Commit Graph

121 Commits

Author SHA1 Message Date
Majkl-J
f8faccd70a Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-10a 2024-10-20 04:12:02 -07:00
Waterpig
bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

Update install_node.sh

Update byond.js

oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

aaaaaaaaaaaaaaaaaaa

not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00
Waterpig
4c4930c71d Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit 2024-09-08 00:59:39 +02:00
StrangeWeirdKitten
38c3a6336d Merge branch 'master' of https://github.com/skyrat-ss13/skyrat-tg into upstream-7-24/204 2024-07-25 00:08:53 -06:00
SkyratBot
16854f2358 [MIRROR] The Voidwalker | New Midround Antagonist (#28832)
* The Voidwalker | New Midround Antagonist

* [MIRROR] The Voidwalker | New Midround Antagonist [MDB IGNORE] (#3755)

* The Voidwalker | New Midround Antagonist

* Update role_preferences.dm

* Update sql_ban_system.dm

* Update _bodyparts.dm

* Update role_preferences.dm

* Update lazy_templates.dm

* Update _bodyparts.dm

* Update _bodyparts.dm

* Grep

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-07-20 17:44:24 +05:30
Time-Green
89cf4c7787 The Voidwalker | New Midround Antagonist (#84674)
## The Voidwalker

Adds a new antagonist, the Voidwalker! 
It's a rare antag that spawns in space when there's at least 40 people
Design doc is here: https://hackmd.io/jE4YScP8RPykXo37rTBV2Q (there's
some deviations)
No biddle

## Summary
Spooky space antag that moves around space, ambushing people either in
space or near space. They can move through glass, have an ability to
stamina drain you if they remain in your vision for 8 seconds, can
temporarily remove glass windows to drag you through them and deal
~~stamina damage~~ incredibly violence. Upon being taken, they can be
kidnapped and cursed, muting and pacifying the person and sending them
to the void.

## Passive

![image](https://github.com/tgstation/tgstation/assets/7501474/e2bbac33-bac8-4eb9-9042-994904ebec18)

![image](https://github.com/tgstation/tgstation/assets/7501474/b76df700-84d4-4722-bf6f-2e2049c345b3)

Passive abilities:

- Permanent space flight and indoor flight
- Space regen
- Slowdown when in gravity
- Space camo (very low alpha when in space
- Can freely move through unshocked glass
- Mute, but can hear all station frequencies (excluding binary)
- Will quickly die when on planets or moons (obviously can't roll on
icebox)
- 10 brute armor and 20 burn armor. They can't wear any form of armor
and don't have any get out of jail free cards, so I think it'll help
with their survivability a slight bit

## Abilities
**Void eater:** Literally just a light-eater but instead of eating light
it instantly shatters windows, but restores them after a few seconds

**Space Dive:** New ability that lets you move under the station with a
2 second do_after, so they can still get to closed of space spots
without being as annoying as heretic space shift

**Unsettle:** Remain in view of the target for 8 seconds to give them a
short stun, slurring and 80 stamina damage, but announce your presence
and location to them. Both you and your target can move, as long as you
remain in their view.

**Space Kidnap:** When your target is incapacitated and in space, you
can drag them into the cosmic void. They'll be returned cursed after
undergoing a sort of reverse heretic sacrifice (more on that in the next
section).

[Showcase of all the above abilities!](https://youtu.be/NJ01H28PV9w)

## Voided Crew
A brain trauma received when you get kidnapped. While under it's
influence, you are muted and pacified. You will die in planetary gravity
and cannot enter space.


![image](https://github.com/tgstation/tgstation/assets/7501474/ea90bf9b-b8d1-4d46-8c69-7b0900e8e50c)

It can be cured with a lobotomy or by dying in planetary gravity. 
You get warned to avoid the Voidwalker. The voidwalker now does extra
damage and gets the option to glass gib you if you die, leaving just a
brain

## Loot
On death, the Voidwalker shatters into glass and drops a cosmic skull.
Looking into the skull gives you a stable version of the Voided brain
trauma. It doesn't give you pacifism and doesn't ban you from space. It
also makes you space immune and gives you the ability to walk through
unshocked glass after 2 seconds do_after.

Sprites for the cosmic skull by Justice12354 and Rex9001! I'll throw up
a video showcasing death and their sprites on Sunday

## Why It's Good For The Game
We don't have any space centered antagonists. The closest we have are
Space Dragons, but they have to go deep into the station anyway. I'm
also quite fond of simpler antagonists, like revenant and nightmare.
Give people the tools, and they'll make the fun themselves.

I've been comparing the Voidwalker with the Nightmare. Both are goalles,
simple antagonists, but where the Nightmare's gimmick is darkness, the
Voidwalker's gimmick is space.

They also get a dark tentacle arm so they can murderize people, but it
only gets them to crit. After that they can drag people into the "void"
to kidnap them. This is mostly to encourage the Voidwalker not to just
space them cause that's kinda lame. They still can though, just in-case
it would be very funny

## Changelog
🆑 Time-Green, Justice12354, Rex9001
add: Adds the Voidwalker, a new rare space based midround antagonist!
code: Adds the ability to texture limbs and bodypart_overlays
Sprite: Cosmic skull sprites by Justice12354 and Rex9001
/🆑

- [x] Add a better kidnapping mechanic, instead of just teleporting
someone to a station turf
- [x] Add an armblade or weapon or something, unarmed combat is kinda
ass for this
- [x] Fix the antag preview not rendering textures
- [x] Prevent them from space phasing when in combat so they can
actually be killed in space combat, even if really fucking hard
- [x] Nerf visibility for people with space parallax disabled, probably
also something to improve camo with colored parallax
- [x] Replace the stamina damage stuff
- [x] Cool rework of space phase idea I have
- [x] Update/implement vidual effects
- [x] Implement names

## Considerations
There's a few things that I might change or implement later, depending
on how it actually plays.

It's a space focused antag, but there might not be enough people near
space in a given round. An ability to let them "capture" area's or let
them turn into a meteor or something might be needed later if they turn
out to be too passive.

They might also be _too_ oppressive in space. I designed them for
near-space combat, but may've made them insanely overpowered in in raw
space combat.

Probably wont do biddle, but might add more powers that you can reroll
every few minutes or something (like blob). Either wat it wont be this
PR

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-07-14 18:57:44 +00:00
Waterpig
5da11912cb Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-2406a 2024-06-02 10:40:19 +02:00
Time-Green
ff9beb22d1 Removes sentient disease (#83453)
## About The Pull Request

Completely removes sentient disease from the game

## Why It's Good For The Game

Sentient disease is a unique antag and seems fun on paper, but really
doesn't work that well.

Sentient disease is a pretty binary antagonist: you either get cured and
watch helplessly as you lose all your hosts, or you infect everyone and
wipe out the entire station. Its everything bad about conversion antags,
but there's not even any fighting.

I also don't think any amount of balancing can fix sentient disease. If
we make it harder to cure, the disease gets an easier station wipe, but
if we make it less lethal, it loses all ability to stop cure generation.
The core gameplay pitches the entire crew against one disease, and it's
merely a timer before either it gets cured or wipes out everyone

This is my latest sentient disease round, where I wiped out the entire
station. I only even greentexted because there was one guy on the escape
shuttle in crit that barely made it because they had the sense to take
spaceilline.

![image](https://github.com/tgstation/tgstation/assets/7501474/260b3b28-96a1-4a19-8532-ecb94a41c68b)

The removal of the virologist lets us balance viruses to be fairer
challenges to the player, but as long as sentient disease exists we'll
always have to balance viruses somewhat in favor of the enjoyment of the
disease blowing your head and making you spontaneously combust.

## Changelog
🆑
del: Removes sentient disease from the game
/🆑

Hopefully, once we get virology truly sorted out, we can readd sentient
disease, but this would require our diseases to have endgoals that
aren't focused around killing every person, being widespread while also
not being instantly curable. A reworked sentient disease would have to
be so different, it's better to leave it out, fix virology and then
consider if we can truly add a new sentient disease and have it be fun
and fair
2024-05-26 14:57:44 -04:00
Time-Green
a3d93ff598 Removes sentient disease (#83453)
## About The Pull Request

Completely removes sentient disease from the game

## Why It's Good For The Game

Sentient disease is a unique antag and seems fun on paper, but really
doesn't work that well.

Sentient disease is a pretty binary antagonist: you either get cured and
watch helplessly as you lose all your hosts, or you infect everyone and
wipe out the entire station. Its everything bad about conversion antags,
but there's not even any fighting.

I also don't think any amount of balancing can fix sentient disease. If
we make it harder to cure, the disease gets an easier station wipe, but
if we make it less lethal, it loses all ability to stop cure generation.
The core gameplay pitches the entire crew against one disease, and it's
merely a timer before either it gets cured or wipes out everyone

This is my latest sentient disease round, where I wiped out the entire
station. I only even greentexted because there was one guy on the escape
shuttle in crit that barely made it because they had the sense to take
spaceilline.


![image](https://github.com/tgstation/tgstation/assets/7501474/260b3b28-96a1-4a19-8532-ecb94a41c68b)

The removal of the virologist lets us balance viruses to be fairer
challenges to the player, but as long as sentient disease exists we'll
always have to balance viruses somewhat in favor of the enjoyment of the
disease blowing your head and making you spontaneously combust.

## Changelog
🆑
del: Removes sentient disease from the game
/🆑

Hopefully, once we get virology truly sorted out, we can readd sentient
disease, but this would require our diseases to have endgoals that
aren't focused around killing every person, being widespread while also
not being instantly curable. A reworked sentient disease would have to
be so different, it's better to leave it out, fix virology and then
consider if we can truly add a new sentient disease and have it be fun
and fair
2024-05-26 11:54:50 -07:00
SpaceLoveSs13
a3b57ca75b Merge pull request #26139 from Skyrat-SS13/upstream-merge-80952
[MIRROR] Turns mush cap into an extorgan [MDB IGNORE]
2024-05-23 14:42:35 +05:30
SkyratBot
8e17d80198 [MIRROR] Moves as many db related date/time operations to the db side to avoid byond bugs with dates and times. (#27694)
* Moves as many db related date/time operations to the db side to avoid byond bugs with dates and times.

* Update blackbox.dm

* SQLtime to ISOtime

---------

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-05-23 03:09:51 +02:00
vinylspiders
ae3a8acb8e * Turns mush cap into an extorgan
* Trimming the fat

* Trimming the fat

* Update mushpeople.dm

* Adds colorblindness as a mild brain trauma (#76527)

What the title says.
The brain trauma makes the whole screen monochrome until cured.

![image](https://github.com/tgstation/tgstation/assets/82850673/442d24a8-6625-454c-bc28-64b786b03f49)

I feel like the current pool for mild brain traumas is quite lame, this
helps spice it up a bit with something that is quite annoying and
distracting but not game breaking (as mild brain traumas should
generally be).

🆑
add: Added colorblindness as a mild brain trauma.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>

* Fix species `var/hair_color` not being used for, well, hair color (#82168)

`var/hair_color` for species was intended to be used as a "this species
uses this type of hair color thing"

But at some point that got completely lost and now it's only used for
sprite accessories

This fixes that. That means Slimepeople now have properly slimey hair.
And Ethereals are less snowflake once more.

