## About The Pull Request
Sets up moveloops to better catch issues with duplicated loops
Letting people modify the timer var AND have it track what bucket we're
in was a bad idea.
So instead let's store the queued time separate. Also makes
allowed_to_move return true/false instead of flags
This fixed? the null loop issue locally, I honestly have no damn idea
why. I'm gonna be working on the rest of ci here, left trackers so if it
pops up between now and merge I'll know what the issue is.
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
## About The Pull Request
I want to put my hands in the engine. If you don't want me touching this
I am not hurt if its closed
Added 2 early returns and removes single letter vars
## Why It's Good For The Game
Code improvement
## Changelog
N/A nothing player facing
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Basically, every time we made a new client interface, we would add it to
`GLOB.directory` (new behavior introduced in (#79348
(88bb3afcce)).
This would mean that we would pass in junk mock clients into the vote
processing feature instead of actual legitimate clients, as well as a
slew of unintended consequences elsewhere wherever we access
`GLOB.directory`.
We would create mock clients in stuff like
`randomize_human_appearance()`, which is legitimately used and called in
a slew of places where we want random humans, which allows junk to enter
in directory per the aforementioned point.
Anyways, let's just... not let's add it to the directory if we aren't
running unit tests. I also made the vote processing code a bit more
strict juuuuuuuust in case
## About The Pull Request
[Implements the backend required to make targeting datums
global](6901ead12e)
It's inconsistent with the rest of basic ai for these to have a high
degree of state, plus like, such a waste yaknow?
[Implements
GET_TARGETING_STRATEGY](d79c29134d)
Regexes used:
new.*(/datum/targetting_datum[^,(]*)\(*\)* -> GET_TARGETING_STRATEGY($1)
Renamed all instances of targetting to targeting (also targetting datum
-> targeting strategy)
I've used GET_TARGETING_STRATEGY at the source where the keys are
actually used, rather then in the listing. This works out just fine.
## Why It's Good For The Game
Not a misspelled name through the whole codebase, very slightly less
memory load for basically no downside (slight cpu cost maybe but not a
significant one.
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
## About The Pull Request
1. Removes `SSshutle.order_history`. This list is responsible for
keeping track of all orders delivered through cargo. This list however
is neither used for logging nor has an UI interface for players to
interact with, it just increases in length & memory as orders are made
and goes unused. By removing this list we can now safely delete supply
orders after cargo has shipped them thus saving memory
2. Mining orders & Material orders now delete their supply packs when
their supply orders are deleted to properly cleanup memory. These 2 are
special orders that generate their own unique supply packs that is not
part of the custom `SSshuttle.supply_packs` list so it won't cause any
issues
3. Removes `SSeconomy.export_total` & `SSeconomy.import_total`. Nobody
used these vars so no reason to keep them around.
## Changelog
🆑
code: removed order history, import & export value from cargo & economy
subsystems. Allow supply packs to be properly deleted. In general memory
savings
/🆑
## About The Pull Request
Added a user type to integrated circuits that can't be stored as a user
type but can be typecasted to entity. Useful for components that
directly ask for an input from the user, like the list pick component.
Refactored the list pick component to use this user port and to also
send failure signals whenever a success signal is not sent.
Removed the triggered port for the list pick component.
Also fixes a runtime that occurs with the list pick component if the
list passed in only contains null values.
## Why It's Good For The Game
Can't force a prompt onto people who haven't interacted with your
circuit.
## Changelog
🆑
add: Added a user type to integrated circuits
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
Pretty self explanatory, gets rid of the restriction on using paraplegic
with these quirks.
I'm going to very tentatively call this a qol, since I can't fathom this
really being much of a mechanical help for anyone. But I wouldn't
complain if people disagree
## Why It's Good For The Game
Space-born people would likely be able to function fine without legs in
little to no gravity, and both of them, lore wise, could have been
paralyzed later in life. It doesn't really make sense for them to be
exclusive.
In terms of balance, I don't believe either combination meaningfully
negates any of the downsides of the quirks. I can't really think of any
potentially abusable mechanics that this restriction is preventing.
## Changelog
🆑
balance: paraplegic is no longer exclusive with spacer or settler or
spacer. Broken legs don't discriminate!
/🆑
## About The Pull Request
Splits the large ass persistence file into a bunch of smaller subfiles.
## Why It's Good For The Game
Better organization.
## Changelog
N/A
## About The Pull Request
- As the size of the announcement proc has grown over the past few PRs,
did a pass over them for readability and consistency
- Include the arg names for coders unfamiliar with the new announcement
format
- Replaced leftover hardcoded Central Command text with the command name
proc, so all announcements reflect the command name if changed by an
admin
- Replaced hard coded emergency shuttle timer text with the actual
timeleft vars, so it's correct if the timers are changed for any reason
- Darkens the dark mode blue/red headers to be more red less pink, while
staying in accessibility standards
- Adds a lower profile grey colour for automated non-Central Command
announcements
## Changelog
🆑 LT3
code: Emergency shuttle announcements no longer use hardcoded values
code: Central Command announcements now correctly use its new name when
changed
spellcheck: Consistency pass on event announcements
/🆑
## About The Pull Request
The on_finish_callbacks list in `/datum/move_loop/has_target/jps` was
not initialized. Usually, when you add something to an uninitialized
list, it gets initialized and the item gets added to it. However, the
`CALLBACK` wrapper is around `new /datum/callback`, this fails.
This meant on_finish_callback was not a list, therefore at the end of
pathfinding, its contents could not be iterated and invoked. This PR
fixes this problem by initializing the list.
## Why It's Good For The Game
Closes#79383
Blob minions rally and punch again.
