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norsvenskaandSkyratBot aefec7cb2b 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"
/🆑
2024-07-21 15:47:03 -04:00
c4ebe3da2a [MIRROR] APC and SSmachines hotfixes [NO GBP] (#28930)
* APC and SSmachines hotfixes [NO GBP]

* Update apc_main.dm

* Update apc_main.dm

* Update apc_main.dm

* Update machines.dm

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-20 21:38:22 +05:30
16854f2358 [MIRROR] The Voidwalker | New Midround Antagonist (#28832)
* The Voidwalker | New Midround Antagonist

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

* The Voidwalker | New Midround Antagonist

* Update role_preferences.dm

* Update sql_ban_system.dm

* Update _bodyparts.dm

* Update role_preferences.dm

* Update lazy_templates.dm

* Update _bodyparts.dm

* Update _bodyparts.dm

* Grep

---------

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

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-07-20 17:44:24 +05:30
+3 fa2ab65f07 Missed mirrors (#28919)
Handful of missed mirrors (#3739)

* fix duplicate traits

* Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003)

This PR does a few things but centrally it's all centered around
mechanically enforcing what items are and are-not considered contraband
in-game.

Contraband items are visually indistinguishable from non-contraband. If
an item is Contraband, it can only be detected in two ways:
* After being scanned by an N-Spect scanner, which is a standard item
security item, assuming it still has a charge to do so.
* Via a scanner gate, which can now be upgraded with an N-spect scanner
to allow for it to scan a person and all their contents for contraband.

Contraband items are intended to be determined both logically and
through other relevant examine text. However, here's the short list of
items that are considered contraband, reserving the right to expand the
list.

<details>
  <summary>In hindsight it's kind of a long list.</summary>

* Items that have "contraband" or "illegal" in the name or description.
* Items that allow for the player to obtain other illegal items, that
are NOT particularly stealthy.
* This means that a syndicate uplink is NOT considered contraband, as
they're typically hidden on your person as something else.
* Stealth items under the syndicate uplink, the revolutionary flash, and
some mapped in dangerous items that can come from both syndicate and
company-aligned resources are not considered dangerous.
* Items that are purchased from cargo after emagging or switching to
extended cargo range.
* Items purchased FROM syndicate uplinks, the wizard knowledge scroll,
or other antagonist shops.
* Cursed artifacts/tools magically produced by cultists or heretics.
* Items purchased from the blackmarket.
* Items purchased from the contraband section of vending machines.
* Some drugs and overtly dangerous or criminal byproducts.

</details>

Well, primarily, this is an aid for in-game enforcement of space law.
Based on the length of the above list, we have a LONG, LONG list of
items in-game that are technically considered, in one way or another,
illegal to have on the station, and yet without either metaknowledge of
what those items are, or how they're used, security officers lack some
of the certainty of how to deal with these kinds of encounters.

Additionally to the knowledge aspect of this trait, security officers
may now receive a new civilian bounty to collect items that are
considered contraband, also giving them an incentive to look for and
confiscate contraband that's been found across the station while
upholding space law.

Security has a bounty for 3 different rechargers, and considering access
limitations, most security players aren't going to make this exchange,
so I've lowered the required amount down to 1.

Adjusted the N-spect scanner's description to match it's new
functionality.

The Civilian bounty TGUI now has an additional 1 point of padding to
make it feel less cramped.

https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d

**Updated as of 6/19/2024:**
Additionally, some storage items will block the presence of contraband
when going through a contraband aligned scanning gate. These items
include the infiltrator modsuit core, storage implant, void cloak, the
aptly named smuggler's satchel, and the chameleon kit's backpack.

**Updated as of 6/23/2024:**
N-spect scanner now has contextual screentips.

**Updated as of 6/29/2024:**
Scanner gates are now available in all lathes that have a feature
specific to how scanner gates function. So, includes cargo (contraband),
security (weapons), and medbay (diseases).

Originally, this started out as a way to be able to provide more
in-character and in-flavor bounties for security officers, because they
suck! Most security bounties as they exist right now do the worst
possible things from all respective bounties:
* They detract away from a job's actual responsibilities as opposed to
working with them.
* They're best completed while sitting next to your lathe and running
items back to the bounty pad.
* They exist with such esoteric rarity of high quantity of items that
it's miserable to fulfil.

As a result, I started work on this as a framework to allow security
officers to be further incentivized to collect contraband across the
station, either as a result of the gamemode or just through routine
patrols across the station.

Implementing it as a learning tool for security as well just happened to
work out as an additional bonus, and having a function in-game allowing
newer or less experienced players to know if an item is considered
dangerous or conspicuous also works as a particularly good way to
provide information where a player may not know what they're up against.

If nothing else, this might be interesting to try, and if not, I'll just
snip out the QOL changes from it and we'll see how it goes.

Going forward, I am a bit hesitant about the contraband scanner gate
mode, and as such, will try working with the admin team to determine if
that's a good feature to keep around for game health, while hoping to
give it a chance in the fullness of time.

🆑
add: Items spawned via traitor uplinks or are known illegal contraband
on the station can now be scanned and identified as such by the N-spect
scanners in security. These only applies to overt traitor or antagonist
items, and "stealth" items will not be seen as such.
add: Scanner gates can now be upgraded by using an N-spect scanner on it
to unlock "contraband scanning" mode.
add: Security officers can now be offered a bounty to turn in pieces of
contraband.
add: Some stealthy storage items like storage implants, smuggler's
satchels, void cloaks, the infiltrator modsuit, and the chameleon
backpack will block the presence of contraband on your person when
placed inside.
qol: N-spect scanner contextual screentips.
balance: Recharger security bounties ask for a quantity of 1, down from
3.
qol: security, cargo, and medbay have access to scanner gate boards.
/🆑

---------



* Adds six new strange object powers! (#84775)

DESIGN CONCEPT: Strange Devices are at their best when they're odd tools
which can help a department out, with some strange drawbacks that make
them interesting and unique. Foam for the Janitor, Flashbang for
Security, Teleporter for tiders, Corgimaker for the chef. They're also
ambiguous enough that they can really be used by anyone for silly
hijinks.

