* Remove unused override comments and fix a few I found
* remove lighting icon overrides (obsolete)
* remove laz/borg overrides (obsolete)
* Remove the catch-all e-gun override, manually overrides the two severely out of date sprites that we ACTUALLY have updates for
* oop
* removes obsolete surgery table sprite (probably technically too close to Bay's to be using actually)
* Love un-updated pathing
* oop
* this back icon wasn't even on this gun ever was it
* didn't notice this override >:(
* the big slappy is now immutably slow (#77655)
## About The Pull Request
the big slappy is now immutably slow, it cant be sped up by xenobio
speed potion (because of how red slime crossbreed works, you can still
avoid it with that bullshit, but at least that requires some effort for
the xenobiologist to specifically create you one)
## Why It's Good For The Game
30 force
30 block chance
double object damage
throws tha guy away
KNOCKS DOWN FOR 2 SECONDS
and then your ass can literally just walk with it for FREE if you visit
xenobio and they gloop out one potion with a slime and water (which if
xenobio is staffed at all they probably will have at the point you made
it)

(also a bit sus that it was added by a xenobio powergamer but thats
beside the point)
## Changelog
🆑
balance: you cant speed up the big slappy with slime potion
/🆑
* the big slappy is now immutably slow
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Big Slappy | Giant Weapon DLC [MERGE READY!!!] (#77273)
## About The Pull Request
Big Slappy is a new illegal shovel/wrench which can be obtained through
illegals means. Parts you need to craft it can be found on the black
market uplink for a low price, but if it is not there you can find it on
the imports page on your hacked cargo console for 4400 credits usually.
Big Slappy makes you slow and you will get 10 recoil damage everytime
you hit someone and you will knock down your opponent for two seconds
while throwing people back like a baseball bat. It deals 30 damage and
is the fastest shovel/wrench out there. It can be folded into its wrench
form which will change its typing and makes it look like a wrench. It
also deals more damage in the wrench state, but also deals more recoil
damage and your target will not get knocked down. This weapon will
probably only appear in a few rounds since it has recoil damage, is slow
and costs a lot to obtain. It also has a longer meele attack cooldown.
To craft it you need 4 wrenches, 1 drill, 5 plasteel, 10 rods and 1 big
slappy parts using tools.

## Why It's Good For The Game
Cool new weapon.
## Changelog
🆑
add: Added big slappy
image: Added big slappy parts and big slappy sprites
/🆑
* Big Slappy | Giant Weapon DLC [MERGE READY!!!]
---------
Co-authored-by: Comxy <tijntensen@gmail.com>
* Portals now have a colorful glow (#77298)
## About The Pull Request
Most instances of /obj/effect/portal now faintly glow their respective
color.

This was taken in the dark, the glow isn't as noticeable in the light.
Anomaly/jaunter/mech wormholes do not glow, since they use the
black-and-grey swirly sprite and don't look like they'd emit any kind of
light.
Also autodocs some portal related vars and changes one proc to not use
single char vars.
I also tried adding a soundloop but it sounded kind of crappy so I
decided against it.
## Why It's Good For The Game
Makes the portals a little bit prettier :)
## Changelog
🆑 Rhials
qol: Most of the colored oval-shaped portals faintly glow now. Cool!
/🆑
* Portals now have a colorful glow
---------
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
* Basic Lobstrosity (#77253)
## About The Pull Request
I'm slowly chipping away at mining mobs. These ones also got some new
sprites because the old ones were a bit weird except when facing South.

Arctic Lobstrosities are now hairy to give them a little more visual
distinction from Lavaland ones.
In terms of behaviour, they're now a little faster and can charge you
from further away.
They will _only_ attack players who are incapacitated in some way
(primarily from being hit by their charge, but could be from a Goliath
or something too) and will otherwise keep their distance until they can
charge again. They move slower for a short duration after charging
though, so you have time to slap them a bit.
If a Lobstrosity downs you then it will try to snip off one of your
arms, then retreat in order to eat it.
Obviously nobody likes losing an arm, but this does give you an
opportunity to get away while it is distracted? Funnily enough the way
our health system works means that sometimes losing that arm actually
takes you out of soft crit so you can stumble back to the station for a
replacement (or try to wrestle yours back?)
All of these things are achievable also by a player if you make one
sapient, they will pull arms off mobs they attack which are in crit and
can eat arms if they see them lying around if they want.
I added an element to let you dismember people with your bare hands,
maybe someone evil can use it to add a beheading attack some day.
