## 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)

## Changelog
🆑
fix: MODsuit pathfinder module works. Again.
code: AI pathfinding should produce slightly better paths.
/🆑
## About The Pull Request
Adds a maintenance disk that makes your PDA turn your mouse cursor into
a cool sword when it's worn in your ID slot
https://github.com/tgstation/tgstation/assets/51863163/ae5c50a1-e6fd-40bb-8957-4af2f6618cba
## Why It's Good For The Game
I saw a discord comment about this and it made me laugh.
## Changelog
🆑 Melberte
add: Cool Sword Cursor Maintenance App
/🆑
## About The Pull Request
Sooooooooo I was recently notified of an issue (#84185) that popped up
from me replacing the `attackby(...)` chain on id cards, where it's no
longer possible to put money into IDs inside of PDAs by slapping it
against the PDA.
As I expected, this is because modular computers both still use
`attackby(...)`, and would call `attackby(...)` on the ID they contained
if hit with cash.
24a23009e8/code/modules/modular_computers/computers/item/computer.dm (L799)
Now this could've been an easy one line no-gbp fix where I just replace
it with a direct call to `insert_money(...)` on the ID and call it a
day!
But hey. Might as well get rid of the `attackby(...)` altogether while
we're at it.
First off, because the `attackby(...)` proc was getting quite bloated,
we split off all the specific item behaviours into `[X]_act(...)` type
procs to clean it up.
We then make those return item interaction flags, so we can call them on
`item_interaction(...)` after the right typecheck passes and immediately
return their results.
This also involves replacing the `application_attackby(...)` on
applications with an `application_item_interaction(...)`, and making it
return the item interaction flags too.
The code of each subsection isn't significantly different, though
reorganized a bit in some cases.
Like inserting a computer disks now tries to move it into the computer
_first_ before swapping out whichever disk is already in there, so it
doesn't swap out the disk if putting the new one in fails.
## Why It's Good For The Game
Fixes#84185.
Having more stuff be updated to the proper `item_interaction(...)`
system is cool and good.
## About The Pull Request
Made the NT Frontier app look for valid experiment files not only on the
local file system, but also on the data disk.
## Why It's Good For The Game
Less clicks.
## Changelog
🆑
qol: NT Frontier app now allows to select experiments from inserted data
disks
/🆑
## About The Pull Request
Makes pda messages actually appear in the messenger UI, as was supposed
to be the case way back in #75820
Does the same for tcomm's message server monitor, making sure anyone
trying to view pda messages is actually able to get a cohesive idea of
what the message actually contained.
Also a couple of other small fixes, listed in the changelogs


Fixes#77856
## Why It's Good For The Game
Consistency, fix bugs
## Changelog
🆑 Fluffles
fix: emoji show up in the messenger UI
fix: emoji show up in the message server monitor UI
fix: you can adjust your pda ringtone in-game
fix: having an empty pAI in your pda doesn't break ringtones
fix: pdas specifically set to not consume power don't constantly switch
to messenger
fix: you can use the quick-reply button for messages while resting
fix: deadchat pda messages show the imprinted sender's name instead of
whoever is holding the pda
fix: emoji show up in deadchat pda messages
/🆑
## About The Pull Request
PR for collecting techweb feedback post merge and address valid issues
of #84024.
People seem to dislike the abundance of new experiments in the middle of
the tree, so reducing some requirements for those for now.
Also updated NT frontier app a bit, as people are confused with the
shell experiments.

## Why It's Good For The Game
Balancing out the new tree.
## Changelog
🆑
balance: Added ordnance to extra access of geneticists and roboticists
balance: Reduced parts scanning tests' machine count to 4 from 8
balance: Reduced augmented organs scanning tests mob count to 1 from 2
balance: Reduced equipped mech scanning test count to 1 from 2
balance: Added polycrystal option to bluespace crystal scan test
fix: Allowed NTNet relay in away circuit imprinter for NT Frontier app
qol: NT Frontier app installed on RD and Scientists` PDAs by default
qol: Updated NT Frontier app to be more user-friendly
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
## About The Pull Request
This Pull makes a few minor improvements to the features I added with
vendor cargo (#81582).
Changes are as follows:
* Vending machines, when restocked with a refill pack and while
containing a number of credits, will play a cash register sound to alert
you that there's a payout associated with the action.
* The Vending Restock app now works on all modular computer platforms,
as opposed to just laptops and tablets.
* This is actually hilarious because I even made a screen icon for
modular consoles, and it's just been unused ever since merge.
* The "cargochat" cargo modular console now has the vendor refill app
pre-installed.
* Vending machines, when determining their missing inventory during the
associated station trait, now adds from 1-5 credits per missing item, up
from 0-1. The original number was far too low to feel like a strong
incentive based on feedback I'd received, and while still lower than
providing a flat percentage of the missing item specifically (we ran
some numbers on this a few months back), it should at least incentivize
players to keep the station better stocked during regular rounds.
Also, the UI now shows a difference between if all vending machines are
stocked or not.

## Why It's Good For The Game
Most of these are just interfacing and ease of use improvements, as
having the app pre-installed in a place where players can actually make
some use of it's contents should help to improve it's versatility with
regards to the restocking app.
Audio feedback is always good.
In terms of the balance tweak on the stored value on vending machines,
basically it's a way to better incentivize it as an option on the
station and to better encourage players to do these kinds of minor
upkeep tasks for the crew.
## Changelog
🆑
qol: Vending machines now give audio feedback when you restock a vending
refill and get a payout.
qol: The Restock tracker NTOS app for tracking vending machine contents
now works on all consoles, and comes pre-installed on the cargochat
cargo computers.
balance: Vending machines now offer a bit more credits when missing
contents at the start of a round after getting restocked.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
## About The Pull Request
I was looking at sounds (as you do) and I noticed this