🆑 Melbert
fix: Fixed Slimepeople's hair not matching their slimey colors.
/🆑

* Revert "Fix species `var/hair_color` not being used for, well, hair color (#82168)"

This reverts commit c4cb756.

* Revert "Adds colorblindness as a mild brain trauma (#76527)"

This reverts commit eb815f5.

* Update _species.dm

* unused var

* Caps list..

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Attempts to fix CI errors

* Update cap.dm

* Update _external_organ.dm

* Update monkey.dm

* Revert "Update monkey.dm"

This reverts commit 29f54c8.

* Revert "Update _external_organ.dm"

This reverts commit 8de5ea7.

* Update _external_organ.dm

* Revert "Update _external_organ.dm"

This reverts commit 644cc56.

* Fix CI maybe?

* Update cap.dm

* Update DNA.dm

* Some cleanup/updating to upstream

* Update global_lists.dm

* Mush

* Update mushpeople.dm

* Hopefully the last fix

* Doing this differently

* Update organ.dm

* Update organ.dm

* Update organ.dm

* Update organ.dm

* Update organ.dm

* OK

* Update organ.dm

* Update podpeople.dm

* maybe

* Hm

* Hm

* Will this break things?

* Revert "Will this break things?"

This reverts commit bd288c6.

* Test

* Update organ.dm

* Update organ.dm

* Revert "Update organ.dm"

This reverts commit ca77ff9.

* Update organ.dm

* .

* .

* .

* Update snail.dm

* Monkeys now use height offset (and monkey tail works) (#81598)

This PR adds the ability for monkeys to wear any jumpsuit in the game,
and adds support for them to wear things like coats, gloves, and shoes
(though this cannot be obtained in-game and is solely achieved through
admins, which I also improved a bit upon by adding a defined bitfield
for no equip flags).

This reverts a lot of changes from
tgstation/tgstation#73325 - We no longer check
height from limbs and such to bring sprites down, instead monkeys now
work more similarly to humans, so the entire PR was made irrelevant, and
I didn't really want to leave around dead code for the sake of having a
human with longer legs.

I've now also added support for Dwarfism, which makes monkeys look even
smaller. Very minor change but at least now the mutation doesn't feel
like it does literally nothing to monkeys (since they can already walk
over tables).

Here's a few examples of how it can appear in game (purely for
demonstration, as it is currently intentionally made impossible to
obtain in-game, though if someone wants to change that post-this PR now
that support is added, feel free):

Tails have been broken for a while now, the only reason you see them
in-game is because they are baked into the monkey sprites. This fixes
that, which means humans can now get monkey tails implanted into them
(hell yeah) and monkeys can have their tails removed (also hell yeah)

* Removes unneeded files

* Revert "Removes unneeded files"

This reverts commit 6469d37.

* .

* ok

* Update tails.dm

* Update monkey.dm

* Fix monkey screenshot test

* Update species.dm

* Update reinf_walls.dm

* Maintenance

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com>
2024-05-23 02:37:43 +02:00
Kyle Spier-Swenson
a8dda646a1 Moves as many db related date/time operations to the db side to avoid byond bugs with dates and times. (#83193)
While we try to have the datetimes of all vms synced to within 100ms of
eachother, via a cluster of time servers and intercepting all ntp
traffic in the vm lan towards the cluster, this isn't perfect and so
things putting time onto the database server should use the time at the
database server as much as it can.

To avoid confusion, i have renamed `SQLtime()` to `ISOtime()` to avoid
the likely hood its cargo culted onto database code again. ISOtime is
still a bad name, but there isn't a good name for this kind of time
format, like ISO8601, but human readable (so no `T` between date and
time and less other nonsense), with an assumption of GMT, thats not
SQLtime(), and SQLtime(). Suggestions welcome.

also byond's time procs can bug out because of how cursed they operate,
case in point, this year 2054 item that got inserted into the legacy
population table:


![image](https://github.com/tgstation/tgstation/assets/7069733/41669db0-c242-4c4e-ae6e-709725b91439)
2024-05-14 15:48:38 -06:00
Waterpig
7a8fe64633 Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into skyrat-upstream-04 2024-04-30 13:57:15 +02:00
SkyratBot
618298865a [MIRROR] Players can now be role banned from Spy (#27491)
* Players can now be role banned from Spy (#82895)

## About The Pull Request
Adds spy to banning panel
## Why It's Good For The Game
Admins should be able to roleban players from all antagonists
## Changelog
🆑
admin: spy can now be rolebanned
/🆑

* Players can now be role banned from Spy

---------

Co-authored-by: Sadboysuss <96586172+Sadboysuss@users.noreply.github.com>
2024-04-29 23:48:18 +01:00
nevimer
fa65d517dd fixups 2024-04-28 19:24:33 -04:00
Sadboysuss
817337086c Players can now be role banned from Spy (#82895)
## About The Pull Request
Adds spy to banning panel
## Why It's Good For The Game
Admins should be able to roleban players from all antagonists
## Changelog
🆑
admin: spy can now be rolebanned
/🆑
2024-04-27 18:17:36 -06:00
SpaceLoveSs13
7aa6664021 Mirror (#27453)
* Fix Conflicts

* Change COGBAR_ANIMATION_TIME to seconds and not deciseconds (#82530)

Most people should not be using this define

* New Battle Arcade (#81810)

Remakes Battle Arcade from just about the ground up, with exceptions
taken for emagged stuff since I didn't really want to touch its
behavior.

The Battle Arcade now has stages that players can go through, unlocking
a stage by beating 2 enemies and the boss of the previous one, but this
must all be done in a row. You can choose to take a break between each
battle and there's a good chance you'll sleep just fine but there's also
a chance it can go wrong either through an ambush or robbery.

The Inn lets you restore everything for 15 gold and you can buy a sword
and armor, each level you unlock is a new sword and armor pair you can
buy that's better than the last, it's 30 gold each but scales up as you
progress through levels. They are really worth getting so it's best to
try to not lose your money early in.

The battle system is nearly the same as how it was before but I removed
the poor combo system that plagued the old arcade as one big knowledge
lock, now it's more just turn based. The game is built on permadeath so
dying means you restart from the beginning, but if you are going to lose
you can try to escape instead which costs you half of your gold.

Getting to higher levels increases the difficulty of enemies but also
increases the gaming exp rewards which could make this a better way to
get exp if you can get good at it.

Gaming EXP is used to increase chances of counterattacking but doesn't
give any extra health to the player.

I also removed the exploit of being able to screwdriver arcade cabinets
because people would do that if they thought they were on the verge of
losing to bypass the effects of loss. I instead replaced it with a new
interaction that the Curator's display case key can be used to reset
arcade cabinets (there's several keys on the chain so it made sense to
me), which I added solely because I thought Curators would be the type
of person to have run an actual arcade.

This is some gameplay

https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede

As a misc sidenote, I also split up the arcade file just like how Orion
Trail was before, just for neat code organization.
The Inn keeper is straight up just a photo of my localhost dude, he's
not a player reference or anything it's not my actual character.
I also have no idea how well balanced this is cause I suck at it lol.

Battle Arcade is one of 3 last machines in my hackmd here to turn into
TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view
I've always thought the current version of battle arcade is quite lame
and lacks any progression, like Orion Trail I thought that since I was
moving this to TGUI, it would also be a perfect opportunity to revamp it
and try to improve on where it failed before, especially since the
alternative (NTOS Arcade) is also lame as hell and is even lamer than
HTML battle arcade (spam mana, then spam health, then just spam attack,
rinse and repeat).
This will hopefully be more entertaining and give players sense that
they are getting through a series of tasks rather than doing one same
one again and again.

🆑 JohnFulpWillard, Zeek the Rat
add: Battle Arcade has been completely overhauled in a new progression
system, this time using TGUI.
add: The Curator's keys can now reset arcade cabinets.
balance: You now need to be literate to play arcade games, except for
Mediborg's Amputation Adventure.
fix: You can no longer screwdriver emagged arcade consoles. Accept your
fate.
fix: Silicons can no longer play Mediborg's Amputation Adventure.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>

* Change setting item weight class to a setter to patch some weight class related shenanigans (#82494)

## About The Pull Request

Fixes #81052 
Fixes #58008

Setting weight class of items is now done via `update_weight_class`.

I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.

This is done to allow datums to react to an item having its weight class
changed.

Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.

## Changelog

🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑

* Material datum color update, plus touching up some material items (knight armor, tiles) (#82500)

## About The Pull Request

Tries to bring the material datum colors in closer approximation to the
stacks they're attached too. I literally used the colors on the stacks.
some might need to be lighter or darker, but for the most part they'll
look...closer to their actual material hues.

![material datum stuff
2](https://github.com/tgstation/tgstation/assets/40847847/a3a5968f-cab3-43dd-8699-3dae879b21fb)

I've also tweaked the sprites of both the tile object and the actual
material tile turf to give it the right shading.


![image](https://github.com/tgstation/tgstation/assets/40847847/56489479-8774-492b-b8cc-aeabc6c0a67f)

In addition to the tiles, I've also updated the knight armor and helmet
to look closer to the much higher quality plate armor already in the
game.

## Why It's Good For The Game

It bothered me that the material datum coloring was inconsistent with
the actual colors used for the material stacks. When they were updated,
and even before they were updated, material datum stuff just never
looked _right_. I wanted to change that so that it looks just right.

I did not like the old material knight armor whatsoever. It was a
dithered mess, and seemed to already use parts of the standard plate
armor but with all the actual shading removed or replaced with the wrong
colors. This fixes that so that the armor is actually readable for what
it is.

## Changelog
🆑
image: Updates the colors of various material datum to bring them closer
in-line with their actual material stacks
image: Improves the sprites for the material knight armor and helmet.
/🆑

* 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.
/🆑

* Fix table top deconstruction (#82508)

## About The Pull Request

Edited: updated changelog, read comments for changes in implementation
details

So previously, tables would let you use a wrench to fully deconstruct
them, or a screwdriver to take off only their top.
This, however, broke in two different ways in #82280, when their
deconstruction logic got changed.

First off, deconstructed tables would only drop the materials for their
top and not their frame.
For this, the primary culprit seems to be on line 307:

c34d56a45b/code/game/objects/structures/tables_racks.dm (L300-L307)
Where `new framestack(target_turf, framestackamount)` accidentally got
an extra indent, and ended up in the less common half of the if-else
chain.
Just moving this outside of the if-else chain again fixes it.

Secondly, tables had their own special deconstruction logic, which got
'standardized'.
Issue. This was special to accommodate for having two different
deconstruction logics: full or top only.
With `deconstruct(...)` no longer being overridable, I feel it's awkward
to attempt to proxy that information to the new `atom_deconstruct(...)`
So we introduce a new method, `deconstruct_top`, for the screwdriver to
use, which handles deconstructing only the top.
```dm
/obj/structure/table/proc/deconstruct_top()
	var/obj/table_frame = new frame(loc)
	if(obj_flags & NO_DECONSTRUCTION)
		table_frame.obj_flags |= NO_DECONSTRUCTION
	else // Mimic deconstruction logic, only drop our materials without NO_DECONSTRUCTION
		var/turf/target_turf = get_turf(src)
		drop_top_mats(target_turf)
	qdel(src)
```
Mimicking the `NO_DECONSTRUCTION` logic of normal deconstruction, and
copying over the flag onto its frames if need be.
This fixes screwdriver deconstruction.
## Why It's Good For The Game

Fixes #82503.
We can now deconstruct the table top separately again, AND get the right
materials back too.