Here's a video of their new behaviours:
https://www.youtube.com/watch?v=9eKxsH7hD7Q
## Why It's Good For The Game
Gives mobs more character.
Reduces our list of frozen simple mobs.
Replaces some ugly side sprites.
Medbay enrichment?
## Changelog
🆑
refactor: Lobstrosities are now basic mobs and have different AI
behaviour. Please report anything which seems like it shouldn't be
happening.
add: Lobstrosities will now only opportunistically attack things they
have knocked over with their charge, and are otherwise timid.
add: Lobstrosities are hungry for fingers and will steal one of your
arms if they defeat you in combat, although this gives you time to crawl
away.
sprite: New sprites for Lobstrosities.
/🆑
* Basic Lobstrosity
* Modular paths
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Goliath basic mob (#76754)
## About The Pull Request
Converts Goliaths to the basic mob framework and gives them some new
moves because I can't leave things well enough alone.
I am planning on touching all the lavaland fauna and then maybe even the
icebox ones if I haven't got bored. The Golaith is the first because it
is iconic.
https://www.youtube.com/watch?v=JNcKvMwT4-Q
Here's me getting killed by one as a demonstration. Despite my poor
performance I would contend that they aren't a _lot_ more dangerous, but
they are a little more dangerous.
The chief difference here is that they have two new attacks which they
will only use in response to being attacked.
If fired at from range, they will target the attacker with a line of
tentacles (it doesn't track you, so is easily sidestepped).
If attacked in melee, they will surround _themselves_ with tentacles, on
a longer cooldown.
Something else you may notice in this video: I discovered that basic
mobs are actually _too smart_ to be Lavaland fauna.
Typically (unlike their old form) a mob on our new AI system is smart
enough to attack someone _the moment they come into range_ rather than
only checking on predictable ticks, which would make using the Crusher
an essentially unviable prospect.
To counteract this, Goliaths now have a delayed attack component which
gives you a visual warning and short duration to get out of range before
they swing at you. I will probably put this on all mining fauna that get
reworked, it wouldn't be a terrible thing to put on other mobs to be
honest.
Other changes: The goliath stun is now a status effect with _buckles_
you to the tentacle as if grabbed, as well as its previous effects.
While this seems purely worse, any nearby helpers can now help-click on
you to instantly remove the debuff.
Experiencing the effect of a Lobstrosity Rush Gland makes you immune to
being grabbed by tentacles and an implanted one will automatically
trigger and free you if you are hit, and the explosive effect of
Brimdust also causes the tentacle to retract (although you'd need to
take damage for this to happen). Using the tools of the land, you can
make these creatures less threatening.
The ability for a Goliath to chain-apply the ability has now also been
reduced, it won't refresh its duration if you are hit when already
buckled.
When not occupied hounding miners, Goliaths will intermittently dig up
the asteroid sand and eat any worms that this produces.
I also made some new sprites for riding a Goliath because they've been
broken since the Lavaland mob update and also kind of were ugly before
then anyway:

Other code changes:
- I made an element which only lets an attached object move every x
seconds. This is because Goliaths are far too slow to use the speed
system (the glide just looks bugged as hell) but one thing I am invested
in when converting these is to make sure that they share the same
behaviour when player or AI controlled. This is disabled while you're
riding them because it was interminably slow.
- The Goliath tentacle trail uses a supertype object now shared with the
Meteor Heart which did something kind of similar.
## Why It's Good For The Game
It begins the process of moving one of our larger subsets of NPCs onto
the newer framework for NPC behaviour.
It adds a little bit more life to an iconic but slightly uninteresting
foe which mostly just walked at you slowly.
This PR contains a few components I expect to apply more widely to other
mobs in the future.
## Changelog
🆑
refactor: Goliaths now use the Basic Mob framework, please report any
unusual behaviour.
add: Goliaths learned a couple of new attacks which they will use in
self-defence.
balance: Help-clicking a miner grabbed by Goliath tentacles will
immediately free them, as will the effect of several items you can
scavenge from around Lavaland.
image: New sprites for the Goliath saddle.
/🆑
* Goliath basic mob
* Update ash_rituals.dm
* fixes icon diff
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
Fixes missing digi icon paths for some of the hooded robe type armors
Cleans up some unneeded Skyrat edits too
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Coroner additions and tweaks (#76534)
## About The Pull Request
Serrated bone shovels can be created with any kind of shovel now, not
just a spade (???)
