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461 Commits
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bb70889f6e |
TG Upstream Part 1
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff |
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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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91baa94ac5 |
event based incapicated and able_to_run (#86031)
## About The Pull Request this is a revival of #82635 . i got permission from potato to reopen this, he did almost all the work. i only just solved the conflicts and fixed all the bugs that were preventing the original from being merged (but it should be TMed first) ## Why It's Good For The Game slightly improves the performance of basic mob AI ## Changelog 🆑 LemonInTheDark refactor: able_to_run and incapacitated have been refactored to be event based /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: ZephyrTFA <matthew@tfaluc.com> |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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4d1639b04c |
Revert "Assorted changes to job assignment code and logging." (#85929)
Reverts tgstation/tgstation#85308  |
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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>
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71de9aff8c |
[MIRROR] Fixes a typo and bad punctuation in blackout drunk trauma message (#29292)
* Fixes a typo and bad punctuation in blackout drunk trauma message (#85661) ## About The Pull Request When looking through the code I noticed the blackout drunk message in the split_personality.dm file had a typo (liscense -> license) and bad punctuation + I think the sentences were structured a bit weirdly so I rearranged them. The meaning should be intact but it's grammatically correct and reads easier. ## Why It's Good For The Game spelling and grammar errors are bad and we should get rid of them ## Changelog 🆑 spellcheck: fixed spelling and punctuation in the blackout drunk split personality message /🆑 * Fixes a typo and bad punctuation in blackout drunk trauma message --------- Co-authored-by: Treach <treachce@gmail.com> |
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9314a67724 |
Fixes a typo and bad punctuation in blackout drunk trauma message (#85661)
## About The Pull Request When looking through the code I noticed the blackout drunk message in the split_personality.dm file had a typo (liscense -> license) and bad punctuation + I think the sentences were structured a bit weirdly so I rearranged them. The meaning should be intact but it's grammatically correct and reads easier. ## Why It's Good For The Game spelling and grammar errors are bad and we should get rid of them ## Changelog 🆑 spellcheck: fixed spelling and punctuation in the blackout drunk split personality message /🆑 |
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4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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63ce6ec22a |
[MIRROR] Typo fixes and rewrites for some heretic items & traumas (#28368)
* Typo fixes and rewrites for some heretic items & traumas (#84214) ## About The Pull Request Fixes some typos. Rewrote some weird sentences that didn't scan right or weren't clear. Rewrites a lot of descriptions for the heretic paintings. Rewrites the painting-related traumas, made them more medical themed and vague. For example, the health scanner will no longer identify the ghost haunting someone and ruining their mood, it will instead report that the patient is hallucinating and depressed. Painting knowledge description got minor rewrites. The painting moodlets are rewritten to be a little more clear where they're coming from. ## Why It's Good For The Game Typo fixes mean players see less typos, which is self evidently good. The rewrites were because I didn't feel like a lot of this stuff was written to a high standard. It was riddled with typos, overly vague in a lot of places, and defaulted to using all caps for horror value far too often. It needed to be a little bit more direct and a little bit more subtle. I've tried hard to keep the original tone and intent but hopefully it's a little spookier now. Codex description got expanded because the old description didn't describe how the book looks which annoyed me a lil. * Typo fixes and rewrites for some heretic items & traumas --------- Co-authored-by: Da Cool Boss <142358580+DaCoolBoss@users.noreply.github.com> |
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19b595632f |
Typo fixes and rewrites for some heretic items & traumas (#84214)
## About The Pull Request Fixes some typos. Rewrote some weird sentences that didn't scan right or weren't clear. Rewrites a lot of descriptions for the heretic paintings. Rewrites the painting-related traumas, made them more medical themed and vague. For example, the health scanner will no longer identify the ghost haunting someone and ruining their mood, it will instead report that the patient is hallucinating and depressed. Painting knowledge description got minor rewrites. The painting moodlets are rewritten to be a little more clear where they're coming from. ## Why It's Good For The Game Typo fixes mean players see less typos, which is self evidently good. The rewrites were because I didn't feel like a lot of this stuff was written to a high standard. It was riddled with typos, overly vague in a lot of places, and defaulted to using all caps for horror value far too often. It needed to be a little bit more direct and a little bit more subtle. I've tried hard to keep the original tone and intent but hopefully it's a little spookier now. Codex description got expanded because the old description didn't describe how the book looks which annoyed me a lil. |
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832f9fb865 |
[MIRROR] Significantly increases stamina recovery on most effects that provide it (#28131)
* Significantly increases stamina recovery on most effects that provide it (#83556) ## About The Pull Request Currently, stamina healing is a niche side effect on many drugs, besides a few effects (mostly heretic powers, an obscure side effect of some drinks) that actually contribute to a significant shift in gameplay style when you use them. In this PR I significantly increased the stamina recovery on almost every drug and some effects that provide it. Points of interest (not completely inclusive): Syndicate stimulants heal 12 instead of 5 stamina damage. This will bring you out of stam crit in two cycles, and let you heal out of the slowdown from the stamina damage from a baton strike. The current rate of 5 takes 5 seconds to heal out of stam crit, and the stamina reset takes place before you heal out of stamina damage slowdown. Bath salts heal stamina at the rate stimulants used to. Meth heals stamina slightly slower. Changeling adrenaline will instantly bring you out of stam crit if you're in it; otherwise, it will heal 10 stamina damage. Ephedrine heals 4 stamina per life, instead of 1. Being so drunk that you black out and give up your body to ghost control will make you heal stamina more quickly than an ascended rust heretic. You will also likely be dying of liver damage. ## Why It's Good For The Game At the levels they are set, most of these stamina healing effects have almost no effect on gameplay whatsoever except in the case of tanking a couple of extra disabler shots (only in the case of the high end drugs), or being able to do stamina consuming tasks slightly longer (breaking boulders, grinding with pestle and mortar, working out, ???). Adjusting these numbers would make these drugs an actual factor in combat situations that rely on stamina crit (stun batons, ebows, stamina damaging poisons and diseases). Most of the drugs already have side effects such as brain and organ damage, which in the current state hugely outweighs any reason to use most of them besides a few that give a movespeed buff or prevent baton knockdown (ephedrine, stimulants). This only affects stamina healing. There has been no change to any other interactions with things that knock down or cause any other kind of stun. These changes are in consideration of the fact that taking stamina damage puts you in a cooldown before you can recover your stamina naturally. Effects that cause steady stamina damage will bottom out your stamina the way they do now, unless you use something to heal it. ## Changelog 🆑 balance: Stamina healing has been significantly increased for most reagents and passive effects. /🆑 * Significantly increases stamina recovery on most effects that provide it --------- Co-authored-by: Joshua Kidder <49173900+Metekillot@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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3fc2b5c618 |
[MIRROR] Fixes random organ unit test failures (#28144)
* Fixes random organ unit test failures (#83900) don't have to remove languages from something that's qdeling. * Fixes random organ unit test failures --------- Co-authored-by: Afevis <ShizCalev@users.noreply.github.com> |
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747ecb9673 |
Fixes random organ unit test failures (#83900)
don't have to remove languages from something that's qdeling. |
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df0e0811c2 |
Significantly increases stamina recovery on most effects that provide it (#83556)
## About The Pull Request Currently, stamina healing is a niche side effect on many drugs, besides a few effects (mostly heretic powers, an obscure side effect of some drinks) that actually contribute to a significant shift in gameplay style when you use them. In this PR I significantly increased the stamina recovery on almost every drug and some effects that provide it. Points of interest (not completely inclusive): Syndicate stimulants heal 12 instead of 5 stamina damage. This will bring you out of stam crit in two cycles, and let you heal out of the slowdown from the stamina damage from a baton strike. The current rate of 5 takes 5 seconds to heal out of stam crit, and the stamina reset takes place before you heal out of stamina damage slowdown. Bath salts heal stamina at the rate stimulants used to. Meth heals stamina slightly slower. Changeling adrenaline will instantly bring you out of stam crit if you're in it; otherwise, it will heal 10 stamina damage. Ephedrine heals 4 stamina per life, instead of 1. Being so drunk that you black out and give up your body to ghost control will make you heal stamina more quickly than an ascended rust heretic. You will also likely be dying of liver damage. ## Why It's Good For The Game At the levels they are set, most of these stamina healing effects have almost no effect on gameplay whatsoever except in the case of tanking a couple of extra disabler shots (only in the case of the high end drugs), or being able to do stamina consuming tasks slightly longer (breaking boulders, grinding with pestle and mortar, working out, ???). Adjusting these numbers would make these drugs an actual factor in combat situations that rely on stamina crit (stun batons, ebows, stamina damaging poisons and diseases). Most of the drugs already have side effects such as brain and organ damage, which in the current state hugely outweighs any reason to use most of them besides a few that give a movespeed buff or prevent baton knockdown (ephedrine, stimulants). This only affects stamina healing. There has been no change to any other interactions with things that knock down or cause any other kind of stun. These changes are in consideration of the fact that taking stamina damage puts you in a cooldown before you can recover your stamina naturally. Effects that cause steady stamina damage will bottom out your stamina the way they do now, unless you use something to heal it. ## Changelog 🆑 balance: Stamina healing has been significantly increased for most reagents and passive effects. /🆑 |
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e3a197dbb0 |
[MIRROR] RDS-havers now get Gibbering (#28119)
* RDS-havers now get Gibbering (#83850) ## About The Pull Request Player characters afflicted with the RDS brain trauma now get the gibbering language in addition to the ones they already know. the PR looks like a webedit (it is) because i cannot clone repos because my connection SUCKS but rest assured i tested it by just downloading it all normally ## Why It's Good For The Game someone who is insane may not always be able to articulate their ideas in a way we might consider "language," either by accident or on purpose just to show those stupid sheep. the greatest minds of the station need to be able to speak to one another without persecution for their ideas ## Changelog 🆑 PowerfulAtom111 add: after a quick galactic meeting, insane people around the universe can now speak gibbering to express their ideas free from the prying ears of the walls add: as an insane person, taking your meds deafens your ears to the holy tongue all the other insane people are speaking spellcheck: added a bit of text to the RDS quirk and the RDS medical record text to highlight the insane's new abilities /🆑 * RDS-havers now get Gibbering --------- Co-authored-by: PowerfulAtom111 <owensalls@outlook.com> |
