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713 Commits
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0ef5c3d049 |
Persistent Map Vote Tallies (#86788)
## About The Pull Request Changes map votes to be based on a persistent tally count. Tallies for maps are cached between rounds and are added to by map votes. When a map is chosen, and it wasn't the only valid one, the tallies for said chosen map will be reset. Refactors map vote handling and moves it from SSmapping to SSmap_vote. Rock the Vote has been removed as a result of this refactor. ## Why It's Good For The Game Makes it more likely that all maps will be played over the course of a server instead of always being truly random. Removes some clutter off of SSmapping. 🆑 refactor: Map Votes are now carried over between rounds. When a map vote is actually a contest, the winning map will have its votes reset. /🆑 |
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3f0b4abb8d |
Replaces world.icon_size (and some magic numbers) with defines (#86819)
## About The Pull Request All usages of world.icon_size in code have been replaced with new `ICONSIZE_X`, `ICONSIZE_Y` and `ICONSIZE_ALL` defines depending on context Replaces some "32" magic numbers with the defines A few bits of code have been modified to split up x/y math as well ## Why It's Good For The Game Magic number bad, code more readable, code more flexible and I'm told there's an access cost to doing world.icon_size so minor performance gains ## Changelog 🆑 tonty code: made some code relating to the world's icon size more readable /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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ad111f4950 |
Spacemove refactor - Newtonian physics (#84869)
## About The Pull Request This PR significantly enhances how zero-g movement works. Its no longer locked to one of 8 directions, everything now has inertia and is affected by weight. This means that throwing a piece of wire will no longer completely reverse your movement direction, and that being thrown out of mass driver no longer will slow you down to a halt at some point. This leads to following gameplay changes: * Guns now accelerate you. Ballistics have higher acceleration than lasers, and higher calibers have higher acceleration than smaller ones. This means that firing full-auto weapons in zero-g will make you drift and accelerate significantly. While this can be a hilarious way to travel in space, it makes using them trickier. * Impacting a wall or an object while moving at high speeds will cause you to violently crash into it as if you were thrown. Careful when exploring! * Jetpacks now have inertia. Changes introduced in #84712 have been mostly reverted, although speed buff has been reduced to 0.3 instead of 0.5 (although this is compensated by new movement mechanics, so overall speed should be roughly equal). All MODsuit jetpacks now possess the speed boost. Advanced MODsuit jets (which has also been added back) and captain's jetpack instead have higher acceleration and stabilization power, providing much more precise control over your movement. * Firing guns while moving on a jetpack will partially negate your pack's acceleration, slowing you down. Non-advanced jetpacks' stabilization is not enough to compensate for heavy caliber weaponry as sniper rifles, shotguns or rocket launchers. * You no longer instantly decelerate upon sliding along a wall. Instead, it may take a few tiles if you are moving at extreme speeds. Passing over lattices still allows you to grab onto them! As space movement is angle-based instead of dir-based now, its much more smooth than before due to using new movement logic. Example of jetpack stabilization in action: https://github.com/tgstation/tgstation/assets/44720187/6761a4fd-b7de-4523-97ea-38144b8aab41 And, of course, you can do this now.  **This pull request requires extensive gameplay testing before merging**, as a large amount of numbers have been picked arbitrarily in an attempt to keep consistency with previous behavior (guns and normal-sized items applying 1 drift force, which is equal to what everything applied before this PR). Jetpacks and impacts may also require adjustments as to not be frustrating to use. Closes #85165 ## Why It's Good For The Game Zero-G refactor - currently our zero-g movement is rather ugly and can be uncomfortable to work with. A piece of cable being able to accelerate you the same as a duffelbag full of items when thrown makes no sense, and so does instantly changing directions. Inertia-based version is smoother and more intuitive. This also makes being thrown into space more of a hazard (possibly opening the door for explosive decompressions?) Jetpack inertia and gun changes - this is mostly a consequence of inertia-based movement. However, zero-g combat being preferred during modes like warops was an issue due to it negatively affecting everyone without jetpacks which are in limited supply onboard. This reverts the mobility changes which severely impacted space exploration, while making zero-g combat more dangerous and having it require more skill to be a viable option. ## What's left - [x] Refactor moth wings to use jetpack code - [x] Refactor functional wings to use jetpack code - [x] Locate and fix a recursion runtime that sometimes occurs upon splattering against a wall - [x] Add craftable tethers and modify engineering MOD tethers to use the same system ## Changelog 🆑 add: You can now craft tether anchors, which can be secured with a wrench and attached to with right click. They won't let you drift into space and you can adjust tether length/cut it via lmb/rmb/ctrl click on the wire. add: MOD tethers now remotely place and connect to tether anchors instead of throwing you at where they landed. balance: MOD tethers can now be used in gravity balance: Jetpacks are now inertia-based. balance: Guns can accelerate you significantly in zero-g. balance: All jetpacks now give you equal speed buff, however advanced MOD ion jets and captain's jetpack have higher acceleration/deceleration values. refactor: Refactored zero-g movement to be inertia-based and utilize angles instead of directions. /🆑 |
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df3fc8c626 |
Fixes cat ear layering, makes getFlatIcon account for RESET_COLOR on under/overlays (#86757)
## About The Pull Request After the external organ removal pr, cat ears stopped being as weirdly specialcased, and instead just used a `/datum/bodypart_overlay/mutant` subtype. However, this was set up in a way where the inner ears were put on a different layer from the outer ears, leading to wonky layering. In this pr, we revert their layers and instead apply the inner ears as an overlay onto the base ears, fixing this. Thank you Melbert for the idea. o7 ### Addendum: Additionally, as this pr tripped the screenshot tests, makes the `getFlatIcon(...)` proc account for `RESET_COLOR` on under/overlays. We do this by making it stop applying the colour after merging all the under/overlays, and instead apply it and the parent color _before_ merging any under/overlays, while proxying the parent color as a new parameter `parentcolor` to any new `getFlatIcon(...)` calls. This coincidentally also fixes usage of `getFlatIcon(...)` on husked bodies, as those also used `RESET_COLOR` for their blood overlay. The screenshot tests had to be updated for this. ## Why It's Good For The Game Fixes #86453. ## Changelog 🆑 fix: Fixed cat ears not layering properly. fix: Husked bodies show their blood with the right colours in photographs. /🆑 |
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ff2760e908 |
Adds new tasty fish to deep fryers. (#86690)