Serrated bone shovels can be used in place of circular saw in most
surgeries.
Added a duller (still deadly) variant of the serrated bone shovel as
coroner mail.
Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.
Increased the force, throwforce, and wound bonus of inert ritual knives
and scythes.
Coroner gloves can quickly apply medicine like nitrile gloves.
## Why It's Good For The Game
> Serrated bone shovels can be created with any kind of shovel now, not
just a spade (???)
Weird ass bug.
> Serrated bone shovels can be used in place of circular saw in most
surgeries.
It's serrated, it's cool, it's rare, it has a fast toolspeed.
> Added a duller (still deadly) variant of the serrated bone shovel as
coroner mail.
Very thematic for the coroner, should probably also be a heirloom item
but whatevs. Weaker so there's still a reason to seek out the OG.
> Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.
Scanning corpses is pretty important during surgery - it tells you how
much blood they have, organ damage, diseases... these things don't
appear in the surgical computer readout, which means the coroner has to
go out of his cave to pick up a boring light blue meatbag wound scanner.
This also incentivizes coroners to do their job by giving them something
cool that only works on dead bodies.
> Increased the force, throwforce, and wound bonus of inert ritual
knives and scythes.
These two options in the MortiDrobe are pretty frickin' badass,
especially with how SICK the Coroner looks with them, double especially
in combat.

However, there's the large issue that as actual weapons they're really,
really weak. Not enough damage, when I use them in combat I both feel
badass but also get a nagging feeling in the back of my mind that I'm
intentionally gimping myself, and with only 10 damage I can *really*
feel it. I find it unfair that these are objectively worse than a
welding tool or even a Butcher's Cleaver when they're a lot more
involved to find, and scarce besides. These arguments apply equally to
the Wizard's ritual knife, and the scythe.
Additionally on the scythe, the crew really needs more good ghetto
weaponry that isn't the boring same ol' of baseball bats, spears,
cleavers... and making scythes useful is a great way to help bridge that
gap. They deal a satisfying amount of damage now, with the clear
downside, of course, being that they're bulky and hard to lug around.
> Coroner gloves can quickly apply medicine like nitrile gloves.
'Fast medicine' doesn't just cover sutures, it also covers medical gel.
Specifically, sterilizer gel. I find it annoying that the Coroner is
encouraged to give up his drip for the boring life-saver nitrile gloves,
because the difference in applying time really does make a difference -
it makes gel applying go from annoying to smooth, which is important
considering the whole purpose of sterilizer gel is to make surgeries go
faster. The Coroner has surgery and thus medical locker access to begin
with, so this isn't a balance problem, (and nitrile gloves are found by
the dozen anyways) especially with how rare the coroner gloves are.
## Changelog
🆑
fix: Serrated bone shovels can be created with any kind of shovel now,
not just a spade (???)
add: Serrated bone shovels can be used in place of circular saw in most
surgeries.
add: Added a duller (still deadly) variant of the serrated bone shovel
as coroner mail.
add: Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.
add: Increased the force, throwforce, and wound bonus of inert ritual
knives and scythes.
add: Coroner gloves can quickly apply medicine like nitrile gloves.
/🆑
* Modular Scythes
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
* Emergency Relief Capsule (#76457)
## About The Pull Request
Getting back into coding by making some soul PRs.
Adds a new kind of bluespace capsule which replaces the default one when
the "budget pods" station trait runs, and is available from the vendor
for a (marginal) discount.


The Nanotrasen Emergency Relief Capsule provides a port in the storm for
people with an urgent need, and very little else.
## Why It's Good For The Game
This one is mostly just kind of funny I'll be honest.
I guess it uuuuuuuh provides a kind of pod with no GPS signal if you
really want to go off the grid? But anything I write here is secondary
to the point of "someone suggested it on the forums and I liked it".
## Changelog
🆑
add: Budget cuts can sometimes effect the station's supply of Emergency
Bluespace Shelters.
/🆑
* Emergency Relief Capsule
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* You can now revive dead fishes, bees and mice with a lazarus injector (#76252)
## About The Pull Request
This PR introduces a signal sent to the target when a lazarus injector
is being used on them, hence read the title.
EDIT: I've forgotten to add that Tom no longer counts toward the mice
population cap now, being unique.
## Why It's Good For The Game
Being items rather than simple/basic mobs, dead mice (without a mind
datum), bees and fishes cannot be revived by the lazarus injector. While
I agree that spending one for this may be an egregious waste of mining
points, it's still fleshing out the feature a bit.
