Commit Graph

160 Commits

Author SHA1 Message Date
Ghom
778ed9f1ab The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## 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outdated).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):

![immagine](https://github.com/user-attachments/assets/2bb625c9-9233-42eb-b9b8-e0bd6909ce89)

## 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.
/🆑
2024-10-30 08:03:02 +01:00
Profakos
9f7d6dea62 Outfits that put items in your hand now respect if the outfit is visual only (#87355)
## About The Pull Request

On a downstream, we have an antagonist, that is a less competent
wizards. This antagonist's preview outfit has a beer bottle in their
hand, which has caused runtimes, as the bottle did not have any reagents
instantiated, and it tried check its length for sloshing. After putting
in a check for the `initial` argument of `on_equip`, I have noticed that
the problem goes deeper: the various procs that handle putting something
in your hand do not pass along if the items is put in your hand as a
preview or not. This PR adds a new optional var to these procs, ensuring
that unwanted behaviour during previews won't trigger.

I also swapped `visualsOnly` to snake case, as it looked inconsistent
with the rest of the code style.
 
## Why It's Good For The Game

Making the argument that ensures avoiding side effects during previews
work with all kinds of items is good.

## Changelog

🆑
fix: if an outfit puts a reagent container in the preview dummy's hand,
it will not try to slosh
code: outfits putting items in your hand will respect the visual_only
argument
/🆑
2024-10-24 15:09:50 +02:00
SmArtKar
d4ac95a0e1 Nobody expects the span inquisition: replaces most <span>s with macros (#86798)
## About The Pull Request
123 changed files and multiple crashes after writing broken regex, I
replaced most remains of direct spans with macros. This cleans up the
code and makes it easier to work with in general, see justification for
the original PR. I also fixed a bunch of broken and/or unclosed spans
here too.
I intentionally avoided replacing spans with multiple classes (in most
cases) and spans in the middle of strings as it would impact readability
(in my opinion at least) and could be done later if required.

## Why It's Good For The Game

Cleaner code, actually using our macros, fixes borked HTML in some
places. See original PR.

## Changelog
Nothing player-facing
2024-09-26 19:36:13 +00:00
grungussuss
58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
Timberpoes
6808a082eb Assorted changes to job assignment code and logging. Runtime free, guaranteed or your money back. Price: $£0. (#85947)
## About The Previous Pull Request

#85308 reverted by #85929


![image](https://github.com/user-attachments/assets/e7518dcb-a60a-4bf1-a3d4-a5a8966d8633)

~~Causes the round to not start when a player isn't eligible for any
jobs at a specific priority level due to runtimes trying to `pick()`
from an empty list aborting the entire job assignment stack.~~
(Fixed???? by
e0e9f2f430)

Maybe we should test merge this for a mo just to make sure no more
cheeky runtimes pop up before merging.

## About The Pull Request

This PR does a couple of minor things:
Makes the job debug logging a bit easier to follow.
Minorly brings some SSjob code up to code standards, converting proc
names to snake_case and doing some otherm is cleanup.
Refactored some stuff into different procs, updated some comments.

And some major things:
Changes the job assignment logic.
Old behaviour
> Assign dynamic priority roles
> Force one Head of Staff (if possible)
> Assign all AIs
> Assign overflow roles (bugged in 2 ways)
> Shuffle the available jobs list once, at the start of the random job
assignment loop
> Pick and assign random jobs for random players from High prefs down,
with a priority on Head of Staff roles
> Handle everyone that couldn't be assigned a random job

New behaviour
> Assign dynamic priority roles
> Assign all Head of Staff roles to players with High prefs
> If no Head of Staff was made in the above way, force one Head of Staff
(if possible)
> Assign all AIs
> Assign overflow roles (fixed)
> Prioritise and fill unfilled head roles at each job priority pref
level, from High prefs down.
> Build a list of all jobs that each unassigned player could be eligible
for at the above pref level.
> Pick a job from that list at random and assign it to the player.
> Handle everyone that couldn't be assigned a random job.

In reality there should be little impact on overall job assignment, the
code changes read more as semantics. For example, the priority check for
filling Head slots will have the same candidate pool in both old and new
versions, but in the new version we're more clearly saying that Heads
are important and we want to prioritise filling them for the sake of
round progression even though the outcome in new and old is the same.

A key change will lead to an increase in assistants - Overflow fixes.

Currently the code block to do early assignments to the Overflow role
doesn't work - or works but not as you'd expect. The idea was is that
because enabling the Overflow role in the prefs menu is an On/Off toggle
that sets the job to High priority when enabled and prevents any other
High priority pref, players that have the Overflow role enabled will
**always** get it. It's their highest priority job with infinite slots.
So we do a pass right at the start to give everyone with the Overflow
role enabled that role and save us wasting time later on in random job
code giving them that same role but with more work.

The problem is the code for this only assigns the Overflow role to
people with it set to Low priority in their prefs, resulting in log
readouts like:
```
[2024-07-27 09:49:43.469] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:43.469] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Radioprague, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caluan, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caractaser, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Apsua, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: AC1, Candidates: 0
```
Where nobody gets pre-assigned the overflow role because their prefs are
all set to the High priority from being toggled... Except wait a second,
some people have it at Medium priority when it should just be a No
Role/High Priority Role toggle?

And herein we meet a problem. My hypothesis is that traits and stuff
that change the overflow have allowed players to set the "ordinary"
overflow role of Assistant to Medium and/or Low priority.

This still shows as enabled in the prefs menu, but leads to an outcome
where a player with assistant enabled is assigned Cook instead.
```
[2024-07-27 09:49:47.775] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:47.775] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
...
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
...
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
```

So players with the Overflow job pref set to Low (an unexpected state,
should be disabled or High) would be guaranteed to get that role if none
of the higher priority Head of Staff/AI/Dynamic roles took over via the
bugged "force overflow for people with the pref enabled" proc.

Players with the Overflow job pref set to High would be guaranteed to
get that role if none of the higher priority Head of Staff/AI/Dynamic
roles took over via the random job assignment code giving them their
Highest priority role thanks to the infinite job slots of the Overflow.

And players with the Overflow job pref set to Medium (an unexpected
state, should be disabled or High) would get Assistant if the shuffle
step of the available jobs list put Assisstant before any of the other
jobs they had prefs enabled for at Medium that weren't already filled,
otherwise they'd get another random job.

This code is now changed to ignore the priority the player has set when
looking for people to fill the overflow role. As long as it **is**
enabled, the player will get it unless they're forced into a dynamic
ruleset role (AI when malf rolls) or a Head of Staff role due to their
other prefs (they have RD set to med or low, and no other player has a
Head of Staff at high so they get randomly picked and miss the overflow
role).

This will increase the number of assistants in shifts where their pref
state has Assisstant in the bugged Medium priority, but doesn't change
it for bugged Low and not-bugged High/On priority.

On the other side of the coin, we have how the random jobs are picked.
They're kinda not random, and I noticed this reading the logs then
reading the code.

The list of available jobs to pick from is randomly shuffled - but only
**once**. All players pull from a list of jobs in the same order. So you
end up with a log block like this:
```
[2024-07-27 09:49:47.985] DEBUG-JOB: DO pass, Player: Pierow, Level:3, Job:Botanist
[2024-07-27 09:49:47.985] DEBUG-JOB: Running AR, Player: Pierow, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.985] DEBUG-JOB: Player: Pierow is now Rank: Botanist, JCP:0, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: DO pass, Player: Daddos, Level:3, Job:Botanist
[2024-07-27 09:49:47.986] DEBUG-JOB: Running AR, Player: Daddos, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.986] DEBUG-JOB: Player: Daddos is now Rank: Botanist, JCP:1, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: FOC job filled and not overflow, Player: Bebrus2, Job: /datum/job/botanist, Current: 2, Limit: 2
[2024-07-27 09:49:47.987] DEBUG-JOB: FOC player job not enabled, Player: Bebrus2
[2024-07-27 09:49:47.987] DEBUG-JOB: DO pass, Player: Bebrus2, Level:3, Job:Cook
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
[2024-07-27 09:49:47.988] DEBUG-JOB: Player: Bebrus2 is now Rank: Cook, JCP:0, JPL:1
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC player job not enabled, Player: Redwizz
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC job filled and not overflow, Player: Redwizz, Job: /datum/job/cook, Current: 1, Limit: 1
```

The list is shuffled into an order of something like `list("Scientist",
"Botanist", "Cook", "Sec Officer", ...)` then iterated over for each
player. So every random job selection goes:
> "Does Player1 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player2 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player3 have Scientist enabled and at the right priority? No?
Okay, Botanist has no slots left so we'll remove it from the list. Okay,
Cook? Yes? You get cook."
> "Does Player4 have Scientist enabled and at the right priority? No?
Okay, Cook has no slots left so we'll remove it from the list. Okay, Sec
Officer? ..."

This can lead to stacked individual departments if it gets randomly
rolled to the start of the list in the shuffle, and completely empty
departments if they end up at the end.

On high pop shifts this is probably less of an issue. Player prefs add
noise to this and as departments at the front fill up, those at the back
pick up some of the lower pref players.

But have you ever had a shift where there's just like... No fucking sec
even though there's tons of players? The logging (before I made changes
in this PR) was a bit ass, but my hypothesis there is that sec officer
was shuffled right at the end of the random job list, so every other
department was filled up before sec officers were picked.

To mitigate this, I made the list shuffle every single time the game
picks a random available job for the player. This should lead to a more
balanced selection of available jobs by avoiding situations where the
code is biased towards packing some departments by accident.
## Why It's Good For The Game

Overflow fixes mean people who go to their prefs and see the Overflow
Role is On will all have the same experience - They will be the Overflow
role.

More random random job selection should prevent individual departments
having a jobs be stacked when it would have otherwise been possible for
a more balanced selection but the code unintentially biased random
departments to be overstaffed and understaffed each shift.
## Changelog
🆑
fix: Having the Overflow Role set to On will properly ensure you get
that role at a High priority as intended by the game code.
fix: Job selection is now a little bit more random. Fixes an
unintentional bias in random job assignment that could lead to
feast-or-famine for roles where everyone is assigned one job and nobody
is assigned another job.
/🆑
2024-09-13 13:58:35 +02:00
Ghom
d2ab513332 Reintroducing my PRs that were lost in the wallening revert. (#86439)
## About The Pull Request
This PR reintroduces #85759, #85892 and #85894.
#85892 has post-wallening arrows, but it isn't a big deal because they
fit the top-down or 3/4 style we've for a lot of things.

## Why It's Good For The Game
Reintroducing lost features and improvements. Remember to remove the
'Lost in the wallening revert' label from those PRs when this is merged.

## Changelog
N/A
2024-09-04 06:50:04 -04:00
tgstation-ci[bot]
9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

The following 239 (39 + Wallening Main PR excluded) PRs need to be
replayed (DO NOT EDIT THIS LIST MANUALLY, IT IS USED BY THE BOT TO TRACK
PROGRESS):

