* Optimizes particle holders (#74524)
## About The Pull Request
It isn't really an issue now, but these will be used more in future, so
let's start off strong.
There's a lot of work going on here that doesn't really need to be
happening, mostly off not knowing a trickTM.
Biggest one is vis_locs and vis_contents are linked lists, being in one
requires being in another. Atoms clear out their vis_locs on Destroy, so
we do not need to "own" references to things that have us in their
vis_contents.
This combined with knowing our old loc's loc off Moved made the use of
weakrefs here unneeded. Similarly, atoms inside atom movables qdel on
when the upper layer is deleted, so most cases of the qdeleting signal
were unneeded.
Also, we only cared about movement if we were an item (speaking of
which, I swapped out the isitem stuff with a flag that gets passed into
the new() call)
## Why It's Good For The Game
Speed
* Optimizes particle holders
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* The North Star Expeditionary Vessel - A Second Wind (#74371)
## About The Pull Request
A new map for TGstation, in the works! It has 4 fucking Z levels, a
massive expansive maintenance with unique designs, and some unique code
features in the works.
To Do:
- [x] Update the Map to Modern TG
- [x] Local Tests
- [x] Work on Map Optimizations
- [x] Run Live Tests
Fikou has greatly helped with creating an important flavour aspect of
this map, Trek Uniforms on anyone who joins! See the forum thread for
more. This includes the framework for innate station traits, station
traits loaded as long as it's in a map's json
Here's the forum dev thread there are screenshots there.
https://tgstation13.org/phpBB/viewtopic.php?p=657252#p657252
### Mapping March
Ckey to receive rewards: Cheshify
## Why It's Good For The Game
So, this is the North Star. An effort taking multiple mappers and of 9~
months of hard work. This map was not initially designed for TGstation,
but always designed for TGstation code. The process of retooling the map
for TGstation was an absolute joy and I feel like the map definitely has
it's niche as a massive and unique experience for it's players.
I adore this map, it's gorgeous, has a unique aesthetic, and a number of
very funny interactions with multi-Z. The PR comes packed with unique
mechanics for future mappers (innate station traits!), a number of
map-fitting shuttles, and a fun spacefaring uniform gimmick for the
crew.
**This is my second attempt at bringing this map into rotation. It was
initially closed due to concerns about maptick and performance, as I
wasn't willing to push for a map to be added to the repository if it
didn't function to my own standards. I've been informed by a number of
coders far better than I that optimizations are arriving and enroute, so
I think it's time to dust her off and set sail for another journey.**
**Quick Disclaimer: Due to some design decisions disagreed upon by the
headcoder team and myself, the map will not be featuring unique
roundstart uniforms, and despite my design intentions, the innate
station trait features will be shelved for now.**
## Changelog
🆑 Cheshify, Fikou, Blue-Berry, Zytolg, InfiniteGalaxies, Striders,
Sylphet, Riggle, Soal, Andry, Crit, Deranging, and Pumpkin0.
add: Nanotrasen's Newest Exploratory Vessel is now available! Meet the
North Star!
add: More landmines, and a landmine random spawner.
add: energy barriers now have a regenerative subtype, fit for permanent
installations.
code: Raised the number of possible level render to 4, check your
preferences if needed to be reduced.
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* The North Star Expeditionary Vessel - A Second Wind
---------
Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Reworks burning objects to be a component (#74688)
## About The Pull Request
Title.
## Why It's Good For The Game
Simply put, allows for atoms which are not /obj but use atom_integrity
to burn up too, which is nice and good.
But also, it allows for neat behavior like burning particle effects
(only structures use that right now to spawn smoke)