## Changelog
🆑
add: You can now revive dead fishes, bees and (mindless) mice with a
lazarus injector.
balance: Tom, the mouse, no longer counts toward the mice population
cap.
/🆑
* You can now revive dead fishes, bees and mice with a lazarus injector
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Fix crusher harddel (#76096)
## About The Pull Request
Fixes#60047
## Why It's Good For The Game
Hard del and bricking things are bad.
Guess it's still an issue that burning tropheys are a thing but Shrug
## Changelog
🆑 Melbert
fix: Fixed hard delete with Kinetic Crusher causing the projectile
function to brick
/🆑
* Fix crusher harddel
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Replaces antag softsuits with alternatives and balances some gun loot in space ruins (#75762)
Next part of my pass on space loot. This touches a few of the higher
powered ones I found with the help of Donglesplonge. The main goal here
was to replace a few significantly powerful items with less powerful or
harder to carry variants while retaining most of their value as well as
removing a few blatant antag-only items. The affected ruins and what was
changed:
Caravan Ambush - Replaced a mini energy gun with a survival knife.
There's apparently a chameleon kit here but I'm actually okay with these
staying - their relative impact on the round is low and they can be used
for creative drip reasons by crewmembers.
Old Infiltrator - Replaced the black-and-red softsuit with the
Contractor suit. It's in one of the suit storage units, which you'll
need a crowbar to open up.
Waystation - Removed a magazine from the WT-550 Autorifle crate. There's
still a Syndicate combat medkit and a set of night-vision goggles here
but they're behind multiple pod turrets. I want to get input on how hard
these are to get, but it seems relatively difficult, and I'm okay with
"a better medkit and night visions" as space loot. You outright can't
get the M1911 in antag stuff (as far as I can tell) so it stays.
The Faceoff - Replacing the syndie spacesuit/gear in the mining lockers
up north with unique Syndicate variants of the mining gear. Thanks to
necromanceranne for the sprites.
* Replaces antag softsuits with alternatives and balances some gun loot in space ruins
---------
Co-authored-by: TheVekter <TheVekter@users.noreply.github.com>
* Miner Style Points 2: Style on Everyone (#74690)
## About The Pull Request
A re-open of https://github.com/tgstation/tgstation/pull/66326 with
Fikou's permission
Adds the style meter, it can be bought from the mining vendor for 1500
points, it is an attachment to your glasses.
The style meter creates a display on your hud, with your recent actions,
like attacking enemies, killing them, mining ore etc. Actions like
spinning or flipping increase your score multiplier, making you get more
points.
Your style meter affects how much ore you get from mining rocks. By
default with the meter, you get 20% less ore, but at the highest, you
can get 1.2x the ore from mining. In addition, on B-tier or above, you
can "hotswap" items, by attacking an item in your backpack with one in
your hand (should it fit and all that). Also features a leaderboard for
highest style point count!
New streamable: https://streamable.com/eewi6l
The following are sources of points:
- Killing things
- Killing big things
- Killing small things
- Punching things
- Melee'ing things
- Mining rocks and ores
- Having matrix traps detonate
- Hit, defuse, and detonate gibtonite
- Detonate crusher marks
- Scan geysers
- Parry projectiles (others or your own)
Oh, right. While wearing the style meter, you're able to parry any
lavaland-based projectile by clicking on it or the tile it is on, which
reflects it back in a 7 degree arc, making it 20% faster and 15% more
damaging. Usually not very easy.
Maybe-plan in the future for some syndicate variant of this (with bullet
parrying and appropriate style sources, etc.), but not for this PR
Thanks to Arcane, multitooling the style meter will make it play some
sounds on rank-up.

https://streamable.com/nheaky
Parrying in action
## Why It's Good For The Game
Makes miners bring more ore in a fun way.
## Changelog
🆑 Fikou, Zonespace, Arcane for voicing
add: The mining vendor now has a style meter. This meter gauges your
style points and uses them to improve your ore yield.
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Miner Style Points 2: Style on Everyone
---------
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Gives plasmamen proper masks depending on their job. (#74468)
## About The Pull Request
Adds gasmasks plasma filter subtypes for sechailer, explorer and atmos.
Atmosians won't have any updates, it's just to fix ERP Constructor
Plasmaman loadout spawning with mask that won't allow you to breath.
And so med plasmamen will have medical masks. There will be sechailers
for sec (except for the detective). And the miners will have explorer
masks.
Oriented on job_boxes and what jobs spawn with which boxes.