These sounds don't exist
We have `portal_open_1`, not `portal_open1`.
This wasn't caught on compile because they used `""` and not `''`.
So I went through and audited a bunch of playsound uses that don't use
`''`. Only one error, fortunately
Likewise there was a ton of places running `get_sfx` pointlessly
(because `playsound` does it for you) so I clened that up.
However while auditing the portal stuff I noticed a few oddities, so I
cleaned it up a bit.
Also also I added the portal sounds to the wormholes event and gave it a
free ™️ optimization because it was an in-world loop
## Changelog
🆑 Melbert
sound: Portals made by portal guns now make sounds as expected
sound: Wormholes from the wormhole event now make sounds when formed
/🆑
## About The Pull Request
In my effort to make the /icons/ folder cleaner and more intuitive
instead of having to rely on recalling names of stuff and looking them
up in code to find them for poor sods such as myself, plus in spurt of
complusion to organize stuff, here goes. I've tracked all changes in
commit descriptions. A lot still to be done, but I know these waves go
over dozens of files making things slow, so went lighter on it.
Destroyed useless impostor files taking up space and cleaned a stray
pixel on my way.
## Why It's Good For The Game
Cleaner /icons/ file means saner spriters, less time spent. Stray pixels
and impostor files (ones which are copies of actually used ones
elsewhere) are not good.
## Changelog
🆑
image: Cleaned a single stray pixel in a single frame of a bite
telegraphing accidentaly found while re-organizing the files.
/🆑
While we try to have the datetimes of all vms synced to within 100ms of
eachother, via a cluster of time servers and intercepting all ntp
traffic in the vm lan towards the cluster, this isn't perfect and so
things putting time onto the database server should use the time at the
database server as much as it can.
To avoid confusion, i have renamed `SQLtime()` to `ISOtime()` to avoid
the likely hood its cargo culted onto database code again. ISOtime is
still a bad name, but there isn't a good name for this kind of time
format, like ISO8601, but human readable (so no `T` between date and
time and less other nonsense), with an assumption of GMT, thats not
SQLtime(), and SQLtime(). Suggestions welcome.
also byond's time procs can bug out because of how cursed they operate,
case in point, this year 2054 item that got inserted into the legacy
population table:

## About The Pull Request
1. Removes code duplication
2. Fully documents `sortTim()`
3. Makes a define with default sortTim behavior, straight and to the
point for 95% of cases
4. Migrates other sorts into the same file
5. Removes some redundancy where they're reassigning a variable using an
in place sorter
For the record, we only use timSort
## Why It's Good For The Game
More documentation, easier to read, uses `length` over `len`, etc
Should be no gameplay effect at all
## About The Pull Request
Fixes#82440
This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not
lost on me) to wrap around all calls of `lowertext()` and ensure that
whatever we input into that proc will be stringified using the `"[]"`
(or `tostring()` for the nerds) operator. very simple.
I also added a linter to enforce this (and prevent all forms of
regression) because I think that machines should do the menial work and
we shouldn't expect maintainers to remember this, let me know if you
disagree. if there is a time when it should be opted out for some
reason, the linter does respect it if you wrap your input with the
`UNLINT()` function.
## About The Pull Request
- Departmental orders are now an NTOS app
- To download, they require `ACCESS_COMMAND`.
- To use, they require one access from the department.
- This means you cannot order things from not-your-department unless you
have an ID.
- When newly downloading the app, it will prompt a head of staff to
insert an ID, to determine which department to be linked to.
- Changes chat room overlay from the kind that AI uploads use to a new
icon.
- Minor refactors to department order in general.


## Why It's Good For The Game
These two computers are surprising waste spacers for two things which
are tied together.
So why not combine them?
The lesser used cargobus chat is still there, and departmental orders
are front and center.
This gives mappers a ton more leeway when mapping departments out and is
overall less clutter.
## Changelog
🆑 Melbert
qol: Cargobus chat console and Departmental Order console are now
combined into one.
qol: Mod PCs active on the "chat client" apps no longer look like AI
uploads (and now have their own sprite)
refactor: Departmental order consoles were refactored a bit, report any
oddities.
/🆑
## About The Pull Request
Removes the camera assembly structure middleman between the camera
wallframe and camera machine. All its behavior has been instead moved to
the camera, and I've tried to keep as much of the behavior the same as
before.
This also fixes the issue that camera assemblies had where, upon the
construction being finished, it would move itself into the newly
finished camera machine, therefore taking itself off a wall, therefore
deconstructing itself. This resulted in 2 piece of iron being in each
camera machine (except roundstart ones), and because camera machines
rely on the assembly inside of them for upgrades and such, upgrading
didn't work at all.
I've also made camera nets use defines (not in map) so it's easier to
find a list of them all, and tried to add autodoc comments to nearly
every var in camera code.
## Why It's Good For The Game
Removes copy paste and spaghetti code between structure and machine
camera, thus making it easier to work around with.
Closes https://github.com/tgstation/tgstation/issues/79019
## Changelog
🆑
fix: Cameras built in-round can be upgraded again.
fix: Deconstructing cameras now more consistently return to you the
upgrades inside of the camera.
fix: RD's telescreen can now properly see Ordnance cameras again.
fix: [Deltastation] Library art gallery no longer has an invisible
camera.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request