Drink Dispenser: Creates a glass, then fills it up with a random drink.

Bioscrambler: After a noticeable warning, bioscrambles people nearby.
33% chance to be used up on use.

Recharger: Shocks you, but recharges one random item to max battery.

Hugger: Hugs everyone in range as if you had the friendly trait.

DImensional: Converts the surroundings to a random material-theme. Each
use increases cooldown by two seconds.

Disguiser: Drops your clothing to the ground and replaces it with a
delete-on-drop costume and a randomly assigned cardboard ID.

Removed an unused and unusable shock flag.

Removed an unused dumb ghost item.

Added a proc that returns a hex color with the # attached.

> DESIGN CONCEPT: Strange Devices are at their best when they're odd
tools which can help a department out, with some strange drawbacks that
make them interesting and unique. Foam for the Janitor, Flashbang for
Security, Teleporter for tiders, Corgimaker for the chef. They're also
ambiguous enough that they can really be used by anyone for silly
hijinks.

Request by ArcaneMusic! He wanted new abilities to go along with the new
sprites, and approved these.

> Removed an unused dumb ghost item.

please stop using costume subtypes for OP items. whats the damn point of
the subtype if youre just going to screw with it

> Added a proc that returns a hex color with the # attached.

idk why it didnt have this tbh

🆑
add: Adds six new strange object powers! Drink dispenser, bioscrambler,
recharger, hugger, dimensional, disguiser.
code: Removed some unused code and items, and added a proc that returns
a random #colorstring.
/🆑

* [NO GBP] the random spawner loot weight config is not an integer (#84814)

Sets `integer` to false.
Also a tidbit about the `skew_loot_weight` proc, though loot lists with
uneven weights all tend to add a value to all entries so it isn't an
issue.

The config isn't an integer.

N/A

* The techweb no longer erroneously refers to MODsuits as exosuits (#84800)

At some point, some of the techweb node descriptions were changed, so
that it referred to certain modsuits as exosuits. This just changes it
back.

The term "exosuit" is generally used for mechs, not modsuits. The
techweb descriptions should refer to modsuits as modsuits.
🆑
spellcheck: The techweb no longer erroneously refers to MODsuits as
exosuits.
/🆑

* Adds new hairstyle - Short Bangs 2 (#84804)

Adds a new hairstyle called Short Bangs 2.
The hairstyle is basically an edit of the existing double buns, except
the hair buns themselves are removed.

https://github.com/tgstation/tgstation/assets/66234359/38fe3b09-c42b-43e6-9e30-949428aab506

More customization, variety and character flavor is great. Double buns
itself is a good hairstyle but some may not like the hair buns out of
personal preference or that it can look weird on non-human species like
felinids.

🆑 Hardly3D
add: Added new hairstyle: Short Bangs 2
/🆑

* Offset render relays for non-offsetting planes to match highest matching render plane (#84184)

**Alternate title: "Fix blind people getting so blind they become deaf
when going down a flight of stairs"**

So 'bout half a week to a week ago I overheard a friend complaining
about blind people not seeing runechat on lower multi-z levels. Asked a
bit, apparently they'd reported this about half a year ago, and it's
still an issue.
So in my never-ending hubris I decided to just go and fix it!
Now, admittedly? I really _really_ do not get the rendering system we
use.
The simple options were right out: we can't allow the fullscreens plane
to be offset, as this causes issues with looking up/down, or disallow
runechat from being offset, which causes issues with runechat from other
levels.

After poking our very cool and smart rendering guy several times over
the course of the last week, this is what we got to:

We simply make the rendering relays for non-offsetting plane masters
point to the highest rendering plane that matches the target.
We do this by offsetting the rendering relays in place, by adjusting
their plane and layer values to match the new offset, with a new
`offset_relays_in_place(new_offset)` proc called in
`/datum/plane_master_group/proc/transform_lower_turfs(...)`.
Importantly, we compare the current layer values to what they should've
been, so we don't accidentally override relays with custom-set layers.

This fixes our issue (as tested on wawastation):
<details>
  <summary>Images</summary>

![image](https://github.com/tgstation/tgstation/assets/42909981/c6a10e04-dd08-4642-bc4d-d99ae5004a40)

![image](https://github.com/tgstation/tgstation/assets/42909981/740dc894-7495-4c35-b729-ffcc539ca928)

![image](https://github.com/tgstation/tgstation/assets/42909981/986433a7-e66e-408a-8e77-1f1eb89cb67c)

</details>

Fixes #80376.
🆑
fix: You can see runechat above fullscreen overlays on lower multi-z
levels again. Rejoice, blind players. Please report any weird rendering
layering issues.
/🆑

* illegal tech flag got changed

* Automatic changelog for PR #84003 [ci skip]

* Automatic changelog for PR #84775 [ci skip]

* Automatic changelog for PR #84800 [ci skip]

* Automatic changelog for PR #84804 [ci skip]

* Automatic changelog for PR #84184 [ci skip]

* Makes the smoking pipe sprite not give you a phantom stache. (#84898)

The smoking pipe currently gives you a phantom stache. Observe, note the
black background and know this character has no facial hair.

![image](https://github.com/tgstation/tgstation/assets/70115628/2939afa9-e4e4-4ee2-b38b-fc517e207d01)
I basically adjusted the pixels so it'd look better from different
directions.
This is the new look - approximately.

![image](https://github.com/tgstation/tgstation/assets/70115628/55e23d8e-2367-468a-94c2-9c5741f34762)
Smoking pipe is cool for RP but the sprite's fucked.
🆑
image: the smoking pipe's directional looks have been altered to make it
less ugly
/🆑

(cherry picked from commit c499c51bb3)

* Automatic changelog for PR #84898 [ci skip]

(cherry picked from commit 1e80a72dee)

* Revert "Automatic changelog for PR #84898 [ci skip]"

This reverts commit 1ddc7d43de30bb7ef029d1ddd39f86ded94e110c.