## Changelog
🆑 00-Steven, SyncIt21
fix: Wrench table deconstruction gives the right materials again.
fix: Screwdriver table deconstruction only deconstructs the top again.
/🆑

* [NO GBP] Reagent grinders display reagents on examination (#82535)

## About The Pull Request
- Fixes #82531

Somehow omitted this during the general maintenance thing

## Changelog
🆑
fix: Reagent grinders display reagents of its beaker on examination
/🆑

* Monkeys now use height offset (and monkey tail works) (#81598)

This PR adds the ability for monkeys to wear any jumpsuit in the game,
and adds support for them to wear things like coats, gloves, and shoes
(though this cannot be obtained in-game and is solely achieved through
admins, which I also improved a bit upon by adding a defined bitfield
for no equip flags).

This reverts a lot of changes from
https://github.com/tgstation/tgstation/pull/73325 - We no longer check
height from limbs and such to bring sprites down, instead monkeys now
work more similarly to humans, so the entire PR was made irrelevant, and
I didn't really want to leave around dead code for the sake of having a
human with longer legs.

I've now also added support for Dwarfism, which makes monkeys look even
smaller. Very minor change but at least now the mutation doesn't feel
like it does literally nothing to monkeys (since they can already walk
over tables).

Here's a few examples of how it can appear in game (purely for
demonstration, as it is currently intentionally made impossible to
obtain in-game, though if someone wants to change that post-this PR now
that support is added, feel free):

Tails have been broken for a while now, the only reason you see them
in-game is because they are baked into the monkey sprites. This fixes
that, which means humans can now get monkey tails implanted into them
(hell yeah) and monkeys can have their tails removed (also hell yeah)

* Gets [weird] with (spies) by adding protect and deuteragonist-flavored objectives. (#82447)

## About The Pull Request

What are their goals? Why are they doing this? gets weird with Spy
objectives - namely by adding a lot more ways spies might be asked to
affect various targets around the station.

the first of these is by several flavors of Protecting targets (these do
NOT print a success at roundend in keeping with Spy design:)
- Protect (get a humanoid target off alive)
- Protect Nonhuman (get an entity off alive)
- Jailbreak (make sure a humanoid target escapes free)
- Detain (make sure a humanoid target gets taken out arrested)

the second of this is by a new escape condition: 
- Exile (get off-station or off the Z-level by the end of the shift -
sometimes it's not just pods, you need to fuck off to space to win.)

the third is through a massive increase in the number of possible:
- objective templates 
- departments to target (Command + Service added)
- specific locations to target
- general classes of objects to target (medicines, floor tiles, critical
infrastructure, etc.)
- efforts to target (such as meals, mechs, public supplies)
- ways to leave (you can be asked to abscond from the scene of your
crimes?)

## Why It's Good For The Game

More goofy and weird prompts to do more interesting things with Spies.
One thing I think we're sorely missing in our lineup is antagonists that
can act a bit more as deuteragonists - very possibly helping the crew
under certain conditions and frustrating the Hell out of them in others.

Since there's no way to check their objectives, and they get their
gear/progression through stealing shit, they're still very much an
antagonist and exist under the suspicion of doing bad... but, just going
by their objectives, introducing more varied (and in some cases even
benign) goals for them creates suggestions pointing to a lot more varied
and interesting stories if people choose to run with it.

* Adds anosmia quirk (#82206)

## About The Pull Request

Adds anosmia quirk. Anosmia, also known as smell blindness, is the loss
of the ability to detect one or more smells.

I tried to find all smells action and (most likely) update all of them,
unfortunately I can't change descriptions for this quirk.

## Why It's Good For The Game

Some characters will be able to not feel smells
That affect:
* Gases feelings and alerts (CO2, Plasma, miasm) - you don't feel them
* Bakery and cooking
* Changeling ability to feel other changelings by smell
* Some unimportant spans

* Explosions Part I - Directional Explosions (#82429)

## About The Pull Request

Adds the ability for explosions to be directional. This is achieved by
adding an angle check to `prepare_explosion_turfs()` to drop any turfs
outside the cone of the explosion. If the arc covers a full 360 degrees,
as is the default, it will accept all the turfs without performing the
angle check.

Uses this functionality to rework both rocket launcher backblast and X4
explosions. Rocket launcher backblast has been changed from a shotgun of
indendiary bullets to a directional explosion of similar length. X4 now
uses a directional explosion to "ensure user safety".

Apparently the old method of moving the explosion one tile away didn't
even work, as it blew up `target` before trying to check its density for
the directional behaviour.

https://youtu.be/Mzdt7d7Le2Y

## Why It's Good For The Game

Directional explosions - Useful functionality for a range of potential
use cases, which can be implemented with minimal extra processing cost
(Worst case scenario being very large directional explosions)

Backblast - Looks way cooler than a bunch of projectiles, and should be
significantly more functional in high-lag situations where projectile
code tends to get fucky

X4 - More predictable for players wanting to use it as a breaching
charge, you can actually stand near the charge and not have to worry
about being hoist upon your own petard.

## Changelog
🆑
add: Added support for directional explosions.
add: Rocket launcher backblast is now 271% more explosive, check your
six for friendlies!
add: X4 charges now explode in a cone away from the user when placed on
a sufficiently solid object.
fix: X4 charges will now behave correctly when placed on dense atoms
(note: don't try to read a variable from an atom you just blew up)
/🆑

* Add balloon alerts to plunging (#82559)

## About The Pull Request

Makes all plunging actions (pretty much anything using `plunger_act`)
have a visible balloon alert.

## Why It's Good For The Game

Makes sense that others would easily notice you plunging the shit out of
something.

Also, more people might finally learn that you can plunge the vent clogs
instead of welding them.

## Changelog
🆑
qol: Added balloon alerts whenever you start plunging something (i.e )
/🆑

* Fixes spurious runtime on Icemoon caused by turf calling unimplemented LateInitialize() (#82572)

## About The Pull Request

As of https://github.com/tgstation/tgstation/pull/82540 this runtime was
happening,


![image](https://github.com/tgstation/tgstation/assets/13398309/4d838fda-c157-4e33-ae64-77eafca1806f)

`/turf/open/openspace/icemoon/` can be changed to
`/turf/open/misc/asteroid/snow/icemoon/do_not_chasm` before
`Initialize()` returns, which resulted in it `INITIALIZE_HINT_LATELOAD`
getting returned on a turf that does not have an implementation of that
proc.

This should fix that.

## Why It's Good For The Game

Fixes CI error

* Blueprints tgui (#82565)

Blueprints now use a TGUI panel instead of the old HTML one.
Also did general code improvement and maintaining to blueprints in
general and also destroyed the ``areaeditor`` level, repathing it to
just 'blueprints'.
Also adds a sound when you look at structural data cause why not

Video demonstration:

https://github.com/tgstation/tgstation/assets/53777086/861773fd-3d57-472d-bc94-d67b0d4f1dbd

The 4 blueprint types:

![image](https://github.com/tgstation/tgstation/assets/53777086/bfd68eb5-c430-4608-a3f7-d6ac86727882)

Another HTML menu dead underground.
This is more responsive and doesn't require constant updating to see
which area you're in, feels less OOC (instead of saying "the blueprints
say", just say it, you ARE the blueprints).

Like, come on

![image](https://github.com/tgstation/tgstation/assets/53777086/fcf1b8b6-37c3-4c94-969f-3b121c983dc0)

Look at all this wasted space

![image](https://github.com/tgstation/tgstation/assets/53777086/1d3e61cd-bc56-4280-a3bb-0c66604e75b3)

🆑
refactor: Blueprints now use TGUI.
qol: Blueprints can now be used while lying down.
/🆑

* General maintenance for chem master (#82002)

**1. Qol**
- Adds screen tips & examines for screwdriver, wrench, crowbar & beaker
insertion, removal & replacing actions
- Analyzing reagents is now a client side feature & not a back end mode,
meaning one person can see details of a reagent while the other can
print stuff and do other operations so it's a non blocking operation.
This also means 2 players can see information of 2 different reagents in
their own screens, With that the overlay for analysis mode has been
removed
- You cannot do any tool acts on machines while printing. Balloon alerts
will be displayed warning you of that.
- The preferred container for the master reagent in the beaker is now
showed in both condiment & chem master. It can be enabled/disabled via a
CheckBox

**2. Code Improvements**
- Removed defines like `TARGET_BEAKER` , `TARGET_BEAKER` etc. ther
functionality is implemented as params in the `transfer_reagent()` proc
directly
- Removed all variables relating to analyzing reagents like
`reagent_analysis_mode`, `has_container_suggestion` etc. all memory
savings
- `printable_containers` now stores static values that can be shared
across many chem masters
- Updates only overlays and not the whole icon during operations for
efficiency

**3. Fixes**
- You can hit the chem master with the screwdriver, wrench, crowbar &
beaker when in combat mode
 - You cannot insert hologram items into the chem master
- Deconstructing a condiment master will give you the circuit board
already pre-programmed with that option selected so you don't need to
use a screwdriver to re program it
- `printing_amount` is now the maximum number of containers that can be
printed at a time. Presently this number with upgraded parts would print
out empty containers especially for patches. This is because
`volume_per_item` does not take into consideration this var. Also this
var would not give control to the player on exactly how many containers
to print as whatever amount the player entered would be multiplied with
this value producing a lot of waste & worse empty containers. Now this
var determines exactly how many containers you can print and is imposed
on the client side UI as well

**4. Refactors (UI performance)**
- Beaker data is compressed into a single entity & sent to the UI. This
is set to null if no beaker is loaded thus saving data sent
- Reuses Beaker props from chem synthesizer to reduce code
- reagent REF replaced with direct type converted to text and later
converted with `text2path()` cause its much faster

🆑
qol: Adds screen tips & examines for screwdriver, wrench, crowbar &
beaker insertion, removal & replacing actions
qol: Analyzing reagents no longer blocks other players from doing other
operations. Multiple players can analyze different reagents on the same
machine
qol: You cannot do any tool acts on the machine while printing to
prevent any side effects.
qol: The preferred container for the master reagent in the beaker is now
showed in both condiment & chem master. The feature can be
enabled/disabled via a check box
code: removed defines for reagent transfer, vars for reagent analyzis to
save memory. Autodoc for other vars & procs
fix: You can hit the chem master with tools like screwdriver, crowbar,
wrench & beaker in combat mode
fix: You cannot insert hologram items into the chem master
fix: Deconstructing a condiment master will give you the circuit board
already pre-programmed with that option
fix: You now print the exact amount of containers requested even with
upgraded parts without creating empty containers. Max printable
containers is 13 with tier 4 parts able to print 50 containers.
refactor: Optimized client side UI code & chem master as a whole.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* Wraps `lowertext()` to ensure proper stringification. (#82442)

Fixes #82440

This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not
lost on me) to wrap around all calls of `lowertext()` and ensure that
whatever we input into that proc will be stringified using the `"[]"`
(or `tostring()` for the nerds) operator. very simple.

