* Mafia role help now checks the original description (#85258)
## About The Pull Request
I thought I fixed this bug a long time ago but turns out I just never
did.
This makes mafia role help get the initial description rather than the
current one, allowing us to edit people's descriptions as we need to
in-game without this information being metagamed.
## Why It's Good For The Game
Closes https://github.com/tgstation/tgstation/issues/82088
And prevents this again in the future.
## Changelog
🆑
fix: [Mafia] The show_help button no longer shows you who the Obsessed's
target is.
/🆑
* Mafia role help now checks the original description
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Handful of missed mirrors (#3739)
* fix duplicate traits
* Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003)
This PR does a few things but centrally it's all centered around
mechanically enforcing what items are and are-not considered contraband
in-game.
Contraband items are visually indistinguishable from non-contraband. If
an item is Contraband, it can only be detected in two ways:
* After being scanned by an N-Spect scanner, which is a standard item
security item, assuming it still has a charge to do so.
* Via a scanner gate, which can now be upgraded with an N-spect scanner
to allow for it to scan a person and all their contents for contraband.
Contraband items are intended to be determined both logically and
through other relevant examine text. However, here's the short list of
items that are considered contraband, reserving the right to expand the
list.
<details>
<summary>In hindsight it's kind of a long list.</summary>
* Items that have "contraband" or "illegal" in the name or description.
* Items that allow for the player to obtain other illegal items, that
are NOT particularly stealthy.
* This means that a syndicate uplink is NOT considered contraband, as
they're typically hidden on your person as something else.
* Stealth items under the syndicate uplink, the revolutionary flash, and
some mapped in dangerous items that can come from both syndicate and
company-aligned resources are not considered dangerous.
* Items that are purchased from cargo after emagging or switching to
extended cargo range.
* Items purchased FROM syndicate uplinks, the wizard knowledge scroll,
or other antagonist shops.
* Cursed artifacts/tools magically produced by cultists or heretics.
* Items purchased from the blackmarket.
* Items purchased from the contraband section of vending machines.
* Some drugs and overtly dangerous or criminal byproducts.
</details>
Well, primarily, this is an aid for in-game enforcement of space law.
Based on the length of the above list, we have a LONG, LONG list of
items in-game that are technically considered, in one way or another,
illegal to have on the station, and yet without either metaknowledge of
what those items are, or how they're used, security officers lack some
of the certainty of how to deal with these kinds of encounters.
Additionally to the knowledge aspect of this trait, security officers
may now receive a new civilian bounty to collect items that are
considered contraband, also giving them an incentive to look for and
confiscate contraband that's been found across the station while
upholding space law.
Security has a bounty for 3 different rechargers, and considering access
limitations, most security players aren't going to make this exchange,
so I've lowered the required amount down to 1.
Adjusted the N-spect scanner's description to match it's new
functionality.
The Civilian bounty TGUI now has an additional 1 point of padding to
make it feel less cramped.
https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d
**Updated as of 6/19/2024:**
Additionally, some storage items will block the presence of contraband
when going through a contraband aligned scanning gate. These items
include the infiltrator modsuit core, storage implant, void cloak, the
aptly named smuggler's satchel, and the chameleon kit's backpack.
**Updated as of 6/23/2024:**
N-spect scanner now has contextual screentips.
**Updated as of 6/29/2024:**
Scanner gates are now available in all lathes that have a feature
specific to how scanner gates function. So, includes cargo (contraband),
security (weapons), and medbay (diseases).
Originally, this started out as a way to be able to provide more
in-character and in-flavor bounties for security officers, because they
suck! Most security bounties as they exist right now do the worst
possible things from all respective bounties:
* They detract away from a job's actual responsibilities as opposed to
working with them.
* They're best completed while sitting next to your lathe and running
items back to the bounty pad.
* They exist with such esoteric rarity of high quantity of items that
it's miserable to fulfil.
As a result, I started work on this as a framework to allow security
officers to be further incentivized to collect contraband across the
station, either as a result of the gamemode or just through routine
patrols across the station.
Implementing it as a learning tool for security as well just happened to
work out as an additional bonus, and having a function in-game allowing
newer or less experienced players to know if an item is considered
dangerous or conspicuous also works as a particularly good way to
provide information where a player may not know what they're up against.
If nothing else, this might be interesting to try, and if not, I'll just
snip out the QOL changes from it and we'll see how it goes.
Going forward, I am a bit hesitant about the contraband scanner gate
mode, and as such, will try working with the admin team to determine if
that's a good feature to keep around for game health, while hoping to