## Why It's Good For The Game
Some love for living plasma mold. And i just think that it should be
this way.
## Changelog
🆑
add: Plasmamen will now spawn with proper masks depending on the job.
/🆑
* Gives plasmamen proper masks depending on their job.
---------
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
* Rebalances a vast oversight with one of the game's weapons (#74283)
## About The Pull Request
Makes sure the game is fairly balanced again.
## Why It's Good For The Game
Honestly I'm surprised this weapon went unchanged for so long with no
downsides.
## Changelog
🆑 Wallem
balance: Fixes a glaring oversight with the entrenching tool's
balancing.
/🆑
* Rebalances a vast oversight with one of the game's weapons
---------
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Removes Cult perms from Survival pods (#73757)
## About The Pull Request
Removes Cult permitted from survival pods, as it's very uninteresting to
have cult bases in places no one will check.
This doesn't affect the mining base itself.
## Why It's Good For The Game
One of the drawbacks of Cult is that they get stronger at the cost of
being more easy to spot, so being to completely bypass the negative part
makes it unfair to fight cult if there's a single shaft miner, or
literally anyone if it's icebox.
## Changelog
🆑
balance: Cult can no longer draw runes in survival pods.
/🆑
* Removes Cult perms from Survival pods
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Dominate & Lazarus Inject basic mobs. Lazarus Injected mobs don't fight each other. (#72440)
Fixes#72404
The Lazarus Injector doesn't currently work on basic mobs, but should.
Problem:
The EMPed state of the Lazarus Injector is intended to make a revived
mob hostile to everyone except you, including other mobs you have
revived wtih an EMPed Lazarus Injector.
This is trivial to achieve for Simple Mobs which essentially all share
the same AI, but I could not think of a single workable solution for
Basic Mobs which don't, or at least any which didn't come with a tedious
requirement to closely consider this niche item when programming any
additional AI.
Solution:
Change the default behaviour of the Lazarus Injector so this is not a
problem.
If all it does it make the mob loyal to you _and_ friendly to other mobs
which are loyal to you, then it's pretty easy because we can just use
the existing faction flags.
This is unambiguously a buff to using the item for nefarious purposes as
now if you revive four ice drakes and fulton them onto the station they
won't kill each other until only one is left, but is the only workable
solution I could really think of.
A lot of the very dangerous mining fauna can't be dragged so
transporting your army to the station still poses a question.
The alternate solution was just to replace the AI controller of any
emp-revived basic mob with a "zombie" AI controller, but this has the
problem that
A- It would now make things like cows and dogs into hostile creatures
when they previously weren't.
B- It loses any interesting behaviour the mob previously had and for
cases like Bileworms doesn't even make any sense (they'd try to walk and
just get stuck in place).
This ultimately leads to needing to make bespoke versions for various
mobs, which doesn't seem desirable from a maintainability standpoint.
As a side note it's still not a great idea to revive Bileworms _anyway_
as, their ability to move is tied to their ability to attack so once
they don't have a target they will just kind of sit there and if they
_do_ get a target their attempts to help you fight are difficult to
distinguish from attempts to kill you... but at least being able to
revive them makes it easier to make one sapient if you really want to
trap a player's mind inside a body which is incapable of leaving
lavaland.
Additional edit:
At Fikou's suggestion I've also added a sentience comparison proc to
`mob/living` and removed some code duplication which dealt with this
problem in the sentience/mind transfer potions, as well as added it to
the Dominate spell.
This device is meant to revive mobs and it shouldn't be required for
players to memorise an arbitrary list of which mobs it does and doesn't
work on.
Especially as the goal is eventually that all simple mobs should be
basic mobs.
This way of working is more intuitive, even if it is also stronger. I
was surprised when I used EMPed injectors and my "new minions" just
killed each other.
🆑
fix: You can now revive 'basic mobs' with a Lazarus Injector, such as
dogs, cows, axolotls, or carp.
fix: The same category of mobs can also now be effected by the Runic
Golem Dominate spell.
fix: Basic Mobs will switch target if they can no longer attack their
current target; meaning that if you become a Bileworm's friend it will
stop attacking you.
balance: Mobs injected with the Lazarus Injector while it is EMPed will
no longer attack other mobs revived by EMPed Lazarus Injectors.
