Commit Graph

324 Commits

Author SHA1 Message Date
Lucy 9b6e752f3e Makes lighting objects objects again (#95332)
## About The Pull Request

Continuation of https://github.com/tgstation/tgstation/pull/78857

FOR TOOO LONG WE HAVE SUFF-
Ok yeah so like, we made them overlays to save on maptick, but with
threaded maptick that is potentially not an issue anymore.
I'm opening this pr so I can tm it and see. If it works, it'll save
about 50% of lighting object update costs, which is pretty damn good.

I'm also removing the fullbright light icon state, since it is barely
ever used (it was added as a clientside op, but we don't hit fullbright
very much at all so it does nothing but eat my cpu time)

Also also changing how SSlighting does its resolution. Rather then
waiting for all sources to process, then working on corners and objects,
instead we will do all the sources we had at the start, then all the
sources after, and so on.
The goal is to avoid churn causing the system to constantly choke. it is
better to potentially double operate then it is for things to feel
horrifically slow.

## Why It's Good For The Game

Faster. Also you won't be able to see lights through walls anymore, so
mesons will be less dumb. Can maybe bump their nightvision a bit idk
we'll see.

## Current Issues

to be found

## Changelog
🆑 Absolucy, LemonInTheDark
fix: You can no longer see lights through walls when using mesons or
when ventcrawling.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2026-04-23 08:55:26 +12:00
SmArtKar b77d459820 Fixes incorrect usage of world.view or viewers() in some places (#95558) 2026-03-30 20:07:36 -04:00
tonty c621585ea8 [NO GBP] Mildly improves conflicting access helper logging (#94790)
The previous logging messages were copy pastes from eachother so this is
fixing that, but I thought it was better to have more clear wording
while I was here.
2026-01-09 16:05:09 -07:00
Tim a0ab416d83 Fix map reader ignoring valid variable names (#94387)
## About The Pull Request
Any VV edits to a map that involved numbers in a variable name would get
skipped during loading. This is because the regex pattern used to detect
variable names did not account for numbers. So for example, if you
wanted to VV edit an object's `flags_1` variable, it would get ignored
and be replaced by the initial value.

## Why It's Good For The Game
Map VV's for a ton of objects should work now.

## Changelog
🆑
fix: Fix map reader ignoring valid variable names. If a variable had a
number inside the name anywhere the map reader would ignore this value
when a map was loaded and use the initial value instead. This was due to
a faulty regex pattern that did not properly match variable names.
/🆑
2025-12-13 20:51:19 -05:00
san7890 e0827de4b5 [MDB Ignore] Unrestricted Airlocks - Door Delays (#94040)
## About The Pull Request

This PR adds a change to a pretty prevalent feature that's been around
since #66588 (April 28th, 2022). Although it has been controversial to
some extent, I believe that it was a good change in principle for
reasons I will later get into. For now, this is what the PR does:

* All _station_ unrestricted door helpers (e.g. those in maintenance)
have been replaced with a subtype that adds a random 2-3 second delay to
opening the door, using a new "unrestricted latch" feature. **This does
not occur if the user has regular access to that door.**
* The unrestricted side will initiate a do_after and plays a distinct
small hissing sound (because I presume you're disengaging some hydraulic
lever on that side), after which the door will open as players have come
to expect.
* While you're engaging the lever, you will be resistant to pressure
movements as you are presumably holding onto the lever or something. All
other movements (e.g. voluntary, being shoved, etc.) will continue to
function as expected.
* We will statistically tabulate each time someone attempts to use the
unrestricted "lever", and every time one successfully occurs. This is
just for analysis to see player trends as we have lacked this over the
last 3.5 years.

Here's a link to the sound I added:
https://freesound.org/people/Usernameis1337/sounds/632755, the version
in this PR was converted using OGG Vorbis.


https://github.com/user-attachments/assets/4167bda4-63b5-4dc0-a7b2-694a9e3d3201

## Why It's Good For The Game

Back in 2022, I was one of the major proponents for adding such a change
to the game. This is for a few reasons:

* It doesn't really make human sense for a station to have
hallways/spaces that you can enter and then just get completely trapped
in. The station is a deathtrap because of _who_ is on it, not because it
_is_ a death trap. I have always maintained that we should assume that
the station is competently made to give the hijinx a much more jarring
background. To me, maintenance isn't old sections of a station (although
it can have those elements), but vital side pathways in the event of
emergencies, like having extra fire stairs in a building. The doors to
those fire stairs are always unlocked because they need to ensure that
people are able to efflux to save themselves from danger rather than
die.
* It was easily subvertable anyways. You can easily ask the HoP for
maintenance access or AI to let you out of maintenance (although the
latter was a bit harder to articulate). I don't find myself agreeing
with this as much nowadays but I remember the frustration I felt waiting
for minutes for someone to open the door had something occurred for me
to have found myself in maintenance. It's simply not fun and doesn't
make sense for a station to have this.
* I thought that it added a unique element to antagonism. You can't drag
someone in maintenance and then have the whole entire subsection of the
station be your den. It's important for you to secure your base should
you be dragging people in there instead of just always being able to win
via dragging.
* People tend to forget this point, but it actually did cause a lot
_more_ deaths in situations where threats originate outside the
station/in maintenance. It was much easier for the killy-stabby mass
murderers to ingress into main hallways and get to killing faster. This
is why the change felt "equal" in a way.

### Why not remove it outright?

I believe that a lot of balance changes over the last 3.5 years (30000
issues ago!) have been weighting for these interactions, and I think
removing it all cold-turkey like will cause a huge upturn in deadliness
and just not be what players are looking for in the new game loop. To
me, this was a vital step in getting more towards 90-minute rounds, and
I think we would see a drop in that. I also have those above three
reasons that I am still a firm believer in, but I am still interested in
seeing what a different system might entail and how that could play out.
I added stat gathering so after we get 4-6 weeks of data, we can
determine to keep or shelve this feature. I will probably always be on
the "blocking" side of removing it outright unless there's some severe
data that can convince me (which will probably need it's own test-merged
PR, while this is meant to be added into the game right now).

### Why are we changing it?

I think not enough people are dying. I played a few rounds yesterday and
while a decent chunk of people were dying, I saw a few follies in my
original line of thought. Maintenance should be a bit creepier and not
auxiliary hallways (in normal circumstances), I already thought we did a
really good job of that but I noticed that it wasn't as good as memory
served me. I think maintenance should have a little bit more difficulty
to navigate (i.e. if you're being chased down by someone and it's taking
2.5 seconds to open, that would be an excellent heart-pounding tension
moment) and would overall be more interesting than the status quo. It is
a bit sillier to me but some IRL buildings do have to have you hold down
the push bar for a few seconds until it disengages, so this is
agreeable.