## About The Pull Request This PR introduces three new fish that can be caught from deep fryers. That's right, deep fryers are also fishing spots now. Is it silly? Yeah, but this is more or less the reason I made a whole PR to make fish edible. They've two gimmicks: one is that they're already fried, and neither raw nor gorey and can be cut into nuggets. The other is that they can evolve into the next type just by growing, no need of pairing them with each other, starting from the 'fryish', then the 'fritterish' (and its two variants: 'bernard-fish' and 'matthew-fish', big pun on the english food company) and finally the 'nessie-fish' which is very rare and big and you'd probably get 20 nuggets by cutting it alone. Other than that, this PR adds a simple growth mechanic to fish, where they get a bit larger each time they're fed. The gained size and weight depends on several factors like hunger, their current size and weight and how much until they hit the maximum cap of twice the initial size and weight. This means bigger fish grow slowier, and it's better to feed them once in a while but not every other second. Obviously size and weight influence a lot of fish mechanics, so it's good to have a way to increase these values outside of breeding RNG (which is very shallow). TL;DR: Feed the fish once their hunger reaches 50% circa for maximum growth. Included in the PR are a few tidbits, like fixing a little mistake around the 'picky eater' fish trait, more readable code around the fish_growth component (unrelated to the aforementioned growth mechanic) and hunger or adding the fish evolution datum for armored pikes (normal pikes plus stinger trait, which I basically forgot to), and adjusting how weight and size of offsprings is calculated. ## Why It's Good For The Game First and foremost, a brand new on-station fishing spot that is not the fishing portal, toilets (or the rare moisture traps in maint). Second, a fish growth mechanic through which weight and size can be increased. Third, a few code things. Four, little bugs, now fixed. Fifth, have a screenshot of me fucking around to find out how many bites it takes to eat all of the deepfried gargantuan nessie (53, and I had to spawn another 10 humans to finish it):  ## Changelog 🆑 add: You can now fish new, tasty treats by the station deep fryers. add: You can now grow fish inside an aquarium by feeding them regularly (at 50% hunger for maximum growth). add: Added the evolution for pikes to armored pikes. /🆑 |
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1aad3e118c |
You can now link fishing portal generators to other fishing spots. (#86291)
## About The Pull Request You can now interact with the fishing portal generator with a multitool to load it in the buffer and subsequently link fishing spots to it by tapping them with the same multitool. The maximum number of fishing spots that can be linked at once depends on the tier of the matter bins of the machinery. Normally, while you can link fishing spots from other z-levels, they can only be activated if they're on the same z-level as the machinery (or if both are on station for multi-z stations). This limitation can be bypassed by upgrading the machinery with a tier 3 or higher capacitator. While it's possible, I'm not spriting new fishing portal overlays and icons for the radial menu for every fish source out there (yet). The code is enough work for now. This also comes with a unit test, because there is no such thing as too many unit tests for fishing. ## Why It's Good For The Game Fish portal generators are designed to let players fish a different bunch of things while being able to be moved wherever you like, unlike a lake or an ocean, with all the comfort of being able to able to catch fish from distant locations. Allowing players to link other fishing spots to it fits its design. It also means that you can go out and explore, find more fishing spots and then return to the station without having to detach yourself from the ongoing round for several more minutes. ## Changelog 🆑 add: You can now link fishing portal generators to other fishing spots with a multitool. The number of fishing spots that can be linked at once and whether the link can be activated from different z levels depends on the tier of the stock parts it's built with. /🆑 --------- Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> |
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ab222330ef |
Squashs four fish boolean vars into a bitfield (plus VV support) (#86623)
## About The Pull Request this is a very marginal code improvement to fish. One bitfield is better than a bunch of booleans, and it lets me add more TRUE/FALSE settings in the future without having to make new vars for it. Also VV support for several vars (fish_traits will have to wait), if me or someone else wants to var-edit fish for testing purposes or whatsnot. ## Why It's Good For The Game Slight code improvement and var-edititing support. ## Changelog N/A |
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00e2f6cd7b |
Fish sources are more thoroughfully stressed during unit tests. (#86637)
## About The Pull Request The profound fisher component (for both mobs and gloves) as well as the proc responsible for rolling rewards are now being tested too. This is something I've meant to do in a while, #86633 just happened to kick it off now. ## Why It's Good For The Game More tests, fewer mistakes flying under the radar. ## Changelog N/A |
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5409570e01 |
Upgrades GODMODE from a flag to a trait. (#86596)
## About The Pull Request GODMODE has a lot of sources that toggle it. From admin-stuff to status effects, components, actions and mobs which are supposed to be invincible. It's better off as a trait than a flag, so we can manage these sources. ## Why It's Good For The Game See above. ## Changelog 🆑 admin: godmode is now a datum trait instead of a bitflag. This means the process for toggling it is a little different now. /🆑 |
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8d0e6734fe |
Fish (ya know, from fishing) is now edible (#86110)
## About The Pull Request Fish (the item that you catch with a fishing rod) now has an edible component attached to it, making it possible to eat them if you really have to, at the cost of eventually killing and deleting the fish, however, you normally shouldn't. Along with the seafood and meat foodtypes flags, it possess the gore and raw foodtypes too, making them pretty awful to eat unless you're a (non-vegan) lizard, felinid, or wearing the strange bandana*, which can only be found in the cqc kit case. Furthermore, it carry diseases like the ones from food left on the floors for too long, so a strong stomach is required to safely eat it even if you actually like it, dummy... UNLESS you fry or grill it, thus killing the diseases (as well as the fish) and removing both the gore and raw food types, then it becomes an actually ok meal... UNLESS you're dumb enough to eat a pufferfish, a donkfish or a slimefish. That is more or less the general rule. A few fish stray for it. For example, lavaloops are never raw (still gorey). The skeleton fish are never edibles, and holodeck fish is, well, holographic and thus disappears if you try to eat it. *the strange bandana is a reference to MSG, and this is a reference to the MGS3 fish eating animation. This is WIP btw, I'll have to test it and add some then polish it. ## Why It's Good For The Game Whole unprocessed fish should be technically edible, even if not safe to eat nine times out of ten. Also I kinda need this if I want to add a tasty fishing spot to the kitchen deepfriers. ## Changelog 🆑 add: Whole, unprocessed fish is now edible. However it's pretty much reccomended to grill or fry it for over 30 spess seconds before attempting to eat it. fix: germ-covered, dirty food no longer tries to infect you through contact. /🆑 |
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6808a082eb |
Assorted changes to job assignment code and logging. Runtime free, guaranteed or your money back. Price: $£0. (#85947)
## About The Previous Pull Request
#85308 reverted by #85929

~~Causes the round to not start when a player isn't eligible for any
jobs at a specific priority level due to runtimes trying to `pick()`
from an empty list aborting the entire job assignment stack.~~
(Fixed???? by
