## About The Pull Request
Fixes the issue of usr pointing to admins by making Trigger pass down
clicker, as usr is fucky and can be passed down by other unrelated
procs. Fun.
Added the clicker arg to all usages of Trigger as well
Also changes isobserver check in antagonist ui_act code that prevents
observers from clicking UI's instead to check if the ui.user is
owner.current
## Why It's Good For The Game
Fixes admins giving heretic to people opening the heretic UI for the
admin instead
## About The Pull Request
Implements https://hackmd.io/@tgstation/SkeUS7lSp , rewriting Dynamic
from the ground-up
- Dynamic configuration is now vastly streamlined, making it far far far
easier to understand and edit
- Threat is gone entirely; round chaos is now determined by dynamic
tiers
- There's 5 dynamic tiers, 0 to 4.
- 0 is a pure greenshift.
- Tiers are just picked via weight - "16% chance of getting a high chaos
round".
- Tiers have min pop ranges. "Tier 4 (high chaos) requires 25 pop to be
selected".
- Tier determines how much of every ruleset is picked. "Tier 4 (High
Chaos) will pick 3-4 roundstart[1], 1-2 light, 1-2 heavy, and 2-3
latejoins".
- The number of rulesets picked depends on how many people are in the
server - this is also configurable[2]. As an example, a tier that
demands "1-3" rulesets will not spawn 3 rulesets if population <= 40 and
will not spawn 2 rulesets if population <= 25.
- Tiers also determine time before light, heavy, and latejoin rulesets
are picked, as well as the cooldown range between spawns. More chaotic
tiers may send midrounds sooner or wait less time between sending them.
- On the ruleset side of things, "requirements", "scaling", and
"enemies" is gone.
- You can configure a ruleset's min pop and weight flat, or per tier.
- For example a ruleset like Obsession is weighted higher for tiers 1-2
and lower for tiers 3-4.
- Rather than scaling up, roundstart rulesets can just be selected
multiple times.
- Rulesets also have `min_antag_cap` and `max_antag_cap`.
`min_antag_cap` determines how many candidates are needed for it to run,
and `max_antag_cap` determines how many candidates are selected.
- Rulesets attempt to run every 2.5 minutes. [3]
- Light rulesets will ALWAYS be picked before heavy rulesets. [4]
- Light injection chance is no longer 100%, heavy injection chance
formula has been simplified.
- Chance simply scales based on number of dead players / total number
off players, with a flag 50% chance if no antags exist. [5]
[1] This does not guarantee you will actually GET 3-4 roundstart
rulesets. If a roundstart ruleset is picked, and it ends up being unable
to execute (such as "not enough candidates", that slot is effectively a
wash.) This might be revisited.
[2] Currently, this is a hard limit - below X pop, you WILL get a
quarter or a half of the rulesets. This might be revisited to just be
weighted - you are just MORE LIKELY to get a quarter or a half.
[3] Little worried about accidentally frontloading everything so we'll
see about this
[4] This may be revisited but in most contexts it seems sensible.
[5] This may also be revisited, I'm not 100% sure what the best / most
simple way to tackle midround chances is.
Other implementation details
- The process of making rulesets has been streamlined as well. Many
rulesets only amount to a definition and `assign_role`.
- Dynamic.json -> Dynamic.toml
- Dynamic event hijacked was ripped out entirely.
- Most midround antag random events are now dynamic rulesets. Fugitives,
Morphs, Slaughter Demons, etc.
- The 1 weight slaughter demon event is gone. RIP in peace.
- There is now a hidden midround event that simply adds +1 latejoin, +1
light, or +1 heavy ruleset.
- `mind.special_role` is dead. Minds have a lazylist of special roles
now but it's essentially only used for traitor panel.
- Revs refactored almost entirely. Revs can now exist without a dynamic
ruleset.
- Cult refactored a tiny bit.
- Antag datums cleaned up.
- Pre round setup is less centralized on Dynamic.
- Admins have a whole panel for interfacing with dynamic. It's pretty
slapdash I'm sure someone could make a nicer looking one.


- Maybe some other things.
## Why It's Good For The Game
See readme for more info.