  - [x] #85777 - Reverted in 3
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  - [x] #85763 - Reverted in c
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  - [x] #85441 - Reverted in db96015adaec01f3fbcb978796a0d7abd5668932
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  - [x] #85772 - Reverted in bc6804a04aa9368074bcc853e689c8fe6de2cb3a
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  - [x] #85787 - Reverted in a5393f94b9e71d9ea0625e5fcfb5baaf16af38d3
  - [x] #85742 - Reverted in cd99a2aeaa1347b790c9bfdae35e41900e2ada9a
  - [x] #85440 - Reverted in 8b5ead7c7f0d8087b41256a296e730443752f17d
  - [x] #85739 - Reverted in 3511aae5a4798104220b79ad0e5b2b357dc1e83b
  - [x] #85293 - Reverted in fc687ca36ef476ab9080f0c62b427ab0af533d68
  - [x] #85716 - Reverted in 130b32a222a7585cfdde71aa561fb8b2c7d8083b
- ~~[ ] #85848 - Reverted in f6c46ca2f5cb2d039e4b26731570ca801741cc5d~~
(SKIPPED)
  - [x] #85795 - Reverted in 4684c3325a9135b6bf10eb43026f373993bf605d
  - [x] #85859 - Reverted in 0e0838fe11b7d9af4f62af4f7388ed8fb57bf49c
  - [x] #84873 - Reverted in 34407b79a45718a305f3bfe3fac7f129b4f1c51f
  - [x] #85864 - Reverted in 4b25a209c5019bb65922cd793aff339f20c3d026
- ~~[ ] #85845 - Reverted in a326246e81b7b9242bbf45e7ab3b31caf9ce8147~~
(SKIPPED)
  - [x] #85844 - Reverted in bdf1e6c1e3469884550d3211e51ec9303a022482
- ~~[ ] #85843 - Reverted in 41a8acb196af0988372b06ade7131d07d03daab3~~
(NOT BEING INCLUDED)
- ~~[ ] #85840 - Reverted in 4807bacea8418000f84d62ca0fb122846cab4929~~
(NOT BEING INCLUDED)
- ~~[ ] #85837 - Reverted in bc9edfa8666de14ca4e57e466146d753182a3a71~~
(NOT BEING INCLUDED)
  - [x] #85865 - Reverted in 14c958b465af40f0ff28b100047c4c572919ae19
- ~~[ ] #85818 - Reverted in a77256f74e2d330f5f76141eb9c994a8e5e45810~~
(NOT BEING INCLUDED)
  - [x] #85822 - Reverted in caba685be95fd336f0b09e88bccfb8856d5ad9b4
  - [x] #85794 - Reverted in 0d4de984eb8513d065e8ac724e8cde11f01d4ef7
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  - [x] #85852 - Reverted in 74303e5bbae8426a073d068ef4342d8acc420a09
- ~~[ ] #85841 - Reverted in e5831ce3cc87765cb13e6d342417bc1730780392~~
(NOT BEING INCLUDED)
- ~~[ ] #85834 - Reverted in 1be665204da791ec7520d0799c015157fc625953~~
(NOT BEING INCLUDED)
  - [x] #85792 - Reverted in 33b4e48175040f9f76ef83d3154f10c69589b6ad
  - [x] #85646 - Reverted in fd23a0d6c4c96470b688dc0a35370c61c7e32f61
- ~~[ ] #85799 - Reverted in 4a7a6d812f2f301c1e749c92f324223f9bde8a39~~
(NOT BEING INCLUDED)
  - [x] #85819 - Reverted in 8bf001b7889d3a4282947cd332833c473b98eac1
  - [x] #85479 - Reverted in 6aeb5ef4582c03febe0c914185d29f75df4d5d94
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(SKIPPED)
  - [x] #85406 - Reverted in 702280ff48c8aef44f4da9a85eb33a7bc5faa013
  - [x] #85778 - Reverted in ce0ec5c685aadb02ae049d6714f1d2fd6dae1f26
- ~~[ ] #85851 - Reverted in 610c68b275cf3c54181d36ce48bd97b0cce0665c~~
(NOT BEING INCLUDED)
  - [x] #85754 - Reverted in 5cbdda00c5335db79ea50aedba097de1d06bf91b
  - [x] #85266 - Reverted in abdfec798e5223dfa9d67e1967d7618454dbec28
- ~~[ ] #85823 - Reverted in 86b766abd3d77af8ad835a3464fc5ff95cc11079~~
(NOT BEING INCLUDED)
- ~~[ ] #85842 - Reverted in 7ddd47e26ef1bc336e92a6675a33ec3191039c16~~
(NOT BEING INCLUDED)
  - [x] #85857 - Reverted in e32312ee20e9fdccb6dd7c4dc2d185540bd2276b
  - [x] #85856 - Reverted in 7d5d74c2b55a08ef5553568e996053157359dbe2
  - [x] #85276 - Reverted in 1d6fa881e4aef1e6b368d5b6809bccb021fbbd2a
  - [x] #85886 - Reverted in f27d6cabdf8f06f29926616345fa82c4e1e48708
- ~~[ ] #85771 - Reverted in 019d898b601c9ef4d45b7ee0f2144518ee127ca9~~
(SKIPPED)
  - [x] #85464 - Reverted in adc00417795deb85f8aa6170b0f0a07c40c8798c
- ~~[ ] #85870 - Reverted in d69b998420bfb39693bb59b9b9a20611880fdafa~~
(NOT BEING INCLUDED)
- ~~[ ] #85869 - Reverted in 0063c69f111bb67144f9b379476250ce86c99eee~~
(NOT BEING INCLUDED)
  - [x] #85530 - Reverted in b40c93399411d277b3899e149196f3eb974f841f
- ~~[ ] #85871 - Reverted in 63908bbd0a71d0a2bd0a4691816c17cc9eb5310c~~
(NOT BEING INCLUDED)
- ~~[ ] #85832 - Reverted in b29dab083f091198d65a9b0754536f13a935dc2c~~
(SKIPPED)
- ~~[ ] #85825 - Reverted in d072b294ca3bc526df5128df45653db97ba38fe1~~
(NOT BEING INCLUDED)
  - [x] #85632 - Reverted in 290092c7d826aa5b100a38cd4bacc5330b39a934
  - [x] #85902 - Reverted in 76118d620e71f1819a9385863b689d9a8d4ea810
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  - [x] #85907 - Reverted in 68b7305f21240ca28c33afc904ee532966b7c4bd
  - [x] #85449 - Reverted in ab86a79339ef7b01ceb08dc7279c698927ebcbfa
- ~~[ ] #85875 - Reverted in 0a1fcda90e638e66d574c247e93f0669d0c27b0e~~
(NOT BEING INCLUDED)
- ~~[ ] #85861 - Reverted in 6dad5111aa144860371c93a2d78094fe3d39a7e1~~
(NOT BEING INCLUDED)
  - [x] #85264 - Reverted in dc1d2dcc995f33fc5773e037f5171e9516897281
  - [x] #85726 - Reverted in dbd9ec81586c87c1ab2afc43d43c4f020907dc1b
  - [x] #85730 - Reverted in 7de2c2a1d012ccb03f82c6beabd71a66aa0f910a
  - [x] #85880 - Reverted in 02169d2f28611765997fa332dda69c8031436fd1
  - [x] #85176 - Reverted in e3c85aae1cf665c9892bf7280b7b48ea42323198
- ~~[ ] #85887 - Reverted in 56b35f294b303fd30fbd7685011d37b456d584c7~~
(NOT BEING INCLUDED)
  - [x] #85883 - Reverted in 53be06a505ebd8581114bba8590e378d387b6c1a
- ~~[ ] #85882 - Reverted in a8877ff0083ca5753e3d3b1b9c9edc3613fa6570~~
(NOT BEING INCLUDED)
  - [x] #85895 - Reverted in 741235d41b3a19a40434653f1c14fc0999fac9c3
- ~~[ ] #85746 - Reverted in b7aebb6e5788f6c484173f0a5e29f042ea0c8560~~
(NOT BEING INCLUDED)
- ~~[ ] #85889 - Reverted in d677231d8c55efcd2cf427d510d961cd00f186c7~~
(NOT BEING INCLUDED)
- ~~[ ] #85888 - Reverted in 693f79abae54980ee098d602ed79926d51d5094b~~
(NOT BEING INCLUDED)
  - [x] #85898 - Reverted in 4f41fda23e6b9711aef5d00836591c1ac230612e
- ~~[ ] #85821 - Reverted in 738c9a75f65c4a376da36ad208e1fd8fdeac1ff0~~
(NOT BEING INCLUDED)
  - [x] #85694 - Reverted in f7ea4d19cdaa2067c87c43362b514c684b56b1f3
  - [x] #85308 - Reverted in 4a89b62774da5e9ec9ea241c60ec2a99f51f9bed
  - [x] #85904 - Reverted in 999dbe1773cc7488c629bb8d0d21be5454dbef60
- ~~[ ] #85901 - Reverted in bbf832da9e0c61ad25221530df3b1e93cace25dd~~
(NOT BEING INCLUDED)
- ~~[ ] #85896 - Reverted in 542fe408728faaef8a16869e13c4661018a8a07c~~
(NOT BEING INCLUDED)
  - [x] #85927 - Reverted in 7dc87df28e79ef3e9f3fad83cc0907d2dc867c47
  - [x] #85908 - Reverted in bcca80f073a486ca7908e9636d0e8b275c2085bf
  - [x] #85929 - Reverted in 094bf3610a73961f6433a52ada1a52f25d853738
  - [x] #85877 - Reverted in 5874cafd0dab8d3bd61cf1f662793c2708f42dcc
  - [x] #85903 - Reverted in b3ba8fffc5548e0f2ae6bada3baf10bad3c75e54
- ~~[ ] #85913 - Reverted in 67f7ec48d20f9a64ce4664fa2c452a25b60db59e~~
(SKIPPED)
  - [x] #85914 - Reverted in 7efcd3a5f7fef33c2a1625386bfead80a6ed5309
  - [x] #85917 - Reverted in fc50a5ff998d0e7269131a029e533e90e9dc3c54
- ~~[ ] #85949 - Reverted in 10a8e0f5c69e3ca1eb6e26f00945bfe226598bc2~~
(NOT BEING INCLUDED)
- ~~[ ] #85338 - Reverted in 847549ab938f77464829b1392a1b6f2b2f4b9e8f~~
(SKIPPED)
- ~~[ ] #85922 - Reverted in 3d9388249b8c322aac5dd4980d4ab4673ca01006~~
(SKIPPED)
  - [x] #85923 - Reverted in 2c6ffa4decf40eb52a92353aeb98aee8cbc7b4a2
- ~~[ ] #85920 - Reverted in 1de5b03981d9fcf9c2e6823bffa515fb939aa541~~
(NOT BEING INCLUDED)
  - [x] #85919 - Reverted in 1773e9baccdc941285f56ccb416f5c7125b031ef
  - [x] #85271 - Reverted in aecf8002cf2807a76b6b295867e50392b4bc4534
  - [x] #85918 - Reverted in 023ec3a4d1b1b2fc8f596fea65a77ddc9a06689f
  - [x] #85924 - Reverted in e4886079ad90f33628ac59e0793dfbbc8b8b9420
  - [x] #85928 - Reverted in 7470b7d5ac40be21c345e8825f4c4efc4738e29f
  - [x] #85926 - Reverted in 7761c9e3a1f442f37d4db4b27e5d78fae95edf00
  - [x] #85900 - Reverted in 633736cb0655dc464e9794666c63ae6ec7689826
  - [x] #85909 - Reverted in a47c7ec8a77bd02f8b7bb1ce3c621efbe57077c3
- ~~[ ] #85931 - Reverted in 9bc7a412982da6fbdb9cd24570d98877b76a45c3~~
(NOT BEING INCLUDED)
- ~~[ ] #85894 - Reverted in c15e1711656929aeb59f482145ecf029b40d58b8~~
(SKIPPED)
- ~~[ ] #85759 - Reverted in f45d70be0ffb9bf007bfa18a1bd1b5ce23d6dcfc~~
(SKIPPED)
- ~~[ ] #85892 - Reverted in fc08dc1a7160f584c94e368962eb56c18dccc86a~~
(SKIPPED)
- ~~[ ] #85915 - Reverted in 428f475c26f383998a689560a16de86da3f17557~~
(NOT BEING INCLUDED)
  - [x] #85222 - Reverted in 66e7ac2f00735c90acdb69a50c9e485a0f4e1552
  - [x] #85150 - Reverted in 3079387f926e41febb576105ec0b3acec2f7beba
  - [x] #85935 - Reverted in ce6114f644593ead295763362a61d19077f22acf
- ~~[ ] #85936 - Reverted in f601fa796bce7e70645a84fff91391cbb6ed8e37~~
(NOT BEING INCLUDED)
  - [x] #85937 - Reverted in 64242f589df3d9118fd5c09d19574758260c76a1
- ~~[ ] #85940 - Reverted in a979c6c24705a8729efab5eca40840f1c8070f1d~~
(NOT BEING INCLUDED)
- ~~[ ] #85942 - Reverted in 9562c14083212fc962b8687663ba5fac2ebfdd1a~~
(NOT BEING INCLUDED)
  - [x] #85944 - Reverted in adf8e1927e4b9886c9042d6a0eaaef74e4e0e102
  - [x] #85605 - Reverted in 88dbfb4f859f12549e8cf8ed5204ee8d7183d40f
  - [x] #85945 - Reverted in dea9e79a9c298eae05b8d173d8df4a37218e2d9c
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  - [x] #85952 - Reverted in c62d87ab54d687db64b1551b319195527ca92924
  - [x] #85953 - Reverted in bd0e46245ccb597081b8baa4f81ff85949f672be
- ~~[ ] #85943 - Reverted in 697b6841391354885ef2d314d9185b8eee7a5cb0~~
(NOT BEING INCLUDED)
  - [x] #85946 - Reverted in f4afd4d330b6fc28397f7707bca8773d44cb15ed
  - [x] #85950 - Reverted in 394fffcb836f32f4e1b1fd91a621249e0e5d7d67
  - [x] #85955 - Reverted in 2230a5bc141cd11fc79ccf6b4b653257508a7e65
  - [x] #85319 - Reverted in fdaddd9cd6ed0bdd1cd78ba3c9729035936abcbd
- ~~[ ] #85934 - Reverted in 41bb6122b6d6e3c38c500d5ddf63808836ab090e~~
(NOT BEING INCLUDED)
- ~~[ ] #85255 - Reverted in 3e213b8554b40e53f6429969d6e9dbaa357fb09e~~
(SKIPPED)
- ~~[ ] #85961 - Reverted in 6f3d000b3601dc7f75f7edd221fab3edc3bbbd8c~~
(NOT BEING INCLUDED)
  - [x] #85956 - Reverted in a5bf22a93ca1a149ca839e6c874d088b32c7c25f
  - [x] #85958 - Reverted in c964a46741bd26a600bb75bc6463c629c11c914f
- ~~[ ] #85969 - Reverted in b599cd4bd3ae223210eb0d3b47c3bd814e1cb08c~~
(NOT BEING INCLUDED)
  - [x] #85252 - Reverted in 5a0e2f31a6e1093ab47970056f5bb3af54172e12
  - [x] #85984 - Reverted in b000da82f62bb48b059a881d596f3a2e7d985d21
  - [x] #85137 - Reverted in 1f31b558e41fc66d5da9db30a83d89cbb9949eae
  - [x] #85881 - Reverted in f3913f94c4557c4fc9d5605cd8e875accabebda6
  - [x] #85972 - Reverted in d3afed87a3a8eed7e0016512d2186b6aded0fca9
  - [x] #85998 - Reverted in 3d286b763cf2f7fe11b6f0ccb2456130570726c2
  - [x] #85358 - Reverted in 75f84bda1b3c80d54ae94a567bf96016aaae45b2
- ~~[ ] #85964 - Reverted in be1aeb010afa20c1b6949218d8911ee9e900b3d7~~
(SKIPPED)
  - [x] #85960 - Reverted in 69cbfce1529377ce7cd998ab474add0d61650d7f
  - [x] #85992 - Reverted in 89e4a7bb0b793461338ba1b0a3d332bf78ef140c
  - [x] #85967 - Reverted in d398e418eb340f309be523514ae0befdf1869560
  - [x] #84888 - Reverted in bb98eb09f06a1fdc0bbb733d6a42d711e6d477bc
- ~~[ ] #85983 - Reverted in 81152a9cd347eb7b4073758e2e96490e6e729ca9~~
(NOT BEING INCLUDED)
  - [x] #85976 - Reverted in 93c091347ca8f04763b91fd4c39ccdff848a0d50
- ~~[ ] #85962 - Reverted in de32ea25b534c725e3d55418ef0363145f0ed2b0~~
(NOT BEING INCLUDED)
  - [x] #85977 - Reverted in 393652a1ef065014748ae6977a9f36b32c99dc7c
  - [x] #85959 - Reverted in 52e6e07eb98bcb74a423934b14d5850dbf2c6647
- ~~[ ] #85988 - Reverted in a5853ccde46b5fee2d9eb31755384de15e7a5a87~~
(SKIPPED)
- ~~[ ] #85974 - Reverted in eab20ba04e6b06f862a0fb35cedb6374af7b93c0~~
(SKIPPED)
  - [x] #85939 - Reverted in ca85b05692f55f6b3e4bd0b3f30c63f89531c33f
  - [x] #85878 - Reverted in 3b3d3dbff9148e46b01f3af28f17f66bef4dfd16
  - [x] #85858 - Reverted in 08d6082e62d07117170ff5ffd065daad1278e853
  - [x] #85651 - Reverted in b76ab4a2114dd0eb78336878b2825d9919c210cc
  - [x] #85505 - Reverted in 0958eaa7b6f4d48400bea4e215e11edaa933ba8a
- ~~[ ] #85352 - Reverted in 620cec18618e514bbe4d3eb0a0d0db1528b9d312~~
(SKIPPED)
  - [x] #85279 - Reverted in ba0fd529ef94ba793fe2eee40975533fe8f475e3
  - [x] #85954 - Reverted in d7fe0336f2a968b93fd02361814930236e3b8ddf
- ~~[ ] #85996 - Reverted in 5fbd62139e0c1b668aaaf35d249d527cdc276b93~~
(SKIPPED)
  - [x] #85994 - Reverted in c99a03c6833ac58e0288111953573f697488234f
  - [x] #85470 - Reverted in fbd5ac46d84d27455cbcf5f998741124ed6de625
- ~~[ ] #85981 - Reverted in dc74c75011ddfb1b16d644fd2ca5607599532d6f~~
(NOT BEING INCLUDED)
  - [x] #86011 - Reverted in b14b42e70e2bd21f19d443065b2342e4591c5e05
  - [x] #85820 - Reverted in 26248546b9f7d0fedec52e7b2f7def40d457e29f
  - [x] #86013 - Reverted in e17ac14f53d08be988f0516e7c39d31496a35184
  - [x] #85986 - Reverted in 4021ffea0b1bbb1f6c5b26a296abd5a8bda1d5b3
  - [x] #86019 - Reverted in c0801b3aa5dbdd33ca7c6c81e80c9fa573ada9e1
  - [x] #86010 - Reverted in 10dff005729305b75deaf1c5755a94125fa5141d
  - [x] #86029 - Reverted in 664619213db52930fa22007561dad01fe8bb3de4
  - [x] #86024 - Reverted in e74ea4368cbd2cd085aa6e8bbe83db07800b0bd4
  - [x] #86022 - Reverted in 0b2fc6a1f478c48546b161fd3ddd571f7ed6000f
  - [x] #86015 - Reverted in b99d93592dbf8840a035f22f26b64bcf27c817cb
  - [x] #85415 - Reverted in d6102c7339838675c03eb771d7a3b5a9bea4035d
- ~~[ ] #85703 - Reverted in 339b7edf3c0318f9f02922018d6918211660234f~~
(SKIPPED)
  - [x] #85890 - Reverted in 4e54f376e07071f84ed283e7468e334aaf6e4e02
  - [x] #86046 - Reverted in 0bbe2c9a048c229d151682e08aca1fa176c3ad91
  - [x] #86008 - Reverted in a0a0635cd6618618c49fda7cf150231d62a14236
  - [x] #86042 - Reverted in fa376315a064b945ed9846225c7f48e38e9b55ed
  - [x] #85891 - Reverted in 603dcd691e9eaad0a610c60c94fee522391bd2b3
  - [x] #86040 - Reverted in e42fc7618194b4b01cb68ca0c61385e465d0cb05
  - [x] #86025 - Reverted in 536bb25fe91845fe05bb7d512d8e73cc193b67ff
  - [x] #86012 - Reverted in 5cb4ec5bdf87653a5bb651c536f21423db30887e
  - [x] #86004 - Reverted in e9536143e78e3b0614d3ce6ee2c9a40005ba9b91
  - [x] #85989 - Reverted in 88a92322c2f028d2e3a2be18951d35d1135a6268
  - [x] #86044 - Reverted in d0a5fb5956be23144e325d3d51f53cb103dd5bbe
  - [x] #86001 - Reverted in 195c3597044315c9b10d002e6196911ac0622c45
  - [x] #86030 - Reverted in 5265796286b481d34fc91a1f8c58b6373d23415e
  - [x] #86055 - Reverted in e82138798cda028b673fe7ac83890e5a6b9e16d2
  - [x] #86057 - Reverted in c921900e6151552aa0768b4c9d7cc58c58dfbcc0
  - [x] #86014 - Reverted in c004d4e989a2faa672793f58fd98bd6fded8194e
  - [x] #85304 - Reverted in 611510bd7f65ee06738b7344326d72f57a131f8a
  - [x] #86061 - Reverted in f14b0a245dcf164bb99f7696e180847bb5be9b11
  - [x] #86075 - Reverted in 5339fe6c098d48769eda3f9935aa3488faa73097
  - [x] #86089 - Reverted in 10b5398e6b55f4799ca7d6740ac50c031e157c43
  - [x] #86081 - Reverted in ba86f43383cd2e8417c0a465c23fe3227fcd5520
  - [x] #85609 - Reverted in 9e5208feaca3163b7f4237c316d880161933777f
  - [x] #86114 - Reverted in cf410a97b8348381f96cc784a6489d7c1dea49ba
  - [x] #86023 - Reverted in a7a2e95c0c1b0598f15019934c80ccc80a9f89af
  - [x] #86027 - Reverted in 9cf71611befac64d26d326c060ef082262aeca70
  - [x] #86016 - Reverted in b67fa06e1559c8de87899bd06d09891b4c7ae947
  - [x] #86095 - Reverted in dc5abd827bb56e1609afe5a9d2bdd957d40cc75c
  - [x] #86105 - Reverted in f5b8e7ecbe99cb38e829a98a4f6eb2c200af8b91
  - [x] #86070 - Reverted in 6c460bbc22827bdbc566b524b8e6a959cbb61c37