## Changelog
🆑
add: Burning structures spawn smoke particles. Sick.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Reworks burning objects to be a component
* modular
---------
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Convert Atmos Sanity to use Landmarks
* turns the test back on (and makes compile maps work)
* makes atmos sanity ignore the vr chapel
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* Significantly speed up create & destroy by reducing the amount of time to wait for GC (#74604)
The check queue is 5 minutes long because that's the longest a client
can hold onto a reference. Without clients, we can drastically decrease
the time we have to wait. This lowers the time down to 10 seconds
(though everything right now deletes in 5).
This will represent a 5 minute decrease in CI across the board, freeing
up runners.
Makes a few changes to stuff that was being held for more than 10
seconds.
- `VARSET_CALLBACK` now works through weakrefs, to allow for pAIs to
have their holochassis init timers.
- Nar'Sie cleans herself up in GLOB.cult_narsie if she's deleted.
- "Spooky portals" no longer hold onto a reference for 2 minutes.
- `poll_candidates` short circuits to an empty list if there are no
candidates, to avoid several 30 second+ long timers
Originally this was going to be a more clever hack from @ MrStonedOne
about short circuiting if everything deletes before the wait, but we
realized that basically nothing actually holds onto references for that
long without clients, and that nothing really should anyway
* Significantly speed up create & destroy by reducing the amount of time to wait for GC
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Stops admin spawned ghost portals from mutating global lists (#74607)
## About The Pull Request
Admin spawned ghost portals call `make_ghost_swarm(null)`
This in turn causes `!length(candidate_list)` to succeed
The intended effect of this is that the candidate list gains the entries
of `GLOB.current_observers_list` and `GLOB.dead_player_list`
In actuality, what this does is that it causes `candidate_list` to be
assigned to `GLOB.current_observers_list`, then adds the contents of
`GLOB.dead_player_list` to `GLOB.current_observers_list`
This is because `null += list()` just sets the variable to the list,
while `list() += list()` adds the contents of the latter to the former
in place (does not produce a new list object)
All this needs is a default set so that a `null` value passed uses an
empty list rather than nothing
## Why It's Good For The Game
This is very unlikely to pop up (admin only in fact), but it's mutating
managed globals like this is not good.
## Changelog
🆑 Melbert
fix: Admin spawned ghost portals no longer make all dead players
considered also as observers (they're two different things)
/🆑
* Stops admin spawned ghost portals from mutating global lists
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Reagent soup / Soup rework / Stoves - A kitchen expansion
* fixes that stuff
* puts the range stove on maps that sohuld have it
* fixes some paths that don't exist anymore
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* [MDB Ignore] Audits all generic event landmarks, removed them from generic maintenance and ai satellite cores (except in Tramstation modular maint) (#74492)
## About The Pull Request
I went through all of our maps and audited our generic event spawn
landmarks.
They have largely been removed from maintenance, unless in a unique
maintenance area.
They have also been removed from AI satellite cores.
Finally, many maps which have had any placed in certain departments now
have them.
## Why It's Good For The Game
### Why?
With #74374, now we have two landmarks for generic event use, "Generic
Event Spawn" and "Generic Maintenance Event Spawn".
So I wanted to give the former a pass through to have the two overlap
less.
I removed generic event spawn points from all non-specific maintenance
locations. That is to say maintenance that doesn't have its own area,
like "Abandoned Kitchen" etc.
I did this to all maps except Tramstation's maintenance modules, because
I didn't want to audit all 90 of them.
While doing this, I went through the rest of the map and added generic
events to departments missing it. A few remaps, especially on Icebox,
completely forgot to add any event landmarks.
And also while doing this, I noticed we weren't consistent on whether it
should affect ai satellites or not. So I err'd on the side of caution
and removed any from AI satellite cores, but left one in the lobby /
teleporter room.
### What does this effect?
In the past generic event spawns were used for **Clock cult portal
locations** (the comment was never even updated!).
Given it's gone, what's it used for now?
Well, only three things - Radiation Leak event, placing anomalies during
a supermatter delamination, and placing safety portals during a
supermatter cascade.
With this context, this means these events / occurances will have
slightly more teeth to it. Instead of having them placed in random
maintenance halls or largely unreachable areas (Ai core), it is placed
in more publicly available to the player areas.
## Changelog
🆑 Melbert
code: Audits the placement of Generic events markers. Some departments
which previously had none now have some, and maintenance largely no
longer holds them.
balance: Anomalies from a supermatter delamination, radiation leaks, and
suipermatter cascade portals are now placed in more commonly traversed
and easy to identify areas. They will also now trigger in places like
Icebox med and brig when they previously couldn't.
/🆑
* [MDB Ignore] Audits all generic event landmarks, removed them from generic maintenance and ai satellite cores (except in Tramstation modular maint)
* audits raptor spawn landmarks
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* Replaces xeno_spawn with the generic_maintenance_landmark, adds atmos safety checks to remaining midrounds that need them (#74374)
## About The Pull Request
The xeno_spawn landmark, used to pick spawn locations for many different
midrounds (but NOT xenomorphs, ironically), has been killed and been
replaced with the generic_maintenance_landmark landmark.
This also adds atmos safety checks to some of the midround spawn
location selections that were missing them:
- Paradox Clone
- Nightmare
- Fugitives
- Morph
I decided to do both of these at the same time, since I'd be touching
most of the same files anyways.
This includes an updatepaths that, if you are on a downstream running a
custom map, should probably definitely run.
## Why It's Good For The Game
It may not be a secret that these landmarks aren't used for spawning
xenomorphs anymore, but the name is still deceptive. This should
communicate what they're used for a bit better to both coders and
mappers.
Atmos safety checks (for the midrounds I hadn't yet added them to) make
sure people can play the game.
Closes#74372.
## Changelog
🆑
code: The xeno_spawn landmark is now the generic_maintenance_landmark
landmark.
fix: Certain midrounds will now check for atmos safety before spawning.
/🆑
* Replaces xeno_spawn with the generic_maintenance_landmark, adds atmos safety checks to remaining midrounds that need them
* 0
---------
Co-authored-by: Rhials <Datguy33456@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Optimize /atom/movable/Initialize with faster check for blocks_emissive [140ms on init] (#74453)
Quoting the comment:
This one is incredible.
`if (x) else { /* code */ }` is surprisingly fast, and it's faster than
a switch, which is seemingly not a jump table.
From what I can tell, a switch case checks every single branch
individually, although sane, is slow in a hot proc like this.
So, we make the most common `blocks_emissive` value,
EMISSIVE_BLOCK_GENERIC, 0, getting to the fast else branch quickly.
If it fails, then we can check over every value it can be (here,
EMISSIVE_BLOCK_UNIQUE is the only one that matters).
This saves several hundred milliseconds of init time.
* Optimize /atom/movable/Initialize with faster check for blocks_emissive [140ms on init]
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Adds bacteria rich moldy food to random trash spawners. (#74276)
## About The Pull Request
So, as bacteria bread from perma vendor was nerfed, the only way to
obtain mold for cytology is from the mini-fridges. And they won't even
spawn when needed. Correct me if i'm wrong.
And so this adds moldy breadslices and pizzaslices to
`random/trash/garbage` spawner which appears in trashcarts and in
trashbagsfrom the trashcarts. Also added it to `grille_or_waste` spawner
so it can just randomly spawn on the floor.
About the damp rag. Just thought that there should be at least some
piece of cloth at pile of garbage, as there is none at the moment. And
it's quite usefull also, you can clean yourself or your fingerprints
with it. Can cut it out if needed, not a big deal.
## Why It's Good For The Game
More chances to find what you want to do cytology.
Cytology slightly more practical.
Damp rag is usefull.
## Changelog
🆑
add: Bacteria rich moldy food (like breadslices and pizzaslices) now
spawn in trashcarts, trashbags and randomly on the floor.
add: Damp rag now spawns in the trashcarts and etc.
/🆑
* Adds bacteria rich moldy food to random trash spawners.
---------
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
* Fixes decals not layering as expected in world (#74232)
## About The Pull Request
They just... were not passing their layer into the element. Stupeeed
Rearranges some layers to ensure things work as they do now
## Why It's Good For The Game
Closes#74165
Should fix weird decal layering. If it doesn't yell at me.
## Changelog
🆑
fix: Fixes decals layering weird in some cases
/🆑
* Fixes decals not layering as expected in world
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Roundstart Xeno egg deliveries create a Captive Xenomorph team, gives regular xenos a fluff objective so their popup isn't blank. (#73852)
## About The Pull Request
Xenomorphs who are a product of the roundstart xenobio egg delivery will
now spawn as "Captive Xenomorphs", who receive an objective to break
containment. Here's how it works:
When a delivery egg is generated that area will be marked as the
"captivity area". Xenomorphs born within this area now have their own
team, and have their own section in the roundend report that will
greentext them based on if they were able to survive and escape
captivity. Xenomorphs born outside of this area will spawn as normal
Xenomorphs, with no escape objective or special fanfare.
To further encourage people from actually taking the role and
potentially resigning themselves to an hour in Xenobio CBT prison, the
first of the hive gets their own header on the roundend report.
(When I say "team" here, I mean they receive a different antag team
datum. They're still able to collaborate and cooperate with other
Xenomorphs, they just have a different title and extra objective in
addition to the bonus roundend report limelight.)


