# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.
## About The Pull Request
Hey there,
This took a while to do, but here's the gist:
Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.
Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.
Scenarios this PR corrects:
* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*
(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game
If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).
Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.
I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.
(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
## About The Pull Request
Fixes forced gravity not updating a mob (trait was added too early,
before hook signals are registered)
Fixes spawning a mob in space not causing floats (default grav was 0, so
== null was wrong)
Runs shake_everyone() (Our gravity gen reaction hook) AFTER gravity
changes, ensuring mobs hook into it
## Why It's Good For The Game
Closes#74271Closes#74272 (Caused by being in nograv but not floating)
Closes#74274
## Changelog
🆑
fix: Fixes a bunch of minor gravity bugs, report em if you see more
yeah?
/🆑
## About The Pull Request
Refactors regenerate organs to be slightly more intelligent in handling
organ changes and replacements.
Noteably:
- We don't remove organs that were modified by the owner; such as
changing out your heart for a cybernetic
- We early break out of the for loop if they aren't supposed to have an
organ there and remove it
- We check for the organ already being correct, and just healing it and
continuing if it is
Also changes the names of some of the organ helpers into snake_case
### Mapping March
Ckey to receive rewards: N/A
## Why It's Good For The Game
## Changelog
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Right now, each time life processes we need to run has_gravity, and
check its output against a bunch of thresholds.
We could save off that second bit by caching the previous value, but
we'd still be only updating this every 2 seconds.
This potentially delayed updating leads to really janky feeling behavior
around transition points too (like when moving on/off the sand on tram
station)
So instead of doing this updating off life(), let's make it event based.
We'll decompose has_gravity, and take all the values it relies on, and
check for them changing ourselves.
That way we get instant response, and can save all the wasted
has_gravity calls.
This constant checking on movement adds a few signal registrations, a
connect_loc, and some logic on living/Moved
The Moved logic increases Moved's self by 50%, roughly 1 second a round
at worst.
Don't have concrete numbers for the connect_loc
(new self / old self)

In constrast, handle_gravity is currently on average maybe 15 seconds.

I could JUST save maybe 13 seconds and not spend the 1 by storing the
previous gravity value, but I think this is worth the ux changes. It
does add some extra resistance to change, but s much nice.
Moved some functions around too, and removed now redundant
update_gravity calls
## Why It's Good For The Game
Snappier gravity, faster Life()
## Changelog
🆑
qol: Human gravity will react to changes instantly, instead of waiting
for the next process tick. Hopefully this feels better and not worse
/🆑
## About The Pull Request
Adds /datum/element/sticker, and /datum/component/attached_sticker
Sticker items now mostly operate off /datum/element/sticker
The sticker element, hooks the whole "attach to stuff" and adds the
attached_sticker component to its target
The attached_sticker component, adds the overlay, hooks the clean and
on-fire signals.
## Why It's Good For The Game
Allows to check if a sticker is present on an object (which I will use
later)
Code is probably cleaner???
## Changelog
🆑
refactor: Stickers use a component and an element now to do their
sticking
/🆑
The wording of microwable/grillable/processable outputs now takes into
accounts plurals.
For example, the examine text for an onion slice is now: "The onion
slices can be baked into _some_ onion rings", rather than "an onion
rings".
- Examining microwavable things now uses "can be", rather than "could
be"; the same verb as bakeable and griddlable.
- Processing atoms now uses `plural_s()` rather than just a flat `/s`,
which is unreliable.
- The use of `<b>` tags has been changed to `span_bold()`.
Although all objects that _have_ the flag attach it to
`resistance_flags` (which is what the define location implies it's
supposed to be set on), all the code that checked it for the purposes of
applying the freezing element used `obj_flags`.
As far as I can tell, that meant the only things immune to freezing were
things that "blocked z falling from above".
Also, freezing only happens with some obscure weapons and low
temperature water vapour, but hey 🤷.
🆑 coiax
fix: Coffee cups are now correctly immune to becoming frozen by low
temperature water vapour.
/🆑
---
Shout out to RaveRadbury who helped me with debugging this.
On the tin, doing it like this means we can reduce our overall line
fingerprint whenever we have to add two or more traits from the same
source on the same target. Especially helps when we get to the 4+ range
of traits, a breath of fresh air even.
Doesn't mean we have to do for loops, as that's already handled within
the define as well. I replaced some of the checks with `length()`
checks, let me know if I should switch it over to something else (maybe
`islist()`)? We stack_trace whenever we're not passed a list reference
on purpose, and sometimes var/lists are null by default (or just empty,
making this redundant).
## Why It's Good For The Game
I commonly feel the urge to write "use `AddTraits()`" or something in
reviews, then am sad when I remember it doesn't exist. I will no longer
be sad.
Can ensure a lot more trait safety as well by using static lists- when
both ADD_TRAIT_LIST and REMOVE_TRAIT_LIST re-use the same list, you are
confident (from a static point of view) that everything that you want to
be adding/removing works.
I may have missed a few things where this could be used, but both macros
implemented in this PR still use the same framework that was being used
in the last four years- so stuff won't break if left untouched. Just a
nifty new tool for developers.
also fixed up some code in the area, numerous bugs were found and
exploded
## About The Pull Request
Things like pens weren't giving any feedback messages when you put them
on someone else, and I ran into this while working on another PR so I've
dealt with that
Renames `worn_dangerous` to `show_visible_message` as it was only used
to confirm if there would be visible messages or not
The `DANGEROUS_OBJECT` clothing flag is a trait now, so it can be put on
non-clothing items too
Removing non-clothing items from someone has been unchanged.
## Why It's Good For The Game
People should be able to identify that someone is putting something on
them, and recognize what that is if they pay attention.
This means that a player cannot reverse pickpocket a grenade onto
someone else without giving any indication of doing so
## Changelog
🆑
balance: Putting a non-clothing item onto someone else creates a visible
message the same way a clothing item would.
/🆑
## About The Pull Request
Paradox clones spawn with a "quick copy" of their target's memories.
These are notably limited in that they can't be used for stories
(engraving or tattoos), but if people metagame Paradox clones by saying
"engrave something for me" there's no hope for this community
Closes#73931
## Why It's Good For The Game
Stops a meta-y exploit
## Changelog
🆑 Melbert
fix: Paradox Clones now know that their target knows.
/🆑
## About The Pull Request
Instead of passing in an icon as a source to the alpha mask filter, we
can stick a mutable appearance in our overlays list with a render target
set, and use that render target to do our masking. Remember to use "*"
to avoid rendering the crack twice
## Why It's Good For The Game
CPU time
## About The Pull Request
Hate having your cables eaten by mice? Nanotrasen have heard your
complaints and settled on a natural, _organic_, and eco-friendly
solution.
When this station trait is active, roundstart and event mouse spawns
have a chance to instead be replaced with duct spiders (both will exist,
it doesn't remove mice).