* Revert "Makes the smoking pipe sprite not give you a phantom stache. (#84898)"

This reverts commit b66b9d634e5f28e40e800586d4642468049767e6.

---------

Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: orange man <61334995+comfyorange@users.noreply.github.com>
Co-authored-by: NewyearnewmeUwu <70115628+NewyearnewmeUwu@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-07-20 14:23:18 +05:30
0a84ecdee5 [MIRROR] Emitters and Shieldgens work roundstart, APCs charge evenly (#28897)
* Emitters and Shieldgens work roundstart, APCs charge evenly

* modular

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-20 09:36:40 +05:30
larentounandSkyratBot cedb74519d Fixes Research queue runtimes (#85020)
## About The Pull Request
Research Queue now checks the correct datum instead of trying to call
procs on keys. This fixes automatic research for free nodes.

## Why It's Good For The Game
Fixes good, runtimes bad

## Changelog
🆑
fix: Free items in research queue will now correctly be researched
automatically.
/🆑
2024-07-17 16:27:13 -04:00
fabae971c3 [MIRROR] Positive moodlets when examining high-value paintings, plus tgui nitpicks (#28861)
* Positive moodlets when examining high-value paintings, plus tgui nitpicks (#84646)

## About The Pull Request
This PR makes it so that, when framed, paintings can give positive
moodlets based on their art element, which is based upon their
patronage, meaning, the higher tha patronage, the better the positive
moodlets.

This PR also adjusts the tgui states to allow observers to interact with
the painting, but only for zooming in and out. And expands the tgui
window a little so hopefully you can see the plaquette when it's framed.

## Why It's Good For The Game
Higher-valued pieces tend to also look better, right? . . . right?
Ok, jokes apart, I think this is a nice touch to paintings.

## Changelog

🆑
add: Examining high-value paintings now can give a positive moodlet.
qol: Observers can now zoom paintings in and out in the UI.
/🆑

* Positive moodlets when examining high-value paintings, plus tgui nitpicks

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-16 10:46:02 +05:30
a585b40a1c [MIRROR] Research queue (#28846)
* Research queue (#84731)

## About The Pull Request

<img alt="2dZbpr8MK1"
src="https://github.com/tgstation/tgstation/assets/3625094/dd78feba-224a-41a1-8d4a-83af3a8b68df">

Added an ability to queue up to one node per player in a techweb for an
automatic research.

You can queue up a node only when all requirements are met, but there
are not enough points.

People can't research when there is something in the queue, only add
things to the queue. So a 40 points node can't be researched if someone
queued up a 200 points node ahead of it.

When a node is enqueued by RD, it is placed in front of the queue.

The research button is available when the queue is empty.

TODO:

- [x] Bypass queue when the node cost is zero

## Why It's Good For The Game

No need to stay at the console to wait for the points. No "Research"
button spamming.

## Changelog

🆑
qol: Research nodes can be queued, one per player. RDs can place their
node at the beginning of the queue.
/🆑

* Research queue

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
2024-07-15 10:05:42 +05:30
5741e1893d [MIRROR] Toggle the ability for the dead to vote in-game + understandability for the dead whether voting is disabled. (#28819)
* Toggle the ability for the dead to vote in-game + understandability for the dead whether voting is disabled. (#84352)

## About The Pull Request

Adds a convenient switch to change the ability to vote dead (previously
only in the config), and also turns off the button and adds a tooltip to
let players know why they can't vote (previously, you could just click,
since the button wasn't turned off, but the vote didn't count).

https://github.com/tgstation/tgstation/assets/78199449/404aac9c-0b41-4c16-8ffd-2a435cf25e2c

## Why It's Good For The Game

At the right moments, you can just stop considering the opinions of dead
players.
The dead players will be able to understand why they can't vote.

## Changelog

🆑 Vishenka0704
qol: With voting turned off for the dead, you can now understand why you
can't vote (being dead).
admin: Voting switch for the dead players
/🆑

* Toggle the ability for the dead to vote in-game + understandability for the dead whether voting is disabled.

---------

Co-authored-by: Yaroslav Nurkov <78199449+AnywayFarus@users.noreply.github.com>
2024-07-13 14:59:47 +05:30
c3cf3ea5d6 [MIRROR] Full revert of #79995 (tri-ai station trait). Partal revert of #81681 (human ai) (#28820)
* Full revert of #79995 (tri-ai station trait). Partal revert of #81681 (human ai)

* Update neutral_traits.dm

---------

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-13 14:59:32 +05:30
0db1b9fc85 [MIRROR] Feedback: splits the stats for account age and job exp related job preference denials (#28785)
* Feedback: splits the stats for account age and job exp related job preference denials (#84854)

* Feedback: splits the stats for account age and job exp related job preference denials

---------

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2024-07-12 09:35:53 +05:30
396b36393c [MIRROR] Incident displays: wallening edition [MDB IGNORE] [NO GBP] (#28784)
* [MIRROR] Incident displays: wallening edition [MDB IGNORE] (#3685)

* Incident displays: wallening edition (#84812)

## About The Pull Request

Redoes the delam/tram incident displays to be wallening compatible.

![image](https://github.com/tgstation/tgstation/assets/83487515/34c4c930-7fe8-4dda-b95a-60d3011cb047)

## Why It's Good For The Game

Looks better, and won't be jank when wallening comes.