/🆑
* Update code/modules/research/xenobiology/xenobiology.dm
* Update code/modules/research/xenobiology/xenobiology.dm
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* [no gbp] removes all duplicate armor datums (#72354)
closes#72348
Title
My bad
Heres the script I used this time if you want to
```cs
var baseDir = Environment.CurrentDirectory;
var allFiles = Directory.EnumerateFiles($@"{baseDir}\code", "*.dm", SearchOption.AllDirectories).ToList();
var known = new Dictionary<string, List<KeyValuePair<string, int>>>();
foreach (var file in allFiles)
{
var fileLines = File.ReadAllLines(file);
for (var i = 0; i < fileLines.Length; i++)
{
var line = fileLines[i];
if (line.StartsWith("/datum/armor/"))
{
var armorName = line.Replace("/datum/armor/", "").Trim();
if (!known.ContainsKey(armorName))
known[armorName] = new List<KeyValuePair<string, int>>();
var knownList = known[armorName];
knownList.Add(new KeyValuePair<string, int>(file, i));
}
}
}
Console.WriteLine($"There are {known.Sum(d => d.Value.Count)} duplicate armor datums.");
var duplicates = new Dictionary<string, List<int>>();
foreach (var (_, entries) in known)
{
var actuals = entries.Skip(1).ToList();
foreach (var actual in actuals)
{
if (!duplicates.ContainsKey(actual.Key))
duplicates[actual.Key] = new List<int>();
duplicates[actual.Key].Add(actual.Value);
}
}
Console.WriteLine($"There are {duplicates.Count} files to update.");
foreach (var (file, idxes) in duplicates)
{
var fileContents = File.ReadAllLines(file).ToList();
foreach (var idx in idxes.OrderByDescending(i => i))
{
string line;
do
{
line = fileContents[idx];
fileContents.RemoveAt(idx);
}
while (!String.IsNullOrWhiteSpace(line));
}
File.WriteAllLines(file, fileContents);
}
```
* modular
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Add lints for idiomatic balloon alert usage (#72280)
Adds lints for `balloon_alert(span_xxx(...))` (which is always wrong),
and balloon alert where the first letter is a capital (which is usually
wrong). Fixes everything that failed them. As a reminder, abbreviations
like "AI" and "GPS" shouldn't be capitalized in a balloon alert.
In cases where this is intentional for flavor (there was one case), you
can `UNLINT` like so:
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
* Basic Mobs can run away (#71963)
## About The Pull Request
That's right I'm still atomising #71421, some day I might even post
something related to carp.
This PR adds various behaviours to basic mobs allowing them to run away,
in a couple of variations.
Mice will flee from anyone who doesn't share their factions, at all
times (so they will scatter from most humans, but not regal rats).
Rabbits and Sheep will flee from anyone who has attacked them.
Pigs will run away from people who have attacked them, but only if
they're below half health.
https://user-images.githubusercontent.com/7483112/207127135-d1737f91-d3f7-468a-ac60-7c7ae5d6623d.mp4
Mice are still plenty catchable because they don't run _very far_ (or
very fast) but I think the chase will be good enrichment.
To achieve this I had to change the signal COMSIG_CARBON_HEALTH_UPDATE
into COMSIG_LIVING_HEALTH_UPDATE but frankly the latter seems more
sensible anyway.
## Why It's Good For The Game
More behaviours to use later when designing mobs, gradually gives mobs
more things to do rather than just sort of moving aimlessly around the
area you left them in.
It'll give people hunting rats in maintenance some exercise.
## Changelog
🆑
add: Mice will now run away from you, you have to catch them if you want
to eat them. Use those traps!
add: Rabbits, Sheep, and Pigs likewise won't just sit there and let you
pulverise them if they can see an escape route.
/🆑
* Basic Mobs can run away
* Modular!
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
* Smoothing groups optimization, save 265ms with configs, more on production & w/ space ruins (#71989)
This one is fun.
On every /turf/Initialize and /atom/Initialize, we try to set
`smoothing_groups` and `canSmoothWith` to a cached list of bitfields. At
the type level, these are specified as lists of IDs, which are then
`Join`ed in Initialize, and retrieved from the cache (or built from
there).
The problem is that the cache only misses about 60 times, but the cache
hits more than a hundred thousand times. This means we eat the cost of
`Join` (which is very very slow, because strings + BYOND), as well as
the preliminary `length` checks, for every single atom.
Furthermore, as you might remember, if you have any list variable set on
a type, it'll create a hidden `(init)` proc to create the list. On
turfs, that costs us about 60ms.
This PR does a cool trick where we can completely eliminate the `Join`
*and* the lists at the cost of a little more work when building the
cache.