Duct spiders are largely harmless to humans, actively hunt other
maintenance creatures (such as mice), and have only one _tiny_ downside.

These mobs can also sometimes be spawned by a minor scrubber clog event.
As a side note, all spider basic mobs with AI (except Araneus) will now
try to automatically fill a small area around them with webs.
Also I made it so that mobs will ignore their random_walking behaviour
if they're engaged in a `do_after`, just in case.
## Why It's Good For The Game
Adds a little bit of variety to things which can slightly annoy you in
maintenance.
Spiders will automatically make places they live in look like spiders
live there.
## Changelog
🆑
add: A station trait which sometimes populates maintenance with small
spiders. You can wear them as a hat if you wanted to have a spider on
your head for some reason.
add: Spider mobs will automatically start webbing up their environment.
/🆑
## About The Pull Request
- Juggernaut and Rust Walker projectiles were subtyped off of magic,
which is `nodamage`.
- The juggernaut actually had a copy+paste error with their type
`on_hit` which caused none of their special effects on hit ("relative
patching catches this")
- Then I realized projectiles have this var `nodamage` which is, for all
intents and purposes, just `damage > 0`. it's not checked for pacifism,
it's just that. This is dumb. So very dumb, so I removed it.
- There are, however, a few situations which used it in a unique way,
such as the blast wave cannon. This is why I replaced it with a proc,
`is_hostile_projectile`, for certain situations to actually find out if
the projectile is damaging. Projectiles can override this on a per type
basis by default, damaging projectiles = hostile.
- This has a chance to break some things, but I ... kinda doubt it will.
Fixes#73756
## Why It's Good For The Game
Projectiles that act as they should, less dumb vars
## Changelog
🆑 Melbert
fix: Fixes Juggernaut / Rust Walker projectiles doing zero damage
fix: Fixes Juggernaut projectiles not doing bonus damage to nearby
structures
code: Removed projectile nodamage var, replaces it with just checking
for damage
/🆑
## About The Pull Request
Addresses #73105
I confidently asserted in the issue that the current behaviour was not a
bug, but lo and behold when I went to investigate this on March 1st what
did I find... a bug! Force embed actually never worked in the first
place because the passed arguments were in the wrong order. Now they are
named, so the order doesn't matter any more.
Also there was an argument called "silent" which did literally nothing,
I just deleted it.
Sending the force flag will now mean that the forced embed _always_
embeds unless it is literally impossible. The only other place this
effects is when you accidentally eat glass, so a similar case to this
one.
While I was in there, I made posters _very slightly_ more discerning
about what gloves block glass. Unfortunately there's no widely applied
and useful trait like `THICK_MATERIAL` for gloves so I mostly just
exluded latex and fingerless gloves... but that's better than nothing.
Anyway now if you bother to place a glass shard inside a poster and
someone tries to pull it down and they're not wearing thin or fingerless
gloves it will _always_ embed in their hand.
Oh and I put some balloon alerts in there.
**Unrelatedly to this change** fixing this seems to also fix an ancient
bug where bullet shrapnel would roll its embed chance twice in a row,
meaning that it had an (x/100)^2% chance of applying rather than an
(x/100)% chance, significantly less than written.
It is weird for that to go in this PR, but seems to be an effect of
fixing this bug? Not sure there's a way of not fixing both at the same
time.
## Why It's Good For The Game
You go to the effort of putting a glass shard behind a poster (the only
way to associate your own fingerprints with the deed) and are lucky
enough that the person who pulls it down isn't wearing gloves (almost
everyone does) and it _still_ only has a 50% chance to embed the glass?
The trap should work at least _some_ of the time.
## Changelog
🆑
fix: Something which is "forced" to embed will now always actually
embed. Resultingly, accidentally swallowing glass or encountering it
behind a poster without adequate protection will now always cause it to
embed into your body.
balance: Thin and fingerless gloves may no longer protect you from
having glass in your hand after pulling down a poster
fix: Bullets containing shrapnel now use their correct chance to embed,
which may cause bullet wounds to contain shrapnel more frequently.
/🆑
## About The Pull Request
I think the inherent issue here has to do with turf refs or something,
but the big problem was I assumed if there was only once source, then
the turf must be new. This was an invalid assumption, since we can add
sources more then once, and | is used
Because of this, each time a shuttle moved, we'd add an extra source for
no reason, and stack extra vis holders. This lead to really bad
clientside lag on some out of repo maps, which is how this issue came to
my attention.
Instead checking if the sources list exists or not solves the problem
pretty handily, so let's do that.
## Why It's Good For The Game
Closes#73834, prevents a potential future OOM
This PR makes the trash maker element detach on trash creation. Most of
the times, the food is deleted soon after this element is activated.
However, there has been one exception: when you place it in a custom,
sliceable item, it will generate the trash, and then store the item in a
list. When you slice the custom item, the saved item will be added to
every slice, producing a trash for each. And this is how you get seven
banana peels out of one banana, or seven revolvers out of one gatfruit
using nothing but a humble knife and a plain pizza bread.
By detaching the trash creation element, we will prevent this behaviour,
and further future proof this element, in case someone adds another
behaviour that creates trash without destroying the food.
This PR also makes the element unregister all signals it has registered
on.
## About The Pull Request
Instead of simply being qdel'ed, shattered items have their deconstruct
proc called (with flags set to prevent items from being dropped in the
process). This means that if an object has code that should run before
it's destroyed in order to maintain in-game consistency, that will be
called instead of ignored.
As a result:
- Internals tanks release gasses inside of them (what I wanted to fix)
- Frozen containers only destroy themselves, not everything inside of
them (unintended side effect -- I think it's good but others might
disagree)
- Grenades detonate (unintended side effect -- can be disabled by
changing the disassembled flag to true instead of false)
- Gas crystals release their contents (because theyre grenades)
- Hot Ice does NOT release anything, since it's a datum and not an
object
Also, fixes a potential bug where holodeck canisters wouldn't be
destroyed when their deconstruct was called, making them (possibly?)
indestructible. I doubt this would ever have shown up, but... it's fixed
now!
## Why It's Good For The Game
Fixes https://github.com/tgstation/tgstation/issues/71121, adds
potential support for similar future cases.
Fixes an issue where holodeck canisters (should those ever exist) would
be indestructible.
## Changelog
🆑
fix: frozen gas tanks now release their contents upon shattering
fix: holodeck gas tanks can now be deconstructed
/🆑
🆑 coiax
fix: A chef who is beheaded, and the head stitched on another body will
still see their food as their own.
/🆑
## Why It's Good For The Game
Having food ownership be based on the mind, rather than the mob, makes
it resilient to body-swap, mind-swap, podcloning (cloning!?),
situations. Because even though you may have been reduced to just a
head, that stew is still yours, you still made it.
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## About The Pull Request
Refactors ai datum examines to use noticable organ elements.
## Why It's Good For The Game
This preserves the original examine on monkeys and allows future
examines to be dependent on the state of the species, so the examines
are less generic. But if you want generic, it's supported!