## Changelog

🆑 LT3
image: Incident displays got a makeover
/🆑

* Automatic changelog for PR #84812 [ci skip]

* am template

* maps

* Update scram.dm

---------

Co-authored-by: orange man <61334995+comfyorange@users.noreply.github.com>
# Conflicts:
#	_maps/map_files/VoidRaptor/VoidRaptor.dmm
#	modular_skyrat/modules/delam_emergency_stop/code/scram.dm

* Automatic changelog for PR #3685 [ci skip]

* Delam scram counter penalty (#1977)

* penalties for delam scram

* do it in the main check

* max penalty of 16

* reset to 0, shrimple

* reset on activation
# Conflicts:
#	modular_skyrat/modules/delam_emergency_stop/code/scram.dm

* Automatic changelog for PR #1977 [ci skip]

* Update KiloStation.dmm

---------

Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
2024-07-12 09:35:21 +05:30
7c8ebf7d88 [MIRROR] Makes docked shuttle departure timer reset when a hostile environment threat is stopped (#28760)
* Makes docked shuttle departure timer reset when a hostile environment threat is stopped (#84771)

## About The Pull Request
Changes hostile environments so that if the shuttle is docked then the
ETD timer will be reset when the threat is stopped.
## Why It's Good For The Game
Right now, if you end a hostile environment threat before the shuttle
timer goes to ERR the timer won't reset, which often leaves the people
who went to deal with the threat unable to get back to the shuttle in
time, which really sucks. People shouldn't be punished for stopping a
threat.
## Changelog
🆑
qol: Docked emergency shuttles will always reset their departure timer
when a hostile environment is stopped, regardless of if the timer
displays ETD or ERR.
/🆑

* Makes docked shuttle departure timer reset when a hostile environment threat is stopped

---------

Co-authored-by: GoblinBackwards <22856555+GoblinBackwards@users.noreply.github.com>
2024-07-10 12:59:45 +05:30
595b6b4cd9 [MIRROR] Adds a config that skews random spawners weights. (#28696)
* Adds a config that skews random spawners weights. (#84616)

## About The Pull Request
Title. It's an exponent that multiplies weights of random spawners.
For example, if the exponent were 0.8, and the spawner has a natural
99.9% chance to spawn a donk-pocket and a 0.01% of a vial of
adminodrazine, after calculations it'd be roughly 99.6% vs 0.4%.

## Why It's Good For The Game
This can give admins/keyholders more control over random spawners.
~~However, most of the random spawners are maploaded things so an admin
would've to get to edit the config quite fast before SSatoms initializes
to witness the most out of it, but I'm just ranting.~~

## Changelog

🆑
admin: Added a config that regulares random spawners weights.
/🆑

* Adds a config that skews random spawners weights.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-08 14:50:31 +05:30
0186f4d8b0 [MIRROR] Removes stupid listlike var access code (#28658)
* Removes stupid listlike var access code (#84648)

## About The Pull Request

[Removes all other listlike var
accesses](https://github.com/tgstation/tgstation/pull/84648/commits/4c5996b5c8b1da63740e8b4bf998b6cb6eadac33)

Also fucking dumpsters an unused proc that allowed for arbitrary
variable modifcation. Bad juju

This is undefined behavior and errors in later 515 versions. also it's
stupid as hell

* Removes stupid listlike var access code

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-07-06 09:42:28 +05:30
62e0bc6cc8 [MIRROR] Fixed quirk conflict between transhumanist and prosthetic limb (#28610)
* Fixed quirk conflict between transhumanist and prosthetic limb (#84325)

## About The Pull Request

Transhumanist and prosthetic limb no longer conflict. If you pick the
same limb for both it uses the weaker prosthetic (dumbass)

Made the name for prosthetic limb global list more intelligible

## Why It's Good For The Game

> Transhumanist and prosthetic limb no longer conflict. If you pick the
same limb for both it uses the weaker prosthetic (dumbass)

I wanted to RP a guy with a robotic voicebox and prosthetic limb but the
game didn't let me, which I thought was pretty lame! Since the root
issue is likely that both can have the same limb which ends up as Free
Points as transhuman takes priority, I just added a check to ensure that
can't happen and is overridden by the negative instead. Any
transhumanist mood point benefits are made up for by the bad limb.

> Made the name for prosthetic limb global list more intelligible

It was bad

## Changelog

🆑
qol: Transhumanist and prosthetic limb no longer conflict. If you pick
the same limb for both it uses the weaker prosthetic (dumbass)
code: Made the name for prosthetic limb global list more intelligible

/🆑

* Fixed quirk conflict between transhumanist and prosthetic limb

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2024-07-04 11:01:09 +05:30
d6f7d2609d [MIRROR] Bitrunning: Combat domain [READY] (#28573)
* Bitrunning: Combat domain [READY] (#84196)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
Finally dusts off this project to make a deathmatch style bitrunning
map.
Don't be too intimidated by the file diff, lots of code organization +
resized a large map.

Changes:

1. Reuses the gateway beach map as a combat zone (99% of the file diff)
(maptainers: i just added spawners and areas)
2. Alters how bitrunning handles spawning: Custom spawns are now
available, which can be anything

Misc organization:

- Splits netpod.dm into separate files.
- Fixes some wording in vdom map documentation.
- Organizes vdom variables a bit.
- Adds a permanent hololadder spawn.

How bitrunning deathmatch works:

- Temporary spawners are offered to both ghosts and bitrunners.
- Runners spawn in like usual. Ghost can use the spawner menu.
- Ghosts work to prevent avatars from collecting side objectives or try
to cause mass brain damage.
- The domain completes after a number of deaths accrue. Any faction.
Blood for the blood god, etc.
- This map can be played solo. ANY deaths.

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

## Why It's Good For The Game
I've been toying with the idea of a deathmatch style map for some time.
I liked syndicate assault, the spawners were intentionally left there,
and the possibility of player-controlled players made the experience
more tense and challenging.

This PR leans into this idea: The virtual world is dangerous. Players
get a chance to compete on both sides here. It offers a lot of variety
to bitrunning other than "run for box". It's also very lucrative if
ghosts join in.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: Added a bitrunning deathmatch map: Island Brawl. Both ghosts and
runners get many more spawns than normal.
fix: Lowered the static vision time in domain load in.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
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* Bitrunning: Combat domain [READY]

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2024-07-03 21:42:44 +05:30
ec8519a291 [MIRROR] Ambience Buzz Handling Changes + Ambience buzz requires enviorment power (#28537)
* Ambience Buzz Handling Changes + Ambience buzz requires enviorment power

* Update areas.dm

---------

Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-01 19:38:19 +05:30
16dc3418ea Redoing Sprite Accessory (#28497)
* [MIRROR] Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from `GLOB` to a datasystem (#2278)

* Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from `GLOB` to a datasystem

* Ugh

* .

