Commit Graph

2652 Commits

Author SHA1 Message Date
SkyratBot
ccb8a92cc9 [MIRROR] Updates paper biscuits and the paper cutter [MDB IGNORE] (#20312)
* Updates paper biscuits and the paper cutter (#74473)

## About The Pull Request

Well this started as a PR updating some of the spelling and grammar on
the biscuits... though spilled out a little into other aspects of the
relevant code.
There are a few things I've done here.

**Paper biscuits:**

- Updated spelling and grammar for paper biscuits. Confidental ->
confidential, that sort of thing.
- A little reorganisation and cleanup of the code itself.
- Preset slips are now generated on init on the parent from a var,
rather than each having its own init proc.
- Early returns, clearer vars, etc

**Paper Cutters**
Ended up doing more here, even though it wasn't the original reason I
started looking at this code.

- Added one (1) paper cutter blade to the paper cutters cargo crate.
Raised the price a little. This is just a reskinned hatchet, so I don't
think it's much of a balance concern.
- Clarifies and docs vars
- Cleans up refs on destroy
- Many `to_chat`s to `balloon_alert`s
- Removed single-letter vars
- Cancelled attack chains when trying to actually use the cutter. You
now pick it up either by having the blade secured and no paper inside,
or by dragging it into your hand.

## Changelog
🆑
spellcheck: Paper biscuits now have more proper spelling and grammar
qol: You now get one spare paper cutter blade in the paper cutter cargo
crate.
tweak: You now use right click to cut paper with a paper cutter
fix: You can now remove paper from a paper cutter if you change your
mind.
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Updates paper biscuits and the paper cutter

---------

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-04-04 04:45:59 +01:00
Gandalf
150bfd23c1 Fixes discord notifications for new game (#20278)
Update ticker.dm
2023-04-02 23:50:20 +02:00
Gandalf
afa770a886 Replace Chaos Event System with ICES - Intensity Credit Event System [LT3] (#20272)
* remove chaos/event vote system

* Delete event_chaos_system.dm

* someone was using those

* Update cme.dm

* coffee before commit

* Update event_frequency.dm

* Update cme.dm

* disable changeling

* Update tgstation.dme

* Update supermatter_surge.dm

* change to weight config C, rename dm

* typo, meteor minplayer

* too high

* Update random_events.dm

* weighting updates

* better documentation

* this file is gone, SM surge start time

* reduce scrub

* min player/time for extreme CME/threat meteors

* cme

* Update cme.dm

* cme

* idk why this reverted

* event credits

* intense event credits

* Update random_events.dm

* max occurrences

* new meteor warning

* Update tgstation.dme

* intensity credits, yo

* put ICES in a module folder

* move readme

* Update readme.md

* change logging

* Update events.dm

* Update ICES_event_config.dm

* Update events.dm

* Update events.dm

* Update events.dm

* remove debug logging

* minplayer balancing

* ICES panel

* ope

* Update ICES_event_mods.dm

* tgui panel

* ices_data

* whoa useful info?

* event init

* Update configuration.dm

* Update ICES_event_config.dm

* ...

* make those vars

* Update ICES_tgui.dm

---------

Co-authored-by: lessthnthree <three@lessthanthree.dk>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2023-04-02 16:50:17 +01:00
SkyratBot
24f300b304 [MIRROR] Removes emergency meetings [MDB IGNORE] (#20253)
* Removes emergency meetings

* 0

---------

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-01 21:32:34 +01:00
SkyratBot
90e8f5f70f [MIRROR] "Biscuit" cards, and also now slip papers are actually paper! [MDB IGNORE] (#20240)
* "Biscuit" cards, and also now slip papers are actually paper! (#74329)

## About The Pull Request
**This is not a literal biscuit which you eat. "Biscuit" is just a
nickname of this kind of snap-cards.**
Slip paper is now actually paper, before that, it was just literally
nothing, an object which does nothing. Because of that, the paper cutter
was useless as well, as it turned normal paper into useless paper slips.
Because of this now paper cutters are placed at:

- Bridge
- HoP office
- Warden office
- Cargo

Also adds biscuit cards. If you have no idea what it is, it's a kind of
card placed around a piece of paper usually to conceal some document and
it can be opened by cracking it with a crunchy sound (that's why it's
named a biscuit). Those are usually only opened in certain situations or
emergencies (The most famous example is the US president's nuclear
biscuit, which contains nuclear codes)

There are 2 biscuits: Normal and Confidential.
Normal is a plain biscuit with nothing really special, can be coloured
if you want as it's white.

![image](https://user-images.githubusercontent.com/42353186/229195802-4ac5ad96-6083-47dc-9ccd-13d132f690bf.png)

The confidential biscuit is blue and has "NT" on it.

![image](https://user-images.githubusercontent.com/42353186/229195753-207d64f1-1f17-418e-a01a-8bfa2c4abc51.png)

There is a not-sealed biscuit you can print in autolathe, it starts open
so you can put paper in and seal later making it a normal crackable one.

Now spare ID safe code automatically spawns in a confidential biscuit in
a new paper slip subtype - corporate slip paper. It's a plastic card
which is sturdier than the normal paper clip.

![image](https://user-images.githubusercontent.com/42353186/229195696-07075f78-c736-43a9-bd14-5cf9ca36ddc9.png)

You can also create the corporate paper slip paper using - normal paper
slip, plastic, and captain rubber stamp (making this paper having a rare
status)

![image](https://user-images.githubusercontent.com/42353186/229195599-75807483-02f9-44cb-ae24-d3388b509ccd.png)

![image](https://user-images.githubusercontent.com/42353186/229195610-5a264ed4-8b04-4452-9032-5755e2419423.png)

## Why It's Good For The Game
Paper slips being not paper is stupid and has no point in being that
way. This also made the paper cutter useless; hence, it was never placed
on any map (and never used).
This PR makes it paper, so it's usable when crew members need a paper
slip instead of a full-size sheet.

Placing paper cutters around the station makes it so the crew can
produce paper slips when they need them, this also gives it finally a
use and place on the station.

The 'biscuits' are cool and give more flavour to the spare ID safe
codes, as well as to other documents people might put in future PRs.
This also makes those paranoid captains which are scared of their spare
ID safe code being stolen and read can sleep tight, as now if someone
opens it up it's really obvious. Now also you can really make sure if
that head is lying about "not touching the spare ID", _but not as anyone
cares really._

**Okay, it's draft for now just so I can add some new things, and fix
the dupe bug:**

- [x] Being able to fax the paper biscuits
- [x] Make it impossible to cut paper slips into paper slips
- [x] Make corporate paper slips craftable or printable
- [x] Make confidential biscuits craftable or printable
- [x] Make paper cutters orderable at the cargo

_CRUNCH_
## Changelog
🆑 DrDiasyl aka DrTuxedo#0931
add: Added 'biscuit' cards! They can contain documents and can only be
accessed by cracking them open, you can't close them back. Nanotrasen
now stores spare ID safe codes in them.
add: Placed paper cutters around the station. They're in Bridge, HoP
office, Warden office, and Cargo.
add: Now you can order paper cutters at cargo.
fix: Now the paper slip is actually paper.
imageadd: The paper slips sprite was slightly tweaked to have text lay
more logically, added the corporate paper slip.
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* "Biscuit" cards, and also now slip papers are actually paper!