## Changelog
🆑
fix: Basic mobs using JPS can move again
/🆑
## About The Pull Request
Fixes a little whoopsie from #79495 which got rid of the ability to
filter paintings
## Why It's Good For The Game
Filtering good
## Changelog
:cl:Tattle
fix: paintings can once again be filtered
/🆑
Co-authored-by: tattle <article.disaster@gmail.com>
## About The Pull Request
We got some reports about a server lagging, the cause was determined to
be TGUI. Potato figured out it was the painting manager, and I was able
to recreate the lag by just quickly scrolling through the 1200+
paintings on Manuel via a curator console. Please don't do this btw.
## Why It's Good For The Game
Allow people to scrub through the painting gallery without lagging the
server.
## Changelog
🆑 Tattle
fix: you should now be able to scrub through the library without lagging
the server
/🆑
---------
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Modifies the security level change proc to only fire the nightshift
subsystem if the subsystem is running, and if a lighting change is
required. If a lighting change is required, nightshift has its next fire
set 7 seconds after, so announcements and sounds don't stack.
## Why It's Good For The Game
Nightshift is only updated when required, eliminating nuisance
announcements when levels unrelated to red/delta are selected.
## Changelog
🆑 LT3
code: Changing security levels will only trigger the nightshift
subsystem if lighting changes are required
/🆑
## About The Pull Request

adds this ruin to space ruin pool
this is a shady (as NT always is) bioresearch outpost that got fucked up
by an experiment
this has like some puzzle aspect to it since you gotta find keycards and
shit and press buttons to unlock shield gates
this ends with you fighting a heart which if you defeat, destroys the
blockade that prevents you from entering the outpost vault
also you can no longer literally just cut indestructible grilles or
unanchor indestructible windows
### new puzzle elements or something idk
variant of pressure plate that you cannot remove and it sends a puzzle
signal
cooler red puzzle doors that look very foreboding or something idk
theyre for this ruin
also puzzle blockades, which are indestructible dense objects that are
destroyed if they receive a puzzle signal
and also buttons and keycard pads for puzzles
https://github.com/tgstation/tgstation/assets/70376633/c98807ec-1e7b-49c4-a757-cdbb76a1b566https://github.com/tgstation/tgstation/assets/70376633/9d5d9dd1-5868-44e6-a978-5ea57b30c298
stuff that throws electric shocks in a pattern, ignores insuls and only
knocks down, and no you cannot just run past
https://github.com/tgstation/tgstation/assets/70376633/5772917c-a963-48a4-a743-b0f610801d25
### enemies
living floor, it can only attack stuff on top of it and it attacks until
the victim is dead
it is invincible to all but a crowbar, and it cannot move, and it
remains hidden until a victim is in range
https://github.com/tgstation/tgstation/assets/70376633/aa1d54f6-b259-4e58-9d44-e393d2131acf
living flesh, it can replace your limbs with itself
the conditions for that are; the limb must have 20 or more brute, victim
must be alive and dismemberable, the limb may not be torso or head, or
the limb may not be living flesh
alternatively it can replace a missing limb
these are all checked with every attack
they have 20 hp
the limbs in question will sometimes act up, while passively draining
nutrition, arms will randomly start pulling nearby stuff, legs may step
randomly
limbs when detached, turn into mobs and reactivate AI 2 seconds later.
if the host is shocked, all living flesh limbs will detach, or if the
host dies they will also do that
https://github.com/tgstation/tgstation/assets/70376633/765cc99e-c800-4efb-aabe-d68817bbd7ae
## Why It's Good For The Game
ruin variety is cool i think
also the other things i added should be useful for other mappers for
bitrunning or whatever
also bug bad for that one fix
## Changelog
🆑
add: living floor, living flesh, and other stuff for the bioresearch
outpost ruin
add: bioresearch outpost ruin
fix: you may not defeat indestructible grilles and windows with mere
tools
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
<!-- 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
Adds the roundstart pop count and the calculated max threat to blackbox
logging of dynamic threat.
This allows for identifying lowpop shifts and more intelligent analysis
of dynamic threat.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
I need this added to better track what's going on when analysing threat
distribution, as all threat stats will bias low with the inclusion of
lowpop shifts capping max threat.
<!-- 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
No player-facing changes.
<!-- 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,
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the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Makes it so new dream types can be more easily added to the game with
effects within them beyond just some text being displayed if you want. I
added a dream that plays a random sound file available in the game files
to demonstrate how it's used. Mainly I wanted this out of the way for
another thing I'm working on.
I also made it so if the sound subsystem fails to reserve a channel it
throws a runtime since this happening is likely always going to result
in a bug, like it did while I was testing this.
## Changelog
🆑
add: New dream that plays sound at you
/🆑
This ports a whole bunch of various PRs and commits from
https://github.com/effigy-se/effigy-se , with heavy refactoring to keep
it fresh for /tg/'s code standards.
## About The Pull Request
The whole slew of announcement touchups lately (as in #78995
(37db1ecbf8) / #79052
(12308dbd3d)) have made me realize how
much this stuff sucks. The author of these new spans was advertising
these in coding general, so I sat down and coded it. Look at the spans,
they're much nicer than what we had going on:
(ignore the capitalized alert status names, this was removed)
<details>
<summary>Dark Mode</summary>


</details>
<details>
<summary>Light Mode</summary>


</details>
This PR also features
* Major announcement code handling cleanup and refactor! There was a lot
of copypasta so let's distill it all down into one proc
* Better cacheing! We were doing a shit load of new string generation
needlessly! That's fixed now.
* Better string concatenation! Lists are better for string tree reasons.
It still works just as well, as you can see from the screenshots above.
Best of all, no fucking `<br>` dogshit everywhere!
* We don't use string equivalency in order to figure out the "type" of
an announcement. It's all defines now. This was a bonus that I just
coded in since it irritated me.
* Minor spellcheck of "announcement".
* All of our HTML string mangling stuff is now all span macros! I love
macros.
## Why It's Good For The Game
In the same vein of adding examine blocks (#67937
(b864589522)) because old examinations
tended to blend in with the chat and everything chat-wise used to suck
really hard- I think this is a really nice way to draw attention to
announcements in the chat box without needing a shit load of line breaks
that just really look ugly and have no real consistency. You can look at
the PRs/commits I linked above for an idea of just how ugly it could be
getting.