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95ca5c0dcc |
RDS-havers now get Gibbering (#83850)
## About The Pull Request Player characters afflicted with the RDS brain trauma now get the gibbering language in addition to the ones they already know. the PR looks like a webedit (it is) because i cannot clone repos because my connection SUCKS but rest assured i tested it by just downloading it all normally ## Why It's Good For The Game someone who is insane may not always be able to articulate their ideas in a way we might consider "language," either by accident or on purpose just to show those stupid sheep. the greatest minds of the station need to be able to speak to one another without persecution for their ideas ## Changelog 🆑 PowerfulAtom111 add: after a quick galactic meeting, insane people around the universe can now speak gibbering to express their ideas free from the prying ears of the walls add: as an insane person, taking your meds deafens your ears to the holy tongue all the other insane people are speaking spellcheck: added a bit of text to the RDS quirk and the RDS medical record text to highlight the insane's new abilities /🆑 |
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0bacbc1b44 |
[MIRROR] Implements some unused mood events into their relevant phobias. (#28073)
* Implements some unused mood events into their relevant phobias. (#83796) Implements some unused mood events found in #83741 🆑 ShizCalev fix: Seeing heretical stuff while having the heresy phobia will now apply the heresy mood event. fix: Seeing skeletons while having the skeleton phobia will now apply the spooked (by skeletons) mood event. /🆑 * Implements some unused mood events into their relevant phobias. --------- Co-authored-by: Afevis <ShizCalev@users.noreply.github.com> |
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60b40c1379 |
[MIRROR] Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople) (#27593)
* Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople)
* [MIRROR] Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople) (#2314)
* Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople)
* Modular adjustments (vox, teshari names)
* Update yangyu.dm
* Delete language.dm
* Remove language.dm override
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Fix 2
* fix 3
* Update monkeys.dm
* test fix
* One modular adjustment
* Ticked
* yeah
* unhardcodes modsuit parts (#82905)
see #70061 but i almost finished it, i only need to go through every
single module and assign it a fitting part
🆑
refactor: modsuits have been refactored if you see bugs report them
fix: admin cargo tech modsuit outfit now works correctly
/🆑
---------
Co-authored-by: Andrew <mt.forspam@gmail.com>
* Revert "unhardcodes modsuit parts (#82905)"
This reverts commit
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d5990c31d2 |
Implements some unused mood events into their relevant phobias. (#83796)
Implements some unused mood events found in #83741 🆑 ShizCalev fix: Seeing heretical stuff while having the heresy phobia will now apply the heresy mood event. fix: Seeing skeletons while having the skeleton phobia will now apply the spooked (by skeletons) mood event. /🆑 |
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f591dd3bd3 |
[MIRROR] Gondolas are now basic mobs (#27934)
* Gondolas are now basic mobs (#83451) ## About The Pull Request This PR turns gondolas into basic mobs and does some fiddling with gondola pods Their verbs are now action buttons which they lose upon delivering. If set to stay, they won't have their abilities afterwards (or wont get them in the first place if the delivery is already done). Lets them survive without a pod requirement in case admins want to spawn one for their own stuff, so I also removed it from the snowflake checks to exclude them from stuff. Also replaced the hardcoded "cant speak" with simply giving the mute trait, so admins can make gondolas speak if they want to for any reason. ## Why It's Good For The Game The pet level of simple animals can finally be killed off, also gives admins more control over gondola-related stuff if they so wish. ## Changelog 🆑 refactor: Gondolas (including gondola pods) are now basic mobs. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Well then. Hope it works. * Ohhh. --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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84aee5c0b6 |
[MIRROR] Fix imaginary friend trauma and message range (#27942)
* Fix imaginary friend trauma and message range (#83590) ## About The Pull Request So during a previous pr, attaching the imaginary friend to a host and setting up its preferences were moved from initialization to two separate procs. The _smite_ was then updated to account for this, but in the process the brain trauma version was left behind- it even still tried to add a nonexistent parameter when making a new imaginary friend. We first fix this by having those two procs be called during `add_friend(...)`, after finding and assigning a ghost. ```dm /datum/brain_trauma/special/imaginary_friend/proc/add_friend(mob/dead/observer/ghost) if(isnull(ghost)) qdel(src) return friend.key = ghost.key friend.attach_to_owner(owner) //new friend.setup_appearance() //new friend_initialized = TRUE friend.log_message("became [key_name(owner)]'s split personality.", LOG_GAME) message_admins("[ADMIN_LOOKUPFLW(friend)] became [ADMIN_LOOKUPFLW(owner)]'s split personality.") ``` This solves our first issue, where this not being called made every brain trauma imaginary friend get banished to gay baby jail where they do not have an appearance, cannot move from their spot, cannot be heard, and emit runtimes constantly. Testing this brings us to our second issue, where the host couldn't actually hear their imaginary friend unless they were at most one tile away, and would get their message starred if not on the exact same tile. Looking into it, this seemed to be because `Hear(...)` now had a `message_range = 0` parameter which we don't actually set here. Upshot! This seems to let us gut the whisper starring code on our side and just proxy the right message range to `Hear(...)`. So we gut our code a bit and do just that, and this fixes it. ## Why It's Good For The Game Fixes #81138. Fixes imaginary friend brain trauma being non-functional and emitting runtimes like hell. Fixes imaginary friends not being audible to their host beyond a one tile distance. ## Changelog 🆑 fix: Imaginary friend brain trauma works again. fix: Imaginary friends can be heard by their hosts from more than a tile away again. /🆑 * Fix imaginary friend trauma and message range --------- Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> |
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20aab4c7f9 |
Fix imaginary friend trauma and message range (#83590)
## About The Pull Request
So during a previous pr, attaching the imaginary friend to a host and
setting up its preferences were moved from initialization to two
separate procs. The _smite_ was then updated to account for this, but in
the process the brain trauma version was left behind- it even still
tried to add a nonexistent parameter when making a new imaginary friend.
We first fix this by having those two procs be called during
`add_friend(...)`, after finding and assigning a ghost.
```dm
/datum/brain_trauma/special/imaginary_friend/proc/add_friend(mob/dead/observer/ghost)
if(isnull(ghost))
qdel(src)
return
friend.key = ghost.key
friend.attach_to_owner(owner) //new
friend.setup_appearance() //new
friend_initialized = TRUE
friend.log_message("became [key_name(owner)]'s split personality.", LOG_GAME)
message_admins("[ADMIN_LOOKUPFLW(friend)] became [ADMIN_LOOKUPFLW(owner)]'s split personality.")
```
This solves our first issue, where this not being called made every
brain trauma imaginary friend get banished to gay baby jail where they
do not have an appearance, cannot move from their spot, cannot be heard,
and emit runtimes constantly.
Testing this brings us to our second issue, where the host couldn't
actually hear their imaginary friend unless they were at most one tile
away, and would get their message starred if not on the exact same tile.
Looking into it, this seemed to be because `Hear(...)` now had a
`message_range = 0` parameter which we don't actually set here.
Upshot! This seems to let us gut the whisper starring code on our side
and just proxy the right message range to `Hear(...)`.
So we gut our code a bit and do just that, and this fixes it.
## Why It's Good For The Game
Fixes #81138.
Fixes imaginary friend brain trauma being non-functional and emitting
runtimes like hell.
Fixes imaginary friends not being audible to their host beyond a one
tile distance.
## Changelog
🆑
fix: Imaginary friend brain trauma works again.
fix: Imaginary friends can be heard by their hosts from more than a tile
away again.
/🆑
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8442124bcd |
Gondolas are now basic mobs (#83451)
## About The Pull Request This PR turns gondolas into basic mobs and does some fiddling with gondola pods Their verbs are now action buttons which they lose upon delivering. If set to stay, they won't have their abilities afterwards (or wont get them in the first place if the delivery is already done). Lets them survive without a pod requirement in case admins want to spawn one for their own stuff, so I also removed it from the snowflake checks to exclude them from stuff. Also replaced the hardcoded "cant speak" with simply giving the mute trait, so admins can make gondolas speak if they want to for any reason. ## Why It's Good For The Game The pet level of simple animals can finally be killed off, also gives admins more control over gondola-related stuff if they so wish. ## Changelog 🆑 refactor: Gondolas (including gondola pods) are now basic mobs. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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f9dcaa536e |
Replaces move_on_shuttle with a trait (#83550)
## About The Pull Request `move_on_shuttle` was a variable that existed on `/mob` despite only ever being used by cameras. This PR downgrades the variable to only exist on `/mob/camera` types, but have the only thing that variable do is add a trait that blocks movement on shuttles if not allowed. This allows us to check the variable without casting to camera, which is what some code was un-necessarily doing. This also retainst the ability to add the trait later on to different mobs who we may not want to be on shuttles that aren't `/mob/camera`. ## Why It's Good For The Game There's no point for this variable to live on `/mob` if all it can do is clog up the VV screen, especially if the current utilization for it is only cameras. Let's move it off `/mob` and turn it into a trait so it still has the similar utilization on a global level without typecasting - as well as make it actually work since needless typecasting was introducing a minor bug ## Changelog Irrelevant. --------- Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com> |
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e81f9c6ef0 |
Replaces move_on_shuttle with a trait (#83550)
## About The Pull Request `move_on_shuttle` was a variable that existed on `/mob` despite only ever being used by cameras. This PR downgrades the variable to only exist on `/mob/camera` types, but have the only thing that variable do is add a trait that blocks movement on shuttles if not allowed. This allows us to check the variable without casting to camera, which is what some code was un-necessarily doing. This also retainst the ability to add the trait later on to different mobs who we may not want to be on shuttles that aren't `/mob/camera`. ## Why It's Good For The Game There's no point for this variable to live on `/mob` if all it can do is clog up the VV screen, especially if the current utilization for it is only cameras. Let's move it off `/mob` and turn it into a trait so it still has the similar utilization on a global level without typecasting - as well as make it actually work since needless typecasting was introducing a minor bug ## Changelog Irrelevant. --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
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ddd49179c1 | Log trauma gain and loss (#83519) | ||
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93b2f48c49 | Log trauma gain and loss (#83519) | ||
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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.   (In the prefs menu:)  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. /🆑 |
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55d1c715e5 |
Pulls2 (#27514)
* New docking port sprites (#82729)
* Adds text to lootpanel items [no gbp] (#82722)
## About The Pull Request
Just some qol, this captures a small portion of the item name and fixes
some icon clipping issues
I clipped it at 5 because monke