## Changelog
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🆑
refactor: Monkey AI descriptions of "primal eyes" no longer show if the
monkey is missing eyes.
/🆑
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## About The Pull Request
Fixes#72677 and also converted the "Wumborian Fugu" mob to a basic mob
rather than a simple one.
I will be totally honest: I didn't need to do that in order to fix the
bug. I just didn't like looking at the rest of the code in that file.
Also I have some kind of sickness which makes me do this.
This ended up being one of those "see something related and fix it as
well" ones so there's a couple of only tangentially related changes in
here. If you want me to split it up I will but I think this one is
_probably_ fine because the wide-ranging changes are pretty simple ones?
So what this PR does is:
- Refactors simple mob into basic mob.
- Cleans up its really ugly ability to work in a hopefully nicer way.
- A one line fix to the linked issue above.
- Modifies the default cooldown on `basic_melee_attack` and
`attack_obstructions` to be a widely used cooldown rather than a random
value used by no mob that we have.
- Renamed behaviour "try_mob_ability" to "targeted_mob_ability" and
added a new AI behaviour called "use_mob_ability", the difference
between the two being that the former requires a target and the latter
does not. I... don't actually use this because I realised after adding
it that I still want a target for this mob, but someone will need it
eventually.
- Change everywhere that is passing references to abilities to actions
to pass weak references instead.
- Adds an element to handle "spawn this stuff when a related mob dies".
- Found a few places where people were setting `environment_smash ` as
if it did anything (including me) and replaced them with the proper
ai_controller implementation instead, updated the comment to make it
clearer although that won't prevent copy/paste errors.
- Registered to the "movement speed updated" signal to ensure that basic
mobs actually notice that you have applied a movement speed modifier.
## Why It's Good For The Game
Fixes a linked issue.
Refactors some code which made me sad whenever I saw it.
Restores some mob behaviour which nobody noticed was missing, but was.
Fixes some apparently unreliable code I added in a recent PR reliant on
basic mobs using movespeed modifiers.
Adds element we will definitely need again in the future.
## Changelog
🆑
fix: The Fugu Gland can once more be used on Ian, Carp, Giant Spiders,
or other basic mobs.
fix: Syndicate mobs will once again attack windows to try to reach you,
and space ruin spiders won't.
fix: Netherworld-themed mobs will correctly adjust their speed as they
take damage.
refactor: Made the Wumborian Fugu into a basic mob, which should act
largely the same way but may have slightly different speed and reaction
times.
/🆑
## About The Pull Request
This PR converts giant spiders into basic mobs and resultingly fixes
#37793
They _should_ have the same behaviour as their simple mob versions
although I can't verify that their movement speeds are _exactly_ the
same. It should at least be pretty close.
A quirk of spiders is that they had a pretty large `move_to_delay` which
made them slow in the hands of AI (because it would just pause for ages
between taking steps) and faster in the hands of players, and they often
appear in both forms so I had to implement this as a speed modifier
based on player control.
Additionally this is the first basic mob which can be set on fire.
This is currently implemented as a var on `mob/living/basic` but I know
there was some annoyance at adding the environment tolerances as vars on
there so if desired I can try and extract it out, I'm just not sure how
easy it will be.
Something else I noticed is that spiders seem to take stamina damage
from bug spray... but stamina damage does nothing to either simple _or_
basic mobs. I have left it in for now in case I am missing something,
and rebalancing it to do something else would be more like a balance
change.
Oh also I killed the `mob/basic/retaliate` folder because that isn't a
classification that needs to exist or makes sense.
## Why It's Good For The Game
We don't want to use simple mobs any more.
Sergeant Araneus can finally actually be a spider, instead of being a
bat.
## Changelog
🆑
refactor: Spider code has been refactored and AI-controlled spiders may
have slightly different movement or reaction times.
fix: Basic mobs can now be slowed when they take stamina damage, however
currently only spiders actually _can_ take stamina damage.
fix: Spiders should now more reliably disable their AI when controlled
by a player.
fix: Araneus is no longer considered to be a bat and so cannot fly.
fix: Araneus is no longer considered to be a bat and so is no longer
frightening to people who are scared of the supernatural.
/🆑
## About The Pull Request
This PR elementises two kinds of spider behaviour in preparation for
making them into Basic Mobs, which in turn will solve a bug with
Araneus.
This will probably conflict with my other PR but I'll deal with it.
The Nurse Spider and Flesh Spider healing abilities which were similar
but not _quite_ the same now share the same component.
Also Lightgeists because they also did this.
I'll be honest I think Flesh Spider would be better off with the
"Regenerator" component instead but that would be a balance change so I
can't do that right now.
The Tarantula "slower when not on webs" passive is also now an element.
This will make my third PR (to be opened when these two are merged)
easier.
Also I noticed we were using the same colour for spawning a particle in
a few places so I moved that hash into the colours define file.
ALSO while making this the linter identified that a shitload of procs
were passing `required_bodytype` to `heal_overall_damage` as if it was
`stamina` which probably caused some bugs. Don't know which though!
https://user-images.githubusercontent.com/7483112/217679050-b728ee98-3ba1-4663-bb6b-75295d5f9a6a.mp4
## Why It's Good For The Game
Reduces amount of duplicated code, making it easier to maintain.
Elements can be reused for other things later, like the infuser?
## Changelog
🆑
refactor: Spider healing abilities have been refactored to reuse the
same code rather than reimplement it across two different mobs, it
should work the same as it used to. This is also used by Lightgeists.
fix: Mob biotype on `heal_overall_damage` should be applied more
consistently. This might mean that some things which were previously
healing prosthetic limbs have stopped doing that.
/🆑
## About The Pull Request
This is a remake of #70242
Replaces all instances of ``do_mob`` and ``do_after_mob`` with
``do_after``.
## Why It's Good For The Game
All 3 of these are just copy pastes of eachother but some miss some
features (like do_after not checking for target loc change, which helps
towards fixing https://github.com/tgstation/tgstation/issues/66874
though it doesn't because mechs are setting ``do_after`` on the mob in
the mech) and signals only being used on ``do_after``.
## Changelog
🆑
fix: Mechs should now cancel out of drilling when they move.
/🆑
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## About The Pull Request
Adds support to underlays to realize_overlays
Ensures decals properly handle plane offsets
Fixes space lighting double applying if it's changeturf'd into. this
will be important later
Makes solar vis_contents block emissives as expected
Moves transit tube overlays to update_overlays, adds emissive blockers
to them
#### Adds render steps
An expansion on render_target based emissive blockers.
They allow us to hijack an object's appearance and draw it somewhere
else, or even modify it, THEN draw it somewhere else.