The trick is that we replace the current type definitions with this:
```patch
- smoothing_groups = list(SMOOTH_GROUP_TURF_OPEN, SMOOTH_GROUP_FLOOR_ASH)
- canSmoothWith = list(SMOOTH_GROUP_FLOOR_ASH, SMOOTH_GROUP_CLOSED_TURFS)
+ smoothing_groups = SMOOTH_GROUP_TURF_OPEN + SMOOTH_GROUP_FLOOR_ASH
+ canSmoothWith = SMOOTH_GROUP_FLOOR_ASH + SMOOTH_GROUP_CLOSED_TURFS
```
These defines, instead of being numbers, are now segments of a string,
delimited by commas.
For instance, if ASH used to be 13, and CLOSED_TURFS used to be 37, this
used to equal `list(13, 37)`. Now, it equals `"13,37,"`.
Then, when the cache misses, we take that string, and treat it as part
of a JSON list, and decode it from there. Meaning:
```java
// Starting value
"13,37,"
// We have a trailing comma, so add a dummy value
"13,37,0"
// Make it an array
"[13,37,0]"
// Decode
list(13, 37, 0)
// Chop off the dummy value
list(13, 37) // Done!
```
This on its own eliminates 265ms *without space ruins*, with the
combined savings of turf/Initialize, atom/Initialize, and the hidden
(init) procs that no longer exist.
Furthermore, there's some other fun stuff we gain from this approach
emergently.
We previously had a difference between `S_TURF` and `S_OBJ`. The idea is
that if you have any smoothing groups with `S_OBJ`, then you will gain
the `SMOOTH_OBJ` bitflag (though note to self, I need to check that the
cost of adding this is actually worth it). This is achieved by the fact
that `S_OBJ` simply takes the last turf, and adds onto that, meaning
that if the biggest value in the sorting groups is greater than that,
then we know we're going to be smoothing to objects.
This new method provides a limitation here. BYOND has no way of
converting a number to a string at compile time, meaning that we can't
evaluate `MAX_S_TURF + offset` into a string. Instead, in order to
preserve the nice UX, `S_OBJ` now instead opts to make the numbers
negative. This means that what used to be something like:
```dm
smoothing_groups = list(SMOOTH_GROUP_ALIEN_RESIN, SMOOTH_GROUP_ALIEN_WEEDS)
```
...which may have been represented as
```dm
smoothing_groups = list(15, MAX_S_TURF + 3)
```
...will now become, at compile time:
```dm
smoothing_groups = "15,-3,"
```
Except! Because we guarantee smoothing groups are sorted through unit
testing, this is actually going to look like:
```dm
smoothing_groups = "-3,15,"
```
Meaning that we can now check if we're smoothing with objects just by
checking if `smoothing_groups[1] == "-"`, as that's the only way that is
possible. Neat!
Furthermore, though much simpler, what used to be `if
(length(smoothing_groups))` (and canSmoothWith) on every single
atom/Initialize and turf/Initialize can now be `if (smoothing_groups)`,
since empty strings are falsy. `length` is about 15% slower than doing
nothing, so in procs as hot as this, this gives some nice gains just on
its own.
For developers, very little changes. Instead of using `list`, you now
use `+`. The order might change, as `S_OBJ` now needs to come first, but
unit tests will catch you if you mess up. Also, you will notice that all
`S_OBJ` have been increased by one. This is because we used to have
`S_TURF(0)` and `S_OBJ(0)`, but with this new trick, -0 == 0, and so
they conflicted and needed to be changed.
* Sorting how did I miss it
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
* fixes hollow survival pod window spawners (#72000)
## About The Pull Request
they used fulltile survival pods so it just spawned 4 full windows in
one place
## Why It's Good For The Game
i use them on my map and it upsets me
## Changelog
🆑
fix: fixes hollow survival pod window spawners
/🆑
* fixes hollow survival pod window spawners
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Buffs implanted mining organs (#71863)
## About The Pull Request
In [70546](https://github.com/tgstation/tgstation/pull/70546) I added
some new implantable organs to mining creatures which didn't drop
anything on death.
I didn't really want these to make miners way better at station PvP so I
gave them some pretty hefty downsides.
I went too far and this meant nobody would ever implant one of them
ever, which sort of negates the point of adding it.
The implanted Brimdust Sac has now been redesigned.
It no longer sets you on fire if activated on the station, nor does it
explode if you catch fire.