## Why It's Good For The Game
Handy if youre in a rush and won't upgrade byond to fix the issue
## Changelog
🆑
fix: Lootpanel additions: Condensed item names for the quick of draw
/🆑
* Fixes tgui alert buttons (#82714)
<!-- 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
Been on my mind for a long time
I did this while relatively inexperienced (how do I center a div etc)
Fixes an issue inherent to our stack implementation where reversing the
direction caused strange spacing issues. This effectively reverses the
extra margins in css so it looks identically spaced whether reversed/not
<details>
<summary>before/after</summary>
Before (normal buttons)

Before (large buttons)

After (normal buttons)

After (large buttons)

Long buttons (normal)

Long buttons (large buttons (I am 35 and yet still fight the forces of
chaos))

</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
Looks better, runs smoother, no clipping
<!-- 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
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
fix: TGUI Alerts shouldn't have such wonky buttons any more
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* MetaStation: Replaces the tools in the Primary Surgery Theatre with filled surgery trays (#82730)
## About The Pull Request
Replaces the tools on the tables with 2 surgery trays.

## Why It's Good For The Game
Makes surgery a bit less painful in the surgery theatre, Using tools
from a tray is much nicer than having to open the context menu on the
piles of tools on the tables.
## Changelog
🆑
qol: Replaced the surgical tools in the Primary Surgery Theatre with 2
Surgery Trays.
/🆑
* Fixes smart pipe & cryo gas reallocation (#82701)
## About The Pull Request
**1. Smart Pipe Problem**
- Fill a pipe with any gas, plasma for e.g.
- Unwrench the pipe to deconstruct
- The pressure sends you flying but notice plasma is nowhere to be seen
from the now destroyed pipe
**2. Cryo pipe connector problem**
The gas gets reallocated when the object is deleted. We only want this
when its deconstructed not deleted to prevent any side effects
This PR fixes them
## Changelog
🆑
fix: smart pipes release their gases into the air when unwrenched
fix: cryo pipe connector component has no side effects of gas
reallocation when deleted
/🆑
* Fix Primal Instincts (#82741)
## About The Pull Request
#82539 randomly made these two lines switch their AI controllers to idle
rather than on, when the intent was for them to wake up immediately to
do make the mob attack or fight or do something
## Changelog
🆑 Melbert
fix: Primal Instincts and Living Flesh should be a tad more reactive
/🆑
* Fix handcuffing (#82760)
## About The Pull Request
Changed this to an early return but then didn't invert the condition
## Changelog
🆑 Melbert
fix: You can handcuff people with 2 arms and you can no longer handcuff
people with 0 arms
/🆑
* Gets rid of UNIT_TESTS compiler warning (#82695)
## About The Pull Request
Basically every single CI Run is throwing the following warning:
```txt
code/modules/unit_tests/lootpanel.dm:24:warning (unused_var): new_box: variable defined but not used
```
You may find an example here:
https://github.com/tgstation/tgstation/actions/runs/8698627681/job/23855921813#step:9:24
This is pretty silly but I don't really know why we even have this
variable (I assume there's something far more complicated underneath the
surface based on what the unit test is asserting), but assuming it is
important let's just insert a do-nothing procedure to get rid of the
compiler warning while ensuring the unit test is actually operating as
it should.
I also don't really like the fact that this is a warning instead of an
error but let's tackle this problem one step at a time by at least
getting rid of the compiler warning in a quick advance PR while I dwell
on this issue (is there a way to get the Dreamchecker linter to look at
the unit test files? it's caught perfectly fine in the langserver)
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Makes dropdowns better (#82697)
## About The Pull Request
Kind of a pain to work with, confusing people with its prop names (many
such cases!)
After recently discovering deathmatch it's very obvious to me how broken
it is, so I made it less so
(now comes with a complete ui upgrade!)
It now scrolls with the selection and to the selection on open, which
felt like major QoL
<details>
<summary>pics/vids</summary>
In motion

Deathmatch got some UI facelifts


Fixes #75741

</details>
## Why It's Good For The Game
Better UX
Bug fixes
Potential exploit patched (ui validation for ai voice changer)
Fixes #81506
## Changelog
🆑
fix: Dropdowns received some much-needed QoL, like having the scrollbar
follow your selection.
fix: AI voice changer now shows its current voice selection.
fix: Deathmatch screen has been touched up.
fix: Prefs menu has their dropdowns simplified, hopefully fixing issues
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* Fixes the NT SWAT helmet sprite (#82743)
* Mass Item Creation (#82455)
## About The Pull Request
Have you ever had to click the "Make" button a dozen times for a chef
making soup? I've also had it, so with this PR you can press the button
and everything will repeat itself as long as possible.
## Why It's Good For The Game
Makes life easier for chefs, now they can play chess on their cool
smartphone and craft food. (actually you can transfer it to other items
as well, see for yourself).
* Adds Retain volume flag on the ants reaction (#82718)
Fixes #82575
We'd expect feeding ants to always result in more ants I imagine.
* Borg movement now has sounds (#82704)
## About The Pull Request
adds sound effects to cyborgs when they move
Demo:
https://imgur.com/a/7Mu98pQ
Open to feedback on this sound so please tell me what you think.
## Why It's Good For The Game
a hunk of metal moving at you without any sound is frightening
## Changelog
🆑 grungussuss
sound: cyborgs now have sounds to indicate they are moving
/🆑
* Use cell defined constants for various stuff (#82594)
## About The Pull Request
This re writes most cell power usage cases with 2 defines
`STANDARD_CELL_CHARGE`(Joules) & `STANDARD_CELL_RATE`(Watts) so changing
cell capacity values in the future won't cause discrepancies.
## Changelog
🆑
code: most cell power usages are scaled with defined constants to help
adapt to future changes
/🆑
* Plumbing machinery power & processing tweaks (#82702)
## About The Pull Request
- Plumbing machinery begins processing only when wrenched & ends
processing when unwrenched. The machines plumbing component
`/datum/component/plumbing/process()` already does this but the
underlying machines processing proc for e.g.
`/obj/machinery/plumbing/synthesizer/process()` is always processing
regardless of its wrenched state or not. We can optimize this & save
power when unwrenched
- Fixes #82621. This adds plumbing machines `idle_power_usage` on top of
its `active_power_usage` ensuring it only uses power when actively doing
work, So if your factory is say full of reagents & cannot do any more
work it will use less energy i.e almost enter an stand by mode,
efficiency
- Plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing most of the time
## Changelog
🆑
fix: plumbing machinery begins processing only when wrenched & ends when
unwrenched
fix: plumbing machinery uses energy only when wrenched & doing work,
will stop/use less energy when idle
fix: plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing for most stuff
/🆑
* Carps migrating through the station no longer idle so they don't get stuck after spawning until someone walks by. (#82744)
## About The Pull Request
Carps migrating through the station no longer idle so they don't get
stuck after spawning until someone walks by.
## Why It's Good For The Game
Bugfix for Carp Migrations.
## Changelog
🆑
fix: Carps migrating through the station no longer idle so they don't
get stuck after spawning until someone walks by.
/🆑
* Alt click no longer conflicts with mech suit [no gbp] (#82758)
## About The Pull Request
Get in the gundam shinji!!!
Context: Mech users hold ALT to disable strafe, which would trigger the
lootpanel to come up while committing war crimes (annoying!)
This prevents the panel from appearing and fixes the previous behavior,
meaning you can alt click your own mech to disable strafing.

It also makes toggling strafe a balloon alert with sound. Parties for
all occupants!!
## Why It's Good For The Game
Fixes #82753
## Changelog
🆑
fix: Mecha pilots are no longer bothered by incessant loot panels while
holding ALT for strafe disable.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Adds a Wizard-themed map to the deathmatch (#81640)
## About The Pull Request
Deathmatch is severely lacking in HIGH IMPACT MAGIC LARPING. So I added
a big ass wizard arena. The arena itself is based off the wizard den.
Loadouts:
**Wizard:** Standard all-rounder. Got magic missile, jaunt, and
forcewall. Regular gear.
**Pyromancer:** Fire guy. Red robes, fireball, smoke.
**Electromancer:** Zappy guy. Lightning and tesla shock.
**Necromancer:** Is a skeleton. Has Scream for Me and blink.
**LARPer:** Straight from Station & Spessmen. Fake robes and can only
throw lightning and repulse.
**Chuunibyou:** Classic animage. Got chuuni buff and magic cards.
**Battlemage:** Melee fighter. Got some armor and a big hammer with
instant summons.
**Apprentice:** Underpowered until they find a mystery box. Got charge.
**Gunmancer:** Who needs magic when you have guns? Starts with an m1911,
lesser gun summons, and knock.
**Monkeymancer:** Is a monkey. Can summon monkeys and gorillas. Has a
banana.
**Chaosmancer:** Jumbled robes. Starts with a chaos rod. Can rod form
and summon traps for high chaos.
**Funnymancer:** It's just a clown with a banana staff.
The map itself is a pretty standard arena with a long sightline in the
middle. Each participant spawns in their own room complete with a magic
item box. The very southern portion of the ship has a standard mystery
gun box. Soon after the round starts, a hostile gelatinous cube in the
center of the map will break out and attack whoever it sees. Inside its
enclosure is a free death wand. Map has been tested to make sure
deathmatch participants can't escape the deathmatch.
## Why It's Good For The Game
Deathmatch provides a unique opportunity for people to play with
mechanics they will not often get to use. Allowing people to play wizard
for a few minutes shouldn't cause too much harm aside from admin logging
from explosions, which hopefully a fix is in the pipeline for.
## Changelog
:cl:Motho
add: Added wizard-themed deathmatch map.
add: Added mystery wand box.
/🆑
* Makes viewers() defines (#82767)
* Fixes Pseudo circuit delay & some missed cell define usages (#82771)
## About The Pull Request
- Fixes #82688
If the circuit cost is<= 1% of `STANDARD_CELL_CHARGE` then the delay is
5 seconds, if the circuit cost is >= 50% of `STANDARD_CELL_CHARGE` then
delay is 1 minute. All other delay values are interpolated in between
these 2.
- Pseudo circuits don't use power when used on cooldown
- Makes `INSPECTOR_ENERGY_USAGE_*` defines values use standard cell
values
## Changelog
🆑
fix: pseudo circuit adapter computes recharge delay durations correctly
& won't use power when on cooldown
code: uses standard cell defines for N-spect scanner
/🆑
* Lava/Plasma River tiles now immerse you in them (#82736)
## About The Pull Request
This adds the "immerse" element to lava tiles.