After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
Ghom
2e0ff48bbb Fixing three fishing issues in one PR. (#86042)
## About The Pull Request
This will fix #83730, fix #85985 and fix #86033.

## Why It's Good For The Game
See above.

## Changelog

🆑
fix: You can no longer pickup closets and crates wrapped in a package
with a fishing rod.
fix: Fixed a few harddel issues with mob spawns that caused charred
corpses fished from lavaland to create an invisible blockade.
fix: Fixed being able to fish up mobs that have fallen in totally
different z-levels with a rescue hook (i.e. from bitrunning domains to
lavaland).
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-08-24 23:45:27 +01:00
Ghom
ce0a9c932e Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). (#85892) 2024-08-18 16:08:08 -04:00
Kyle Spier-Swenson
4d1639b04c Revert "Assorted changes to job assignment code and logging." (#85929)
Reverts tgstation/tgstation#85308

![image](https://github.com/user-attachments/assets/eb74d378-29da-44f0-bd14-89c95654cb4e)
2024-08-17 15:26:08 -07:00
Timberpoes
1eef540054 Assorted changes to job assignment code and logging. (#85308)
## About The Pull Request

This PR does a couple of minor things:
Makes the job debug logging a bit easier to follow.
Minorly brings some SSjob code up to code standards, converting proc
names to snake_case and doing some otherm is cleanup.
Refactored some stuff into different procs, updated some comments.

And some major things:
Changes the job assignment logic.
Old behaviour
> Assign dynamic priority roles
> Force one Head of Staff (if possible)
> Assign all AIs
> Assign overflow roles (bugged in 2 ways)
> Shuffle the available jobs list once, at the start of the random job
assignment loop
> Pick and assign random jobs for random players from High prefs down,
with a priority on Head of Staff roles
> Handle everyone that couldn't be assigned a random job

New behaviour
> Assign dynamic priority roles
> Assign all Head of Staff roles to players with High prefs
> If no Head of Staff was made in the above way, force one Head of Staff
(if possible)
> Assign all AIs
> Assign overflow roles (fixed)
> Prioritise and fill unfilled head roles at each job priority pref
level, from High prefs down.
> Build a list of all jobs that each unassigned player could be eligible
for at the above pref level.
> Pick a job from that list at random and assign it to the player.
> Handle everyone that couldn't be assigned a random job.

In reality there should be little impact on overall job assignment, the
code changes read more as semantics. For example, the priority check for
filling Head slots will have the same candidate pool in both old and new
versions, but in the new version we're more clearly saying that Heads
are important and we want to prioritise filling them for the sake of
round progression even though the outcome in new and old is the same.

A key change will lead to an increase in assistants - Overflow fixes.

Currently the code block to do early assignments to the Overflow role
doesn't work - or works but not as you'd expect. The idea was is that
because enabling the Overflow role in the prefs menu is an On/Off toggle
that sets the job to High priority when enabled and prevents any other
High priority pref, players that have the Overflow role enabled will
**always** get it. It's their highest priority job with infinite slots.
So we do a pass right at the start to give everyone with the Overflow
role enabled that role and save us wasting time later on in random job
code giving them that same role but with more work.

The problem is the code for this only assigns the Overflow role to
people with it set to Low priority in their prefs, resulting in log
readouts like:
```
[2024-07-27 09:49:43.469] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:43.469] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Radioprague, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caluan, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caractaser, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Apsua, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: AC1, Candidates: 0
```
Where nobody gets pre-assigned the overflow role because their prefs are
all set to the High priority from being toggled... Except wait a second,
some people have it at Medium priority when it should just be a No
Role/High Priority Role toggle?

And herein we meet a problem. My hypothesis is that traits and stuff
that change the overflow have allowed players to set the "ordinary"
overflow role of Assistant to Medium and/or Low priority.

This still shows as enabled in the prefs menu, but leads to an outcome
where a player with assistant enabled is assigned Cook instead.
```
[2024-07-27 09:49:47.775] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:47.775] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
...
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
...
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
```

So players with the Overflow job pref set to Low (an unexpected state,
should be disabled or High) would be guaranteed to get that role if none
of the higher priority Head of Staff/AI/Dynamic roles took over via the
bugged "force overflow for people with the pref enabled" proc.

Players with the Overflow job pref set to High would be guaranteed to
get that role if none of the higher priority Head of Staff/AI/Dynamic
roles took over via the random job assignment code giving them their
Highest priority role thanks to the infinite job slots of the Overflow.

And players with the Overflow job pref set to Medium (an unexpected
state, should be disabled or High) would get Assistant if the shuffle
step of the available jobs list put Assisstant before any of the other
jobs they had prefs enabled for at Medium that weren't already filled,
otherwise they'd get another random job.

This code is now changed to ignore the priority the player has set when
looking for people to fill the overflow role. As long as it **is**
enabled, the player will get it unless they're forced into a dynamic
ruleset role (AI when malf rolls) or a Head of Staff role due to their
other prefs (they have RD set to med or low, and no other player has a
Head of Staff at high so they get randomly picked and miss the overflow
role).

This will increase the number of assistants in shifts where their pref
state has Assisstant in the bugged Medium priority, but doesn't change
it for bugged Low and not-bugged High/On priority.

On the other side of the coin, we have how the random jobs are picked.
They're kinda not random, and I noticed this reading the logs then
reading the code.

The list of available jobs to pick from is randomly shuffled - but only
**once**. All players pull from a list of jobs in the same order. So you
end up with a log block like this:
```
[2024-07-27 09:49:47.985] DEBUG-JOB: DO pass, Player: Pierow, Level:3, Job:Botanist
[2024-07-27 09:49:47.985] DEBUG-JOB: Running AR, Player: Pierow, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.985] DEBUG-JOB: Player: Pierow is now Rank: Botanist, JCP:0, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: DO pass, Player: Daddos, Level:3, Job:Botanist
[2024-07-27 09:49:47.986] DEBUG-JOB: Running AR, Player: Daddos, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.986] DEBUG-JOB: Player: Daddos is now Rank: Botanist, JCP:1, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: FOC job filled and not overflow, Player: Bebrus2, Job: /datum/job/botanist, Current: 2, Limit: 2
[2024-07-27 09:49:47.987] DEBUG-JOB: FOC player job not enabled, Player: Bebrus2
[2024-07-27 09:49:47.987] DEBUG-JOB: DO pass, Player: Bebrus2, Level:3, Job:Cook
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
[2024-07-27 09:49:47.988] DEBUG-JOB: Player: Bebrus2 is now Rank: Cook, JCP:0, JPL:1
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC player job not enabled, Player: Redwizz
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC job filled and not overflow, Player: Redwizz, Job: /datum/job/cook, Current: 1, Limit: 1
```

The list is shuffled into an order of something like `list("Scientist",
"Botanist", "Cook", "Sec Officer", ...)` then iterated over for each
player. So every random job selection goes:
> "Does Player1 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player2 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player3 have Scientist enabled and at the right priority? No?
Okay, Botanist has no slots left so we'll remove it from the list. Okay,
Cook? Yes? You get cook."
> "Does Player4 have Scientist enabled and at the right priority? No?
Okay, Cook has no slots left so we'll remove it from the list. Okay, Sec
Officer? ..."