They chain quite nicely
Fixes shuttles deleting z holder objects
#### Makes space emissive, makes walls and floors block emissives
The core idea here goes like this:
We make space glow, and give its overlays some color
This way, the tile and space parallax remain fullbright, along with
anything that doesn't block emissives, but anything that does block
emissives will instead get shaded the color of starlight
This requires a bit of extra work, see later
This is done automatically with render relays, which now support
specifiying layer and color (Need to make an editor for these one of
these days)
The emissive blocking floor stuff requires making a second render plate
to prevent double scaling
Also adds some new layering defines for lighting, and ensures all turf
lights have a layer. We'll get to this soon
#### Makes things in space blue
We color them the same as starlight, by taking advantage of space being
emissive
This means that things in space that block emissive will block it
correctly and be colored blue by the light overlay, but space itself
will remain fullbright
This does require redefining what always_lit means, but nothing but
cordons use that so it's fineee
#### Makes glass above space glow, and some other stuff
Glass tiles that sit above space will now shine light with matching
color to the glasses color. This includes mat tiles.
Glass tiles (not mat because they have no alpha) also only partially
block emissives.
Adds a new proc that uses render steps to acomplish this, essentially
we're cutting out bits below X alpha and drawing what remains as an
emissive.
#### Modifies partial space showing to support glow
Essentially, alongside displaying space as an underlay, we also display
a light overlay colored like starlight.
That starlight overlay gets masked to only be visible in bits that do
not contain any alpha.
We also mask the turf lighting to not go into bits that have no alpha,
to ensure we get the effect we want.
This is done with that lighting layer thing I mentioned earlier.
#### Makes appearance realization's list output ordered
I want it output in order of overlay, sub overlay suboverlay, next
overlay
Need to use insert for that
## Why It's Good For The Game
Pretty!
Also having space be emissive is a very very good way to test for fucked
emissive blockers (If it's broken why are we even drawing the overlay)
I know for a fact mob blockers on lizards and socks are kinda yorked, I
think there's more
<details>
<summary>
Old
</summary>



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



</details>
## Changelog
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🆑
add: Space now makes things in it starlight faintly blue
fix: Glass floors that display space now properly let space shine
through them, rather then hiding it in the dark
add: Glass floors above space now glow faintly depending on their glass
type
/🆑
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---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
## About The Pull Request
>_"I don't remember buying tickets to Mutants on Ice."_
>-Duke Nukem
This PR is (hopefully the final) part of a series of my continuing
refactors of the DNA Infuser. This PR represents a "quality pass" which
should also iron-out the rest of the most impactful bugs.
Granular list of changes:
- This PR adds unit tests for the DNA Infuser organs and
`/datum/status_effect/organ_set_bonus` as recommended by @AnturK
- I noticed that the base `/datum/infuser_entry` was being used in the
machine for the Fly and "rejected" infusions, whereas usually we would
expect it to be a base type used only as a development template. I
corrected this issue and created `/datum/infuser_entry/fly` to be used
for that use-case instead.
- Added `/mob/proc/can_mutate()` and `/mob/living/carbon/can_mutate()`
to replace a few copied lines across several files. The proc is normally
used in the context of mutating a Human via their DNA.
- I fixed a ton of typos in organ-related code, specifically where
"receiver" was typo'd as "reciever". There are far more of those typos,
but I limited the scope of my changes to organs.
- I noticed a bug in `/datum/species/proc/regenerate_organs` wherein a
race condition caused an organ to remove itself before it's done
inserting itself. This happens because the Fly organ set bonus runs
`regenerate_organs` which calls `Remove` on the organ while `Insert` is
still in the call-stack. I added `INVOKE_ASYNC` as a workaround, and
also changed the order the signals are emitted to prevent future bugs.
This bug primarily only impacted the flyperson species transformation,
which was part of the DNA Infuser's flyperson infusion organ set bonus.
- In my last refactor PR #72745 I also introduced a bug in
`/obj/machinery/dna_infuser/proc/infuse_organ` wherein I forgot to add
the usage of `new` when attempting to implant new organs, and this PR
fixes the erroneous code.
- Fxed a bug which causes the organ set bonus to activate when mixing
organs from different sources, which is caused by a developer oversight
wherein all `/datum/status_effect/organ_set_bonus` had identical IDs.
- Added a cleaner `replacetext`-based way of handling pronouns in
`/datum/element/noticable_organ/proc/on_receiver_examine`, using custom
macros `%PRONOUN_S` and `%PRONOUN_ES` as advised by @MrMelbert
- This PR also fixes#72767
## Why It's Good For The Game
With the changes in this PR the machine will finally work as we expect
it to. By adding unit tests we will also be able to ensure that it works
as expected from now on. I feel confident saying that the completeness,
algorithmic correctness, and code health of the DNA Infuser is much
better than it was before.
## Changelog
🆑 A.C.M.O.
fix: Fully fixed the DNA Infuser, which will now infuse organs as
expected.
fix: Fixed flyperson species transformation and organ set bonus, which
was throwing a runtime.
fix: Fixed many typos in organ-related source code.
/🆑
---------
Co-authored-by: Time-Green <timkoster1@hotmail.com>
## About The Pull Request
This buffs scythes, goats, and plantbgone vs PLANT biotypes:
- Scythes now deal x1.5 damage to venus flytraps (3 hits to kill)
- Scythes now target the flower bud vines
- Goats now target flower bud vines and deal 15 damage to PLANT biotypes
- Goats have a eating sound whenever they bite PLANT biotypes
- Plantbgone now does 2 dmg per unit to PLANT biotypes (10 dmg per
spray)
- Plantbgone now has a 75% chance to remove weeds and deals large damage
to flower buds
- Weed control crates now come with a pair of leather gloves
- Golems are immune to thorn effects
- Any kind of thick glove material will prevent thorn effects when
attacking
- Flower buds will now take x4 damage from fire and sharp weapons
(unless they have fire trait)
- Regular scythes are now a sharp object
Also this fixes a few runtimes with spacevines and nulls. The bane
element now accepts `mob_biotypes` bitflags as an argument.
## Why It's Good For The Game
Before my changes:
- Plant-b-gone was doing 0.4 dmg per unit to PLANT biotypes (2 dmg per
spray)
- Scythes took 5 hits to kill venus flytraps
- Goats only affected podpeople
- Flower bud vines were being ignored by weed killing code
- Plantbgone only had a 50% chance to remove weeds (and this was very
inconsistent due to RNG)
- Botanical gloves and thick gloves didn't protect from thorns
- Golems were getting pierced by thorns despite having pierce immunity
- Flower buds were not taking the x4 damage like they should have been
- Regular scythes were not a sharp object, but other scythes
(chaplain's, megafauna loot) were sharp
This makes the weed killer crate more effective since people were
complaining about it being worthless vs vines and flower buds. These
changes give people more options to respond to threats vs plants.