It's a tad hard to see because you're super on-fire, but it still looks
nice.
## Why It's Good For The Game
Eye candy, pretty...
## Changelog
🆑 Rhials
qol: Lava and plasma rivers now immerse you in them.
/🆑
* Adds `ALLOW_RESTING` to a bunch of items (#82761)
## About The Pull Request
Allows you to alt-click a bunch of items while resting.
Fixes #82788
## Why It's Good For The Game
Some of these, such as storage, are bugfixes. You shouldn't need to be
standing up to configure a spray can, or change the direction of your
bedsheet
Others are just sensible changes.
## Changelog
🆑 Melbert
fix: You can open bags with alt click while resting again
qol: Many items which previously required you to stand to alt-click now
don't, such as bedsheets and spray cans
/🆑
* Fixes sight range on lootpanel [no gbp] (#82765)
## About The Pull Request
When asked to make lootpanel visible at range they did not just mean
_any range_
AI alt click was a little weird (still is) but now it works
(TM BUG)
Fixes #82768
* Adds Omnitools for engineer and medical cyborgs, reducing on inventory clutter. (#82425)
[This PR is a bounty requested by Ophaq and worked on by
Singul0.](https://tgstation13.org/phpBB/viewtopic.php?f=5&t=36013)
All of the following description in this PR is written by Ophaq as to
what this PR entails:
In this PR, the medical and engineering cyborg's tools are completely
reworked and condensed into an arm similar to the implant a carbon would
get. The tools are shown in a radial wheel around the character to quick
select what is needed instead of looking for it in a cluttered bag of
items. There are a few tools such as the blood filter for the medical
cyborg, as well as the welder, gas analyzer, and t-ray scanner for the
engineering cyborg excluded from the radial wheel. mostly due to their
inherent inmodularity


Each cyborg gets two arms in case the player wishes to have one on the
side to quick swap to, like having a scalpel in one arm and a hemostat
in the other on the hotbar for convenience or just preference. An
upgraded version of the tools has been added to each respective cyborg
upgrade node with somewhat faster action speed. The upgrade replaces the
arms and transforms them into the "advanced" version which is currently
the same sprite as the regular but just a faster and more efficient
version. The sprites for the surgical arm currently look good but may
need replacing later if someone who wishes to resprite them down the
line decides to do so.
As it currently stands, the medical cyborg's magical bag of gadgets
takes up a lot of your screen space and as a player who plays medical A
LOT, this was a MUCH NEEDED quality of life feature.
The amount of clutter in a medical cyborg's bag makes it in my opinion,
hard to see at the bottom of the screen and a nuisance to constantly
close compared to other models. My standard set up for playing medical
cyborg on the hotbar is 1=med analyzer, 2=usually a secondary surgery
tool or injector, and 3=another surgery tool. The flow of gameplay
during surgery ends up being surgery tool, hit 3 and drop it, surgery
tool, repeat or for efficiency using X to swap between the two surgery
tools I need on 2 and 3. This gets tedious especially after so many
hours of playing medical cyborg. I know some people may disagree, but I
think it would help a lot of help to speed up this flow of gameplay
during surgery and declutter.
By turning the medical cyborg's toolset into an omni-surgery tool which
functions like the surgery arm implant's radial wheel, this would
greatly declutter by like an entire row and make things easier on
medical cyborg players. Having a secondary in the bag helps with
efficiency for those players who like having an extra tool on their
hotbar and swapping back and forth would also improve efficiency and
make less swapping by hitting Z needed. Additionally with the upgraded
version as an optional upgrade in the mediborg tech, this also lets them
be on par with players who use advanced tools late game but not at the
level of alien tools where players would obviously out compete a
mediborg in terms of action speed.
Engineering models also benefit from this rework but at a slightly
different and lesser way whereas certain tools are excluded such as the
welder, due to the way they work on refill and the gas scanner and t-ray
scanner not counting as tool components are not included in the arms.
Syndicate versions of the engineering and medical cyborg also get these
arms, unupgraded.
🆑
add: Adds an omnitoolset for both engineering and medical cyborgs,
containing various basic tools
qol: Engineer and Medical module inventory space is now significantly
decluttered
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Fixes dropdown displaytext not working for numeric values (#82778)
## About The Pull Request
https://github.com/tgstation/tgstation/pull/82697 broke the prefs menu
downstream; we have a couple of dropdown choices that are numeric but
that make use of `display_names` to map those choices to appropriate
strings.
The code was assuming that `value` would always be a string when calling
`capitalizeFirst(value)`. Basically it should be doing
`display_names[value]` when `display_names` are present.
## Why It's Good For The Game
Fixes an oversight/bug.
## Changelog
🆑
fix: dropdowns that use display_names as an alias for numeric values
will no longer cause tgui bluescreens
/🆑
* [NO GBP] HPLC can purify inverted chems (#82727)
## About The Pull Request
- Fixes #82725
Inverted chems are now coloured green and classified as clean (like
before my general maintenance PR) which means they can be purified
again.
Only chems that are too impure to use & have an inverted chem value are
coloured red in the UI and not when they are just of the inverted type
## Changelog
🆑
fix: HPLC can purify inverted chems and are now coloured green(clean) in
the UI
/🆑
* Lathes compute their local storage size correctly (#82770)
## About The Pull Request
Basically we have to add the material container before we call parent
Initialize(which calls `RefreshParts()`), else the container doesn't get
initialized early and we skip over computing storage sizes
## Changelog
🆑
fix: off station & round start lathes with local storage don't have
infinite storage size.
/🆑
* Arcmining QoL: GPS component to scanned vents and vent(pin)pointer (#82724)
## About The Pull Request
Scanning ore vents will now tag them on GPS so you can find them easily
when you are prepared (and remove them when they are tapped). Also adds
special pinpointer to help with finding unscanned vents in a first
place. And adds missing uranium overlays for scanned vents. Because why
not.
<details>


</details>
## Why It's Good For The Game
While looking at mineral density to find vents is somewhat fun and
entertaining, having some sort of upgrade to make finding them easier
adds a bit of a progression. Also re-finding already scanned vents can
be a bit annoying. You need to fill your backpacks with GPSs and tag
them manually. It is also inconsistent with geysers that are added to
positioning after you scan them. And with tendrils, which are always
visible.
## Changelog
🆑
add: added ventpointer that points toward nearby ore vents and can be
bought with mining points
balance: scanned ore vents can now be found with GPS
fix: fixed ore vents missing overlay icon for uranium
/🆑
* Fix oven tray runtime (#82782)
## About The Pull Request
Fixes a lil typo from the interaction refactors that broke the ability
to load oven trays from containers
## Why It's Good For The Game
squamsh bug
## Changelog
🆑
fix: loading oven trays from serving trays and other containers works
again
/🆑
* Fix flaky test detection (#82790)
- Add missing job pagination.
- Fix multiple jobs being able to fail if they aren't in
`CONSIDERED_JOBS`
* Add utf8 support for state laws button (#82789)
## About The Pull Request
Adds UTF-8 support for state laws HTML page. Now it supports more than
just English
## Why It's Good For The Game
Support for other symbols, such as cyrillic

* Update highest available sound channel (#82780)
Current channels are:
```
```
So, the highest available now is 1013
Updating the thing which everyone forgot for 7 years. Not that many
special channels were added either way
* Revert "Borg movement now has sounds" (#82795)
Reverts tgstation/tgstation#82704
The sound ingame appears much louder than the original author intended.
Not to mention that the sound loops stack for every borg moving near
you.
* Use defines for "General Research" where it's not used (#82785)
## About The Pull Request
There is a define for it, so why not use it?
## Why It's Good For The Game
Defines good
* [READY] the unfuckening of clothing rendering (#79784)
refactors clothing visors to use the same system, including masks being
toggled and stuff like riot helmets toggling using the same system and
welding helmets and such
adds a handler that updates all visuals in slots that an item has
obscured, each visual proc calls that so you no longer have weird shit
happening like having to hardcode a proc for heads where you need to
also update hair, mask, glasses everytime you put on an item
one thing here i could also do is make check_obscured_slots return the
HIDEX flags instead of item slots, because in 99% of cases its hardcoded
to be ran against specific slots (like eye code running it against the
glasses slot), but maintainers didnt seem to like that :/
fuck this 2003 bullshit
theres like several bugs here i fixed but i forgot them all and they are
small
* Allows vv investigate /appearance + better checking image (#82670)
* Fixes Alien Numerical Identifier Transfer System (#82762)
## About The Pull Request
Fixes #82756
I'm not sure what the root cause of the issue is or why it broke so
recently (this has been a thing since #49150) but I went and cleaned up
the code and ensured that we always reset the `name` to the `initial()`
value we have for it if we determine that we need to transfer over the
`numba` from the old xenomorph. This is done by a new proc which is a
lot less convoluted from the old system (always respecting var-edited
names and stuff like that) that should make it flow a lot better and
make it more hardy against double-addition of the `numba` to the name.
## Why It's Good For The Game
Having two numbers in your name is weird, should only have one.
[x] I tested this PR
## Changelog
🆑
fix: Evolved aliens should no longer have two numbers in their name.
/🆑
* [NO GBP] Fixes runtime in advanced camera console (#82699)
## About The Pull Request
We only unset machine if we have a user who has logged in
## Changelog
🆑
fix: Fixes runtime in advanced camera console when power is turned off
/🆑
* Refactors how basic ais do their success/failures (#82643)
* Rocky DLXIII: Fitness to Athletics, Athletics skill influences Boxing against Boxers, Boxing overhaul, Evil Boxing (#82611)
as the only meaningful reward
Basically just a rebranding so that it is more broad in its concept. It
isn't just about peak physique. It's about how you can apply it too.
Reaching Legendary rewards you with the Golden Gloves.
I started it in this pr here
https://github.com/tgstation/tgstation/pull/80635
But this is a more significant overhaul of boxing from the ground up.
Namely, it now is majorly influenced by the Athletics skill, and also
more thoroughly aligns with conventional punching in its current state.
However, a major component of this is that boxing's breadth of mechanics
is only relevant when used against another boxer. Non-boxer targets are
only ever going to get smacked by a stamina punch, as it is currently
(and more or less the same values too). Additionally, boxers cannot
punch someone who is either unconscious or in stamina crit, so it can't
be used to maintain stamcrit.
- Boxing now has a One-Two Punch mechanic. Swapping between the left and
right mouse buttons to punch and maintaining this causes every second
punch to do more damage (to boxers). Breaking this chain by punching
with the same button twice will cause you to lose damage (against
boxers).
- Boxing now can have crits occur below 50 stamina damage (against
boxers). However, to knock someone out clean, the target must be
staggered from a previous crit first. (Or I guess be staggered at all,
maybe their shoelaces were tied or something). Crit probabilities are
determined by adding your Athletics probability skill bonuses to your
unarmed effectiveness, and then reduced by the targets own Athletics
skill bonuses. It is hard for two athletes to knock each other out in
one blow. It is trivial for a legendary boxer to knock out a novice in a
single punch. Cybernetically enhanced boxers are dangerously effective
at boxing.
- Boxers can block other boxers by using throw mode, but the chances of
doing so is based on Athletics skill bonuses. A successful block causes
the attacker to take stamina damage (as does the blocker, but less so).
- Participating in boxing increases the Athletics skill. Your gains are
probably slower than normal training, but you at least get some reward
for doing so. Only relevant if your opponent is a boxer. Get a sparring
partner!
So this is all well and good, but what if you're a scoundrel with no
care for the other person in this equation? Well, that's where Evil
Boxing comes in. Evil Boxing has absolutely no restrictions at all, and
can freely use its boxing abilities against anyone. Even non-boxers. You
can even grab people! Wow, what a scumbag. I bet you even king hit
people. Thankfully, only an admin can make you into an Evil Boxer.
(against boxers)
Both mutations have a flimsy increase to instability of 5 because of how
incredibly particular the bonus is.
Strength now reduces the amount of stamina damage inflicted via
exercising by half. Strength also adds a +2 damage bonus on boxing
punches while boxing against boxers (this doesn't influence normal
unarmed attacks whatsoever, or boxing against nonboxers). Obviously,
evil boxers just get this benefit against everyone because they're
knaves.
Stimmed increases the duration of the exercised status effect by one
factor. (That is, if you have no other modifiers, it will double the
duration on its own)
@Jacquerel was racking their brain trying to come up with an alternative
to the skill rewards of Fitness. At the moment, sprite growth is not
only a really bad bonus (it does literally nothing but make you big, and
thus is actually a detriment due to how intrusive sprite size is with
interaction, and plays weird with other sprite changing effects), but
isn't really all that interesting for all the effort put in.
Problem is, how do you make Fitness meaningful without making it a
powergame mechanic? Simple! You make it applicable to a really niche,
self-contained but still utilized game mechanic that is engaging to
participate in and makes you meaningfully very good in it. AND scratches
that power scaling itch that many players have.
Boxing is reasonably self-contained as is, but pretty bland due to how
old it is. While maintaining that self-contained nature, I hoped to
expand the interactivity of boxing a little bit by giving it a small
mini-game in of itself. And also introduce ways to simulate the idea of
boxing a bit better.
The idea of being an Evil Boxer is funny. For every Rocky, there is a
[Insert Rocky Villain Here that isn't Creed]. But in this case, it's
probably some Syndicate douchebag looking to punch clowns into a coma
and inspire the mime to take up shadowboxing in revenge.
🆑
add: Replaces Fitness with Athletics; same skill, but now more
specifically applicable to boxing.
add: Athletics does not increase sprite size.
balance: Overhauls Boxing to add a lot more depth to the interactions.
Only applicable to other boxers, however. You can still punch the snot
out of non-boxers though. But only up to stamcrit or unconsciousness. No
hitting someone who can't fight back!
balance: Adds Evil Boxing, which is the evil and fucked up version of
boxing that you kill people with and are allowed to flout the sacred
rules of boxing as you please. Everyone is a victim!
/🆑
* Cargo ui refactor -> TS (#82745)
Refactors cargo ui, fixing some visual bugs, just making it look better
in general
Should be no gameplay effect other than it looking better
<details>
<summary>pics</summary>