This can lead to stacked individual departments if it gets randomly
rolled to the start of the list in the shuffle, and completely empty
departments if they end up at the end.

On high pop shifts this is probably less of an issue. Player prefs add
noise to this and as departments at the front fill up, those at the back
pick up some of the lower pref players.

But have you ever had a shift where there's just like... No fucking sec
even though there's tons of players? The logging (before I made changes
in this PR) was a bit ass, but my hypothesis there is that sec officer
was shuffled right at the end of the random job list, so every other
department was filled up before sec officers were picked.

To mitigate this, I made the list shuffle every single time the game
picks a random available job for the player. This should lead to a more
balanced selection of available jobs by avoiding situations where the
code is biased towards packing some departments by accident.
## Why It's Good For The Game

Overflow fixes mean people who go to their prefs and see the Overflow
Role is On will all have the same experience - They will be the Overflow
role.

More random random job selection should prevent individual departments
having a jobs be stacked when it would have otherwise been possible for
a more balanced selection but the code unintentially biased random
departments to be overstaffed and understaffed each shift.
## Changelog
🆑
fix: Having the Overflow Role set to On will properly ensure you get
that role at a High priority as intended by the game code.
fix: Job selection is now a little bit more random. Fixes an
unintentional bias in random job assignment that could lead to
feast-or-famine for roles where everyone is assigned one job and nobody
is assigned another job.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2024-08-17 14:27:45 -06:00
Ghom
d9168e7254 Adds a treasure chest to the ocean/beach fishing spot. (#85276)
## About The Pull Request
This PR adds a treasure chest that can be fished from the ocean if
you're lucky enough (or have enough explosives or lobstrosities to do it
for you). The treasure chest is basically a mystery box (like the ones
from the deathmatch) with a couple catches; the treasure chest can be
opened up to 18 times in total before breaking down, however, it can
only be opened up to 3 times per spaceman, encouraging the player to
share it with others.

Here the possible loot by the by:
- A toolbox containing a master fishing rod, all the hooks and reels,
fish feed, an experi-scanner, an aquarium kit and a can of super baits
- A box containing a lazarus injector, a cup and a bottle of strange
reagent which you can use to revive fish now
- A circuit board for a pre-emagged fishing portal generator
- A master fishing rod
- A can of super fishing baits
- A fish case containing Tiziran fish
- A fish case containing Syndicate fish
- An old, yet fairly strong cutlass
- An old laser gun which fires only 5 shots before running out
- A crank laser musket
- A smoothbore disabler
- A surplus bolt action rifle
- A ration pack
- A can of squid ink
- A bottle of aged rum that forces you to switch to the piratespeak
language
- A money bag with some doubloons inside
- A piratespeak manual
- Pirate armored coat
- Pirate armored hat
- A pre-loaded cannon
- Four trash cannon balls
- Four cannon balls

## Why It's Good For The Game
Mystery boxes are fun, from the little fanfare they play to the
potential loot they can give, and I had an old treasure chest I had
sprited for fun years ago around so I've come up with an entertaining
idea. If you think the loot list is a bit too hot, I can cool it down a
bit.
Also yeah, I wanted to make fish revivable with strange reagent, since
you can already do it with lazarus injectors even though using a lazarus
injector for this would be a severe waste of mining points.

## Changelog

🆑
add: Added a treasure chest you can rarely fish from the ocean/beach,
with loot being a mix of fishing and piratey stuff.
add: You can revive fish with strange reagent now.
/🆑
2024-08-16 15:53:52 +02:00
Ghom
a1366fc905 Night Vision Goggles update (#84594)
## About The Pull Request
This is a reboot of #84550 but with way less unbearable: mesons are off
the table and I've made the night vision tonalities lighter now, while
also improving the darkness cutoffs of some of them. Btw, you can also
turn night vision googles on/off now. Each pair of departmental night
vision goggles now comes with their own tint to boot.

As always, this doesn't affect nukies and ninjas. They're almost
garaunteed to keep their googles equipped and on at all time, so it
would honestly adulterate the overall experience a little.

Now, for some pictures...

In the dark, **top** row is **old**, **bottom** row is **new**. from
left to right: security, science, standard/meson, diagnostic, health:

![dank](https://github.com/tgstation/tgstation/assets/42542238/4eb0dc3d-5b3a-47b1-ad65-d3da138a9213)

In the light: security, science, no goggles, standard/meson, diagnostic,
health:

![lite](https://github.com/tgstation/tgstation/assets/42542238/6e56262f-8ed6-4ea9-bab7-2110bc589d65)

The screenshots were taken from varedited goggles on the servers because
it's bit faster than booting up a local server, plus I had to finetune a
few things.

## Why It's Good For The Game
So, I kinda wanted to give a bit of screen colors to goggles that was
not some sort of "optional, by default turned off" kind of crap nobody
cares about, however my previous PR was met with a lot of criticism,
which made me rethink how to do it. I honestly don't want it to be a
burden, but I do want to make them a bit fancier tho.

Also the the medical NVs (and perhaps sec NVs) were a bit crappier than
the rest.

## Changelog

🆑
add: Night vision goggles now subtly tint your screen.
add: You can turn your night vision goggles off. Doing so removes the
tint and the eye protection malus.
/🆑
2024-07-07 15:17:37 -04:00
MrMelbert
69b673bba6 Adds more "curated" version of human randomization (for humonkeys, corpse spawners, and fresh characters) (#84443)
## About The Pull Request

Basically, adds a version of `randomize_human` that's a tad more
curated, IE, primarily picks results to create a more "coherent" result
than full randomization.

Shown here: Humans, Lizards, Felinids. Looks a bit boring, but that's
the point.


![image](https://github.com/tgstation/tgstation/assets/51863163/44338c7a-615e-4075-bb3d-03cc8fc9fd4e)


Non-humans I left almost entirely untouched, as they generally form a
more "coherent" mob from pure randomization already.

## Why It's Good For The Game

Basically just aiming to perform a more "consistent" style for humonkeys
and corpses.
For monkeys, it doesn't make the most sense when they pop up with a
giant red afro.
For corpses, it's a bit hard to feel immersed in the ruins when they've
all got pink and green mustaches.

## Changelog

🆑 Melbert
add: Humonkeys and random corpse spawns now look more... human.
/🆑
2024-07-03 11:34:23 -04:00
Da Cool Boss
dc5a3a322d Adds Perfectly Ordinary Food Truck (#84144)
## About The Pull Request
Adds a food truck.
![Food truck map](https://i.imgur.com/x1G3he9.png)
![People wearing stripy shirts get FREE
tacos!](https://i.imgur.com/zcycyhi.png)

Also, adds a team of MI13 fugitive hunters. There's 3 in a team, and one
is pre-equipped with a cunning disguise.
## Why It's Good For The Game
So the primary intent here is making a fugitive hunter team that
operates stealthily instead of directly. They have less direct combat
power than other hunters, but they have a few things that help them
infiltrate the crew and assassinate the fugitives.

All agents are issued a makarov, a suppressor, a spare clip of 9mm ammo
(20% chance to be a subtype), a random melee weapon (flash, e-dagger or
combat knife), and a random low-level syndicate gadget (c4 brick,
codespeak manual, freedom implant, etc), and a pair of zipties. Every
agent also gets a agent ID.

Shuttle is equipped with surgery tools (good for plastic surgery),
clothing vendors (good for getting disguised), and a bunch of computers
for cameras and vitals monitors. Spare cyanide pills and 9mm ammo is
provided, as is a single space suit. As an added bonus, you're
opereating out of the back of an old food truck giving you bulletproof
cover for your operations. Spare food is provided, a functional kitchen
is not.
## Changelog
🆑
add: Ghost role food truck merchants may occasionally turn up at the
station.
add: Adds a new fugitive hunter type, MI13 secret agents.
/🆑

---------

Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
2024-07-02 02:27:56 +02:00
Ghom
35484728f1 Cigarettes and vapes are no longer subtypes of masks. (#82942)
## About The Pull Request
Since non-clothing items can also be worn on several slots, there's no
need for cigarettes/vapes to be subtypes of masks anymore, since that
comes with a few oddities like #82870.

## Why It's Good For The Game
This should fix #82870, with about no side-effect aside them no longer
being edible by moths 🤢.
2024-06-29 12:44:48 -05:00
Jeremiah
1116f150eb Bitrunning: Tweaks, QoL and removals (#84125)
## About The Pull Request

See changelog for shortlist

1. **Threat changes.** I was a bit unsatisfied with the rate of antag
spawns. These have been increased considerably. The clamped probability
has been increased from 1-10 to 5-15. The probability increases from 5
to 15 as domains are completed. Generally, in a standard round, the
chance of spawning at least one antag should be around ~50% at 7 domains
completed. Emagging a server doubles this rate.
2. **Map changes.** Starfront saloon was a cool idea on paper: A totally
modular map. However, it looked very uninspired and was so much of a
chore on the map loading system that it prompted players to admin help
how long it took, thinking it was broken. I've removed the map. I have
others I want to implement that don't look so bad.
3. **QoL changes**. Ghost observer experience is improved. Previously,
you could click netpods to view their avatar, and now you can click the
hololadder to return. I've included examine text to show this. The
server's examine text will now also give you clues that it's emagged
(ghost only). The examine text on hololadders has also been improved.
4. **Bitrunning antags.** These were designed as temporary, but they
were everything but. Spawning as one would prevent your revival, which
just isn't a good tradeoff for something that's going to get deleted in
a minute. Now, this system uses temp bodies just like CTF, so you can
return once you're dead. (exception: coming station side)
5. **Maps**: Syndicate assault is still one of my favorites, but there's
cheesy exploits like instantly breaking the display case to lock down
the ship, turning on turrets which are EXTRA lethal, etc. I've added
some pistols to the closets and removed some of these exploits.
6. **Cooldown**: Yes, no one seems to upgrade these ever, and it proved
a poor technique to encourage bitrunners to leave their rooms. I had
other plans to encourage this, not included here, so I think lowering
the cooldown time is beneficial. 3min -> 2min

> [!NOTE]
> File diff: removed a map

## Why It's Good For The Game
Closes #83787
General updates and QoL for bitrunning to keep it fresh. I was quite
disappointed with the scaling of threat, and most players haven't even
seen bitrunning antags except when I admin spawn them. These numbers
aren't hard set in my mind, and could be adjusted.

I generally want bitrunning easier to access and more "temporary" which
is in keeping with its design doc.
## Changelog
🆑
fix: Bitrunning made more illegal: Increased the rate at which antags
spawn.
fix: "Temporary" bitrunning antagonists and spawners are made actually
temporary. You will return to your original body after death, just like
CTF.
add: Added more examine text for ghosts to bitrunning equipment.
balance: Server cooldown reduced by 1 minute at base level.
add: As an observer, you can now switch views between station and
virtual domain by clicking the hololadder and netpod respectively.
del: Removed the starfront saloon BR map.
fix: Syndicate assault map: Added pistols, reduced exploits.
/🆑
2024-06-21 22:39:44 -04:00
Andrew
832cecdbb1 New Slime Sprites (#83891) 2024-06-14 00:01:38 -04:00
DATAxPUNGED
57744f6622 Icemoon Comms agent (#83404)
<!-- 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 a comms agent to icemoon, similar to the one that can spawn in
space
<details>
  <summary>Image (spoilers, kind of)</summary>


![image](https://github.com/tgstation/tgstation/assets/44149906/32427530-269e-416a-94ca-6688c7fc7228)

</details>

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

Icemoon is sorely lacking on ghost roles, this should help with that
somewhat.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
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🆑
add: NT reports indicate that the Syndicate have increased listening
activities on Icemoon, crew is advised to watch out for possible
communication interference.
/🆑

<!-- 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
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2024-06-07 20:53:05 -04:00
DrAmazing343
707b5ef744 Minor Spider Rebalance (#83554)
## About The Pull Request
Breacher and Viper player-controlled Spiders have swapped castes; Vipers
now come from Abnormal Eggs, while Breachers will now come from Enriched
Eggs. This means that Vipers may be seen more, while Breachers require
the Nest to acquire at least a single kill to wrap and create an
Enriched Egg from. Nurse Spiders also perform their heal action much
faster, at the cost of a bit less healing. It was very difficult to heal
others due to the long do_after and thus we saw very few Nurse Spiders.

Breacher Spiders also are now NOT immune to cold, and will die if they
try to space a room or go into space.

## Why It's Good For The Game
Breacher Spiders are in kind of a difficult spot, both in theming and
balance; their space resistance made them able to vent the station in
multiple places by breaking key walls, and they had no need to commit to
their sieges because they could escape into space at all times. It also
broke part of the dynamic of Spiders wanting to keep the atmosphere in
the station, and disincentivizing Breachers from venting the station
also makes them more coherently a part of the Nest because they won't
reduce the Nest's habitable area.

Viper Spiders were seen quite little instead of the other options in the
Enriched Egg; now, hopefully we'll see more. Likewise, the Breacher is
quite powerful for being an Abnormal Egg, so perhaps now we'll see more
focus on cocooning to unlock the powerful Breachers, or just overall
less of them, which will help even the odds.