## Changelog
🆑
add: Add a pair of leather gloves to weed control crate
balance: Mobs with the PLANT biotypes (venus flytraps, pod people,
killer tomatoes) are now much weaker vs scythes, goats, and plantbgone.
balance: Plantbgone is now more effective at destroying weeds.
balance: Regular scythes are now a sharp object
fix: Fixed scythes, goats, and plantbgone not affecting flower bud
vines.
fix: Thick and botanical gloves not protecting from thorns
fix: Golems not having pierce immunity from thorns
fix: Runtime where vines tried to spread into null turf
fix: Runtime where null vines that were destroyed were trying to spread
to nearby turfs
soundadd: Add eat food sound when goats eat plants
code: Improved goat targeting code
code: The bane element now accepts `mob_biotypes` bitflags as an
argument.
/🆑
## About The Pull Request
Fixes#72601 which finally allows item scalable objects to properly
scale to large again when inside an inventory.
Replaces and removes signals that don't seem to effect the item itself.
## Why It's Good For The Game
Can finally see cards in ones binder easily, and allows future items
with item_scaling to properly work.
## Changelog
🆑
fix: fixed Item scaling objects not properly scaling in inventory slots.
/🆑
## About The Pull Request
- Nearsighted is now a grouped status effect.
- Blindness is now a grouped status effect.
- Eye handling of blindness has improved.
- When eyes are removed, they now cause you to become blind, rather than
handling it in `update_tint`.
- Being ahealed no longer blinds you for one tick, meaning that black
overlay on aheal is gone.
- Temporary Blindness is now a status effect.
- Both Nearsightedness and Blindness have been exorcised from mob vars
and life chains. This means that we've finally cut 2 procs from life,
`handle_status_effect` and `handle_traits`, and moved both to event
based processing. Wooo optimizations.
- Swapped pacifism status effect to use apply and set helpers.
- Removed an unused admin toggle that disabled welding helmet tint but
also tint from every clothing item and also blindness from losing your
eyes.
- Clothes now generally all blind their mob more consistently.
- Oculine, eye surgery, and sensory restoration are now no longer the
only way to fix blindness from eye damage. If your eyes are healed
through any other means, it will also heal your blindness.
- Some things that made you blind, such as ling blind sting, no longer
just flat made you blind from eye damage forever. They now cause eye
damage directly, which in turn makes you blind from eye damage, as
expected.
- Pacifists can't eyestab anymore. Eyestabs now have a limit on the
amount of blur applied.
- Refactored some `is_x_covered` procs to accept flags rather than have
a lot of arguments for some silly reason.
- Unit tests for blindness.
## Why It's Good For The Game
Blindness was exceptionally poorly handled prior, primarily due to the
fact that it was tied to the mob instead of separated out
On top of that the system put a LOT of faith in proper handling of
blindness on the coder's end which was misplaced evidently. Many places
didn't update or handle blindness correctly, or just let people
perma-blind.
Deferring it to a status effect improves this a lot
## Changelog
🆑 Melbert
refactor: Refactored blindness and nearsightedness. Important to note is
that all mobs are naturally blind until their eyes are actually created.
refactor: Refactored "is covered" procs
fix: Less sources of blindness now cause permanent blindness. Includes
the "Blind" Spell and "Blind Sting" from changelings.
admin: Ahealing someone no longer flashes the blind overlay for 1 tick.
admin: I removed an unused (sort of) inaccessible admin verb that
allowed you to toggle the tint from all welding helmets (and clothing)
(and lack of eyes) in existence, let me know if you want similar back
balance: Changeling "Blind Sting" now causes eye damage (enough to
blind) rather than arbitrarily forcing blindness.
balance: Visionloss virus symptom now causes eye damage (enough to
blind) rather than arbitrarily forcing blindness.
balance: Oculine has been reworked slightly. Prior, Oculine arbitrarily
healed blindness and nearsightedness from eye damage reagrdless of how
damaged the eyes were, and applied blur on success. Now, Oculine just
heals eye damage, and blindness / nearsightedness is restored in the
process. There is now a probability every tick that eye blur is applied
based on how pure the oculine is while healing very damaged eyes.
balance: Pacifists can no longer eyestab.
balance: Any clothing item that covers your eyes contributes to getting
the bonus while sleeping, and to removing temporary blindness faster
/🆑
## About The Pull Request
This PR bug-fixes the DNA Infuser, the Goliath infusion, and fixes
examine-text grammar for the infusion organs.
Fixes#72350Fixes#72738
Granular list of bugs and fixes:
- Fixed a bug which was causing the Goliath Infusion's "hammer" attack
bonus to stop working, which was caused by a minor developer oversight
in `/obj/item/goliath_infuser_hammer/attack` in which it sets the bonus
to 0. I also micro-optimized some of the bonus damage procs.
- Fixed incorrect grammar/pronoun usage in
`/datum/element/noticable_organ` and when adding the Element, as seen in
the Carp, Rat, and Goliath infusion organs.
- Fixed the DNA Infuser infusing into non-organic/DNA-less species by
adding conditionals to check for the mob biotype and validity of its
DNA.
- Fixed the DNA Infuser infusing into non-existent organs/brains. With
the changes, you must have lungs in order to get the carp-lungs, etc...
- Fixed the DNA Infuser not allowing dead creatures to be added. This
was due to a minor developer oversight inside
`/obj/machinery/dna_infuser/MouseDrop_T` wherein an extra conditional
was added.
## Why It's Good For The Game
There are some bugs in the Goliath infusion code which caused it to
deactivate its bonus attack damage, and this PR introduces a fix for
that. This PR also makes some grammar corrections to the rest of the
infusions, and adds an organic/DNA requirement to the DNA Infuser
machine.
## Changelog
🆑 A.C.M.O.
fix: Fixed the DNA Infuser's Goliath Infusion and its organ set bonus.
The Goliath hammer will now apply bonus attack damage as expected.
fix: Fixed incorrect grammar and pronoun usage in the DNA Infuser's
noticeable organs examine-text.
fix: Fixed the DNA Infuser giving mutated organs to androids and other
non-organic/DNA-less species.
fix: Fixed the DNA Infuser mutating organs which the occupant doesn't
have.
fix: Fixed the DNA Infuser not allowing addition of dead creatures.
/🆑
## About The Pull Request
Basic mobs using the generic ranged attack behaviour will now not
attempt to shoot a target which they can no longer see.
If they can still see you through a window that's fine because shooting
in your direction will probably break the window eventually, but a mob
knowing you're on the other side of a wall and pointlessly firing at it
isn't useful.
Additionally, adds a component to bullet casings fired by basic mobs
which deletes them after 30 seconds.
https://user-images.githubusercontent.com/7483112/211012442-027455c7-2846-426e-89fb-c8c89d891e4f.mp4
Here's a demonstration but sped up so they vanish after 5 seconds
instead.
## Why It's Good For The Game

We're not actually sure that's where these 75,000 bullet casings came
from (it's probably related to that pAI down there) but it's one way it
could happen.
Players with limited ammo leaving persistent bullet casings should
rarely be a problem, mobs have infinite ammo and so should not be able
to generate infinite debris. Having them just sort of disappear after 30
seconds is... less than immersive, but I feel like it's better than the
alternative.
You can attach the element to other things to thanos snap them if you
want.
## Changelog
🆑
fix: Syndicate mobs will no longer attempt to shoot you through walls,
building up massive piles of empty bullet casings in the process.
qol: Bullet casings from "weapons" fired by certain mobs will clean
themselves up after 30 seconds.
/🆑
## About The Pull Request
We do two major things here.
First, instead of having every turf need to ask all the turfs in "front"
of it for its blast resistance, we have blast resistance carry back in a
cache, so they only need to ask the one directly in front of them.
Much faster, such wow
The other thing we do is totally remove the idea of "building" a turf's
explosion resistance. Instead, a turf's full resistance is stored on it
at all times.
We use an element to manage objects that want to block explosives, and
that's it simple as.
As an optimization, turfs handle block differently, using a system where
we imply that a turf's own block is just the initial of their
explosive_resistance, unless proven otherwise
This also saves a significant amount of time
To be honest with you, I did this mostly cause I wanted to well make
explosions faster
This doesn't really fufil that. They are faster, but not by much
The bulk of explosion cost comes from actually exploding things, rather
then figuring out what/how to delete.
This code is much faster for larger blastwave sizes, because calculating
protection is constant.
We save maybe 60% of propogate_blastwave, but unfortunately
propogate_blastwave for one maxcap on the top left of icebox's chapel is
only 28ms, so while 11ms is good, it's not everything I could want when
the cost of explosion/fire is 555ms.
I'm happy about it still tho, because doing things like this means I can
expand on how explosive blocking works without needing to make things
seriously expensive in here.
Also it's faster for meme admin explosions and mega burgers
## Why It's Good For The Game
Speeds up explosives slightly, opens the door to better blast resistance
projection
## About The Pull Request
Previous to this PR Ian (and any other dog) would swear allegiance and
kill (or at least growl aggressively) in the name of anyone who clicked
on them sufficiently with combat mode disabled, which is boring.
Now instead Ian wants Jumbo Dog Bones.
The HoP and Warden (as dog owners) both start with one of these mythical
items which otherwise can be ordered from cargo if you want to get into
a dog's heart, but they're not cheap.
You can also use regular bones of the kind you may harvest from Lavaland
animals or Skeleton crew members but these dogs are picky and so you
have significantly less chance of success than if you buy the premium
package.
Jumbo Dog Bones also fully heal dogs, as a bonus.
Additionally to this, I added functionality to the `tameable` component
to allow it to not delete itself upon successful taming, to preserve
Ian's ability to have more than one friend.
Additionally to that, I split the "stop being friends if you attack me"
behaviour into its own element rather than being part of the "start
being friends if you pet me a lot" one, so he could also keep doing
that.
And finally I added a new signal `COMSIG_ATOM_AFTER_ATTACKEDBY` which is
sent by an atom after an item attacks it (so if it manages to get
through the attack chain and is probably actually being used for an
attack) and registered to this in the `relay_attackers` element in place
of `COMSIG_PARENT_ATTACKBY`. This means that dogs can now recognise that
when you use a bone on them you are trying to feed them, not attack
them.
## Why It's Good For The Game
The loyalty of Ian and McGriff will now be most easily available to
their owners rather than anyone with access to their office.
... which doesn't really effect very much, I just think spam-clicking
Ian was boring as a solution and spending money is at least marginally
better.
Gives you something to spend money on if you want to befriend a dog, for
instance if you're a mailperson or felinid who is tired of getting
growled at by one. Or if you bought a dog from cargo.
Removes some unintuitive edge cases where a mob might get mad at you
doing something helpful to them.
## Changelog
🆑
balance: While Ian still enjoys being petted, his heart will now most
closely belong to anyone who gives him an expensive luxury dog bone.
code: Using an item which _can_ deal damage on a mob tracking hostile
actions (such as a dog) won't automatically be considered to be a
hostile action if you aren't actually hitting it with the item.
/🆑
Necessary for #72292 to work effectively, and probably not very useful
out of that context. Split out of its own PR because this is long and
boring.
I want to make sure that we're catching actual mistakes there, and not
just experiencing side effects of how shitty the attack chain is.
## About The Pull Request
So, a huge issue with memories and - what I personally believe is the
reason why not many have been added since their inception is - they're
very annoying to add!
Normally, adding subtypes of stuff like traumas or hallucinations are as
easy as doing just that, adding a subtype.
But memories used this factory argument passing method combined with
holding all their strings in a JSON file which made it just frustrating
to add, debug, or just mess with.
It also made it much harder to organize new memories keep it clean for
stuff like downstreams.
So I refactored it. Memories are now handled on a subtype by subtype
basis, instead of all memories being a `/datum/memory`.
Any variety of arguments can be passed into memories like addcomponent
(KWARGS) so each subtype can have their own `new` parameters.
This makes it much much easier to add a new memory. All you need to do
is make your subtype and add it somewhere. Don't need to mess with jsons
or defines or anything.
To demonstrate this, I added a few memories. Some existing memories had
their story values tweak to compensate.
## Why It's Good For The Game
Makes it way simpler to add new memories. Maybe we'll get some more fun
ones now?
## Changelog
🆑 Melbert
add: Roundstart captains will now memorize the code to the spare ID
safe.
add: Traitors will now memorize the location and code to their uplink.
add: Heads of staff winning a revolution will now get a memory of their
success.
add: Heads of staff and head revolutionaries who lose their respective
sides of the revolution also get a memory of their failure.
add: Completing a ritual of knowledge as a heretic grants you a quality
memory.
add: Successfully defusing a bomb now grants you a cool memory. Failing
it will also grant you a memory, though you will likely not be alive to
see it.
add: Planting bombs now increase their memory quality depending on how
cool the bomb is.
refactor: Memories have been refactored to be much easier to add.
/🆑
About The Pull Request
Chiefly this refactors dogs to use the newer component/datum system for "pet which follows instructions". It also refactors it a little bit because I had better ideas while working on this than I had last week. Specifically, instead of passing around keys we just stick a weakref to our currently active behaviour in the blackboard. Basically the same but skipping an unecessary step.
Additionally it adds a component for the previous "befriending a mob by clicking it repeatedly" behaviour which hopefully we won't use too much because it's not very exciting (I am planning on replacing it for dogs some time after Christmas).
The biggest effort in here was making the Fetch command more generic, which includes multiple behaviours (which might be used on their own?) and another component (for holding an item without hands).
Additionally I noticed that dogs would keep following my instructions after they died.
This seems unideal, and would be unideal for virtually any AI controller, so I added it as an AI_flag just in case there's some circumstance where you do want to process AI on a dead mob.
Finally this should replicate all behaviour Ian already had plus "follow" (from rats) and a new bonus easter egg reaction, however I noticed that the fetch command is supposed to have Ian eat any food that you try to get him to fetch.