---------

Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-01 21:19:17 +01:00
SkyratBot
3464b6bfb2 [MIRROR] Refactors Regenerate Organs, and a few organ helpers [MDB IGNORE] (#20094)
* Refactors Regenerate Organs, and a few organ helpers

* MERGE CONFLICTS

* GETORGANSLOT > GET_ORGAN_SLOT

* GETORGAN > get_organ_by_type

* lint repairs

* more lint

* Update tgstation.dme

* Update surgery_step.dm

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-01 02:51:06 +01:00
Gandalf
e4b4d4d3c0 MISSED MIRROR [Lints Against Unmanaged Local Defines] (#20204)
* https://github.com/tgstation/tgstation/pull/74333

https: //github.com/tgstation/tgstation/pull/74333
Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* var stuff

Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* vars

* Update sol_fed.dm

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2023-04-01 01:15:22 +01:00
SkyratBot
2a89a9f3af [MIRROR] Implement TGS DMAPI 6.1.0 features [MDB IGNORE] (#20201)
* Implement TGS DMAPI 6.1.0 features

* Update ticker.dm

* E

* Revert "E"

This reverts commit 23e33ae17d0a2ff58063940ca7c115113c0a02aa.

---------

Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-31 14:50:32 +01:00
SkyratBot
8dbb7f8a09 [MIRROR] Fixes lava river genertation (It was broken for 2 YEARS) [MDB IGNORE] (#20205)
* Fixes lava river genertation (It was broken for 2 YEARS) (#74359)

## About The Pull Request

Post 9ee4703133, river generation was
broken
It broke things by moving ruin loading to BEFORE world gen (river gen
happens w ruin loading for convienience), which, since rivers retain
their old area (and world gen is area based), meant that rivers just got
overriden.

I've fixed things by moving river generation to AFTER world gen, since
rivers rely on things like mineral walls existing

## Why It's Good For The Game

If we're gonna spend cpu time on these they should like, exist.
Closes #61371
## Changelog
🆑
fix: Lava and plasma rivers (openspace on icebox too) will generate now.
This was broken for 2 years wtf man
/🆑

* Fixes lava river genertation (It was broken for 2 YEARS)

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-03-30 21:56:24 -07:00
Gandalf
ffd39e1729 Missed mirrors (#20203)
* https://github.com/tgstation/tgstation/pull/74273

mirrors https://github.com/tgstation/tgstation/pull/74273

* https://github.com/tgstation/tgstation/pull/74267

mirrors https://github.com/tgstation/tgstation/pull/74267

Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* https://github.com/tgstation/tgstation/pull/74113

mirrors https://github.com/tgstation/tgstation/pull/74113

Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* Updated elgohr/Publish-Docker-Github-Action to a supported version (v5) (#74370)

elgohr/Publish-Docker-Github-Action@master is not supported anymore

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Lars Gohr <elgohr@users.noreply.github.com>
2023-03-31 03:48:57 +01:00
GoldenAlpharex
3d1a7ecff0 [MISSED MIRROR] Adds a config-optional endgame chat message (#72860) [MDB IGNORE] (#20108)
Adds a config-optional endgame chat message (#72860)

This basically does what we do for roundstart announcements, but for
round end.

With a delay between a round ending, the server rebooting, and a new
round starting, sometimes it feels like players would be more likely to
catch a roundstart when they know the previous game has just ended, and
not a few moments before the next one starts.

This idea was suggested to me several times by many people who don't
have good connections to servers and keep missing roundstart because
they just aren't given enough time to get on SS13.

I also included Round ID in this, so people who know what time they've
played a round can also now easily see which round it was, if they
wanted to go back to look at the logs for any reason they have.

🆑
config: There's now a config-optional announcer for a round ending.
/🆑

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-03-27 05:36:07 +01:00
SkyratBot
79bb4facfc [MIRROR] Removes networks from the game [MDB IGNORE] (#20083)
* Removes networks from the game (#74142)

## About The Pull Request

This is a continuation of
https://github.com/tgstation/tgstation/pull/74085 - I announced in the
comments there that this would be my next PR, and this is it.

Removes SSnetwork, ``/datum/ntnet``,
``/datum/component/ntnet_interface``, ``var/network_root_id``, the
network unit test, and a lot of other things related to networks.

- NTNet circuits now check for an Ntnet relay, and uses signals to
operate.
- Logs in Wirecarp is now only for PDA and Ntnet Relay things, so you
can no longer see what ruins exist using it (why should Wirecarp know
that Oldstation spawned? The flavor is that they dont know its there).
- Removed it from MULEbots entirely, I don't think it even did anything
for them? Botkeeper seems to work without it, so it's possibly there
from pre-tgui PDAs.
- Moves assigning random names to a base proc instead of being tied to
network, this is things like random-naming scrubbers/vents. The behavior
hasn't changed at all.
- Makes Ntos work for consoles when relays are down, as the comments
said they're supposed to (because they're wired). I think this was an
accidental change on my part, so this is a revert of that.

## Why It's Good For The Game

Ntnet is ancient code that hasn't given us much that we can't do with
already existing alternatives, we've been slowly moving away from it for
init times, and though a large portion of that was limited to airlocks,
I still don't think this is a system worth keeping around.
It's way too complex to expect feature coders to do anything with it,
and too old with better alternatives for anyone to want to improve any
of it.

## Changelog

🆑
fix: Computers are now properly connected to Ethernet, and can use Ntos
when Relays are down.
refactor: Removes Ntnet and Ntnet interfaces, which was only used by
Ntnet circuits (which now directly checks for a Relay to work) and
MULEbots, which did nothing with it.
balance: Wirecarp no longer tells you what ruins spawned in a round,
instead it's limited to PDA logs, and tells you the source too. This
means the RD can catch someone running illegal programs if they don't
make any attempt at hiding it.
qol: Wirecarp logs is now set to save 300 at once, instead of 100 and
being increased to 300 by the RD during the round. This is pretty
insignificant, since there's no reason to NOT want as many logs as
possible.
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>

* Removes networks from the game

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
2023-03-27 03:28:18 +01:00
SkyratBot
43fde4181e [MIRROR] Saves roughly 20% off living/Life(), makes gravity event based [MDB IGNORE] (#20074)
Saves roughly 20% off living/Life(), makes gravity event based

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-27 03:28:03 +01:00
SkyratBot
e9e7d7a461 [MIRROR] Minigame DLC - Intergalactic Basketball League [MDB IGNORE] (#20048)
* Minigame DLC - Intergalactic Basketball League (#72459)

## About The Pull Request
New DLC bout to drop.

![dreamseeker_45s0qiPMXE](https://user-images.githubusercontent.com/5195984/210466427-35b90d46-6620-45e2-8b21-66d1dcada76f.png)

Lots of new things included:
- New basketball minigame that can be played between 2-7 players
- Crafting recipe for basketballs using leather sheets
- Crafting recipe for basketball hoops using metal, rods, and durathread
- New basketball sounds for the ball and hoops
- New scorecard that can be reset using CtrlClick
- Basketball hoops can be rotated using a wrench and AltClick
- Dunking and shooting animations.

### New basketball mechanics that now utilize stamina:

- Dunking costs large stamina and you must be directly adjacent to the
hoop and click on it.
- Shooting costs medium stamina and uses RMB. Shooting lets you aim the
ball over peoples heads, meaning anyone obstructing your path will be
bypassed. There is a half second delay during shooting where someone can
bump or push to prevent the shot from succeeding.
- Shooting from further away results in less accuracy. If you do not
click directly on the hoop, there is also an accuracy penalty!
- Passing costs no stamina and uses LMB. Trying to score into the hoop
via passing results in a reduced chance.
- Spinning costs medium stamina while holding the ball. It gives a
reduced chance for the ball to be stolen but decreases accuracy for
shooting.
- Pushing a player using RMB will attempt to steal the ball and drain
their stamina.
- The chance to steal the ball is based on the stamina of both players
and the direction they are facing. If the person with the ball is at low
stamina, and the person stealing is at full stamina, they will have a
higher chance. Likewise, if the person with the ball is face to face
with the stealer, then there is a higher chance for the ball to be
stolen. If the person has their back to the stealer, then it's a lower
chance.
- Shooting from more than 2 tiles away, results in 3 points. See below
picture to know the distance.

![dreamseeker_1iFLhQGx01](https://user-images.githubusercontent.com/5195984/210469319-162b9745-fcae-4261-92ef-228388eb4f6f.png)

### Now to introduce the teams:

<details>
<summary>Nanotrasen Basketball Department</summary>

![dreamseeker_baSqp2nipv](https://user-images.githubusercontent.com/5195984/210469887-9e0a92d5-d4bd-4da8-9e73-b11d91fdfcd8.png)

</details>

<details>
<summary>Greytide Worldwide</summary>

![dreamseeker_quzZ3KnwpX](https://user-images.githubusercontent.com/5195984/210469923-ed774656-f5cc-43bc-8314-f8309a01c474.png)

</details>

<details>
<summary>Lusty Xenomorphs</summary>

![dreamseeker_VDeT3JQkNF](https://user-images.githubusercontent.com/5195984/210469944-a229e0cc-4b2e-4754-a0b4-6b36953dca2e.png)

</details>

<details>
<summary>Space Surfers</summary>

![dreamseeker_Dh91fznQbN](https://user-images.githubusercontent.com/5195984/210469963-9a85b4e3-b69d-4b66-8c96-4e2ff2b3b983.png)

</details>

---

Big shoutout to the nukie round a few weeks ago where the nuke ops
challenged the crew (and clown) to a basketball match on their rebuilt
basketball shuttle. The nukies won, but it made me realize that the
basketball mechanics were very raw and needed some polishing.

#### TODO LIST

- [x] Fix bug where ball only goes over peoples heads if they are 1 tile
away
- [x] Remove leftover code comments and procs
- [x] Rebalance stamina values (maybe move this to different ball types)
- [x] Fix basketball stadium template runtiming from wall smoothing
during load
- [x] Fix space surfer stadium having an air breach somewhere
- [x] Add more sounds for when ball is passed, shot, or dunked
- [x] Make it so that holding a ball while on the floor isn't possible
(to avoid those meta cheese strats)
- [x] Drop basketball lets mobs make sounds when spinning (need to
detach signal?)
- [x] Finish adding a simple lobby menu for minigame

## Why It's Good For The Game
_If you can't slam with the best, then jam with the rest._

## Changelog
🆑
add: Add crafting recipe for basketballs (leather sheets) and basketball
hoops (metal, rods, and durathread)
add: Add new basketball minigame for 2-7 players. There are 4 different
courts and teams by default with more planned to be added later.
add: New basketball mechanics that uses stamina. Shoot with RMB, pass
with LMB, and dunk by clicking the hoop while adjacent. Spinning while
holding the ball decreases the chance for someone to steal the ball, but
it decreases your shooting accuracy. Shooting from 2 tiles away lets you
score 3 points.
qol: Basketballs now play a buzzer sound when someone scores. CtrlClick
will reset the scorecard and AltClick with a wrench will rotate the
hoop.
qol: Dunking and shooting animations for basketball.
soundadd: Added basketball bounce sound with credits attribution
imageadd: Added basketball icon to minigames. Move baseball and
dodgeball icons to toy/balls.dmi
/🆑

* Minigame DLC - Intergalactic Basketball League

* Update CentCom_skyrat_z2.dmm

* raptor

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
2023-03-27 02:24:29 +01:00
SkyratBot
96be018eb1 [MIRROR] Refactors Suiciding Variable Into Trait [MDB IGNORE] (#20017)
* Refactors Suiciding Variable Into Trait

* suicide

* https://github.com/tgstation/tgstation/pull/72919

MISSED IRROR

* better suicide handling

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-27 02:03:05 +01:00
SkyratBot
8a9768cce5 515 DEPENDANCY UPDATES (#19873)
* Experiment flag for not caching ref on 515

* Update vv_outfit.dm

* MANUAL MIRROR https://github.com/tgstation/tgstation/pull/72657

* MANUAL MIRROR https://github.com/tgstation/tgstation/pull/73788

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-26 23:35:04 +01:00
SkyratBot
5cf7d03295 [MIRROR] Roundstart Xeno egg deliveries create a Captive Xenomorph team, gives regular xenos a fluff objective so their popup isn't blank. [MDB IGNORE] (#20041)
* Roundstart Xeno egg deliveries create a Captive Xenomorph team, gives regular xenos a fluff objective so their popup isn't blank. (#73852)

## About The Pull Request

Xenomorphs who are a product of the roundstart xenobio egg delivery will
now spawn as "Captive Xenomorphs", who receive an objective to break
containment. Here's how it works:

When a delivery egg is generated that area will be marked as the
"captivity area". Xenomorphs born within this area now have their own
team, and have their own section in the roundend report that will
greentext them based on if they were able to survive and escape
captivity. Xenomorphs born outside of this area will spawn as normal
Xenomorphs, with no escape objective or special fanfare.

To further encourage people from actually taking the role and
potentially resigning themselves to an hour in Xenobio CBT prison, the
first of the hive gets their own header on the roundend report.

(When I say "team" here, I mean they receive a different antag team
datum. They're still able to collaborate and cooperate with other
Xenomorphs, they just have a different title and extra objective in
addition to the bonus roundend report limelight.)

![image](https://user-images.githubusercontent.com/28870487/223782098-4659f7cc-c8d7-44d8-afbf-30ebbc17b9bb.png)

![image](https://user-images.githubusercontent.com/28870487/223765028-e285d810-a751-473f-a821-5fb2679b2f13.png)

(This also adds a basic "survive and advance the hive" objective for all
xenomorphs, since their objective popup was otherwise completely blank).

Since the captivity area is entirely dependent on the location of the
egg itself, admins can plop one of these down anywhere, and mappers
don't have to put the egg mapping helper specifically in Xenobio.

For clarification -- To be qualified for the Captive Xenomorph team, **a
delivery egg must be spawned**, and the xeno you inhabit must be born in
the same area the egg was spawned. If the queen breaks captivity and
starts nesting elsewhere on the station, their children will be born as
normal Xenomorphs, not Captive Xenomorphs.

## Why It's Good For The Game

Adds a bit of distinction, and gives bragging rights, to anyone bold
enough to take a roundstart xeno roll and escape with it.

The Xeno egg delivery is already rare enough, I think it deserves a bit
more fanfare (especially considering the dramatic impact it sometimes
has on the direction of a round).

## Changelog
🆑
add: Xenomorphs born in the room the roundstart delivery egg was spawned
in will be part of a special "captive xenomorph" team, tasked with
escaping and tracked in the roundend report.
fix: Regular Xenomorphs no longer receive a blank objectives popup on
spawn.
/🆑

* Roundstart Xeno egg deliveries create a Captive Xenomorph team, gives regular xenos a fluff objective so their popup isn't blank.

---------

Co-authored-by: Rhials <Datguy33456@gmail.com>
2023-03-24 08:52:19 -07:00
SkyratBot
acc18e5bcc [MIRROR] Removes more NTNet from Tablets and removes a ton of dead code [MDB IGNORE] (#19997)
* Removes more NTNet from Tablets and removes a ton of dead code (#74085)

## About The Pull Request

Removes NtNet softwaredownload/communication because they did nothing,
so this also removes the feature to shut them off from Wirecarp

I removed tablets from being added to networks, Tablets already generate
logs for actions they do, which is already enough for the effects it has
in-game (just being visible to Wirecarp), once NtNet is deleted from
everything else then we can move it to ModPCs and limit logging to only
ModPC actions.

Fixes shutting off ntnet relays from Wirecarp, now you can properly shut
off Ntnet, and the warning that it kicks you out of the program is now
true.

Gives the Holodeck it's own network root define and fixes Syndicate
network showing up on Wirecarp

Wirecarp's PDA logs now shows the source of an action

## Why It's Good For The Game

Moves ModPCs further from NTNet so we can move towards deleting it
entirely
Makes Wirecarp more responsible and trustworthy
Removes useless stuff that never gets used, simplifying a overthought
overcomplicated system.

## Changelog

🆑
balance: Wirecarp now properly shuts off NtNet remotely.
balance: Wirecarp now shows the source of a PDA that does an action.
fix: Wirecarp can no longer be used to see if Nukies exist through their
networks.
del: Removes Software downloading and communication Ntnet networks, as
they were pretty worthless.
/🆑

* Removes more NTNet from Tablets and removes a ton of dead code

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-03-20 20:10:48 -07:00
SkyratBot
a3f22bdcb0 [MIRROR] Adds the Janitor access keyring [MDB IGNORE] (#19993)
* Adds the Janitor access keyring

* skyrat edits

* changelog

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-03-20 11:11:04 -07:00
SkyratBot
fcaffe2448 [MIRROR] Fixes inconsistent list syntax in set_status_tab [MDB IGNORE] (#19974)
* Fixes inconsistent list syntax in `set_status_tab` (#74079)

BYOND is inconsistent about whether it treats these as `"key" = value`,
or `src.key = value`, or something else. We suspect that this behavior
is fluctuating in 515, and given that this proc has been causing immense
overtime, that it might be the culprit of some recent complains of
recurring lag. And if it's not, then we at least have more consistent
code.

* Fixes inconsistent list syntax in `set_status_tab`

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-03-19 08:01:12 -07:00
SkyratBot
3a83197b22 [MIRROR] Optimize cutting part of update_icon (Saves 130+ms of init) [MDB IGNORE] (#19853)
* Optimize cutting part of update_icon (Saves 130+ms of init) (#73965)

Avoids calling `cut_overlay` if we know that we manage every overlay
we're about to remove, and short-circuits to `overlays = null`. This
saves the cost of building the appearance list and performing `-=` of
the list.

More minor change, splits validation part of `POST_OVERLAY_CHANGE` into
`VALIDATE_OVERLAY_LIMIT`. This is because there is no point checking if
we hit the overlay limit after removing overlays, since we would've
checked in `add_overlay` in reasonable cases.

* Optimize cutting part of update_icon (Saves 130+ms of init)

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-03-15 00:48:29 +00:00
SkyratBot
2693aec07c [MIRROR] Fixes ignoring space turfs in difference checks [MDB IGNORE] (#19841)
* Fixes ignoring space turfs in difference checks (#73962)

<!-- 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

I done fucked it lads. Space turfs are never initialized, so asserting
all shareable turfs have a cycle below 0 is not safe. instead we'll use
-infinity. if that ever breaks I'll eat my shoe
Closes #73961

* Fixes ignoring space turfs in difference checks

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-03-14 10:33:45 -07:00
SkyratBot
42dd487728 [MIRROR] Station Trait: Spider Infestation [MDB IGNORE] (#19813)
* Station Trait: Spider Infestation (#73893)

## About The Pull Request

Hate having your cables eaten by mice? Nanotrasen have heard your
complaints and settled on a natural, _organic_, and eco-friendly
solution.

When this station trait is active, roundstart and event mouse spawns
have a chance to instead be replaced with duct spiders (both will exist,
it doesn't remove mice).
Duct spiders are largely harmless to humans, actively hunt other
maintenance creatures (such as mice), and have only one _tiny_ downside.

![image](https://user-images.githubusercontent.com/7483112/224345781-2627be98-67f2-4cab-ac40-c6c9b35ea909.png)

These mobs can also sometimes be spawned by a minor scrubber clog event.

As a side note, all spider basic mobs with AI (except Araneus) will now
try to automatically fill a small area around them with webs.

Also I made it so that mobs will ignore their random_walking behaviour
if they're engaged in a `do_after`, just in case.

## Why It's Good For The Game

Adds a little bit of variety to things which can slightly annoy you in
maintenance.
Spiders will automatically make places they live in look like spiders
live there.

## Changelog

🆑
add: A station trait which sometimes populates maintenance with small
spiders. You can wear them as a hat if you wanted to have a spider on
your head for some reason.
add: Spider mobs will automatically start webbing up their environment.
/🆑

* Station Trait: Spider Infestation

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-03-13 02:00:22 +00:00
SkyratBot
f31dbb9ccb [MIRROR] Optimizes atmos init by 20% [MDB IGNORE] (#19810)
* Optimizes atmos init by 20% (#73926)

## About The Pull Request

Each time we intialized a turf's atmos, we checked all the turfs around
it to see if they were different. This meant each pair of turfs talked
to each other twice.

If we instead do the comparing in a second loop, we can use
current_cycle to ensure we only compare a pair once. This saves 0.5
seconds of atmos init.

## Why It's Good For The Game

Speed

* Optimizes atmos init by 20%

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-03-13 01:59:55 +00:00
SkyratBot
f141a04600 [MIRROR] Fix pre-round lobby map vote filter [MDB IGNORE] (#19759)
* Fix pre-round lobby map vote filter (#73820)

## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/73816

## Changelog

🆑 LT3
fix: Map filter works properly in the pre-round lobby
fix: Map vote doesn't log 'not enough players' if the vote starts in the
pre-round lobby
/🆑

---------

Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>

* Fix pre-round lobby map vote filter

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
2023-03-10 17:47:17 +00:00
SkyratBot
50871407e4 [MIRROR] Add config to validate admin discord commands with discord links and admin ranks [MDB IGNORE] (#19711)
* Add config to validate admin discord commands with discord links and admin ranks (#73818)

This adds a config to secure discord chat commands used by admins.

When enabled it compares the discord id the chat command came from with
the linked discords db to find their ckey, then checks they have the
correct admin rights.

The check automatically self disables if the db is down or if legacy
admin ranks are enabled. (There is no config for discord account linking
or i'd just use that.)

Moved non-admin discord commands out of the admin modules folder and
into the discord modules folder.

Deleted some defunct shit. There was a global list and admin only notify
command that was used by nothing.

There was a whole discord config section that was used by nothing.

* Add config to validate admin discord commands with discord links and admin ranks

---------

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2023-03-10 02:42:44 +00:00
SkyratBot
f4e0b14651 [MIRROR] Mice and Regal Rats won't spawn in the icebox solar panels [MDB IGNORE] (#19356)
* Mice and Regal Rats won't spawn in the icebox solar panels

* Update mobs.dm

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 02:39:52 +00:00
SkyratBot
f4327644a2 [MIRROR] Fixes an oopsie with the policy update [MDB IGNORE] (#19649)
* Fixes an oopsie with the policy update

* Update job.dm

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-03-04 19:54:22 -08:00
SkyratBot
03854f9abe [MIRROR] Vote System: Approval Voting [MDB IGNORE] (#19666)
* Vote System: Approval Voting (#73749)

## About The Pull Request

Approval Voting is a system in which voters can select as many maps as
they want, instead of selecting only one. Final tallies show how many
votes each map received, and the winner is the map with the most
support.

## Changes since https://github.com/tgstation/tgstation/pull/73413
- Custom votes can now be started using either system
- Icon during AV votes indicating your selections
- Map population filter counts active players and participating ghosts

https://user-images.githubusercontent.com/83487515/222580901-61506cc3-dc42-4435-9775-1e6291a3f734.mp4

## Why It's Good For The Game

First-past-the-post (our current voting system) has flaws such as
creating a bunch of wasted votes, in that a large number of selections
ultimately have no impact and for example, a map can win a 3 way race
11/10/10, even though 2/3 of the votes were not for that map. This leads
to people having to vote strategically, and perhaps not what their true
choice is.

Approval Voting solves this by instead allowing the player to select all
the maps they would like to play, so they can vote for their true
preferred choice, as well as alternates.

For example, a player that wants Metastation, is okay with Icebox, and
doesn't want Delta may feel pressured to vote Icebox if it's in a 2 way
race with Delta.

AV lets them vote for Meta, and Icebox or as many others as they want as
their alternates and creates a more fair outcome of a map vote.

Map population filter removing AFK/lobby screen dwellers gives a better
number of active players so as to not trip the map filter's population
cap earlier than it should.

tl;dr: Less of this

![image](https://user-images.githubusercontent.com/83487515/222860681-210f2d7e-2368-4d42-84d5-6de838995e50.png)

## Changelog

🆑 LT3
rscadd: Added new multi-vote system
balance: Map votes are now calculated using multi-vote instead of the
old single-vote system
admin: Admins can now use either multi-vote or single-vote for custom
votes
code: Map choice filtering uses active player count, not all connected
clients
/🆑

* Vote System: Approval Voting

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-03-04 17:49:21 -08:00
SkyratBot
34ad67a4fc [MIRROR] Updates policy to better warn players for any existing antagonist policy [MDB IGNORE] (#19341)
* Updates policy to better warn players for any existing antagonist policy

* Update job.dm

* Update job.dm

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-03-01 17:10:54 -08:00
SkyratBot
db33d75a5e [MIRROR] Space/Changeturf fixes and optimizations [MDB IGNORE] (#19201)
Space/Changeturf fixes and optimizations

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-02-28 15:23:35 -05:00
SkyratBot
1f753d5d4c [MIRROR] Refactors crew records (#72725) + Medical/Security records now use the max/min age. [MDB IGNORE] (#19078)
* Medical/Security records now use the max/min age.

* merge conflict

* Refactors crew records (#72725)

I have attempted or otherwise started this project at least 4 times. I
am sick of it being on my calendar. The code needs it. I need it.

- This makes crew records a proper datum rather than assigning
properties record.fields.
- General, medical, and security records are merged.
- Did some slight refactoring here and there for things that looked
obvious.
- Wanted states are now defined (and you can suspect someone through
sechud)
- pAI (unrelated but annoying) had some poorly named exported types that
i made more specific
- Job icons are moved back to the JS side (I wanted to get icons for
initial rank without passing trim)

<details>
<summary>previews</summary>

Editable fields & security console

![CM6d74brnC](https://user-images.githubusercontent.com/42397676/213950290-af6cfd76-eb8b-48e9-b792-925949311d9a.gif)

Medical records

![bFJErsvOaN](https://user-images.githubusercontent.com/42397676/214132534-59af1f8c-9920-4b51-8b27-297103649962.gif)

Look and feel of the more current version

![cxGruQsJpP](https://user-images.githubusercontent.com/42397676/214132611-0134eef0-e74c-4fad-9cde-328ff7c06165.gif)

</details>

TGUI'd some of the worst UIs in the game.
Creating new records is made much simpler.
Manifest_inject is made readable.
Probably bug fixes

🆑
refactor: Crew records have been refactored.
refactor: Medical records -> TGUI
refactor: Security records -> TGUI
refactor: Warrants console -> TGUI
qol: Players are now alerted when their fines are paid off.
qol: Cleaned up sec hud examination text.
qol: Adding and deleting crimes is easier.
qol: Writing crimes in the console sets players to arrest.
qol: You can now mark someone as a suspect through sec hud.
/🆑

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* I've got something that now actually works

Just got to incorporate the records into what players can actually see.

* Turns out that client has already been transferred after all

* Adds the past records in the TGUI records (they're kinda ugly but it works, so y'know)

* Whoops

* Hate you too sometimes Prettier

* Fixes ghost roles using LITERAL records, which caused problems

* Fixes the leaks caused by ghost roles not getting their name right because of the stupid freaking special() proc

* I hate list operations man they're so stupid

* Fixes the stars on the crew manifest!

---------

Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-02-28 14:14:24 -05:00
SkyratBot
3b0d16f812 [MIRROR] Paraplegics can be Frail, too. [MDB IGNORE] (#19474)
* Paraplegics can be Frail, too.

* Update quirks.dm

* c'mon commas!

---------

Co-authored-by: sqnztb <zephyrthebreeze@gmail.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-02-22 15:46:59 -08:00
SkyratBot
47839a787e [MIRROR] Meteor events won't try and run on icebox [MDB IGNORE] (#19185)
* Meteor events won't try and run on icebox

* Update mapping.dm

* Update _event.dm

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-02-17 01:28:04 -08:00
SkyratBot
1365b9847d [MIRROR] Documents the_station_areas global list, fixes some things which read from it incorrectly [MDB IGNORE] (#19225)
Documents `the_station_areas` global list, fixes some things which read from it incorrectly

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-02-15 12:57:21 -08:00
Dani Glore
eb229b7df1 Fix: Quirk Points & Augments+ (#19063)
* Fix filter_invalid_quirks to check augments, and fixed augments to check quirks

* Cleaning up log calls and docs

* Remove stray comment

* Adding missed Skyrat edit comment
2023-02-14 02:18:49 +00:00
SkyratBot
5f9f60713b [MIRROR] Starlight Polish (Space is blue!) [MDB IGNORE] (#19059)
* Starlight Polish (Space is blue!) (#72886)

<!-- 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 support to underlays to realize_overlays
Ensures decals properly handle plane offsets
Fixes space lighting double applying if it's changeturf'd into. this
will be important later
Makes solar vis_contents block emissives as expected
Moves transit tube overlays to update_overlays, adds emissive blockers
to them

#### Adds render steps

An expansion on render_target based emissive blockers. 
They allow us to hijack an object's appearance and draw it somewhere
else, or even modify it, THEN draw it somewhere else.
They chain quite nicely

Fixes shuttles deleting z holder objects

#### Makes space emissive, makes walls and floors block emissives
The core idea here goes like this:
We make space glow, and give its overlays some color

This way, the tile and space parallax remain fullbright, along with
anything that doesn't block emissives, but anything that does block
emissives will instead get shaded the color of starlight

This requires a bit of extra work, see later

This is done automatically with render relays, which now support
specifiying layer and color (Need to make an editor for these one of
these days)

The emissive blocking floor stuff requires making a second render plate
to prevent double scaling

Also adds some new layering defines for lighting, and ensures all turf
lights have a layer. We'll get to this soon

#### Makes things in space blue

We color them the same as starlight, by taking advantage of space being
emissive
This means that things in space that block emissive will block it
correctly and be colored blue by the light overlay, but space itself
will remain fullbright

This does require redefining what always_lit means, but nothing but
cordons use that so it's fineee


#### Makes glass above space glow, and some other stuff

Glass tiles that sit above space will now shine light with matching
color to the glasses color. This includes mat tiles.

Glass tiles (not mat because they have no alpha) also only partially
block emissives.
Adds a new proc that uses render steps to acomplish this, essentially
we're cutting out bits below X alpha and drawing what remains as an
emissive.

#### Modifies partial space showing to support glow

Essentially, alongside displaying space as an underlay, we also display
a light overlay colored like starlight.
That starlight overlay gets masked to only be visible in bits that do
not contain any alpha.

We also mask the turf lighting to not go into bits that have no alpha,
to ensure we get the effect we want.
This is done with that lighting layer thing I mentioned earlier.

#### Makes appearance realization's list output ordered

I want it output in order of overlay, sub overlay suboverlay, next
overlay
Need to use insert for that

## Why It's Good For The Game

Pretty!
Also having space be emissive is a very very good way to test for fucked
emissive blockers (If it's broken why are we even drawing the overlay)
I know for a fact mob blockers on lizards and socks are kinda yorked, I
think there's more

<details>
<summary>
Old
</summary>


![image](https://user-images.githubusercontent.com/58055496/213916157-d4b38aa7-3ab6-42a4-989f-7bfba2dc2cba.png)

![image](https://user-images.githubusercontent.com/58055496/213916077-637fa288-bbee-477d-aded-730d9683477e.png)

![image](https://user-images.githubusercontent.com/58055496/213916088-0657a8a2-5627-48e2-8c4b-870c90ef2072.png)

</details>


<details>
<summary>
New
</summary>


![image](https://user-images.githubusercontent.com/58055496/213916107-2af74e64-1817-4a44-b528-180a9160cb9e.png)

![image](https://user-images.githubusercontent.com/58055496/213916115-5fa36fcc-b988-4ccf-850e-21c26ed463d0.png)

![image](https://user-images.githubusercontent.com/58055496/213916120-6833187d-b12e-42a7-ac4b-63c56deb71e5.png)

</details>

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: Space now makes things in it starlight faintly blue
fix: Glass floors that display space now properly let space shine
through them, rather then hiding it in the dark
add: Glass floors above space now glow faintly depending on their glass
type
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>

* update modular

* Update _decal.dm

* Update _decal.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-02-12 00:42:28 -08:00
SkyratBot
aee7050095 [MIRROR] Fixes a logic error in disposal bin hitby (thrown objects don't always have a throwing mob) [MDB IGNORE] (#19261)
* Fixes a logic error in disposal bin hitby (thrown objects don't always have a throwing mob)

* Update bin.dm

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-02-10 22:28:51 -08:00
lessthanthree
12d989be4c [MANUAL MIRROR] Adds an Escape Menu (#19217)
* Adds an Escape Menu (#72906)

* suicide

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-02-08 02:20:09 +00:00
SkyratBot
83e3915015 [MIRROR] Makes some improvements to how AI can use JPS with movement loops [MDB IGNORE] (#19151)
* Makes some improvements to how AI can use JPS with movement loops (#72685)

## About The Pull Request

This PR makes some changes to how JPS is used in movement loops, as it
was causing a variety of issues:

- Fixed some code where JPS would fail because the path is still being
made. Instead, the movement loop will now wait.
- Reduced the subsystem wait for the pathfinder subsystem from 2 seconds
to 0.1 seconds. @ LemonInTheDark told me that this is better, I'll update
this with a better explanation once I squeeze it out of him :D
- Allows you to provide an initial path to the movement loop, in case
you pre-calculated one while making a plan.

## Why It's Good For The Game

Makes working with JPS a bit easier when making AI.

---------

Co-authored-by: Capybara <Capybara@ CapybaraMailingServices.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>

* Makes some improvements to how AI can use JPS with movement loops

---------

Co-authored-by: CapybaraExtravagante <110635252+CapybaraExtravagante@users.noreply.github.com>
Co-authored-by: Capybara <Capybara@ CapybaraMailingServices.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
2023-02-08 02:04:31 +00:00
Rimi Nosha
d95ca04819 [MODULAR] Fixes All Known Modular Persistence (NIF) Saving Issues (#19096)
* Fuck

* Holy shit
2023-02-08 02:01:25 +00:00
SkyratBot
05b494e15e [MIRROR] Station traits won't roll twice [MDB IGNORE] (#19177)
* Station traits won't roll twice (#73174)

## About The Pull Request

Station traits can't roll twice in the same round.
They currently have blacklist for traits that can't roll together, this
makes them not roll with themselves too.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/61873
Station traits are not made with rolling twice in the same round in
mind, and is just a waste of trait points, or will just be annoying
(like in the issue report's case)

## Changelog

🆑
fix: There will no longer have 2 of the same station trait roll twice in
the same round.
/🆑

* Station traits won't roll twice

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-02-05 12:43:22 +00:00
SkyratBot
6fb8833319 [MIRROR] Smugglers satchels will no longer spawn inside the holodeck. [MDB IGNORE] (#19141)
* Smugglers satchels will no longer spawn inside the holodeck. (#73164)

## About The Pull Request

Once the holodeck is activated the floors become un-removable thus
rendering smugglers satchels in-accessible, I'm pretty sure its
unintended to place smugglers satchels on the holodeck as the turfs it
uses don't allow for any player interaction.
I also got rid of some single letter variables.
## Why It's Good For The Game

Placing things that are intended to be accessed in inaccessible
locations seemed like an oversight to me.
## Changelog
🆑
fix: Smugglers satchels will no longer spawn inside the holodeck.
/🆑

* Smugglers satchels will no longer spawn inside the holodeck.

---------

Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
2023-02-04 16:44:12 +00:00
SkyratBot
0586d4c294 [MIRROR] [NO GBP] Lazy Template Cordoning | Double Runtime Fix [MDB IGNORE] (#19042)
[NO GBP] Lazy Template Cordoning | Double Runtime Fix (#72709)

## About The Pull Request

Adds automatic cordoning to block reservations.
Also fixes an issue where ChangeTurf would cause SSicon_smoothing to
throw runtimes by calling QUEUE_SMOOTH regardless of initialization
completion

## Why It's Good For The Game

## Changelog

---------

Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-02-02 16:11:52 +00:00
SkyratBot
ee14edd6fa [MIRROR] Fix BUCKET_POS for ticklags with non-integer reciprocals [MDB IGNORE] (#19040)
Fix BUCKET_POS for ticklags with non-integer reciprocals (#72928)

## About The Pull Request
If the ticklag setting has a non-integer reciprocal, like 0.4, timers
will be inserted into the past because the fractional component gets
rounded down. This is bad.

Change originally made on a Bay codebase but it should work here too.
Probably no real impact on mainline TG servers because the commonly-used
ticklags like 0.2, 0.25, 0.33333, 0.5, etc. have integer reciprocals, so
dividing by them always just multiplies by an integer.

## Why It's Good For The Game
Inserting timers into a bucket in the past (behind the
`practical_offset`) causes a warning/unexpected behavior and should
probably be avoided; the best fix I can think of for it is just rounding
up so that it's placed in the closest *future* bucket.

Co-authored-by: Penelope Haze <out.of.p.haze@proton.me>
2023-01-31 02:09:59 +00:00
GoldenAlpharex
b62722f32e Makes the game-alert message for the start of a new round also display the round ID (#18975)
* Makes the game-alert message also display the round ID

* Makes the fact that it's the round ID a little more obvious

* Actually I think this will be cleaner.
2023-01-28 20:23:10 +00:00
Pinta
ae198af4d9 [MOSTLY MODULAR] NIFs (#18349)
* Revert "Merge remote-tracking branch 'upstream/master' into NIFs"

This reverts commit c2aea213fd400f9d6d12d955340cb0e7d2f9c36f, reversing
changes made to 1bb613b64a603c280abec40d9c82fde69248b196.

* Revert "Revert "Merge remote-tracking branch 'upstream/master' into NIFs""

This reverts commit 10a6f906f70857cfffd9ddef7b609fecc21da902.

* we don't need this (for right now)

* Update nifsoft_shop.dm

* new nif models

* Update nif_implants.dm

* we now have items

* nice

* logging and removers

* Update nifs.dm

* nif repair surgery

* death durability loss and EMPs

* more messages and NIF TGUI fix

* polish

* debug NIF and soulcatcher polish

* new phone action sprite

* NIFs for ghost roles

* Better EMP

* this doesn't really have a good reason to be here.

* lore

* Update modular_skyrat/modules/modular_implants/code/nifsofts/shapeshifter.dm

Co-authored-by: Nerevar <12636964+Nerev4r@users.noreply.github.com>

* Update modular_skyrat/modules/modular_implants/code/nifsofts/shapeshifter.dm

Co-authored-by: Nerevar <12636964+Nerev4r@users.noreply.github.com>

* Update code/controllers/subsystem/ticker.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update nif_implants.dm

* a

* Apply suggestions from code review

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update nifs_tgui.dm

* Update modular_skyrat/modules/modular_implants/code/nifsofts/hivemind.dm

* Update modular_skyrat/modules/modular_implants/code/nifsofts/shapeshifter.dm

* Update modular_skyrat/modules/modular_implants/code/nifsofts/shapeshifter.dm

* Apply suggestions from code review

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* fixes an oversight

* Apply suggestions from code review

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* that wouldn't be good

* Update packs.dm

* Update nifs.dm

* Update nif_implants.dm

* Update nifs.dm

* Update nifs.dm

* Update nifs.dm

* Update nifs.dm

* Update misc_devices.dm

* Update dualboot.dm

* Update CentCom_skyrat_z2.dmm

* Update CentCom_skyrat_z2.dmm

* Update hivemind.dm

* Apply suggestions from code review

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update packs.dm

* Update prop_summoner.dm

* Update shapeshifter.dm

* Update packs.dm

* Update nif_presistance.dm

* Update prop_summoner.dm

* Update dualboot.dm

* Apply suggestions from code review

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Tastyfish <crazychris32@gmail.com>

* static data

* Update persistence.dm

* Update persistence.dm

* Update persistence.dm

* uhoh

* Update nif_presistance.dm

* Update nifs.dm

* pain

* Revert "pain"

This reverts commit 3adc919f849b68de2ab4245c7db26a02e85bf0c6.