* Continuing merging 82847 to Novas codebase (#3136)

done, i hope??

* Taur update

* lowercase a in accessories

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Iajret <8430839+Iajret@users.noreply.github.com>

* fix

* Let's see if this cuts it.

* Guess we missed a thing long ago.

---------

Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Iajret <8430839+Iajret@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-06-30 21:06:48 +05:30
4a5e8d2644 [MIRROR] Refactors body markings into bodypart overlays (#28241)
* Refactors body markings into bodypart overlays

* Update sprite_accessories.dm

* Update changeling.dm

* Update mothmen.dm

* Update dna.dm

* Update dna.dm

* Fix

* Update lizardpeople.dm

* Update mothmen.dm

* Update sprite_accessories.dm

* Update sprite_accessories.dm

* Update _species.dm

* Update sprite_accessories.dm

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
2024-06-30 13:49:32 +05:30
f693cf82d8 [MIRROR] Fixes deaf mobs hearing ship/area ambience (#28461)
* Fixes deaf mobs hearing ship/area ambience (#84207)

Fixes #65618

🆑 ShizCalev
fix: Deafened mobs will no longer hear the station's ambient sounds.
fix: Fixed ambient sounds resetting their loop when entering different
bodies (ie admin ghosting, being moved to other mobs, ect.)
/🆑

* Fixes deaf mobs hearing ship/area ambience

---------

Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
2024-06-29 10:49:05 +05:30
08749748f5 [MIRROR] Fixes Pathfinder module AGAIN, General JPS Tweak (#28410)
* Fixes Pathfinder module AGAIN, General JPS Tweak (#84348)

## About The Pull Request

1. Fixes the modsuit pathfinder module's pathfinding for the second
time. This time AI idling broke it, we just make it not idle.
2. Changes the heuristic used by JPS nodes from Chebyshev distance to
Euclidean distance. I have no real logical explanation, it just appeared
to produce a more optimal path. CC @ LemonInTheDark
3. Renames `get_dist_euclidian()` to `get_dist_euclidean()`.

Red line: Euclidean dist JPS path (roughly)
Green line: Chebyshev dist JPS path (roughly)

![image](https://github.com/tgstation/tgstation/assets/75460809/57d75ff3-ee6d-4f73-82da-0e66e026d790)
## Changelog
🆑
fix: MODsuit pathfinder module works. Again.
code: AI pathfinding should produce slightly better paths.
/🆑

* Fixes Pathfinder module AGAIN, General JPS Tweak

* Update goldeneye.dm

---------

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-06-27 17:44:18 +05:30
58ab268888 [MIRROR] Adds Character Loadout Tab to preferences (with just a small handful of items to start) (#28126)
* Adds Character Loadout Tab to preferences (with just a small handful of items to start)

* step one rip out all the old nasties

* fixes, current bugs: donator lock, ckey lock, one item in case

* opps

* sanity checks, fixed, donator implementation, ckey locking. fixes.

* wew

* final fixes

* Update loadout_categories.dm

* Update loadout_items.dm

* Update loadout_items.dm

* Update declarations.dm

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-06-22 22:09:03 +01:00
865fc24e48 [MIRROR] Moves Round Logs Website Message before the sleep in Reboot (#28233)
* Moves Round Logs Website Message before the sleep in Reboot (#83914)

## About The Pull Request

Closes #83823

Move the message about "You can access round logs and statistics at this
website" up before we actually start the reboot countdown sleep. The
logs probably won't have posted by that point (depending on how the
server is set up) but at least it's slightly more useful before the
links (apparently) invalidate. Also the reboot timer is ~60 seconds on
/tg/ servers and people are either chatting in OOC or something around
this time, may as well get the link to save for later in that "cooldown"
period.
## Why It's Good For The Game

I've actually never seen this message before and I think moving it
slightly more upwards would be of value.
## Changelog
🆑
qol: A message with a link to publicly accessible logs (if enabled by
your server operators) should now be visible far earlier when a world is
about to reboot.
/🆑

* Moves Round Logs Website Message before the sleep in Reboot

---------

Co-authored-by: san7890 <the@san7890.com>
2024-06-18 00:36:38 +01:00
ca19d4d7b0 [MIRROR] Fixes station trait based event weight modifiers being added for events that aren't valid on the current map (#28159)
* Fixes station trait based event weight modifiers being added for events that aren't valid on the current map (#83897)

```
[2024-06-12 02:12:22.135] RUNTIME: runtime error: Cannot execute /datum/round_event_control/met... (/datum/round_event_control/meteor_wave/dust_storm).valid for map().
 - proc name: New (/datum/station_trait/random_event_weight_modifier/New)
 -   source file: code/datums/station_traits/negative_traits.dm,296
 -   usr: null
 -   src: Dust Stormfront (/datum/station_trait/random_event_weight_modifier/dust_storms)
 -   call stack:
 - Dust Stormfront (/datum/station_trait/random_event_weight_modifier/dust_storms): New()
 - Station (/datum/controller/subsystem/processing/station): setup trait(/datum/station_trait/random_ev... (/datum/station_trait/random_event_weight_modifier/dust_storms))
 - Station (/datum/controller/subsystem/processing/station): SetupTraits()
 - Station (/datum/controller/subsystem/processing/station): Initialize()
 - Master (/datum/controller/master): init subsystem(Station (/datum/controller/subsystem/processing/station))
 - Master (/datum/controller/master): Initialize(10, 0, 1)
 -
```

🆑 ShizCalev
fix: Fixed a bug with station traits being added to modify weights for
events that couldn't actually occur on the current map!
/🆑

* Fixes station trait based event weight modifiers being added for events that aren't valid on the current map

---------

Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
2024-06-15 17:35:32 +01:00
cffb23fea5 [MIRROR] Neutralised anomalies respect the core limit (#28185)
* Neutralised anomalies respect the core limit (#83964)

## About The Pull Request

This PR changes it so that if you refine an anomaly by neutralising it,
it respects the same limit on number of anomaly cores as refining one
you bought from Cargo.
If it would produce an illegal core, it will create a mostly useless
inert core which you can sell at cargo for 80% of the price of buying a
raw core.