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8486f2f7e2 |
Storage / table interactions at the bottom of the interaction chain (#85512)
Because the wings were in fact made of wax ## About The Pull Request Storage goes to the very bottom of the interaction chain, hardcoded in on `/atom`. This is not preferred, obviously, but it ends up being a lot less snowflaking overall. Tables also go at the very bottom by extending `base_item_interaction`. Fixes #83742 Fixes #84434 Fixes #83982 Fixes #85516 Fixes #84990 Fixes #84890 Closes #85036 Closes #84025 (RMB places it on the table.) Closes #86616 Other changes: Refactored pod storage to be less jank. Patches some exploits around it. ## Why It's Good For The Game Should make a lot more interactions a lot more reliable... hopefully ## Changelog 🆑 Melbert refactor: Storage and Tables are now a lower priority action, meaning some uses of items on storage should work... better, now. Here's hoping at least, report any oddities. refactor: Note: For an overwhelming majority of items, **combat mode** will attempt to attack/insert into the target, while **non-combat-mode** will attempt to use on a target. This means screwdrivering or emagging a MODsuit must be done on non-combat-mode, as combat mode will simply put the screwdriver or emag into its storage. Same applies to tables, though when in doubt, RMB may help (for things which are also weapons, like mops). refactor: Refactored escape pod storage, now they actually properly show as unlocked on red alert and above. /🆑 |
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023bfd0e5d |
Autowiki for fishing. (#86035)
## About The Pull Request I've come to realize manually updating all fishing stuff on the very much outdated wiki would be a colossal pain in the rear, so I've decided to automate a few bits to generate autowiki lists containing information about fish, fish traits, bait, hooks, reels, fishng rods, fish sources and fish experiments. Now tested. ## Why It's Good For The Game Making a huge autowiki for a feature that's being constantly updated (by me) but still has a particularly lame and outdated page on the wiki. ## Changelog N/A |
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69176298ed |
Spelling Fixes (#86056)
## About The Pull Request Fixes several errors to spelling, grammar, and punctuation. ## Why It's Good For The Game Improves readability and user experience. ## Changelog 🆑 spellcheck: fixed a few typos /🆑 |
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543dd8e58d |
fixes can_see not working (#86517)
## About The Pull Request can_see wasnt working after the new inbuilt byond procs were introduced to it. ## Why It's Good For The Game closes #86515 ## Changelog 🆑 fix: basic mobs will now act hostile again /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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3a2d4258b2 |
Aquarium fish visuals cleanup and unit test. (#86090)
## About The Pull Request Right now, there are two ways to set the aquarium visual for fish. The first is to make a small little blob of pixels representing the fish inside the aquarium, and then set the fish' sprite_width/sprite_height vars for that little blob of pixels. The second is to set the fish' source_width/source_height representing the boundaries of the fish original icon state and then sprite_width/sprite_height to get how much the icon state will be resized when used as an aquarium visual. So far so good, except we're only humans, and this sort of stuff can and will confuse us and overall make the process of adding new fish more complex. There are quite a few fish that don't have these vars set up in the right way, so I've decided to butcher out the second method in favor of the first one. Given the size of the aquarium icon states, this is a pretty trivial task. Furthermore it works better for fish whose sprites are coiled or snakey-looking (jumpercables and emulsijack) or on a diagonal axis. I've also added an unit test to ensure future contributions don't ever forget to set the right vars and make an aquarium icon state. ## Why It's Good For The Game Less confusion, and two less fish variables (they've over 40!). ## Changelog 🆑 fix: fixed a few minor nits with aquarium fish visuals. /🆑 |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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095f7e3b70 |
Death of mutant bodyparts AND external organs (#85137)
## About The Pull Request Removes mutant bodyparts and external organs from the game completely Digitgrade behaviour was mutant bodypart for no reason Cat ears now work with the bodyparts overlay system, same as all the other external organs (since all their behaviour is now just on /organ It doesn't remove all the /external types, but moves all behaviour to /organ. I'll follow up with a PR wiping all the /external organ types, but it's just conflict heaven so not this PR I've also streamlined a lot of duplicate/weird species regeneration code Melbert did the same PR as well but due to a lack of time (?) I have absorbed his PR to double nuke mutant bodyparts ## Why It's Good For The Game Frees us from the chain of unmodular code, and kills my greatest nemesis (after the shuttle meteor murder bug) ## Changelog 🆑 Time-Green and MrMelbert Refactor: External organ behaviour has been moved to /organ, ears now use the same system as the other organs Refactor: Mutant bodyparts are dead! This likely does not mean much to the average person but it's very dear to me code: Improves digitgrade handling in preference code /🆑 I have absorbed #85126, using Melberts code to improve and add some missing changes. Mainly improving the functioning of preferences and digitgrade legs. I didn't take over the hairstyle improvements. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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659e6f0ca2 |
Fishing expansion 2: one-year later boogaloo (#85252)
## About The Pull Request This PR mainly adds more fish and more fishing spots to the game, while refactoring a few aspects of the fishing minigame. Listing out with the new fish: - Arctic char: mainly filler content for the ice hole fishing spot - Sockeye Salmon: ditto but also provides better fillets that boost the quality of resulting food items when cooked or used in recipes - Soulfish: joke content, found by the cursed spring ruin - Skin Crab: also a joke found by the cursed spring - Bump-Fish: filler for the sand fishing spot - Burrower Crab: ditto, reusing a fish sprite I made last year - Sand Surfer: ditto - Three-Eyed Goldfish: It's a reference, doh - Stingray: A modestly weaponizable fish (whoops I've forgot to set the hit sounds), it possess a few traits that make it deliver bits of venom each time you hit someone with it - Swordfish: Huge-ass fish that may require two hands to wield (or not, if the RNG wants to make it smaller). Stats-wise, it's more or less the equivalent of the captain sabre, if not stronger (and more unwieldy due to size and weight). Becomes weaker when dead. Also gives better quality fillets. - Chainsawfish: A mutation of the goldfish with some size, weight and traits requirements, but can also be found on emagged fishing portals. Stronger than the swordfish, it behaves sort of like a chainsaw, with the similar tool behaviour and var values. Also becomes weaker when dead. As for the fishing spots, you can now fish on sand turfs, at the cursed springs or on ice. Rivers/jungle water now has its own fishing spot datum, and no longer uses the generic fishing portal one. To fish on ice, you first have to carve a hole with a pick or a shovel. I've also refactored the fish "AI" hardcoded stuff used in the fishing minigame into their own datums, which let me add a few fancier ways to how the fish moves during the minigame (i.e. the soulfish moving at 1 FPS or the chainsawfish getting faster and faster). As for the sword and chainsaw fish, their potential strength is balanced out by the need of keeping them alive, as well as the potential cumbersomeness, two-handed