Will you see a massive change in how rounds play out? My hunch says
rounds will spawn less rulesets on average, but it's ultimately to how
it's configured
## Changelog
🆑 Melbert
refactor: Dynamic rewritten entirely, report any strange rounds
config: Dynamic config reworked, it's now a TOML file
refactor: Refactored antag roles somewhat, report any oddities
refactor: Refactored Revolution entirely, report any oddities
del: Deleted most midround events that spawn antags - they use dynamic
rulesets now
add: Dynamic rulesets can now be false alarms
add: Adds a random event that gives dynamic the ability to run another
ruleset later
admin: Adds a panel for messing around with dynamic
admin: Adds a panel for chance for every dynamic ruleset to be selected
admin: You can spawn revs without using dynamic now
fix: Nuke team leaders get their fun title back
/🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
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request process. -->
## About The Pull Request
So yesterday I've spotted that we had wrong SLOTS_AMT value set, and
went a bit down a rabbit hole and found how abhorrent our
ITEM_SLOT_BACKPACK and ITEM_SLOT_BELTPACK usage is. They're not real
inventory slots, but just "hints" at items being located in backpacks or
belts, or instructions to put an item into a belt/backpack. This PR
rewrites all usages of them as "hints", and adds an equip_to_storage
proc used to equip an item into a storage positioned in a certain slot,
so ``equip_to_slot_if_possible(item, ITEM_SLOT_BACKPACK)`` is now
``equip_to_storage(item, ITEM_SLOT_BACK)``
## Why It's Good For The Game
Its really stupid and we shouldn't have those as slot flags,
ITEM_SLOT_HANDS at least makes sense but those two are just absurd.
Should make equipping things into non-backpack storage a bit easier too,
in case we end up going through with the idea of suit/uniform pockets
being a major part of player inventory.
## Changelog
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🆑
refactor: Refactored how backpack and belt contents are handled in mob
inventory code, report any issues with lingering item effects or
inability to equip things into them!
/🆑
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## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.
This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).
And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.
## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.
Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.
Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

## Changelog
🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
Improves readability and user experience.
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
## About The Pull Request
What are their goals? Why are they doing this? gets weird with Spy
objectives - namely by adding a lot more ways spies might be asked to
affect various targets around the station.
the first of these is by several flavors of Protecting targets (these do
NOT print a success at roundend in keeping with Spy design:)
- Protect (get a humanoid target off alive)
- Protect Nonhuman (get an entity off alive)
- Jailbreak (make sure a humanoid target escapes free)
- Detain (make sure a humanoid target gets taken out arrested)
the second of this is by a new escape condition:
- Exile (get off-station or off the Z-level by the end of the shift -
sometimes it's not just pods, you need to fuck off to space to win.)
the third is through a massive increase in the number of possible:
- objective templates
- departments to target (Command + Service added)
- specific locations to target
- general classes of objects to target (medicines, floor tiles, critical
infrastructure, etc.)
- efforts to target (such as meals, mechs, public supplies)
- ways to leave (you can be asked to abscond from the scene of your
crimes?)
## Why It's Good For The Game
More goofy and weird prompts to do more interesting things with Spies.
One thing I think we're sorely missing in our lineup is antagonists that
can act a bit more as deuteragonists - very possibly helping the crew
under certain conditions and frustrating the Hell out of them in others.
Since there's no way to check their objectives, and they get their
gear/progression through stealing shit, they're still very much an
antagonist and exist under the suspicion of doing bad... but, just going
by their objectives, introducing more varied (and in some cases even
benign) goals for them creates suggestions pointing to a lot more varied
and interesting stories if people choose to run with it.
## About The Pull Request
This PR aims to take care of a few potential hard dels and fix the
fenced goods category first and foremost.
The PR also adds a new one that enables you to buy mobs captured by
antags in advance, before they're sent back to the station. Unlike other
categories, it doesn't have "Launch" and "Teleport" as delivery methods,
instead it uses a special "Supply Pod" delivery method that ships the
chattel directly to your location. This method costs 400 credits,
however, if you've built the LTSRBT, shipment will be free.
Another thing, I always felt LTSRBT to be pretty fucking dumb as is. Way
too overpriced for the benefits it offers: a slighty cheaper delivery
method that, while definitely better than the other two, doesn't really
pay off or honestly even remotely compensate the 4000 credits you just
spent to get it, especially if you're only buying a couple items at
most. So I decided to remove it from cargo and add it to the blackmarket
as a 500 to 750 creds item, available every round.
Human mobs sold by the pirate bounty pad are no longer deleted, instead
they're properly ransomed and sent to the holding facility, much like
for contractors and tots. This means they're also added to the black
market.
## Why It's Good For The Game
The blackmarket system has some issues to it that need to be fixed
(otherwise the "Fenced Goods" and "Hostages" categories wouldn't work).
The Pirate Pad deleting "ransomed" mobs instead of actually ransoming
them is lame. The LTSRBT shouldn't suck as much. Also more market stuff.
This will fix#81809.