Nurse Spiders were VERY underutilized despite their power— the do_after
for their healing just felt obnoxiously long, and especially in tense
situations, you'd have shuffle and Spiders yelling at one another
because two of them have to Space Hulk the hallway for a semi-extended
period of time. Now, Nurses will be able to heal and move on a bit
faster. I don't believe this will create too many issues, balance-wise,
as the time-to-kill on Spiders is still quite low for all but the
tankiest against lasers and even welders.
## Changelog
🆑 Jane
balance: Spider Breachers and Vipers have swapped castes. Breachers come
from Enriched Eggs while Vipers come from Abnormals! Breachers can no
longer survive in spaced rooms/temperatures. The Nurse wraps wounds
faster, but with less damage healed per wrap.
/🆑
2024-06-03 19:46:32 +01:00
iwishforducks
2c7fe7b8cd Returns medical jumpsuits for medical doctors and CMO (#83191)
## About The Pull Request

Gives medical doctors and CMOs back their jumpsuits. Additionally
removes their surgery cap from their starting gear.
Surgical scrubs and surgery caps are still available in vending machines
and in other places.
Coroner still has their scrubs.

## Why It's Good For The Game

The scrubs have never made sense to be as part of a medical doctor's
starting gear. Scrubs are meant to be put on for one surgery and
replaced afterwards, not to be worn 24/7. Also, in my opinion, they look
goofy as hell. Especially when doctors are wearing lab coats over them.

[_Being a medical doctor does not inherently mean you're doing surgeries
either._](https://www.youtube.com/watch?v=8byiwOY5XM0)

## Changelog

🆑
image: Medical doctors and CMOs now start with their jumpsuits rather
than surgery scrubs and caps.
/🆑
2024-05-20 00:57:24 -06:00
MrMelbert
0cc5cfb178 Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople) (#83021)
## About The Pull Request

This PR moves random name generation for species onto their languages. 

What does this mean? 

- For species with a predefined name list, such as Lizards and Moths,
nothing.

- For species without predefined name lists, such as Felinids, their
names will now be randomly generated from their language's syllables.


![image](https://github.com/tgstation/tgstation/assets/51863163/dddce7a6-5882-4f97-b817-c8922033c8d2)


![image](https://github.com/tgstation/tgstation/assets/51863163/e34e03e9-bcca-45ff-84e4-239e606cd24f)

(In the prefs menu:) 


![image](https://github.com/tgstation/tgstation/assets/51863163/eb6ccf9b-8b1c-4637-b46e-66cab9c8aac0)

Why? 

- Well, we actually had some dead code that did this. All I did was fix
it up and re-enable it.
- Generates some pretty believable in-universe names for various
languages that are lacking name lists. Obviously defined lists would be
preferred, but until they are added, at least.
- Moves some stuff off of species, which is always nice. 
- Also hopefully makes it a tad easier to work with name generation.
There's now a standard framework for getting a random name for a mob,
and for getting a random name based on a species.

Misc: 

- Adds a generic `species_prototype` global, uses it in a lot of places
in prefs code.
- Makes `GLOB.species_list` init via the global defines
- Deletes Language SS
- Alphabetizes some instances of admin tooling using the list of all
species IDs
- Docs language stuff
- Deletes random_skin_tone, it does pretty much nothin

## Changelog

🆑 Melbert
refactor: Random Name Generation has been refactored. Report any
instances of people having weird (or "Unknown") names.
qol: Felinids, Slimepeople, Podpeople, and some other species without
defined namelists now automatically generate names based on their
primary language(s).
qol: More non-human names can be generated in codewords (and other misc.
areas) than just lizard names.
/🆑
2024-05-04 12:21:26 -06:00
Profakos
b20c982404 Converts slimes to basic mobs (#82176)
## About The Pull Request

After months of preparation, and further months of work, I am finally
done. Please bear with me, as this is a massive refactor, but I have
already atomized everything I could. This is now ready for review.

General

- 	The hilbert hotel slimes are now a subtype instead of a varedit.
- The `use_mob_ability` subtree now also accepts non cooldown abilities.
If set_behaviours is set up properly, mobs won't keep continously
triggering it as if it were a 0 second cooldown action. The alternative
would have been turning the slime abilities into cooldown abilities.
- Wrestling off a slime now signs up to the `COMSIG_ATOM_ATTACK_HAND`
signal, instead of being part of attack_hand.
- Adds datum/ai_controller/controller as a fourth, optional argument to
`/datum/ai_behavior/find_hunt_target/valid_dinner()` to make it possible
to access blackboard keys.
- Slimes no longer attack windows if they would accidentally move into
them (when the conditions are met), since random walk behaviour ignores
tiles they can't go in. It was also not worth to keep. Did you know this
was the sole override of `ObjBump()`?
- Examine was made less snowflaky/bespoke. Also added a new element:
`/datum/element/basic_health_examine`, which is a simple bespoke element
that prints out a custom message based on how damaged the basic mob it
is attached to is.
- Slimes only perform knockdown instead of paralysis, as they can attack
more often now, and paralysis is not that fun.
- LAssailant has been removed due being archaic code. To befriend a
slime, you have to spawn a monkey with the slime console, or feed them a
sheet of plasma. Simple grabbing the monkey or stuffing them in
disposals do not work anymore. Slime console spawned monkeys will have a
visible status effect, with pheromones coming off them to make this
clearer.

Actions
- 	Feeding, reproduction and evolution is no longer a verb.
- Slime feeding is no longer an action button. You have to use right
click, or as previously, mousedrop. Slimes can always unbuckle from mobs
they are attached to.

Hunger 

- Instead randomly changing the starvation and max nutrition values
while growing up, evolution costs 200 nutrion. This makes the code more
readable, and behaviour more predictable, while still giving the
intended time between evolving and splitting. As a result, I could also
turn these into defines.
- Added a component that handles doing an effect over time while buckled
to a mob, until the mob dies or you get unbuckled.
- Slimes gained nutrition is no longer randomly multiplied by the damage
config value, but rather gain nutrition equal to twice the damage dealt.
You'll have to eat one monkey to evolve, just as before.
- Slimes do not heal passively. They only heal from eating. It was a
rather miniscule value that did not have much effect.
- Slimes generate electricity from hunger threshold, instead of the
random amount of hunger threshold + 100.

Environment

- Slimes take 15 damage from cold every second, instead of using a
complex formula (that also decreased the damage up to a point?).
- Slimes still heal from burn damage, but this is now set on the damage
coefficient list.
- Slimes instead of getting stunned by the cold, freeze in an ice cube.
BZ instead of setting them unconscious, calls the stasis status effect,
allowing you to safely stash your hungry slimes for later. They also no
longer slow down from the cold, as they are already slowed down by the
damage they get. Conversely they no longer get a speed up from a random
amount of temperature. I could be convinced to readd this either as part
of the basic sensitive component, or a similar one.

AI
- Removed the attacked_stacks system. Slimes will just perform regular
retaliation if you hit them in a harmful manner.
- Slimes now use the pet orders component. They will interrupt their
feeding when given a command by their master.
- Slimes have their own subtrees. I tried to replicate as much as I
could from the old code, dividing ancient code artifacts and intentional
stuff, so there might be some weirdness.
- Slime speech has been almost fully reduced to basic blorbing, as you
can not even understand them anymore, and most of them require the slime
to loop through all of their surroundings.
- Discipline does not have stacks either. Disciplined baby slimes have a
chance to clear their attack and hunt blackboard keys. All slimes will
stop feeding on the target otherwise.
- Since discipline is not a stack, rabidity instead gets removed at a
10% chance per disciplining.
- 	Slimes faces are a bit more randomly picked now.

## Why It's Good For The Game

- We want to convert all simple animals to basic mobs. Old slime code
was also very strange, and had some systems that have been replicated by
components.
- Slimes fully paralyzing you is not fun at all. Knockdown should give
you a fighting chance when a slime would like to eat you.
- Slimes slow down from the heavy damage they get from the cold, so I
don't think they need extra slowdown, nor do they need to speed up from
warmth, as they are already fast.
- Slimes turning into an icecube instead of becoming paralyzed from the
cold is more fun for the slimes, as they can break out for a few
moments. It is also funny.
- Slimes entering proper stasis from BZ is not just a visual indicator
of a slime that is safe to approach, but also keeps the slimes's hunger
value in check, allowing it to not starve while stopped. They can also
look around and blorble, instead of staring at a black screen, if player
controlled.
- The attack_stack and discipline_stack behaviours were rather
overcomplicated, and the xenobio mains I talked with didn't even know it
was a thing, so I argue it needed simplification.
- The bespoke friendship system of slimes was also too complicated.
Slimes slowly gained levels of trust, and at certain levels commands
costed friendship, and other levels, they did not. The binary friend/not
friend system that everything else in the game uses is much more
sensible.
- Using right click for feeding is much more sensible than using an
action, and then picking someone from a dropdown.
- Slime speech was very soulful but not only did it loop through
everything in sight, you couldn't even understand it unless you spoke
slime. Maybe it can be readded later in a different form.
- Slime's passive healing was miniscule, and having them rely on feeding
is more interesting.

also
fixes #81463

## Changelog

🆑
refactor: Slimes are now basic mobs. Please report any strange
behaviours!
balance: Slimes only stun you for two seconds when they shock you, the
rest of the duration is a knockdown.
balance: Slimes are not stunned from the cold, but rather, get frozen in
a freon icecube. BZ also puts them in complete stasis, instead of making
them unconscious. Their speed is likewise unchanged by temperatures.
balance: Slimes do not passively heal, they instead rely on feeding.
fix: Slimes can use the buckling screen alert to unbuckle and stop
feeding, along with clicking on the mob they are riding
/🆑
2024-03-27 16:40:52 -06:00
Jacquerel
9d9da3a790 Spider web graphics (#81839)
## About The Pull Request

Here is what webs look like.
It looks like pure ass and I hate seeing it.

![image](https://github.com/tgstation/tgstation/assets/7483112/fe3279e6-4d69-48d3-abb7-fb4b1c61396e)

Here's my attempt at making them look nicer.

![image](https://github.com/tgstation/tgstation/assets/7483112/0a5b1034-f021-4a5b-bc93-c590334c7d42)

Notes: Genetics Power webs now have a slight purple tint to
differentiate them from regular spider webs, so spiders aren't confused
about why they can't cross these ones.

On the backend I condensed a lot of these typepaths to inherit from each
other instead of not doing that. In the future I am going to use this to
cut down on the excessive amount of action buttons we have for these
too.

Here's (most of) what the action buttons look like. this screenshot also
demonstrating that we have a serious problem with how many buttons we
give to spiders.

![image](https://github.com/tgstation/tgstation/assets/7483112/c78ce4f3-dbfd-4434-b318-dfe2a88ce838)

After this is merged I will embark on two further projects:
- Wallening version
- Reworking spider web placement to not be a function of having 15
action buttons, it's _so bad_.

While I was working on this I noticed that AI spiders would not
automatically place webs on certain crossable tiles, because we forgot
to pass an argument to a proc. I fixed that too.


Oh also final change I almost forgot to document:

![dreamseeker_MiooTij0sG](https://github.com/tgstation/tgstation/assets/7483112/7ae262d9-7b89-45b9-beb3-f6921963e04e)

I made you jiggle if you get stuck in a web.

## Why It's Good For The Game

The previous sprites looked bad and these look less bad.

## Changelog

🆑
fix: AI-controlled spiders can correctly recognise where they can place
webs.
image: New sprites for most kinds of spider web
/🆑
2024-03-06 16:05:49 -07:00
Rhials
af6cabda32 Venus Human Traps have an orbit menu category, recieve antag datum on spawn (#81411)
## About The Pull Request

Venus Human Traps now have their own category in the orbit menu. It is a
pleasant shade of green, just like vines are.


![image](https://github.com/tgstation/tgstation/assets/28870487/90615559-a45b-44a6-8fb4-39a9172a8e3a)

Venus Human Traps are also now given their antagonist datum upon
spawning from a flower. The datum isn't really anything special but it's
consistent with the other antag spawners.

This also makes the spawner piece of the VHT flower bud invisible. It's
an abstract object meant to handle the logic for spawning, and only the
structure should be visible. This currently manifests as there being
two, identical flower buds on the same tile when a flower bud spawns. I
did not want to get into untangling the two objects in this PR.
## Why It's Good For The Game

Venus human traps being lumped in with the humans in the "Alive" menu is
WEIRD. Now ghosts can give a gigantic vine infestation the attention it
truly deserves.

Fixes a minor visual incongruity found while doing all this.
## Changelog
🆑 Rhials
qol: Venus Human Traps are now visible in the orbit menu. Cool!
fix: Spawning as a Venus Human Trap now properly gives you an antag
datum/objective.
fix: Venus human trap flowers no longer have a second, identical flower
under themselves.
/🆑
2024-02-12 19:56:36 +00:00
Rhials
d0a19bdd92 Spider egg radial menus now require proximity (#81209)
## About The Pull Request

Spider radial menus now require proximity, and will close if you move
away from them.