wielding and potential slowdown from the excessive weight of the fish (Thank you Big Slappy for the inspiration). Other minor changes include: Pufferfish giving better quality fillets (too bad they're poisonous, I'll go and make a skillchip to let cooks safely separate the poisonous liver from the fillets); McGill The lawyer's goldfish) having a 15% of being three-eyed; the aforementioned slowdown from fish weight and two-handed carry from fish size; a couple new fish icons (the ones that hint you on what you're trying to catch) for the fishing minigame; a few adjustments to prevent self-reproducing fish from ignoring the population cap and let fish with a stable population of 1 to crossbreed (also gotta make a different PR to let it happen rarely without the crossbreeding trait). This PR is still a WIP, gotta test it several times. ## Why It's Good For The Game Fishing is something I've been working on for about a year now, but there are still a few places where it's kinda lackluster, like there's not enough diverse fishing spots or useful fish (I'll be working on a separate PR to make the logistic of a carrying a fish around without letting it die a tad easier). Also, look at these sprites:  Can you guess which is which? ## Changelog For the sake of not dumping players with niche information 90% of the players won't understand, I'll keep the CL pretty generic 🆑 add: Added twelve new fish types to the game. Some are cool, other are not, some come with their own special traits and some are straight-up weapons. add: Added more fishing spots to the game. Sand, ice, rivers, the cursed spring... balance: A few fish like salmon, swordfish and pufferfish (poisonous btw) now give better quality fillets when butchered, which can improve the quality of food that uses them even further. balance: Excessive fish weight will make the fish slowier to carry, while excessive size may make it require two hands. balance: Adjusted size, weight and cooldowns of several fish, for the better. /🆑 |
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2f69fe6190 |
Adds three new deathmatch maps - Ragnarok, Lattice Battles, Species Showdown (#85319)
## About The Pull Request Adds three new deathmatch maps. ### Important nonDM Balance Changes Cult daggers fit on belts. Heretic blades fit on belts. Veil shifters fit on belts. I really don't know why these didn't, it makes inventory management rather annoying at times. It also screwed my loadouts over. Cursed Blades fit on cult robes. They're cult equipment after all. Bronze suits fit toy watches!! ### Ragnarok  A vicious battle in the jungle, between the three major religious sects: Prove your deity's might! And try not to upset any primates. Or fall into the chasm. Going clockwise: **Cultist Invoker**: Wielding a mirror shield, shielded robes, a sword, and some bolas, this cultist has a 'well-balanced' set of equipment to annihilate their opponents. **Cultist Artificer**: This set harnesses the blood magicks - with spells of stunning, blood rites, and ranged hallucinations, with a wicked Cursed Blade and Veil Shifter as implement, and Berserker Robes to finish the look. **Holy Crusader**: Nullifying most, but certainly not all, of the fearsome arsenal of the opponents with the null rod at their belt, the Crusader packs a dangerous claymore and armor to protect them from the demons. **Rat'var Apostate**: Hey, what's that guy doing there in the dark? They don't have any magic because their god is Fucking Dead, but they're still going to show up for a token effort. Good luck! **Heretic Scribe**: This mad soul wields an antique rifle and an assortment of other dangerous relics, with a set of magic geared towards staying far apart, picking enemies off from range and evading their attacks for the final blow. **Heretic Warrior**: With the deadliest of Mansus Magic at their disposal, this warrior is only limited by their ability to juggle all their spells at once - don't get overwhelmed sorting your spells while an Invoker runs at you with a sword and shield and makes you cry yourself to death. ### Lattice Battles  A fresh change of pace: In this pacifist map, the only way to kill your opponents is to snip the lattices and catwalks from under them. Watch your step. ### Species Warfare  Prove the might of your static by duking it out with every other kind of crewmember out there. Features a messy dorms, a ticking-timebomb atmos, a rather sterile robotics, a slippery closet, a fluffy medbay, and an energetic bridge. Mirror Shields now shatter on throw (which stuns and hurts) ## Code changes Added two new traits, TRAIT_ACT_AS_CULTIST and TRAIT_ACT_AS_HERETIC. Added these as an OR to respective IS_X checks. Added new GET_X checks for them, which do not check the trait. Tidied up the file those are in. Added belt_contents() to outfits, but it dosen't work.... Added a heretic rust sister-type to rust walls and floors. Fixed a typo in cult ascension. ## Why It's Good For The Game These maps all aim to do something interesting and unique with DM rather than the usual deathfest and hugging of random crates. Ragnarok allows players to practice unusual and rare magical mechanics, similar to Ragin' Mages. Lattice Battles adds SPLEEF to the game, which I think is awesome. Species Warfare is, I think, fun and funny. Each 'department' has incredibly chaotic and thematically-appropiate content for the species its meant to symbolize, and I look forward to the chaos that every round in it is inevitably going to have. > Mirror Shields now shatter on throw. I'm surprised they didn't! Since they aren't used anywhere I can do what I want with them. ## Code changes > Added two new traits, TRAIT_ACT_AS_CULTIST and TRAIT_ACT_AS_HERETIC. Added these as an OR to respective IS_X checks. Added new GET_X checks for them, which do not check the trait. I think this is a clever solution to the problem of 'what if I want someone who acts as the antag, but isn't?' Some procs do need the datum to modify it, so there's GET_X, but those aren't common and don't seem likely to be an issue. > Added belt_contents() to outfits, but it dosen't work.... Help would be very much appreciated, I don't know what I'm doing wrong here. It's only used for the heretic scribe's unfathomable curio. Some post-PR cleanup coming up. ## Changelog 🆑 add: Added three new DM maps - Ragnarok, Lattice Battles, Species Showdown. /🆑 |
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00a0d0b890 |
Special radio channels now use bitflags instead of individual vars (#85150)
## About The Pull Request Radios/encryption keys now use a `RADIO_SPECIAL_XXXXX` bitflag for behaviors related to "special" radio channels (Binary, Centcom, Syndie). I decided to do this because I wanted to add a radio channel for pirates and hunters (hence the branch name), but it felt weird adding two more variables. The more I look at the changes I've made here the more I realize that the effort was probably not worth the utility but whatever. This also subtypes some varedited intercoms and makes them their own objects. ## Why It's Good For The Game Compresses a whopping three (3!) variables into a single one. Easier to scale (I guess?). I felt like adding a fourth/fifth variable and just moving on with the original project, but decided "lets do this the unnecessarily hard way instead". ## Changelog 🆑 Rhials code: Radios/encryption keys now use a single variable for "special" frequencies. Please report if you experience any strangeness with accessing/being unable to access the Centcom, Syndicate, or Cyborg radio. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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4d1639b04c |
Revert "Assorted changes to job assignment code and logging." (#85929)
Reverts tgstation/tgstation#85308  |
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1eef540054 |
Assorted changes to job assignment code and logging. (#85308)
## About The Pull Request
This PR does a couple of minor things:
Makes the job debug logging a bit easier to follow.