I also don't think the unidirectional exit design flow standards are
where they were due to drift in application, so this is also a better
way to uniformly apply it.
## Changelog
🆑
balance: After noticing it was too easy for animals to crawl through
maintenance by abusing the Easy-Exit sensors, Nanotrasen has replaced
all unrestricted door sensors (like in maintenance) with a pull-down
lever that should take around 2-3 seconds to engage. It has been
designed to allow the employee to actuate it despite any pressure
differentials within an area.
balance: The above change does not apply to select doors in the medical
section of the station, which will continue to use the "older"
Ready-Exit system.
sound: In order to ensure that staff in high-traffic areas don't go
bonkers due to this new change, sound dampeners have been installed to
prevent the hydraulics from being heard for super long distances.
However, they skimped out on the quality for the ones in maintenance...
/🆑

FYI Mappers/Tweakers: This PR replaces all station map unres mapping
helpers with the new subtype. You are welcome to replace certain doors
with the old helper (the base type) to get the old behavior as you see
fit, just explain why that behavior is desired in that location.
Otherwise, it would be appreciated if we have this new behavior >95% of
the time.
2025-12-05 21:01:15 -05:00
Roxy 54cfdcf624 Log coordinates of ruin upon successful placement (#94237)
## About The Pull Request

A lot of unit tests give coordinates in their failure messages, if the
cause of the failure is something in a ruin, not only will the failure
be flaky but because placement is random you have no way of matching the
coordinates to a given ruin. This adds logging for the bottom left and
top right coordinates of a ruin upon placement

## Why It's Good For The Game

Lets you know what ruin was placed at a given set of coordinates for
debugging purposes

## Changelog
🆑
code: ruin loading now logs placement coordinates
/🆑
2025-12-03 14:27:16 -07:00
Aliceee2ch 26d9706694 Adds missing "require all" type of access for Bitrunning Den (#94205) 2025-11-30 13:36:16 -06:00
trickyfox-inc 4a6daa0785 New CENT_OFFICER access and mapping helpers (#94019)
## About The Pull Request

Have you ever wondered, why CentCom officers' IDs have the same access
as those of ERT commanders? Tired of ERT members trying on stylish
officer's apparel? Well, it's time to change that.

This PR adds centcom officer's access (cent_officer), as well as mapping
helpers for cent_officer and cent_specops access. Death Commando
officers and ERT Commanders don't have this access. It also changes
access of administrative office doors to cent_officer.

<details>
<summary>screenshots</summary>
<img width="630" height="838" alt="PR - Admiral"
src="https://github.com/user-attachments/assets/a7dd48fc-4fb5-4a98-878b-a28abfadfb24"
/>
<img width="628" height="838" alt="PR - CentCom Commander"
src="https://github.com/user-attachments/assets/6ef9dd9f-49e1-409c-8d90-75201aa21ebd"
/>
<img width="627" height="835" alt="PR - Special Ops officer"
src="https://github.com/user-attachments/assets/055fcdb5-4f6a-4c51-b52a-7848666c7c59"
/>
<img width="626" height="841" alt="PR - Death Commando"
src="https://github.com/user-attachments/assets/9786331f-b3c4-4c0f-bed2-831eada3a05c"
/>
<img width="627" height="847" alt="PR- ERT Commander"
src="https://github.com/user-attachments/assets/92ff59f4-a1ea-4b43-8749-1a4bd3ac6c46"
/>
<img width="430" height="445" alt="PR - Mapping helpers"
src="https://github.com/user-attachments/assets/ead91df7-a872-4ecc-9088-58c0a719deed"
/>

</details>

## Why It's Good For The Game

ERT commanders will have a hard time getting CentCom apparel from the
vending machine in the office. It could also be useful for custom maps
and shuttles (or even new CentCom map).
## Changelog
🆑
add: Added centcom officer's access (cent_officer)
add: Added mapping helpers for cent_officer and cent_specops access
map: Changed access on the administrative office doors (cent_officer)
/🆑

---------

Co-authored-by: AlexTheEng1neer <128976622+AlexTheEng1neer@users.noreply.github.com>
2025-11-20 18:38:12 -07:00
Aliceee2ch ee388c204f More love to paramedic: revamping/adding paramedic offices, new access and more! (#93457)
## About The Pull Request

most of info in changelog, here i'll pin some screenshots. 
(also didnt touch catwalk on purpose since its medbay in process of
rework)

<details><summary>Screenshots</summary>


### Example of paramedic dispatch area, before it was used only on 2
maps:
<img width="479" height="490" alt="image"
src="https://github.com/user-attachments/assets/ca6f0ba6-93ed-4386-a94d-63b90985ef27"
/>
   
### Example of how I changed pallete to match paramedic outfit: dark
color mixed with blue
<img width="479" height="490" alt="image"
src="https://github.com/user-attachments/assets/e7acef94-2fd3-4fb4-9abf-5b83fd5cd738"
/>

### Icebox
<img width="463" height="320" alt="image"
src="https://github.com/user-attachments/assets/3e12aa10-caac-4b6e-89e8-81690d979150"
/>

(moved chem storage south)
<img width="534" height="476" alt="image"
src="https://github.com/user-attachments/assets/863a0644-520b-40a7-9deb-f1174b252757"
/>


### Tramstation
<img width="518" height="504" alt="image"
src="https://github.com/user-attachments/assets/f410f6c8-e2ee-423e-838c-03643ea1499f"
/>

(removed elevator and replaced with some public atmos equipment)
<img width="353" height="727" alt="image"
src="https://github.com/user-attachments/assets/df635bb5-5692-4367-b2b6-7c8df3c6c9a4"
/>

(theres new hall to replace the elevator path)
<img width="857" height="725" alt="image"
src="https://github.com/user-attachments/assets/15d12685-c9a0-44b5-a916-41766b12677c"
/>


### New locker that has all kind of stuff for emergencies!
<img width="186" height="155" alt="image"
src="https://github.com/user-attachments/assets/c1e40fd6-44f7-48e0-a5e4-ecb9fc562627"
/>


</details>

## Why It's Good For The Game

Since paramedic got more attention now, I feel it would be wise to
separate paramedic content (jaws and medical suit) from general medbay
and doctors.
<img width="382" height="135" alt="image"
src="https://github.com/user-attachments/assets/750e0d4c-7011-41e5-8ec4-d5f05f6c3515"
/>

For locker part: I think paramedic should have own locker with all kind
of emergency items/drip items instead of bloating items on the tables.


## Changelog

🆑
add: Added new medical access for paramedics.
map: Added paramedic dispatch on: TramStation and IceBox, removed
elevator from Tram and moved chemstorage on IceBox.
map: Paramedic dispatch area is used on every paramedic office now.
map: Medical MODsuit and Jaws of Recovery moved to paramedic office.
map: Redesigned northern medbay on MetaStation.
sprite: Paramedic locker was added.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-10-22 23:37:24 +00:00
Leland Kemble 348789fa8d The Renamening- upgrades UNIQUE_RENAME and moves a lot of renaming implementations under it (#93115)
## About The Pull Request

Moves a lot of the unique renaming implementations described in #82664
to the functions given by the `obj_flag` `UNIQUE_RENAME`.
`UNIQUE_RENAME` has been given new properties to account for
non-standard renaming, these being the `RENAME_NO_DESC` flag that
prevents changing the description, the `nameformat()` and `descformat()`
procs that, when modified, allow for applying naming formats(i.e. "Body
Bag - [input]"), as well as other post-renaming handling such as
changing the name of the output plant of a renamed seed, the
`rename_checks()` proc that allows for unique naming prevention(such as
a locked personal closet), and the `rename_reset()` proc to clean up
other possible renamed variables potentially changed in `nameformat()`
and `descformat()`.