![it
works](https://github.com/tgstation/tgstation/assets/28870487/8197f8d4-6336-42b0-a690-9aadc7e47cb9)
## Why It's Good For The Game

Clicking the egg and not picking anything leaves the radial open. If you
try to use any other eggs the menu will not open until you track down
the radial menu and close it properly. If you aren't aware of this,
it'll feel like all of the eggs are broken and lead to confusion. This
has happened to myself and others.
## Changelog
🆑 Rhials
qol: Spider eggs will now close their spawn menu when you move away from
them.
/🆑
2024-02-02 06:08:31 +01:00
Ical
0c89bfde44 Wendigo Cave Ruin & Domain Aesthetic Refresh + Wendigo Corpse Fix (#80334)
## About The Pull Request

Updates the Wendigo Cave ruin on Ice Box and it's domain to be more
detailed, without changing the shape of the arena too much. Also fixes
the Wendigo attacking corpses,


![image](https://github.com/tgstation/tgstation/assets/86125936/f6720c48-a139-46a2-92d6-d9d83fd4672a)

![image](https://github.com/tgstation/tgstation/assets/86125936/36281f17-d853-40bb-b08e-c6ae0254dcc8)
And the domain!

![image](https://github.com/tgstation/tgstation/assets/86125936/441886d8-816e-4de8-b54b-0fa4f57e3a93)
## Why It's Good For The Game
Makes the Wendigo arena and the surrounding area more varied visually,
as well as stopping the Wendigo from attacking the decorative corpses
used in the domain.

(Previous Arena for reference)

![image](https://github.com/tgstation/tgstation/assets/86125936/346da0eb-9d16-430b-91bb-970f84d52826)

## Changelog
🆑
qol: Wendigo Cave ruin gets an aesthetic refresh
fix: Wendigos (Wendigi?) no longer attack corpses

/🆑
2023-12-25 02:33:32 +01:00
Time-Green
54ab1e3936 Organ movement refactor *Un-nullspaces your organs* (#79687)
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closes #53931, #70916, #53931

## About The Pull Request

Organs were previously stored in nullspace. Now they are stored in their
prospective bodyparts. Bodyparts are now stored in the mob.

I've also had to refactor a lot of code concerning organ movement.
Previously, organs were only moved into bodyparts once the bodyparts
were removed. To accomodate this change, two major distinctions have
been made:

**Bodypart removal/insertion**
Called only when an organ is taken out of a bodypart. Bodypart overlays,
damage modifiers or other changes that should affect a bodypart itself
goes here.

**Mob insertion/removal**
Called when an organ is removed from a mob. This can either be directly,
by taking the organ out of a mob, or by removing the bodypart that
contains the organ. This lets you add and remove organ effects safely
without having to worry about the bodypart.

Now that we controle the movement of bodyparts and organs, we can fuck
around with them more. Summoning someones head or chest or heart will
actually kill them now (and quite violently I must say (chest summoning
gibs lol)).


https://github.com/tgstation/tgstation/assets/7501474/5efc9dd3-cfd5-4ce4-b70f-d0d74894626e

I´ve also added a unit test that violently tears apart and reconstructs
a person in different ways to see if they get put toghether the right
way

This will definitely need a testmerge. I've done a lot of testing to
make sure interactions work, but more niche stuff or my own incompetence
can always slip through.

## Why It's Good For The Game

<!-- Argue for the merits of your changes and how they benefit the game,
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probably isn't good for the game in the first place. -->

A lot of organ work is quite restricted. You can't C4 someones heart,
you cant summon their organs and a lot of exceptions have to be made to
keep organs in nullspace. This lets organs (and bodyparts) play more
nicely with the rest of the game. This also makes it a lot easier to
move away from extorgans since a lot of their unique movement code has
been removed and or generalized.

I don't like making PRs of this size (I'm so sorry reviewers), but I was
in a unique position to replace the entire system in a way I couldn't
have done conveniently in multiple PRs

## Changelog

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🆑
refactor: Your organs are now inside your body. Please report any issues
with bodypart and organ movement, including exotic organ, on github and
scream at me
fix: Cases of unexpected organ movement, such as teleporting bodyparts
and organs with spells, now invokes a proper reaction (usually violent
death)
runtime: Fixes HARS runtiming on activation/deactivation
fix: Fixes lag when species swapping
/🆑

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2023-12-09 17:50:46 +00:00
distributivgesetz
f8b41f9442 Changes occurrences of recieve in code to receive (#80065)
## About The Pull Request

I've stumbled across this enough to finally go through the entire
codebase and fix it. I left out changelogs simply because rewriting
history logs is bad.
## Why It's Good For The Game

I find it pretty annoying because I stumble across words that are
misspelled for a few seconds, and I'm likely not the only one who feels
like this. Less spelling mistakes in code are better.
## Changelog
🆑
spellcheck: Occurrences of "recieve" has been changed to "receive".
/🆑
2023-12-02 14:50:57 -07:00
Profakos
4b4ada0339 Slime type datum, and cleans up slime related code (#79852)
## About The Pull Request

I have decided to help out with basic mobbing slimes, and found out,
that this code is ancient and crusty. So I have decided to refactor and
tweak things bit but but, until the moment I will hit AI related stuff.

I might have gone a bit overboard, and performed a melange of fixes. I
have done the following in order:

- Slime colour, core type and mutation list are now held by a single
`slime_type datum`. This means the slime's core is no longer spawned
using text operations on the slime's colour, and the slime's mutation is
no longer a single large switch statement that returns an exactly four
element length array. Icons are still based on the slime's colour
define, but that is now more changeable.
- Autodocced all the slime procs and vars I could find, while also
renamed them to be more descriptive. Also made Booleans actual booleans.
Also added code to confused code segments. For example, did you know
that slimes would forgive all its stacks of Feeling Very Attack Right
Now, if it has exactly one level of Discipline? I didn't, and I almost
turned the 1 in the check into a TRUE before I had a second look.
- Added defines to the slime hunger checks
- Cleaned up a lot of single letter vars in all code that referenced the
now changed variables.
- Large amount of if-chain pyramids have been turned into early returns.
More readable.
- Made the xenobiology camera shortcuts and actions always do the same
thing, though the action buttons still loop through all of the conents.
In addition, after seeing a comment lamenting about varied load orders,
I have made autolinking the monkey recycler is now done in
LateInitialize, which didn't exist when it was made.
- I have included an UpdatePath that changes the colours of premapped
slimes, but I did not do anything for the other values.
- I noticed slimes were unable to attack pacifist humans, due to trait
checking the human instead of the attacking slime. This has been fixed.
- The slime scanner has an examine block, and it now describes your
slimes' "mutation attempt chance", instead of like, performing math in
case the slime's current colour is one of the mutations, or hiding it if
it has none. This value is needed to breed rainbow slimes.

This has been an extremely large scrubbing. I am willing to try rip it
up into smaller chunks, even if most of it is just single letter vars
and if pyramids.

## Why It's Good For The Game

If code is more readable and expandable, it will aid in further
refactors.

## Changelog

🆑
refactor: Slimes's colour, core type and mutation list is now held in a
slime type datum
code: Slime's variables have been documented, and renamed a bit to add
clarity. Please report bugs that might stem from renaming.
fix: Slimes are not longer prevented from attacking pacifist humans.
qol: Slime scans now display the actual amount of genetic instability,
instead of hiding it if a slime doesn't mutate further, or tweaking it
if it might mutate back into itself. This will make it easier to parse
which slime to breed further to get a rainbow slime.
/🆑
2023-11-25 18:10:55 +00:00
Jeremiah
bbe440b3d6 More standardization for ghost notifications (READY) (#79596)
## About The Pull Request
I'm still not satisfied with how ghost notifications work. This gives
every notification with a source (99% of all notifications, in other
words) a link to jump/orbit. Currently, notifications with "play"
interactions would only get the interact link, so jumping to the source
was pretty annoying.

It removes posting the entire message in the alert tooltip, as some got
pretty lengthy and it didn't seem to fit. To replace this, they will
always use headers

After:


![image](https://github.com/tgstation/tgstation/assets/42397676/debfce52-3627-4a43-8663-33d61d893161)


![image](https://github.com/tgstation/tgstation/assets/42397676/01f299ae-dc6a-45f8-a97a-cb2c815088b2)


![image](https://github.com/tgstation/tgstation/assets/42397676/99567376-063e-458e-af2a-2dd4306747cc)

NOTIFY_JUMP and NOTIFY_ORBIT have been merged, since the only difference
seems to be whether it's a turf. The result shaves off some redundant
lines of code, since most-every usage of notify_ghosts uses
NOTIFY_ORBIT.
## Why It's Good For The Game
More standardization for the ghost notification system. Adds a few alert
headers that never had them. All in all, makes it easier for creators to
throw alerts at ghosts
## Changelog
🆑
qol: Nearly every ghost alert should now feature a "VIEW" button, even
those with click interaction.
del: Ghost alerts no longer show the entire message in the tooltip,
instead have been replaced with titles.
/🆑
2023-11-19 05:13:25 +01:00
Rhials
3c7005a37c Converts some notify_ghosts args to bitflags, multilines all notify_ghosts calls (#79320)
## About The Pull Request

This helps clean up my favorite helper proc in the whole codebase,
`notify_ghosts()`.

The notify_suiciders, ignore_mapload, and flashwindow args are GONE.
They have been replaced with the notify_flags bitflag argument. This was
intended to make deadchat announcements a bitflag argument too, but
those got reverted right before I originally wanted to submit this PR.

The on-screen popup now shows the notification body when you hover it
with your mouse again. The format is now `[notify_ghosts message] --
[click action (orbit/jump/play)]`

Every single `notify_ghosts()` call has been changed to multiline format
and has been given trailing commas. Pretty!
## Why It's Good For The Game

Cleans up a proc that is very popular and going through a lot of changes
at the time.

Allows for further flexibility when this proc inevitably gets tweaked or
improved. 12 -> 10 args is an improvement, and it doesn't impact the
helper's flexibility at all.
## Changelog
🆑 Rhials
code: The notify_ghosts proc has been cleaned up. Please report any
abnormal changes in deadchat notification behavior.
qol: The on-screen deadchat popups now contain the notification blurb
when hovered with your mouse again.
/🆑
2023-11-05 15:26:50 -08:00
lizardqueenlexi
07f2214ac4 Basic Wizards (#79476)
## About The Pull Request

Makes NPC wizard mobs into basic mobs. These aren't actually used
anywhere, since their away mission was removed, so I figured I'd have
some fun with them.


![image](https://github.com/tgstation/tgstation/assets/105025397/901f3a92-74a3-492b-8435-43813ad2afa8)

Noteworthy changes are as follows:
- Wizard mobs can now wear any of the four basic colors of wizard robe
and hat. Rarely, they will wear the witch ("Marisa") outfit instead.
There was going to be a rare Tape Wizard spawn too, but the outfit
doesn't work correctly for some reason (see comments below).
- Wizard mobs no longer have a set spell loadout. Instead, they always
receive a random **targeted, primary spell**, a random **untargeted,
secondary spell**, and the spell **Blink**.
- Wizard subtypes (or var-edited wizards) can have any of the above
specified rather than random.
- Wizard AI will try to avoid ever being in melee, and will fire off
spells whenever possible with the priority order of primary > secondary
> blink. There is a mandatory 1-second waiting period between casts.
- Wizard mobs use "lesser" versions of Fireball and Blink. Lesser
Fireball does a little less damage and has a smaller explosion, though
it is still extremely dangerous. Lesser Blink simply has a smaller blink
radius so that wizard mobs don't just decide to leave.

Depending on their spell loadout, wizards can be _incredibly_ dangerous
mobs - stunning you with tesla blasts, shooting you with fireballs, and
more. Even weakened, fireball is the nastiest of these by far, able to
set you on fire or remove your limbs if you aren't properly protected.
Watch out!

The random lists have been kept pretty small, since I only wanted to use
spells that I know for sure work. Spell cards is pretty weak in AI
hands, since they don't take advantage of the fact that a human player
can spam it, but I wanted there to be a little variety in primary
attacks.

I included an UpdatePaths script here in case a downstream is using
these, but I doubt it was necessary.
## Why It's Good For The Game

Removes another simplemob.

The actual impact of this change is negligible, since this is an unused
mob, but it's possible that this lays the groundwork for these actually
being used - particularly since mappers can make them as powerful or
weak as they want by specifying a spell loadout. Wizards may make for a
tough boss challenge for a ruin or away mission, or a very mean surprise
for an admin to drop on an unsuspecting station.
## Changelog
As this is an unused mob, there are no player-facing changes.
2023-11-04 16:22:19 +00:00
Hoolny
34e488acf5 Spider Infestation Balance Rebalance Expansion Part 2 (#78705)
## About The Pull Request
Balances
1. Spiders now slow down equivalent to their health
2. Tarantulas can no longer put web passages or solid webs and destroy
walls outside of charge attack
3. Young spiders now cant pull objects do to being too weak and become
slower outside of webs as they should be
4. Makes pneumatic airlock seal unable to be destroyed by spiders
5. All Broodmother eggs now have a cooldown timer
Normal Eggs: 20 seconds
Abnormal Eggs: 180 Seconds
Enriched Eggs: 60 seconds

Expansions

1. Added a new abnormal egg category
2. Broodmothers can now lay abnormal eggs
3. 2 new spiders added
6. A new web type: Reflective silk screen
# Breacher

![dreamseeker_HmjGZdlh5l](https://github.com/tgstation/tgstation/assets/84478872/de957cd4-74d1-4df1-b8d7-69d7b07cdc88)

![dreamseeker_xvfmLDa8tX](https://github.com/tgstation/tgstation/assets/84478872/b8b9238b-b31d-4c3b-9483-00cbdc827cc6)

![image](https://github.com/tgstation/tgstation/assets/84478872/df46b478-a1e1-4743-bc56-9c5821e0aac0)





- Low damaging with High wound bonuses meant to debilitate enemies to
take ground for the nest

- Has the ability to breach areas by destroying walls with menson vision
to map out strategic breachings

- Immune to harsh environments with the ability to lay solid webs to
protect the nest environment

- Can send in warnings for the entire nest to hear 


Will Help the nest get out of being closed off by small construction
attempts and fix some space breaches plus some back up by making enemies
slower and scarring them off with some bloodloss

# Tank

![image](https://github.com/tgstation/tgstation/assets/84478872/f4abe473-3593-40af-afd4-99c74cf83d46)

![image](https://github.com/tgstation/tgstation/assets/84478872/203a3b6a-9b8d-4d1f-ade8-cd67b50383ba)

- Extremely low damaging build to absorb damage to hold ground for the
nest
- With the ability to lay down silk screen reflectors to protect the
nest from missile attacks
- Can heal itself at a slow rate

Will provide great support to keep the nest at bay from range attacks at
some extent and act as a damage absorber in dier situations
# Abnormal Eggs

![YsCgX09](https://github.com/tgstation/tgstation/assets/84478872/b5da467c-9fc0-4581-bb18-47f9bf5bc9ee)

![EuKT8zN](https://github.com/tgstation/tgstation/assets/84478872/f8b0d652-14c8-4e11-92ee-d43d9eedfd77)

- They can only be made once every 180 Seconds
- Hold the two new spider types

## Why It's Good For The Game
New spiders to contribute to the general spider antag team dynamic,
balances for spiders are always good making them funner to play against
and bringing up challenges on their gameplay making them act less like
murdering simple mobs and more like an actual nest trying to survive in
the station.