## Why It's Good For The Game

https://hackmd.io/@ tgstation/r1tzxpwPL
This was a requirement in the original design doc which just never made
it into the game.
We want to be able to control how many cores of each type can possibly
exist in a round, as this is what allows them to have the "these items
can be really busted" allowance.

## Changelog

🆑
fix: Neutralising an anomaly cannot produce more anomaly cores than are
supposed to exist in a single round
/🆑

* Neutralised anomalies respect the core limit

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-06-15 04:17:45 +01:00
ba6a1b9955 [MIRROR] Flatpacker (#28183)
* Flatpacker (#83836)

## About The Pull Request

adds the flatpacker, it flatpacks machines
![2024-02-08
19_47_34-Window](https://github.com/tgstation/tgstation/assets/70376633/331c85e2-cdac-4ebe-9aac-d83c514bcd23)
it is unlocked at industrial engineering
the default print time is 4.5 seconds, reduced by the servo tier divided
by 2
matter bins increase material capacity
better servos decrease material cost, and the flatpacker cannot print a
machine if it contains parts that are of a tier larger than the servos
tier

explained in this vid

https://github.com/tgstation/tgstation/assets/70376633/c26e4379-f49b-4b1d-a70c-61f1ba96a9e0

## Why It's Good For The Game

machine construction sucks, this should be more convenient, this does
not replace machine construction at all
compared to machine frames while this is faster and more convenient, it
is significantly more costly in materials, and a better servo is needed
to use higher tier parts, and the printed machines are always the lowest
required tier

## Changelog
🆑
add: the flatpacker, a machine unlocked at industrial engineering
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@ users.noreply.github.com>

* Flatpacker

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@ users.noreply.github.com>
2024-06-15 04:17:12 +01:00
0d8608c32e [MIRROR] Adds a config to change the interval profiler information gets saved (#28171)
* Adds a config to change the interval profiler information gets saved (#83849)

## About The Pull Request
As title says

## Why It's Good For The Game
Important for server operation

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>

* Adds a config to change the interval profiler information gets saved

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
2024-06-14 20:21:17 +01:00
3f8cbb713f [MIRROR] White dwarf meta knowledge check fix (#28122)
* White dwarf meta knowledge check fix (#83633)

## About The Pull Request
There is two values for round threat, the shown value and the real
value, sometimes the shown threat can be 0, while the real threat is
higher, which in turn does not trigger the green alert on getting the
classified report and does not make a special announcement, "Thanks to
the tireless efforts of our security and intelligence divisions, there
are currently no credible threats to [station_name()]. All station
construction projects have been authorized. Have a secure shift!", nor
does it enable all station construction projects, so we should disable
being able to fake white dwarf on classified report.
## Why It's Good For The Game
Knowing when your classified report is fake is meta knowledge and
shouldn't be a thing.
## Changelog
🆑 grungussuss
fix: fixed getting a fake white dwarf report when the shift isn't
extended mode, which lead to meta knowledge being used.
/🆑

* White dwarf meta knowledge check fix

---------

Co-authored-by: grungussuss <96586172+Sadboysuss@users.noreply.github.com>
2024-06-12 09:57:19 +05:30
c607284ff4 [MIRROR] Tram malfunction adjustments (#28092)
* Tram malfunction adjustments (#83706)

## About The Pull Request

Adjusts tram malfunction and the tram malfunction event to be more
straightforward and similar to other telecoms machinery.

- Tram malfunction now requires engineering, borg, or AI to visit either
the tram or the tram controller in telecoms to press 'reset'
(previously: open the tram panel and find the appropriate tool to repair
it)
- Tram malfunction event only stops the tram once per event roll
- Adjust announcement to include message that engineers need to reset
the tram
- Removed loud priority_announce when the tram is fixed. Players know
the tram is fixed because they are using it again
- Tram doors no longer force crush during malfunction, since engineers
have no method to fix this
- EMP/communications blackout event will temporarily degrade crossing
signals, otherwise the tram continues to function normally
- Loss of telecoms power will degrade crossing signals, otherwise the
tram continues to function normally

Frequency of tram malfunction event is reduced to be in line with
communications blackout and grav gen blackout, and a maximum of 3
occurrences per round

Signal failure:
Previously: Signals fail until reset has physically been done on the
controller
New: Signal failure is moved to be part of the Communications Blackout
event, lasting the duration of EMP blast that hits telecoms

Communication loss:
Previously: For the duration of the Tram Malfunction event there is a 5%
chance the tram does a degraded stop, ending when the controller is
repaired or the timer ends
New: A guaranteed 1 degraded stop per event roll. To balance the
increase in occurrences it's been made easier to reset on the
controller. If the tram is not reset by the end of the timer, it is done
automatically

New telecoms room tram controller:

![dreamseeker_AGHpKvyunZ](https://github.com/tgstation/tgstation/assets/83487515/e8269607-11c9-407a-8f6e-d20f3f1b5f56)

## Why It's Good For The Game

Making the tram friendlier for engineering to pick up/understand, it
will function more predictably in the tram malfunction and
communications blackout event.