This also adds `/datum/element/tool_renaming` to crayons, which will let
them rename anything that has `UNIQUE_RENAME`. I looked through
everything with that flag, and I didn't see anything that I don't think
should be renameable by a crayon(except things that shouldn't be
renamable with pens), so it shouldn't fuck anything up.

## Why It's Good For The Game

moves all of the non-honorable mentions in #82664 to the same renaming
system, and also moves all of the honorable mentions save for:

- plaques, as they only get renamed once and wouldn't benefit from
`UNIQUE_RENAME` imo
- books, because they're far more than just renaming, and are persistent
- paintings, because they're persistent
- photos, because they're not normal renaming and they're persistent
- endoskeletons, because they're done with a multitool in UI
- cardboard IDs, because they're far more than just renaming

Additionally, this fixes:

- Implanter renaming didn't work because a ! was missing
- Clown borg picket sign renaming didn't work because they didn't use
the correct arguments

This'll make it easier to make renameable objects in the future, as
well.

## Changelog
🆑

fix: fixes implanter renaming not working
fix: fixes clownborg picket sign renaming not working
code: brought most unique renaming implementations under UNIQUE_RENAME

/🆑
2025-10-17 01:56:09 +02:00
SimplyLogan 2faa874b3b Speed up Mapper testing with a prefix "maptest_" in VSCode (#93238)
## About The Pull Request

One of the development hell cycles with mapping is how long it takes to
fix quality or run issues with maps.

By adding a prefix called "maptest_" to some of the unit tests it allows
mappers to only target some tests instead of the usual 350+ tests to run
each time or trying to trigger them individually and faffing.

This does not rename the unit test files themselves to preserve history
but just the "/datum/unit_test/" in each file.

This does not break the current CI or obstruct other tests - A few other
map files that call these tests specifically have been edited to point
at the new datum name.

This assumes you are using the TG testing extension to do this.

| All Tests | maptest_ |
|--------|--------|
| <img width="426" height="106" alt="image"
src="https://github.com/user-attachments/assets/d1d6f81e-16bd-473a-88da-e8b56f8bd3d0"
/> | <img width="434" height="96" alt="image"
src="https://github.com/user-attachments/assets/ea1c47fe-a6ce-40c6-b2cb-65b9c8e94a29"
/> |
| <img width="360" height="886" alt="image"
src="https://github.com/user-attachments/assets/65bcd774-79ad-432e-8211-c67fb9d3e443"
/> | <img width="370" height="833" alt="Screenshot 2025-10-01 204609"
src="https://github.com/user-attachments/assets/ad360796-5698-42fd-bd2e-51de1a02ab87"
/> |
## Why It's Good For The Game

- Should make it easier for mappers to test locally, saving CI/Github
resource for TG
- Mappers can now test their work 56% faster
## Changelog
🆑
code: Mappers can now run just mapping unit tests - Should be 56% faster
- Should have no player impact
/🆑

Co-authored-by: loganuk <falseemail@aol.com>
2025-10-05 16:25:51 -06:00
John Willard fd752f043d Easy multi-z support for alarm console (+spawn changes) (#93198)
## About The Pull Request

Station alarm consoles now register to all Station Z levels+Areas if
they were created on a station Z level (this doesn't include mining, but
station ones will see mining areas), otherwise will be a "local" console
to that Z level only.

Mostly the same applies for Cyborg/AI, but if they were built on a
non-station Z level then they have their Z level added on top of Station
Z levels, so example Nukie saboteur borgs will see alarms they might
need, while a Golem/Oldstation AI will also be able to see their own
alarms.

Because of how alarms and spawning in worked, Cyborgs/AIs had CentCom's
Z level as something it would detect, so we simply create the mob at the
spawn location rather than on the title screen during Initialization,
fixing that issue as well.

## Why It's Good For The Game

Adds easy multi-z support for station alarms and removes the previous
bandaid of having to deconstruct your board and multitool it or map in
every single station alarm console to allow station alerts (which is
quite silly) which was done in
https://github.com/tgstation/tgstation/pull/88343.

Closes https://github.com/tgstation/tgstation/issues/61592
Closes https://github.com/tgstation/tgstation/issues/83042
Closes https://github.com/tgstation/tgstation/issues/69314

I find this solution better since it catches pretty much all use cases
without the need for special subtypes and needing players to actually
know the difference between these things.

## Changelog

🆑
fix: Cyborgs and AIs will now see alerts of the whole station rather
than solely the Z level they were spawned on.
fix: Cyborgs and AIs will no longer get alerts about Thunderdome.
/🆑
2025-10-02 18:12:57 +02:00
Leland Kemble c53286a625 Changes bolt light wire to feedback wire, which disables both lights and feedback sounds (#92950)
## About The Pull Request

Changes the "Bolt Lights" wire to a "Feedback" wire, which as well as
disabling the door's lights also disables the deny access sound. Sounds
that happen because the door is actually moving or bolting are
unchanged.

## Why It's Good For The Game

closes #65244
Justification is mostly in mentioned issue, primarily the accessibility
issue of denied door feedback being sound-only when the lights are cut.
Also, "Bolt Lights" is just inaccurate, as it controls all of the lights
on the door.

## Changelog
🆑

balance: The "Bolt Lights" wire is now the "Feedback" wire, and controls
both lights and sounds for the airlock.

/🆑
2025-09-15 17:38:24 -04:00
Tim f241399f0c Fix map z-level generation starting position (#92836)
## About The Pull Request
The `(x, y, size)` arguments for `CHORDS_TO_1D` were in the wrong
position when a map grid layout is procedurally generated. This results
in z-levels that will likely be clustered together near the edge instead
of spreading out evenly from the center.