I also added a linter to enforce this (and prevent all forms of
regression) because I think that machines should do the menial work and
we shouldn't expect maintainers to remember this, let me know if you
disagree. if there is a time when it should be opted out for some
reason, the linter does respect it if you wrap your input with the
`UNLINT()` function.

* Clowns can now make balloon... toys. And also mallets and hats. (#82288)

<!-- 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. -->

Clowns will now start with a box of 24 random long balloons and a
skillchip in their noggin allowing them to create balloon animals by
combining two of them of different colour together. Owners of the
skillchip also gain access to crafting recepies of balloon mallets,
vests, helmets and tophats, all created from long balloons. A crate of
long balloons, with a box of balloons inside, can be bought at cargo, in
case the clown runs out. I might edit this once I wake up, its 3 in the
morning right now.
Oh also, resprited how balloons look in inventory.

![image](https://github.com/tgstation/tgstation/assets/122572637/2d7ce955-c787-48a5-bfda-4613d2eed837)

Balloon animals funny.
Silly features are my favourite kind of features, and this one's
open-ended too.
Someone on the coder chat recommended someone would do it that one time,
here it goes.

<!-- 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
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🆑
add: Added long balloon box to the clown's starting inventory, and a
skill-chip of long lost honk-motherian knowledge to their brain.
add: Added long balloons. Consequently, added balloon animals to make
from such balloons. Also, balloon top hat, vest, helmet, and a mallet.
Don't ask about the mallet.
add: A long balloons box harvested fresh from the farms on the clown
planet will be able to be shipped in a crate to the cargo department
near you!
add: As per requests; water balloons can now be printed at service
lathe, and entertainment modsuit can now blow long balloons!
image: Balloons will now have an unique sprite when in the inventory,
compared when to on the ground.
/🆑

<!-- 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
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the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>

* Quick spellcheck 'steall' (#82560)

## About The Pull Request

https://github.com/tgstation/tgstation/pull/82447 quick followup to
this, caught it while glancing through the code.

* Fix

* merge conflicts

* Revert "Monkeys now use height offset (and monkey tail works) (#81598)"

This reverts commit 5cfdc5972d16c6b509220e8874a927696249d36a.

* fix

* Fixed lateinitialize

* This should cut it

* Oh right

* There?

* Damn, here?

* There

* [NO GBP] Fixes spurious runtime caused by icemoon (again) (#82582)

## About The Pull Request

https://github.com/tgstation/tgstation/pull/82572 I tried to fix this
but there was an unaccounted race condition which just caused a separate
runtime...


![firefox_GxGibAO281](https://github.com/tgstation/tgstation/assets/13398309/f251aecc-ef17-4bae-a741-5aade40de423)

Since the type is being changed mid-execution `replacement_turf` will
become out of scope. My bad--this should fix it now for good.

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Higgin <cdonny11@yahoo.com>
Co-authored-by: NeonNik2245 <106491639+NeonNik2245@users.noreply.github.com>
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-04-26 01:22:24 +02:00
san7890
c403a6eccc Wraps lowertext() to ensure proper stringification. (#82442)
## About The Pull Request

Fixes #82440

This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not
lost on me) to wrap around all calls of `lowertext()` and ensure that
whatever we input into that proc will be stringified using the `"[]"`
(or `tostring()` for the nerds) operator. very simple.

I also added a linter to enforce this (and prevent all forms of
regression) because I think that machines should do the menial work and
we shouldn't expect maintainers to remember this, let me know if you
disagree. if there is a time when it should be opted out for some
reason, the linter does respect it if you wrap your input with the
`UNLINT()` function.
2024-04-10 12:19:43 -07:00
nevimer
9102c49c27 Squashed commit of the following:
commit 2abf1c919f05b34cfee752677431a864bc22f12e
Merge: c9636f2bea7b 1c9f9a3527
Author: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Date:   Sun Mar 10 20:44:55 2024 +0100

    Merge branch 'master' into upstream-2024-3

commit 1c9f9a3527
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Mar 10 15:53:58 2024 +0100

    Automatic changelog for PR #1238 [ci skip]

commit d13b12a0fa
Author: pixelkitty286 <78038207+pixelkitty286@users.noreply.github.com>
Date:   Sun Mar 10 09:53:33 2024 -0500

    Cat cyborg sprite changes (#1238)

    <!-- 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

    Refreshes the Engineer cat borg sprite

    Adds 2 sprites one Peacekeeper and one Spider clan sprite.

    Reverts the Syndicat borg back to their proper security type

    Reverts the Security cat borg back to their combat usage for the
    Syndicate

    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->

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    your PR mention it. -->

    ## Why It's Good For The Game

    <!-- 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
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    Some of the Cat Borg sprites don't match their types or didn't have
    types and I decided to fix that.

    Also fixes the custom open panel overlay from not showing up on Cat
    Borgs

    ## Proof Of Testing

    ![dreamseeker_9PPPBiWrZ9](https://github.com/Bubberstation/Bubberstation/assets/78038207/5fa3293d-d539-4f53-8d64-d2a64d3f2bd4)

    ![dreamseeker_Hpg5CpG6yq](https://github.com/Bubberstation/Bubberstation/assets/78038207/9c1b6abe-6ea6-4d70-a913-e1922f661ca1)

    ![dreamseeker_EHrPulUtci](https://github.com/Bubberstation/Bubberstation/assets/78038207/c339cb8f-5273-4511-ad9c-b548b8632c53)

    ![dreamseeker_u0z38dclfF](https://github.com/Bubberstation/Bubberstation/assets/78038207/3fc15611-656c-4c60-84c5-4546375d70e1)

    <!-- Compile and run your code locally. Make sure it works. This is the
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    ## 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
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    🆑
    add: +Peacekeeper cat borg sprites, Spider clan cat borg sprites,
    Engineer cat borg refreshed sprites
    fix: Cat cyborg panels not working
    image: +Peacekeeper cat borg sprites, Spider clan cat borg sprites,
    Engineer cat borg refreshed sprites
    code: -Duplicate code
    /🆑

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commit c6b2f531dc
Author: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Date:   Sat Mar 9 12:58:23 2024 +0700

    some loadout item mishab (#1252)

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    ## About The Pull Request

    Item were not in the correct category

    ## Changelog

    <!-- If your PR modifies aspects of the game that can be concretely
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    N/A

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commit c9636f2bea7bb8d4b20a72c9c2c7f660ff798dad
Merge: fdec76aa07c0 edd12dd29060
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Fri Mar 8 14:14:33 2024 +0100

    Merge branch 'upstream-2024-3' of https://github.com/Majkl-J/Bubberstation into upstream-2024-3

commit fdec76aa07c09827c2eb57006498d8fe826334ca
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Fri Mar 8 14:14:23 2024 +0100

    Yet again fixes TG's shitty mapvotes

commit edd12dd290606fa94e7d311eed47ad12b1853690
Merge: 314437533a1f 1b8b7e7904
Author: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Date:   Fri Mar 8 12:43:11 2024 +0100

    Merge branch 'master' into upstream-2024-3

commit 1b8b7e7904
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Mar 8 12:32:29 2024 +0100

    Automatic changelog for PR #1248 [ci skip]

commit c157dd8102
Author: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Date:   Fri Mar 8 18:12:19 2024 +0700

    Fix idma clothing again (#1248)

    <!-- 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
    fixes the icon add back mishanok to the item whitelist
    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->

    ## 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
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    the bat. -->

    :cl:EspeciallyStrange
    fix: IDMA donor clothing being improperly offsetted and not correctly
    /🆑

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    your name to the right of the first 🆑 if you want to overwrite your
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commit 314437533a1f691935c067f9294a76965931d695
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Fri Mar 8 12:09:58 2024 +0100

    Fix zender's map again

commit ebe666293312b41b49d6e74947809182589a876a
Merge: ebad5cf24025 a7c86eb5e619
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Fri Mar 8 12:02:51 2024 +0100

    Merge branch 'upstream-2024-3' of https://github.com/Majkl-J/Bubberstation into upstream-2024-3

commit ebad5cf240253a18c5131725c5e8e25d6fe05fe6
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Fri Mar 8 11:53:12 2024 +0100

    This should fix burger's reactor

commit a7c86eb5e6190853db804763c82dbe7a5cb1f70c
Author: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Date:   Fri Mar 8 17:47:44 2024 +0700

    Update reactor.dm

commit 3abe64a4fab5a851d977d45a191ced47ddc70a38
Merge: 5578e5cea484 61ed57d83b
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Fri Mar 8 11:00:23 2024 +0100

    Merge remote-tracking branch 'upstream' into upstream-2024-3

commit 61ed57d83b
Author: nevimer <77420409+nevimer@users.noreply.github.com>
Date:   Thu Mar 7 20:33:57 2024 -0500

    bubber always message staffchat ahelps (#935)

    internal change test, we might get sick of it

    ---------

    Co-authored-by: iero-builder-kobold <kobold>

commit c7a406b3f7
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Mar 8 02:28:22 2024 +0100

    Automatic changelog for PR #1226 [ci skip]

commit c5397e0281
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Mar 8 02:27:42 2024 +0100

    Automatic changelog for PR #1229 [ci skip]

commit 6a0af094ff
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Mar 8 02:26:30 2024 +0100

    Automatic changelog for PR #1246 [ci skip]

commit 8f32718eb7
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Mar 8 02:25:38 2024 +0100

    Automatic changelog for PR #1245 [ci skip]

commit c3d5392270
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Mar 8 02:24:48 2024 +0100

    Automatic changelog for PR #625 [ci skip]

commit 7584b19392
Author: Return <donwest947@gmail.com>
Date:   Thu Mar 7 19:17:46 2024 -0600

    Updates NTC offices slightly because Gavla did it better (#1226)

    <!-- 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
    This PR swaps out nearly every NTC's office's carpet with green carpet,
    which is much less flashy and looks a lot better.

    Additionally, it expands the windows in each office, and changes their
    privacy shutters to pod ones, that look better.
    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->

    <!-- Please make sure to actually test your PRs. If you have not tested
    your PR mention it. -->

    ## Why It's Good For The Game
    Green carpet looks good, more windows means people can see what is going
    on inside.

    <!-- 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. -->

    ## Proof Of Testing

    ![image](https://github.com/Bubberstation/Bubberstation/assets/110273561/f1c62207-bec1-48cd-9d2b-ae960791d6ba)

    ![image](https://github.com/Bubberstation/Bubberstation/assets/110273561/51738afc-b5e4-4970-b9b0-ad34239b8525)

    ![image](https://github.com/Bubberstation/Bubberstation/assets/110273561/d20dbbf5-e568-47e2-8d5f-7b480abb72b8)

    ![image](https://github.com/Bubberstation/Bubberstation/assets/110273561/da18531a-8739-4d99-8df6-6498ef73293f)

    ![image](https://github.com/Bubberstation/Bubberstation/assets/110273561/a9ff82fb-155c-4934-96df-51df911f1e8b)

    <!-- Compile and run your code locally. Make sure it works. This is the
    place to show off your changes! We are not responsible for testing your
    features. -->

    ## 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
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    all you want, but it's best to shoot for clear communication right off
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    🆑 ReturnToZender
    add: NTC offices have had their carpet changed out to something less
    over-the-top. The windows have been expanded as well.
    /🆑

    <!-- Both 🆑's are required for the changelog to work! You can put
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commit 39e807e6dd
Author: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Date:   Thu Mar 7 17:15:49 2024 -0800

    Fixes traitor announcer double-sanitizing. (#1229)

    ## About The Pull Request

    Fixes traitor announcer double-sanitizing.