## Changelog

🆑 LT3
add: Telecoms now has a central tram controller
add: Tram controller is now included in communications blackout event
qol: Tram malfunction event only stops tram once, requiring engineering
to reset (no tools required)
qol: Tram malfunction event no longer sends a Central Command
announcement when fixed
del: Tram doors no longer force crush you during tram malfunction event
del: Silicons can no longer control the tram when communication is lost
/🆑

* Tram malfunction adjustments

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2024-06-09 20:34:16 +05:30
7981566da3 [MIRROR] Fixes admins not being able to force some rulesets with Stationwide Background Checks station trait (#28059)
* Fixes admins not being able to force some rulesets with Stationwide Background Checks station trait

* Update dynamic.dm

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-06-09 11:42:59 +05:30
60b40c1379 [MIRROR] Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople) (#27593)
* Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople)

* [MIRROR] Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople) (#2314)

* Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople)

* Modular adjustments (vox, teshari names)

* Update yangyu.dm

* Delete language.dm

* Remove language.dm override

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* Fix 2

* fix 3

* Update monkeys.dm

* test fix

* One modular adjustment

* Ticked

* yeah

* unhardcodes modsuit parts (#82905)

see #70061 but i almost finished it, i only need to go through every
single module and assign it a fitting part

🆑
refactor: modsuits have been refactored if you see bugs report them
fix: admin cargo tech modsuit outfit now works correctly
/🆑

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>

* Revert "unhardcodes modsuit parts (#82905)"

This reverts commit 622968a8e5e9cd142cb4d19bf9775f084a4c17d9.

* Removes language.dm and duplicate species() proc

* Removes modular language subsystem

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Andrew <mt.forspam@gmail.com>
2024-06-09 11:19:08 +05:30
771f00acd9 [MIRROR] Adds a few more pulsar star station trait reports (#28066)
* Adds a few more pulsar star station trait reports (#83591)

## About The Pull Request

This adds some more station-trait dependent Pulsar Star reports, much
like the "Clown Planet" report triggered by the bananium shipments
trait.

For those of you not up to speed - When pulsar star (no meaningful
threat report is provided) rolls, and a relevant station trait is
active, the generic report is replaced with one pertaining to that
trait.

It's better to just check the code changes to get a full picture, but
I'll give some summaries on what the individual reports are here:

**Assistant Gimmick Outfits** - "Grey Sky", and a warning to monitor the
recently emboldened assistants on-station.

**Intern** - The intern has forgotten to actually include the report in
his message. What a goof!

**Ion Stormfront** - Oh dear, the electromagnetic interference is
messing with the report broadcast.

![image](https://github.com/tgstation/tgstation/assets/28870487/ea7060b5-177e-4760-a079-9f61650aca27)

**Endless Snowstorm** - Ice Giant, Too much snow, we can't give an
actual report. Stay safe!

**Wise Cow Invasion** - Cow Planet. [We're gonna go fast and we're gonna
go far with a steady driving bass and a rhythm
guitar.](https://www.youtube.com/watch?v=BPqPYszbSFI)
## Why It's Good For The Game

Seeing the goofy clown planet message always made me think "dang, this
feels like underutilized material" and can give command some prompting
on what to tell the crew beyond "yeah we don't know what threat level it
is". Maybe it'll prompt someone to do a gimmick based on the report? Who
knows! It's just an added dash of flavor at the end of the day.

Admittedly, some are a bit silly, but also rare (requiring both a
specific station trait and the 8% pulsar star chance) so I think its
fine.
## Changelog
🆑 Rhials
add: Adds some more station-trait dependent pulsar star reports. Keep an
eye on that roundstart command report!
/🆑

* Adds a few more pulsar star station trait reports

---------

Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
2024-06-08 15:24:03 +05:30
24151d1228 [MIRROR] Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from GLOB to a datasystem (#27561)
* Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from `GLOB` to a datasystem

* Merge branch 'master' of https://github.com/tgstation/tgstation

* Moves everything I can think of to the subsystem

* Seems to be working fine now

* makes it compile

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
2024-06-08 09:35:22 +05:30
3c800cf213 [MIRROR] Admins can reroll random events into something else (#27855)
* Admins can reroll random events into something else

* Fixing Conflicts

---------

Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-06-06 10:26:30 +05:30
d5b0a9de08 STATION TRAIT GAMEMODE: Station-Wide Background Checks (#83307)
## About The Pull Request
Adds a new station trait: Station-Wide Background Checks!

It does two things:
1. Blocks most crew-side antagonists. No traitors, changelings, spies,
heretics, etc. You won't be able to fully trust your crew though, as
Space changelings, Paradox Clones, Obsesseds and Blob Infected are
excempted crew-antags since a background check doesn't really help here.
Other antagonists still spawn: pirates, revenants, blobs, aliens,
nukies, wizards etc. Expect a LOT more of these, as Dynamic is gonna put
threat somewhere...

2. Reduces dynamics threat slightly, configurable per server, but
defaults to 15.

It is essentially the first "dynamic gamemode".

## Why It's Good For The Game

Blocking crew antagonists changes the shifts dynamic, similair to old
warops. Security can "trust" crew to not be antagonists, and instead can
focus more on petty crimes and hunting down external threats.

Due to the increased chance of external threats and reduced chance of
internal threats, the crew can focus its defenses outwards. Don't worry
about your coworker killing you (intentionally/probably), but do worry a
lot more about the pirates trying to break through your hull, or alien
nests growing in virology.

I've also reduced total threat count slightly because the idea of 90
threat being dumped into ghost spawns kinda terrifies me and I do want
people to be able to let their guard down a slight bit. It can be
reduced/disabled for servers that already tend to lower threats.

I think it's a lot of fun to change the paranoia dynamic, and a fun
deviation from a normal round of spaceman13.

## Changelog
🆑
add: Station-Wide Background Checks (station trait, rare): Disables crew
antagonists, but get a lot more non-crew antagonists
/🆑
I want to do more like these (this was just an example I threw into
discord to annoy @ Mothblocks but I realized I kinda liked), and this is
a good opportunity to gather community feedback and see how it plays!

---------

Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com>
2024-05-31 13:13:26 -04:00
SpaceLoveSs13andGitHub 9f3fb3dde0 Merge pull request #27862 from Skyrat-SS13/upstream-merge-83453
[MIRROR] Removes sentient disease
2024-05-30 10:27:17 +05:30
f3d9c4433f [MIRROR] Saves profiler snapshots every 5 minutes (#27875)
* Saves profiler snapshots every 5 minutes (#83467)

## About The Pull Request
As the title says. Each saved snapshot will be named
- `profiler-[TIME IN SECONDS].json`
- `sendmaps-[TIME IN SECONDS].json`

For example, `profiler-0.json`, `profiler-300.json`, `profiler-600.json`
would correspond to a profile at the start of the round, a profile 300
seconds into a round and a profile 600 seconds into a round.