Fixes #81442

Made a type grabber for backend data in case you want to make your own
typescript uis
`logger.log(getShallowTypes(data))`

Otherwise cargo's data is unreadable
</details>
Any UI over 500 lines should get broken up to reduce cognitive load
~~Any ui in javascript shouldn't exist~~
Cargo UI is better
Typescript
🆑
fix: Cargo's supply console has been upgraded visually.
/🆑
---------
Co-authored-by: EricZilla <81941674+EricZilla@users.noreply.github.com>
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
* Makes lavaland stone tiles prevent immersion (#82807)
## About The Pull Request
Adds the same trait that lavaproof rods have to the stone tiles, so
things can continue being visually outside of the lava
## Why It's Good For The Game
this shit looks goofy

## Changelog
🆑 FlufflesTheDog
fix: Stone tiles (and things on them) no longer get immersed in lava
/🆑
* Getting up from prone, z movement, and mod de/activation don't do cogwheels (#82794)
Adds `hidden` to getting up (from prone), moving up (z-movement), moving
down (z-movement), and de/activating MODsuits
- Getting up from prone happens very often, makes it a bit hard to
differentiate when people are doing actions or just crawling around.
- If we want feedback for getting up, should just be a chat message.
- Moving up and down is just movement. Only affects using the verbs.
- Same as before: If we want feedback, it should just be a chat message.
- Other methods of moving up/down (IE, ladders) are untouched / retain
their cogwheel.
- De/activating modsuits have their own visual feedback and sound
effects associated. Both feels unnecessary.
🆑 Melbert
qol: Getting up from prone, moving up or down a z-level (not via
ladders, naturally. Like flight), and de/activating your modsuit no
longer shows cogwheel effect
/🆑
* [NO GBP]Inversely scale mechanical favor with STANDARD_CELL_CHARGE. (#82801)
## About The Pull Request
Makes the mechanical sect cell sacrifice favor adjustment inversely
scale with STANDARD_CELL_CHARGE. This reduces it by a factor of 1,000.
## Why It's Good For The Game
So they don't get 1,000 times the favor as intended from a cell.
## Changelog
🆑
fix: Fixes mechanical sect gaining 1,000 times the favor from a cell
sacrifice.
/🆑
* Fix all types of damage to the head causing brain damage (#82763)
## About The Pull Request
5 months ago when I separated this stuff out to its own proc I forgot a
damagetype check.
## Changelog
🆑 Melbert
fix: Only brute damage causes brain damage when applied to the forehead,
rather than all damage types
/🆑
* Converts ListInputModal to actually be a Modal | Adds ListInputWindow which uses it (#82792)
## About The Pull Request
If we say something is a Modal it should actually be a Modal
## Why It's Good For The Game
You can now use this system in other windows if you want.
Fixed the misnomer.
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)
## About The Pull Request
Creates a higher capacity version of the SMES unit that spawns in with
super capacity cells, as well as a full version. Places the full version
into all the AI sats (which all have independent grids for the most
part), some remote space ruins and the mining base. These SMES units are
intended for areas where players aren't expected or cannot reasonably be
expected to constantly monitor power usage within the length of a
standard round.
Miners can access their power stations, telecommunications box and
atmospheric station on the mining base. They're really the only people
who care, after all.
The gulag's SMES (also now upgraded) no longer saps power from the main
base due to having its input terminal rigged to the main base power
grid, and thus demanding all power from the grid greedily. To revert
this in-game is a single power cable placed back east of the SMES unit.
## Why It's Good For The Game
The power changes made some of the once largely low-maintenance areas
much more likely to run out of power more quickly than you would expect.
These aren't areas expected to be maintained or monitored by engineering
(probably because they're not easily accessed), and they're just kind of
troublesome to deal with on a round-to-round basis.
Mining had this problem triple-fold. It had significant drain with no
convenient method of installing power generation at all, miners couldn't
access what power generation there was without using their 'skeleton
key' to open the way (only engineers could, and they aren't expected to
come down to mining at all), and even then, there was the gulag SMES
just eating all the power anyway. I'm pretty sure that SMES unit was the
biggest culprit of them all, but I think this conveniently future proofs
these issues for the time being.
## Changelog
🆑
add: Adds a higher capacity SMES unit to lower maintenance areas and
maps.
fix: Miners can actually access and fix their engineering issues on the
lavaland base via the engineering section of the base.
fix: The gulag SMES unit is no longer needlessly draining the entire
power grid of the main mining base.
/🆑
* Revert "Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)"
This reverts commit
|
||
|
|
7aa6664021 |
Mirror (#27453)
* Fix Conflicts
* Change COGBAR_ANIMATION_TIME to seconds and not deciseconds (#82530)
Most people should not be using this define
* New Battle Arcade (#81810)
Remakes Battle Arcade from just about the ground up, with exceptions
taken for emagged stuff since I didn't really want to touch its
behavior.
The Battle Arcade now has stages that players can go through, unlocking
a stage by beating 2 enemies and the boss of the previous one, but this
must all be done in a row. You can choose to take a break between each
battle and there's a good chance you'll sleep just fine but there's also
a chance it can go wrong either through an ambush or robbery.
The Inn lets you restore everything for 15 gold and you can buy a sword
and armor, each level you unlock is a new sword and armor pair you can
buy that's better than the last, it's 30 gold each but scales up as you
progress through levels. They are really worth getting so it's best to
try to not lose your money early in.
The battle system is nearly the same as how it was before but I removed
the poor combo system that plagued the old arcade as one big knowledge
lock, now it's more just turn based. The game is built on permadeath so
dying means you restart from the beginning, but if you are going to lose
you can try to escape instead which costs you half of your gold.
Getting to higher levels increases the difficulty of enemies but also
increases the gaming exp rewards which could make this a better way to
get exp if you can get good at it.
Gaming EXP is used to increase chances of counterattacking but doesn't
give any extra health to the player.
I also removed the exploit of being able to screwdriver arcade cabinets
because people would do that if they thought they were on the verge of
losing to bypass the effects of loss. I instead replaced it with a new
interaction that the Curator's display case key can be used to reset
arcade cabinets (there's several keys on the chain so it made sense to
me), which I added solely because I thought Curators would be the type
of person to have run an actual arcade.
This is some gameplay
https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede
As a misc sidenote, I also split up the arcade file just like how Orion
Trail was before, just for neat code organization.
The Inn keeper is straight up just a photo of my localhost dude, he's
not a player reference or anything it's not my actual character.
I also have no idea how well balanced this is cause I suck at it lol.
Battle Arcade is one of 3 last machines in my hackmd here to turn into
TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view
I've always thought the current version of battle arcade is quite lame
and lacks any progression, like Orion Trail I thought that since I was
moving this to TGUI, it would also be a perfect opportunity to revamp it
and try to improve on where it failed before, especially since the
alternative (NTOS Arcade) is also lame as hell and is even lamer than
HTML battle arcade (spam mana, then spam health, then just spam attack,
rinse and repeat).
This will hopefully be more entertaining and give players sense that
they are getting through a series of tasks rather than doing one same
one again and again.
🆑 JohnFulpWillard, Zeek the Rat
add: Battle Arcade has been completely overhauled in a new progression
system, this time using TGUI.
add: The Curator's keys can now reset arcade cabinets.
balance: You now need to be literate to play arcade games, except for
Mediborg's Amputation Adventure.
fix: You can no longer screwdriver emagged arcade consoles. Accept your
fate.
fix: Silicons can no longer play Mediborg's Amputation Adventure.
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Change setting item weight class to a setter to patch some weight class related shenanigans (#82494)
## About The Pull Request
Fixes #81052
Fixes #58008
Setting weight class of items is now done via `update_weight_class`.
I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.
This is done to allow datums to react to an item having its weight class
changed.
Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.
## Changelog
🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑
* Material datum color update, plus touching up some material items (knight armor, tiles) (#82500)
## About The Pull Request
Tries to bring the material datum colors in closer approximation to the
stacks they're attached too. I literally used the colors on the stacks.
some might need to be lighter or darker, but for the most part they'll
look...closer to their actual material hues.