give it a chance in the fullness of time.
🆑
add: Items spawned via traitor uplinks or are known illegal contraband
on the station can now be scanned and identified as such by the N-spect
scanners in security. These only applies to overt traitor or antagonist
items, and "stealth" items will not be seen as such.
add: Scanner gates can now be upgraded by using an N-spect scanner on it
to unlock "contraband scanning" mode.
add: Security officers can now be offered a bounty to turn in pieces of
contraband.
add: Some stealthy storage items like storage implants, smuggler's
satchels, void cloaks, the infiltrator modsuit, and the chameleon
backpack will block the presence of contraband on your person when
placed inside.
qol: N-spect scanner contextual screentips.
balance: Recharger security bounties ask for a quantity of 1, down from
3.
qol: security, cargo, and medbay have access to scanner gate boards.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Adds six new strange object powers! (#84775)
DESIGN CONCEPT: Strange Devices are at their best when they're odd tools
which can help a department out, with some strange drawbacks that make
them interesting and unique. Foam for the Janitor, Flashbang for
Security, Teleporter for tiders, Corgimaker for the chef. They're also
ambiguous enough that they can really be used by anyone for silly
hijinks.
Drink Dispenser: Creates a glass, then fills it up with a random drink.
Bioscrambler: After a noticeable warning, bioscrambles people nearby.
33% chance to be used up on use.
Recharger: Shocks you, but recharges one random item to max battery.
Hugger: Hugs everyone in range as if you had the friendly trait.
DImensional: Converts the surroundings to a random material-theme. Each
use increases cooldown by two seconds.
Disguiser: Drops your clothing to the ground and replaces it with a
delete-on-drop costume and a randomly assigned cardboard ID.
Removed an unused and unusable shock flag.
Removed an unused dumb ghost item.
Added a proc that returns a hex color with the # attached.
> DESIGN CONCEPT: Strange Devices are at their best when they're odd
tools which can help a department out, with some strange drawbacks that
make them interesting and unique. Foam for the Janitor, Flashbang for
Security, Teleporter for tiders, Corgimaker for the chef. They're also
ambiguous enough that they can really be used by anyone for silly
hijinks.
Request by ArcaneMusic! He wanted new abilities to go along with the new
sprites, and approved these.
> Removed an unused dumb ghost item.
please stop using costume subtypes for OP items. whats the damn point of
the subtype if youre just going to screw with it
> Added a proc that returns a hex color with the # attached.
idk why it didnt have this tbh
🆑
add: Adds six new strange object powers! Drink dispenser, bioscrambler,
recharger, hugger, dimensional, disguiser.
code: Removed some unused code and items, and added a proc that returns
a random #colorstring.
/🆑
* [NO GBP] the random spawner loot weight config is not an integer (#84814)
Sets `integer` to false.
Also a tidbit about the `skew_loot_weight` proc, though loot lists with
uneven weights all tend to add a value to all entries so it isn't an
issue.
The config isn't an integer.
N/A
* The techweb no longer erroneously refers to MODsuits as exosuits (#84800)
At some point, some of the techweb node descriptions were changed, so
that it referred to certain modsuits as exosuits. This just changes it
back.
The term "exosuit" is generally used for mechs, not modsuits. The
techweb descriptions should refer to modsuits as modsuits.
🆑
spellcheck: The techweb no longer erroneously refers to MODsuits as
exosuits.
/🆑
* Adds new hairstyle - Short Bangs 2 (#84804)
Adds a new hairstyle called Short Bangs 2.
The hairstyle is basically an edit of the existing double buns, except
the hair buns themselves are removed.
https://github.com/tgstation/tgstation/assets/66234359/38fe3b09-c42b-43e6-9e30-949428aab506
More customization, variety and character flavor is great. Double buns
itself is a good hairstyle but some may not like the hair buns out of
personal preference or that it can look weird on non-human species like
felinids.
🆑 Hardly3D
add: Added new hairstyle: Short Bangs 2
/🆑
* Offset render relays for non-offsetting planes to match highest matching render plane (#84184)
**Alternate title: "Fix blind people getting so blind they become deaf
when going down a flight of stairs"**
So 'bout half a week to a week ago I overheard a friend complaining
about blind people not seeing runechat on lower multi-z levels. Asked a
bit, apparently they'd reported this about half a year ago, and it's
still an issue.
So in my never-ending hubris I decided to just go and fix it!
Now, admittedly? I really _really_ do not get the rendering system we
use.
The simple options were right out: we can't allow the fullscreens plane
to be offset, as this causes issues with looking up/down, or disallow
runechat from being offset, which causes issues with runechat from other
levels.
After poking our very cool and smart rendering guy several times over
the course of the last week, this is what we got to:
We simply make the rendering relays for non-offsetting plane masters
point to the highest rendering plane that matches the target.
We do this by offsetting the rendering relays in place, by adjusting
their plane and layer values to match the new offset, with a new
`offset_relays_in_place(new_offset)` proc called in
`/datum/plane_master_group/proc/transform_lower_turfs(...)`.
Importantly, we compare the current layer values to what they should've
been, so we don't accidentally override relays with custom-set layers.
This fixes our issue (as tested on wawastation):
<details>
<summary>Images</summary>