Minorly brings some SSjob code up to code standards, converting proc
names to snake_case and doing some otherm is cleanup.
Refactored some stuff into different procs, updated some comments.
And some major things:
Changes the job assignment logic.
Old behaviour
> Assign dynamic priority roles
> Force one Head of Staff (if possible)
> Assign all AIs
> Assign overflow roles (bugged in 2 ways)
> Shuffle the available jobs list once, at the start of the random job
assignment loop
> Pick and assign random jobs for random players from High prefs down,
with a priority on Head of Staff roles
> Handle everyone that couldn't be assigned a random job
New behaviour
> Assign dynamic priority roles
> Assign all Head of Staff roles to players with High prefs
> If no Head of Staff was made in the above way, force one Head of Staff
(if possible)
> Assign all AIs
> Assign overflow roles (fixed)
> Prioritise and fill unfilled head roles at each job priority pref
level, from High prefs down.
> Build a list of all jobs that each unassigned player could be eligible
for at the above pref level.
> Pick a job from that list at random and assign it to the player.
> Handle everyone that couldn't be assigned a random job.
In reality there should be little impact on overall job assignment, the
code changes read more as semantics. For example, the priority check for
filling Head slots will have the same candidate pool in both old and new
versions, but in the new version we're more clearly saying that Heads
are important and we want to prioritise filling them for the sake of
round progression even though the outcome in new and old is the same.
A key change will lead to an increase in assistants - Overflow fixes.
Currently the code block to do early assignments to the Overflow role
doesn't work - or works but not as you'd expect. The idea was is that
because enabling the Overflow role in the prefs menu is an On/Off toggle
that sets the job to High priority when enabled and prevents any other
High priority pref, players that have the Overflow role enabled will
**always** get it. It's their highest priority job with infinite slots.
So we do a pass right at the start to give everyone with the Overflow
role enabled that role and save us wasting time later on in random job
code giving them that same role but with more work.
The problem is the code for this only assigns the Overflow role to
people with it set to Low priority in their prefs, resulting in log
readouts like:
```
[2024-07-27 09:49:43.469] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:43.469] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Radioprague, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caluan, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caractaser, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Apsua, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: AC1, Candidates: 0
```
Where nobody gets pre-assigned the overflow role because their prefs are
all set to the High priority from being toggled... Except wait a second,
some people have it at Medium priority when it should just be a No
Role/High Priority Role toggle?
And herein we meet a problem. My hypothesis is that traits and stuff
that change the overflow have allowed players to set the "ordinary"
overflow role of Assistant to Medium and/or Low priority.
This still shows as enabled in the prefs menu, but leads to an outcome
where a player with assistant enabled is assigned Cook instead.
```
[2024-07-27 09:49:47.775] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:47.775] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
...
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
...
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
```
So players with the Overflow job pref set to Low (an unexpected state,
should be disabled or High) would be guaranteed to get that role if none
of the higher priority Head of Staff/AI/Dynamic roles took over via the
bugged "force overflow for people with the pref enabled" proc.
Players with the Overflow job pref set to High would be guaranteed to
get that role if none of the higher priority Head of Staff/AI/Dynamic
roles took over via the random job assignment code giving them their
Highest priority role thanks to the infinite job slots of the Overflow.
And players with the Overflow job pref set to Medium (an unexpected
state, should be disabled or High) would get Assistant if the shuffle
step of the available jobs list put Assisstant before any of the other
jobs they had prefs enabled for at Medium that weren't already filled,
otherwise they'd get another random job.
This code is now changed to ignore the priority the player has set when
looking for people to fill the overflow role. As long as it **is**
enabled, the player will get it unless they're forced into a dynamic
ruleset role (AI when malf rolls) or a Head of Staff role due to their
other prefs (they have RD set to med or low, and no other player has a
Head of Staff at high so they get randomly picked and miss the overflow
role).
This will increase the number of assistants in shifts where their pref
state has Assisstant in the bugged Medium priority, but doesn't change
it for bugged Low and not-bugged High/On priority.
On the other side of the coin, we have how the random jobs are picked.
They're kinda not random, and I noticed this reading the logs then
reading the code.
The list of available jobs to pick from is randomly shuffled - but only
**once**. All players pull from a list of jobs in the same order. So you
end up with a log block like this:
```
[2024-07-27 09:49:47.985] DEBUG-JOB: DO pass, Player: Pierow, Level:3, Job:Botanist
[2024-07-27 09:49:47.985] DEBUG-JOB: Running AR, Player: Pierow, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.985] DEBUG-JOB: Player: Pierow is now Rank: Botanist, JCP:0, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: DO pass, Player: Daddos, Level:3, Job:Botanist
[2024-07-27 09:49:47.986] DEBUG-JOB: Running AR, Player: Daddos, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.986] DEBUG-JOB: Player: Daddos is now Rank: Botanist, JCP:1, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: FOC job filled and not overflow, Player: Bebrus2, Job: /datum/job/botanist, Current: 2, Limit: 2
[2024-07-27 09:49:47.987] DEBUG-JOB: FOC player job not enabled, Player: Bebrus2
[2024-07-27 09:49:47.987] DEBUG-JOB: DO pass, Player: Bebrus2, Level:3, Job:Cook
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
[2024-07-27 09:49:47.988] DEBUG-JOB: Player: Bebrus2 is now Rank: Cook, JCP:0, JPL:1
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC player job not enabled, Player: Redwizz
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC job filled and not overflow, Player: Redwizz, Job: /datum/job/cook, Current: 1, Limit: 1
```
The list is shuffled into an order of something like `list("Scientist",
"Botanist", "Cook", "Sec Officer", ...)` then iterated over for each
player. So every random job selection goes:
> "Does Player1 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player2 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player3 have Scientist enabled and at the right priority? No?