I've also tweaked the sprites of both the tile object and the actual
material tile turf to give it the right shading.

In addition to the tiles, I've also updated the knight armor and helmet
to look closer to the much higher quality plate armor already in the
game.
## Why It's Good For The Game
It bothered me that the material datum coloring was inconsistent with
the actual colors used for the material stacks. When they were updated,
and even before they were updated, material datum stuff just never
looked _right_. I wanted to change that so that it looks just right.
I did not like the old material knight armor whatsoever. It was a
dithered mess, and seemed to already use parts of the standard plate
armor but with all the actual shading removed or replaced with the wrong
colors. This fixes that so that the armor is actually readable for what
it is.
## Changelog
🆑
image: Updates the colors of various material datum to bring them closer
in-line with their actual material stacks
image: Improves the sprites for the material knight armor and helmet.
/🆑
* 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.
/🆑
* Fix table top deconstruction (#82508)
## About The Pull Request
Edited: updated changelog, read comments for changes in implementation
details
So previously, tables would let you use a wrench to fully deconstruct
them, or a screwdriver to take off only their top.
This, however, broke in two different ways in #82280, when their
deconstruction logic got changed.
First off, deconstructed tables would only drop the materials for their
top and not their frame.
For this, the primary culprit seems to be on line 307:
https://github.com/tgstation/tgstation/blob/c34d56a45b0461f5e0fad3cc75e81580c3357119/code/game/objects/structures/tables_racks.dm#L300-L307
Where `new framestack(target_turf, framestackamount)` accidentally got
an extra indent, and ended up in the less common half of the if-else
chain.
Just moving this outside of the if-else chain again fixes it.
Secondly, tables had their own special deconstruction logic, which got
'standardized'.
Issue. This was special to accommodate for having two different
deconstruction logics: full or top only.
With `deconstruct(...)` no longer being overridable, I feel it's awkward
to attempt to proxy that information to the new `atom_deconstruct(...)`
So we introduce a new method, `deconstruct_top`, for the screwdriver to
use, which handles deconstructing only the top.
```dm
/obj/structure/table/proc/deconstruct_top()
var/obj/table_frame = new frame(loc)
if(obj_flags & NO_DECONSTRUCTION)
table_frame.obj_flags |= NO_DECONSTRUCTION
else // Mimic deconstruction logic, only drop our materials without NO_DECONSTRUCTION
var/turf/target_turf = get_turf(src)
drop_top_mats(target_turf)
qdel(src)
```
Mimicking the `NO_DECONSTRUCTION` logic of normal deconstruction, and
copying over the flag onto its frames if need be.
This fixes screwdriver deconstruction.
## Why It's Good For The Game
Fixes #82503.
We can now deconstruct the table top separately again, AND get the right
materials back too.
## Changelog
🆑 00-Steven, SyncIt21
fix: Wrench table deconstruction gives the right materials again.
fix: Screwdriver table deconstruction only deconstructs the top again.
/🆑
* [NO GBP] Reagent grinders display reagents on examination (#82535)
## About The Pull Request
- Fixes #82531
Somehow omitted this during the general maintenance thing
## Changelog
🆑
fix: Reagent grinders display reagents of its beaker on examination
/🆑
* Monkeys now use height offset (and monkey tail works) (#81598)
This PR adds the ability for monkeys to wear any jumpsuit in the game,
and adds support for them to wear things like coats, gloves, and shoes
(though this cannot be obtained in-game and is solely achieved through
admins, which I also improved a bit upon by adding a defined bitfield
for no equip flags).
This reverts a lot of changes from
https://github.com/tgstation/tgstation/pull/73325 - We no longer check
height from limbs and such to bring sprites down, instead monkeys now
work more similarly to humans, so the entire PR was made irrelevant, and
I didn't really want to leave around dead code for the sake of having a
human with longer legs.
I've now also added support for Dwarfism, which makes monkeys look even
smaller. Very minor change but at least now the mutation doesn't feel
like it does literally nothing to monkeys (since they can already walk
over tables).
Here's a few examples of how it can appear in game (purely for
demonstration, as it is currently intentionally made impossible to
obtain in-game, though if someone wants to change that post-this PR now
that support is added, feel free):
Tails have been broken for a while now, the only reason you see them
in-game is because they are baked into the monkey sprites. This fixes
that, which means humans can now get monkey tails implanted into them
(hell yeah) and monkeys can have their tails removed (also hell yeah)
* Gets [weird] with (spies) by adding protect and deuteragonist-flavored objectives. (#82447)
## About The Pull Request
What are their goals? Why are they doing this? gets weird with Spy
objectives - namely by adding a lot more ways spies might be asked to
affect various targets around the station.
the first of these is by several flavors of Protecting targets (these do
NOT print a success at roundend in keeping with Spy design:)
- Protect (get a humanoid target off alive)
- Protect Nonhuman (get an entity off alive)
- Jailbreak (make sure a humanoid target escapes free)
- Detain (make sure a humanoid target gets taken out arrested)
the second of this is by a new escape condition:
- Exile (get off-station or off the Z-level by the end of the shift -
sometimes it's not just pods, you need to fuck off to space to win.)
the third is through a massive increase in the number of possible:
- objective templates
- departments to target (Command + Service added)
- specific locations to target
- general classes of objects to target (medicines, floor tiles, critical
infrastructure, etc.)
- efforts to target (such as meals, mechs, public supplies)
- ways to leave (you can be asked to abscond from the scene of your
crimes?)
## Why It's Good For The Game
More goofy and weird prompts to do more interesting things with Spies.
One thing I think we're sorely missing in our lineup is antagonists that
can act a bit more as deuteragonists - very possibly helping the crew
under certain conditions and frustrating the Hell out of them in others.
Since there's no way to check their objectives, and they get their
gear/progression through stealing shit, they're still very much an
antagonist and exist under the suspicion of doing bad... but, just going
by their objectives, introducing more varied (and in some cases even
benign) goals for them creates suggestions pointing to a lot more varied
and interesting stories if people choose to run with it.
* Adds anosmia quirk (#82206)
## About The Pull Request
Adds anosmia quirk. Anosmia, also known as smell blindness, is the loss
of the ability to detect one or more smells.
I tried to find all smells action and (most likely) update all of them,
unfortunately I can't change descriptions for this quirk.
## Why It's Good For The Game
Some characters will be able to not feel smells
That affect:
* Gases feelings and alerts (CO2, Plasma, miasm) - you don't feel them
* Bakery and cooking
* Changeling ability to feel other changelings by smell
* Some unimportant spans
* Explosions Part I - Directional Explosions (#82429)
## About The Pull Request
Adds the ability for explosions to be directional. This is achieved by
adding an angle check to `prepare_explosion_turfs()` to drop any turfs
outside the cone of the explosion. If the arc covers a full 360 degrees,
as is the default, it will accept all the turfs without performing the
angle check.
Uses this functionality to rework both rocket launcher backblast and X4
explosions. Rocket launcher backblast has been changed from a shotgun of
indendiary bullets to a directional explosion of similar length. X4 now
uses a directional explosion to "ensure user safety".
Apparently the old method of moving the explosion one tile away didn't
even work, as it blew up `target` before trying to check its density for
the directional behaviour.
https://youtu.be/Mzdt7d7Le2Y
## Why It's Good For The Game
Directional explosions - Useful functionality for a range of potential
use cases, which can be implemented with minimal extra processing cost
(Worst case scenario being very large directional explosions)
Backblast - Looks way cooler than a bunch of projectiles, and should be
significantly more functional in high-lag situations where projectile
code tends to get fucky
X4 - More predictable for players wanting to use it as a breaching
charge, you can actually stand near the charge and not have to worry
about being hoist upon your own petard.
## Changelog
🆑
add: Added support for directional explosions.
add: Rocket launcher backblast is now 271% more explosive, check your
six for friendlies!
add: X4 charges now explode in a cone away from the user when placed on
a sufficiently solid object.
fix: X4 charges will now behave correctly when placed on dense atoms
(note: don't try to read a variable from an atom you just blew up)
/🆑
* Add balloon alerts to plunging (#82559)
## About The Pull Request
Makes all plunging actions (pretty much anything using `plunger_act`)
have a visible balloon alert.
## Why It's Good For The Game
Makes sense that others would easily notice you plunging the shit out of
something.
Also, more people might finally learn that you can plunge the vent clogs
instead of welding them.
## Changelog
🆑
qol: Added balloon alerts whenever you start plunging something (i.e )
/🆑
* Fixes spurious runtime on Icemoon caused by turf calling unimplemented LateInitialize() (#82572)
## About The Pull Request
As of https://github.com/tgstation/tgstation/pull/82540 this runtime was
happening,

`/turf/open/openspace/icemoon/` can be changed to
`/turf/open/misc/asteroid/snow/icemoon/do_not_chasm` before
`Initialize()` returns, which resulted in it `INITIALIZE_HINT_LATELOAD`
getting returned on a turf that does not have an implementation of that
proc.
This should fix that.
## Why It's Good For The Game
Fixes CI error
* Blueprints tgui (#82565)
Blueprints now use a TGUI panel instead of the old HTML one.
Also did general code improvement and maintaining to blueprints in
general and also destroyed the ``areaeditor`` level, repathing it to
just 'blueprints'.
Also adds a sound when you look at structural data cause why not
Video demonstration:
https://github.com/tgstation/tgstation/assets/53777086/861773fd-3d57-472d-bc94-d67b0d4f1dbd
The 4 blueprint types:

Another HTML menu dead underground.
This is more responsive and doesn't require constant updating to see
which area you're in, feels less OOC (instead of saying "the blueprints
say", just say it, you ARE the blueprints).
Like, come on