    ## Why It's Good For The Game

    Fixes traitor announcer double-sanitizing.

    ## Proof Of Testing

    ![image](https://github.com/Bubberstation/Bubberstation/assets/8602857/11789cb0-d513-4711-8c40-92310eb742ad)

    ## Changelog

    🆑 BurgerBB
    fix: Fixes traitor announcer double-sanitizing.
    /🆑

    <!-- 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
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    changelogs should generally represent how a player might be affected by
    the changes rather than a summary of the PR's contents. -->

    <!-- By opening a pull request. You have read and understood the
    repository rules located on the main README.md on this project. -->

commit ded2033415
Author: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Date:   Fri Mar 8 01:15:11 2024 +0000

    Moonstation tram sprites/fixes (#1246)

    ## About The Pull Request

    Adds Moonstation variants of the required tram components, resolving
    various graphical issues with the signs and controls

    ## Proof Of Testing

    ![image](https://github.com/Bubberstation/Bubberstation/assets/83487515/90c480ff-16e3-4ede-b742-104497bc4a7d)

    ## Changelog

    🆑 LT3
    image: Added Moonstation specific tram sprites
    fix: Fixed Moonstation references to Tramstation's tram
    /🆑

commit 4a0c68191c
Author: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Date:   Thu Mar 7 17:14:52 2024 -0800

    Fixes missing telecomms wire in Moonstation (#1245)

    <!-- 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

    Fixes missing telecomms wire in Moonstation

    ## Why It's Good For The Game

    Fixes missing telecomms wire in Moonstation

    ## Proof Of Testing

    Fixes missing telecomms wire in Moonstation

    ## Changelog

    🆑 BurgerBB
    fix: Fixes missing telecomms wire in Moonstation
    /🆑

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commit 2c7d148856
Author: nevimer <77420409+nevimer@users.noreply.github.com>
Date:   Thu Mar 7 20:14:26 2024 -0500

    Contractor and Ninja Modsuits have a deployable microbomb (Enable the DNA lock and hit Lock on the modsuit to arm) (#625)

    <!-- 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

    Alternatives to blowing up. You can drain the cells with EMP, you and
    acid them off... but you gotta work for it.

    <!-- Please make sure to actually test your PRs. If you have not tested
    your PR mention it. -->

    ## Why It's Good For The Game

    They're not supposed to be loot bags.

    ## 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
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    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. -->

    🆑
    balance: contractor and ninja modsuits have DNA locked microbombs
    /🆑

    <!-- 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. -->

    ---------

    Co-authored-by: iero-srv <>
    Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>

commit b2b825f19a
Author: nevimer <77420409+nevimer@users.noreply.github.com>
Date:   Thu Mar 7 20:11:52 2024 -0500

    force atmos hack (#1108)

    Forces the atmos MC to run in two different ways. Very bad, but the MC
    doesn't work and this is a byond native fallback to keep rounds at least
    going.

commit f9e71b80b7
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Mar 8 02:09:23 2024 +0100

    Automatic changelog for PR #1225 [ci skip]

commit e8d92666e2
Author: Return <donwest947@gmail.com>
Date:   Thu Mar 7 19:07:26 2024 -0600

    Restores Smol42's donator item to its whitelist (#1225)

    <!-- 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
    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->
    On request, this PR makes the graceful trenchcoat cloak no longer
    available to all donators :( sad

    <!-- Please make sure to actually test your PRs. If you have not tested
    your PR mention it. -->

    ## Why It's Good For The Game
    <!-- 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. -->
    It's not, other than to be polite

    ## Proof Of Testing
    <!-- Compile and run your code locally. Make sure it works. This is the
    place to show off your changes! We are not responsible for testing your
    features. -->

    ## 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
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    🆑 ReturnToZender
    del: Donors' graceful trenchcoat
    /🆑

    <!-- 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
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    <!-- By opening a pull request. You have read and understood the
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    Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>

commit fe8bc28650
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Mar 8 02:04:46 2024 +0100

    Automatic changelog for PR #1061 [ci skip]

commit d0a4544e96
Author: Arturlang <24881678+Arturlang@users.noreply.github.com>
Date:   Fri Mar 8 03:04:23 2024 +0200

    [DONE] A bunch of bloodsucker changes (#1061)

    <!-- 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
    This adds a bunch of things as a addition to my original bloodsucker PR,
    there's still one PR in the plans to refactor bloodsucker abilities.
    #What this adds:
    - Bloodsuckers loosing the heart or brain is lethal, before you could
    simply walk around without a heart. Does not however cause a final death
    - bloodsucker vampire bats will no longer /list you when attacking, and
    are also just as fast as human runspeed
    - Blood cost for vassalizing was almost completely removed, now only
    taking tiny amounts of blood to do so.
    - Dullahans can't be bloodsuckers since... their head isn't attached.
    - ....buuuut bloodsuckers now kinda become helpless dullahans just with
    no body if they get decapicated! Funny talking head go!
    - Level up cost is now 15% of max blood, down from 20%
    - The stat bar will show you the threshold for exiting frenzy now too
    when you are frenzying.
    - Maximum blood volume is shown in the stat menu as well
    - Hopefully fixes some torpor loops related to frenzy
    - Tremere now also get informed of how much blood they need to pay for
    level ups.
    - Fortitude now gives you burn resistance, just 20% less than brute
    resistance
    - Bloodsucker abilities now will show their level when you hover over
    them. Trust me, this was really neccessary.
    - Hopefully fixes cryoing or deleted bloodsuckers not removing vassals.
    - Can longer use veil while unconcious or dead
    - Caps humanity lost to 50, this means a maximum of 500 blood to enter
    frenzy/ 10 fully drained people with clients, at this point you also
    loose the masquerade ability.
    - Admins can now ban bloodsuckers and vassals.
    - Bloodsuckers can now mesmerize mimes
    - Fat bloodsuckers are no longer unable to enter coffins. Now they
    resize their lair's coffin. Very obviously.
    - Lizards are no longer fucked if they are on fire, they are no longer
    forever too hot to survive
    - Going into torpor in a coffin will extinguish and set your temperature
    to normal
    - bloodsuckers will no longer accrue toxin damage from not having a
    liver or having a failing one, even though they had the toxin immune
    trait
    - synths will now heal their prosthetic limbs
    - torpor start now checks for oxygen and toxin damage, and heals both
    completely on it's end
    - Haste will remove stuns at level 3, and do a non-stunning dash
    - Tremere dominate vassalizing now actually works!
    - Fixes ventrue objectives not succeeding properly
    - Refactors the heart thief objective and improves it by requiring it to
    be non-monkey hearts and letting bloodsuckers examine hearts to see if
    they are valid, even uses the same logic, too!
    - Ventrue favorite vassal batform now has night vision, and it's spawned
    bats despawn once the cooldown refreshes, and halves it's cooldown to 1
    minute
    - Traits added to vassals get removed once they loose their antag datum,
    ie favorite vassal traits, or the ones gained in the process of ventrue
    sire-ing.
    - Favorite vassals now clean up propertly when the antag datum is
    removed, tremere, and malkavian clean up their related additions.
    - Refactors how the blood display updates, instead it now updates every
    time your blood level is changed, making it update far faster and only
    when it's needed.
    - Stakes now have different properties, the normal stake is fast to
    stick in someone, but can fall out on it's own, the burnt one takes
    longer to be put in, but doesn't fall out, the silver stake is the
    slowest to be stuffed in someone's heart, and is the only stake to be
    able to cause a Final Death to a sleeping or dead bloodsucker
    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->
    closes #1180, closes #1208
    <!-- Please make sure to actually test your PRs. If you have not tested
    your PR mention it. -->

    ## Why It's Good For The Game

    <!-- 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. -->

    ## Proof Of Testing
    The way I develop is always run a local server and test the changes that
    I do, takes awhile but won't have as many bugs as a result
    <!-- Compile and run your code locally. Make sure it works. This is the
    place to show off your changes! We are not responsible for testing your
    features. -->

    ## 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: Decapacitated bloodsuckers can now talk!
    add: The stat bar will show you the threshold for exiting frenzy now too
    when you are frenzying.
    add: Bloodsucker abilities now will show their level when you hover over
    them. Trust me, this was really neccessary.
    add: Tremere now also get informed of how much blood they need to pay
    for level ups.
    add: At level 3, haste will now remove stuns and do a non-stunning dash
    add: Bloodsucker blood display now always updates when a bloodsucker's
    blood level is changed
    add: Bloodsuckers can now examine hearts to see if they are valid for
    the heart thief objective
    add: Bloodsucker vassals now clean up any traits gained from their
    tenure as a vampire's minion.
    add: Favorite vassals now properly clean up their effects once the antag
    datum is lost.
    add: Bloodsucker synths will be able to heal their prosthetic limbs, but
    normal bloodsuckers still cannot.
    add: When you exiit torpor as a bloodsucker, you will completely heal
    any toxin and oxygen damage, as you should already be immune to it. This
    is a safety feature.
    add: Entering a coffin will normalize your temperature and extinguish
    you if you're on fire, if you are a bloodsucker.

    fix: bloodsucker vampire bats will no longer /list you when attacking
    fix: Hopefully fixes some torpor loops related to frenzy
    fix: Hopefully fixes bloodsuckers cryoing not removing vassal datums
    fix: Bloodsuckers can no longer use veil of many faces while unconcious
    fix: lizard bloodsuckers will no longer suffer from heat for a long time
    fix: The ventrue objective now properly succeeds if you have sired a
    vampire
    fix: Livers are no longer required for bloodsuckers to live, as it
    caused them toxin damage which overrode the trait that made them immune
    to toxins.
    fix: Entering torpor now accounts for all damage types, even when you
    should be immune to them. This is to ensure you enter torpor to heal
    those damage types in the case of odd behaviour.

    balance: coffins should now set your temperature to normal and
    extinguish you.
    balance: bloodsucker level up cost is now 15% of max blood, down from
    20%
    balance: Caps humantiy loss at 50 humanity/500 blood to frenzy, and
    makes it remove your masquerade ability.
    balance: Bloodsucker bats now have human runspeed
    balance: Blood cost for vassalizing was almost completely removed, now
    only taking tiny amounts of blood to do so.
    balance: Fortitude now gives you burn resistance, just 20% less than
    brute resistance
    balance: Can no longer gut bloodsuckers
    balance: Bloodsuckers loosing their heart will make the vampire unable
    to use their abilities or even regenerateor revive via torpor, you can
    however regain your heart if you sleep in a coffin with a heart.
    balance: Stakes now have different properties, the normal stake is fast
    to stick in someone, but can fall out on it's own, the burnt one takes
    longer to be put in, but doesn't fall out, the silver stake is the
    slowest to be stuffed in someone's heart, and is the only stake to be
    able to cause a Final Death to a sleeping or dead bloodsucker

    del: Dullahans can't be bloodsuckers since... their head isn't attached
    admin: Bloodsuckers and vassals can now be banned like other antags.