## Changelog
🆑
fix: Fixed the "Fenced Goods" black market category.
balance: Removed the LTSRBT from cargo and added it to the blackmarket,
reduced the price from 4000 to 625 on average.
balance: The time it takes for captured mobs to be automatically sent
back to the station from the holding facility has been increased from
3-4 minutes to 6.
add: You can buy mobs captured by contractors, traitors and pirates from
the black market and have them sent back to the station in advance. For
safety, they'll also be handcuffed (not always) upon delivery.
add: Human mobs sold by pirates are not deleted anymore. Instead,
they're now captured and sent to the holding facility.
/🆑
## About The Pull Request
What it says on the tin. I also replaced checks with it everywhere I
found appropriate, hopefully without accidentally breaking anything.
## Why It's Good For The Game
We have a helper for most other antags, and it makes code a lot cleaner
and easier to read. I'm surprised we didn't have this one already.
## Changelog
🆑
code: added an IS_CHANGELING() helper and used it where applicable
/🆑
## About The Pull Request
I woke up today and thought 'what would be easy thing to do today so I
can say I've done something?'. Then I remembered I saw several gangtool
usages the time I split radio up, and I could remedy those. 7 hours
later, device.dmi is split in a folder of its own, and I've also given
unique sprites to door remotes and landing desginators.
## Why It's Good For The Game
The device.dmi was kind of a mess.
## Changelog
🆑
/🆑
## About The Pull Request
Crew with TRAIT_NO_DNA_COPY are no longer valid targets for identity
theft objectives. Changes some code to make it easier to exclude
potential objective targets.
Changelings that roll an identity theft objective while there are no
valid targets will now get an ordinary escape objective rather than a
free objective.
Fixes#77764
## Why It's Good For The Game
Objectives are usually meant to be achievable.
## Changelog
🆑
fix: Changelings will no longer get an objective to impersonate crew
without absorbable DNA.
fix: Changelings will no longer start without an escape objective.
/🆑
## About The Pull Request
As the title says, headrevs and heads of staff during a revolution won't
be disqualified when they either disconnect or go AFK. Instead, they're
given a 2 minute timer to reconnect or stop being AFK and a warning is
sent out to admins so that they can offer up the player if time is close
to running out.
Two admin messages are sent, one when they're initially disconnected or
AFK and one sent a minute after, giving the admin a minute to act on the
log.
## Why It's Good For The Game
Disconnects can happen for any number of reasons, but sometimes they can
be unintentional, like the game crashing or briefly losing connection.
This will give headrevs and heads more leeway. Additionally, a solo
headrev who disconnects before they've converted anyone could be spotted
by admins and replaced so that the revolution gamemode isn't wasted.
## Changelog
🆑
balance: Head revolutionaries and heads of staff are no longer
immediately considered disqualified when going AFK or disconnecting and
are given a 2 minute grace period.
admin: Admins now get a log when a head revolutionary or head of staff
disconnects or goes AFK during a revolution. They also get the same log
1 minute after to give them a chance to act on the information.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request


This PR adds the ability for solo antagonists (Traitor, Changeling,
Heretic, Wizard, Malfunctioning AI, and Ninja) to "write-in" their own
objectives in place of the ones the game gave them.
For traitors this is located on the uplink (though the button is not
present if you aren't the owner of the uplink, thieves can't give you a
troll objective) and for everyone else it is on the antagonist
information panel.
Pressing this button will replace all of your objectives _except_ ones
like "escape alive" or "survive" or "die a glorious death".
By default a player can only do this once per round, but the Traitor
Panel admin tool contains a button which can display the prompt again.
Custom-entered objectives are not mechanically tracked in any way and do
not report success or failure on the round end screen, whether they were
successful or not is up to you the audience. Resultingly, doing this
will make you ineligible for getting the hardcore random points from
completing your objectives.
Admins are capable of using this button to show the prompt to _any_
antagonist, including team antagonists, but do so at their own risk. A
single cultist changing their objective to something else only updates
them, not their team.
Admins can also choose whether or not it replaces existing objectives or
just adds a new one entered by the player.
When someone sets a new objective, it informs any active administrators
of their choice and provides linked buttons to send them a syndicate
radio message or immediately smite them, because unfortunately our
players cannot always be trusted with arbitrary text entry.
I _didn't_ make this a system which requires approval because I don't
think admins _want_ that level of micromanagement, although plausibly if
it is thought to be a good idea I could add a time delay and reject
button similar to the "rename the station" charter item.
Heretics work slightly differently and have an "Are you sure?"
confirmation other antagonists lack.
This is because Heretic objectives are directly tied to ascension, thus
by replacing the objectives you are locking yourself out from being able
to do it.
I don't _necessarily_ think this is a terrible thing, because "try to
ascend" _is_ the default objective. There's no point entering a new one
if that is what you want to do anyway.