Instead, if you're in an unpressurised environment (like space or
Lavaland) it will add one stack of the buff every 30 seconds
automatically.
The buff still does reduced damage on the station _and_ hurts you as
much as it hurts anyone else. In addition, instead of catching fire, you
will be slowed for four seconds.
Additionally I cut the cooldown for both organs in half because there
wasn't really any reason for it to be that long.
## Why It's Good For The Game

Encourages miners to go interact with medbay in between delivering ore,
while they're waiting for their shit to get posted.
Now when someone indignantly posts "When was the last time there was a
mining _buff_" in #coding-general you can link them to this PR.
## Changelog
🆑
balance: Rush Gland and Brimdust Sac can be used more frequently when
implanted.
balance: An implanted Brimdust Sac will stack the buff on you
automatically while on lavaland. Triggering the buff on the station will
make you walk slower for a short duration.
balance: Implanted Bimrdust Sacs no longer set you on fire, nor do they
explode if you catch fire.
/🆑
* Buffs implanted mining organs
Co-authored-by: Jacquerel <hnevard@gmail.com>
* [NO GBP] Monster organs were extending the wrong proc following a refactor. (#71231)
## About The Pull Request
During a refactor of the lavaland monster organ PR I split one proc into
two and then called the wrong one on all of the children, oops.
This led to the Rush Gland experiencing no cooldown when triggering
itself at low health, which is unquestionably more useful but not how it
is supposed to work.
## Why It's Good For The Game
Implanting the organ shouldn't grant you unlimited super speed while at
low health, even if you're very likely to run into a wall and crit
yourself as a result.
## Changelog
🆑
fix: Lobstrosity Rush Glands now correctly apply their action cooldown
when they trigger from low health.
/🆑
* [NO GBP] Monster organs were extending the wrong proc following a refactor.
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Brimdemons & Lobstrosities drop (slightly) useful organs (#70546)
Goliaths, Legions, Watchers, and (as of recently) Bileworms all drop
something vaguely useful when they die.
Brimdemons and Lobstrosities do not. This PR aims to fix that, so that
there's at least some vague benefit to hunting them.
In this case it takes the form of organs you get when you butcher them,
similar to the regenerative core from Legions.
As they're similar to the regenerative core, I modified the regenerative
core to extend from a new common "monster core" typepath which these two
new organs also extend.
Like the regenerative core, both of these items do something when used
and something slightly different if you go to the effort of having
someone implant them into your body. They also decay over time, and you
can use stabilising serum to prevent this from happening.
https://user-images.githubusercontent.com/7483112/195967746-55a7d04d-224e-412d-aedc-3a0ec754db3d.mp4
The Rush Gland from the Lobstrosity lets you do a little impression of
their charging attack, making you run very fast for a handful of seconds
and ignoring slowdown effects. Unlike a lobstrosity you aren't actually
built to do this so if you run into a mob you will fall over, and if you
are doing this on the space station running into any dense object will
also make you fall over (it shouldn't make you _too_ much of a pain for
security to catch).
The idea here is that you use this to save time running back and forth
from the mining base.
The Brimdust Sac from the Brimdemon covers you in exploding dust. The
next three times you take Brute damage some of the dust will explode,
dealing damage equal to an unupgraded PKA shot to anything near you (but
not you).
If you do this in a space station not only is the damage proportionally
lower (still matching the PKA), but it _does_ effect you and also it
sets you on fire. You can remove the buff by showering it off.
The idea here is that you use this for minor revenge damage on enemies
whose attacks you don't manage to dodge.
https://user-images.githubusercontent.com/7483112/195967811-0b362ba9-2da0-42ac-bd55-3809473cbc74.mp4
If you implant the Rush Gland then you can use it once every 3 minutes
without consuming it, and the buff lasts very slightly longer. It will
automatically trigger itself if your health gets low, which might be
good (helps you escape a rough situation) or bad (didn't want to use it
yet).
https://user-images.githubusercontent.com/7483112/195967888-f63f7cbd-60cd-4309-8004-203afc5b2153.mp4
If you implant the Brimdust Sac then you can use it once every 3 minutes
to shake off cloud of dust which gives the buff to everyone nearby, if
you want to kit out your miner squad. The dust cloud also makes you
cough if you stand in it, and it's opaque. If you catch fire with this
organ inside you and aren't in mining atmosphere then it will explode
inside of your abdomen, which should probably be avoided, resultingly it
is very risky to use this on the space station.
* Brimdemons & Lobstrosities drop (slightly) useful organs
* update modular
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>