I haven't audited every announcement in this PR, we can tweak this down
the line.
## Changelog
🆑 LT3, san7890
add: Announcements have gotten a fresh coat of paint! They should be
popping with splendid new colors and should have a lot less ugly
linebreaks, while still managing to keep your attention at the screen.
/🆑
I know we didn't need to port all the CSS themes but I added them
anyways in case admins wanna have some fun.
There can probably be more code improvements, just figured I'd crack it
out while I had time.
The colors also seem fine, let me know if we need more redness or
something. It's okay for stuff to be toned down a bit imo, but that
should be done after a hot second.
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
Implements /datum/pathfind/sssp, which generates /datum/path_map
/datum/path_maps allow us to very efficently generate paths to any turf
they contain from their central point.
We're effectively running the single source shortest paths algorithm.
We expand from the center turf, adding turfs as they're found, and then
processing them in order of addition.
As we go, we remember what turf "found" us first. Reversing this chain
gives us the shortest possible path from the center turf to any turf in
its range (or the inverse).
This isn't all that useful on its own, outside of a few niche cases
(Like if we wanted to get the farthest reachable turf from the center)
but if we could reuse the map more then once, we'd be able to swarm
to/from a point very easily.
Reuse is a bit troublesome, reqiures a timeout system and a way to
compare different movables trying to get paths.
I've implemented it tho. I've refactored CanAStarPass to take a datum,
/datum/can_pass_info. This is built from a movable and a list of access,
and copies all the properties that would impact pathfinding over onto
itself.
There is one case where we don't do this, pathing over openspace
requires checking if we'd fall through the openspace, and the proc for
that takes an atom.
So instead we use the weakref to the owner that we hold onto, and hold
copies of all the values that would impact the check on the datum.
When someone requests a swarmed path their pass info is compared with
the pass info of all other path_maps centered on their target turf. If
it matches and their requested timeout isn't too short, we just reuse
the map.
Timeout is a tricky thing because the longer a map exists the more out
of date it gets.
I've added a few age defines that let you modulate your level of risk
here. We default to only allowing maps that are currently
being generated, or finished generating in our tick.
Hopefully this prevents falling into trouble, but consumers will need to
allow "failed" movements.
As a part of this datumized pass info, I've refactored pathfinding to
use access lists, rather then id cards directly. This also avoids some
dumbass harddel oppertunities, and prevents an idcard from changing mid
path.
Did a few things to the zPass procs, they took args that they did NOT
need, and I thought it'd be better to yeet em.
If you'd all like I could undo the caching/can_pass_info stuff if you'd
all like. I think it's useful generally because it avoids stuff changing
mid pathfind attempt, but if it's too clunky I could nuke it.
Oh also I added optional args to jps that constricts how it handles
diagonals. I've used this to fix bot paths.
## Why It's Good For The Game
Much of this is redundant currently. I'm adding it because it could have
saved hugglebippers, and because I get the feeling it'll be useful for
"grouping" mobs like bees and such.
We're doing more basic mob work currently and I want to provide extra
tools for that work.
https://github.com/tgstation/tgstation/assets/58055496/66aca1f9-c6e7-4173-9c38-c40516d6d853
## Changelog
🆑
add: Adds swarmed pathfinding, trading accuracy for potential
optimization of used correctly
fix: Bots will no longer take diagonal paths, preventing weirdo looking
path visuals
refactor: Refactored bits of pathfinding code, hopefully easier to add
new pathfinding strategies now
/🆑
## About The Pull Request
[Implements a setter for starlight
variables](af34f06b41)
I want to start to modify starlight more, and that means I need a way to
hook into everything that uses it and update it, so we can modify it on
the fly.
This does that, alongside removing space overlays from nearspace (too
many false positives) and making the aurora modify all turfs projecting
starlight, rather then all turfs in an area.
Do still need to figure out handling for the starlight color usage in
turf underlays tho (I gave up, we just keep it static. I'll fix it
someday but the render_relay strategy just doesn't work with its masking
setup)
[Reworks how starlight overlays
work](9da4bc38e2)
Instead of setting color on the overlays directly, we instead store an
object with our current settings in every mob's screen, and
render_target it down onto our overlays.
This lets us update overlay colors VERY trivially. Just need to set
color on the overlay var. Makes modifying starlight a lot cheaper.
It doesn't work on area overlays, because suffering, and it MIGHT induce
extra cost on clients. if it does we can do something about that, we'll
play it by ear
[Removes parallax starlight
coloring.](5f701a1b13)
I'm sorta iffy on the color, the effect can be real oppressive in some
cases, and I'd like to use starlight color for more events in world, and
having it vary can make that looking nice hard.
[Adds some visual effects to narsie being
summoned](a423cfcb2b)
As the rune drawing progresses space (starlight and parallax) go from
normal to greyscale. Then, right about when narsie shows up, starlight
becomes vibrant red.
It's a nice effect. I wanna do more shit like this, I think it'll
improve vibes significantly.
## Why It's Good For The Game
Can't embed it because of github's upload limit, can show a
[link](https://cdn.discordapp.com/attachments/458452245256601615/1160821856358645860/2023-10-08_22-31-22.mp4?ex=65360e99&is=65239999&hm=680e33e4e0026b89e132afc50c04a648a24f869eb662f274a381a5de5c5a36f2&)
for the narsie stuff
Here's
[one](https://cdn.discordapp.com/attachments/326831214667235328/1160813747196141568/2023-10-08_22-34-10.mp4?ex=6536070c&is=6523920c&hm=f8d571d1013da89887f49f3fec99f632251eeeac83085aa7dde97009aee3922f&)
for the aurora too.