    /🆑

    <!-- 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. -->
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    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. -->

    <!-- By opening a pull request. You have read and understood the
    repository rules located on the main README.md on this project. -->

    ---------

    Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>

commit 5578e5cea484f8147e195c6db60be46b4213d966
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Wed Mar 6 12:21:08 2024 +0100

    Update screenshot ci

commit db15206076abea9afb7829f5d93e8b29bd4dc237
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Wed Mar 6 11:39:25 2024 +0100

    oh yea the ntrep

commit aef32982b9c927ad88527f75088f8ed517a58ffd
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Wed Mar 6 11:37:37 2024 +0100

    krill me

commit b2b50d591103125fc56893f137b8f42f3d86fa97
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Wed Mar 6 11:22:18 2024 +0100

    New skill unlocked

commit 9fe9c8cfd0bf95c01d76b76f6e9685cf5d2d77df
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Wed Mar 6 11:12:41 2024 +0100

    Okay skyrat maps just decided to conflict

commit 0a093b3092bb95fbe345489b7adbe5f58a01ad79
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Wed Mar 6 11:10:47 2024 +0100

    I had to do these manually

commit e559e7b4268ce83263205da007ce7b9413fbe21a
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Wed Mar 6 10:58:59 2024 +0100

    I chose the wrong map version it seems

commit 028c79ab3a07812777f0160de99b3490915e1907
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Wed Mar 6 08:47:33 2024 +0100

    these

commit 2de5dd3359f7413b2caaf875202612e045dc165b
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Wed Mar 6 08:46:51 2024 +0100

    Hopefully didnt break anything

commit 00f5c0acd6a75d74f8e90f8fb04a90fd868f34f9
Merge: 1e7d317fc7de 0a5740f577
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Wed Mar 6 08:28:23 2024 +0100

    Merge remote-tracking branch 'upstream' into upstream-2024-3

commit 1e7d317fc7de139b85e490fb76599ede24aea28a
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Wed Mar 6 08:18:53 2024 +0100

    Oh my fucking god

commit 0a5740f577
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Mon Mar 4 21:18:04 2024 +0100

    Automatic changelog for PR #1224 [ci skip]

commit cb09b2de3b
Author: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Date:   Mon Mar 4 12:17:41 2024 -0800

    Adds Ashwalkers to Moonstation (#1224)

    ## About The Pull Request

    Adds Ashwalkers to Moonstation. Also adds a funny temple right next to
    the ashwalker nest so they can traverse z-levels and ~~raid~~ hunt
    around the station.

    ## Why It's Good For The Game

    People wanted it.

    ## Proof Of Testing

    Trust it me it works bro I forgot to take screenshots trust me bro.

    ## 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. -->

    🆑 BurgerBB
    add: Adds Ashwalkers to Moonstation
    /🆑

    <!-- 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. -->

    <!-- By opening a pull request. You have read and understood the
    repository rules located on the main README.md on this project. -->

    ---------

    Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>

commit a658dd6cc99e23562c1147179f9fe29c653058a0
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Mon Mar 4 17:08:33 2024 +0100

    These were added upstream

commit f4b02265ac9a4bbccf445bf5acce87ed731ad8d1
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Mon Mar 4 11:25:47 2024 +0100

    aaaaaaaa

commit dad21ec088baff50a54dda601fa01b2fd7c217bd
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Mon Mar 4 11:10:46 2024 +0100

    Another check fixed

commit 6afb158ca5a4e0cdca8b89f9e511754d512753c9
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Mon Mar 4 10:34:11 2024 +0100

    Waddlefix

commit a155568d1138ce379fb3c6df79111ad5f3310b74
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Mon Mar 4 08:45:19 2024 +0100

    Makes it compile

    - Stuff to check: Arcade code

commit a4afaa6d19
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Mon Mar 4 04:05:56 2024 +0100

    Automatic changelog for PR #1116 [ci skip]

commit 439e521f3c
Author: Swift <jackwars4@gmail.com>
Date:   Sun Mar 3 20:54:28 2024 -0600

    Stop spamming logs when engineers lovingly feed the supermatter pipes by the hundreds. (#1116)

    <!-- 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

    Title

    Also the method I went about this adds a flag to the game, which means
    in the future if people find another way to spew even more items into
    the supermatter that spam the log, we can just add the flag to those
    items.

    ## Why It's Good For The Game

    I got bwoinked this one time because I was spamming the admin log and I
    told them I'd look for a solution.

    This might not be _the_ solution but it is **a** solution.

    ## Proof Of Testing

    this is what my IC chat tab looked like

    ![image](https://github.com/Bubberstation/Bubberstation/assets/26744576/bf7e5b9e-daf5-451c-b839-3232ae0a6317)

    This is what my logs tab looked like

    ![image](https://github.com/Bubberstation/Bubberstation/assets/26744576/5c820074-a16e-47d1-83cc-606fe6874eb0)

    It still logs pipes for initial startup so we good there.
    I also verified that other items still set off the log function as
    expected.

    ## Changelog

    🆑
    admin: Will no longer receive supermatter ate a pipe spam in the log.
    /🆑

    <!-- 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. -->

    <!-- By opening a pull request. You have read and understood the
    repository rules located on the main README.md on this project. -->

    ---------

    Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
    Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>

commit 739bfe1433
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Mar 3 22:43:02 2024 +0100

    Automatic changelog for PR #1217 [ci skip]

commit 5beacd224e
Author: Return <donwest947@gmail.com>
Date:   Sun Mar 3 15:42:41 2024 -0600

    Makes F-list's image host provide headshots (#1217)

    <!-- 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
    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->
    Currently, only two websites are accepted by the headshot regex. This
    fixes a problem that is occurring with Discord right now, where images
    have started being deleted after a certain amount of time.
    <!-- Please make sure to actually test your PRs. If you have not tested
    your PR mention it. -->

    ## Why It's Good For The Game
    <!-- 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. -->
    Gyazo sucks as an image host, so while it does technically serve its
    purpose, we want to expand our pool of potential options. F-list
    properly verifies that what it receives is an image (furries winning yet
    again) and so it should fit our criteria for new headshots.

    ## Proof Of Testing

    <!-- Compile and run your code locally. Make sure it works. This is the
    place to show off your changes! We are not responsible for testing your
    features. -->

    ## 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. -->

    🆑 ReturnToZender (code)
    add: F-list headshots are now accepted
    /🆑

    <!-- 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. -->

    <!-- By opening a pull request. You have read and understood the
    repository rules located on the main README.md on this project. -->

    ---------

    Co-authored-by: Esixdotnet <156951974+Esixdotnet@users.noreply.github.com>
    Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
    Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
    Co-authored-by: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
    Co-authored-by: thegrb93 <grbrown93@sbcglobal.net>
    Co-authored-by: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>

commit e6b48cbe7fa87c0dd052245be5f2a829a00d10e8
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Sun Mar 3 20:01:46 2024 +0100

    resolve-4

commit cc2b53503137fe3d95224ccd19d480dde05eff62
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Sun Mar 3 19:58:41 2024 +0100

    resolve-3

commit 7930a8b5c932313bec7a8614e4bc0b5f3b8065d6
Merge: 93635c534d8e 2aa4805942
Author: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Date:   Sun Mar 3 19:06:44 2024 +0100

    Merge branch 'master' into upstream-2024-3

commit 2aa4805942
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Mar 3 18:45:53 2024 +0100

    Automatic changelog for PR #1078 [ci skip]

commit 93635c534d8ed3eca796778eee67675eb4948b4c
Merge: ec27c845532f 47aa5c2d31
Author: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Date:   Sun Mar 3 18:45:50 2024 +0100

    Merge branch 'master' into upstream-2024-3

commit 47aa5c2d31
Author: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Date:   Sun Mar 3 09:45:30 2024 -0800

    Nerfs Lichdom because someone messaged me on discord about it once (#1078)

    ## About The Pull Request

    After 3 Lichdom resurrections, announcements will be made about your
    general phylactery location (the area) when you die.
    Phylactery binding now requires the object to be at least bulky in size,
    and it cannot be fireproof, lava proof, or indestructible.

    ## Why It's Good For The Game

    Lichdom is insanely strong, even with the drawbacks that make you
    generally weaker. Items can be hidden away in space (skeletons are
    immune to space!) and can be small or hard to see objects such as pens
    or cigarette butts. Some items can be fireproof and acid proof as well,
    requiring usage of mechanics that delete objects entirely (very limited
    and easy to sabotage, maybe the supermatter is reliable but that can be
    sabotaged too).

    Regardless this PR should make lichdom less crazy.

    ## Proof Of Testing

    Untested and in a draft because feedback is needed.

    ## Changelog

    🆑 BurgerBB
    balance: After 3 Lichdom resurrections, announcements will be made about
    your general phylactery location (the area) when you die. Phylactery
    binding now requires the object to be at least bulky in size, and it
    cannot be fireproof, lava proof, or indestructible.
    /🆑

    ---------

    Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>

commit 3bc08a656c
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Mar 3 18:11:45 2024 +0100

    Automatic changelog for PR #1188 [ci skip]

commit 603f714998
Author: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Date:   Sun Mar 3 09:11:21 2024 -0800

    Fixes some Moon Station bugs, such as the funny engineering bridge access bug and a lack of cigarette/coffee vendors. (#1188)

    ## About The Pull Request

    Fixes some Moon Station bugs, such as the funny engineering bridge
    access bug and a lack of cigarette/coffee vendors.

    ## Why It's Good For The Game

    Bugfixes good.

    ## Proof Of Testing

    If it compiles, it werks.

    ## Changelog

    🆑 BurgerBB
    fix: Fixes some Moon Station bugs, such as the funny engineering bridge
    access bug and a lack of cigarette/coffee vendors.
    /🆑

    <!-- 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. -->

    <!-- By opening a pull request. You have read and understood the
    repository rules located on the main README.md on this project. -->

    ---------

    Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>

commit 757796bc5e
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Mar 3 17:38:34 2024 +0100

    Automatic changelog for PR #1219 [ci skip]

commit cd0af8e862
Author: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Date:   Sun Mar 3 08:38:13 2024 -0800

    Limits Powersinks + Crab-17 purchases to once each per traitor per round. (#1219)

    ## About The Pull Request

    Limits Powersinks and Crab-17 purchases to once each per traitor per
    round.

    ## Why It's Good For The Game

    Powersink and Crab spam is pretty awful. A lot of people recently have
    been spamming these two objectives and then doing nothing of substance
    with them. Traitors should be using their TC to further the round and
    create meaningful conflict instead of what can basically be described as
    being in a constant state of soft grief.

    ## Proof Of Testing

    If it compiles, it werks.