(This also adds a basic "survive and advance the hive" objective for all
xenomorphs, since their objective popup was otherwise completely blank).
Since the captivity area is entirely dependent on the location of the
egg itself, admins can plop one of these down anywhere, and mappers
don't have to put the egg mapping helper specifically in Xenobio.
For clarification -- To be qualified for the Captive Xenomorph team, **a
delivery egg must be spawned**, and the xeno you inhabit must be born in
the same area the egg was spawned. If the queen breaks captivity and
starts nesting elsewhere on the station, their children will be born as
normal Xenomorphs, not Captive Xenomorphs.
## Why It's Good For The Game
Adds a bit of distinction, and gives bragging rights, to anyone bold
enough to take a roundstart xeno roll and escape with it.
The Xeno egg delivery is already rare enough, I think it deserves a bit
more fanfare (especially considering the dramatic impact it sometimes
has on the direction of a round).
## Changelog
🆑
add: Xenomorphs born in the room the roundstart delivery egg was spawned
in will be part of a special "captive xenomorph" team, tasked with
escaping and tracked in the roundend report.
fix: Regular Xenomorphs no longer receive a blank objectives popup on
spawn.
/🆑
* Roundstart Xeno egg deliveries create a Captive Xenomorph team, gives regular xenos a fluff objective so their popup isn't blank.
---------
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Macro Helper For Re-Used Turf_Decal Patterns (#74171)