Look at all this wasted space

🆑
refactor: Blueprints now use TGUI.
qol: Blueprints can now be used while lying down.
/🆑
* General maintenance for chem master (#82002)
**1. Qol**
- Adds screen tips & examines for screwdriver, wrench, crowbar & beaker
insertion, removal & replacing actions
- Analyzing reagents is now a client side feature & not a back end mode,
meaning one person can see details of a reagent while the other can
print stuff and do other operations so it's a non blocking operation.
This also means 2 players can see information of 2 different reagents in
their own screens, With that the overlay for analysis mode has been
removed
- You cannot do any tool acts on machines while printing. Balloon alerts
will be displayed warning you of that.
- The preferred container for the master reagent in the beaker is now
showed in both condiment & chem master. It can be enabled/disabled via a
CheckBox
**2. Code Improvements**
- Removed defines like `TARGET_BEAKER` , `TARGET_BEAKER` etc. ther
functionality is implemented as params in the `transfer_reagent()` proc
directly
- Removed all variables relating to analyzing reagents like
`reagent_analysis_mode`, `has_container_suggestion` etc. all memory
savings
- `printable_containers` now stores static values that can be shared
across many chem masters
- Updates only overlays and not the whole icon during operations for
efficiency
**3. Fixes**
- You can hit the chem master with the screwdriver, wrench, crowbar &
beaker when in combat mode
- You cannot insert hologram items into the chem master
- Deconstructing a condiment master will give you the circuit board
already pre-programmed with that option selected so you don't need to
use a screwdriver to re program it
- `printing_amount` is now the maximum number of containers that can be
printed at a time. Presently this number with upgraded parts would print
out empty containers especially for patches. This is because
`volume_per_item` does not take into consideration this var. Also this
var would not give control to the player on exactly how many containers
to print as whatever amount the player entered would be multiplied with
this value producing a lot of waste & worse empty containers. Now this
var determines exactly how many containers you can print and is imposed
on the client side UI as well
**4. Refactors (UI performance)**
- Beaker data is compressed into a single entity & sent to the UI. This
is set to null if no beaker is loaded thus saving data sent
- Reuses Beaker props from chem synthesizer to reduce code
- reagent REF replaced with direct type converted to text and later
converted with `text2path()` cause its much faster
🆑
qol: Adds screen tips & examines for screwdriver, wrench, crowbar &
beaker insertion, removal & replacing actions
qol: Analyzing reagents no longer blocks other players from doing other
operations. Multiple players can analyze different reagents on the same
machine
qol: You cannot do any tool acts on the machine while printing to
prevent any side effects.
qol: The preferred container for the master reagent in the beaker is now
showed in both condiment & chem master. The feature can be
enabled/disabled via a check box
code: removed defines for reagent transfer, vars for reagent analyzis to
save memory. Autodoc for other vars & procs
fix: You can hit the chem master with tools like screwdriver, crowbar,
wrench & beaker in combat mode
fix: You cannot insert hologram items into the chem master
fix: Deconstructing a condiment master will give you the circuit board
already pre-programmed with that option
fix: You now print the exact amount of containers requested even with
upgraded parts without creating empty containers. Max printable
containers is 13 with tier 4 parts able to print 50 containers.
refactor: Optimized client side UI code & chem master as a whole.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Wraps `lowertext()` to ensure proper stringification. (#82442)
Fixes #82440
This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not
lost on me) to wrap around all calls of `lowertext()` and ensure that
whatever we input into that proc will be stringified using the `"[]"`
(or `tostring()` for the nerds) operator. very simple.
I also added a linter to enforce this (and prevent all forms of
regression) because I think that machines should do the menial work and
we shouldn't expect maintainers to remember this, let me know if you
disagree. if there is a time when it should be opted out for some
reason, the linter does respect it if you wrap your input with the
`UNLINT()` function.
* Clowns can now make balloon... toys. And also mallets and hats. (#82288)
<!-- 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. -->
Clowns will now start with a box of 24 random long balloons and a
skillchip in their noggin allowing them to create balloon animals by
combining two of them of different colour together. Owners of the
skillchip also gain access to crafting recepies of balloon mallets,
vests, helmets and tophats, all created from long balloons. A crate of
long balloons, with a box of balloons inside, can be bought at cargo, in
case the clown runs out. I might edit this once I wake up, its 3 in the
morning right now.
Oh also, resprited how balloons look in inventory.