Okay, Botanist has no slots left so we'll remove it from the list. Okay,
Cook? Yes? You get cook."
> "Does Player4 have Scientist enabled and at the right priority? No?
Okay, Cook has no slots left so we'll remove it from the list. Okay, Sec
Officer? ..."
This can lead to stacked individual departments if it gets randomly
rolled to the start of the list in the shuffle, and completely empty
departments if they end up at the end.
On high pop shifts this is probably less of an issue. Player prefs add
noise to this and as departments at the front fill up, those at the back
pick up some of the lower pref players.
But have you ever had a shift where there's just like... No fucking sec
even though there's tons of players? The logging (before I made changes
in this PR) was a bit ass, but my hypothesis there is that sec officer
was shuffled right at the end of the random job list, so every other
department was filled up before sec officers were picked.
To mitigate this, I made the list shuffle every single time the game
picks a random available job for the player. This should lead to a more
balanced selection of available jobs by avoiding situations where the
code is biased towards packing some departments by accident.
## Why It's Good For The Game
Overflow fixes mean people who go to their prefs and see the Overflow
Role is On will all have the same experience - They will be the Overflow
role.
More random random job selection should prevent individual departments
having a jobs be stacked when it would have otherwise been possible for
a more balanced selection but the code unintentially biased random
departments to be overstaffed and understaffed each shift.
## Changelog
🆑
fix: Having the Overflow Role set to On will properly ensure you get
that role at a High priority as intended by the game code.
fix: Job selection is now a little bit more random. Fixes an
unintentional bias in random job assignment that could lead to
feast-or-famine for roles where everyone is assigned one job and nobody
is assigned another job.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
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310be26041 |
Adds attack_dir to multiple common damage sources, fixes mechs' directional armor (#85726)
## About The Pull Request Closes #81260 Closes #74022 Currently mechs are the only atoms utilizing attack_dir but I added it in multiple other places that were missing it to ensure that if something else uses it it won't break in those scenarios ## Changelog 🆑 fix: Mechs' directional armor now actually works /🆑 |
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e38acd4fdb |
Resets atmos between unit test runs (#85886)
## About The Pull Request Talked with ghommie about the random spacemove BS and he made the point that this is a basically impossible problem to solve by "fixing" each point because so many things can change atmos or build up to change atmos. So instead of letting diffs stack up and potentially cause problems, let's just clear the slate after every unit test ## Why It's Good For The Game Should? solve our screenshot rando failures though it's hard to say for sure cause idk maybe someone blew a hole in the testing area or something. |
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ed2f017923 |
Digitigrade clothing sprites (feat. GAGS and 0 sprite bloat) (#85406)
## About The Pull Request Use GAGS to auto-generate digitgrade leg sprites based off of 1 basic template + color sampling. Icons are cached relatively aggressively, like female sprite variations. So no need to worry about that. The result: All of these sprites with only **3** icons added (the base template, and the masks) Obviously it's not perfect - some of the sprites (like the engineer's jumpsuit) lose some "luster", but it does the job if I do say so myself.  Only applied to undersuits, for now. ## Why It's Good For The Game - Allows Lizards to show off their handicap, rather than hiding it or necessitating they use skirts. - (Ideally) leads to an uptick in Digitigrade abuse (due to being easier to identify), which is also a net positive. - Implemented without any common issues revolving alt bodytype clothing sprites (those being maintainability and sprite bloat) ## Changelog 🆑 Melbert add: Auto-generated digitigrade clothing sprites for most jumpsuits /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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1202be835c |
Undoes my test code (#85797)
Changling screenshot test mobs are somehow being shifted around by atmos during their waiting period. This code made that clear but unfortunately it doesn't appear to happen consistently so screenshot tests fail intermittently. Anyway this wasn't intended to be merged but moth pressed automerge and it saw blood. We need to figure out what causes atmos diffs in the testing room randomly, but I am too tired rn to do that |
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35523291ca |
Adds arms/legs coverage to armored gloves/shoes, adds a unit test to check for former (#85667)
## About The Pull Request Turns out HANDS and FEET coverage doesn't actually apply armor to the body, at all, making it entirely useless. Despite this, a lot of clothing still does it! So I added ARMS and LEGS flags to gloves/shoes that do it respectively and wrote a unit test for it that will yell out a list of all items missing coverage while having non acid/bio/fire armor (three snowflake types) as discusses with melbert on discord ## Why It's Good For The Game ...features working as intended? ## Changelog 🆑 balance: Multiple gloves/shoes that had armor values but failed to apply them got fixed /🆑 |
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4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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bc7d576f26 | Updated clipboard sprite, adds white and black clipboard skins for med/sci and security (#85468) | ||
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36ca9a8559 |
Raising lobstrosities from chrabs is now a component. Adds in tadpoles which become frogs. (#85346)
## About The Pull Request I've componentized part of the code that manages raising lobstrosities from chrabs so that it can be added to other fish too. As proof of concept, I've added tadpoles. Tadpoles are not fished like the rest, instead you merely right-click a puddle and after 5 seconds you'll get one. Tadpoles are fairly fragile, cannot be butchered, don't reproduce, require lukewarm freshwater, need to be feed frequently, and become frogs after about 3 minutes. ## Why It's Good For The Game A small needed refactor for the chrab code, plus another small fish to make it easier to complete the first fish scanning experiment. ## Changelog 🆑 add: Added tadpoles, which can be scooped from puddles with right-click. Functionally they're like most fish, which require an aquarium to survive, and also need to be fed fairly frequently, however they quickly become frogs after about 3 minutes of care. add: Every station now has a couple puddles. One at the public garden and the other in prison. qol: Changed the name of an aquarium UI button from "Reproduction Prevention" to "Reproduction and Growth", as it controls both fish breeding and growth. /🆑 |
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27d048f6cb |
(Black)market Telepad (LTSRBT) Update: Restocking Edition (#85066)