How?

1. **Cooldown egg laying:** broodmothers now have to be more strategic
on where they place their eggs with an average of 3 eggs per minute per
broodmother
2. **Spider slowdown on damage:** Spiders now will become slower the
longer they stay out of the nest in battle making them have to retreat
back to the nest shortening their time out murdering giving incentives
to expand the nest
3. **Spider More Brute Damage:** Gives a reason to use melee against
spiders although more dangerous it gives more reward due to the higher
damage outputs since spiders are pretty much big bugs with delicate
bodies no bones no good structural consistency equal more damage to
blunt attacks
4. **Tarantula Nerfs:** Tarantulas shouldnt be able to destroy this many
walls at this rate and be able to lay so many defensive webs I don't
know why they had this abilities but their strong enough as is

## Changelog
🆑
add: Added Abnormal Eggs
add: Added Two new spiders
del: Some Tarantula abilities
balance: Spiders speed are now connected to health
balance: Spiders now take more brute damage
balance: All egg laying now has a cooldown
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-10-31 13:36:15 +00:00
lizardqueenlexi
b65f729901 Nanotrasen basic mobs. (#78917)
## About The Pull Request

First and foremost, converts all Nanotrasen simplemobs into basic mobs.

To avoid messy and redundant code, or god forbid, making Nanotrasen mobs
a subtype of Syndicate ones, I've made Syndicate, Russian, and
Nanotrasen mobs all share a unified "Trooper" parent. This should have
no effect on their behaviors, but makes things much easier to extend
further in the future.

While most of this PR is pretty cut-and-dry, I've done a couple notable
things. For one, all types of ranged trooper will now avoid friendly
fire, instead of shooting their friends in the back. Even the Russians
have trigger discipline.

I've also created a new AI subtree that allows mobs to call for
reinforcements. I've hopefully made this easy to extend, but the
existing version works as follows:

- A mob with this subtree that gains a target that is also a mob will
call out to all mobs within 15 tiles.
- If they share a faction, mobs receiving the call will have the target
added to their retaliate list, and have a new key set targeting the
calling mob.
- If they have the correct subtree in their AI controller, called-to
mobs will then run over to help out.

Sadly, this behavior is currently used only by a few completely unused
Nanotrasen mobs, so in practice it will not yet be seen.

Finally, I've fixed a minor issue where melee Russian mobs punch people
to death despite holding a knife. They now use the proper effects for
stabbing instead of punching.
## Why It's Good For The Game

Removes 8 more simple animals from the list.

As said above, making all "trooper" type mobs share a common parent cuts
down on code reuse, ensures consistency of behavior, and makes it much
easier to add new troopers not affiliated with these groups. I expect
that I'll make pirates share this same parent next.

The new "reinforcements" behavior, though extremely powerful, opens up
exciting new opportunities in the future. There aren't many existing
behaviors that allow basic mobs to work _together_ in interesting ways,
and I think adding some enemy teamwork could be fun.
## Changelog
🆑
refactor: Hostile Nanotrasen mobs now use the basic mob framework. This
should make them a little smarter and more dangerous. Please report any
bugs.
fix: Russian mobs will now actually use those knives they're holding.
/🆑
2023-10-24 23:20:27 +00:00
Jeremiah
153e06dc04 Partially reverts ghost announcements (#79221)
## About The Pull Request
#79139 turned out to be quite annoying, it wasn't taken into account
that these alerts can stack (ie: spiders).

Of course, I poked around the code and found some inconsistencies in the
process. For instance, there were usages of Topic for custom action
behavior which could've been consolidated. There were other instances
where jump (the default action) doesn't give a link at all, which I
think it should anyway, since the screen toast gives you this.

I've standardized it more, meaning you can use "NOTIFY_PLAY" without
writing a custom link and topic handler (for instance, MMIs)
## Why It's Good For The Game
Fixes #79198
Fixes #79195
## Changelog
🆑
fix: Ghost alerts have been tuned down a bit.
/🆑
2023-10-24 12:10:48 -06:00
Bloop
847514310d Fixes a runtime with AI targeting code, refactors faction checking to be at the atom/movable level (#78803)
## About The Pull Request

Saw this in CI.


![firefox_lCYnPMJIqm](https://github.com/tgstation/tgstation/assets/13398309/8ef309df-09b6-4096-b6aa-340b59f7446b)

~~Quick fix for it--because turrets are not mobs trying to call this
proc on them will runtime. So let's give them their own implementation
of the proc.~~ Just kidding, let's refactor faction checking entirely

## Why It's Good For The Game

Fixes an issue with basic mob AI targeting and turrets.

## Changelog

🆑
fix: basic mobs will no longer runtime when trying to check the faction
of a porta turret
refactor: faction checking is now done at the atom/movable level
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-10-16 17:22:44 -06:00
Rhials
9cf089361e Abandoned Domains: Adds two new psyker-oriented virtual domains (#78892)
## About The Pull Request

_Really? Bitrunning maps are so simple you could do them with your eyes
closed? Hmmmmm..._

This adds two new medium-difficulty virtual domains to the pool -- Crate
Chaos and Infected Domain.

These two domains take you to neglected corners of the virtual world.
These are unstable, bizarre locales that do not support the bitrunning
machine's visual display, and must be traversed using echolocation.
**_These domains have been designed around you being a psyker, and will
turn your bitrunner avatar into a psyker until they leave the domain._**

_**Crate Chaos:** Low cost, medium reward._

Sneak into an abandoned virtual domain, where they store all of the loot
crates. There's about 40-ish crates in this space, and one of them
(RANDOM) is the encrypted cache we're looking for. The crates must be
manually inspected, requiring you to drop your weapon for a few moments,
but that shouldn't be a problem. There's no hostiles, just a bunch of
crates... right?

This one has very few shenanigans or threats in it. It's meant to be an
introductory experience to interfacing with things as a psyker, and
getting the rhythm down for moving between visual pulses.

_**Infected Domain:** Medium cost, high reward._

Enter another abandoned virtual domain. This one was sealed off from the
digital world after the cyber-police failed to contain a virus that
zombified its inhabitants, leaving it to grow unstable and full of
holes. Fortunately, you're provided with the single best tool for arming
yourself against zombies in any video game, ever -- Your very own
Mystery Box. Get armed with (basically) whatever gun you want, and go
put those wacky psyker abilities to use against those zombies.

This one is a lot meaner. Many chasms, landmines, and zombies. Walk
slowly, stay with your fellow bitrunners, and if it's too hard, there's
no shame in going back and rolling for a better gun!

The domains themselves are VERY simple, since there's little need for
decor or particularly complex layouts. The idea is that you should be
able to see everything you need to see in a given room/area with a
single vision pulse. Here's what one of the maps looks like:


![image](https://github.com/tgstation/tgstation/assets/28870487/fe63adce-aa05-4339-9d19-28ce06a2d31f)

Err, uh, I mean... This is what the maps look like:

<details>
<summary>SPOILERS BEWARE</summary>
<br>


![image](https://github.com/tgstation/tgstation/assets/28870487/265ecdc5-50f6-4a28-8068-fab08ae1f5e8)


![image](https://github.com/tgstation/tgstation/assets/28870487/0b41da6a-e018-4434-9368-6daee1f97fe9)

(You wanna find out if there's something cool under those red lines? Go
there yourself!)

</details>

These two psyker maps come with their own psyker safehouse too -- The
Bathroom. It's gross, the medical supplies are kind of just sitting
there on the floor... It looks a little bit better when you're blind, I
guess.


![image](https://github.com/tgstation/tgstation/assets/28870487/a10b70bb-5586-4d37-bbb1-a642d8524d54)
## Why It's Good For The Game

I like psykers a lot more than I'm willing to admit. Unfortunately, the
jankiness of echolocation provides such a disadvantage at times, that
any "real" conflict is usually over before the psyker is even aware
they're taking damage.

Fortunately, the controlled environments that bitrunning maps are
perfect for psykers. They give the opportunity to craft an experience
around the player being blind, rather than forcing them to play blind
through a seeing mans world.

These two domains should present players with a unique challenge that is
designed around playing as a psyker, with slightly higher-than-usual
rewards for their trouble. More importantly -- They're fun!
## Changelog
🆑 Rhials
add: Two new psyker-oriented virtual domains -- Crate Chaos and Infected
Domain.
add: Map helper for cyber-police corpse spawn.
add: Map helper for swapping the encrypted crate in an area with a
random crate from that same area.
/🆑
2023-10-12 15:57:40 -07:00
Jacquerel
eb28d04f08 Watcher Nest Lavaland Ruin (#78790)
## About The Pull Request

Adds a small new lavaland ruin, the Watchers' Grave.


![image](https://github.com/tgstation/tgstation/assets/7483112/9c3fa6f0-3e7d-4540-8646-5229eb11445b)

![image](https://github.com/tgstation/tgstation/assets/7483112/93bc14f0-9a0c-40d3-bd30-cc79a0d85752)

You will need to figure out yourself how to find a way through the walls
surrounding it (it's not very hard).
This is mostly just atmospheric but also serves as a delivery vehicle
for a unique item; an orphaned Watcher egg.
(That's kind of it in terms of loot, unless you count a handful of
lavaland mob corpses and mushrooms).

You can either eat this (it's an egg), throw it at someone to spawn an
angry watcher, or keep hold of it for a while and see what happens.

<details>


![dreamseeker_cMNnZXjfgL](https://github.com/tgstation/tgstation/assets/7483112/841db8fc-19ac-431f-aa66-c9ec5fbedbc3)

That's right it's your very own baby watcher.
It orbits your head and shoots at lavaland creatures for unimpressive
damage. It won't ever intentionally shoot a player but they might walk
in front of it, as it doesn't hurt very much they will probably forgive
you.
If you die it will continue circling your corpse to guard it against
predation.
</details>

In creating this ruin I also added a new component called "corpse
description".
It provides some extra examine text to a corpse which is removed
permanently if the mob is revived.
There's a field you can varedit on corpse spawners (or make a subtype)
which will automatically apply it to spawned corpses.
You can use it for environmental storytelling. Or admins can use it to
make fun of how you died.

Also I fixed basic mobs runtiming when examined by ghosts.

## Why It's Good For The Game

More variety in map generation. It's cute.
Adds a tool that mappers might like.

## Changelog

🆑
add: Adds a new lavaland ruin where you can find a unique egg.
/🆑
2023-10-11 17:00:22 -06:00
jimmyl
191c9380f4 venus human traps are basicmobs + ""balance"" (#78749)
## About The Pull Request

theyre basicmobs now, tangling is an ability and also applies a leash
for the duration of the beam

they now have 100 HP
also when theyre not within 2 tiles range of space vines every Life tick
they take 20 damage(they have 100 max hp)
if they are in range however they heal 10 damage

theyre slightly slower too, and they deal 10-20 damage, from the
previous guaranteed 20 damage
also their attack cooldown is 0.2 seconds slower

the tangling does not automatically pull people but for the duration of
the tangle the victim is leashed to you
which means they cannot go out of range of you, so you can move
backwards to pull them closer (as seen in video)



https://github.com/tgstation/tgstation/assets/70376633/aed77f81-c564-4fcc-879e-7dd8a9b5c787



## Why It's Good For The Game

basicmob good

also fighting these dudes unprepared is a death sentence and being
caught unprepared is easy if kudzu decides to spawn in the middle of
fucking nowhere and rolls flowering, then absolutely does not listen to
the protect kudzu part and goes from the middle of nowhere to medbay to
murderbone
hopefully this should make them less proficient at shredding people and
make them actually defend kudzu instead of murderboning

## Changelog

🆑
refactor: venus human traps are basicmobs now
balance: venus human traps have 100 health
balance: venus human traps take damage out of range of kudzu, heal near
kudzu, are slightly slower, attack slower, and their damage output is
slightly more random
balance: also venus human trap tangle ability now needs you to actually
move backwards to pull victims
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-10-11 18:57:30 +00:00
Jacquerel
3e554bdab3 Flesh Spiders Regenerate + QoL (#78704)
## About The Pull Request

Replaces the Healing Touch component on Changeling-spawned Flesh Spiders
with the Regenerator component, as the comment helpfully suggests.
Flesh Spiders can no longer touch themselves to heal, instead they
automatically begin regenerating their health if they go four seconds
without taking damage. It takes 6 seconds to fully regenerate, so 10
seconds to fully heal from the edge of death (less if you're not that
injured).