    ## Changelog

    🆑 BurgerBB
    del: Limits Powersinks + Crab-17 purchases to once each per traitor per
    round.
    /🆑

    Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>

commit ec27c845532fc6deeab200d7107842dc4a59f603
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Sun Mar 3 16:14:28 2024 +0100

    resolve-2

commit ff457077fadcd08040a15b90aef5a8226f67630b
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Sun Mar 3 16:09:01 2024 +0100

    Resolve 1
2024-03-10 21:52:03 -04:00
SkyratBot
6c4c965ea4 [MIRROR] Changes occurrences of recieve in code to receive [MDB IGNORE] (#25393)
* Changes occurrences of `recieve` in code to `receive`

* Fix conflict

---------

Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
Co-authored-by: SomeRandomOwl <somerandomowl@ratchtnet.com>
2023-12-02 20:40:07 -06:00
distributivgesetz
f8b41f9442 Changes occurrences of recieve in code to receive (#80065)
## About The Pull Request

I've stumbled across this enough to finally go through the entire
codebase and fix it. I left out changelogs simply because rewriting
history logs is bad.
## Why It's Good For The Game

I find it pretty annoying because I stumble across words that are
misspelled for a few seconds, and I'm likely not the only one who feels
like this. Less spelling mistakes in code are better.
## Changelog
🆑
spellcheck: Occurrences of "recieve" has been changed to "receive".
/🆑
2023-12-02 14:50:57 -07:00
SkyratBot
f8b2329771 [MIRROR] Fixes issue where role banned players can still play roles they're banned from. [MDB IGNORE] (#23399)
* Fixes issue where role banned players can still play roles they're banned from.

* Update sql_ban_system.dm

* Some formatting updates

---------

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-31 00:10:42 -04:00
Timberpoes
a56270cb05 Fixes issue where role banned players can still play roles they're banned from. (#77738)
## About The Pull Request

`is_banned_from(...)` expects a ckey.

`/obj/effect/mob_spawn/ghost_role/attack_ghost(...)` checks for role
bans by using key instead.

This can lead to players whose keys and ckeys are different being able
to evade certain ghost role bans; by accident or otherwise.

This PR takes a two-pronged approach. The first fixes ghost roles
passing in the key instead of the ckey to is_banned_from. This fixes the
bug, and makes it consistent with all other cases of
`is_banned_from(...)` being called.

The second is to redefine the behaviour of `is_banned_from(...)` to
accept either a ckey OR a key, since converting from key to canonical
key should be a fairly trivial operation. This prevents this specific
bug from ever occuring again, by making it intended functionality to
pass either key or ckey similar to how the roles param accepts either a
string role or a list of roles.

### ***Please review the code carefully, my changes to
`is_banned_from(...)` have not been tested. No logical flow should have
been changed.***
## Why It's Good For The Game

Ban systems working good.
## Changelog
🆑
fix: Fixes an issue where role banned players would be able to accept
certain ghost roles they're meant to be banned from.
/🆑
2023-08-29 16:42:50 +02:00
GoldenAlpharex
05a6bc6b1d Makes the global ban option the default selected option (#23025)
Makes the global ban option the default
2023-08-14 16:35:23 -04:00
SkyratBot
6b69b10361 [MIRROR] Bots no longer require PAIs to become sapient [MDB IGNORE] (#22361)
* Bots no longer require PAIs to become sapient

* Fixes merge conflicts

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-15 20:17:22 -04:00
Jacquerel
2ee79d7077 Bots no longer require PAIs to become sapient (#76691)
## About The Pull Request

We were talking in the coder channel about what the role of a pAI is,
with a general conclusion that as the name would suggest they should be
_personal assistants_.
This means they should be sticking around their owner, not wandering
away as a holochassis or in the body of a bot.
The former is a matter for a future PR, the latter I am addressing here.

What we also discussed is that clearly some people _want_ to respawn as
a weird quasi-useless mob which wanders aimlessly around the station.
That seems like a fine thing to exist, but it shouldn't be a pAI.

Resultingly: pAI cards can no longer be placed inside bots.
However, you also no longer need to place pAI cards inside bots in order
for them to become sapient, it's a simple toggle on the bot control
menu. Enabling this option will poll ghosts
Toggling the "personality matrix" off while a bot is being controlled by
a ghost will ghost them again, so if they're annoying they're not that
hard to get rid of.


![image](https://github.com/tgstation/tgstation/assets/7483112/ec14c2f2-3c0f-4f03-9dfc-22abca00a477)

Mobs which couldn't have a pAI inserted don't have this option.
Specifically securitrons, ED-209, and Hygienebots (for some reason).

Perhaps most controversially, any bots which are present on the station
when the map loads will have this setting enabled by default. We will
see if players abuse this too much and need their toys taken away, I am
hoping they can be trusted.

Additionally, as part of this change, mobs you can possess now appear in
the spawners menu.

![image](https://github.com/tgstation/tgstation/assets/7483112/7c505471-43de-4e4e-89a5-877dc3086684)
Here is an unusually populated example.

Oh also in the process of doing this I turned the regal rat "click this
to become it" behaviour into a component because it seems generally
useful.

## Why It's Good For The Game

Minor stuff for dead players to do if they want to interact with living
players instead of observe.
Shift pAI back into a more intended role as a personal assistant who
hangs around with their owner, rather than just a generic respawn role.

## Changelog

🆑
add: PAIs can no longer be inserted into Bots
add: Bots can now have their sapience toggled by anyone with access to
their settings panel
add: Bots which exist on the map at the start of the round automatically
have this setting enabled
qol: Bots, Regal Rats, and Cargorilla now appear in the Spawners menu if
you are dead
qol: Bots can be renamed from their maintenance panel
/🆑
2023-07-10 17:55:43 -07:00
Gandalf
e4b4d4d3c0 MISSED MIRROR [Lints Against Unmanaged Local Defines] (#20204)
* https://github.com/tgstation/tgstation/pull/74333

https: //github.com/tgstation/tgstation/pull/74333
Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* var stuff

Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* vars

* Update sol_fed.dm

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2023-04-01 01:15:22 +01:00
san7890
ccef887efe Lints Against Unmanaged Local Defines (#74333)
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.

## About The Pull Request

Hey there,

This took a while to do, but here's the gist:

Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.

Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.

Scenarios this PR corrects:

* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*

(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game

If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).

Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.

I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.

(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
2023-03-29 10:17:03 -07:00
Yaroslav Nurkov
62af5af19b LOOC muting again (#16159)
i hate toxins
2022-09-13 15:23:51 -04:00
SkyratBot
e7230e8b4a [MIRROR] Resolves is_banned_from headaches and lag (Speeds up roundstart significantly) [MDB IGNORE] (#16001)
* Resolves is_banned_from headaches and lag (Speeds up roundstart significantly) (#69376)

About The Pull Request

Just to be clear, when I refer to time here, I am not talking about cpu time. I'm talking about real time.
This doesn't significantly reduce the amount of work we do, it just removes a lot of the waiting around we need to do for db calls to finish.

Adds queuing support to sql bans, so if an ongoing ban retrieval query is active any successive ban retrieval attempts will wait for the active query to finish

This uses the number/blocking_query_timeout config option, I hope it's still valid

This system will allow us to precache ban info, in parallel (or in batches)
With this, we can avoid needing to setup all uses of is_banned_from to support parallelization or eat the cost of in-series database requests

Clients who join after initialize will now build a ban cache automatically

Those who join before init is done will be gathered by a batch query sent by a new subsystem, SSban_cache.

This means that any post initalize uses of is_banned_from are worst case by NATURE parallel (since the request is already sent, and we're just waiting for the response)

This saves a lot of headache for implementers (users) of the proc, and saves ~0.9 second from roundstart setup for each client (on /tg/station)

There's a lot of in series is_banned_from calls in there, and this nukes them. This should bring down roundstart join times significantly.

It's hard to say exactly how much, since some cases generate the ban cache at other times.
At base tho, we save about 0.9 seconds of real time per client off doing this stuff in parallel.
Why It's Good For The Game

    When I use percentages I'm speaking about cost per player

I don't like how slow roundstart feels, this kills about 66% of that. the rest is a lot of misc things. About 11% (it's actually 16%) is general mob placing which is hard to optimize. 22% is manifest generation, most of which is GetFlatIcons which REALLY do not need to be holding up the main thread of execution.

An additional 1 second is constant cost from a db query we make to tell the server we exist, which can be made async to avoid holding the proc chain.

That's it. I'm bullying someone into working on the manifest issue, so that should just leave 16% of mob placing, which is really not that bad compared to what we have now.
Changelog

cl
code: The time between the round starting and the game like, actually starting has been reduced by 66%
refactor: I've slightly changed how ban caches are generated, admins please let me know if anything goes fuckey
server: I'm using the blocking_query_timeout config. Make sure it's up to date and all.
/cl

* Resolves is_banned_from headaches and lag (Speeds up roundstart significantly)

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2022-09-01 22:11:40 -04:00
LemonInTheDark
aab43918f8 Resolves is_banned_from headaches and lag (Speeds up roundstart significantly) (#69376)
About The Pull Request

Just to be clear, when I refer to time here, I am not talking about cpu time. I'm talking about real time.
This doesn't significantly reduce the amount of work we do, it just removes a lot of the waiting around we need to do for db calls to finish.

Adds queuing support to sql bans, so if an ongoing ban retrieval query is active any successive ban retrieval attempts will wait for the active query to finish

This uses the number/blocking_query_timeout config option, I hope it's still valid

This system will allow us to precache ban info, in parallel (or in batches)
With this, we can avoid needing to setup all uses of is_banned_from to support parallelization or eat the cost of in-series database requests

Clients who join after initialize will now build a ban cache automatically

Those who join before init is done will be gathered by a batch query sent by a new subsystem, SSban_cache.

This means that any post initalize uses of is_banned_from are worst case by NATURE parallel (since the request is already sent, and we're just waiting for the response)

This saves a lot of headache for implementers (users) of the proc, and saves ~0.9 second from roundstart setup for each client (on /tg/station)

There's a lot of in series is_banned_from calls in there, and this nukes them. This should bring down roundstart join times significantly.

It's hard to say exactly how much, since some cases generate the ban cache at other times.
At base tho, we save about 0.9 seconds of real time per client off doing this stuff in parallel.
Why It's Good For The Game

    When I use percentages I'm speaking about cost per player

I don't like how slow roundstart feels, this kills about 66% of that. the rest is a lot of misc things. About 11% (it's actually 16%) is general mob placing which is hard to optimize. 22% is manifest generation, most of which is GetFlatIcons which REALLY do not need to be holding up the main thread of execution.

An additional 1 second is constant cost from a db query we make to tell the server we exist, which can be made async to avoid holding the proc chain.

That's it. I'm bullying someone into working on the manifest issue, so that should just leave 16% of mob placing, which is really not that bad compared to what we have now.
Changelog

cl
code: The time between the round starting and the game like, actually starting has been reduced by 66%
refactor: I've slightly changed how ban caches are generated, admins please let me know if anything goes fuckey
server: I'm using the blocking_query_timeout config. Make sure it's up to date and all.
/cl
2022-09-02 10:09:56 +12:00
SkyratBot
29229c6202 [MIRROR] Removes the Families gamemode [MDB IGNORE] (#14995)
* Removes the Families gamemode

* f

* Repathing! And new updates!