This gives us more pretty starlight shit, and the ABILITY to do more
pretty starlight shit. I'm pretty jazzed, and I hope people use this
proc more (keeping in mind that it's pretty hard on the lighting system,
and needs significant delay between changes)
## Changelog
🆑
add: Narsie summoning has had some effects added to space and starlight
del: Removes the link between spacegas color and starlight. It was a
slight bit too vibrant and I think impacted the vibe too wildly to be
incidental.
fix: The aurora event actually... works now. Space lights up and all
that
/🆑
## About The Pull Request
Alright first thing's first --
`frequency_lower = 3 minutes -> 2.5 minutes`
`frequency_upper = 10 minutes -> 7 minutes`
There's also some autodocing/unsinglenamevaring of the events subsystem,
and the event selection code has been moved to a pick_weight().
This should have no effect on summon events, since that sets the
frequencies manually when triggered.
## Why It's Good For The Game
The benign, fluffy events now heavily outweigh the truly destructive
events in the pool. Even situationally destructive ones like the
Supermatter Surge or Brand Intelligence provide players with a
meaningful diversion to keep themselves occupied with.
Having more things going on, and more for players to do, is a good
thing. Reducing the potentially lengthy delay between random events
should accomplish this without increasing the amount of chaos between
rounds.
Also, these values were changed 8 years ago, under the reasoning that
"there are more random events now". We can safely say that there are
even MORE random events now. I know changing something because it was
changed in the past isn't a valid reason, but it's what set me down this
road in the first place.
As a reminder, ghost antag events are handled through dynamic (unless
dynamic is out of threat), meaning this won't seriously affect how
frequently you see antags.
These values are, of course, subject to change in response to feedback,
discussion, and maintainers yelling at me.
## Changelog
🆑 Rhials
balance: Random event frequency has been adjusted to fire events more
often.
code: The event subsystem has been prettied up with comments and longer
variable names.
/🆑
## About The Pull Request
Primarily this pr is all about getting pipes to have a visual display
for the gas within them. A couple other things of note have been done to
make that easier though:
- A sprite generator that outputs to a dmi has been made for all pipe
variants and the layers. This is because I didn't want to work with
hundreds of pipe sprites just to do minor changes. In the future I would
like to generate things like this during a github action but for the
moment this is just a helper you can use for generating the pipe dmi
files.
- Some minor reorganization of the code in the pipe dm file.
- Some doc comments on things that bothered me
## Why It's Good For The Game
Gives a bit of visual feedback when working with pipes that should
hopefully make people more comfortable around them if they can easily
see if the pipes are empty or are filled with an unknown gas mixture.
Can also serve as a warning to those keeping an eye out for things like
plasma floods.
🆑 ninjanomnom
add: Pipes now have a colored visual display that shows their contents
at a glance.
/🆑
~~The colors for gases could stand to be better, if anyone wants to
suggest alternatives to what I've used please do as I put only a bare
minimum of thought into each choice.~~ I've switched to using the gas
colors defined in tgui constants.

## About The Pull Request
**This PR is a rerelease of #78164, with some bells and whistles.** As
such, most of the core functionality is the same, but with some tweaks
to balance the gameplay and prevent bike levels of profit. I've tried to
bold the new additions to make it easier to read for those coming back
for the second pass.

This PR adds a new machine that can be bought called the **Galactic
Mineral Market** (GMM). The Galactic Mineral Market (GMM) allows you to
buy and sell minerals wholesale from the market machine. It goes
something like this:
### 1. Getting the Machine:
The GMM can be bought as an un-assembled machine for 600 credits from
cargo. It's a low cost, but its not mapped in standard, so if you're
confident in your miners, you shouldn't necessarily need one for the
department. Otherwise, it's available for other crewmembers to buy for
cost.
The cargo pack comes will all supplies necessary to finish the machine.
Tools not included.
### 2. Buying Low
Using the machine's UI, you can see all traded minerals and their
associated prices. Buy prices are played straight, and can be bought for
material price, times the quantity. The order is then instantly placed
on the cargo shuttle, and will be deducted from the buyer's account on
shuttle send. **A single order can only have 10 different stacks of
materials in it. So, that can be 100 sheets of iron and 1 of everything
else, or 500 sheets of iron. After that you're blocked from buying more
sheets until you've sent the order.**
Cargo staff with standard cargo access may toggle the machine to order
directly from the cargo budget. Otherwise, materials are only purchased
from private accounts.
All purchases are treated as private and must be opened by the recipient
like private orders.
### 3. Selling High
It's stocks time. To sell minerals on the market, simply insert any
relevant metal stock into the machine. This produces a totally original
and not-a-bounty-cube stock block, which can be sold on the cargo
shuttle for cargo funds. Stock blocks can also be price-tagged as well
following their standard process.
**Stock blocks start out a bright pink and are worth the value of that
material at that time, but over time their color will degrade. After a
full 5 minutes, stock blocks will switch over to a purple hue, and their
value will once again become liquid, subject to the current market
value. This encourages players to be a bit more fast on their feet than
before instead of just waiting forever for all of their investments to
arrive at the perfect value, before the inevitable "rest of the game"
tries to upend your investing.**
Sold cargo stocks are subject at a 20% processing fee as part of the
galactic mineral market.
### 4. Outside Factors
**In-game events like the Crab-17 or the Market crash event will cause
stocks to bottom out completely, and for the market to become
unavailable until the market stabilizes. Thankfully, once the market has
crashed, typically stocks will recovery and gain back some value,
allowing for fast acting market movers to capitalize on rough markets.**
**Additionally, low value materials like iron and glass have an extra
stipulation, as their value goes all the way down to 0 credits. In that
case, you are unable to buy them at that value as a market protection.
Be careful that you don't see a reset or crash when you're planning on
selling your horde of iron and glass stocks!**
Additionally, market events can occur during the round that can more
sharply adjust a single stock's price and completely rebound it's
trajectory. These events are always mentioned in the station
announcement's economics report.