The timings depend on world.time, so it's probably not a good idea to
rely on these timings to stay consistent.

## Why It's Good For The Game
Allows us to track performance of procs over time. Could allow us to
spot any sort of anomalies or performance sinks.

CC: @ MrStonedOne @ bobbah @ LemonInTheDark

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Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>

* Saves profiler snapshots every 5 minutes

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Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
2024-05-28 05:12:52 +02:00
Time-GreenandSkyratBot ff9beb22d1 Removes sentient disease (#83453)
## About The Pull Request

Completely removes sentient disease from the game

## Why It's Good For The Game

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

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

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

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

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

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

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

Hopefully, once we get virology truly sorted out, we can readd sentient
disease, but this would require our diseases to have endgoals that
aren't focused around killing every person, being widespread while also
not being instantly curable. A reworked sentient disease would have to
be so different, it's better to leave it out, fix virology and then
consider if we can truly add a new sentient disease and have it be fun
and fair
2024-05-26 14:57:44 -04:00
8e17d80198 [MIRROR] Moves as many db related date/time operations to the db side to avoid byond bugs with dates and times. (#27694)
* Moves as many db related date/time operations to the db side to avoid byond bugs with dates and times.

* Update blackbox.dm

* SQLtime to ISOtime

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Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-05-23 03:09:51 +02:00
3827a3701b [MIRROR] Protects space spawned humans from radiation nebula (#27711)
* Protects space spawned humans from radiation nebula (#83202)

Fixes #80864

When a mob is spawned in space in a nebula, they get 1 minute of
radiation immunity. Ninja is the main one, but it'll also apply to other
space spawned mobs (lone nukie, space changeling?)

This only works for dynamic spawned antags. If an admin forces ninja
through an event, it doesnt work

![image](https://github.com/tgstation/tgstation/assets/7501474/98fbb499-86b3-43bc-bf63-403d7fa8df39)

🆑
fix: Space Ninja and other space spawned antags get a 1 minute radiation
shield in the radioactive nebula
/🆑

* Protects space spawned humans from radiation nebula

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Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2024-05-16 06:30:07 +02:00
MrMelbertandSkyratBot f79cf4ea68 Implements dynamic scaling for spies (#82961)
## About The Pull Request

Implements dynamic scaling for spies.

TL;DR On average less spawn, but there is a chance it scales up to add
even more.

Old

![image](https://github.com/tgstation/tgstation/assets/51863163/5ecdf146-7922-42ea-8051-8a30cddde7a6)

New

![image](https://github.com/tgstation/tgstation/assets/51863163/ce9f51a1-4d99-4fe7-be65-32003fbec605)

## Why It's Good For The Game

Maybe more dynamic rounds? Just for testing really

## Changelog

🆑 Melbert
qol: Spies may spawn in less numbers, but rarely may also spawn in more
numbers.
/🆑
2024-05-08 17:22:25 -04:00
Kyle Spier-SwensonandUseroth aac945232a fix ipintel caching to db not working. (#83046) 2024-05-07 21:34:20 +02:00
ZephyrandUseroth b7eea17e11 text2num moment for ipintel (#83032) 2024-05-07 21:24:19 +02:00
6ec24c7f87 General IP intel tweaks (#82904)
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2024-05-07 21:23:47 +02:00
b713fa9086 Fixed the ipintel subsystem not initializing (#82936)
## About The Pull Request
Subsystem had the SS_INIT_NO_NEED inside of its subsystem flags. This is
not a flag and has a value of 3, which includes the SS_NO_INIT and
SS_NO_FIRE flags, which stopped it from initializing.
The subsystem has things it needs to do in init, so I've replaced this
flag with SS_OK_TO_FAIL_INIT so that it can pass unit tests, but still
be okay to fail.

## Why It's Good For The Game
Fixes the ipintel subsystem not working.

## Changelog
🆑
fix: Fixed the ipintel subsystem not working.
/🆑

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Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2024-05-07 21:23:10 +02:00
8f8195da22 ip intel mk2 (#82683)
Do not merge this without coordinating with your server's host.

Slightly refactors the way we handle IP intel.
You can still use the old data stored in the database.
Adds the ability to automatically reject connections determined by
config flags.

We used to have IP intel to check for VPNs, although it was disabled due
to being bad and unhelpful.
This refactor should make it much more manageable for hosts and admins.

This adds a new SQL table `ipintel_whitelist`
Look at the schema!

🆑
admin: The return of IPIntel
/🆑

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Co-authored-by: MrStonedOne <kyleshome@gmail.com>
Co-authored-by: oranges <email@oranges.net.nz>
2024-05-07 21:22:19 +02:00
Useroth e68a2e1142 Merge remote-tracking branch 'origin/master' into upstream-merge-82833 2024-05-07 03:44:04 +02:00
7955937232 Fixes auxtools hanging on server shutdown. (#83050)
## About The Pull Request
Does a full shutdown of auxlua when the lua subsystem shuts down. This
should unpin the dll file.

Compare `AUXTOOLS_SHUTDOWN` code with `AUXTOOLS_FULL_SHUTDOWN`, let me
know if I'm mistaken:

### AUXTOOLS_SHUTDOWN

https://github.com/willox/auxtools/blob/bc5b2cf019f0f9b18f46b560a0f730d709171b55/auxtools/src/lib.rs#L346

### AUXTOOLS_FULL_SHUTDOWN

https://github.com/willox/auxtools/blob/bc5b2cf019f0f9b18f46b560a0f730d709171b55/auxtools/src/lib.rs#L365

## Why It's Good For The Game
Fixes auxlua keeping the dll pinned when the server is in a process of
shutting down.

Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
2024-05-06 02:20:14 +00:00
483236f32a [MIRROR] Code cleanup: Sorting (#27596)
* Code cleanup: Sorting

* Fixes

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Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
2024-05-05 06:51:43 +00:00