* I don't know why this was in here

* Update nifsofts.dm

* Update nifs.dm

* Update nifs.dm

* Update nifs.dm

* Update nifs.dm

* Update shapeshifter.dm

* Update nifs.dm

* Update nifs.dm

* Update modular_skyrat/modules/modular_implants/code/nifsofts/shapeshifter.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update prop_summoner.dm

* Update misc_devices.dm

* Delete BlueShift_upper.dmm

* Update prop_summoner.dm

* Update prop_summoner.dm

* vendor

* R&D

* Update nifsoft_shop.dm

* Update dualboot.dm

* Update NifPanel.js

* Update money_sense.dm

* I'm sorry for what I must do

* Update money_sense.dm

* cost adjustments

* theme

* Update nifsoft_shop.dm

* examine fix

* examine text change

* Money Sense is now a trait

* Revert "Money Sense is now a trait"

This reverts commit 16c124ffb2cb70136abe6eb41b330d389208afa7.

* component

* Update modular_skyrat/modules/modular_implants/code/nifs.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update nifs.dm

* Update nifs.dm

* Update nifs.dm

* Update nifs.dm

* Update nifs.dm

* Update nifs.dm

* we do a bit of file moving

* component

* Update nifs.dm

* Update hivemind.dm

* Update hivemind.dm

* Update prop_summoner.dm

* Revert "Merge remote-tracking branch 'upstream/master' into NIFs"

This reverts commit a7f7945eaa9c9ed6f9253b7cb71c6be79f3bf9e9, reversing
changes made to bca1a7f1811d3a82bf253c5a8d70431567c399a7.

* Revert "Merge remote-tracking branch 'upstream/master' into NIFs"

This reverts commit bca1a7f1811d3a82bf253c5a8d70431567c399a7, reversing
changes made to 2559afc7a9737863f7d96494e01216a1ea0f5428.

* Revert "Merge remote-tracking branch 'upstream/master' into NIFs"

This reverts commit e8293971b07a2ffbe61a7e17d5f9ac94b47ef5bc, reversing
changes made to dad4ef7a9ac697d0e887c336bd486c17fb54f2a8.

* whoops

* Revert "Revert "Merge remote-tracking branch 'upstream/master' into NIFs""

This reverts commit c607aca6bc3e55cc724f25fa6e38011b05ebc8c6.

* Revert "Revert "Merge remote-tracking branch 'upstream/master' into NIFs""

This reverts commit b42f89b9c647d845a17732f1caaf1a50dcdd4515.

* Revert "Revert "Merge remote-tracking branch 'upstream/master' into NIFs""

This reverts commit 1d6ffe92bcaa8035f8918dc533870ec4b74ed9a3.

* Apply suggestions from code review

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* fixes things

* Update nifs.dm

* QoL

* no more summoning infinite items

* start of componentization

* Update prop_summoner.dm

* FIRMLY GRASP IT!

* Update prop_summoner.dm

* Update prop_summoner.dm

* Update nifsofts.dm

* Update prop_summoner.dm

* Update nifsoft_shop.dm

* boy, I really hope somebody got fired for that blunder

* Update nif_presistance.dm

* mistakes were made.

* Delete CentCom_skyrat_z2.dmm

* Revert "Delete CentCom_skyrat_z2.dmm"

This reverts commit 8a1cdc4b065246fb07cbaf5461d01565e0ddbe06.

* Update CentCom_skyrat_z2.dmm

* Update CentCom_skyrat_z2.dmm

* It's a solution

* Update CentCom_skyrat_z2.dmm

* Update CentCom_skyrat_z2.dmm

* Update NifPanel.js

* Price changes

* Update nif_presistance.dm

* Such devastation, this was not my intention.

* Woooo!

* Documentation

* cryo fix

* I am sorry to anyone that had a NIF before the persistence change

* Update nif.dm

* I need to figure out why this is happening.

* Apply suggestions from code review

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* a

* Update modular_persistence.dm

* Update modular_persistence.dm

* Update nifs.dm

* Update nifs.dm

* I do the code

* Hopefully this helps

* Update ticker.dm

* Update modular_persistence.dm

* Removes client requirement

* Use brain, much better for allowing persistent organs and similar in the future.

* Did testing, it fucking works now.

* Update mind_linker.dm

* Update misc_devices.dm

* Update misc_devices.dm

* Update nifs_tgui.dm

* Thanks gamers :^)

* a

* Update nifsoft_shop.dm

* Update nifsofts.dm

* Update hivemind.dm

* Update hivemind.dm

* Update prop_summoner.dm

* whoops

* FUUUUCK

* FUCK x2

* this feels like cargo job gear

* stack trace

* roundstart fix

* Update modular_skyrat/modules/modular_implants/code/nifsofts/prop_summoner.dm

Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com>

* Update modular_persistence.dm

* Update nifs.dm

* Update hivemind.dm

* Update nifs.dm

* vital spelling fix

* whoopsie

* Update nif_persistence.dm

* power_refactor

* durability refactor

* a

* Update nifsofts.dm

* pain

* Update modular_skyrat/modules/modular_implants/code/nifs.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update nifsofts.dm

* Update packs.dm

* Update nifs.dm

* Update nifs.dm

Co-authored-by: Nerevar <12636964+Nerev4r@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: RimiNosha <riminosha@gmail.com>
Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com>
2023-01-24 14:27:00 -08:00
nevimer
8dee2e45cd [CORRECTING A MIRROR] Makes station traits less common (#56726) (BYE INTERN) (#18867)
Makes station traits less common (#56726)

The chance for station traits overall has been reduced, while the
weight of some traits have been changed.
# Conflicts:
#	code/datums/station_traits/neutral_traits.dm

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2023-01-21 22:18:39 -08:00
SkyratBot
c5ca08fd01 [MIRROR] Adds spaces around logical operators [MDB IGNORE] (#18776)
* Adds spaces around logical operators

* Update code/modules/admin/verbs/admingame.dm

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-01-21 22:16:43 -08:00
nevimer
b095316f2f Mirrors https://github.com/tgstation/tgstation/pull/67678 (#18835)
Adds a visualizer for lighting object updating. Optimizes the same (#67678)

It occured to me, we didn't have a good way to "see" what turfs were actually being updated
Figured I'd fix that

I've also added some debug vars on SSlighting to make testing with/without some checks easier

Speaking of which, I've added a second check to lighting corner updating
Basically, if our past and current cached rgb values are the same, there's no point updating

This is possible because static lighting is relative. If you've got a
TON of blue, it'll outweight the red and green you have in smaller amounts

We also do some rounding to ensure values look right

Similarly, if you've got roughly the same lighting, and a bit of something you already have a lot of is added, you're not likely to actually enter a new "bracket" of color

Anyway uh, it's hard to profile this, but I've seen it help quite a bit, mostly with things like emergency lighting that updates lighting in small amounts often, and in constricted spaces.

To some extent just comes down to map design

(cherry picked from commit a6d4e180ad)

# Conflicts:
#	code/modules/lighting/lighting_object.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-01-20 14:25:43 -05:00