## Why It's Good For The Game
Code works as intended now.

## Changelog
🆑
fix: Fix map z-level generation starting position. Z-levels used to
cluster together near the edges and will now instead be spread out
evenly from the center.
/🆑
2025-09-12 00:47:58 +02:00
SyncIt21 8684f10524 [NO GBP] Support non ascii char list read in /datum/parsed_map/readlist() (#92896)
## About The Pull Request
I haven't seen an use case for this but upon reviewing my code i saw it
didn't match up with how the char pointer is incremented everywhere
else. It should increment fully over to the next char instead of the
default increment of 1 which might not always be the case based on the
char type in the list

## Changelog
🆑
code: non ascii chars inside lists in map files can be read without
error
/🆑
2025-09-09 11:52:53 +02:00
SyncIt21 04b667b7ba Fixes 4 bugs with /datum/parsed_map/readlist() (#92652)
## About The Pull Request
- Fixes the proc skipping `0` & `null` values. Text like `"0"` &
`"null"` when sent to `parse_constant()` will yield `0` & `null`
respectively but when checked against `!` operator

https://github.com/tgstation/tgstation/blob/c3e716323e3bbcfdd8704def76791664a34b8adc/code/modules/mapping/reader.dm#L1019
It gets mistaken as an empty value/new line so its skipped So if you had
a list such as `list("Hello", 0, "null")` When parsed it would yield
`list("Hello")`. That's fixed now. We check the text before parsing it

- Fixes `=` symbol getting mistaken for a key/value pair if it is
embedded inside a string expression. Consider this list `list("A", "B =
C")`. This list should just be linear because the equals symbol is meant
to escaped as it is within a string literal. However `findtext()` proc
doesn't account for that

https://github.com/tgstation/tgstation/blob/c3e716323e3bbcfdd8704def76791664a34b8adc/code/modules/mapping/reader.dm#L1014
So we end up creating a key/value pair and a linear element, creating a
broken list like that runtimes(because of the missing `"` symbol in
breaking up the string at the middle)
The solution is simple, we already have the proc
`find_next_delimiter_position()` that will escape everything between `"`
so we now use that to find the position of `=`

- Fixes the proc being unable to parse alists who's values themselves
are lists. Consider the example `list("A" = list(1, 2))`
When we look for `,` symbol to check for the next list element here

https://github.com/tgstation/tgstation/blob/c3e716323e3bbcfdd8704def76791664a34b8adc/code/modules/mapping/reader.dm#L1015
You get a broken left literal like this `"A" = list(1` because the comma
within the list is getting mistaken for a new element. Now we check for
such edge cases and remember to parse the full list before checking for
the next comma & now your alists can contain lists as elements
themselves

- Map reader can read nested lists to any degree e.g. `list(list(3, 4),
list(5, 6))` parses correctly

## Changelog
🆑
fix: the map reader now reads null & 0 values into lists
fix: the map reader now parses associative lists(maps/alists) correctly
in cases where = sign is embedded within a string
fix: the map reader now parses associative lists(maps/alists) who's
values themselves can be lists
fix: the map reader can now parse nested lists to any degree
/🆑
2025-09-07 11:10:51 +02:00
Time-Green a47835a04f 1X3 ICEBOX | Wilderness Expansion (Now not extremely slow!) (#91920)
## About The Pull Request
Turns the surface z-level of icebox into a 1x3 area, effectively adding
2 wilderness new z-levels surrounding the station

Because it's not always clear to other people what I'm talking about,
this is what I mean with making the surface level a 3x3 z-level

The wilderness z-levels are gridlinked, instead of crosslinked, which
just means the connections are consistent and not randomized. If you
keep going right, you will always end up where you started again,
eventually. This also removes the black border around the surface icebox
z-level (cause you can just go there now)

**Wilderness levels**
I've added some Z-level templates that can be generated. They're
incredibly basic, but all can spawn runes on them as well.
- Snow planes (5x)
- Ice planes (1x)
- Forest planes (1x)
- Mountain planes (1x)

I've also tweaked surface generation quite a bit. It being completely
covered in bones always felt weird, and the intersparsed rocks and
chasms never sat right with me. The default overworldgen is now more
like the Forested trait, but with more sparse trees.

All of this is modular btw. You can increase the amount of z-levels,
make any space z-level be unrandomized gridlinked or add your own
wilderness z-levels (either to your own map or icebox)

## Why It's Good For The Game
Icebox exploration is kind of depressing. We have this unique setting,
but we can't really go anywhere? You can go down and find that one pool,
which is about the peak of exploration of icebox.

Now you can literally explore the entire round and get incredibly lost!
It's also a great opportunity for mappers! (Especially since the
templates I made were made rather quickly as I wasn't sure if this had
merit).

2 extra z-levels isn't a lot, but it'll let us further develop planetary
wilderness z-levels further without impacting load times that much.
Maybe 3x3 icebox can be real in the future, but for now 1x3 icebox will
have to do
2025-08-15 01:58:58 -05:00
theOOZ b71153d30e Fixes 'note_path' var of 'airlock_note_placer' mapping helper (#92037)
## About The Pull Request

This old mapping helper had a problem with loading notes supplied via
its 'note_path' variable.

## Why It's Good For The Game

The morgue memo note upon the morgue office door on Wawastation now
appears.

Here's me testing it on runtime with a different note...

![image](https://github.com/user-attachments/assets/8d81a884-d0d4-4a75-941a-9f7273463e32)

## Changelog
🆑
fix: fixed the 'note_path' var of the 'airlock_note_placer' mapping
helper
/🆑
2025-07-12 14:16:05 -06:00
SmArtKar ac20c39834 Adds a wall dent mapping helper (#91484) 2025-06-07 00:06:39 -04:00
Jeremiah 9db2f6916b Sets prettier to run on the repo (#91379)
## About The Pull Request
Prettier (an auto formatter) is set to only run within the tgui folder
currently. This removes that limitation, allowing it to automatically
format all supported files in the repo (.js, .html, .yml
[etc](https://prettier.io/docs/))

I made a few exceptions for bundled and generated files
## Why It's Good For The Game
I'm of the opinion that code should look uniform and am lazy enough to
want CTRL-S to format files without having to think beyond that
## Changelog
2025-05-29 21:23:59 -07:00
MrMelbert df58053f71 [MDB Ignore] Air alarms of surgical rooms (robotics, medical) start with scrubbers set to filter nitrous oxide (#90558)
## About The Pull Request

- Primary Surgical Theaters
- Secondary Surgical Theaters
- Robotics Surgical Theaters

Now all start the game with their scrubbers set to scrub nitrous oxide
from the air, and expanded range active

## Why It's Good For The Game

Using anesthetic is annoying because it griefs all of medbay. By having
scrubbers start to filter nitrous, people should feel less worried about
griefing all of medbay without needing to call over engineering first.

An alternative to this could be adding a full ventilator machine to
medical which they use to hook people up to anesthetic. Said ventilator
would have an exhaust tank which collects breaths.

## Changelog

🆑 Melbert
add: Air alarms of surgical rooms (Robotics, Medical) start with
scrubbers set to filter Nitrous Oxide
/🆑
2025-04-13 10:25:25 -07:00
MrMelbert 77d50ab680 [MDB Ignore] Adds "Red Alert Access" to EVA Doors and First Aid Supplies on all maps (#89424)
## About The Pull Request

Terminology:

- Red Alert Access allows airlocks and windoors to become all access if
the station has raised to Red Alert (or higher). This temporary all
access is reverted after the station returns to Blue Alert (or lower).
This mechanic isn't new, just not widely used.