This has been broken for some time and I will be away from my desk for a couple weeks pretty soon, so I wrote the behaviour for this but left it unused. I will come back to this in the future, once I figure out a way to implement it which does not require adding the "you can hit this" flag to every edible item.
Also I had to refit the recent addition of dogs barking at felinids to fit into this, with a side effect that now dogs won't get mad at a Felinid they are friends with. This... feels like intended behaviour anyway?
Why It's Good For The Game
It's good for these to work the same way instead of reimplementing the same behaviour in multiple files.
Being able to have Ian (or other dogs) follow you around the station is both fun and cute, and also makes him significantly more vulnerable to being murdered.
Changelog
cl
add: Ian has learned some new tricks, tell him what a good boy he is!
add: Ian will come on a walk with you, if you are his friend.
refactor: Ian's tricks work the same way as some other mobs' tricks and should be extendable to future mobs.
fix: Dogs no longer run at the maximum possible speed for a mob at all times.
add: When Ian gets old, he also slows down. Poor little guy.
add: Dogs will no longer dislike the presence of Felinids who have taken the time to befriend them.
/cl
## About The Pull Request
- `/datum/element/squish` cannot be applied to non-carbons, and the
falling hazard element works on all livings.
- It seems like squish could easily be changed to apply to all livings,
but out of scope.
- `/datum/element/fried_item` and `/datum/element/griled_item` weren't
being applied to the new item correctly
- This one's my bad
- Changes "Incompatible element" `CRASH` to print the element type
rather than the mob's name mistakenly
- I think this was intended, but always used the wrong arguments, and no
one noticed?
## Why It's Good For The Game
Less runtimes, features work as expected, and a more clearer runtime for
element errors
## Changelog
🆑 Melbert
fix: Silver foods correctly spawn things grilled and fried
/🆑
## About The Pull Request
You know the deal by now.
- Drowsiness is now tracked via status effect.
- Eye blue is now tracked via status effect.
In converting these over, cleaned up a bit of code relating to some
other effects. Attempts to unify behavior between some of them, namely
certain biotypes or mob types shouldn't be experiencing certain effects.
## Why It's Good For The Game
More stuff moved to status effects, slightly more cleaner and better to
work with code. Allows for all mobs that can sleep to be able to get
drowsy, too.
## Changelog
🆑 Melbert
refactor: Drowsiness and Blurred Eyes are now tracked via status effect.
/🆑
## About The Pull Request
Wow we're finally here. This turns carp into Basic Mobs instead of
Simple Animals.
They use a variety of behaviours added in previous PRs to act in a
marginally more interesting way than they used to.
But don't worry there's still 2 or 3 PRs to follow this one until I'm
done with space fish.
Changes in this PR:
Carp will try to run away if they get below 50% health, to make use of
their "regenerate if not attacked" component.
Magicarp have different targetting behaviour for spells depending on
their spell;
- Ressurecting Carp will try to ressurect allied mobs.
- Animating Carp will try to animate nearby objects.
- Door-creating Carp will try to turn nearby walls into doors.
You can order Magicarp to cast their spell on something if you happen to
manage to tame one.
The eating element now has support for "getting hurt" when you eat
something. Carp eating can rings and hating it was too soulful not to
continue supporting.
## Why It's Good For The Game
Carp are iconic beasts and I think they should be more interesting.
Also we just want to turn mobs into basic mobs anyway.
## Changelog
🆑
add: Carp will now run away if their health gets low, meaning they may
have a chance to regenerate.
add: Lia will now fight back if attacked instead of letting herself get
killed, watch out!
balance: Magicarp will now aim their spells more intelligently.
add: Tame Magicarp can be ordered to use their spells on things.
refactor: Carp are now "Basic Mobs" instead of "Simple Mobs"
fix: Dehydrated carp no longer give you a bad feeling when they're your
friend and a good feeling when they're going to attack you.
balance: Tamed carp are now friendly only to their tamer rather than
their whole faction, which should make dehydrated carp more active.
Order them to stay or follow you if you want them to behave around your
friends.
/🆑
## About The Pull Request
[Saves 0.2 seconds of init time. 50% of emissive
blockers](8318b648f6)
Emissive blockers are a decent expense during init, even these, which
are the ones that update outside of initialize.
I've inlined them, removed some redundant vars and checks, reduced the
arg count, and shifted some things around. This ends up saving 200ms, or
50% of its total cost.
I also shifted mutable_appearance about a bit. it's not a massive
saving, but it is technically faster
[Prevents a few redundant appearance_updates, saves 0.8 seconds of
init](5475cd778b)
Prequisit info: update_appearance is decently expensive
It's good then to only do it if we have a reason to, right?
Me and moth were shooting the shit about just general init time, and we
came up with the idea of tracking which update_appearances actually
"worked" and which didn't.
That bit comes later, let's enjoy the fruits of that work first
First, holograms were calling update_appearance on process, for almost
no reason.
I patched the one event they don't already "react" to, and then locked
it behind a change decection if.
good for live, doesn't impact init.
Next, decals. If you add a decal to something before it inits, it'll
react to the after successful init signal.
The trouble is the same atom could have its appearance updated from this
MORE then once, since decals can be stacked on tiles, and signal
unregisters don't work once the signal is sent.
So we add a flag to track if we've had this happen to us or not, so it
only happens once.
saves 80 ms
Power! lots of things call power_change on init, often more then once.
We'll update appearance for each of those calls, even if only one is an
actual change.
That's silly, better to track what sort of power we're using for our
appearance and go off that changing
This was taking about 300ms. Really stupid
Icon smoothing. After emissive blockers were added, any change to
something's icon smoothing would lead to an update_appearance call.
Nasty shit, specially cause of walls, which don't even use emissive
blockers.
Ok then, so we'll always update appearance for movables, and will allow
turfs that are interested to hook it manually.
Not many of those anyhow
This is slightly a dev ux thing, but it saves 600ms so I think it's
worth it. Rare case anyway
Telecomms:
telecomm machines were updating appearance on process. This is to cover
for them turning on/off on process.
Better then to just check if on actually changed.
This cost adds up midgame, doesn't impact init tho
Materials:
There's this update_appearance call in material on_apply. it doesn't do
anything.
The logs will lie to you and say it does, but it's just like reapplying
emissives. It doesn't need to exist
Saves like 50ms
Canisters:
Live thing, lots of time wasted updating appearance for no reason, lets
see if we change anything first yes?
[Uses defines to wrap update_appearance for
tracking](4fa82e1c9d)
[Undoes _update_appearance changes, instead reccomends 2 regexes to
use](a8c8fec57a)
I need file and line number for my tracking, so I need to override
update_appearance calls, and also preferably not require every override
of update_appearance to handle dummy file + line args.
So instead, I created a wrapper proc that checks to see if appearanaces
match (they're unique remember, the two of the same visual appearance
will be equivalent)
The trouble is I can't intercept JUST proc calls, or JUST function
definitions with defines. it needs to be both.