## About The Pull Request This is a suggestion that was to me several months ago to add the ability to pay credits to restock the black market. I liked the idea because it'd add anothe small reason to buy the board, though I had forgotten about it shortly after and just happened to remember it now. So, yeah, you can swat the LTSRBT with a holochip to restock the market(s). The price is shared amongst all pads and starts at 675 credits, but it doubles up everytime this is done, for obvious balance purposes. I've also updated included this new feature in the unit test, given the LTSRBT new sprites and renamed the Blackmarket subsystem to Market, because of how it can support different types of market datums, not just the blackmarket ## Why It's Good For The Game This adds one more reason to buy and build the LTSRBT and make markets less dependant on the bad side of RNG, if you have the credits. It's a bit of a money sink. ## Changelog 🆑 add: You can now restock the black market by hitting the LTSRBT with enough credits. The price doubles each time this is done. imageadd: Updated the LTSRBT sprites. balance: Reintroduced the LTSRBT to cargo for 2000 credits vs the original 4000 (the ansible and crystals to build it are included btw), and slightly lowered the average blackmarket price for the same item to account for shipping costs. /🆑 |
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c91c50f937 |
You can now raise lobstrosities from chasms chrabs. (#84969)
## About The Pull Request Lobstrosities can now be raised from aquarium icemoon/lavaland chrabs. First of all, you've to get a live chrab, an aquarium, and some fish feed. Second, you place the chrab inside the aquarium and turn the 'allow breeding' settting on (should probably rename it to a more apt name now). Keep the chrab well fed, and possibly with some friends and props in the same aquarium until it develops into a hopefully calm juveline lobstrosity and plops out of the aquarium (it can take some time). From there you can tame it by feeding it its favorite food: arms and lavaloop fish, and wait another dozen minutes for it to mature into a fully grown lobstrosity. Juveline lobstrosities are basically smaller and weaker lobstrosities, if not slightly faster in some ways. Unlike their taller counterparts, they can be tamed. Once done so, they'll retain their tamedness once grown up. Regardless, tamed lobstrosities can be given the pet command to fish for things by pointing at them. Thanks BenMatrix for the profound fisher component, woo. The chrab's weigth and size influence the growth speed of the first stage faster, meaning bigger chrabs (may require crossbreeding) will turn into juveline lobstrosities quickly. Amongst other things influencing the resulting mob are fish traits: Several traits have been given effects that apply to the mob, such as nocturnal regeneration, being venomous or being able to fly akin space carps. Also a new one that prevents the resulting lobstrosity from fully developing Now tested. ## Why It's Good For The Game I'm building upon fishing and aquarium stuff, which has been an interest of mine in a good while, though most of it doesn't have that many practical uses, I'm slowly trying to make it cooler, and chasm chrabs growing into lobstrosities is pretty much in line with the fluff texts for the fish. Eventually I'll have to add tips inside fishing toolboxes, otherwise people won't know even half of it. ## Changelog 🆑 add: You can raise lobstrosities from chasm chrabs inside an aquarium with the 'allow breeding' setting on. Keep the fish well fed, healthy and not lonely if you don't want an hostile one. add: Juveline lobstrosities (from chasms, plasma rivers, or aquariums, xenobio too) can be tamed with arms and lavaloop fishes. add: For lobstrosities grown from aquariums, they can have additional effects based on the fish traits they had in the aquarium, like being venomous or even flying. /🆑 |
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299efc9c8a |
Updates the sprite of the bulldog shotgun and fixes some related code (#85121)
Fixes bulldog shotgun unique mag display not working on the sprite, resprites the bulldog shotgun along with inhands and new worn sprites and cleans up a little of the code surrounding the bulldog. |
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d2a52eb564 |
You can now fish with explosives (#85118)
## About The Pull Request Iansdoor suggested this to me earlier (but I already knew it was a thing on Goon), and I said ok. Basically, this PR adds an interaction between explosions and fishing. At the cost of potential collateral damage, you can too now use a TTV to catch a lot of fishes (and other stuff). Fish spawned this way will be pretty much dead however. This PR also adds the examine tips already presents in the fishing spot component to the lazy fishing spot element. ## Why It's Good For The Game This PR adds an interaction between fishing and other mechanics of the game. ## Changelog 🆑 add: You can now fish with explosives. fix: Fixed an inconsistency with examining fishing spots with sufficiently high fishing skill (or skillchip). /🆑 |
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ef7f522d34 |
cleans up some formatting for the worn icons unit test (#85156)
TEST_FAIL now supports multiple failure outputs, so don't need to do this list memery anymore |
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5f80128fa9 |
Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request it's - conjunction of "it" and "is" its - possessive form of "it" grammar is hard, and there were a lot of places where "it's" was used where it shouldn't have been. i went and painstakingly searched the entire repository for these instances, spending a few hours on it. i completely ignored the changelog archive, and i may have missed some outliers. most player-facing ones should be corrected, though ## Why It's Good For The Game proper grammar is good ## Changelog 🆑 spellcheck: Numerous instances of "it's" have been properly replaced with "its" /🆑 |
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136b87eba7 |
Added unit test for embedding (#84981)
## About The Pull Request Added a unit test that checks if embed chance modification, embedding and embed modification passing to shrapnel is correct. There seems to be an inconsistent embedding failure right now that @necromanceranne discovered, hopefully this can catch it further down the line. ## Changelog No player facing changes. |
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e78ab9e59a |
Fix Tongue Based Speech Modifiers Being Applied To Users Native Languages (#84952)
## About The Pull Request This change allows tongue based speech modifications to be ignored if the user is speaking in a native language or using hand signs, putting it back to where it was functionally before moving to speechmod components. ## Why It's Good For The Game This is correcting some of the speaking code to how it was working prior to speechmods, meaning lizard people won't be elongating there s's in draconic. Fly people are the other species with a tongue based speech modifier and receive the same fix. This also corrects tongue based speech mods getting applied to sign language. Speech modifiers are still applied if the user is talking in a non-native language, same as it was pre speechmod. Before:  After:  ## Changelog 🆑 fix: fixing speech modifiers being applied to a tongue's native languages. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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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   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.  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> |
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6d85d32956 |
Cake baking autotest (#84795)