* some nights I stay up cashing in my bad luck

* Additional Fixes for the gang boys!~

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2022-07-23 13:59:30 -04:00
Seth Scherer
caef4900b5 Removes the Families gamemode (#68480) 2022-07-17 17:47:02 -07:00
SkyratBot
58b8cfa3cc Granular admin perms (#66368) (#13305)
* Granular admin perms

* Implement temporary user specific permissions menu

* Restore config

* Fix TESTING

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-05-04 10:29:55 +01:00
Mothblocks
0204332c8d Granular admin perms (#66368)
* Granular admin perms

* Implement temporary user specific permissions menu

* Restore config

* Fix TESTING
2022-05-03 21:59:22 -07:00
Gandalf
e2a68d3b15 Assault Operatives (#12126)
* Initial commit

* 0

* shuttle and maps

* Equipping

* Minor fixes, gyrojet removed, elite suits removed

* E

* reviews

* Update base_alarm.dm

* nnfghghg

* more fix

* Update dynamic_rulsesets_roundstart.dm

* Update modular_skyrat/modules/assault_operatives/code/assault_operatives.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/modules/assault_operatives/code/vending_machine.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* fyux

* Update assault_operatives_outfits.dm

* E

* Update modular_skyrat/modules/assault_operatives/code/goldeneye.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update modular_skyrat/modules/assault_operatives/code/interrogator.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/modules/assault_operatives/code/interrogator.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* more review

* E

* uber update

* Update AntagInfoAssaultops.tsx

* Update AntagInfoAssaultops.tsx

* nyooom

* E

* ICARUS SUNBEAM

* fioxes

* Update sunbeam.dm

* Update goldeneye.dm

* Update vending_machine.dm

* Update assault_operatives_outfits.dm

* Update goldeneye.dm

* e

* eee

* Update assault_operatives_outfits.dm

* Update assault_operatives.dm

* Update assault_operatives.dm

* Update goldeneye_cruiser.dmm

* fix

* 0

* haha funneee

* armament system

* more updates

* f

* e

* 0

* e

* more based

* 0

* e

* CQC PLUS CAN SUCK MY COCK

* Update __armament_bodyarmor.dm

* Update assault_operatives.dm

* e

* MG9 balance

* Update armament_utility.dm

* Update sunbeam.dm

* fixes

* Update CentCom_skyrat_z2.dmm

* Update armament_station.dm

* Update modular_skyrat/modules/armaments/code/armament_entries.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update modular_skyrat/modules/armaments/code/armament_entries.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update modular_skyrat/modules/assault_operatives/code/assault_operatives.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* e

* Update modular_skyrat/modules/assault_operatives/code/assault_operatives.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update assaultops_armament_station.dm

* reviuew

* Update misc_items.dm

* Update vending_machine.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-03-28 02:27:25 +00:00
Gandalf
4375bd7432 The Opposing Force (OPFOR) - Ready for review/testing (#10093)
* OPFOR PART ONE

* 0

* E

* E

* 0

* E

* e

* Update opposing_force_datum.dm

* E

* E

* Admin stuffs

* Admin control GUI

* E

* Chat

* 0

* Update opposing_force_datum.dm

* System messages, better admin chat procs, UI fixes.

* Update _basemap.dm

* who thought holding a ref to the client was a good fucking idea?

* 0

* Update opposing_force_datum.dm

* Update modular_skyrat/modules/opposing_force/code/opposing_force_datum.dm

* Equipment tab

* equipment part 2

* Tidy up, finishing up equipments panel, some font fixes

* clarity and continuity

* Update opposing_force_datum.dm

* more logic fixes

* Update opposing_force_datum.dm

* weeee

* Update opposing_force_datum.dm

* chat commands

* 0

* ee

* Update opposing_force_datum.dm

* Itemspawning

* Assassinate objectives only need one kill

* new commands

* Update opposing_force_datum.dm

* f

* weee roundend report

* E

* ew

* E

* E

* more fixes

* E

* E

* Update opposing_force_datum.dm

* Update opposing_force_datum.dm

* Fixes

* request opfor

* Update admin_procs.dm

* Update adminhelp.dm

* Update opposing_force_datum.dm

* fex

* admin info panel, approve checks, queue position checks

* panel improvements, better logging format

* Barboza equipment list Vol 1 (#10386)

* Update opposing_force_equipment.dm

* silly little changes to the silly little code

i doubt this will be seen by anyone teehee

* OpFor Prep Balance

Shotguns have been prepped into opfor catalog. Model 23-37 is now an 8 rounder pump action, M2 is untouched as a semi auto peacekeeper variation and SAS14 is semi auto as it was meant to be

* OpFor Prep Balance

Shotguns have been prepped into opfor catalog. Model 23-37 is now an 8 rounder pump action, M2 is untouched as a semi auto peacekeeper variation and SAS14 is semi auto as it was meant to be. 23-37 keeps its beanbag load while M2 comes with slugs as a proper combat shotgun

* Gear Pass 1

* Mag Variety for SAS14

Since its gonna be an opfor exclusive why not add some choices. Refilling its ammo is nigh impossible so here comes new mags!

* Gear Pass 2

yes I 'code' in github web

* Gear Pass 3

just martial arts and some stuff for today, tomorrow i add the discord suggestions

* opfor equipment up the ass

woo spider

* descs for everyone

* g357

* altyn

* Gear Pass 4

syndicakes and nri

* Item Variety Document for Opfor

* gunman loadout

* gunman update

* Gear Pass 5

gear harder

* Update opposing_force_equipment.dm

* big typo fuckup fix

* lcoat desc fix

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Update modular_skyrat/modules/opposing_force/code/opposing_force_equipment.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* DocNameChange

also no more shamwow

* Update opposing_force_equipment.dm

* Update modular_skyrat/modules/sec_haul/code/guns/guns.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Update modular_skyrat/modules/sec_haul/code/guns/guns.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Update items.dm

* Update opposing_force_equipment.dm

* Update modular_skyrat/modules/opposing_force/code/items.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* More Categories and Expanded Title

Adds loadouts and explosives tab, increases title limit to 40 instead of 20 for objectives

* Apply suggestions from code review

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

Co-authored-by: dawsonkeyes <76002401+dawsonkeyes@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>

* Automatic changelog generation for PR #10386 [ci skip]

* E

* Update opposing_force_equipment.dm

* E

* Update items.dm

* Vol2Remastered (#10413)

* Update modular_skyrat/modules/opposing_force/code/opposing_force_datum.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Bye bye high-frequency sword

* Fixed the space cash too

* Review comments

* Update counter.dm

* general antagonist ban

* opfor ban

* Update opposing_force_subsystem.dm

Co-authored-by: ErdinyoBarboza <erdinyobarboza@gmail.com>
Co-authored-by: dawsonkeyes <76002401+dawsonkeyes@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-01-20 04:15:15 +00:00
jjpark-kb
3bc220eae1 borer midround, balance, and objective (#10806)
* borer midround, balance, and objective

* adds borer bannable

* okay fine

* I hate this

* added the cage

* why

* admin foolery

* add borer egg to uplink, 20 at 20 minutes

* add to uplink
2022-01-20 02:15:06 +00:00
SkyratBot
c4c39d70a3 [MIRROR] Removes IAA & IAA pinpointer code improvement [MDB IGNORE] (#10659)
* Removes IAA & IAA pinpointer code improvement (#64008)

Since the gamemode isn't wanted here, even just to maintain (and especially now that progression Traitors are being added which will break IAA even more), I'm gonna give my alternate idea to just remove IAA entirely.
This is also to help downstream, as any plan on just 'adding it downstream' is kinda screwed over by it TECHNICALLY still being upstream, and its code conflicting with my own, even if it is just broken and unmaintained.

* Removes IAA & IAA pinpointer code improvement

* Removes IAA & IAA pinpointer code improvement

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-01-15 22:18:46 +00:00
SkyratBot
f42d424b49 [MIRROR] Removes swarmers from the game [MDB IGNORE] (#10645)
* Removes swarmers from the game

* Removes swarmers from the game

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-01-15 17:19:18 +00:00
John Willard
dd5622ad68 Removes IAA & IAA pinpointer code improvement (#64008)
Since the gamemode isn't wanted here, even just to maintain (and especially now that progression Traitors are being added which will break IAA even more), I'm gonna give my alternate idea to just remove IAA entirely.
This is also to help downstream, as any plan on just 'adding it downstream' is kinda screwed over by it TECHNICALLY still being upstream, and its code conflicting with my own, even if it is just broken and unmaintained.
2022-01-13 00:56:38 -08:00
Jeremiah
a2fa7799f3 Removes swarmers from the game (#63989)
What the title says. But why?
I generally have a rule when making a contribution, that is "don't make the game less fun"
I'm not salting, I didn't die to a swarmer.
... Yet that's the problem. Swarmers are the griefiest antag in the game, but when you complain that they're annoying or unfun, you're doomed to hear "lol they can't even hurt you though."

WELL THAT ACTUALLY MAKES THEM WORSE. I would rather die to a hundred xenos and space dragons than be forced to untie myself in maintenance for 45 seconds while the shuttle leaves.
Why It's Good For The Game

Unfun game modes should be removed from the game.

    Being griefed by swarmers is annoying
    Playing as a swarmer is not very exciting either. Click on iron.

lastly, because oranges authorized it
Changelog

cl
del: Removes swarmers! The griefiest, lowest fun value antagonist is removed from the game.
/cl
2022-01-13 13:10:18 +13:00
SkyratBot
7d74dadd0d [MIRROR] Removes monkey mode, neuters Jungle Fever into Jungle Flu [MDB IGNORE] (#10504)
* Removes monkey mode, neuters Jungle Fever into Jungle Flu

* Fixing the conflict

* There you go one-click antag

* Whoops forgot one

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-01-09 15:42:53 -05:00
tralezab
62046d4981 Removes monkey mode, neuters Jungle Fever into Jungle Flu (#63763)
* adios!

* removes TRAIT_VENTCRAWLER_ALWAYS from flu

* Update transformation.dm
2022-01-07 00:30:38 -06:00
SkyratBot
d6a1ad473f [MIRROR] Allows players to send more visible adminhelps when no admins are on, which'll definitely alert admins [MDB IGNORE] (#9583)
* Allows players to send more visible adminhelps when no admins are on, which'll definitely alert admins

* db portion sorted out

* now it really is

* should work about fine

* one last touch

* well, one more

* also botched comment

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2021-11-20 22:41:53 +01:00
Watermelon914
fb8d95a2f5 Allows players to send more visible adminhelps when no admins are on, which'll definitely alert admins (#62711)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2021-11-20 03:06:50 -08:00
SkyratBot
db8f7a2059 [MIRROR] Gets rid of the video for bans - Unanimous headmin approval edition [MDB IGNORE] (#9353)
* Removes videos from bans (#62683)

* Gets rid of the video for bans - Unanimous headmin approval edition

Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
2021-11-09 18:26:48 -05:00
NamelessFairy
ecf1a66d9e Removes videos from bans (#62683) 2021-11-09 15:14:04 -08:00
SkyratBot
8978adde4a [MIRROR] Add the known alts panel, which prevents suspicious login logs for whitelisted ckeys [MDB IGNORE] (#9306)
* Add the known alts panel, which prevents suspicious login logs for whitelisted ckeys

* fixed

* ops, missed one conflict

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2021-11-08 22:26:02 -05:00