While I was in here I gave Ninjas a very rudimentary custom antagonist
panel, because they didn't have one.
I also made their C4 display where it can be detonated on examine, in
case you no longer have the relevant objective to reference.
<details>
<summary>Other previews</summary>





</details>
## Why It's Good For The Game
It's a reasonably frequent refrain that "Objectives are just guidelines"
and that more interesting players should strive to ignore them and do
something else, I would hope this would encourage that kind of
behaviour.
If you _are_ going off and doing your own thing, now other players can
actually see what it was that you were trying to do when the round ends
(and judge you based on whether you actually did it).
## Changelog
🆑
add: Traitors, Changelings, Heretics, Wizards, Malfunctioning AIs, and
Ninjas can now all reject their original objectives and provide one of
their own in its place. A Heretic doing this will no longer be able to
ascend.
add: "Custom" objectives which aren't mechanically tracked will no
longer report success or failure upon round end.
qol: Space Ninja spider charges will now display where they can be
detonated when examined, if you are a ninja.
/🆑
## 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
Gives duffelbags their proper slot count
They inherited this from backpacks, but I sorta just forgot about that
[Creates "levels" of locked objects, uses that to make locked duffels
work](c613c00f62)
[c613c00](c613c00f62)
Turns locked into something that holds defines, this makes life a lot
easier.
Requires a lot of boilerplate because of how many uses of these procs
there are and all the passthrough and shit.
Adds a few outfit subtypes to avoid this class of failure in future.
Renames the args in a few but not all touched procs, one thing at a time
Closes#76407Closes#76430 Had the lock check in the wrong place
Closes#76441 GOD I HATE TK SO MUCH
Wrote half the pr without glasses so if it's weird gimme some grace
yeah?
## Changelog
🆑
fix: Fixes some fuck with duffelbags, them not holding enough + issues
with spawning gear in them (job shit and all)
/🆑
## About The Pull Request
Title.
## Why It's Good For The Game
Seriously this shit pisses me off, why are ORGAN_SYNTHETIC and
ORGAN_ROBOTIC two different things?
## Changelog
not applicable unless i fucked up
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.
This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.
[Renames comp_lookup to listen_lookup, since that's what it
does](102b79694f)
[Moves signal procs over to their own
file](33d07d01fd)
[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](335ea4ad08)
[Does something similar to the attackby comsigs (PARENT ->
ATOM)](210e57051d)
[And finally passes over the examine
signals](65917658fb)
## Why It's Good For The Game
Code makes more sense, things are better teased apart, s just good imo
## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
## About The Pull Request
This PR changes how ashwalkers are listed in the roundend report.
Originally, they would be listed as individual "other" antagonists,
which isn't a particularly great way of handling it and leads to
weirdness like this:

_(That's an authentic ninja greentext from a live server, by the by)_
Now, the roundend report gives each ashwalker team their own section
within the report, whether or not they succeeded, and some bonus stats.

This new roundend report handling also supports having multiple
Necropolises (Necropoli?) in the same round. Each tribe has their stats
and success reported individually.
This also slightly modifies the protect_object objective, preventing
hard deletes when linked to objects that don't clear their own
references.
## Why It's Good For The Game
Gives Ashwalkers a much better roundend report, and handles how the
reporting is done in a much more sensible manner.
Reduces how much space that large nests take up with their individual
listings.
## Changelog
🆑 Rhials
qol: Ashwalker roundend reporting has been revamped. Glory to the
Necropolis!
/🆑
## About The Pull Request
Refactors regenerate organs to be slightly more intelligent in handling
organ changes and replacements.
Noteably:
- We don't remove organs that were modified by the owner; such as
changing out your heart for a cybernetic
- We early break out of the for loop if they aren't supposed to have an
organ there and remove it
- We check for the organ already being correct, and just healing it and
continuing if it is
Also changes the names of some of the organ helpers into snake_case
### Mapping March
Ckey to receive rewards: N/A
## Why It's Good For The Game
## Changelog
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Firstly, this var was on `/mob`, even though only `/mob/living` and
`/mob/dead` could have ever used it, so who knows how much needless
memory it was consuming on stuff such as `oranges_ear` that would never
ever ever use something like this.
Edit: okay instead of memory it just polluted variable edit windows for
all /mob when it didn't need to. I like having a slim VV window
Secondly, it's a technical improvement over the previous system as we
are able to "track" where a suicide originates from, and how we can
track that from mob-to-mob-to-mob. Previously, the boolean `suiciding`
would only inform us if they had ever been connected to a mob that had
ever committed suicide, but now we are able to precisely determine which
mob gave them the trait that they must now apparently bear until the
round restarts.