Changes:

- Adds a mapping helper for assigning doors to "Red Alert Access"

- Gives "Red Alert Access" to EVA doors on every map

- Gives "Red Alert Access" to the first aid supply windoors in medbay
storage on all maps. Icebox already had this, which is why I thought I'd
expand it because it's a fun idea. (The doors leading INTO medbay
storage do NOT have this, meaning the CMO would likely have to set those
to emergency access.)

- Removes "Red Alert Access" from the secure storage windoor in Icebox's
medbay. Felt odd that it allowed anyone access to the syringe gun

## Why It's Good For The Game

Discussed in #89390 . 

I don't think this will be supremely impactful, but you never know. But
if anything, it may lead to people using Red Alert more appropriately
more often, which would be cool for roleplay.

The only problem is that they aren't telegraphed very well, only in
`examine`. Could probably make it more well known

## Changelog

🆑 Melbert
add: EVA doors become all access on Red Alert
add: First Aid Supplies (the compartments in Medbay Storage which hold
medkits) become all access on Red Alert (already present on Icebox).
Medbay Storage itself does NOT become all access.
/🆑
2025-02-21 14:01:54 -05:00
Lucy 2ee02682f7 Converts most other usages of block() to x/y/z format (#89290)
## About The Pull Request

The sequel to https://github.com/tgstation/tgstation/pull/89234

> someone should do the rest at some point

guess what, I'm that someone :3

## Why It's Good For The Game

Same reasoning as the previous PR:

> less cluttered code is nice, and it should in theory be more optimized
as we avoid the need to run min, max, and locate.

## Changelog

No user-facing changes
2025-02-07 02:44:10 +01:00
SmArtKar e74e288ae1 Adds cooling loops and cold tiles to all kitchen freezers (#89245)
## About The Pull Request

Makes all freezers cold roundstart (wasn't the case for Meta, Delta and
Birdshot) and adds cooling loops to all freezers (those were missing
from all maps bar Meta and Delta)

This is a commission for @RaveRadbury 

<details>
  <summary>Previews</summary>


Birdshot:


![image](https://github.com/user-attachments/assets/f00d01aa-016e-478e-992a-99722a882ea5)

NebulaStation:


![image](https://github.com/user-attachments/assets/ca6e4134-d0a2-4108-aec3-8b453a3bef07)

Tramstation:


![image](https://github.com/user-attachments/assets/e349a7f1-04a4-493c-b919-6101476f5e1e)

Wawastation:


![image](https://github.com/user-attachments/assets/355a7199-bfc7-4256-a823-faf42e638275)

Icebox has a temperature unit-less loop, instead utilizing natural cold
of the ice moon:


![image](https://github.com/user-attachments/assets/aaa5ace7-b0fe-45ed-a06c-fe4d9a804f3d)

</details>

## Why It's Good For The Game

Map parity, makes sure that all freezers are naturally cold and stay
that way throughout the shift.

## Changelog
🆑
map: Added cooling loops and cold tiles to all kitchen freezers that
were missing them
/🆑
2025-02-05 07:06:03 -07:00
Bloop 86e06b1b29 Fixes an armrest related hard del (#89139)
## About The Pull Request

Another spurious CI runtime that keeps coming up all the time and is
annoying me. I believe it's occurring due to the chair not being
initialized before a `mob_buckler` mapping helper tries to buckle mobs
to it.

So I moved their code to lateload to hopefully ensure that doesn't
happen, as well as an additional safety measure in the armchair code
itself.

edit: confirmed that this does indeed fix it, as I have it merged
downstream preemptively due to it being such a blocking nuisance


![image](https://github.com/user-attachments/assets/508e3f58-08ee-4e54-98a2-8a655ce85530)

Caused by 

## Why It's Good For The Game

Less CI failures

## Changelog

N/A
2025-01-21 19:07:12 -07:00
Penelope Haze 8196190aa1 Removes a a at at be be of of and and have have (#89155)
## About The Pull Request
I just had to one-up https://github.com/tgstation/tgstation/pull/89127.

## Why It's Good For The Game
Removes a a at at be be of of and and have have

## Changelog
N/A
2025-01-22 08:09:57 +11:00
SmArtKar a95fb42425 Fixes a runtime in requests console error logging (#89044)
## About The Pull Request
Target is null so we cannot work with its area, etc etc.

## Changelog
🆑
fix: Fixed a runtime in requests console error logging
/🆑
2025-01-15 09:35:26 +01:00
Aylong 1795c18aea Fix a bunch of html UI's for 516 (#88917)
## About The Pull Request
Moved broken on 516 UI's to browser datum
They now work and have a dark theme
Most of them are admin ones (All except 1)

I tried to check all the raw HTML UI's by typing `<< browse(` into the
VSC search and going through each element, but I might have missed
something.

What worked as it was, I didn't touch, except for the Dynamic control
UI's

## Why It's Good For The Game
Admin can do their things on 516
Coders/Mappers can debug some stuff on 516


![image](https://github.com/user-attachments/assets/013508d1-18cc-4001-92e4-0bc554960f86)

## Changelog

🆑
fix: Admin/Debug UI's (Especially the Game Panel) now work properly on
Byond 516, instead of showing raw HTML
/🆑
2025-01-06 18:13:48 -08:00
Tim 189616ae2c Add better logging for ruins (#88403)
## About The Pull Request
~~This adds a new test for the CI/CD so that we can load all space ruins
instead of it being RNG.~~
Adds more robust logging for ruins so we can see when they fail/succeed
and how many are placed on a map.

This also removes a deprecated CI config setting. It prevented ALL ruins
from spawning during CI tests which is bad.

The config setting was made redundant in:
- #87910

## Why It's Good For The Game
More robust CI/CD.

## Changelog
🆑
code: Add better logging for ruins
/🆑
2024-12-08 15:11:09 +00:00
Waterpig d7f9174050 fixes seed ruin logic preventing forced ruins from spawning when budget is zero, fixes map_logging CI test (#87910)
## About The Pull Request

The ruins get added to forced_ruins, quite often after all ruin budget
is exhausted and thus they don't get spawned.

This adjusts the logic to ignore the budget when there's forced_ruins to
be had.

Also apparently fixes map_logging CI test which was broken by the logic,
and makes the stacked_lights test scream at you with the area name for
the sake of easier debugging as it can proc on the ruins now

## Why It's Good For The Game

Adjusts some logic to allow multi-ruins to spawn correctly, and to make
sure our mappers make good space ruins too

## Changelog

🆑
fix: Ruins will now correctly spawn their tied ruins in
fix: The map_logging test now runs proper
code: The stacked_lights test now screams with area names too.
/🆑
2024-12-04 14:04:55 +01:00
tonty ee16f1fccc Everything uses trim(), trim returns "" if empty, removes the SDQL2 trimtext (#87994)
## About The Pull Request
Title. I may have been wrong about how depended on this behaviour was
Also, uh, fixes #87986
## Why It's Good For The Game

trim_reduced no longer needs to exist because trimtext() does it faster,
and there's no reason to have a special proc if trim just calls that
proc anyways. I sincerely doubt the proc overhead is so severe that we
need another proc that will ever only be called directly 3 times in the
code.