## About The Pull Request I want to get back to the food stuff, and adding a few auto tests to avoid regressions. The test makes a dummy human bake a cake from the base ingredients, confirming that the reagent purities are correct and that the cake slice gives a food buff in the end. ## Why It's Good For The Game Avoiding bugs. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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5560edeb93 |
[no gbp] fixes master screenshot tests (again) (#84759)
## About The Pull Request worked on my machine |
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5f76e8b5f8 |
Attempts to put out the CI fires (#84277)
## About The Pull Request  A lot of this all of a sudden, I am going to assume it's related to the recent spark changes, which are most likely causing (literal) fires in the testing area. Fixes https://github.com/tgstation/tgstation/issues/84161 Fixes https://github.com/NovaSector/NovaSector/issues/3123 I'm still testing this one with a few CI runs but the timelines match up with roughly around the time of the spark PR; it's most likely the culprit. EDIT: 8 CI runs so far and the issue has not come up, I am fairly confident it was the sparks + fuel puddle combination that was the problem. EDIT EDIT: Found one more issue with /datum/material/plasma that needs to be dealt with. EDIT EDIT EDIT: Issue resolved ## Why It's Good For The Game Save the burninating for in-game please! ## Changelog Not player facing |
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e90a9b4b68 |
Flattens The Floor Plane (Camera Update Too) (#84350)
## About The Pull Request Ok so like, side map right? It makes things higher up in the world render above things lower down in the world. Most of the time this is what we want, but it is NOT what we want for floors. Floors are allowed to be larger then 32x32, and if they are we want them to render based off JUST their layer. If we don't allow this grass turfs and others get cut off on their bottom edge, which looks WEIRD. In order to make this happen, we can add TOPDOWN_LAYER to every layer on the floor plane and disable sidemap. I've added documentation for this to VISUALS.md, and have also implemented unit test errors to prevent mixing TOPDOWN layers with non topdown planes (or vis versa). This new test adds ~1 second to tests, which is I think a perfectly scrumpulent number. EDIT: I nerd sniped myself and implemented sidemap layering and lighting for cameras (also larger then 32x32 icon support for getflat) The lighting isn't perfect, we don't handle things displaying in the void all that well (I am convinced getflat blending is broken but I have no debugger so I can't fix it properly), but it'll do. This came up cause I had to fix another layering issue in cameras and thought I might as well go all in.  ## Why It's Good For The Game Old:  New:  ## Changelog 🆑 fix: Grass turfs will render properly now. Reworked how floors render, please report any bugs! fix: Cameras now properly capture lighting fix: The layering seen in photos should better match the actual game /🆑 |
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b611ce77cd |
Fixes flaky ci failure with lootpanel (#84621)
This should be enough on it's own, though lootpanel test needs to be expanded to include deletions during movement. |
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e4c5c2fc2a |
Allows for proxy atoms in object melee attack chain (#83860)
## About The Pull Request 1. Objects now have an `get_proxy_for()` proc. This returns an atom that will participate in the object melee attack chain on behalf of your atom. Allows for general purpose polymorphism per object interaction 2. Cleaned up some multitool acts to accommodate proxy behaviour 3. You can pry tiles as an Engiborg with crowbar in hand & do other similar behaviour with crowbar 5. Improves & Depends on #83880. We don't need a hidden omni toolbox & can create the tools directly in the omnitool and pass them in the attack chain as a proxy rather than calling the attack chain manually. All tools are on the borg directly - Fixes #84355 - Fixes #84359 - Fixes #84393 ## Changelog SyncIt21,zxaber 🆑 fix: omni crowbar tool interaction for replacing tiles has been fixed fix: techfab screentip does not runtime when you hover over it with an omnitool multitool fix: medi borgs can do brain surgery again code: improved multitool & general tool code for some machines /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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5a2b882088 |
Glove Love - Updates some glove sprites (#84481)
## About The Pull Request Updates sprites for insulated gloves, HAUL gauntlets and normal and rocket tacklers.  ## Why It's Good For The Game Insuls look extremely pale, HAUL gauntlets are extremely contrasting and tacklers are very old ## Changelog 🆑 image: Some gloves have received new sprites /🆑 |
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1aade91a18 |
Unit tests for stuff accidentally placed in space by mappers (#84453)
This unit test detects all turfs & other movables that aren't in a lit area (ie area/space/nearspace) on station zlevels The grep detects movables placed on shuttles that do not have the correct area assigned, which caused those atoms to break off of the shuttle & literally get launched into random parts of space (usually on station z-levels; the only reason I found this issue was cause the unit test was detecting random shit ending up on station maps lol) Minor fix for the mapload_space_verification unit test - it was falsely detecting turfs that shuttle grids (that were template_noop) were parked ontop of, which aren't effected by the shuttle in any way. This allowed the following fix Fixed a number of shuttles having atoms in /area/template_noop areas. Atoms in these areas are treated as not actually part of the shuttle itself & were launched off into random space tiles across all z-levels via dump_in_space(). Corrected those grids to have the correct area, and as such, shuttles now stay together properly. 🆑 ShizCalev fix: Fixed a number of shuttles having parts (such as lattices) completely disappearing. fix: Fixed the ceilings above shuttles on station maps being full-bright. fix: Fixed lattices sometimes appearing at random locations in space on station maps. fix: Cleaned up a number of accidentally placed objects in space across all station maps. fix: Fixed a false positive with the mapload_space_verification unit test failing on turfs that weren't actually part of shuttles. code: Added a unit test that automatically finds all base space turfs with objects on them, as well as non-space turfs that are set to space areas (meaning that these squares weren't lit properly.) /🆑 Shuttle Ceiling Fix: Before  Fixed  Shuttle Fix: Before  Fixed (look at the lattices in the middle. the stuff in the shuttle are randomized / not part of this)  |
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97b135a6c7 |
Vent-spawned wendigos no longer create one-way portals (#84230)
## About The Pull Request Creates a vent-specific wendigo subtype that will not spawn a portal upon death ## Why It's Good For The Game Fixes #84119 ## Changelog 🆑 fix: Vent-born wendigos no longer create one-way portals /🆑 |
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35484728f1 |
Cigarettes and vapes are no longer subtypes of masks. (#82942)
## About The Pull Request Since non-clothing items can also be worn on several slots, there's no need for cigarettes/vapes to be subtypes of masks anymore, since that comes with a few oddities like #82870. ## Why It's Good For The Game This should fix #82870, with about no side-effect aside them no longer being edible by moths 🤢. |