## Why It's Good For The Game
Less memory usage, more indepth ability to track suicides in case you
really need that dexterity. Currently no implemented code could benefit
from using it, but it would be pretty neat if someone could figure out a
way to have someone be guilt-tripped whenever they look into a mirror
and seeing the reflection of their past life? This PR won't actually
help you code that and it'll probably require a bit more work, but it's
a possibility of some cool interactions you can do when you have this
information available to you.

## Changelog
🆑
refactor: Some aspects of how we track suicides from your living mob to
your observer have changed- please do let us know if anything has broken
via a GitHub Issue Report.
/🆑
There's probably some technical improvements that can be made in some
parts of the code I reworked to accommodate this change, do let me know
if you spot any easy ones (or fuckups). a lot of excess comes from the
fact that any step in the TRAIT framework trusts that you are passing in
a valid datum (or subtype) so that's a thing
## About The Pull Request
This PR adds a new field `item_owner` to `datum/objective_item` and
populates it for most objective items.
The function of this field is that the objective will fail to generate
if there isn't at least one player in the game with one of those roles.
This limits theft objectives to targets which are likely to be carried
around, missed if they become absent, or at least vaguely have someone
standing close to.
This has only been applied toprogression traitor secondary objectives.
While doing this I also culled a number of deprecated or tedious
objectives which we didn't use any more, such as every "steal a stack of
x" objective. And the plasma tank one. And the slime core one.
I also deleted any which nobody would miss, chiefly "an empty AI card".
There's plenty of those things and if one vanished nobody would notice
let alone be inconvenienced.
If anyone ever wants to bring them back for soul reasons it will be
retained in the commit history, that's what git is for.
The list is actually not particularly long now, so if people have good
ideas for more things to add to expand it again... well they could have
done that any time in the past 10 years but they can still do it now as
long as it isn't to fill it back up with things nobody will miss if they
are gone.
For myself, I added the robotics lab mech crowbar to the list as it
fulfils most of the criteria of "fire axe" but with the benefit of there
only being one on most maps.
I also removed the `difficulty` var which was undocumented, not set for
most objectives (all "low risk" objectives had a default difficulty of
`9001`), and unused.
Also I think this is my 100th PR so you have to be nice to me.
## Why It's Good For The Game
Traitor objectives (and antagonist objectives in general) should:
- Present you with a somewhat engaging task
- Encourage you to interact with at least one other player (at least by
"attempting to sneak past them")
- Move the state of the round forward in some way, usually by creating
inconvenience for at least one other person
Many current progression traitor objectives do not meet all (and some
perhaps not even any) of the above criteria and I am planning on making
a series of changes in order to address this. Expect to see this
paragraph copied/pasted into some other PRs probably.
This one is the simplest: Stealing an item from someone who literally
isn't in the game does not antagonise anyone. So we won't ask anyone to
do it.
## Changelog
🆑
balance: Traitor secondary objectives to steal or destroy an item are
now associated with a particular "owner" or "victim" and won't generate
themselves if nobody would actually be victimised by the crime.
add: Traitors can sometimes be tasked with stealing and destroying the
roboticist's big crowbar, if there is one
/🆑
## About The Pull Request
Fixes#72240
So, in the past, `onCentCom` ran a check at the end that said "if we're
on centcom z, in centcom area, or in shuttle that is endgame launched:
return TRUE"
Meanwhile its brother `onSyndieBase` did not need to run the same
checks, because it was also on the centcom z-level.
This meant that for the purposes of `considered_escaped`, `onCentCom`
pretty much entirely eclipsed `onSyndieBase`, only mattering for, well,
Nuke Ops
So the fix was simple - add the check for "in shuttle that is engame
launched" to `onSyndieBase`.
I took this opportunity to do a quick audit of associated "escaped" and
"alive" code. Did you know that hardcore random only checked that you
were on centcom to award survival points? Instead of any other checks
for escaped like stat?
Also the ancient "romerol zombies can't be used as an easy way to
greentext escape" was broken, because it checked the wrong species ID?
Bonus performance optimization: `in area` -> `in
area.get_contained_turfs()`
## Why It's Good For The Game
Hijack does not turn around to become an L
## Changelog
🆑 Melbert
fix: Hijacked shuttles now count as "escaping alive" once agian
fix: Hardcore random survival now actually checks that you've escaped
alive, and not just made it to centcom
fix: Intelligent zombies can now escape.
fix: Infectious zombies now don't count as escaped as intended.
/🆑
## About The Pull Request
- Traitors now have the old two kill + escape objectives from before
progressive traitors. These objectives are for greentext/victory
conditions only, and are known as "Primary Objectives".
- The Progressive Traitor system remains in place for unlocking
dangerous gear.