Since trimtext() does something we don't expect, it's better to just
have SDQL2 queries use trim() so we're all on the same page.

## Changelog

NO!!!
2024-11-20 02:12:22 +01:00
Lucy 57cc38c789 GPSes now show the general direction of crosslinked z-levels (#87437)
## About The Pull Request

This makes the GPS UI give the general direction of a GPS on a different
linked z-level.


https://github.com/user-attachments/assets/98c6dfd8-5ced-4145-b14a-3813821ef30c


## Why It's Good For The Game

Makes navigating through space less of a chore, as previously, I believe
the only way was to manually write down or memorize what direction was
linked to what z-level.

## Changelog
🆑
add: GPSes now show the general direction of cross-linked z-levels.
/🆑
2024-10-26 15:41:34 +02:00
Time-Green d170a410d4 Recovered Crew | Medical+Cargo Respawns (#87072)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-10-26 09:36:57 +02:00
Lucy 728036969d Replace /proc/trim_reduced with the native BYOND trimtext (#87317)
## About The Pull Request

BYOND added a native `trimtext` proc in 515, which as far as I know,
does the same thing as the `trim_reduced` proc - trims whitespace off
both ends of a string, but `trimtext` should be faster, as it's a
builtin rather than implemented in DM.

Also, added a global `_trimtext` proc, for use from SDQL2 or Lua, as
it's a builtin and can't be `call()`'d.

## Why It's Good For The Game

Micro-optimizations my beloved - especially since I imagine this proc is
called quite a lot, even if it doesn't really have a performance impact
anyways, but it can't hurt.

## Changelog
🆑
refactor: Refactored some text helper procs to use BYOND's native text
trimming proc.
admin: Added a _trimtext proc, for use with SDQL2 or Lua scripting.
/🆑
2024-10-24 15:27:59 +02:00
Bloop 241514f520 Fixes improper static list declarations + adds grep for it (#87207)
## About The Pull Request

I randomly came across a `var/list/static` in the code, which does not
actually do what was intended, and thought it was silly. A ctrl+f
revealed that this was a fairly common mistake, so I went and fixed all
the instances of it I could find.

~~Including one in lighting code, which it looked like they were trying
to create a global list to cache generated lighting sheet values for
speed, but it was just a normal list that got created each time
pointlessly. Now those values are actually being cached (using a global
var, because a `static` list was not the right thing to use there in the
first place).~~

Nevermind, it seems that this was in fact being cached even if it
shouldn't have been, because byond. Just rearranged it there seeing as
it works either way.


## Why It's Good For The Game

Code that does what it's supposed to

## Changelog

🆑
fix: fixes a bunch of improper static list declarations
/🆑
2024-10-14 22:36:41 -06:00
Tim f7c53dec8e Fix air alarms to work correctly while connected to a gas sensor (#86958)
## About The Pull Request
This fixes a bug that was hard to troubleshoot. While I was testing my
other PR, I noticed that I was getting inconsistent atmos readouts while
using a gas sensor hooked to an air alarm. Sometimes I would get the
readout from the tile of the air alarm, and other times it would give me
the readout of the gas sensor... I tracked it down and the root cause
was the `COMSIG_TURF_EXPOSE` signal not being properly reassigned when a
gas sensor was connected.

My fix is to transfer the signal from the air alarm to the air sensor
and vice versa when they are connected/disconnected. I also added some
redundancies in place to limit air sensors to be only connected to one
air alarm at a time. I threw in a mapping check to make sure one air
alarm isn't linked to multiple sensors to catch some accidents.

Another small fix is that air alarms now can be relinked to other air
sensors if the sensor is reset. This was a problem for round-start
linked air alarms that were paired with sensors since you could turn off
or break a sensor and then the air alarm would have it's link severed
without being able to link to any new sensors.

## Why It's Good For The Game
Air alarms are becoming more robust!

## Changelog
🆑
fix: Fix air alarms to work correctly while connected to a gas sensor
fix: Fix paired air alarms and sensors to be able to relink to other
devices if turned off, reset, or destroyed.
/🆑
2024-10-04 02:50:07 +02:00
Zephyr 52f7f44215 Block atmos processing on ReservedTurfs\™️ (#84873)
## About The Pull Request

See title.

## Why It's Good For The Game

We get constant runtimes and issues from atmos processing on turfs we
are actively loading and/or reserving. I promised I would do something
about this months ago

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-08-15 18:45:59 +02:00
jimmyl e56d4de4ae turf reservations may set whether they should override baseturfs, off for deathmatch (#85752)
## About The Pull Request

uhh laymans terms; break wall, turf under wall not space now plating

turf reservations may set to not override baseturfs with turf_type,
created a subtype with that set, and deathmatch templates use this for
default

essentially for whoever wants to build a deathmatch map:
set turf_reservation_type (on the template) to
1. **(default)** /datum/turf_reservation/turf_not_baseturf - preserves
baseturfs of what you map in, eg. plating under normal flooring and
space under that plating, etc. Turf used to fill in the template is
still space
2. /datum/turf_reservation/indestructible_plating - fills in the noop
spots before loading with indestructible plating, and also is the
baseturf for everything there, so break any turf = indestructible
plating (you may still map in space)

## Why It's Good For The Game
makes sense for normal walls in deathmatch to not break into space
immediately and that allows more destructible deathmatch maps
i encourage whoever makes new maps to include non indestructible turfs

## Changelog
🆑
fix: breaking certain terrain in deathmatch doesnt instantly breach to
space
/🆑
2024-08-14 13:34:12 +02:00
norsvenska 5f80128fa9 Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request

it's - conjunction of "it" and "is"
its - possessive form of "it"

grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good

## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
2024-07-21 13:41:37 -06:00
Ical b7fb9124b6 Adds in airlock helpers for inaccessible doors (#84792)
## About The Pull Request
ACCESS_INACCESSIBLE was added by #81828, and originally used for the
bitrunning lockboxes that were not meant to be unlockable by any access.
This PR adds in an airlock helper
(`/obj/effect/mapping_helpers/airlock/inaccessible`) that applies the
ACCESS_INACCESSIBLE to make an airlock unable to be opened by any ID.


![image](https://github.com/tgstation/tgstation/assets/86125936/f94a6951-65cc-4f5c-a842-cc04ee5199d4)
> An example of the helper, and what it looks like used on an airlock.
## Why It's Good For The Game
This can be used in mapping for ruins or away missions where the mapper
does not want an airlock to be passed through with an ID and does not
want to worry about cases where the player may have access to ID cards
from other ruins that may grant access to set doors.
## Changelog
No player facing changes.
2024-07-11 02:24:08 +02:00
LemonInTheDark 78fc87315c Removes stupid listlike var access code (#84648)
## About The Pull Request

[Removes all other listlike var
accesses](https://github.com/tgstation/tgstation/pull/84648/commits/4c5996b5c8b1da63740e8b4bf998b6cb6eadac33)

Also fucking dumpsters an unused proc that allowed for arbitrary
variable modifcation. Bad juju

This is undefined behavior and errors in later 515 versions. also it's
stupid as hell
2024-07-06 01:49:17 +02:00
Afevis 1aade91a18 Unit tests for stuff accidentally placed in space by mappers (#84453)
This unit test detects all turfs & other movables that aren't in a lit
area (ie area/space/nearspace) on station zlevels

The grep detects movables placed on shuttles that do not have the
correct area assigned, which caused those atoms to break off of the
shuttle & literally get launched into random parts of space (usually on
station z-levels; the only reason I found this issue was cause the unit
test was detecting random shit ending up on station maps lol)

Minor fix for the mapload_space_verification unit test - it was falsely
detecting turfs that shuttle grids (that were template_noop) were parked
ontop of, which aren't effected by the shuttle in any way. This allowed
the following fix

Fixed a number of shuttles having atoms in /area/template_noop areas.
Atoms in these areas are treated as not actually part of the shuttle
itself & were launched off into random space tiles across all z-levels
via dump_in_space(). Corrected those grids to have the correct area, and
as such, shuttles now stay together properly.

🆑 ShizCalev
fix: Fixed a number of shuttles having parts (such as lattices)
completely disappearing.
fix: Fixed the ceilings above shuttles on station maps being
full-bright.
fix: Fixed lattices sometimes appearing at random locations in space on
station maps.
fix: Cleaned up a number of accidentally placed objects in space across
all station maps.
fix: Fixed a false positive with the mapload_space_verification unit
test failing on turfs that weren't actually part of shuttles.
code: Added a unit test that automatically finds all base space turfs
with objects on them, as well as non-space turfs that are set to space
areas (meaning that these squares weren't lit properly.)
/🆑


Shuttle Ceiling Fix:
Before

![2024-06-30_23-15-18-dreamseeker-Doctor_s_Spess_Junk_Eta](https://github.com/tgstation/tgstation/assets/6209658/4d1fb186-460a-409f-ab5d-3258b4e205f8)
Fixed
![Screenshot 2024-06-30
231528](https://github.com/tgstation/tgstation/assets/6209658/bd957384-4ba5-4fb6-9919-7f17f01d723c)


Shuttle Fix:
Before

![image](https://github.com/tgstation/tgstation/assets/6209658/4b408c40-0a25-4d8c-a9c7-65157eaf1172)
Fixed (look at the lattices in the middle. the stuff in the shuttle are
randomized / not part of this)

![image](https://github.com/tgstation/tgstation/assets/6209658/80a9e5f2-8c30-492e-8cd3-31f9b8ffb275)
2024-07-01 11:51:18 +02:00
Afevis 7098937063 Fixes lightswitch-turning-off mapping helper (#84399)
Fixes #84290
2024-06-29 13:39:45 -07:00
jimmyl c57afc4689 Wawastation (#82298)
- [x] #82282
- [x] map in aux base how the hell did i forget it
- [x] fill out maints
- [x] properly test the goddamn thing
- [x] fix major cameranets
- [ ] fix any issues
- [x] write a proper pr body

## About The Pull Request

adds this map to the map rotation

bottom level (24.5.2024)
![StrongDMM-2024-05-24 06 59
36](https://github.com/tgstation/tgstation/assets/70376633/6ca7cbef-88cb-4225-9814-8e521447a7f2)


upper level (24.5.2024)

![image](https://github.com/tgstation/tgstation/assets/70376633/8de5e61d-73a8-453d-8b87-025e5ab0b26a)





## general map details and department stuff
- the station is more focused on the bottom level, so falling in doesnt
roundremove you
- this is an asteroid station, so assistants can larp as dorfs and mine
towards the sweet loot
- there is plenty multiz usage
- service is the center of the station

**Service** - Is the center of the station. Arrivals docks directly in
the middle of the station next to Upper Service, so bar might get more
traffic. Not much different than normal Service, but janitors closet is
also present here, he sleeps on the floor. We do not talk about the
janitor. Above Bar is Library and Hydroponics with an overlook to look
at bar. The Theater has a big curtain and a podium directly in the bar.

29.3.2024

![ezgif-1-4549df2db8](https://github.com/tgstation/tgstation/assets/70376633/eb0d7b41-3bd9-444d-b74a-ec99ac6be649)


**Civilian** - Also in the center of the station, next to bar. There
isnt much to talk about dorms, its pretty normal.

**Cargo** - Absence of chutes that go to departments, reminder that mail
sorting is a thing. Cargo bay is a big open area with a boutique/shop
facing primary hall that starts closed, and Cargo has its own crate
elevator. Theres upper Cargo where mining, bitrunning and a secure
warehouse is located (There may be a murder scene). The quartermasters
office spans two z-levels and is relatively compact. Not much else
different from regular cargo. ~~Oh also the QM starts with an empty
PML-9 and a mostly functional rocket~~

29.3.2024

![ezgif-1-4d6bfe6c07](https://github.com/tgstation/tgstation/assets/70376633/cdac216c-2587-41d8-8ffd-5064378347eb)


**Medical** - Large centralized medbay, also two z-levels. There is a
public waiting room with triage and a reception. There is also an inner
elevator for the crippled. There are two medbay-access patient rooms
that are unrestricted from the inside, and two operating rooms. Medbay
has its own rad shelter. The virologist does not get their own
satellite, but is still relatively secure.

29.3.2024
https://i.ibb.co/hs9kKbV/ezgif-1-f7b697b067.gif (large gif)

**Command** - AI Sat transit tube access is here. HoP has an open stall
facing primary hall, ~~and maybe a piano trapdoor~~ pretty classic
bridge, Captain does not get his own office but gets a really
comfortable quarters with his own emergency mass ejection for abandoning
ship. The council meeting room is present above bridge, with ERT Ferry
dock docking inside adjacent to the council room.

**Security** - Mostly bottom z level security. Very compact brig cells,
and a meeting room that everyone that is related to security may spawn
in if youre lucky. Warden has a weapon handout point facing the inner
security hall and the equipment room. Reeducation chamber has a shocked
grille treadmill. HoS and Warden Room and armory are on the upper
z-level, and warden has a VERY good overlook over permabrig. Armory is
seperated into nonlethal to mostly nonlethal and lethal.

29.3.2024

![ezgif-1-d833de73fc](https://github.com/tgstation/tgstation/assets/70376633/860d4d7e-c250-4ad2-a2d6-4ae126defab5)


**Science** - Also pretty centralized, breakroom with a smoking corner,
two z levels and a big overlook. RD office overlooks toxins and bomb
site. Genetics and RD Office is on the upper floor, with a science
exclusive monkey exhibit. Xenobio is thick due to proximity to bomb
site, otherwise normal.