### Other notes:
The market does not cover all minerals, partially for consistency
purposes as well as for balance reasons. Plasma, being a unique material
that only Nanotrasen has their hands on, is the sole exporter of plasma
in the system, so it stands to reason that it's not on the market, and
remains a solo export. Bananium, as it has a rare and expensive
conversion rate, works the opposite way, and as such isn't listed on the
market either, with the sole source being single cargo sales. All others
just don't make much sense to include into the market at this second, so
I left them out for now.
**Alright now below I'm going to cover the math and shit so if that's
not what you care about then please scroll past.**
<details>
<summary>Warning: Arcane is about to talk about the math</summary>
Alright.
So this adds a new stock_market subsystem, which fires once every 20
seconds. I'm still fairly new to subsystem design so I'm probably going
to need some feedback on cleaning this up to make it look nicer and run
smoother.
So we have 4 associated lists, each attached to the relevant traded
datum; this tracks prices, market trends, how long that trend is going
to last in SS fires, and market quantity.
Prices fluctuate between 0.5x and 3x the material's single sheet value.
This could be tweaked even farther in the future, but for now I'm
keeping it at this nice clean margin. Prices fluctuate based on a
gaussian normal distribution that is centered on different points based
on their **trend**. Upward trending materials are centered in such a way
that they'll almost certainly go upwards, but being that it's based on a
random chance, not always. Vis versa, downward trends should tend to
lose value at about the same rate. We also change our rounding based on
this trend data, in order to prevent low price values like iron and
glass from getting stuck in the same value or freefall drop over time
just because of rounding down. Similarly, neutral trending materials
will not change nearly as much, and will generally stay at around the
same amount.
When buying or selling a material, the quantity of that material will
change on the market. The magnitude of that change depends on how much
of that material currently exists on the market. Buying a low quantity
material like diamond for example will tangibly increase that material's
cost, while buying stacks and stacks of iron and glass won't do much
damage to the price of iron as there's usually around 500 full stacks on
the market to start with. It's applied at a relative percentage of
(qty_changed / new_total_on_market) * price of goods bought/sold at.
In addition to that, there are random "market events" that can occur
randomly, which you might miss if you don't follow the newscaster
economy news. These three events are fairly barebones now, but in
general they have a 1% chance of happening per material, and can more
dramatically increase, decrease, or fully reset the value of a material
on the market back to it's standard value. This opens up for doing more
with it in the future, but that's a later problem.
</details>
## Why It's Good For The Game
This independently resolves some issues related to #78040, that being
that lowpop stations, or shifts with few miners would have a new way to
be able to still get some access to minerals in a given round. This also
provides a unique minigame and alternative way to acquire money in a
given shift, using minerals.
**"But Arcane,** I hear you ask. **"Isn't this just the same thing you
tried doing way back when and then reverted in #50537?**
Well, fuck man, how you doing I haven't see you around in forever also
no you're completely wrong and here's why
**This PR is no longer contingent on the rest of ArcMining in it's
current iteration.** I have introduced some extra factors into the
gameplay as well to try and curb the creation of bikes within gameplay.
This also provides a massive benefit to round progression and gives the
QM and the cargo members the ability to prevent round progress from
stalling by buying round-critical resources.
Not to mention, as the GMM is not cargo required, more cargo integrated,
it also functions as economy content for the rest of the crew.
## Changelog
🆑
add: A new export has arrived in the imports section, the Galactic
Materials Market! You can use this to buy and sell minerals for profit
or cost, as well as stock your station when you don't have any miners.
add: Insert sheets of minerals into the Galactic Materials Market to
convert them into a stock block, allowing you to lock in your price for
5 minutes. Wait too long and it'll be subject to market value again!
add: Minerals can be bought on the market either using the station's
cargo budget by cargo crew, or privately by everyone else.
del: Any material stacks that can be bought and sold on the market
before have been removed from the cargo catalog.
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
## About The Pull Request
- Fixes roundstart jobs not getting information from
`radio_help_message`
- Adds extra information for the Captain
- Examine blocks out roundstart / latejoin job information
Roundstart:

Latejoin:

## Why It's Good For The Game
1. Roundstart mobs weren't getting radio information due to them not
being cliented yet, this has been fixed.
2. The roundstart block was pretty cumbersome to read and easy to have
your eyes glaze over, this should make it easier.
## Changelog
🆑 Melbert
qol: Examine blocked out roundstart / latejoin job information.
qol: Captain gets a little bit more information about how their radio
works roundstart.
fix: Fixed roundstart players not getting radio information.
/🆑
## About The Pull Request
Fixed zombies being able to infect headless corpses (Including former
zombies)
Fixed bio armor being totally useless against zombies. Now it checks how
hurt your limb is: If it's more than the bio armor value, you get
infected. THICKMATERIAL clothing guarantees at least 25 damage required
to infect you, non-thick clothing reduces effective defence by 25. In
practice this means people with MODsuits, biosuits will resist infection
unless they're pummeled into crit, and wearing a firesuit will save you
from the first few slashes.
Fixed the bomb hood armor not having the same bio armor value as bomb
armor.
Added a message to the zed when they succesfully infect someone.
Turned some proc names into snake_case rather than, uh, nospacecase.
## Why It's Good For The Game
> Fixed zombies being able to infect headless corpses (Including former
zombies)
This is pretty cool but it also means you can't actually permanently
kill a zombie if they just get slashed again by another zombie.
> Fixed bio armor being totally useless against zombies. Now it checks
how hurt your limb is: If it's more than the bio armor value, you get
infected. THICKMATERIAL clothing guarantees at least 25 damage required
to infect you, non-thick clothing reduces effective defence by 25. In
practice this means people with MODsuits, biosuits will resist infection
unless they're pummeled into crit, and wearing a firesuit will save you
from the first few slashes.
Melbert told me this is an oversight, so I, uh, 'fixed' it? This also
lets people have some true actual defence against zombie infections,
without making them immune to it.
> Fixed the bomb hood armor not having the same bio armor value as bomb
armor.
Bug I noticed while going over bio armors.
> Added a message to the zed when they succesfully infect someone.
QoL and good feedback
> Turned some proc names into snake_case rather than, uh, nospacecase.
what the hell do you call isuckatnamignprocs(). what case is that.
cougarcase?
## Changelog
🆑
fix: Fixed zombies being able to infect headless corpses (Including
former zombies)
fix: Fixed bio armor being totally useless against zombies. Now it
checks how hurt your limb is: If it's more than the bio armor value, you
get infected. THICKMATERIAL clothing guarantees at least 25 damage
required to infect you, non-thick clothing reduces effective defence by
25. In practice this means people with MODsuits, biosuits will resist
infection unless they're pummeled into crit, and wearing a firesuit will
save you from the first few slashes.
fix: Fixed the bomb hood armor not having the same bio armor value as
bomb armor.
qol: Added a message to the zed when they succesfully infect someone.
code: Turned some proc names into snake_case rather than, uh,
nospacecase.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
I remembered today that blob code is ass, especially blob spores.
There's still a lot to improve but I cleaned up _some_ of it by
converting these mobs.
Now they use a newer framework and more signal handling as compared to
circular references.
I _expect_ the behaviour here to largely be the same as it was or
similar. I haven't added anything fancy or new.
This is a reasonably big PR but at least all of the files are small?
Everything here touched every other thing enough that it didnt make
sense to split up sorry.
Other things I did in code:
- Experimented with replacing the `mob/blob` subtype with a component.
Don't know if this is genius or stupid.
- AI subtree which just walks somewhere. We've used this behaviour a lot
but never given it its own subtree.
- Blob Spores and Zombies are two different mobs now instead of being
one mob which just changes every single one of its properties.
- Made a few living defence procs call super, because the only thing
super does was send a signal and we weren't doing that for no reason.
Also added a couple extra signals for intercepts we did not have.
## Changelog
🆑
fix: Blob spores will respond to rallies more reliably (it won't runtime
every time they try and pathfind).
fix: Blobbernaut pain animation overlays should align with the direction
the mob is facing instead of always facing South
refactor: Blob spores, zombies, and blobbernauts now all use the basic
mob framework. They should work the same, but please report any issues.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Job configs would get reset by ResetOccupation and not loaded
afterwards. This fixes that.
## Why It's Good For The Game
Bugfix
## Changelog
🆑
fix: Fixed job configs not being loaded properly.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
See title. Calling ResetOccupation doesn't re-apply the overflow role
correctly so it has reduced slots when it shouldn't.
## Why It's Good For The Game
Bugfix
## Changelog
🆑
fix: Fixed the overflow role having less slots than it actually should.
/🆑
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
As the title says, you can no longer become an antagonist if you can't
qualify for a role beforehand. How this works is that it runs job
assignment before antagonist roles are handed out to see which players
can qualify for a job role. It then undoes job assignments and then runs
antagonist assignment.
This is to prevent players from setting a highly contested role to low
priority so that they have a 0% chance of ever getting it, whilst still
being eligible for every antag role.
It's not completely foolproof as it's not really possible to account for
the fact that some players may become antagonists, thereby freeing up
some job slots. Since it's an approximation, it means that players who
put themselves at a high chance of returning back to lobby due to their
preference choices have an overall lower chance of becoming an
antagonist as they can be excluded from the antagonist roll due to the
random nature of job selection.
If players want to prevent this from happening, simply set a lot of jobs
to low/medium priority or adjust the "Return back to lobby" preference
to any other preference.
## Why It's Good For The Game
Prevents players from rolling antag without ever intending to play the
game as a non-antagonist.
## Changelog
🆑
fix: Fixed players being able to roll antagonist without ever being
eligible to play any role. Players who have their preferences set up so
that they're likely to return to lobby when the round starts have a
lowered chance of becoming antagonist.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
Adds a new random event, Supermatter Surge.
For the duration of the event a powerloss inhibition is added, causing
the crystal to retain more of its internal energy. Engineers have to
keep the crystal stable for a few minutes until it passes.
The amount of additional heat is balanced around a roundstart nitrogen
engine with no freezers running (*icebox has freezers because planetary)
so that even the most basic setup can reasonably be responded to.
The event requires at least 3 engineering crew (or one CE) to run.
engine_alert3.ogg is a shortened version of bloblarm.ogg
## Why It's Good For The Game
Adds an engineering related event that while isn't too difficult to
respond to, makes the SM less of a 'set it and forget it' piece of
equipment in the round. The gas properties reduce heat generation as it
depletes during the event progression, so it remains relatively under
control compared to a massive 10K+ SM fire.
It creates a series of events that engineers can respond to in their own
way, be it adding more cooling, throwing in freezers, using a borg with
a fire extinguisher or whatever else they can think of.
## Changelog
🆑 LT3
add: New random event: Supermatter Surge
code: Individual supermatter crystals can have custom gas properties
/🆑
---------
Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Adds multi-z support for lazy templates
Also fixes some improper use and placement for turf flags
## Why It's Good For The Game
Shadow needs/wants this for bit runner maps.
Turf flags are also why lava has been generating in places it shouldnt.
(inside of ruins)
## Changelog
🆑
fix: Lava can no longer occasionally generate inside of previously
loaded templates and breach and/or destroy shit
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
The emergency shuttle maintains its security level coefficient and does
the calculation instead of outside procs that aren't aware of what alert
it was when the shuttle was first called.
If the shuttle auto-call timer should be capped at the current security
level timer, that can be done in a different PR.
## Why It's Good For The Game
Fixes https://github.com/tgstation/tgstation/issues/78159
## Changelog
🆑 LT3
fix: Emergency shuttle should correctly scale timer up/down when
changing security levels
/🆑
## About The Pull Request
Reputation for traitors serves two goals:
_Primarily_ it is a timelock. Secondarily, it can drive interaction with
secondary objectives by giving you a little reward.
The way that progression traitors work is that reputation is earned
every minute, so that when a developer is adding a new item for the rep
cost they can just write "30 MINUTES" and it means that the item will be
available when 30 minutes have passed, or a little earlier if the
traitor does some secondary objectives.
_Currently_ when traitors arrive on the station they get reputation
equal to _60%_ of the reputation that they would have had if they became
a traitor at the start of the round and then had hidden in a locker
until the current time.
This PR increases that to 100%, so if you are activated as a sleeper
agent 30 minutes into the round you will immediately have 30 minutes of
reputation. With this and your standard 20TC you can buy almost anything
in the uplink, such as a syndicate bomb.
## Why It's Good For The Game
Given that it is primarily supposed to be a time lock to prevent people
from immediately accessing items which can rapidly pivot the round, it
doesn't make sense that late joining traitors are "penalised" in this
way. If we're ok with a roundstart traitor having a bomb right now, we
should be ok with a latejoin one having one too.
As far as I am concerned secondary objectives should be something you do
for a _bonus_, and anything which can drag people away from being 100%
mechanically focused in order to chase the increasing number in favour
of just being able to do their damn gimmick is a good thing.
## Changelog
🆑
balance: Traitors who are activated as sleeper agents or arrive late on
the arrivals shuttle will begin with more reputation and likely be able
to immediately access most of the uplink catalogue.
/🆑
## About The Pull Request
This PR does many things and I expect to be asked to atomize some stuff.
### Oldstation Additions
Oldstation now has their own research server, generating their own
points. To help alleviate major concerns, they have a few stuff to help
with this:
- They now have a pre-built operating computer
- They now have an Autopsy scanner
- They now have access to Experimental Dissection
Experimental Dissection is the old dissection, giving research points in
the form of paper notes on completion. They must be turned in to the RND
server (only works on the Oldstation one, so you can't abuse this) for
points. This was an idea I've had for some time, as Oldstation is used
somewhat as a representation of how ss13 used to be (through its use of
directional windows (before they got removed, but I'd like to bring them
back), old IDs, RTGs, and old engines before they got removed from the
game fully)
Considering there are 11 alien mobs in Oldstation, there is 27.5k
research points to get from alien corpses, enough to bring them up to
speed with whatever they wish to do. This is their 'alternative' for
experiments (which they can still do if they want, but it is very hard
to do, outside of dissection which is needed for the node).
This surgery isn't repeatable, isn't upgradable, and isn't removed by
being healed. It is not mutually exclusive with autopsy (so you can't
ruin yourself doing the wrong surgery).
### Other stuff
- Ninjas now drain RND points from the server they drain from, rather
than always hitting science
- Syncing machines to research roundstart is now a macro, and now
immediately syncs to a server on your Z-level. Machines will
automatically connect to the Science servers if none else are available.
### non-player facing
- Science, Admin, and Oldstation techwebs are now no longer vars on
research, but stored in research's list of techwebs.
- ``get_available_servers`` and ``find_valid_servers`` are now procs on
the research subsystem, rather than the experisci component.
- Oldstation code has been split into separate files.
## Why It's Good For The Game
Oldstation is one of my favorite ruins, but it is also one of the
largest complaints for RND (along with Golems) because they use the
station's Science nodes & points (I recently tried de-hardcoding Science
stuff to help prepare for this, but I didn't get everything in advance).
The complaint stems from these ghost roles, who are meant to be a fun
activity to do while waiting for the next round, using the station's
research points for their own stuff, completely untrackable unless
someone goes out of their way to grief a ghost spawn just for using
points to get things they need. These roles make their own servers to
drain the station, and I find that unfun and quite boring for everyone-
it's also not very flavorful, why would Charliestation know of the
station's RND to take advantage of it?
This hopes to fix those issues, make Charliestation more worthwhile, and
more flavorful.
## Changelog
🆑
fix: Getting a node researched now properly makes it no longer hidden.
fix: Ninjas draining RD servers now drains it from the connected
techweb, rather than sniping Science.
balance: Machines will first try to connect to a techweb with servers on
their z-level, with the Science techweb remaining as fallback.
add: Oldstation RND, comes with their own Techweb and special surgery to
gain research points through dissecting Xenomorphs.
/🆑
## About The Pull Request
Hey there,
There were more than a few times (like in cinematic code) where we might
need to accurately know the source of what's adding this trait (or have
multiple sources for the whole 'we don't want this mob to do shit while
we transform this mob'), so in order to rectify this potential issue,
let's refactor it into a trait.
## Why It's Good For The Game
Some code already declared that there might be issues with this being a
boolean var (with no way of knowing _why_ we don't want this mob to not
transform (or not do anything idk). Let's remove those comments and any
future doubt in those instances with the trait macros. Also, stuff like
`TRAIT_IMMOBILIZED` which does a similar thing in many contexts was
already a trait that was regularly added in conjunction with flipping
the variable, so we're able to flatten all that stuff into
`add_traits()` and `remove_traits()` now. nice
I also cleaned up quite a bit of code as I saw it, let me know if it
should be split out but I guarantee that if I didn't do it- no one will
for the next two years.
## Changelog
🆑
refactor: If you transform into another mob and notice bugs with
interacting with the game world, please create a bug report as this
framework was recently refactored.
/🆑
Probably fucked up somewhere, lmk
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Literally just me stealing #77207 completely muhahahhahahah screw you
@Mothblocks
I did add some documentation and some radnebula related cleaning and
testing to make it work well
Copied from original PR:
> Please do NOT add code to InitAtom, it is extremely hot. The
conditions on this alone were costing nearly 200ms on my extremely
powerful machine.
>
> Changes the radioactive nebula to perform its work by looping over
every space tile on init (which on my machine is faster than the time
being wasted on this signal), and adds a subsystem that does this in
SS_BACKGROUND every 30 seconds (usually completeable in about half a
second) for any new atoms, because the effect is hardly noticeable
anyway with how green space is.
Honestly we really don't care that much about stuff being initialized in
space. Everything that walks into space (about everything that matters
to players), is completely unaffected by this change, but roundstart is
now slightly faster
## About The Pull Request
Fixes#72943Fixes#62901
This fixes specifically icebox multi-z ruins not spawning with their
counterpart below ruins because the area for the underground portion of
icebox was not whitelisted so there were no valid spawn positions.
## Why It's Good For The Game
Multi-z icebox ruins working is good.
## Changelog
🆑
fix: Multi-z Icebox ruins including the Demonic Frost Miner can now be
placed again
/🆑
---------
Co-authored-by: Changelogs <action@github.com>
## About The Pull Request
**Simplified version of #72179**
### SOUNDS
Changes next sound files:
- airraid.ogg
- bloblarm.ogg
- alert.ogg
Adds next sound files:
- notice3.ogg
- announce_syndi.ogg
Now `announce.ogg` plays when a Captain joins round, and
`announce_dig.ogg` for Requests Console announcements.
The `announce_syndi.ogg` plays when an announcement is made through an
emagged communications console. It also plays when the evacuation
shuttle is fully hijacked or Cultists fully corrupt the evacuation
shuttle.
You can listen to them all here:
https://github.com/tgstation/tgstation/assets/42353186/10c5e597-6db7-464a-b693-f5a2672dc3d0
_All of the sound files are either made by me from existing sounds in
the game or taken from freesound.org and properly credited._
### STATUS DISPLAYS
Status displays are fully replaced with the addition of a few new ones.
<details>
<summary>Status display monitor</summary>


</details>
<details>
<summary>Misc displays</summary>



</details>
<details>
<summary>Alert displays</summary>




</details>
Now the communications console Status Display menu replaced the "Red
Alert" display option with the "Current Alert" which showcases the
current alert display.
Also, the Status Display menu has an additional "Radiation" display
option.
## Why It's Good For The Game
I believe this Pull Request is a good game for a couple of reasons:
1. It better conveys the gravity of emergency situations, such as Code
Red, by utilizing a more intimidating and recognizable sound. This gives
more weight to these situations, making them feel more urgent and
important in the game. Players always tend to not notice that it's in
action.
2. The replacement of the old and outdated Status Display sprites with
newer, more eye-catching ones is a great improvement. This helps to
emphasize the importance of emergency situations even further by making
them more noticeable. Status Displays was one of the last wall-mounts
using ancient sprites.
3. The Captain's arrival using another sound effect from other
announcements gives more status to the Captain as the ultimate head of
the station.
4. Heads announcement using `announce_dig.ogg` makes the sound itself
more used outside of SM cascade, and also makes Head announcements more
noticeable.
5. Emagged console using `announce_syndi.ogg` making Traitor
announcements more noticeable. Also, it is played after evac shuttle is
fully hijacked or corrupted by Cultists giving a more ominous effect
## Changelog
🆑
sound: Adds/modifies next sound files: airraid.ogg, bloblarm.ogg,
alert.ogg, notice3.ogg, announce_syndi.ogg
sound: Code Red, Delta, and other extreme emergencies now possess more
unique alarm sound effect
sound: Captain's arrival now is announced by Captain's announcement
sound, but not for Acting Captain's
sound: Making Captain announcement through emagged console; hijacking or
fully corrupting evacuation shuttle now plays more ominous sound
sound: Making announcements through Requests Console now plays a more
noticeable sound
image: Status Displays sprites have been fully changed. Now they include
displays for every Security Level
qol: The "Red Alert" button in the Communications console status display
menu has been replaced with a "Current Alert" button showing the current
station Security Level display on Status Displays
qol: Communications console status display menu got a new "Radiation"
button which shows radiation symbol on Status Displays
/🆑
## About The Pull Request
Fixes#77943
Moves the generation of traitor theft objective targets from `new` of
`/datum/objective/steal` to `initialize` of
`/datum/controller/subsystem/traitor`
`/datum/objective/steal` we would generate the full list of possible
theft targets _only_ if the list was already empty.
A recent PR added a secondary "destroy item" objective which has no rep
prerequisite, as a result it is initialised as soon as a traitor datum
is assigned. Importantly this happens _before_ the traitor's theft
objective is assigned.
The "destroy item" objective generates its own item targets using the
"theft item" datum as it is a type of thievery, this pollutes the list
to contain more than 0 entries.
From this point on the only things people can be assigned to steal are
the items that traitors can be assigned to destroy early in a round,
which aren't valid for most kinds of theft objective.
Making the subsystem generate the list before traitor datums are
assigned resolves the race condition, the number of rounds where
_nobody_ has any kind of theft objective and this list is unused is
exceedingly small.
## Why It's Good For The Game
You can get primary theft objectives again.
## Changelog
🆑
fix: Traitors should generate with "free objective" less often, and will
once more be assigned to steal things.
/🆑
## About The Pull Request
makes them not spawn on multiz cable hubs
## Why It's Good For The Game
this is good because rats can no longer spawn on some isolated cable hub
in the middle of nowhere in maint and depower an entire floor
## Changelog
🆑
qol: rats no longer spawn on multiz cable hubs
/🆑
## About The Pull Request
Checking the achievements UI now shows a line below the Unlocked/Locked
status for normal achievements, informing the user of how many players
have unlocked said achievement. It also contains a tooltip; within it is
a percentile comparison with the most unlocked achievement.
Beside that, I've added a check in the achievement unit test to
ascertain that all award categories are actually present in the UI, and
as well moved all `ui_data` to `static_ui_date` considering it is not
the sort of interface that has to be constantly updated like an air
alarm or an APC.
Here's a screenshot of the UI, with the tooltip where my cursor would be
(the hot damn! achievement was var-edited of course):

## Why It's Good For The Game
This should provide some fundamental statistics for achievements, from
which contributors and players can deduct the rarity and bragging
rights.
## Changelog
🆑
qol: The Achievements UI now shows how many people have unlocked a given
achievement.
fix: The "Skills" Category for achievements should no longer be hidden.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jordie0608 <4343468+Jordie0608@users.noreply.github.com>