Balloon animals funny.
Silly features are my favourite kind of features, and this one's
open-ended too.
Someone on the coder chat recommended someone would do it that one time,
here it goes.
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: Added long balloon box to the clown's starting inventory, and a
skill-chip of long lost honk-motherian knowledge to their brain.
add: Added long balloons. Consequently, added balloon animals to make
from such balloons. Also, balloon top hat, vest, helmet, and a mallet.
Don't ask about the mallet.
add: A long balloons box harvested fresh from the farms on the clown
planet will be able to be shipped in a crate to the cargo department
near you!
add: As per requests; water balloons can now be printed at service
lathe, and entertainment modsuit can now blow long balloons!
image: Balloons will now have an unique sprite when in the inventory,
compared when to on the ground.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Quick spellcheck 'steall' (#82560)
## About The Pull Request
https://github.com/tgstation/tgstation/pull/82447 quick followup to
this, caught it while glancing through the code.
* Fix
* merge conflicts
* Revert "Monkeys now use height offset (and monkey tail works) (#81598)"
This reverts commit
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2429a2821a |
[MIRROR] Fixes AI lag by re-adding idle mode to all AI that was lost with the simple mob to basic mob conversion. (#27296)
Fixes AI lag by re-adding idle mode to all AI that was lost with the simple mob to basic mob conversion. Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: Waterpig <wtryoutube@seznam.cz> |
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a9ff046352 |
Administrator Cherrypick (#27405)
* Admin Verb Datums MkIII | Now with functional command bar (#82511) * Modular stuffs * Put some admin jump verbs back into the context menu | sorts area jump list again (#82647) ## About The Pull Request See title. ## Why It's Good For The Game Some admins wanted all the jump verbs back, aswell as making them not AGhost you. Also make the Jump To Area verb use a sorted list again * Hey what if admins were allowed to use the player panel (#82682) Re-adds the player panel verb to the verb panel. * Controller Overview UI (#82739) * Fixes a minor spelling mistake on the admin panel/verb list (#82747) ## About The Pull Request Corrects `inisimin` to `invisimin`. This addresses #82728, but only fixes one of the two issues mentioned ## Why It's Good For The Game -1 spelling mistake ## Changelog 🆑 spellcheck: 'inisimin' verb corrected to 'invisimin' /🆑 * Player Panel-age (#82757) * Admin Forced Mob Rename and Preference Update (#82715) --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: chel <64568243+iliyaxox@users.noreply.github.com> |
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153d09e4c4 |
Fix Primal Instincts (#82741)
## About The Pull Request #82539 randomly made these two lines switch their AI controllers to idle rather than on, when the intent was for them to wake up immediately to do make the mob attack or fight or do something ## Changelog 🆑 Melbert fix: Primal Instincts and Living Flesh should be a tad more reactive /🆑 |
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42f6f57dc0 |
[MIRROR] Replaces even more deciseconds with SECONDS (#27205)
Replaces even more deciseconds with SECONDS Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Waterpig <wtryoutube@seznam.cz> |
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7f8752be14 | Admin Verb Datums MkIII | Now with functional command bar (#82511) | ||
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e0d335b442 | Fixes AI lag by re-adding idle mode to all AI that was lost with the simple mob to basic mob conversion. (#82539) | ||
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c403a6eccc |
Wraps lowertext() to ensure proper stringification. (#82442)
## About The Pull Request Fixes #82440 This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not lost on me) to wrap around all calls of `lowertext()` and ensure that whatever we input into that proc will be stringified using the `"[]"` (or `tostring()` for the nerds) operator. very simple. I also added a linter to enforce this (and prevent all forms of regression) because I think that machines should do the menial work and we shouldn't expect maintainers to remember this, let me know if you disagree. if there is a time when it should be opted out for some reason, the linter does respect it if you wrap your input with the `UNLINT()` function. |
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9723b4b317 |
Replaces even more deciseconds with SECONDS (#82438)
## About The Pull Request
Using these search regexes:
Ending in 0:
`addtimer\((.*),\s?(\d{1,3})0\b\)`
replacement:
`addtimer($1, $2 SECONDS)`
Two digit ending in odd:
`addtimer\((.*), (\d)([1-9])\)$`
replacement:
`addtimer($1, $2.$3 SECONDS)`
Single digit ending odd:
`addtimer\((.*), ([1-9])\)$`
replacement:
`addtimer($1, 0.$2 SECONDS)`
## Why It's Good For The Game
Code readability
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
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ffa5c01b30 |
[MIRROR] Adds three brain traumas (feat. returning to monkey) (#26981)
* Adds colorblindness as a mild brain trauma (#76527) ## About The Pull Request What the title says. The brain trauma makes the whole screen monochrome until cured.  ## Why It's Good For The Game I feel like the current pool for mild brain traumas is quite lame, this helps spice it up a bit with something that is quite annoying and distracting but not game breaking (as mild brain traumas should generally be). ## Changelog 🆑 add: Added colorblindness as a mild brain trauma. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Adds three brain traumas (feat. returning to monkey) (#82129) ## About The Pull Request - Adds "Primal Instincts" brain trama. - Special trauma - Randomly, your body will be taken over by monkey AI. - You will still be in control of the body, but you will have to fight against the monkey ai for actions. - There is a probability the monkey AI that takes control is aggressive, meaning it will attack anyone nearby. - While primal, you can understand monkey language. - Adds "Kleptomania" brain trauma - Severe trauma - When you have empty hands, you will passively try to pick up things near you. - There is no feedback message associated, so you may not even notice you did this. - This effect is temporarily disabled if you have taken damage recently. - Adds "Possessive" brain trauma - Mild trauma - Randomly, your held items will become undroppable for a short to medium length of time. ## Why It's Good For The Game I was looking through AI stuff recently and remembered we support allowing AI controllers to work in cliented mobs, but we don't use it anywhere (outside of adminbus) So I wanted to add a brain trauma themed around that. Simple enough. But I didn't want to PR just a single trauma, that's boring so I thought of some additional ones. Just to spice up the other two trauma pools. I especially wanted to add some traumas that interact with inventory and items, because while a lot of our traumas involving how a person interacts with the world, not many involve how a person interacts with themself. ## Changelog 🆑 Melbert add: Adds 3 Traumas: Primal Instincts (special), Kleptomania (severe), and Possessive (mild) /🆑 * lewd * Is this it? * Hmmm * Oh, this was unnecessary. --------- Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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b1df8c9cc2 |
[MIRROR] Let's you talk through action figures, plushies, and toy mechs with .l and .r. Also a big clean up of say because its support for non-mobs was lackluster. (#26790)
* Let's you talk through action figures, plushies, and toy mechs with `.l` and `.r`. Also a big clean up of `say` because its support for non-mobs was lackluster. * Update code/game/objects/items/plushes.dm * a --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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227264f146 |
[MIRROR] Removes Orbit Polling Component, SSpolling improvement (#26769)
* Removes Orbit Polling Component, SSpolling improvement
* a
* Update effects.dmi
* Update tgstation.dme
* Revert "Update tgstation.dme"
This reverts commit
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19ab4708c3 |
Adds three brain traumas (feat. returning to monkey) (#82129)
## About The Pull Request - Adds "Primal Instincts" brain trama. - Special trauma - Randomly, your body will be taken over by monkey AI. - You will still be in control of the body, but you will have to fight against the monkey ai for actions. - There is a probability the monkey AI that takes control is aggressive, meaning it will attack anyone nearby. - While primal, you can understand monkey language. - Adds "Kleptomania" brain trauma - Severe trauma - When you have empty hands, you will passively try to pick up things near you. - There is no feedback message associated, so you may not even notice you did this. - This effect is temporarily disabled if you have taken damage recently. - Adds "Possessive" brain trauma - Mild trauma - Randomly, your held items will become undroppable for a short to medium length of time. ## Why It's Good For The Game I was looking through AI stuff recently and remembered we support allowing AI controllers to work in cliented mobs, but we don't use it anywhere (outside of adminbus) So I wanted to add a brain trauma themed around that. Simple enough. But I didn't want to PR just a single trauma, that's boring so I thought of some additional ones. Just to spice up the other two trauma pools. I especially wanted to add some traumas that interact with inventory and items, because while a lot of our traumas involving how a person interacts with the world, not many involve how a person interacts with themself. ## Changelog 🆑 Melbert add: Adds 3 Traumas: Primal Instincts (special), Kleptomania (severe), and Possessive (mild) /🆑 |
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8196e26aff |
[MIRROR] NEW TRAIT ROLE: Veteran Advisor (#26667)
* NEW TRAIT ROLE: Veteran Advisor * Oh, right --------- Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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3b134f2e85 |
Missingmirrors (#26743)
* [NO GBP] Extremely tiny stupid nitpick changes to the smoking room ruin (#81767) ## About The Pull Request Ok so this just does some really really tiny changes to the smoking room of the smoking room ruin. I added this way back during march mapness and have always wanted to touch up this last area. These are basically just touch-ups that are two years too late because they felt so insignificant and small that making an entire PR to change them felt excessive. I still feel that way but I'm also a perfectionist and this would linger in my head until the day I die. Anyways, there should be slightly less awkwardly placed spawners, decals blocked from view. You also have to walk past the smoky remains to reach the second special lighter, instead of the first. That's it, that's everything. You don't even get screenshots here. Sorry. ## Why It's Good For The Game I have an obsession with revisiting and completing old, unfinished work. ## Changelog 🆑 Rhials fix: Some tiny tiny changes to the smoking room ruin to make it a little less ugly. /🆑 * Tram tile/bench fixes (#81798) ## About The Pull Request - Tram benches can be rebuilt after deconstruction - Tram tiles build the correct amount inhand - Tram tiles available in the engineering protolathe with other items - Tram tiles create the right stack type when pulled up - Tram tiles have inhand/obj icons for both types ## Changelog 🆑 LT3 fix: Tram floor tiles constructed inhand provides 4 instead of 1 fix: Tram floor tiles provide correct stack item when pulled up image: Tram floor tiles have their own inhand icons qol: Tram floor tiles available in the engineering protolathe fix: You can reconstruct deconstructed tram benches /🆑 * Tram icon cleanup (#81797) ## About The Pull Request - Deletes an unused tram_wall.dmi - Renames tram frame to tram girder - Tram girder looks like girder, not lattice  ## Why It's Good For The Game More straightforward for players. Since it acts like a girder, it should look like a girder not a lattice. ## Changelog 🆑 LT3 image: Tram frame is now tram girder, because it acts like one /🆑 * Autotucking On Map Load (#81782) ## About The Pull Request Doesn't really do much currently but without it wallening beds look fuckin DUMB Plus I think this better matches what is intended ## Why It's Good For The Game  --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> * Makes Ethereal Charging Loop Just About Everywhere (#81775) ## About The Pull Request Basically, For APCs.  For recharging APCs.  For recharging from cells. The Ethereal offscreen was blue, you'll just have to trust me that this was a color-coded PR.  ## Why It's Good For The Game It's kind of CBT as-is right now to have to click this stuff over and over, especially when light tubes have it that much more convenient than everything else. I figure some while loops would make the situation better for them. ## Changelog 🆑 qol: Ethereal charging now loops when they're charging (from) APCs or from power cells! /🆑 * Lots of description changes and grammar fixes for heretics (#81761) ## About The Pull Request Changes a lot of text. Apart from grammar fixes, here are the notable changes: - Ash jaunt description just said it is a "short range jaunt" without explaining what exactly a jaunt is. I believe it is better to describe without comparing to another spell the player may not have experience with. - Cosmic grasp now explains what the deal is with star marks and cosmic fields. It is still possible to crosspath into a star mark spell, skipping this description, but I assume a player like that is experienced enough to know what the star mark does anyway... - The knowledge for ash spirits no longer refers to them as "Ash Men" - "Ash Spirit" is the mob's actual name. If you think "Ash Man" is a better name, I can change it around so that the mob gets renamed that instead. - Removes the lines from paradoxical curio's description about causing brain damage on examination - many heretic items cause adverse effects to heathens who try to interact with them, and there is never a need to clutter the description with them. - Changes the eldritch coin description, because the old one was, in my opinion, awkward. I changed it to be more inline with the other items' descriptions, and to not tell non-heretics what its purpose is. If you liked the old one better, I can revert this change. ## Why It's Good For The Game Grammar good. Accurate descriptions good. ## Changelog 🆑 fix: made some heretic descriptions more accurate spellcheck: improved english of the heretical eldritch patrons /🆑 * Makes Medbay surgery on Metastation a bit more inline with other maps (#81786) ## About The Pull Request Makes it so paramedics can't access the surgery theater in Metastation ## Why It's Good For The Game Paramedics can't access surgery on the other maps, and can't use the front door to the surgery theater, They shouldn't have access to it through maints ## Changelog 🆑 fix: Makes Metastation surgery access more consistent with other maps /🆑 --------- Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Nerevar <12636964+Nerev4r@users.noreply.github.com> Co-authored-by: ViktorKoL <44502667+ViktorKoL@users.noreply.github.com> Co-authored-by: starrm4nn <139372157+starrm4nn@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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47dc38fee2 |
Let's you talk through action figures, plushies, and toy mechs with .l and .r. Also a big clean up of say because its support for non-mobs was lackluster. (#81848)
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357799c8a5 |
Removes Orbit Polling Component, SSpolling improvement (#81748)
When I made SSpolling, jlsnow gave me his blessing to delete the orbit polling component [where you orbit something for 20 seconds before it chooses a ghost from the orbiters] It's only used in a few places like soulstones replacing jobbanned/inactive players, etc. Also upgraded SSpolling; you can now place a little icon on the sides in the chat message, chat message looks a lot nicer, the alert pic and the jump target don't have to be the same anymore, and I made it be able to pre-pick candidates since 90% of the use cases would just want 1 candidate Also prints to chat who the chosen one was Also made slime intelligence potions ask the user for a reason, which will be displayed in the alert poll |
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d6319d2b87 |
Lots of description changes and grammar fixes for heretics (#81761)
## About The Pull Request Changes a lot of text. Apart from grammar fixes, here are the notable changes: - Ash jaunt description just said it is a "short range jaunt" without explaining what exactly a jaunt is. I believe it is better to describe without comparing to another spell the player may not have experience with. - Cosmic grasp now explains what the deal is with star marks and cosmic fields. It is still possible to crosspath into a star mark spell, skipping this description, but I assume a player like that is experienced enough to know what the star mark does anyway... - The knowledge for ash spirits no longer refers to them as "Ash Men" - "Ash Spirit" is the mob's actual name. If you think "Ash Man" is a better name, I can change it around so that the mob gets renamed that instead. - Removes the lines from paradoxical curio's description about causing brain damage on examination - many heretic items cause adverse effects to heathens who try to interact with them, and there is never a need to clutter the description with them. - Changes the eldritch coin description, because the old one was, in my opinion, awkward. I changed it to be more inline with the other items' descriptions, and to not tell non-heretics what its purpose is. If you liked the old one better, I can revert this change. ## Why It's Good For The Game Grammar good. Accurate descriptions good. ## Changelog 🆑 fix: made some heretic descriptions more accurate spellcheck: improved english of the heretical eldritch patrons /🆑 |
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35242b4985 |
NEW TRAIT ROLE: Veteran Advisor (#81667)
## About The Pull Request Adds a new Trait Job (jobs which only appear when the station gets a trait for it) - Veteran Advisor. The weight of the trait is 2 which makes it very rare. Veteran Security Advisor is a role designated as a (duh) Advisor for the HoS and Captain, as well as a mentor for all of the Officers. This is because it has an experience requirement of **100 SECURITY HOURS**, so no green Veterans. Veteran Security Advisors are paraplegic (bonded to a wheelchair) and with PTSD which freezes their mood and sometimes causes hallucinations. They get an M1911 pistol in a holster because that's badass. <details> <summary>THE IMAGES</summary> ADVISOR  THINGS HE SPAWNS WITH  HIS UNIQUE MOODLET  SIGNUP BUTTON  </details> ## Why It's Good For The Game More funny Trait Jobs to the game! There is a certain lack of those, there is only Cargorilla and Bridge Assistant. This job has big opportunities. Advisors can behave themselves like drill sergeants, or wise old mentors. Because they are kinda, as people only with 100 Security hours (yes those masochists exist) could play it when it appears. This will also open opportunities for retired Sec mains to tutor new generations without being directly involved in all of the stress. I mostly took a look at the Goonstation "Nanotrasen Security Consultant" and Baystation "Senior Enlisted Advisor" as inspiration. I tried to cut down any chances of this role being abused by power gamers for its M1911 pistol and Bridge access, due to this they are paraplegic so power gamers get disgusted, and if someone does somehow win Antagonists while in a wheelchair - props to them, pure skill. **REMEMBER THAT THIS IS A TRAIT JOB!** This means they won't appear every round, but rather rarely! So they fit in as an occasional extra fun for the round. ## Changelog 🆑 add: NEW TRAIT JOB: Veteran Security Advisor! Advise HoS and Captain on Security matters, mentor Security Officers. Note that they are paraplegic and fully emotional desensitized due to their past experience. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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cdca625516 |
[MIRROR] Painkillers now actually induce analgesic effects (#26504)
* Painkillers now actually induce analgesic effects (#81335) This adds a new trait, `TRAIT_ANALGESIA`, and makes various painkillers (+ tenacity trauma) apply said trait. This prevents various pain-related effects, such as screaming due to pain, and also provides a speed bonus during surgery. Gives more of an incentive to actually use reagents such as morphine or miner's salve. 🆑 add: Painkillers (i.e morphine, miner's salve) now actually induce analgesic effects, preventing various pain-related effects, such as screaming due to pain, and also provides a speed bonus during surgery. add: The tenacity trauma (traumatic neuropathy) also applies analgesic effects. refactor: Simplified code related to reagents adding traits. /🆑 * Oho, fixed. --------- Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |