This unit test detects all turfs & other movables that aren't in a lit
area (ie area/space/nearspace) on station zlevels
The grep detects movables placed on shuttles that do not have the
correct area assigned, which caused those atoms to break off of the
shuttle & literally get launched into random parts of space (usually on
station z-levels; the only reason I found this issue was cause the unit
test was detecting random shit ending up on station maps lol)
Minor fix for the mapload_space_verification unit test - it was falsely
detecting turfs that shuttle grids (that were template_noop) were parked
ontop of, which aren't effected by the shuttle in any way. This allowed
the following fix
Fixed a number of shuttles having atoms in /area/template_noop areas.
Atoms in these areas are treated as not actually part of the shuttle
itself & were launched off into random space tiles across all z-levels
via dump_in_space(). Corrected those grids to have the correct area, and
as such, shuttles now stay together properly.
🆑 ShizCalev
fix: Fixed a number of shuttles having parts (such as lattices)
completely disappearing.
fix: Fixed the ceilings above shuttles on station maps being
full-bright.
fix: Fixed lattices sometimes appearing at random locations in space on
station maps.
fix: Cleaned up a number of accidentally placed objects in space across
all station maps.
fix: Fixed a false positive with the mapload_space_verification unit
test failing on turfs that weren't actually part of shuttles.
code: Added a unit test that automatically finds all base space turfs
with objects on them, as well as non-space turfs that are set to space
areas (meaning that these squares weren't lit properly.)
/🆑
Shuttle Ceiling Fix:
Before

Fixed

Shuttle Fix:
Before

Fixed (look at the lattices in the middle. the stuff in the shuttle are
randomized / not part of this)

## About The Pull Request
Fixes#84340
It hooked pre-attack for tool usage, which is deprecated.
## Changelog
🆑 Melbert
fix: Fixed cyborg omnitools being unusable on some things
/🆑
## About The Pull Request
Fixes#84301
Right here,
d1051ec8a8/code/datums/proximity_monitor/field.dm (L129-L132)
We get the inner turfs and then use them to find the outer turfs
But
We subtract the inner turfs from the outer turfs instead of subtracting
the outer turfs from the inner turfs...
(also adds a unit test and updates the field debugger for better field
debugging)
## Changelog
🆑 Melbert
fix: Fix timestop being 1 tile too small again, and fixes a lot of other
field effects from being 1-small as well
/🆑
## About The Pull Request
After being put in stamcrit, future incoming stamina damage has
"diminishing returns" applied*.
The formula looks like `ceil(sqrt(amount of stamina damage) / 2) - times
you have taken stamina damage in stamcrit`.
This means eventually stamina based damage will do less than zero
damage, and thus, not contribute to keeping stamcrit active.
Very, very low amounts of stamina damage (such as from chems) contribute
to DR 1/20th the amount.
*_Note, this is not real diminishing returns because making it real
diminishing returns would be pointless, you are capped to 120 stamina
damage so 99.99% of the time you take stam damage while in stam crit
you're already capped. This is just faking the effect._
In its current stat this means that a stun baton will stop being able to
keep someone in stamcrit after the 5th hit, and a stock disabler will
stop being able to keep someone in stamcrit after the 4th hit.
## Why It's Good For The Game
Mostly just an experiment. I don't imagine it will shake up much about
the baton situation in its current state.
There's also no grace period after getting UP - so like you can just be
stamcritted right after anyways. Maybe there should be one? Food for
thought.
And yes of course you can just space out your hits, you're not clever
for thinking about that
## Changelog
🆑 Melbert
balance: Taking stamina damage in stamcrit has diminishing returns
associated, meaning you cannot be infinitely stamcrit.
/🆑
## About The Pull Request
Ok so like, we recently had an issue where a genturf was not being
replaced, which fucked ALL of icemoon's atmosphere.
The fix was to not use a genturf with a conditionally generating area,
but that aside. (why is it CONDITIONAL TIME GREEEEEN)
Planetary turfs should act like immutable ones when roundstart
equalizing.
In addition, we should test to ensure none leaves genturfs floating
around post roundstart to avoid this sorta issue.
---------
Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
## About The Pull Request
So, thanks to the map not being loaded yet when jobs are initialized,
the logs are needlessly spammed by a check that can never pass.

Also adds some possible locations to engineering and science
As such, I just moved all this logging stuff and screaming at
mappers/coders into a unit test. I honestly only have very vague
understanding of how these work so someone with more knowledge please
check if I did everything right.
## About The Pull Request
Jacq has come up with the suggestion of adding a unit test to the
blackmarket. I agreed ~~and I think I deserve the NO GBP label because
both of these missing items are actually my fault~~.
## Why It's Good For The Game
Let's avoid issues like this in the future.
## Changelog
🆑
fix: Added the missing bulwark MOD module and the jawed fishing hook to
the black market.
/🆑
## About The Pull Request
- Deletes `ATTACK_QDELETED`
- May have been necessary in the past but it's pointless now. All it
does is clutter the attack chain. Perish.
- Fixes welders not using fuel on attacking non-mobs
- #65762 "fixed" welders consuming fuel on clicking turfs by adding an
`isliving` check and not an `ismovable` check?
## Changelog
🆑 Melbert
fix: Blobs may rejoice, welding torches now consume fuel when attacking
objects again after two years.
/🆑
## About The Pull Request
Fixes#81052Fixes#58008
Setting weight class of items is now done via `update_weight_class`.
I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.
This is done to allow datums to react to an item having its weight class
changed.
Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.
## Changelog
🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑
## About The Pull Request
- https://github.com/DaedalusDock/daedalusdock/pull/892
Currently, TG's movement chain is not canonical, meaning movement can
resolve in an order that doesn't actually represent what it going on.
For example, if something inside of an Entered() call would move the
currently moving object, it resolves in this order:
1. Original Move
2. Intercepted Move
3. Intercepted Moved
4. Original Moved
This makes Moved() unreliable at tracking things like spatial grid
locations. This is a massive problem.
This PR introduces `active_movement`, a list containing arguments for
`Moved()`. At the start of `Move()` and `doMove()`, if the list is
present, it will call Moved(), concluding the original movement, before
proceeding. The original `Move()` call will not end in `Moved()`, due to
`active_movement` being null.
This is touching some of the most important code in the game and needs
extensive testing.
## About The Pull Request
I borked carg with my black market refactor, and nobody really noticed
because we don't have a unit test to detect the issue. This PR is aimed
to fix#81987 and prevent similar accidents in the future.
## Why It's Good For The Game
See above.
## Changelog
🆑
fix: FIXED CARGO EXPORTS!
/🆑
# Disclaimer: No Goon code was referenced or used in the making of this
PR
## About The Pull Request
[Design Document (Read this for more
information)](https://hackmd.io/@L9JPMsZhRO2wI25rNI6GYg/rkYKM9Yc6)
This PR adds Spies as a new roundstart antagonist type, inspired by
Spy-Thiefs from Goonstation.
Spies are tasked with stealing various objects around the station, from
insulated gloves to the black box, from the clown's left leg to the
bridge's communications console.
For every item stolen, the Spy is rewarded with a random item from the
Syndicate Uplink, plus some items uniquely available to the Spy. Stolen
items are then shipped off and sold on the Black Market Uplink, allowing
the crew - or maybe some other evil-doers - to get their hands on them.

More ideas for theft items and bounties are welcome.
## Why It's Good For The Game
See the design document for more information.
In short: Adds a solo antagonist which has less impact than your
Traitors and Heretics, but more impact than Paradox Clones and Thieves.
In other words: On the same tier as old traitors.
Seeks to embrace the sandbox aspect of antagonists more by having no
precise greentext objective, and instead some suggestions for chaos you
can embark in. Have fun with it!
## Changelog
🆑 Melbert
add: Spies may now roam the halls of Space Station 13. Watch your
belongings closely.
/🆑
<!-- 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. -->
closes#53931, #70916, #53931
## About The Pull Request
Organs were previously stored in nullspace. Now they are stored in their
prospective bodyparts. Bodyparts are now stored in the mob.
I've also had to refactor a lot of code concerning organ movement.
Previously, organs were only moved into bodyparts once the bodyparts
were removed. To accomodate this change, two major distinctions have
been made:
**Bodypart removal/insertion**
Called only when an organ is taken out of a bodypart. Bodypart overlays,
damage modifiers or other changes that should affect a bodypart itself
goes here.
**Mob insertion/removal**
Called when an organ is removed from a mob. This can either be directly,
by taking the organ out of a mob, or by removing the bodypart that
contains the organ. This lets you add and remove organ effects safely
without having to worry about the bodypart.
Now that we controle the movement of bodyparts and organs, we can fuck
around with them more. Summoning someones head or chest or heart will
actually kill them now (and quite violently I must say (chest summoning
gibs lol)).
https://github.com/tgstation/tgstation/assets/7501474/5efc9dd3-cfd5-4ce4-b70f-d0d74894626e
I´ve also added a unit test that violently tears apart and reconstructs
a person in different ways to see if they get put toghether the right
way
This will definitely need a testmerge. I've done a lot of testing to
make sure interactions work, but more niche stuff or my own incompetence
can always slip through.
## Why It's Good For The Game
<!-- 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. -->
A lot of organ work is quite restricted. You can't C4 someones heart,
you cant summon their organs and a lot of exceptions have to be made to
keep organs in nullspace. This lets organs (and bodyparts) play more
nicely with the rest of the game. This also makes it a lot easier to
move away from extorgans since a lot of their unique movement code has
been removed and or generalized.
I don't like making PRs of this size (I'm so sorry reviewers), but I was
in a unique position to replace the entire system in a way I couldn't
have done conveniently in multiple PRs
## 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. -->
🆑
refactor: Your organs are now inside your body. Please report any issues
with bodypart and organ movement, including exotic organ, on github and
scream at me
fix: Cases of unexpected organ movement, such as teleporting bodyparts
and organs with spells, now invokes a proper reaction (usually violent
death)
runtime: Fixes HARS runtiming on activation/deactivation
fix: Fixes lag when species swapping
/🆑
<!-- 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
What it says on the tin. Tails would keep wagging after the mob died. It
would also not update the sprite if the `stop_after` option was used, so
I fixed that too. Not a commonly seen thing except downstream, but
nevertheless!
edit: I also noticed some improperly ordered parameters and fixed those.
Did you know that the way it was set up, tails would actually _start
wagging_ after they got `Remove()`d? It wouldn't do anything because
they're no longer on the mob, but still...
unsettling
## Why It's Good For The Game
Removes the super cursed tails.
## Changelog
🆑
fix: tails will no longer keep wagging even in death
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
## 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
- Deletes `spec_unarmedattack`
- Deletes `spec_unarmedattacked`
- Replaces `COMSIG_HUMAN_EARLY_UNARMED_ATTACK` with
`COMSIG_LIVING_EARLY_UNARMED_ATTACK`
- Replaces uses of `COMSIG_HUMAN_MELEE_UNARMED_ATTACK` with
`COMSIG_LIVING_EARLY_UNARMED_ATTACK`
- Fixes(?)(I've never seen this work) / Elementizes Monkey ability to
bite while handcuffed
- Monkey clever `attack paw` / `attack hand` thing is now handled the
same on the human level (via `resolve_unarmed_attack`)
## Why It's Good For The Game
Atomized from swing branch. I was really annoyed with these two signals,
this kinda unifies the behavior between living and human mobs (they were
already quite similar).
One thing of note is that this will make dis-coordinated humans use
`attack_paw` rather than `attack_hand`, so they'll bite people instead
of punching them. I'm not sure if this is what we want, if we wanna
tweak that before then I can by all means.
## Changelog
🆑 Melbert
refactor: Refactored unarmed attacking mechanisms, this means
dis-coordinated humans will now bite people like monkeys (like how
coordinated monkeys punch people like humans?)
refactor: Dis-coordinated humans smashing up machines now use their
hands, rather than their paws
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
The next round of small changes to how bitrunning works - mostly from
feedback, bug reports etc.
- The loot crate delivery spot is now a buildable machine (the
byteforge), making it replaceable in the event of a disaster
- Same for netpods and quantum consoles. These boards are now
researchable and buildable.
- New icons for the byteforge and the health monitor
- Some bug fixes around despawning avatars
- Reimplements one of the bitrunning unit tests
<details>
<summary>Pictures ⬇️</summary>
Host monitor

Byteforge

Spawning a crate

</details>
## Why It's Good For The Game
Bitrunning bug fixes and personal requests
Fixes#78571
Fixes an issue reported in discord - players stuck as gondola spawn
## Changelog
🆑
fix: Added extra checks to bitrunning domain cleanup so avatars are
deleted properly.
add: Quantum servers now look for a new machine called a byteforge to
spawn loot on- no longer on an invisible landmark. This should make the
rooms rebuildable after disasters.
add: *Most* bitrunning machinery is now researchable and buildable via
circuits in the engineering protolathe.
/🆑
## About The Pull Request
Fixes#68614
Converts the Flesh Worm (Armsy) into a Basic Mob.
Most of its behaviour has been moved into a component which we can use
to make arbitrary mobs into linked lists of mobs.
To accomplish this I added a signal which is sent when you call any
`adjustXLoss` proc, let me know if my implementation is "calling the
same signal from several places" by a backdoor, I wanted to avoid
registering to 6 signals but I'll change it if I must.
While I was here I killed the unused "lesser" variant because we stopped
using it. Resultingly, Ascended Armsy doesn't need to distinguish itself
by inflating the sprite, so it doesn't. This means that now flesh worms
are using their sprites as intended to be displayed, but if people
really miss all of its segments being poorly scaled by the byond engine
then I guess I can restore it.
## Why It's Good For The Game

## Changelog
🆑
refactor: Flesh Worms are now basic mobs. Please report any unexpected
behaviour.
sprite: Flesh Worms are a little bit slimmer.
/🆑
## About The Pull Request
- Reworks transformation sting.
- Transformation sting is now temporary, lasting 8 minutes (number not
final) in humans.
- If used on a monkey, it lasts forever instead.
- While the target mob is dead or in stasis, the duration will not
progress, making it functionally infinite until revived and taken off
stasis, where it will resume its timer where it left off.
- Chemical cost reduced to 33
- DNA cost reduced to 2
- Removes TRAIT_NO_TRANSFORMATION_STING, instead just checks for
TRAIT_NO_DNA_COPY
- These were essentially the same traits, so I just combined the two
- Organizes some trait lists alphabetically
- Adds TRAIT_STASIS, to allow for reacting to mobs entering and exiting
stasis via COMSIGS
- Everything that checks IS_IN_STASIS now checks HAS_TRAIT TRAIT_STASIS,
which is probably more performant, so that's a bonus.
## Why It's Good For The Game
A lot of people don't like the current iteration of Transformation
Sting, me included
Right now it's only use is for a meme - you make the entire station into
felinids until you get lynched, and that's it.
It's not really a healthy ability for ling's current kit, so this pr
attempts to soft rework it to make it a bit more in line with how ling
should be acting - turning it into a source of short term confusion
between people, or using it on a body to cover your tracks.
This accomplish it two fold - One, it is now cheap enough to use twice
in rapid succession, allowing for quick on-the-spot "BE CONFUSED"
situations while you abscond. Two, as mentioned in the last paragraph,
you can poke a body of someone you murder to obfuscate the crime scene
and maybe help out in taking over someone's identity.
## Changelog
🆑 Melbert
balance: Transformation sting now lasts 8 minutes, down from permanent.
However, the effect is paused for dead and stasis mobs, making it
permanent SO LONG AS they stay dead or in stasis. The effect is also
permanent if used on a monkey.
balance: Transformation sting now costs 33 chemicals, down from 50.
balance: Transformation sting now costs 2 dna points, down from 3.
fix: Transformation sting works on monkeys again.
refactor: Refactored a bit of human randomization.
/🆑
## About The Pull Request
Removes the fraction of unit tests I thought would be safe.
Not thrilled that I have to exclude ALL unit tests now, but hey.
The issue is that atmos attempts to process on a turf which hasn't
initialized yet.
## Why It's Good For The Game
Other PRs can pass checks now
## Changelog
N/A
<!-- 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
small tweaks for bitrunning
- ability disks grant a huge power spike which should let me balance
megafauna health more closely to the real thing
- added a check for bit avatars to skip dynamic midround checks
- more info for netpods mostly
<!-- 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
fixes#78513fixes#78575
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: Netpods and quantum servers now have more examination info
fix: You no longer lose antag status if you receive it in the vdom.
fix: Beach bar shouldn't have visible atmos piping anymore.
fix: Adds more lighting to the vaporwave vdom level.
balance: Buffed vdom megafauna health to compensate for new ability
disks.
/🆑
<!-- 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
- If a changeling's decoy brain is placed in an MMI, they will now be
prompted to speak through it.
- They can speak through the decoy even if incapacitated or dead (or
fake-dead).
https://github.com/tgstation/tgstation/assets/51863163/804bd48a-c4b8-4feb-b021-019ea70e4b8e
## Why It's Good For The Game
The oft-controversial ling MMI test has been brought up time and time
again so I figure I throw my cards in for a solution.
We want as few ways as possible for people to hard and fast discover
whether someone is an antag, especially changling which is supposed to
revel in paranoia. This soft-patches out a big way, the MMI test, in
which you place a ling's brain in an MMI to determine if it's vestigial
and therefore, a ling.
Now the ling player can provide some benefit of the doubt by speaking
through the brain as normal, appearing active while actually in their
body still.
## Changelog
🆑 Melbert
add: Changelings can now speak through their decoy brain if it is placed
in an MMI, to maintain the illusion they are actually dead and have been
debrained.
/🆑
I went through the code and tried to find all of the remaining places we
forgot to update the arguments passed into `item/food/Initialize` after
more arguments were added to it, because there were a couple and they
caused things to stop working.
Most notably, golems were unable to eat anything because nothing would
correctly spawn "golem food".
_Additionally_ we were using a bunch of named arguments in new whenever
crafting or cooking food. This runtimed, causing the food not to init
properly.
_On top of that_ a late code review on a recent PR processed a list into
a string_assoc_list twice causing it to become null.
Finally, we were trying to check the food preferences of examining
ghosts or dogs or other non-human mobs. We shouldn't do that.
I also added a unit test for moth and golem food in the hopes that we'll
notice them breaking.
@LemonInTheDark wanted this to be able to hunt down the progress bar
hard dels.
Code is here:
https://gist.github.com/Mothblocks/06b415afd75672fb03637804435350d2
Intended to be reverted once we figure out the issue, or if we realize
it's not related. This library is not stable.
## About The Pull Request
What it says on the tin. First time ever making a unit test, so
critiques and feedback are very much appreciated.
If anyone thinks of other relevant edge cases, please do bring them up.
## Why It's Good For The Game
Requested in #77613 (71fe46511a), as the
fact it broke again is a regression. Will fail until that PR is merged,
as you might expect.
Closes#77631
## About The Pull Request
Hey there,
Ticked File Enforcement simply wasn't catching files that were missed.
That's a bit stupid, so I decided to look into what the issue might be,
and whoopsie daisies I did double periods back in #76592
(020ac24053).

I also added some debug info and some more checks to prevent such a
break from happening again on runtime of this script. I thought it was a
weird string concatenation issue (and not the simple break I thought it
was), so I rewrote how it adds `glob`s. I think it's cleaner so I'll
keep it anyhow
This PR also corrects the oversight of the missing unit test (introduced
in #77218 (69827604c4)) by reticking it in
the `_unit_tests.dm` file, and also makes it compile because it didn't
do that.
I also then had to do some more work to get the unit test to work.
* Genericizes the Create-and-Destroy "ignore" list to be a static list
on `/datum/unit_test` to allow it to be shared between these types of
tests that we need to test.
* Adds that list to C&D and the broken unit test regarding fantasy
bonuses
* Fixes some actually broken that the unit test was made to catch (beam
rifles, butterdogs and other slippery items, random ingredient boxes).
* Adds cases for things that the unit test and overall framework really
shouldn't be altering anyways (mythril), and was likely causing
inappropriate stack traces on master
## Why It's Good For The Game
Unit Tests WORK. Tools WORK.

## Changelog
🆑
fix: Beam rifles will no longer inappropriately retain any bonuses they
may gain from wizardry.
fix: Inappropriate stack traces over bonuses being applied to components
that gain bonuses innately (like Mythril stacks) should cease.
/🆑
## About The Pull Request
Hey there,
I've personally fallen for this stupid thing twice (in #77503 and #75627
(d3575161ca)), so I decided to spend a few
hours to crack out a unit test to ensure that I (and no one else) falls
for this stupid thing again.
Let me know if there's a smarter way to code something like this, but I
couldn't figure out a better way to accomodate the current framework and
be as agnostic to certain oddities as possible.
## Why It's Good For The Game
Catches stuff like this:
```txt
[2023-08-11 21:10:04.019] FAILURE #1: The mob Garden Gnome does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
- FAILURE #2: The mob the morph does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
- FAILURE #3: The mob the guard spiderling (946) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
- FAILURE #4: The mob the ambush spiderling (255) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
- FAILURE #5: The mob the scout spiderling (375) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
- FAILURE #6: The mob the flesh spiderling (337) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
- FAILURE #7: The mob the hunter spiderling (869) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
- FAILURE #8: The mob the nurse spiderling (629) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
- FAILURE #9: The mob the tangle spiderling (19) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
- FAILURE #10: The mob the broodmother spiderling (855) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
- FAILURE #11: The mob the viper spiderling (519) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
- FAILURE #12: The mob the tarantula spiderling (963) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
- FAILURE #13: The mob the spiderling (100) does not have ANY instances of TRAIT_SUBTREE_REQUIRED_ELEMENT, but has a planning subtree (/datum/ai_planning_subtree/target_retaliate/to_flee) that requires it! at code/modules/unit_tests/ensure_subtree_element.dm:45
```
(ignore the part about gnomes and morphs, this was an earlier version of
the unit test. everything else was relevant and is fixed)
## Changelog
🆑
fix: Growing spiders will now retaliate against you like they were
always meant to.
/🆑
## About The Pull Request
I'm adding a unit test for the sanity of client colours, ancient datums
which I had refactored a long time ago. This also affects the
`color_to_full_rgba_matrix()` proc, which I had also worked on.
## Why It's Good For The Game
Ever since that aforementioned years old refactor, there have always
been a few issues with client colours.
The most annoying one being the monochromacy client color lingering even
after the blindness status effect is ok.
It's unlikely this will fix that. However, this should clear a few other
runtimes with the feature.
## Changelog
N/A.
## About The Pull Request
Phased mobs are not turfs so the new check failed.
Fixes this and adds a unit test for it.
Also makes shadow walk VV-able to any level of lightness.
## Changelog
🆑 Melbert
fix: Fixes Shadow Walk
/🆑
## About The Pull Request
- Abductor Baton Recall now starts linked to the Abductor's Baton
- Did some misc. spell changed to the abductor baton recall to make it
less spell-like
- Fixes Instant Summon's name not changing to "Recall whatever item"
when an item is marked
- Instant Summons now displays the item marked on the button
## Why It's Good For The Game
Having to mark the abductor baton is bad UX, when making it start marked
is pretty trivial.
Also this just helps it be a lot more obvious what is linked to what if
you end up having more than one instant summons known.
## Changelog
🆑 Melbert
qol: Abductor Baton Recall now starts linked to their baton, and you can
no longer unlink your baton
qol: Instant Summons now shows what item is marked over the icon
fix: Fixes Instant Summon's name not updating when marking an item
/🆑
## About The Pull Request
https://github.com/tgstation/tgstation/pull/66573#discussion_r861157216
`status_effect/proc/tick(seconds_per_tick)` is wildly misleading and I
feel like I should address it
For a majority of status effects, they process on fast processing but do
not tick every fastprocessing tick
This means that using `seconds_per_tick` here is not giving you the
seconds between status effect ticks, it's giving you seconds between
processing ticks (`0.2`)
This is how it's misleading - If you have a tick interval of `1
SECONDS`, you'd think `seconds_per_tick` is, well, one. But it's
actually one-fifth. So all of your effects are now 80% weaker.
I have replaced the use of `seconds_per_tick` in tick with
`seconds_between_ticks`.
This number is, quite simply, the initial tick interval of the status
effect divided by ten.
An effect with the tick interval of `1 SECONDS` has a
`seconds_between_ticks` of 1.
As a consequence, some things which were inadvertently made weaker, such
as fire and some heretic things (at a glance), are now a little
stronger.
## Why It's Good For The Game
See above. Makes it more clear what you're doing when working with
effects.
## Changelog
🆑 Melbert
code: Updated some status effect tick code to be more clear of how long
is elapsing between ticks. Some effects that were inadvertently weakened
are now stronger as a result (fire and some heretic effects).
/🆑
## About The Pull Request
Tries to keep pAIs in range of their owner by moving them closer when
the owner moves, rather than jarringly teleporting every time the owner
gets out of range. Does this by calculating the closest path a nearby
tile and forcefully moving you there. Still a bit janky at times but is
better than teleporting directly onto the owner 100% of the time I feel.
Also prevents you from moving out of range, rather than forcefully
teleporting you back.
Increases the default pAI range to the maximum (9 tiles)
## Why It's Good For The Game
New leashing makes being a leashed pAI significantly less jarring and
obvious. Ideally we would also have a visible max range too.
Default pAI range was pretty small in my testing and I think it's not
unreasonable to think a lot of people won't bother changing it. That
they are leashed at all is the important part.
## Changelog
🆑
qol: pAIs now try to stay within range of their owner, and teleport back
only when necessary
qol: Default max pAI range has been changed to the maximum range you can
choose (9 tiles)
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Ok, so a few days ago I made an issue report about multiple instances of
identical elements being generated because of uncached lists.
ninjanomnom (the mind being the element datums) cleared it up and said
an implementation of GetIdFromArguments() that also checks the list
contents wouldn't be worth the performance cost, while adding that a
unit test should be written to check that it doesn't happen at least
during init, which should catch a good chunk of cases.
Also, i'm stopping RemoveElement() from initializing new elements
whenever a cached element is not found. Ideally, there should be a focus
only unit test for that too, but that's something we should tackle on a
different PR.
Some of the code comments may be a tad inaccurate, as much as I'd like
to blame drowsiness for it. Regardless, the unit test takes less than
0.2 seconds to complete on my potato so it's fairly lite.
## Why It's Good For The Game
This will close#76279.
## Changelog
No player-facing change to be logged.
Listing the changes, off the top of my head:
- Resprited fishing rods, hooks, and the worm bait!
- Added a new, telescopic fishing rod, that can be bought as a goodie.
The master rod is also telescopic now.
- Added a couple hooks. One that lets you move the bait up and down,
otherwise keeping it in place, and another that stops the fish from
escaping, but slowly kills it. The former from the bepis fishing tech
node, the latter frm the black market.
- Added a fishing skill and relative legendary reward: A fishing hat,
like the one that recites "women fear me, fish fear me"
- You can now stop fishing by activating the fishing rod in your hand,
and stops it from stealing all clicks on other things if it isn't in
your active hand.
- Reworked fishing traits into fish traits, which can apply to fish
after it has been caught.
- Expanded the fish breeding system. Traits may be passed down to
offsprings, and offsprings may evolve (mutate?) into different kind of
fishes if conditions when conditions are met.
- Added half a dozen new fishes, each with its own traits: lubefish,
sludgefish (and its purple variant), slimefish, unmarine bonemass and
unmarine mastodon. Also, holodeck fish, as a joke.
- New traits: lubed skin, parthenogenesis, toxic (new reagent), toxin
immunity, predator, necrophage, no mating, crossbreeder, aggressive and
revival. Converted Emulsijack's ability and Donkfish's yuckiness into
traits as well.
- Added a fish analyzer that you can scan aquariums and fishes with.
- Fish can now be blended if you really want to. The number of reagents
from blending, w_class, and the number of fillets you get from cutting
fish now scale with size and weight.
- fish feed is no longer infinite (but it should still be plenty).
- Implemented temperature requirements for aquarium fish.
- You can now buy (dead) fish from the black market for dirt cheap.
- Last but now least, toilets are now valid fishing spots.
## About The Pull Request
This PR refactors mind language holders into non-existence
As a result, `update_atom_languages` is no longer necessary
Mind-bound languages are transferred via `/mind/proc/transfer_to`
Species changing no longer deletes and re-creates the mob's language
holder, allowing them to keep any languages they have.
Species languages are sourced from `LANGUAGE_SPECIES` now, meaning they
are removed when they change species. If the mob is not a human with a
species datum, these are effectively just atom level languages.
Makes a bunch of unit tests to ensure language transfer over certain
events works as intended
## Why It's Good For The Game
Mobs with minds having two independent language holders results in a
good few bugs, and simply doesn't make sense when we have sources
(`LANGUAGE_MIND`).
Instead of tracking two language holders, we can simply use sources
better and only track one.
This means that the language holder you start with is your language
holder, period. It doesn't get deleted or re-instantiated or whatever.
## Changelog
🆑 Melbert
refactor: Refactored language holders, making species changes not delete
all of your known languages
/🆑
## About The Pull Request
For the unit test project; checks to make sure skeletons with bone
livers heal from drinking milk and get damaged from bone hurting juice.
Also adds unit tests for plasmamen (slowly) healing wounds from plasma
and hot ice, as well as getting druggy and hallucinating from gunpowder.
## Why It's Good For The Game
https://github.com/tgstation/tgstation/projects/17#card-88900874
---------
Co-authored-by: tattle <article.disaster@gmail.com>
## About The Pull Request
Ensures we don't get a repeat of #76345 (unit test that wasn't ticked in
the `_unit_tests.dm` file, fixed in
596ca8b6d4). Basically, we leverage the
code that was already being used in the DME Validator but then expand it
a bunch via using JSON Schemas that correspond to the type of scan we
want to run. Even though sorting unit tests alphabetically is a bit
different than sorting the tgstation DME, it's good to leverage the
already existing framework rather than create a copy-pasta "lesser" code
runner. This went through strenous testing on my end, so let me know if
anything seems off.
While in the area, I added some other niceties that I've found work
really well in GitHub Runners environments, as well as local testing in
case you really like doing that before you make a PR for some reason.
## Why It's Good For The Game

This is what it looks like pre-596ca8b6d4cc49cd69fc104b53b7f4973497a2e5
(this is now merged, so it will pass CI)
De-hardcodes some stuff and allows for some neater flexibility, less
cringe unit tests being coded and not being ticked in the file, etc.
etc.
## Changelog
Nothing for players to care about.
Let me know if you have a better idea than the schemas, I couldn't think
of one that could be really extensible and flexible in the same way this
is.
## About The Pull Request
See #76345 (which said:
Unit test clothing_under_armor_subtype_check is unticked in _unit_test.dm and also would fail if it was ticked
It's not included, it doesn't run
Even if it would run, it's currently doing an istype when it should be doing an ispath, so it'd fail)
## Why It's Good For The Game
This will fix#76345.
## Changelog
N/A
## About The Pull Request
At some point with the refactors to offering it was made so that
dropping the item stops the offer, unfortunately too slowing people with
high fives relied on this behavior (dropping not stopping the offer).
Restores that behavior with a bit more code tweaking.
## Why It's Good For The Game
How can I be too slow?
## Changelog
🆑 Melbert
fix: You can once again "too slow" someone with a high five
/🆑
## About The Pull Request
- Refactors the stun absorption list into a status effect
- Does a fair bit of cleanup around stun code
Weird thing involved in this.
Check out this define.
`IS_STUN_IMMUNE(source, ignore_canstun) ((source.status_flags & GODMODE)
|| (!ignore_canstun && (!(source.status_flags & CANKNOCKDOWN) ||
HAS_TRAIT(source, TRAIT_STUNIMMUNE))))`
Notice anything odd about it?
It only checks for `CANKNOCKDOWN`.
What does this mean?
Well, *every single* one of the stun procs used this macro for checking
stun immunity. Which means every method of stun checked the
`CANKNOCKDOWN`.