- Completing the Final Objective from the progressive list is an
alternate route to victory.
- Traitor Uplinks now have a new tab that lists Primary Objectives,
which will also indicate when the Traitor has a secured victory by Final
Objective.
- Also cleaned up the round end report, see below.
## Why It's Good For The Game
See https://hackmd.io/WVjTLp6xTJiTFEkhSqqWIQ?view for my complete
thoughts.
TL;DR:
- Getting Rep is too much of a time commitment for Greentext.
- Most of ProgTraitor is quiet sabotage that no one cares about, leading
to less conflict with the crew.
- Losing the Uplink creates an unwinnable state.
This PR fixes the above, by bringing back the 2 kill + escape system.
Traitors are now required to actually negatively affect at least some
crewmembers, and actually survive the round, to gain a victory state.
Alternatively, if they reach the Final Objective, they are given a free
pass, as an alternate route if they cannot find their Primary Objective
targets. Final Objectives will count as a victory even if the traitor
dies.
The Progressive Traitor system is still used for unlocking gear, and no
values for items, or restrictions based on role, have been changed.
## Changelog
🆑
balance: Traitors now have two kill and an escape objective for
Greentext purposes, though completing a Final Objective will Greentext
too.
/🆑
New Primary Objective Tab:

If the Final Objective is done, the traitor's victory condition is
secured, and the Primary Objectives no longer matter.

Round-end report, showing one traitor that greentexts through
traditional means, and one that doesn't get their kill target or escape,
but greentexts via Final Objective anyway.

## About The Pull Request
- Rewrites how action button icons are generated.
- Prior, generated an action button icon was fairly simplistic and
didn't allow for many changes. Someone recently added the option for
overlays to be generated over action buttons, but the framework was very
weak.
- Now, action button icon generation is split across multiple procs,
like atom icon updates.
- The background of action buttons are underlays
- The actual icon of the action button is the icon and icon state of the
action button movable
- The rim / border of the button is an overlay, layered overtop the
button.
- Allows observers to see what action buttons a mob has. They even
update in real time! And no, the observers cannot click on them.
## Why It's Good For The Game
- Runechat text of action buttons are no longer hidden behind the actual
icon. This was very ugly with cooldown actions, as the cooldown text was
hidden behind a lot of spell icons.
- Cuts down on a lot of icon duplication.
- Gives much finer control over action button icons
- Saves a bit of processing from generating full action button icons
when not necessary. Not implemented in many places, but is in some.


## Changelog
🆑 Melbert
add: Observers can now see what action buttons an observed mob has. No,
you can't click them. And no it doesn't show EVERY action.
refactor: Refactored how action button icons are generated. Some actions
will now use a colored border when active instead of just turning green.
Cooldown text will also appear on the top layer of actions too. If you
see any funky lookin' icons (namely their borders), let me know.
refactor: Bluespace Golem's teleport action is now a cooldown action.
fix: Construct actions go to the middle of the screen like expected.
/🆑
## About The Pull Request
I noticed recently that the "free objective" placeholder text that pops
up when an objective can't be assigned a target is not consistently
capitalized - it's "Free Objective" in some places and "Free objective"
in others. I have made it "Free objective." in all places, including
punctuation - to be more consistent with the basic formatting of all
real objectives.
## Why It's Good For The Game
Free objectives are little more than an error handler for if an
objective somehow can't find _any_ targets. However, it still looks a
little bad when they don't match the formatting of real objectives, and
it looks worse if you somehow gain multiple free objectives and they
aren't capitalized the same. In this rare circumstance, consistency is
just nice.
## Changelog
🆑
spellcheck: Made "free objective" text consistent.
/🆑
## About The Pull Request
A few roundend reports got lost from moving to dynamic and other prs.
This PRs re-allows them to occur. Namely: "Wizard Killed" (lost in
dynamic), "Blob nuked" (lost in dynamic), "Cult escaped" (lost in cult
rework), and "Nuke Ops Victory" (station destroyed via nuke) (lost from,
what I can see, an oversight / accidental swap of report values).
Additionally, small roundend report QOL for cult: Removes antag datums
from spirit realm ghosts after being dusted, so they do not show up on
the report. And in reverse, heads of staff who were dusted / destroyed
in revolution rounds are now also shown in roundend reports.
## Why It's Good For The Game
Some of these reports are dead, which is is a shame because I think
they're cool and fun.