oh that's sexy
<!-- 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
Hey there, blast from the past PR format. Can you spot the issue here?

Well, I did while working on #74169, and it pissed me off. This is a
really simple pattern, and the only reason why it's just copypasted (and
prone to such errors) is because no one took the time to do it properly
like this. So, I just decided to do it while I had time today. Very
nice.
I also removed all the names because there was no point in them: in all
contexts you would be operating off the typepath, the name would never
come up. like so:

memory save? it's just un-needed anyways
<!-- Describe The Pull Request. Please be sure every change is
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## Why It's Good For The Game
Silly error proofing is nice! Way easier to add new colors! No need to
ctrl+c/ctrl+v everything to death anymore! whoopie
<!-- 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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probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
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Nothing that players should fret about.
<!-- Both 🆑's are required for the changelog to work! You can put
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<!-- You can use multiple of the same prefix (they're only used for the
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* Macro Helper For Re-Used Turf_Decal Patterns
---------
Co-authored-by: san7890 <the@san7890.com>
* Makes all CTF windows actually indestructible (#74021)
## About The Pull Request
Adds a spawner for indestructible shuttle windows
Replaces all "hardened windows" (which were actually not unbreakable)
with proper unbreakable windows
## Why It's Good For The Game
Fixes#73297, people shouldn't be breaking into space in CTF
## Changelog
🆑
fix: All CTF windows are now indestructible, fixes breaking into space
during CTF.
/🆑
* Makes all CTF windows actually indestructible
---------
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
* Adds the Smoking Room icebox surface ruin (#73876)
## About The Pull Request
My contribution to the March Into Mapping/Mapness event -- The forlorn
homestead of mister Charles Morlbaro, a high-brow individual with a
taste for cigarettes. This ruin spawns on the surface level of Icebox.

A local of the ice planet, Morlbaro lived a peaceful life at home, until
an _incident_ compromised one of his windows. Fearing the cold and
unable to keep anything larger than a cigarette lit, he sequestered
himself in his private smoking room, and hasn't been seen since.
...
Oh, right, the loot. That's the most important part for some of you
guys.