29.3.2024

![ezgif-1-4f8814ece9-1](https://github.com/tgstation/tgstation/assets/70376633/73afd9da-f37b-402b-aead-84f81c13cf7b)


**AI Sat** - Okay at this point assume any department is multiz. The
antechamber is an elevator and the turrets are on said elevator. The
elevator may be sent to the top level by engineers, where the AI core
is. Telecomms is on the bottom level, and AI core is above it. Contains
a borg entertainment room, and also the upload. The elevator being
raised is necessary to properly enter AI Room.

**Engineering** - Contains a less stale but still average and less than
optimal SM setup. Prone to catastrophic disaster. The SM Room is two
levels and very open, and CE has a trapdoor directly into the shard.
Turbine is above atmospherics, so is the crystallizer. The HFR and main
atmos and distribution room are on the bottom level. Piped by **Kendra
Hunter**. Contains a built in electrolyzer corner so atmos mains stop
gutting the aesthetics to place down some dumb machine.

## Why It's Good For The Game

another interesting map into the roster, different from the other multiz
maps in the form that you dont get stuck in hell by falling down a hole

todo write better section

## Changelog
🆑
add: wawastation, the station map
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2024-06-04 07:11:13 -07:00
Afevis 54f9ea034c Iceblock flora generation fixes (#83450)
Fixes #83438

🆑 ShizCalev
fix: Trees will no longer be growing through railings on forest planets
fix: Trees/plants will no longer grow through wood pathways on Icebox
fix: Railings will no longer appear ontop of rock walls on icebox
/🆑

Old:

![image](https://github.com/tgstation/tgstation/assets/6209658/094c1708-ac4a-4e1a-acff-9d308a376476)

Fixed:

![image](https://github.com/tgstation/tgstation/assets/6209658/16c0af8b-4293-4b53-98b7-14093244447a)
2024-05-29 22:05:49 +02:00
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
John Willard fa31403353 LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request

I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.

This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.

Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).

## Why It's Good For The Game

I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.

## Changelog

🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑
2024-04-08 22:15:07 -06:00
John Willard 2163f60527 Simple animal xenos are now basic animal xenos (#82187)
## About The Pull Request

We currently have 2 types of xenos in the codebase, simple animal and
carbon.
I'd like to unite them both under basic, and I thought I should go for
simple animal first since it's more of a conversion than a remake.
This helps set a base for a future basic-only xeno, which would require
the following:
- Basic mobs (or just anything than Carbon) to have Organs, which we can
then use for things like referring to their plasma sac for egg-laying,
etc.
- All xeno types having a basic mob variant, preferably with an AI so
they would work without a player.
- Something be done about larva, either we'd split basic xenos into
"larva" and "adult" (like carbon) or have it be a separate path that can
also have organs so they can still have hivemind.

Everything else seems to have been done overtime as simple animals have
been converted to basic (HUDs and holding things now seem possible,
etc.)

Even if this doesn't work out, at least this cuts off a good chunk of
the remaining simple animals to convert to basic.

Sprites used (for mapping helpers):

Fire medkit
Toxin medkit
Oingo Boingo punch face (i tried to shrink it down)

## Why It's Good For The Game

This helps advance us move away from simple animals, and helps move
carbon xenos to basic mob later too if that's what we want to go for.

## Changelog

🆑
refactor: Xenomorphs (Lavaland & Oldstation ones) are now basic mobs.
/🆑
2024-03-26 15:28:58 -06:00
jimmyl fbe6e2ebba museum away mission (#81208)
## About The Pull Request

adds a new gateway map, the Nanotrasen Museum it is filled with
""""Mannequins"""" and Common Core lore
im not putting the preview here because you really should explore it
yourself but if youre that curious i think the Checks tab in mapdiffbot
would have it
this gateway map contains no combat unless you count falling into chasms
because you did not carry a light
or going into the boarded room with no loot or any incentive with
obvious signs that there is the sole enemy on the map in there
the loot is the lore ok thanks

also makes mines detonate if theyre detonated by a non-mob im pretty
sure this couldnt have been intentional
trams stop chasms
and also the relevant items

<details>
  <summary>on second thought if you want spoilers check this</summary>


![image](https://github.com/tgstation/tgstation/assets/70376633/41ab2db1-55ce-4371-8594-a1d8961c37c3)

</details>

## Why It's Good For The Game

more gateway maps = good

## Changelog
🆑
add: nanotrasen museum gateway map
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-11 03:17:55 +01:00
ArcaneMusic ed31397cc4 Fixes ore vents spawning without ores on icebox, sets up map specific ore configurations (#81103)
## About The Pull Request

In short, we used a static list previously within the ore_generation
subsystem that held the amount of each ore that we expected a single map
to uniformly need. We held this number constant, since we were spawning
15 vents per map.

**Pros:** This worked flawlessly for Lavaland since 15 vents on a single
Z level makes it pretty densely packed map with a good amount of
map-based ore spawns, and it worked consistently.

**Cons:** 15 vents did not work well on Icebox however, even when split
so that the majority of the ores were spawning on the lower levels,
players did not feel like icebox spawned nearly enough ores and reported
the map spawning empty.

**Result:** As a result, we adjusted the ratio, so that we spawned
vastly more ores on the lower levels, now up to 4 vents on the upper
level, and 21 vents on the lower level. However, as we were still using
the ore distribution list based on lavaland, icebox vents were quickly
running out of ores to distribute between them, resulting in empty vents
-> which produced empty boulders -> which not only don't really let you
process them properly, but also just result in a metric ton of runtimes.

Icebox now has it's own list of ore distributions. These distributions
are now moved to a set of global lists as opposed to being saved on the
subsystem as a static list, which will make going and setting up new ore
distribution lists very very easy. Additionally, we've moved the setting
and getting of those ore_distributions over to the seedRuins proc, so
that we're actually setting the list of ores right before we actually
place them to make sure that the order that it's set is roughly as it's
needed, while still setting the list at the same time the
map-appropriate ruin placements are dropped in.

**Plus some misc cleanup fixes:**
`var/list/ore_vent_sizes` in SSore_generation wasn't being treated as a
similar budget list as `ore_vent_minerals`, since it `pick()`s off it's
own static size list. Which is honestly fine for this five seconds, I
can handle that later while we make sure the rest of the code code is
stable. In the meantime, I've just tweak it so that it's easy to see at
a glance how many of each random vent has spawned into the map.

Tweaked the description to not include anything about chemical
processing, as I'm planning on hitting on that in a part 2 PR that I'll
be picking back up after the freeze.

## Why It's Good For The Game

Cleans up the code a bit, but primarily fixes ores not spawning on
icebox as they should.
Should fix #81058.
Improves description to not mention mechanics that aren't in game.
Also, cleans up a piece of code that currently isn't serving much of a
purpose.

## Changelog

🆑
fix: Icebox should have it's ore distribution and it's ore vents fixed,
so that vents should now produce ore.
spellcheck: Boulder processing machines now don't mention things they
don't do.
/🆑
2024-02-07 05:20:25 +01:00