## Changelog
🆑 Melbert
qol: Successfully fending off a blob now has a cross station news report
again. More pressing reports will take priority over it, though.
qol: Successfully killing a wizard (and all of their apprentices) now
has a cross station news report again.
qol: If more than half of a cultist team manages to escape on the
shuttle (rather than summoning Nar'sie), they will send a unique cross
station news report. This is still a loss, by the way. Summon Nar'sie!
qol: Nuclear Operatives successfully nuking the station now has its
unique cross station news report again, and no longer uses the generic
"The station was nuked" report.
qol: Nuking the station to stop a blob infection now has a unique cross
station news report again. Good luck convincing admins to allow this.
qol: Cult ghosts from "Spirit Realm" no longer persist on the cult's
team after being desummoned, meaning they will not show up on roundend
report.
qol: Heads of staff will now always show up on revolution roundend
report - even if their body was fully destroyed.
/🆑
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Area contents isn't a real list, instead it involves filtering
everything in world
This is slow, and something we should have better support for.
So instead, lets manage a list of turfs inside our area. This is simple,
since we already move turfs by area contents anyway
This should speed up the uses I've found, and opens us up to using this
pattern more often, which should make dev work easier.
By nature this is a tad fragile, so I've added a unit test to double
check my work
Rather then instantly removing turfs from the contained_turfs list, we
enter them into a list of turfs to pull out, later.
Then we just use a getter for contained_turfs rather then a var read
This means we don't need to generate a lot of usage off removing turf by
turf from space, and can instead do it only when we need to
I've added a subsystem to manage this process as well, to ensure we
don't get any out of memory errors. It goes entry by entry, ensuring we
get no overtime.
This allows me to keep things like space clean, while keeping high
amounts of usage on a sepearate subsystem when convienient
As a part of this goal of keeping space's churn as low as possible, I've
setup code to ensure we do not add turfs to areas during a z level
increment adjacent mapload. this saves a LOT of time, but is a tad
messy
I've expanded where we use contained_turfs, including into some cases
that filter for objects in areas. need to see if this is sane or not.
Builds sortedAreas on demand, caching until we mark the cache as
violated
It's faster, and it also has the same behavior
I'm not posting speed changes cause frankly they're gonna be a bit
scattered and I'm scared to.
@Mothblocks if you'd like I can look into it. I think it'll pay for
itself just off `reg_in_areas_in_z` (I looked into it. it's really hard
to tell, sometimes it's a bit slower (0.7), sometimes it's 2 seconds
(0.5 if you use the old master figure) faster. life is pain.)
## Why It's Good For The Game
Less stupid, more flexible, more speed
Co-authored-by: san7890 <the@san7890.com>
* destroy proc holder pt1
- change proc_holder/spell to action/cooldown/spell
- docs all the spell vars, renames some of them
- removes some useless vars
- start with pointed spells, as they're easy
* kill proc_holder pt2
- kill a buncha vars and replace it with flags
- convert a ton over
- general code improvements
* kill proc_holders pt3
- convert a good few more spells
- rename some signals
- handle statpanel
- better docs
* kiill proc_holder pt4:
- restructure the file system of action.dm, separating a good amount of item actions and miscellaneous garbage into files where they belong slightly better. Also splits off item actions, cooldown actions, innate actions, etc. into their own files, overlal making it much better to work with
- converts touch attacks to actions
- converts blood crawl, jaunt subtype
* kills proc_holder pt5
- clears up some icon issues so all the currently converted pages don't have errors
- shapeshift
- some more action cleanup
* kills proc_holder pt5.5:
- some documentation
- reworks feedback to prevent oversight with teleports and stuff
* kills proc_holder pt6:
- converted cult spells
- converted magic missile
- converted mime spells
- chipped away at the errors
- removed some vars which were too general, replaced them with more locally applicable vars. for example "range" which could mean "projectile range" or "aoe radius" or whatever - instead of having a broad net which everyone applies to in a confusing matter, instead lets each spell delegate on their own.
- merged magic/spell and magic/aoe, as the comment intended
- more unified behavior for spell levelling
* kill proc_holders pt 6.5:
- replacing a buncha old proc_holders that have been updated to reduce some errors. sub 900 baby
* kills proc_holder pt 6.75:
- minor fixes
* kills proc_holder pt7:
- cuts down on some errors
- refactors some wiz events
* kills proc_holder pt 7.5:
- malf ranged modules
- some minor errors
* kills proc_holder pt 7.75:
- mor eminor error handling, cleaning up changes
* kill proc_holder pt8:
- refactors spell book
- refactors spell implant
- some more minor error fixing
* kill proc_holder pt 8.5:
- scan ability
* Adds some robust documentation
* kill proc_holder pt9:
- converts some / most mutations over
* kill proc_holder pt10:
- sort out all the granters
- refactor them slightly
- fix some compile errors
* Some set-unset sanity - going to need to test removing Share()
* Removes transfer actions. It doesn't seem to do anything.