Where there's smoke, there's fire, and where there's cigarettes, there's
lighters. Mister Morlbaro collected novelty lighters, which have to be
worth something to someone, right? You might be able to find some if you
dig around in his belongings. Just try not to disturb him if you choose
to enter his smoking room.
### Mapping March
<!-- If your pull request is part of Mapping March and you want to earn
an antagonist token for your FIRST mapping pull request submitted this
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Ckey to recieve rewards: theduffelbag
## Why It's Good For The Game
Ruin variety is nice. This one doesn't have any particularly spectacular
loot, but it's a surface ruin.
Bro space ruins are sooooo 2020 bro, it's all about icebox ruins now
bro.
## Changelog
🆑 Rhials
add: Adds the Smoking Room icebox ruin, found on the station level!
/🆑
* Adds the Smoking Room icebox surface ruin
---------
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Adds Pinatas that can be purchased by cargo and clown operatives! (#73868)
## About The Pull Request
Pinata's drop various items when struck with a sufficiently powerful
weapon. This PR adds two types, a standard one which can be bought from
cargo which contains various candy items and a syndicate one which
contains both candy items and explosives purchasable by clown
operatives.
The pinata functionality is also a component so admins can turn any
structure/machine/mob into a pinata and customize the "candy" inside
Sprites by @ Mey-Ha-Zah animated versions by me
## Why It's Good For The Game
Adds a cute little celebration themed structure that can be bought by
players to accommodate a celebration based gimmicks or the party trait.
I think the options on things to do as a crew during a celebration are a
bit limited at present with most of the options being making/purchasing
food, activity wise the main example of a celebration item is pin the
tail on the corgi which is a bit uninteresting, the pinata on the other
hand is more cathartic and provides a "reward" in the form of various
candy items for people who participate in smashing it. I also think its
just funny to have clown operative gambling half their TC to try and get
explosives.
## Changelog
🆑 Mey-Ha-Zah & NamelessFairy
add: Added pinata crates to cargo, they contain various candy items. Fun
at parties.
add: Clown operatives can now purchase a weapons grade pinata, this
contains both candy and explosives. Still fun at parties.
admin: Admins can now turn players, mobs and objects into pinata's with
the new pinata component.
/🆑
* Adds Pinatas that can be purchased by cargo and clown operatives!
---------
Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
* Restores Spell Card targetting behaviour (#73706)
## About The Pull Request
Fixes#52946
This has been broken ever since #44112 which apparently removed the proc
in this component which selected a target for performance reasons and
just... didn't replace it with anything else? So it's been bricked ever
since.
In order to restore the removed mouse tracking behaviour I implemented
the pattern used in scoped weapons and the kinesis module. As this was
the third thing I could find to use this code, I abstracted it out into
an object where most of the shared behaviour lives. I tested those
things too and they still seem to do what they used to.
Here it is in action:
https://user-images.githubusercontent.com/7483112/221954852-22244bb1-7c87-452d-a9b0-ebed81c4c1ef.mp4
Because this spell now applies a full screen overlay in order to
function, it's really begging for someone to make some touhou-style art
with cards and patterns around the edge of the screen while you are in
aiming mode, but I'm not going to be the one to make it.
I tidied this component up and refactored it as best I could while I was
reworking it to use a full screen overlay but I am... not totally
confident that it should be a component at all given that it keeps being
created and destroyed. But also it has worked that way for like four
years now, so who am I to say.
Oh yeah also the icon for this spell broke, so I fixed it.
## Why It's Good For The Game
Makes a reasonably terrible wizard spell marginally less bad.
Maybe now that this component works, some other things can use it?
If we make a fourth thing which follows your cursor it won't need to
copy/paste code around.
## Changelog
🆑
fix: Spell Cards from the Wizard spell will now home in somewhat on the
target nearest to your cursor.
fix: The Spell Cards spell now displays the correct icon instead of a
big red "error" text.
/🆑
* Restores Spell Card targetting behaviour
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Some more RCD Designs & Patches (#72757)
Adds some more stuff you can build with the RCD
1. Under structures you can now build/deconstruct catwalks & construct
Reflector Frames. Destorying a catwalk will cut any cable on it leaving
pieces of it behind

2. If you have the frames upgrade you can construct APC, Air Alarm &
Fire Alarm frames on walls & Flood light fixtures[fully wired]. It only
creates the wall mount and sticks it on the wall. Wiring, Circuits and
finishing the frame is still your job

3. If you have the furnishing upgrade you can create racks & beds &
additional bar stool

**Important Code Refractors**
1. `/turf/closed/wall/proc/try_wallmount()` will return true only after
you have successfully mounted the wallframe or stuck an poster on it &
not simply check if you are trying to mount a valid thing on it
2. `apc_tool_act/rcd_act()` was incorrectly checking passed_mode for the
simple circuit upgrade and not the `the_rcd.upgrade `flag. Thats fixed
now to
3. newly created APC's weren't assigning themselves to their areas
allowing multiple to be created in one area. Thats fixed now
4. Walls, Airlocks & other stuff could be built on tiles having
something dense that would block it. For example a wall could be build
on top of a machine frame!!. Thats also fixed now
More stuff you can build rapidly with the RCD
🆑
add: more designs for the rcd
refactor:` try_wallmount()` to return true only after successful mount
fix: `apc_tool_act/rcd_act()` incorrecly checking for simple circuits
upgrade in the wrong variable
fix: newly created APC's not assigning themselves to their areas.
fix: rcd building structures [walls, airlocks etc] on turf's that
already have structures on them
/🆑
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* Grand Ritual: Alternate Wizard objective (Wizard Events II) (#72918)
Adds an alternate greentext objective for Wizards known as the "Grand
Ritual". This was initially the gimmick of a different wizard-related
antagonist downstream. I didn't get permission to port it, so I'm
attaching it to regular Wizards instead.
Wizards will spawn in with a new Grand Ritual button next to their
antagonist info button. Pressing it will pinpoint them towards their
next Ritual Location (a randomly chosen region of the space station).
Once within that location, pressing it will summon a magic circle and
obliterate any dense objects which are in the way. This also puts the
ability on a two minute cooldown.
Clicking on the magic circle with an empty hand will begin a three-stage
invocation to gather magical power. You can interrupt this invocation at
any time and will resume from the last stage you completed (if you
finished two stages you only need to do one more).
Once you complete a ritual, a random event will be triggered based on
how many rituals you have performed so far. These tend to be ones which
annoy the crew in some manner, and Wizard Events are included in the
list. Additionally, something weird will usually happen to the room you
are in.
Then you are assigned a new location and can toddle off to do it again.
Once you have done this three times, you will be picked up by the
station's sensors every time you start a subsequent ritual and should
expect annoyed company to come investigate.
Once you have done this six times, you can finally spend all of that
accumulated power on the seventh Grand Finale ritual. Completing this
grants you victory at the end of the round and will have a larger,
flashier effect which you can pick from a list of options, think of it
like a wizard equivalent of a Traitor Final Objective or Heretic
Ascension.
After that you can still keep doing rituals if you want to pester the
crew further by summoning more random events, you've already "won" at
this point so now it's your job to make them want to go home.
I think it'd be more fun to just find out what the Finale ritual can do
by seeing it happen but maintainers will probably want a list of its
precise capabilities, so here it is:
Currently completing a ritual also has a chance to create Heretic
Reality Tears (of both varieties, available for Heretics to eat and
visible to crew) as a kind of cross-antagonist interaction which seemed
to make sense to me but if this seems thematically or mechanically
inappropriate it's easy to strip out.
* wew
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Forcing an embed means that it will always happen (Effects trapped posters, accidental consumption, and bullet shrapnel) (#73729)
## About The Pull Request
Addresses #73105
I confidently asserted in the issue that the current behaviour was not a
bug, but lo and behold when I went to investigate this on March 1st what
did I find... a bug! Force embed actually never worked in the first
place because the passed arguments were in the wrong order. Now they are
named, so the order doesn't matter any more.
Also there was an argument called "silent" which did literally nothing,
I just deleted it.
Sending the force flag will now mean that the forced embed _always_
embeds unless it is literally impossible. The only other place this
effects is when you accidentally eat glass, so a similar case to this
one.
While I was in there, I made posters _very slightly_ more discerning
about what gloves block glass. Unfortunately there's no widely applied
and useful trait like `THICK_MATERIAL` for gloves so I mostly just
exluded latex and fingerless gloves... but that's better than nothing.
Anyway now if you bother to place a glass shard inside a poster and
someone tries to pull it down and they're not wearing thin or fingerless
gloves it will _always_ embed in their hand.
Oh and I put some balloon alerts in there.
**Unrelatedly to this change** fixing this seems to also fix an ancient
bug where bullet shrapnel would roll its embed chance twice in a row,
meaning that it had an (x/100)^2% chance of applying rather than an
(x/100)% chance, significantly less than written.
It is weird for that to go in this PR, but seems to be an effect of
fixing this bug? Not sure there's a way of not fixing both at the same
time.
## Why It's Good For The Game
You go to the effort of putting a glass shard behind a poster (the only
way to associate your own fingerprints with the deed) and are lucky
enough that the person who pulls it down isn't wearing gloves (almost
everyone does) and it _still_ only has a 50% chance to embed the glass?
The trap should work at least _some_ of the time.
## Changelog
🆑
fix: Something which is "forced" to embed will now always actually
embed. Resultingly, accidentally swallowing glass or encountering it
behind a poster without adequate protection will now always cause it to
embed into your body.
balance: Thin and fingerless gloves may no longer protect you from
having glass in your hand after pulling down a poster
fix: Bullets containing shrapnel now use their correct chance to embed,
which may cause bullet wounds to contain shrapnel more frequently.
/🆑
* Forcing an embed means that it will always happen (Effects trapped posters, accidental consumption, and bullet shrapnel)
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Refactors lizard fake canned food into real canned food (#73469)
## About The Pull Request
/obj/item/food/canned_jellyfish, /obj/item/food/desert_snails, and
/obj/item/food/larvae are now all /canned subtypes. All this means is
that to eat them, you use them once, and now they drop an empty tin
rubbish item.
## Why It's Good For The Game
Making fake false versions of real types that exist is such a pet peeve
of mine, we recently had a bug from it where the snails would go bad.
But even with that fixed you're just chomping the container of snails
and it's not the same behavior as all the other cans
grumgrugmrg I FIXED IT.
## Changelog
🆑
refactor: Lizard related canned food now acts like canned food
/🆑
* Refactors lizard fake canned food into real canned food
* updates all the modular canned stuff
* desert_
---------
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* Adds the Ectoplasmic Outburst, a rare ghost-centric anomaly event (#73024)
## About The Pull Request
This PR description might be a bit rushed because I accidentally
submitted the PR and want to bang out a quick explanation of what this
is before people start asking questions.
Adds a new, rare, ghost-themed anomaly event -- The Ectoplasmic
Outburst.

This event increases in power as more ghosts orbit it, with three
important thresholds to meet.
If 10% or more of all active observers are orbiting the anomaly, an
effect will occur in the nearby area akin to the revenant's defile
spell, damaging flooring, windows, and making a mess.
If 35% or more are orbiting the anomaly, nearby objects in the effect
radius have a chance to become haunted, and will fling themselves at
anyone nearby for a bit. Spooky!
Now, at 50% or more participation, things get serious. Ghosts orbiting
the anomaly will be polled to be brought back into the world for a brief
period as a vengeful spirit, anchored to a SUPER spooky ghost portal.
The portal closes after two minutes (alternatively, smash it with a
toolbox) and deletes all of the ghosts it spawned. Vengeful spirits are
mostly just meant to smash stuff and be a nuisance while they can. It's
a wonderful opportunity to let deadchat desalinate a little.

Oh, also, the anomaly is deadchat controlled. With enough ghosts, you
could theoretically outrun anyone trying to neutralize it!
The associated reactive armor has an effect similar to the anomaly,
haunting nearby objects for a time when the wearer is struck. Not
particularly outstanding, but it can introduce an element of chaos into
a fight that your opponent might not expect.
## Why It's Good For The Game
Anomaly events are great for ghosts. Why not make one tailored just for
them!
Gives admins something to spawn when a wizard has killed half of the
crew but it's not quiiiite time for an ERT.
It's a bit of a silly event with a novelty reward, but I think it's rare
enough not to be a huge issue.
## Changelog
🆑 Rhials
add: Ectoplasmic Outburst anomaly event
add: Reactive Ectoplasm Armor
/🆑
* Adds the Ectoplasmic Outburst, a rare ghost-centric anomaly event
---------
Co-authored-by: Rhials <Datguy33456@gmail.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Starlight Polish (Space is blue!) (#72886)
<!-- 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
Adds support to underlays to realize_overlays
Ensures decals properly handle plane offsets
Fixes space lighting double applying if it's changeturf'd into. this
will be important later
Makes solar vis_contents block emissives as expected
Moves transit tube overlays to update_overlays, adds emissive blockers
to them
#### Adds render steps
An expansion on render_target based emissive blockers.
They allow us to hijack an object's appearance and draw it somewhere
else, or even modify it, THEN draw it somewhere else.
They chain quite nicely
Fixes shuttles deleting z holder objects
#### Makes space emissive, makes walls and floors block emissives
The core idea here goes like this:
We make space glow, and give its overlays some color
This way, the tile and space parallax remain fullbright, along with
anything that doesn't block emissives, but anything that does block
emissives will instead get shaded the color of starlight
This requires a bit of extra work, see later
This is done automatically with render relays, which now support
specifiying layer and color (Need to make an editor for these one of
these days)
The emissive blocking floor stuff requires making a second render plate
to prevent double scaling
Also adds some new layering defines for lighting, and ensures all turf
lights have a layer. We'll get to this soon
#### Makes things in space blue
We color them the same as starlight, by taking advantage of space being
emissive
This means that things in space that block emissive will block it
correctly and be colored blue by the light overlay, but space itself
will remain fullbright
This does require redefining what always_lit means, but nothing but
cordons use that so it's fineee
#### Makes glass above space glow, and some other stuff
Glass tiles that sit above space will now shine light with matching
color to the glasses color. This includes mat tiles.
Glass tiles (not mat because they have no alpha) also only partially
block emissives.
Adds a new proc that uses render steps to acomplish this, essentially
we're cutting out bits below X alpha and drawing what remains as an
emissive.
#### Modifies partial space showing to support glow
Essentially, alongside displaying space as an underlay, we also display
a light overlay colored like starlight.
That starlight overlay gets masked to only be visible in bits that do
not contain any alpha.
We also mask the turf lighting to not go into bits that have no alpha,
to ensure we get the effect we want.
This is done with that lighting layer thing I mentioned earlier.
#### Makes appearance realization's list output ordered
I want it output in order of overlay, sub overlay suboverlay, next
overlay
Need to use insert for that
## Why It's Good For The Game
Pretty!
Also having space be emissive is a very very good way to test for fucked
emissive blockers (If it's broken why are we even drawing the overlay)
I know for a fact mob blockers on lizards and socks are kinda yorked, I
think there's more
<details>
<summary>
Old
</summary>



