_by_zlevel(zlevel)` - returns a list of turfs in the area in a given zlevel. Useful for code that only cares about a specific zlevel or changes behavior based on zlevel like lighting init. * `get_turfs_from_all_zlevels()` - the replacement for `get_contained_turfs()`, renamed as such so anybody copying/cargo culting code gets a hint that a zlevel specific version might exist. Still used in for loops that type checked so byond would do that all at once * `get_zlevel_turf_lists()` - returns the area's zlevel lists of lists but only for non-empty zlevels. very useful for for loops. The area contents unit test has been rewritten to ensure any improper data triggers failures or runtimes by not having it use the helpers above (some of which ensure a list is always returned) and access the lists directly. |
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09de210dfc |
Corrects a minor grammar mistake in a job description and crate (#80327)
## About The Pull Request Specifically corrects the following; - Adds a period to the end of the Research Director's job description. - Fixes the grammar for the description of the encrypted cache crate. ## Why It's Good For The Game Proper grammar makes things look nice. ## Changelog 🆑 spellcheck: Fixed a minor grammar mistake in the RD's job description and the encrypted cache crate. /🆑 |
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71a1fee2f1 |
Explodes device.dmi (#80025)
## About The Pull Request I woke up today and thought 'what would be easy thing to do today so I can say I've done something?'. Then I remembered I saw several gangtool usages the time I split radio up, and I could remedy those. 7 hours later, device.dmi is split in a folder of its own, and I've also given unique sprites to door remotes and landing desginators. ## Why It's Good For The Game The device.dmi was kind of a mess. ## Changelog 🆑 /🆑 |
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1e76fd70b4 |
Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom (#79968)
## About The Pull Request Implements half of this (with some minor changes):  The ultimate goal of this is to split our attack chain in two: - One for non-combat item interactions - Health analyzer scanning - using tools on stuff - surgery - Niche other interactions - One for combat attacking - Item hit thing, item deal damage. - Special effects on attack would go here. This PR begins this by broadining tool act into item interact. Item interact is a catch-all proc ran at the beginning of attack chain, before `pre_attack` and such, that handles the first part of the chain. This allows us to easily catch item interaction and cancel the attack part of the chain by using deliberate bitflag return values, rather than `TRUE` / `FALSE`*. *Because right now, `TRUE` = `cancel attack`, no matter what, which is unclear to people. Instead of moving as much as possible to the new proc in this PR, I started by doing some easy, obvious things. More things can be moved in the future, or technically they don't even need to move in a lot of cases. ## Changelog 🆑 Melbert refactor: Refactored some methods of items interacting with other objects or mobs, such as surgery and health analzyers. Report if anything seems wrong /🆑 |
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7f7688b60a |
Demotes the "electrical conductivity" flag from flags_1 to obj_flags (#80033)
## About The Pull Request
Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game
Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.
I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️
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7cb5738fcb |
Adds a modular bitrunning map, changes safehouse spawns (#79937)
## About The Pull Request Primarily, this adds one new map to bitrunning that uses modular rooms. <details> <summary>pictures</summary>    </details> I also added in some changes: - Safehouses are now loaded using the modular map system rather than the bespoke solution qservers had. - Lowers the difficulty of psyker shuffle (which I felt was a little too nightmarish) and boosts its rewards. ## Why It's Good For The Game New maps More integration with prior systems ## Changelog 🆑 add: Added a new modular bitrunning domain - Starfront Saloon. balance: Psyker shuffle domain was made slightly easier and has been given more rewards. /🆑 |
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f4535255c0 |
Nukes radio.dmi, adds inhands for somewhat relevant items. (#79792)
## About The Pull Request Third /icon/ cleansing splinter 1. Comments on commits say all it does pretty much.  ## Why It's Good For The Game Inhand for walkietalkie was requested in the project, gets rid of some usecases of old 'gangtool', headset splitoff requested by Fazzie. Inhands reflecting the items they are supposed to represent is nice. ## Changelog 🆑 image: Following now have unique item sprites: syndicate war declaration radio, curator and chief beacon's, chaplain beacon. image: Following now have unique inhand sprites: radio, export scanner, walkie-talkie, syndicate war declaration radio, curator and chief beacon's, chaplain beacon. /🆑 |
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ba5ae73dac |
Adds more bitrunning antagonists + fixes (READY) (#79522)
## About The Pull Request Reopened #78997 Larger patch for bitrunning that addresses a few issues. - Two new antagonists: cyber tac and netguardian - Quantum server emag opportunity - Modular mob packs: Like random spawners, but for groups - Antag spawning fixed: vdom antags now have up to a 10% chance to spawn based on domains loaded - Virtual domains are no longer all fullbright by default, only the outdoorsy ones - Actually deletes legion map file, since it was removed in #79424 <details> <summary>images</summary> The netguardian prime   The glitch effect - this mob is being mutated  Cyber tac (t2 antagonist)  </details> ## Why It's Good For The Game - Bitrunning antagonists are so incredibly rare that it's underwhelming to play as one for the solid second they offer if you even get the role - Bitrunners had basically no traitor route to follow, they became assistants with black outfits Fixes #79465 <details> <summary>More info</summary> Bitrunners don't have any type of traitor options. If they're made into traitors, there's nothing bitrunner related they can do, and their access is particularly bad so it's like they're a worse assistant. I've coupled this with the bitrunning antagonist system, which is now fixed.\. Bitrunners can now attempt to coax these entities to come onto the station, however they are not given any form of allegiance for doing so (and are quite counterable). Previously, vdom antagonists relied on so many factors to spawn that it basically wouldn't happen. Now, it runs on the server each time there is a map loaded, with increasing probability as the round progresses. This builds up the list of spawnable antagonists, of which two are new, including an entirely new giant mech megafauna. This is the first "megafauna-esque" basic mob in the game. Its AI is bad, it's really only meant to be player controlled, but this does mean an admin can spawn them. Being mech, they are very counterable with ion rifles and the like. Several refactors, rewrites, and overall bug fixes are included in this PR. Lastly, I added a framework for making bitrunner maps more random, the modular mob spawning system, which works in conjunction with random crate locations. </details> ## Changelog jlsnow301, infraredbaron 🆑 add: Bitrunning Patch 1 features a host of changes! add: Added randomized mobs to virtual domains, which will be indicated with a unique icon. add: New emag interaction with the quantum server. Antags will spawn more frequently, and they can hack themselves onto the station. You have been warned. add: Both living and dead players can now see which mob is going to spawn an antagonist in the vdom. add: Two new vdom antagonists: Cyber Tac and the NetGuardian. These unlock at specific thresholds. balance: You can no longer stack copies of the same ability with bitrunning disks. balance: Some of the disk items have been replaced with stronger versions. fix: You can no longer spy on crew using the advanced camera console on syndicate assault. fix: Fixed the spawning mechanism of virtual domain antagonists. You should now have a chance of playing as one. This chance increases as more domains are completed. fix: Vdom antagonists shouldn't spawn at the end of the run any longer. fix: The preference for vdom antagonists has been changed to factor in the new types. Check your preferences! fix: The quantum server will now show its balloon alerts to all observers. fix: Random domains should be fully random again. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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2630cc119e |
New crates (#79665)
image: Crates got new sprites image: Added more crate styles |
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6f1636b503 |
Fixes half covering glassware protecting eyes (#79592)
## About The Pull Request Makes glasses that don't cover both eyes protect from dropper chemicals onto eyes ## Why It's Good For The Game It's annoying to spray something on someones exposed eye for it to not transfer MEDICS HAVE HAD IT GOOD FOR TO LONG resisting MY humanizing toxin with their dumb one eye covering health huds THE MED MOTHS SHALL BE HUMAN ## Changelog 🆑 fix: fixes half-covering glassware protecting eyes from chemicals /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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550ec9b1d9 |
Cleans up signal use in bitrunning [NO GBP] (#79426)
## About The Pull Request Atomized #78997 Broke up duplicate signal usage - though they do the same thing, this is convention & it makes it easier to debug Removed custom alert subtypes in favor of just setting values directly Removed some unnecessary vars like the console ref from the server Since I'm just copying this over, it has added exam text for net pods, which fixes an issue reported to me in Discord ## Why It's Good For The Game Code improvement ## Changelog 🆑 add: Added some clarity to the range of netpods (4 tiles) in their exam text. /🆑 |
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918e4faeb1 |
Fixes some bitrunning bugs [NO GBP] (#79332)
## About The Pull Request Atomized bug fix PR from the content patch. They seemed to be priority ## Why It's Good For The Game Fixes #79329 Fixes #79164 Fixes #79289 ## Changelog 🆑 fix: Paraplegics can now enter netpods. fix: Fixes an exploit caused by teleporting out of a netpod. fix: Outfit selection at netpods shouldn't give armor bonuses any longer. /🆑 |
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83e6cc517b |
Fixes infinite loop in bitrunning (#79194)
## About The Pull Request Clears up some functionality in netpod disconnect cases that lead to an infinite loop Also fixes an errant message from #78959 ## Why It's Good For The Game Fixes #79190 ## Changelog 🆑 fix: Entering a virtual domain should no longer give you a message that it doesn't forbid items /🆑 --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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324dfb65c1 |
Allows domains to forgo giving bitrunners their disk items and spells if that is desired (#78959)
## About The Pull Request Adds two variables to bitrunner domains, one for making them not spawn disk items, and one for making them not grant disk abilities to bitrunner characters on loading into the domain. Not presently used in any domains, but will be a mystery tool that will help us later. ## Why It's Good For The Game I've thought of a few pretty good domains but the ideas behind them fall apart a bit of joey bitrunner can bring a desword and fireball into them. ## Changelog 🆑 code: Bitrunner domains can now have spells or items from disks disabled if the domain maker wants such a thing /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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0bf69b5724 | Clicking a bitrunning pod orbits its avatar (#79053) |