- Transfer_actions was called when current = new_character so locially speaking the early return in Grant() should cause it to NOOP. Test this in the future though
* Removes sharing from actions, docs actions better
* Some better documentation for spell and spell components
* Kills proc_holder pt11:
- Finally finishes ALL THE SPELLS IN THE SPELL FOLDER
- Fixes some more errors
* kills proc_holder pt11.5:
- minor error fixing and sanity
* Method of sharing actions. Can be improved in the future, needs testing
* Implements a way to update the stat panel entry for a spell. Also gets rid of VV stuff, as you can update the bigflags directly in VV now.
* Curse of madness bug I put in.
* kills proc_holder pt12:
- sub 500 errors!
- converts cytology mobs
- converts and refactors spiders slightly
- some minor fixing around the place as usual
* kill proc_holder pt13
- Finishes heretic spells
- Sub 300 errors!
- some touch refactoring to account for mansus grasp
* kills proc_holder pt14:
- revenant
- minor bugfixing for heretic stuff
* kills proc_holder pt14.5:
- some missed stuff for revenant + heretic
* kills proc_holder pt15:
- alien abilities
- more minor fixing
- sub 100 errors. The end is nigh
* kill proc_holder pt16? 17:
- Finishes cult spells
- sub 50 errors!
- refactors the way charge works
- renames / moves some signals
* kills proc_holder pt final:
- sdql spells
- no more errors!
* Bugfixes round 1
* Various bugfixing
- documentation done
- give spell works
- can cast spell gives feedback conditionally
- is available takes into account casting ability
* Some accidental reversions + fixes
* Unit tests
* Completely refactors jaunting
- All bloodcrawling is now handled on the action itself instead of across various living procs
- slaughter demons have their own blood crawls
- jaunting dummies don't have side effects on destroy() anymore
* Wizard spell logging and even more refactoring
* Fuck you (refactors ur tails)
* Errors
* Wow. Pain.
* Fixes up probably everything
* finish up here
* Fixes hard del maybe
* original owner hard del
* garbage collection runtime
* suck my peen byond
* Mapped tails
* motherfucker.
* motherrfucker. again.
* Whooopppppsie
* yeah bad idea
* Turns out external organs literally just sat in nullspace forever if their parent was deleted, and didnt Remove() themselves, causing harddels.
* So anyways I repathed all organs
* Fixes
* really.
* unit test... test
* unit test-test but it passes linters this time because im a moh-ron
* I've lost track of what im doing at this point
* Hopefully fixes hard del?
* meh
* Update code/datums/dna.dm
* things n stuff
* repath from master pull
This refactors the antimagic component to use and have bitflags, documentation, defines, code comments, named arguments, and renames variable names for clarity.
- /obj/effect/proc_holder/spell/aoe_turf/conjure/creature/cult is not used anywhere and has been removed
- /obj/effect/proc_holder/spell/targeted/turf_teleport/blink/cult is not used anywhere and has been removed
- New sound effects are played when magic is blocked. Depending on the type of magic being used it will be either:
- Equipping antimagic now properly updates the magic buttons
- Any magic being blocked or restricting casting now displays a message
- MAGIC_RESISTANCE_MIND now properly blocks telepathy effects
- Removes blood splatter when fireball is blocked
- Magic projectiles for staff of locker no longer spawn lockers when blocked by antimagic
- Fire breath is no longer blocked by antimagic
- Spellcards are now blocked by antimagic
Any antimagic on a mob blocks that magic type from being casted. (certain spells such as mime abilities completely ignore antimagic)
- Foilhats prevent someone from casting mind magic (telepathy, mindswap, etc.)
- Bibles, ritual Totems, nullrods, holymelons, and TRAIT_HOLY prevent someone from casting unholy magic (cult spells, etc.)
- Nullrods, ritual totem, and holymelons prevent someone from casting wizard magic (fireball, magic missile, etc.)
- Immorality talismans, berserker suits, and TRAIT_ANTIMAGIC prevents all types of magic (except stuff like mime abilities)
- Touch of Madness and Mindswap is now blocked with MAGIC_RESISTANCE and MAGIC_RESISTANCE_MIND
- Voice of god is now blocked with MAGIC_RESISTANCE_HOLY and MAGIC_RESISTANCE_MIND
Since the gamemode isn't wanted here, even just to maintain (and especially now that progression Traitors are being added which will break IAA even more), I'm gonna give my alternate idea to just remove IAA entirely.
This is also to help downstream, as any plan on just 'adding it downstream' is kinda screwed over by it TECHNICALLY still being upstream, and its code conflicting with my own, even if it is just broken and unmaintained.