![image](https://github.com/tgstation/tgstation/assets/7483112/37faca55-35fe-48dc-a3ed-03f4b79860bd)

Also I changed the sprite for flesh spider eggs to a different one we
already had rather than regular spider eggs tinted red, just because I
felt like it.
Would be cool to give the spiders their own sprite some time, but that's
for another PR.


![image](https://github.com/tgstation/tgstation/assets/7483112/8ec286c4-46dc-4aec-aa98-cb4e4e432690)
_Additionally_ the flavour text for flesh spiders was kind of messed up
by being shoved into the objectives box and claiming that it was a
directive from a spider queen you don't have, so I gave them their own
slightly different antag datum to compensate.
It also actually mentions how you heal yourself, which previously was
down to trial and error or codediving.

In the course of doing this I decided to just... move flesh spiders to
their own type path. It _sort of_ made sense for them to be part of the
giant spider typepath, but they keep being modified by changes targetted
at "balancing the Giant Spiders antagonist" which this mob isn't related
to and doesn't have any reason to follow. The fact that a mob has
similar stats to another one isn't automatically a reason to share a
typepath, and now that I have looked a little at this mob I'm sort of
interested in branching it further away from "it's a spider mob but
spawned a different way" in the future.

Finally, this spider egg cluster and the midwife one would prompt ghosts
with a radial menu with a single option on it... that's a bit pointless,
so we'll bypass that menu if there is only one possible outcome.

## Why It's Good For The Game

Currently Flesh Spiders heal by clicking on themselves and standing
still for two seconds, restoring 50% of their HP. This means they can
fully regenerate over 4 seconds unless you stun them, and with 90 HP
you're not _that_ likely to kill one during the channel time.
This just feels like an odd way for the creature to operate,
regenerating instead gives it a hit-and-run strategy and adds more use
to their webs (maybe we should give them meatier or bloody webs at some
point? Might be cool).
Also clicking yourself to heal is just unintuitive and I suspect several
players just didn't realise they could do it in the first place.

## Changelog

🆑
balance: Flesh Spiders heal automatically over time if they go a short
time without taking damage, instead of healing large chunks by clicking
themselves and waiting two seconds.
qol: Spider egg clusters which only hatch into one kind of spider don't
ask you to select that one type from a radial menu with one option on
it.
qol: As a Flesh Spider, the game now tells you how you can heal
yourself.
/🆑
2023-10-11 16:37:11 +02:00
Tim
d6f79f4427 Refactor gib code to use bitflags and have documentation (#78754)
## About The Pull Request
This takes all the gib related procs:
- `gib()`
- `spawn_gibs()` 
- `spill_organs()`
- `spread_bodyparts()`

And adds heavy documentation that communicates what the procs are used
for and how the different bitflags affect them. The difference is
noticeable:

`gib(TRUE, FALSE, FALSE, null)` vs `gib(DROP_ORGANS|DROP_BODYPARTS)`

The code is now much more legible which is important considering it's
used in a lot of places!

Another robust change, is that we had several places in the code where
there were double negatives like so:

```
/mob/living/carbon/spill_organs(no_brain, no_organs, no_bodyparts)
	if(!no_bodyparts) // DOUBLE NEGATIVES ARE BAD M'KAY?!?
		// do stuff here
```

This is a mindfuck to untangle. I inverted a lot of these parts so we
don't lose our sanity.

Last thing that was changed was a big `if()` loop in the `spill_organ()`
proc. This was refactored to just be a simple `for` loop with `continue`
statements where we needed to skip enabled bitflags. It's now shorter
and cleaner than before.

The only slight gameplay change this affects is that gibbing a mob now
guarantees to drop all items unless the `DROP_ITEMS` bitflag is
deliberately omitted. Some places like admin gib self, we don't want
this to happen.

## Why It's Good For The Game
Gib code is very old. (~15 years) People kept adding more arguments to
the procs when it should have been a bitflag initially. By doing it this
way, there is more flexibility and readability when it comes to adding
new code in the future.

## Changelog
🆑
refactor: Refactor gib code to be more robust.
qol: Gibbing a mob will result in all items being dropped instead of
getting deleted. There are a few exceptions (like admin gib self) where
this will not take place.
/🆑
2023-10-06 13:12:22 +01:00
Bloop
13cfcdad6b Ashwalkers team stores players_spawned via ckeys rather than keys now (#78688)
## About The Pull Request

So this just changes some instances of `key` to `ckey`. There is a
reason for it I swear!

So when ashwalkers get spawned their mob gets added to the
`team.players_spawned` list via their `key` var.

---

However, we have this as part of sacrifice code:

Here the `deliverykey` var is set to `fingerprintslast`, which is a
ckey.


f6f6ebc276/code/modules/mapfluff/ruins/objects_and_mobs/ash_walker_den.dm (L79)


f6f6ebc276/code/modules/forensics/_forensics.dm (L218)

---

That `deliverykey` is then used to remove a ckey from the list here 


f6f6ebc276/code/modules/mapfluff/ruins/objects_and_mobs/ash_walker_den.dm (L84)

Since `deliverkey` is a `ckey`, which is not always the same thing as
the `key`, this can cause a mob to not get removed from the list
properly if the two mismatch.

```(From DM Reference on `ckey`: "The key in canonical form. To do this, it strips all punctuation and space from the key and converts to lowercase. The result is still unique for each different key. ")```

I just think it's a bit confusing to switch back and forth, and it's unclear if it causes errors or not. This could be considered a code improvement I guess? Or a fix, depending.

## Why It's Good For The Game

Less confusing, more consistent code. Less bugs. Much good.

## Changelog

Nothing anyone shall ever notice besides the coders
2023-10-02 10:59:25 -06:00
Jacquerel
f861532d24 Basic Legion & Hivelord (#78624) 2023-09-27 18:41:07 -04:00
tattle
d436cf433d Gives maint drones random designations (#78573)
## About The Pull Request
Right now, drone ghost spawners give all drones the name "drone." This
makes it difficult to differentiate drones, both as a drone in drone
chat and as a non-drone. This gives all drones a unique identifier like
posibrains.

Also changes a couple of 1s to TRUEs

## Why It's Good For The Game
It's good to be able to identify drones, and for drones to be able to
identify each other.

## Changelog
🆑 Tattle
qol: drones now have individual names, instead of just "drone"
/🆑

Co-authored-by: tattle <article.disaster@gmail.com>
2023-09-26 20:24:09 -06:00
Jeremiah
a3849062b8 Feature: bitrunner, a new supply role (READY) (#77259)
## About The Pull Request
[Design doc](https://hackmd.io/@shadowh4nd/r1P7atPjn) 

Adds a new supply role centered on short dungeon-esque runs with a focus
on unifying the job with the fun part. Some virtual domains are combat
related, some are silly, some focus on "objectives". Avatar health is
linked to your physical presence and retries are limited.


<details>
<summary>Photos, WIP</summary>

Net pod stasis

![netpod](https://github.com/tgstation/tgstation/assets/42397676/d99073a4-2438-4600-83c0-cafb7b3fee55)

Server loaded

![](https://cdn.discordapp.com/attachments/1131433451841662996/1135304774976278759/dreamseeker_N14j6dwLcK.gif)

Server cooldown

![](https://cdn.discordapp.com/attachments/1131433451841662996/1135304775945179217/dreamseeker_NkIwWLJZma.gif)

the quantum console UI
![Screenshot 2023-08-05
105742](https://github.com/tgstation/tgstation/assets/42397676/3a45feaf-8c80-46b2-81c9-355932d1b014)

Cyber police antag page
![Screenshot 2023-08-16
205303](https://github.com/tgstation/tgstation/assets/42397676/fc28bcdd-2a2a-487b-927c-904f224c1b89)

A safehouse

![image](https://github.com/tgstation/tgstation/assets/42397676/c22ac115-4e00-432a-aeeb-b6afdb1ef750)

Domain info page, every domain gets this (and sometimes help text)
![Screenshot 2023-08-04
141859](https://github.com/tgstation/tgstation/assets/42397676/ba9ed6d9-a318-4466-b246-d2da0fa05676)

Me getting steamrolled in one of the missions

![syndicant](https://github.com/tgstation/tgstation/assets/42397676/3eb3099a-f9b2-4431-854d-50d8cad9b7f0)

Ghost roles getting notified that server is kicking them out
![Screenshot 2023-08-04
135454](https://github.com/tgstation/tgstation/assets/42397676/edab916c-6255-4b83-b2e7-155df2f03aab)

Players enjoying the new combat missions
![Screenshot 2023-08-05
005727](https://github.com/tgstation/tgstation/assets/42397676/e302a66f-610d-4fe1-82e0-7c8aec3913ea)

Players exploring some of the virtual maps
![Screenshot 2023-08-06
220919](https://github.com/tgstation/tgstation/assets/42397676/75a92a0b-6aa1-4bac-8fd1-c9fb47c955da)

(Not part of the PR, but)
![Screenshot 2023-08-06
221527](https://github.com/tgstation/tgstation/assets/42397676/012475ec-bfa5-4fd3-9dcb-31d222bb7bef)

New bitrunner vendor

![dreamseeker_V62h2BGdEl](https://github.com/tgstation/tgstation/assets/42397676/37ca8f69-f75e-45c9-b324-e6b31696c7b7)

</details>

## Why It's Good For The Game
Content, firstly, and moreso being supply department content.

The framework that this implements is a great (preauthorized)
replacement for two systems which are collecting dust: BEPIS and the
gateway. They integrate into this system and it's a direct upgrade.

This adds a way for the players on station to generate materials (if
that remains). The nice part about it is that I can throw balance and
believability to the wind, as unlike its unrelated predecessor VR or
away missions, bitrunning entirely washes its hands of the map and mobs
each reboot.

It offers a very expandable map framework to add content and it's all
fairly well documented.

I'd like to add a feature that represents the idea that jobs don't have
to be mundane and "external" jobs can stay tied to the main gameplay
loop.

## Changelog
jlsnow301, kinneb, mmmiracles, ical92, spockye
🆑
add: Adds Bitrunning to supply department- a semi-offstation role that
rewards teamwork.
add: Adds new machines to complement the job- net pod, quantum server,
quantum consoles, and the nexacache vendor.
add: Adds several new maps which can be loaded and unloaded at will.
add: Some flair for the new bitrunning vendor.
add: Adds a new antagonist for the virtual domain only. Short lived
ghost role that fights bitrunners.
del: Removes the BEPIS machine, moves its tech into the Bitrunning
vendor.
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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---------

Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
Co-authored-by: Ical <wolfsgamingtips@gmail.com>
Co-authored-by: spockye <79304582+spockye@users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-09-23 11:14:12 +02:00
lizardqueenlexi
ff480386cd Fixed snow legion corpse spawning. (#78147)
## About The Pull Request

Resolves #77973 

Due to a pair of oversights, snow legions erroneously drop two corpses
when killed, and both of these corpses use the spawnlists for Lavaland
legions. The duplicate has been removed, and the snow legion corpse
spawner is no longer a subtype of the regular one - which was causing
the issue. Now the new corpses will actually spawn.
## Why It's Good For The Game

Makes #76898 actually work.
## Changelog
🆑
fix: Snow legions now drop only one corpse, and no longer drop Lavaland
corpses.
/🆑
2023-09-05 22:32:04 +02:00
Ghom
7f25d8d47e [NO GBP] Fixing a small issue with chasm fishing (#78111)
## About The Pull Request
The default spawnables from chasms are spawned on top of the chasm
rather than on the user's turf, and that can be an issue.

## Why It's Good For The Game
This will fix #77982.

## Changelog

🆑
fix: fixed fishing skeleton mob spawners that immediately crumble back
into the void of whatever chasm you fished them from.
/🆑
2023-09-04 17:21:02 +01:00
Bloop
69f51c6c65 Fixes typo 'transfered', olive oil reaction repath (#78064)
## About The Pull Request

Transferred.

## Why It's Good For The Game

How did this get to be in 71 files?! This bothers me.

Also changes 'quality_oil' typepath in the reactions to 'olive_oil' to
match its rename post-foodening.

## Changelog
N/A
2023-09-02 18:23:18 +01:00
Timberpoes
a56270cb05 Fixes issue where role banned players can still play roles they're banned from. (#77738)
## About The Pull Request

`is_banned_from(...)` expects a ckey.

`/obj/effect/mob_spawn/ghost_role/attack_ghost(...)` checks for role
bans by using key instead.

This can lead to players whose keys and ckeys are different being able
to evade certain ghost role bans; by accident or otherwise.

This PR takes a two-pronged approach. The first fixes ghost roles
passing in the key instead of the ckey to is_banned_from. This fixes the
bug, and makes it consistent with all other cases of
`is_banned_from(...)` being called.

The second is to redefine the behaviour of `is_banned_from(...)` to
accept either a ckey OR a key, since converting from key to canonical
key should be a fairly trivial operation. This prevents this specific
bug from ever occuring again, by making it intended functionality to
pass either key or ckey similar to how the roles param accepts either a
string role or a list of roles.

### ***Please review the code carefully, my changes to
`is_banned_from(...)` have not been tested. No logical flow should have
been changed.***
## Why It's Good For The Game

Ban systems working good.
## Changelog
🆑
fix: Fixes an issue where role banned players would be able to accept
certain ghost roles they're meant to be banned from.
/🆑
2023-08-29 16:42:50 +02:00