</details>
<details>
<summary>
New
</summary>



</details>
## Changelog
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🆑
add: Space now makes things in it starlight faintly blue
fix: Glass floors that display space now properly let space shine
through them, rather then hiding it in the dark
add: Glass floors above space now glow faintly depending on their glass
type
/🆑
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---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
* update modular
* Update _decal.dm
* Update _decal.dm
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Fixes immortal anomalies having a death timer overlay (#68694)
Fixes immortal anomalies having a death timer countdown overlay
(cherry picked from commit 1c95f34e27)
# Conflicts:
# code/game/objects/effects/anomalies.dm
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Effects no longer runtime on being attacked (#73300)
## About The Pull Request
Effects didn;t override generic attack, which caused runtimes when
attacked
## Why It's Good For The Game
Closes#73295
## Changelog
Signed-off-by: GitHub <noreply@ github.com>
* Effects no longer runtime on being attacked
---------
Signed-off-by: GitHub <noreply@ github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
* Sign/plaque contextual screentips and file reorganizing (#73246)
## About The Pull Request
This PR adds contextual screen tips to signs and plaques based on the
held tool. Wrenches unfasten, and welders repair. Behaves the same with
plaques, but plaques also get a screentip for using a fountain pen on
them if they can be engraved. Also adds a tip to editable-item signs
with a pen out.
Tested to avoid issues with posters from cropping up, and it appears to
still behave correctly with paper posters, which are apparently a type
of sign. Go figure.

I've also reorganized the sign and plaque files to follow our more
standard object hierarchy of base type -> inherited procs -> subtype
specific procs, where these were interspersed throughout the file. I did
however leave the armor datums below the object, as they appear to
follow new convention.
## Why It's Good For The Game
Screentips avoid ambiguity and improve readability of construction. Easy
improvement.
Plus, improves consistency of the signs file layout-wise.
## Changelog
🆑
qol: Adds screentips to both signs and plaque construction/modification.
/🆑
* Sign/plaque contextual screentips and file reorganizing
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Makes some improvements to how AI can use JPS with movement loops (#72685)
## About The Pull Request
This PR makes some changes to how JPS is used in movement loops, as it
was causing a variety of issues:
- Fixed some code where JPS would fail because the path is still being
made. Instead, the movement loop will now wait.
- Reduced the subsystem wait for the pathfinder subsystem from 2 seconds
to 0.1 seconds. @ LemonInTheDark told me that this is better, I'll update
this with a better explanation once I squeeze it out of him :D
- Allows you to provide an initial path to the movement loop, in case
you pre-calculated one while making a plan.
## Why It's Good For The Game
Makes working with JPS a bit easier when making AI.
---------
Co-authored-by: Capybara <Capybara@ CapybaraMailingServices.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Makes some improvements to how AI can use JPS with movement loops
---------
Co-authored-by: CapybaraExtravagante <110635252+CapybaraExtravagante@users.noreply.github.com>
Co-authored-by: Capybara <Capybara@ CapybaraMailingServices.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Adds nutriment factor to liquid gibs. (#73033)
## About The Pull Request
Over the years I've heard quite a few lizard players scratch their heads
in confusion due to the lack of gibs filling you up. I gave it a fairly
low value of 2 so people don't end up trying to power game it.
## Why It's Good For The Game
Adding an alternative use to gibs is always nice, at the moment it's
mostly just used for soap and cytology (Which barely anyone does.)
## Changelog
🆑
balance: Gibs now provide a small amount of nutriment.
/🆑
* Fixes the modular uses of liquid gibs
* Fixes an error that somehow slipped through.
---------
Co-authored-by: carshalash <carshalash@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>