This means that, say you have a mob which has `CANSTUN` but not
`CANKNOCKDOWN`.
Intuitively this means that the mob cannot be knocked down, but can be
stunned.
But instead, this means the mob can't be stunned either.
This doesn't affect humans, they have all the status flags, but it does
affect some other mobs.
Alien adults (not queens) have `CANUNCONSCIOUS|CANPUSH`. Before, they
didn't have `CANKNOCKDOWN`, so they were fully immune to stuns and
sleeps. But now, they can be knocked unconscious.
However, overall it doesn't change much, as most mobs that flipped off
`CANKNOCKDOWN` flipped off the others too.
For consistency though it makes sense for these flags to work as they
imply.
- `incapacitate` didn't have a signal, now it does
## Why It's Good For The Game
More consistent, better code? I may use this in the future.
## Changelog
🆑 Melbert
refactor: Refactored Stun Absorptions (Bastard Sword, His Grace)
refactor: Refactored Stun Immunity. Note this means that some mobs
which, prior, were immune to all forms of incapacitation are now
vulnerable to some. Notably, adult non-queen xenomorphs are now
vulnerable to falling unconscious.
/🆑
We had more issues like what #76013 addressed, now they're gone.
Variable transfer amount is now explicit.
Amount is now inferred from current value, performance concern here is
minimal. Less work and mistakes when making new types.
## About The Pull Request
This PR will add new (antag) device, that will allow players to
counterfeit mails, putting (almost) anything they want and arming it, if
they liked to.
Upon activation this device will give you multiple choices like:
- Is it gonna be an envelope or a normal mail?
- Is it gonna be armed?
- Who is gonna be a recipient?
- If it is a non private mail, then what title it is gonna have?
Those devices can put any single normal sized item inside a mail, that
is gonna be activated upon opening if mail armed. Mail creator and other
ditalis will be shown to admins upon activation for admin purposes.
By activation i mean `attack_self` proc of an item.
Armed mail can be disarmed by using, BUT! Only owner can disarm it with
100% success rate. Other people will have 50% chance of fail, that will
activate a trap.
Those devices also have few more admin-only variations:
```
/obj/item/storage/mail_counterfeit_device/advanced
/obj/item/storage/mail_counterfeit_device/bluespace
```
They can put more items inside a mail.
### How to get those naughty devices?
- Those devices can be purchased in uplink. One device goes for one TC.
- QM and Cargo Technicians have special kits that costs 2 TC and have 6
devices.
And yeah, i also fixed issue with envelopes, they actually have 2 items
inside, but player were given only first one.
Proof of testing:

(minibomb was set to instant detonation before recording)
## Why It's Good For The Game
This PR will give a lot of new possibilities for traitors. Those mails
can be used not only as bombing tools, but also for contraband and other
purposes. Also those mails can be used for (b)admin stuff.
## Changelog
🆑
add: added a mail counterfeit device that can make custom (and also
armed) mails. Traitors have those devices in their uplinks.
add: added new kit for QM and Cargo Technicians that have multiple mail
counterfeit devices for neat price.
fix: fixed envelopes that were giving only their first item, even tho
they had two items insede.
image: added new icon for mail counterfeit device.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
unit tests turf icons to find... well, missing icons. honk.
fixes#75372
corrects a bunch of things messed up in #65504🆑 ShizCalev
code: Made a new unit test to find turfs with broken/missing icons!
Rejoice!
fix: Fixed a bunch of incorrect and missing turf icons.
/🆑
## About The Pull Request
Inspired by #74967 and #68459 , and the fact that Tramstation regresses
very often -
Adds a unit test, `required_map_items`, which ensures that certain
typepaths which should definitely be mapped onto every map is mapped
onto every map
It can also be used to ensure that items which should not be mapped in
multiple times are not, among other things.
I included a few examples -
- Min 1, max inf of each head of staff stamps
- Min 1, max 1 departmental order consoles
- Min 1, max inf comms console
- Min 1, max 1 Pun Pun
- Min 1, max 1 Poly
- Min 1, max 1 Ian
If, in the future, a mapper decides they (for some reason) do not want a
certain previously-required item on their map, the test can be adjusted
such that it allows excluding or something, but currently it should be
for items which require conscious thought about.
#### QA: Why not make this a linter?
I attempted to make this a linter before realizing two things
1. Someone might make a spawner which spawns the items, or they might
get placed in a locker, in any case this accounts for everything on init
2. Linters run on every map, non-station maps included
So I went with a test
## Why It's Good For The Game
#50468#61013#74967
Why is it always the CMO stamp?
## Changelog
Not necessary (unless I find a map missing something, then this will be
updated)