`check_access` expects an item, such as an ID card, to... check access.
Not a mob.
We can circumvent this entirely by using `allowed`.
But this has an averse effect in that `allowed` will only check the
user's ID, not the ID in the mod PC.
So we need to run a separate check of `check_access` for the computer ID
card.
## Changelog
🆑 Melbert
fix: Robocontrol should work better.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Removes all arbitrary energy and power units in the codebase. Everything
is replaced with the joule and watt, with 1 = 1 joule, or 1 watt if you
are going to multiply by time. This is a visible change, where all
arbitrary energy units you see in the game will get proper prefixed
units of energy.
With power cells being converted to the joule, charging one joule of a
power cell will require one joule of energy.
The grid will now store energy, instead of power. When an energy usage
is described as using the watt, a power to energy conversion based on
the relevant subsystem's timing (usually multiplying by seconds_per_tick
or applying power_to_energy()) is needed before adding or removing from
the grid. Power usages that are described as the watt is really anything
you would scale by time before applying the load. If it's described as a
joule, no time conversion is needed. Players will still read the grid as
power, having no visible change.
Machines that dynamically use power with the use_power() proc will
directly drain from the grid (and apc cell if there isn't enough)
instead of just tallying it up on the dynamic power usages for the area.
This should be more robust at conserving energy as the surplus is
updated on the go, preventing charging cells from nothing.
APCs no longer consume power for the dynamic power usage channels. APCs
will consume power for static power usages. Because static power usages
are added up without checking surplus, static power consumption will be
applied before any machine processes. This will give a more truthful
surplus for dynamic power consumers.
APCs will display how much power it is using for charging the cell. APC
cell charging applies power in its own channel, which gets added up to
the total. This will prevent invisible power usage you see when looking
at the power monitoring console.
After testing in MetaStation, I found roundstart power consumption to be
around 406kW after all APCs get fully charged. During the roundstart APC
charge rush, the power consumption can get as high as over 2MW (up to
25kW per roundstart APC charging) as long as there's that much
available.
Because of the absurd potential power consumption of charging APCs near
roundstart, I have changed how APCs decide to charge. APCs will now
charge only after all other machines have processed in the machines
processing subsystem. This will make sure APC charging won't disrupt
machines taking from the grid, and should stop APCs getting their power
drained due to others demanding too much power while charging. I have
removed the delays for APC charging too, so they start charging
immediately whenever there's excess power. It also stops them turning
red when a small amount of cell gets drained (airlocks opening and shit
during APC charge rush), as they immediately become fully charged
(unless too much energy got drained somehow) before changing icon.
Engineering SMES now start at 100% charge instead of 75%. I noticed
cells were draining earlier than usual after these changes, so I am
making them start maxed to try and combat that.
These changes will fix all conservation of energy issues relating to
charging powercells.
## Why It's Good For The Game
Closes#73438Closes#75789Closes#80634Closes#82031
Makes it much easier to interface with the power system in the codebase.
It's more intuitive. Removes a bunch of conservation of energy issues,
making energy and power much more meaningful. It will help the
simulation remain immersive as players won't encounter energy
duplication so easily. Arbitrary energy units getting replaced with the
joule will also tell people more meaningful information when reading it.
APC charging will feel more snappy.
## Changelog
🆑
fix: Fixes conservation of energy issues relating to charging
powercells.
qol: APCs will display how much power they are using to charge their
cell. This is accounted for in the power monitoring console.
qol: All arbitrary power cell energy units you see are replaced with
prefixed joules.
balance: As a consequence of the conservation of energy issues getting
fixed, the power consumption for charging cells is now very significant.
balance: APCs only use surplus power from the grid after every machine
processes when charging, preventing APCs from causing others to
discharge while charging.
balance: Engineering SMES start at max charge to combat the increased
energy loss due to conservation of energy fixes.
/🆑
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
fixes#81949
usr is almost always null here so this will almost always runtime the
inner proc which triggers a large enough amount of error logging to soft
lock the server since this happens in a proc called by a loop in a proc
called multiple times a second by a high priority mc subsystem.
Atm opening the budgetordering computer has the risk of causing high
enough time dilation to disrupt or kill the round so this should be fast
tracked to a merge
## About The Pull Request
This PR does many things, I'll try to explain the basic/background stuff
to the main thing first:
1. Adds a new remote that allows a human to function like an AI. It
controls a fly that will fly around the station slowly, and when it
reaches a machine then the person can interact with it as if they were
an AI. This required changing a lot of silicon/AI checks with one that
also checks for this remote, and some messing with shared ui state.
2. Moves req_access from the obj and bot to ``/atom/movable`` which lets
it be shared between the two, no more copy-paste and one side lacking
features/checks/signals the other has.
3. Adds a check for AI config for AI-related station traits, which was
lacking prior
Now for the good part...
Adds a new station trait that replaces the AI with a Human.
This person is equipped with an AI headset (including Binary), an
advanced camera console, an omni door wand, the machine controller, and
their laws.
They are immune to the SAT's turrets (even if set to target borgs) and
are slow outside of the SAT, mimicing the actions of the AI.
They interact with the world through their advanced camera console,
which allows them to do most AI stuff needed, and the holopad they can
connect to without having to ring first (like Command can).
They are given a paper with the laws they must follow, but since they
are human they are able to bend it. Cyborgs that run the default lawset
are "slaved" to them via an unremovable law 0, so the Human AI can bend
the laws if they really need to (for their own survival n such), and
make the cyborgs obey their commands above laws, but in general this
shouldn't be a frequent occurrence. This does take into account the
unique AI trait, so it's not guaranteed Asimov.
When this station trait rolls, all Intellicards, AI uploads, and AI core
boards are destroyed and are unresearchable. They can be spawned by
admins in-game if necessary. Maybe in the future we can also exclude
Oldstation from this but I haven't really decided.
Extra perks:
Human AI spawns with a Robotic voicebox (unless they are a body purist)
and teleport blocking implant, so they can't use teleporters to bypass
their on-station slowdown.
They also have an infinite laser pointer that can be used to blind
through their camera console. This is unfortunately nerfed from the
recent borg balance PR that removed its stun. This was meant to be the
alternative to no longer being able to permanently lock borgs down like
AIs can (or more than one, for that matter).
They aren't affected by Roburgers, Acid, and Fuel's toxicity.
Bots salute them like they do Beepsky (which is now a trait)
They spawn with SyndEye to replace the AI's tracking ability
They do not have a bank account
### The machine remote
The machine remote has a little fly in it that flies to the machines it
is pointed to, working as the arms and legs of the Human AI. It scans
the machine and punches in the action the AI does, and is how the AI
accesses basically anything. This fly slowly moves from one machine to
the next, and can be recalled with Alt Click.
It works on machines and bots.
### Video (Low quality to fit Github)
https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8
## Why It's Good For The Game
I've seen a funny screenshot one day of a person replacing the AI by
using a bunch of door remotes, camera console, crew monitoring console,
and a few other things. I've been thinking about that for a few years
and really wanted to make it official if not easier to make possible,
because it is an incredibly funny interaction.
This makes it a reality, and while they aren't as powerful as regular
AIs, I think it makes for better and funnier in-game moments. With the
same weight as Cargorilla (1), I hope this wouldn't be rolling too often
and ruin rounds, but instead show off the different capabilities that
Humans and AIs can do, to do the job of an AI. You win some you lose
some.
## Changelog
🆑 JohnFulpWillard, Tattax
add: Adds a new station trait job: The Human AI.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
While doing my other ID/manifest-related prs, I noticed that the access
management program doesn't update properly when you authenticate,
causing it to not show which templates you can apply until you manually
refresh the UI (close&open, yadayada).
This seemed to be because it calls `update_static_data(user)` on the
program itself, which attempts to find a UI attached to the program for
that user which it then can't find. Calling such on the *computer* lets
it actually find and update the UI.
We then decide to replace it with `update_static_data_for_all_viewers()`
as multiple people could be looking at the consoles in which this
happens most commonly.
## Why It's Good For The Game
It was getting *really* annoying, this fixes that.
## Changelog
🆑
fix: Plexagon Access Management actually updates the shown template list
on authentication, avoiding needing to refresh/reopen/somesuch the
program manually.
/🆑
Another one.
## About The Pull Request
This pull request originally had a design doc that @Fikou and I worked
on, but that was never really polished up for publishing quality so I'll
forgo it for now and be as descript as possible here.
### Core changes
- This pull request adds a new NTOS app to the game, the restock
tracker. The restock tracker shows a comprehensive list of vending
machines across the station, as long as there is a need for that vending
machine to get restocked.
- This has also been pre-installed into the cargo data disks.
(`/obj/item/computer_disk/quartermaster`)
- Vending machines now store a total of 20% of the cost of any purchase
made within themselves into a small pool of cash. This only applies to
premium and normal purchases, not to contraband, as they're technically
not sanctioned by the company.
- The restock tracker app will also track which vending machines have
the most credits stored internally inside them.
- By refilling a vending machine, the stored credits within are paid out
to any crewmember who goes and restocks the station, while also paying
out *half that amount to the cargo budget*, serving as a basic but
otherwise easy tertiary money making method on the same level of
complexity as doing bounties, with the added benefit of actually helping
to assist the station for jobs like... assistant.

### Break Stuff
- Anyway, when you try and smash a vending machine open with a melee
weapon of choice, it can now pay out 50 credits at a time as a way to
make money at zero risk to yourself.
- ~~Except for the horrible risk to yourself.~~

### Cargo Specific Changes
- Restock units may now be sold for a small profit as well, to
incentivize cargo to keep the station stocked further.
- The `STATION_TRAIT_VENDING_SHORTAGE` trait will now add a small amount
of existing credits into the vending machines on station, to incentivize
cargo to fix the issue during the round and not just push for an early
shuttle call. Or, more accurately, provide the crew with a money making
scheme to engage better with the station trait as it stands.
### This also refactors behavior on vending machines
- This pull request also finally changes it so that vending machines now
use the payment component, which as a consequence allows for the
following improvements:
* Vending machines may now pull from physical credits on your person,
not just requiring you to have money on your ID card.
* Vending machines may also use credits being pulled by the player
interacting with the vending machine, allowing for handless mobs to be
able to purchase items from a vending machine.
* Finally makes the "use-for-everything buying things component" used by
the most utilized component of the in-game economy, to reduce the
quantity of unique implementations of purchasing things in the code.
- Existing vending specific checks are retained on before handing off
behavior to the payment component, for behavior such as purchasing
cigarettes/alcohol under the age of 18/21.
Notes:
- Vending machines will lose their internal credits stored when
deconstructed, as a security measure.
- Vending machines will now show the total amount of credits that a mob
has on their person, combining physical credits as well as credits held
in their ID card to accurately portray their total wealth across the mob
in question.
## Why It's Good For The Game
First off, this is largely an excuse to move vending machine behavior
over to the payment component for the purposes to less code copy-paste,
and to try and make the implementation more wide-spread.
Second, this implements a new tertiary economy method to the game, in
the same design space as bounties, which serve as common methods of
making money without necessarily being specific to their job in
question, with the primary goal of providing small amounts of work to
the crew and a basic interaction with the economy system.
Additionally, it gives cargo more things they can do to assist the
station, and a way to know which parts of the station need support as a
result.
It improves the interaction between the vending shortage station trait
as well, making it a challenge with depth as opposed to a more
oppressive round change that players would rather reroll the game over.
Additionally, this makes a few price tweaks to vending restock modules
as well to help incentivize buying some of the more minor restock kits,
and a few select bumps on restocks that cover wide enough territory to
necessitate fewer restocks.
players can now download their very own virtual pet through a new PDA
app. this pet is called orbie and u can interact with him in alot of
unique ways
happiness can be increased by regularly grooming ur pet, feeding him, or
u can arrange with other players playdates for ur pets, they can play
with each other and both their happiness will increase
u can get food from ur pet through ur pda, it will assign u a random
drop zone location in the station u need to go to, after which u can
obtain ur pet's food then ur PDA will spawn a virtual chocolate bar that
ur pet loves to eat. it wont assign u dropzone locations that are
restricted or hard to reach, however if the area it assigns u is a bit
difficult to get to, u can reroll the location after a small cooldown
u can also level up ur pet to make it gain new helpful abilities and
more cosmetic options. the main way to level up ur pet is by walking it,
so u can have it follow u while u are doing ur job on the station and it
will passively get exp. u get an increased exp modifier per step if ur
pet is happy and not hungry. At level 2, ur pet will gain an ability to
toggle lights and will also read outloud to u any PDA messages u
recieve. at level 3, ur pet gains a camera ability. u can command it to
take a photo afterwhich the picture will be saved directly in ur pda
u also have alot of customization options for ur pet!
u can change its color, name, gender, and u can make it wear hats! u can
unlock more hats for ur pet if u level it up further. these
customizations change ur pet's hologram appearance as well as its
profile picture on the pet network.
u can view how other player's virtual pets are progressing through the
pet network. each time ur pet reaches a new milestone, an update will
automatically be sent out on the network
if ur pet's milestones gets likes from other players, it will become
happier
this app also allows u to program new tricks for ur pet. U can create a
custom trick sequence, and change the trick's name. If u say the trick's
name outloud to ur pet it will do the sequence u programmed.
## About The Pull Request
While on the floor, you can:
- Use the UIs of Atmos machinery (except thermomachine and bluespace gas
vendor), Holopads, Crayons (spray cans too), radios, and Disposal bins
- Close extinguisher cabinets with Right-Click
- Click and drag yourself onto a photocopier to climb onto it.
I also changed all instances of ``ui_status`` to have all the args it's
being passed, I was messing with it a bit but it's gonna be for a later
PR.
## Why It's Good For The Game
It's an extra layer of harmless realism, also nice QoL for people who do
not have functional legs and do not have a wheelchair.
## Changelog
🆑
qol: You can use atmos machines, holopads, crayons, spray cans, and
disposal bins while floored.
fix: You can close extinguisher cabinets while floored.
fix: You can climb onto a photocopier from the floor.
/🆑
## About The Pull Request
- Lifeline app now respect suits sensors again.
- The proc always `return .`'d if the target mob was not on suit
sensors, so if `.` was `RADAR_TRACKABLE`, well, it would rack sensorless
mobs.
- Cleaned up a bit of trackable.
- Use the `is_valid_z_level` helper.
- Respect all possible returns for a signal.
## Changelog
🆑 Melbert
fix: Lifeline can no longer track mobs with suit sensors off
/🆑
## About The Pull Request
Ok so tracking (from the datum) worked, but when used to follow someone
it had a noticable delay from the datum needing to wait for process to
fire to do its work
This would be an expensive proc to run constantly, but we don't really
have to (there are not that many ai eyes in the world). So rather then
only processing to keep step, let's track the target mob by its
movement, and then fall back on a process loop to handle rechecking in
case of camera memes.
This does technically mean you won't "break" the track if the cameras go
out until the tracked mob moves, but I think that's a reasonable price
to pay for more responsive movement. I think I could make our current
system work with it too, though it would be a bit more wasteful. John if
you have opinions just lay into me.
I've also renamed/pulled apart the helper procs for the trackable datum,
with the hope of making how they are used more understandable at a
glance
Oh and rather then holding a weakref since I needed MOVED anyway I just
use QDELETING to free the ref if the mob goes away
### Edit:
#### Glide size touchups
Implements glide size mirroring so we move at the same speed as our
target
Also moves the existing signal to send to the trackable datum itself, as
appears intended from the doc comment
#### AI behavior changes
Rewrites ai movement to be less dumb
OK so 2 things here. One is a behavior change, the other is a visual QOL
thing.
The way ai movement works is we move graduated "steps". Either moving 1,
2, or 3 steps per tick.
We do this by, so long as input is held down, incrementing a number
called "sprint"
Currently it'll go from 10 to 50 (formula effectively looks like steps =
(sprint / 20) + 1))
Anyway, this is... not fine but ok, but the way we handle deceleration
is ass IMO. It's literally just wait 0.5 seconds and sprint resets.
I think this feels crummy, so instead I've made it decay depending on
how long you go between inputs, at 7x greater rate then it increases.
That's the behavior change. Visual change is a lot easier.
Ais were not gliding properly. They assumed they had 4 ticks to move a
tile, rather then 1. This meant they'd jump around constantly, to catch
up to where we expect them to be.
I've fixed this by giving them 1 tick instead. Should feel a lot better
## Why It's Good For The Game
Snappier response times, cleaner code
## Changelog
🆑
add: AI's acceleration now smoothly decays, instead of just falling back
down to 0 after 0.5 seconds
fix: AI's standard movement (non accelerated) is smooth now, instead of
constantly jumping around
fix: AIs will now follow their targets more closely, shouldn't have any
issues with them lagging behind anymore
/🆑
## About The Pull Request
- Fixes https://github.com/tgstation/tgstation/issues/81363
- Fixes unable to set MuleBOT home from control panel
- Fixes missing MuleBOT ID from Botkeeper PDA app
- Adds input validation for changing MuleBOT ID from control panel
- Removes hardcoding of MuleBOT IDs and home destinations
- MuleBOT will now automatically set its home to the navigation beacon
on its initialization turf
## Changelog
🆑 LT3
fix: MULEbot will correctly display its loaded cargo on BotKeeper
fix: MULEbot home beacon can be set from control panel
code: MULEbot home location is automatically set on init
/🆑
## About The Pull Request
We currently have a list of point types that is meant to be
list(``DEFINE`` = name) but it's completely useless since the define is
just the name anyways. It's not used for anything, it has no purpose to
be this way. It seems more like a holdover from when there were multiple
types of research points (it was made for that purpose, even before
nanite points were a thing) but even for that, it serves no purpose.
I reworked it now to be the abbreviated name of the research point type,
de-hardcoding techwebs a little bit and removing the need for
downstreams to edit the techweb UI.
## Why It's Good For The Game
This at least looks better and makes more sense at people just looking
over it.
## Changelog
No player-facing changes.
## About The Pull Request
Classic copy paste error
Open dream lint would catch this I think
## Changelog
🆑 Melbert
fix: Robocontrol app maybe works better now.
/🆑
## About The Pull Request
Thanks Elli-Skala for pointing it out.
## Why It's Good For The Game
The port is meant for modular computers and station relays, both of
which are objects.
## Changelog
N/A, it's a very small thing.
## About The Pull Request
It turns out the messenger circuit wasn't working as intended, because
list components tend to convert datum keys into weakrefs, creating
incoherence between composite datum/atom and simple datum/atom
datatypes, which at least just spares us from the headache of clearing
the refs on del from lists too.
So, taking the shortest path, I decided to adapt the messenger to the
weak ref usage.
Another thing, instead of refusing altogether to send message that
trigger the pda filter regexes, the messenger circuit will instead
replace the matches with grawlix, since we have no way to inform
whoever's responsible for said message about the filters in an orthodox
way.
Beside that, I've noticed several of the circuits from my PR were
lacking trigger outputs or similar when needed, pretty making them only
as half as functional, at least to a noob like me.
And another small issue with missing ports from the status display
circuit.
One more suggestion from moocow is to add a cooldown to the ringtone
trigger for the messenger circuit, because he said it's pretty spammy
and some admins are fickle.
## Why It's Good For The Game
Bugfixing and improvements.
## Changelog
🆑
fix: Fixed the messenger circuit not sending messages.
fix: Added several ports to modpc circuits that were missing or needing
them.
fix: Fixes ever-expanding ports whenever circuits are re-inserted in a
modular computer.
/🆑
## About The Pull Request
This PR integrates circuits for modular computers and a good bits of
their programs.
The peculiarity here is that modular computers have no fixed amount of
unremovable components (except the base one with just a couple ports for
now), instead, they're added and removed along with programs. With a few
exceptions (such as the messenger and signaler), for these program
circuits to work, their associated program has to be either open or in
the background.
For a reason or another, not all programs have a circuit associated to
them, still, however the programs with a circuit are still a handful.
They are:
- Nanotrasen Pay System
- Notepad
- SiliConnect
- WireCarp
- MODsuit Control
- Spectre Meter
- Direct Messenger*
- LifeConnect
- Custodial Locator
- Fission360
- Camera
- Status Display
- SignalCommander
*By the by, sending messages has a cooldown, so it shouldn't be as
spammy. If it turns out to not be enough, I can make it so messages from
circuit will be ignored by other messenger circuits.
The PR is no longer WIP.
## Why It's Good For The Game
I believe modular computers could make for some interesting setups with
circuits, since they're fairly flexible and stocked with features unlike
many other appliances, therefore also a speck more abusable, though
limits, cooldowns, logging and sanitization have been implemented to
keep it in check.
## Changelog
🆑
add: Modular Computers now support integrated circuits. What can be done
with them depends on the programs installed and whether they're running
(open or background).
add: Modular Consoles (the machinery) now have a small backup cell they
draw power from if the power goes out.
/🆑
## About The Pull Request
Syndicate contractor program can no longer be bought from an emagged
computer.
## Why It's Good For The Game
This is most definitely a bug.
The pull request that introduced this bug can be found at #80069
Description or the changelog does not mention that the contractor
program can now be downloaded when a computer is emagged.
Image below shows that the contractor program was not meant to be
downloadable from the syndie store or ntnet.

## Changelog
🆑
fix: Fixed being able to download the contractor program on the syndie
store.
/🆑
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
Got the idea from #80682. A lot of parent procs don't do anything, some
are just formatted in a bad way, and others early return and do no ops,
it's bad in general but this should give us a head start.
Some good overhead saved here
## About The Pull Request
This PR adds a new PDA program to the supply category, which allows
users to redeems coupons for various cargo packs (mostly goodies), like
the ones also found at the bottom of cig packs.
How it works is fairly simple:
- Once installed, the modular computer subsystem will periodically, at a
3-5 minutes interval, generate a coupon code datum associated to a plain
text code, which is sent out to everyone with the program installed.
- The user can then open the program and insert the text into an input
box to redeem the coupon code, which is then associated with their bank
account.
- He will then have to find a photocopier, and tap it with the PDA to
print the coupon. Only one coupon can be printed. Photocopier fees
apply, so it'd cost 5 creds to the average assistant to print the
coupon.
- He can then insert the coupon in a cargo console and order/reuest the
associated pack (same deal as cig coupons).
- Some coupon codes however, especially those with juicer discounts,
will expire after a while if not printed.
Albeit mostly innocuous, the program provides negative Detomatix
resistance, slowly fills the computer file storage with trash files with
each redeemed coupon, and halves the download speed of new apps. Not
really the cleanest ware out there.
This PR also extends coupons to several non-goody packs, since they have
been privately buyable for over the last couple years now. Some packs
get discounts less frequently however, with those in the uncommon
category being roughly 1 in a 12 chance and the rare being 1 in 50.
Here's a screenshot of the UI (outdated, I've reduced the height from
500 to 400 and the notice box tip to specify the right click):

Fun fact: Right now, the odds of a 75% discount coming from the Coupon
Master for the 1.000.000 credits bycycle pack are roughly 0.0012%, while
that of a 50% for the same pack, from a cig pack coupon are 0.0042%.
## Why It's Good For The Game
These last couple days I've been wanting to test myself at making simple
UIs, as well as contributing to the modular computers feature, which has
started to become pretty neat ever since PDAs were reworked into a
subtype of it.
Beside, coupons are a very small feature limited to the bottom of
cigarette packs (also possibly cursed) in the current state of affairs.
Cargo is filled with packs that are niche or fluff. Modular computers
also has those little things that, while interesting, do not contribute
a whole lot. Maybe this is one of them, but I guess free* coupons are
always a big W.
## Changelog
🆑
add: Added the 'Coupon Master' program for the PDA. Install it to
receive periodical, redeemable coupons for several cargo packs. Requires
NTnet connection and the messenger enabled to work.
add: Coupons are no longer only limited to goodies, but may also apply
discount to some other packs as well.
/🆑
<sup>*minus the photocopier fee</sup>
---------
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
## About The Pull Request
This PR adds in a new app that scans the nearby area for "spookiness"
(e.g. presence of ghosts, mobs with the spirit biotype, objects made
with hauntium or containing hauntium). A bit clunky by all means. It's a
maintenance app, and as such is more often found in the rare maintenance
computer disks, or downloadable from emagged PDAs (IIRC), or perhaps the
black market item which I've also added here as well, that might contain
it amongst other things.
Oh, if you also have the camera app, it'll let you take pictures of
ghosts like the 'camera obscura' does.
Oh, and there's also a maintenance version of the arcade program too;
just , like, lazier and easier.
## Why It's Good For The Game
Mostly a shower thought, 'cause I felt the idea maintenance disks to be
quite interesting yet lackluster, almost too niche. As for the remote
thought of using the app for validhunting, it isn't something you can
reliably get every and every other round, and if someone's got enough
ghosts circling them, chances are they're some big, loud antag or doing
something so cheeky, that they kinda deserve it.
Also, yeah, more black market stuff. Except for the misc section, it's
pretty lacking in uniqueness.
Screenshot of the UI, taken at the distance of one tile from a revenant:

## Changelog
🆑
add: The Spectre-Meter modular computer app. A little, amatuerishly
coded app that, as the name implies, scan an area for spectral presence.
It can be found amongst other apps in maintenance computer disks.
add: An easier, lazier version of the Arcade app, also found in
maintenance.
add: Black market computer disks, which contains programs not readily
available to the average assistant.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
This is an update that touches many more things all at once (compared to
my other PRs) meant to make PDAs in general feel more consistent and not
take away from one of the experiences we want to encourage: interaction
between players.
1. Replaced all checks of a 'pda' with a 'modular pc'. This means
technically (though not done in-game currently) other modpcs can hold an
uplink, and microwaves can charge laptops.
2. Speaking of microwave, they now don't break and require
deconstruction if the cell is removed mid-charge.
3. When a Mod PC is out of power, it will now allow the Messenger to
work (which now also doesn't consume any additional power), if the app
exists on the PC. Here's a video demonstration
https://github.com/tgstation/tgstation/assets/53777086/7ae12f81-a271-49b8-95fa-2ba54d2e2d1f
4. Flashlights can't be turned on while the cell is dead
5. I replaced a bunch of program vars with ``program_flags`` and renamed
``usage_flags`` to ``can_run_on_flags``.
6. Added a debug modPC that has every app installed by default. Mafia
had some issues in the past that were unknown because Mafia wasn't
preinstalled with any tablet so was never in create & destroy nor in any
other unit test. This was just an easy solution I had, but PDAs should
get more in-depth unit tests in the future for running apps n stuff- I
just wanted to make sure no other apps were broken/harddeling.
## Why It's Good For The Game
Currently when a PDA dies, its only use is to reply to PDA messages sent
to you, since you can still reply to them. Instead of just fixing it and
telling players to cope, I thought it would be nice to allow PDA
Messenger to still work, as it is a vital app.
You can call it some emergency power mode or whatever, I don't really
mind the reason behind why it is this way.
When I made cells used more on PDAs, my main goal was to encourage
upgrading your PDA and/or limiting how many apps you use at once, I did
not want this to hit on players who use it as a form of interaction.
This is the best of both worlds, I think.
The rest of the changes is just for modularity, if some downstream wants
to add tablets, phone computers, or whatever the hell else, they can
still get just as far as PDAs should be able to get to, hopefully.
## Changelog
🆑
add: PDAs with a dead power cell are now limited to using their
Messenger app.
fix: Microwaves now stop charging PDAs if the cell was removed
mid-charge.
fix: Microwaves can now charge laptops.
fix: PDA Flashlights can't be turned on while the PDA is dead.
fix: You can now hold a laptop up to a camera (if it has a notekeeper
app installed) like PDAs already could.
/🆑
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
this pr refacotrs cleanbots into basic bots. also adds a new skillchip
for janitrs. this skillchip will allow janitors to communicate with
cleanbots and order them around, like pointing at something and telling
them to clean it. also now the cleanbot has an inbuilt mop which it will
use to smack mice and cockroaches
## Why It's Good For The Game
refactors cleanbots into basic bots and fixes them getting stuck
sometimes while patrolling. also janitors being able to order them
around can make them a bit more useful as tools for the janitor
## Changelog
🆑
refactor: cleanbots are refactored into basic bots. please report all
bugs
fix: fixes cleanbots getting stuck sometimes while patrolling
add: janitors get a new skillchip which allow them to communicate with
cleanbots
/🆑
<!-- 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
Renames
- `/mob/proc/notify_ghost_cloning` to `/mob/proc/notify_revival`
- `/mob/dead/observer/proc/notify_cloning` to
`/mob/dead/observer/proc/send_revival_notification`
- `/atom/movable/screen/alert/notify_cloning` to
`/atom/movable/screen/alert/revival`.
I could have found a way to merge both procs together but default
parameters keep me up at night.
<!-- 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
Conciseness, code that is named after a removed feature is silly.
<!-- 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. -->
nothing playerfacing
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
## About The Pull Request
I deleted the documentation file of ModPCs because it was barebones and
had no new information to give that autodoc couldn't. Just to make sure
this isn't a net-negative, I improved on much of the autodoc and
comments in general around ModPC code to help people understand easier
what's going on around it.
I also renamed vars that were too easily confused with other var names,
and reworked the ntnet downloader a little;
- it now has a search bar
- it now has more sections to scroll through, hopefully making it more
accurate and easy to find what you need.
- also organized the apps that were previously shoved in 'other'.
- i also upgraded it to a .tsx because why not
video demonstration
https://github.com/tgstation/tgstation/assets/53777086/cbba4c1c-b8a8-4ba4-8628-aea8389999fc
## Why It's Good For The Game
Adds in a lot of comments that were previously missing, clears up some
sources of confusion within ModPC code, and improves NTNet Downloader,
something I've procrastinated on doing for a very long time now.
## Changelog
🆑
qol: NTNet Downloader now has a search bar, and programs are now better
sorted.
/🆑
## About The Pull Request
I made this to help me move more towards my goals [laid out
here](https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA) which currently doesn't
have much interest.
This makes the Destructive Analyzer use a little neat TGUI menu instead
of its old HTML one. I also touch a lot of science stuff and a little
experimentor stuff, so let me explain a bit:
Old iterations of Science had different items that you can use to boost
nodes through deconstruction. This has been removed, and its only
feature is the auto-unlocking of nodes (that is; making them visible to
the R&D console). I thought that instead of keeping this deprecated code
around, I would rework it a little to make it clear what we actually use
it for (unhiding nodes).
All vars and procs that mentioned this have been renamed or reworked to
make more sense now.
Experimentor stuff shares a lot with the destructive analyzer, so I had
to mess with that a bit to keep its decayed corpse of deprecated code,
functional.
I also added context tips to the destructive analyzer, and added the
ability to AltClick to remove the inserted item. Removing items now also
plays a little sound because it was kinda lame.
Also, balloon alerts.
## Why It's Good For The Game
Moves a shitty machine to TGUI so it is slightly less shitty, now it's
more direct and compact with more player-feedback.
Helps me with a personal project and yea
### Video demonstration
I show off connecting the machine to R&D Servers, but I haven't changed
the behavior of that and the roundstart analyzers are connected to
servers by default.
https://github.com/tgstation/tgstation/assets/53777086/65295600-4fae-42d1-9bae-eccefe337a2b
## Changelog
🆑
refactor: Destructive Analyzers now have a TGUI menu.
/🆑
## About The Pull Request
Currently, every time you open/close a program, that activity is logged
for the RD to see. This includes Nukies opening their disk tracking app.
Now, emagged PDAs will no longer log activities to Wirecarp, but I did
replace it with a log when the PDA is first emagged.
Basically, nukies are undetected, but Traitors can still be figured out.
## Why It's Good For The Game
Closes https://github.com/tgstation/tgstation/issues/77201
I thought this would be better as it makes more sense to stop logging
when you're emagged, but as you are being emagged it will report the
modification instead.
## Changelog
🆑
fix: PDAs now log that they've been emagged, but will no longer log any
further programs they open beyond that. This means Nukies don't sell
themselves out by opening their disk tracking app.
/🆑
## About The Pull Request
- replaces the ntnet_relays global list with ``get_machines_by_type``
- renames ``transfer_access`` var on PDA to ``download_access`` &
``required_access`` to ``run_access`` to better describe what they do,
because on more than one ocassion I've confused myself with the two
terms and ended up doing something unintentional (see:
https://github.com/tgstation/tgstation/pull/74269)
## Why It's Good For The Game
Kills a useless global list and makes pda code a little less confusing.
## Changelog
Nothing player-facing.
## About The Pull Request
Makes it so that notepad can be used on consoles and laptops
## Why It's Good For The Game
Now everyone have more places to write important information. Also
someone who doesn't have PDA (ghost-role for example) will be able to
use laptop's notepad.
## Proof of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
qol: Make notepad available for everyone, who has only laptop or
console.
/🆑
## About The Pull Request
Mafia should now start without the need of admin intervention.
I made a unit test that should always have a PDA and a ghost spawning in
a game of Mafia and having it run through basic setup to confirm they
both successfully sign up and the game starts.
I had to change a lot of things in order to get this working, such as
giving unique ckeys to mock clients, fixing harddels in Mafia, and
plenty of minor fixes. This is the first time any of this code is put in
CI, so a lot of uncaught errors are now showing their faces.
Because loading maps mid-round runtimes due to smoothing, I have mafia
their own unit test-only map that doesn't use smoothing.
I also split the mafia ui code into its own file, and moved a single
helper that was sitting around in mafia's file into a helpers file.
I also added some comments to explain why certain things are the way
they are, because I wrote some undocumented code previously and forgot a
few things, leading to self-inflicted wasted time.
## Why It's Good For The Game
^
## Changelog
🆑
fix: Mafia games can now start properly.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Fixes#68825Fixes#72249Fixes#70184
Converts maintenance drones to use the basic mob framework. As drones
don't use AI, this was mostly a perfunctory conversion, but I took the
opportunity to clean up drone code a bit and fixed a few bugs.
Noteworthy changes:
- Drones now have a `can_unhack` field. This is set to FALSE on
syndrones, because unhacking them doesn't make them stop being evil but
does cause some weirdness. Syndrones are unused right now, but you never
know.
- Drones use the Dextrous component for hand-having.
- Drones no longer have an internal ID card, instead being given
all-access with the `simple_access` component.
- Picking up drones now works the same as for other mobs, instead of
pointlessly copying the code into `attack_hand`. As a consequence, it is
now possible to punch drones if you want to for some reason.
- Drones can now reboot/cannibalize dead drones without being in combat
mode.
- Cannibalizing a drone that contains a client no longer runtimes - the
client is ghosted ahead of time.
- Drones now have TRAIT_ADVANCEDTOOLUSER, allowing them to properly
interact with machines.
- Trying to screwdriver a dead drone now gives a balloon alert about why
you can't do that.
In addition to these changes, I cleaned up the code quite a bit,
organizing things better and placing more useful comments throughout.
And removing a hell of a lot of single-letter variable names.
I will note that this PR does _not_ address #72129. The issue there is
that sprites for drones-as-hats are entirely nonexistent, and I'm not a
spriter. It shouldn't be too hard to fix if someone makes dronehat
sprites, though!
## Why It's Good For The Game
Kills 8 more simple animals.
In addition to that, drones were clearly a bit neglected, so this fixes
them up a bit and makes the code a little bit clearer. Maybe not that
much clearer, but it's something. It certainly leaves them in a better
place for further work if anyone wants to do that. Plus, a bunch of bugs
and other jankiness are fixed now, which is nice.
## Changelog
🆑
refactor: Maintenance Drones now use the basic mob framework. This
shouldn't come with any noticeable gameplay changes, but please report
any bugs.
fix: Drones can now interact normally with electrified doors.
fix: Drones' built-in tools can no longer be placed in storage objects
and/or thrown on the floor.
fix: Drones can now perform right-click interactions correctly, such as
deconstructing reinforced windows.
fix: Drones can now reboot or cannibalize other drones without being in
combat mode.
/🆑
## About The Pull Request
See title.
If someone was abusing signalers previously to cause server lag, going
into list signalers would actually cause even worse lag as byond sat
there and processed thousands of items into a string over and over,
which would cause string format operations on longer and longer strings,
resulting in more and more overhead. This is bad.
So instead there is now a limit to the size of the list, currently I
have that set to 500 although I am open to increasing and even reducing
the number.
I have also made signalers slightly more intuitive by having the
cooldown actually displayed in the ui as a tooltip instead of just being
a secret feature you didnt know about unless you code dived. Also made
the cooldown actually respected by things such as circuitry where it
didnt even implement the cooldown and would happily send as many signals
as you had items connected to your proximity circuit.
## Why It's Good For The Game
Admins won't accidentally kill the server by trying to parse a lag
machines signal list. Players lagging the server? No, how about the
admins trying to fix it!
## Changelog
🆑
qol: signalers now tell you their cooldown and also use balloon alerts
/🆑
## About The Pull Request
Mafia is now friggin playable from the PDA, I also changed other stuff
too
- You can't use abilities on dead people if you're not supposed to (cant
kill the same person over and over)
- Changelings cant kill other Changelings
- Changelings can now only talk to eachother at night, rather than using
:j
- Everyone starts spawned in the center of the map, since people playing
on PDA can't move their characters. This is so everyone can hear PDA
users in person, as I don't want the chat log to be mandatory.
To do this, all messages you are meant to be able to see, is now logged
for you to see in your Mafia panel. This essentially means that people
playing through the PDA get a downgraded version of it, but I don't know
how much larger I want this UI to be.
Playing Mafia through the PDA will not tell you of other players ahead
of time when signing up (as it shows ckeys + pdas), but they can see the
names in-game. Unfortunately this means we'll have to remove your
customization coming with you, to prevent using it to tell who is dead
in round.
Things I am missing
- Program overlays on PDA/Laptop/Computer
- Icon for the app's header while a game is active
I'm not a spriter and can't make either of these
This is the new UI

I also fixed alert calls for PDAs and stuff

and removed the X at the top on computers since they had no battery

Looks a little better now hopefully 👍
## Why It's Good For The Game
- The current Arcade app sucks, and is a solo game. This is much more
entertaining and you can talk to others in it, which is swag as fuck.
- There's a larger potential playerbase for the Minigame making it more
likely to be played.
- Sets groundwork for a better version of
https://github.com/tgstation/tgstation/pull/75879
- Adds more suspense and teamwork in the minigame.
## Changelog
🆑 JohnFulpWillard, sprites by CoiledLamb
add: You can now play Mafia on your PDA.
balance: Mafia changelings can now only talk to eachother during the
night.
fix: Mafia abilities can't be repeatedly used on people.
/🆑