So I renamed the /update_appearance proc to /_update_appearance
this way I can capture old uses, and don't need to worry about merge/dev
brain skew
~~It does mean that all update_appearance proc definitions now look
weird tho.
My profiling is leaking into dev ux. I wish I had better templating.~~
**The above is no longer being pr'd**, it's instead just recommended via
a few regexes adjacent to the define.
Smelled wrong anyhow
[Adds a setter for panel_open, so I can update_appearance on
it](cf1df8a69f)
## Why It's Good For The Game
Speed
## About The Pull Request
That's right I'm still atomising #71421, some day I might even post
something related to carp.
This PR adds various behaviours to basic mobs allowing them to run away,
in a couple of variations.
Mice will flee from anyone who doesn't share their factions, at all
times (so they will scatter from most humans, but not regal rats).
Rabbits and Sheep will flee from anyone who has attacked them.
Pigs will run away from people who have attacked them, but only if
they're below half health.
https://user-images.githubusercontent.com/7483112/207127135-d1737f91-d3f7-468a-ac60-7c7ae5d6623d.mp4
Mice are still plenty catchable because they don't run _very far_ (or
very fast) but I think the chase will be good enrichment.
To achieve this I had to change the signal COMSIG_CARBON_HEALTH_UPDATE
into COMSIG_LIVING_HEALTH_UPDATE but frankly the latter seems more
sensible anyway.
## Why It's Good For The Game
More behaviours to use later when designing mobs, gradually gives mobs
more things to do rather than just sort of moving aimlessly around the
area you left them in.
It'll give people hunting rats in maintenance some exercise.
## Changelog
🆑
add: Mice will now run away from you, you have to catch them if you want
to eat them. Use those traps!
add: Rabbits, Sheep, and Pigs likewise won't just sit there and let you
pulverise them if they can see an escape route.
/🆑
## About The Pull Request
Fixes#71688
`apply_moodlet(source, user, impressiveness * mult)` can result in
`impressiveness * 0 ` thus giving all decals bad artistic value.
## Why It's Good For The Game
Bug fix is very gud
## Changelog
🆑
fix: fixe all art decal giving you bad art moodlet on examine
/🆑
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
## About The Pull Request
Adds an Element and AI behaviour intended to replicate the "retaliate"
behaviour which made up an entire widely-populated subtype of simple
mobs.
The behaviour is pretty simply "If you fuck with me I fuck with you".
Mobs with the component will "remember" being attacked and will try to
attack people who attacked them, until they lose sight of those people.
They don't have very long memories so breaking line of sight is enough
to remove you from their grudge list.
The implementation unfortunately requires registering to 600 different
"I have been attacked by X" signals but c'est la vie.
It will still be cleaner than
`/mob/living/simple_animal/hostile/retaliate/clown/clownhulk/honcmunculus`
and `mob/living/simple_animal/hostile/retaliate/bat/sgt_araneus`.
I attached it to the pig for testing and left it there because out of
all the farm animals we have right now, a pig would probably get pissed
off if you tried to kill it. Unfortunately it's got a sausage's chance
in hell of ever killing anyone.
## Why It's Good For The Game
It doesn't have much purpose yet but as we make more basic mobs this is
going to see a **lot** of use.
## Changelog
🆑
add: Basic mobs have the capability of being upset that you kicked and
punched them.
add: Pigs destined for slaughter will now ineffectually attempt to
resist their fate, at least until they lose sight of you.
balance: Bar bots are better at noticing that you're trying to kill
them.
/🆑
## About The Pull Request
RegisterSignal no longer takes lists, so these needed to be updated
The element passed an empty list to the component (caused a runtime but
not one you'd expect) and also registered a list to SSdcs incorrectly
Very cool
## About The Pull Request
Adds baking and grilling results to the blackbox. Microwaved and crafted
foods were being logged here, but the logging messages were lost when we
got the grilling and baking components.
## Why It's Good For The Game
More food logging yeehaw
## Changelog
No player-facing changes
Co-authored-by: tattle <article.disaster@gmail.com>
## About The Pull Request
Refactors deepfrying, removing the gross Deep Fried Foods Holder Object
and replacing it with the edible component.
Now, deep frying a food will simply make the item edible directly. This
means it's still functional and doesn't become a dead item.
This follows the same method that grilling uses when applying its
effects. Tweaks grilling a bit so they line up better. Also, silver
foods can make grilled items.

I swear this is unrelated to the other 2 fried foods related PRs. I
started this a few weeks ago.
## Why It's Good For The Game
Tangibly better code (doesn't have to copy a million vars! Less
abusable!) at the price of removing a soulful piece of code. Also means
that deep frying an item doesn't irreversibly make it unusable / dead.
This is sad, but... damn the holder object sucks.
Unfortunate side effect is that anything that overrides `attack` to not
send signal will *not* be edible when deepfried. Maybe this encourages
better signal use?
Either that or fried foods can override `pre_attack` to hook directly
into eating. I can do that as well.
## Changelog
🆑 Melbert
refactor: Refactored deep fried foods. Deep fried foods are still
""usable"" as their normal item, but are just edible.
qol: Silver Slime stuff can spawn grilled as well as fried.
/🆑
## About The Pull Request
It was bugging me how catwalks would just be stuck rendering on the game
plane in order to be above the pipes and all the other underfloor
objects, because it meant that they stood out due to being affected by
ambient occlusion.
So I decided to change that, and the best change I could come up with,
was to refactor the logic of `/datum/element/undertile` in order to
actually allow us to do exactly what we wanted by having three different
states of underfloor visibility, which in turn allowed me to slap
everything that wasn't accessible on the floor plane rather than
whatever plane they were on, effectively making it so catwalk tiles
wouldn't need to be on the game plane anymore. :)
Also fixes https://github.com/tgstation/tgstation/issues/63590 while I'm
at it :)
## Why It's Good For The Game
Seeing ambient occlusion on catwalks make them stand out in a jarring
way, now that won't be the case anymore!
Now, instead, you get something like this, which _absolutely_ looks like
it fits in!

## Changelog
🆑 GoldenAlpharex
refactor: Refactored the way the undertile component works, to allow it
to have a bit more granularity as to when it's meant to be covered, but
still visible, like for catwalks!
fix: Catwalks no longer are affected by ambient occlusion, and now
properly feel like actual floor tiles.
/🆑
## About The Pull Request
-Fixes the layering of the tram rail so that it doesn't end up below the
reinforced glass.
-Replaces the last remaining vault platform turfs with proper tram
turfs.
-Removes an un-needed layer define for turf transparency.

## Why It's Good For The Game
The tram rail becoming disconnected when it travels over glass, in
reality that'd probably derail it. So let's fix it!
## Changelog
🆑 LT3
fix: Tram platform is now entirely built with tram tiles.
fix: All the parts of the tram are now on a correct layer/plane.
remove: Removed the openspace layer on the transparency plane.
/🆑