</details>
Fixes#80376.
🆑
fix: You can see runechat above fullscreen overlays on lower multi-z
levels again. Rejoice, blind players. Please report any weird rendering
layering issues.
/🆑
* illegal tech flag got changed
* Automatic changelog for PR #84003 [ci skip]
* Automatic changelog for PR #84775 [ci skip]
* Automatic changelog for PR #84800 [ci skip]
* Automatic changelog for PR #84804 [ci skip]
* Automatic changelog for PR #84184 [ci skip]
* Makes the smoking pipe sprite not give you a phantom stache. (#84898)
The smoking pipe currently gives you a phantom stache. Observe, note the
black background and know this character has no facial hair.

I basically adjusted the pixels so it'd look better from different
directions.
This is the new look - approximately.

Smoking pipe is cool for RP but the sprite's fucked.
🆑
image: the smoking pipe's directional looks have been altered to make it
less ugly
/🆑
(cherry picked from commit c499c51bb3)
* Automatic changelog for PR #84898 [ci skip]
(cherry picked from commit 1e80a72dee)
* Revert "Automatic changelog for PR #84898 [ci skip]"
This reverts commit 1ddc7d43de30bb7ef029d1ddd39f86ded94e110c.
* Revert "Makes the smoking pipe sprite not give you a phantom stache. (#84898)"
This reverts commit b66b9d634e5f28e40e800586d4642468049767e6.
---------
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* Another batch of missed mirrors :) (#3811)
* Fixes bookshelf attackby (#84929)
Closes#84884
Adds early returns, cleans up and fixes whatever was going in bookshelf
attackby code due to lack of early returns and state weirdness.
🆑
fix: You can attack bookshelves in a variety of states once more
/🆑
* You can no longer move chairs as a ghost (#84972)
Partially handles #84971🆑
fix: Ghosts can no longer move chairs
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Split security gloves from black gloves, gave sprites to those and tackling gloves, moves tackling to right-click (#84909)
Added security gloves, which have the fast cuff trait. Normal black
gloves no longer have them.
Adds sprites for security and tackling gloves, moves tackling to
right-click!
Also added blue security gloves for the blue sec PR. Whoever merges it
first will, assumedly, add it then.
Sprites here:

Moved tackling to right click.
> Added security gloves, which have the fast cuff trait. Normal black
gloves no longer have them.
Didn't make any sense that normie gloves had these. It was an
undocumented feature! Why can jannies fast cuff!
> Adds sprites for security and tackling gloves, moves tackling to
right-click!
Really smells that these don't have sprites so I quickly slapped some
up, edited from tackler and CE insuls.
> Also added blue security gloves for the blue sec PR. Whoever merges it
first will, assumedly, add it then.
We can't have blue sec with red gloves!!!
> Moved tackling to right click.
It's so fuckin annoying to accidentally tackle when you're trying to
throw something. It's the biggest thing that prevents me from putting on
gloves. Now it'll rarely, if ever, be a problem: Pressing right click
while thowing mode is on is unlikely to ever happen accidentally.
🆑
add: Added security gloves, which have the fast cuff trait. Normal black
gloves no longer have them.
imageadd: Adds sprites for security and tackling gloves, moves tackling
to right-click!
imageadd: Also added blue security gloves for the blue sec PR. Whoever
merges it first will, assumedly, add it then.
qol: Moved tackling to right click.
/🆑
* Lavaland raptor barn improvements (#84967)
This PR re-maps the lavaland raptor barn to:
1. Have bridge access from public and regular mining so people are not
forced to build one themselves
2. Give the area a bit of spice to look more visually interesting
3. Gives anyone working on raptors less of a giant walk to go eat

<details><summary>In game screenshots</summary>





</details>
It seems like a major oversight that there was no reliable walkway to
and from the barn. Additionally, the barn currently looks out of place.
This PR makes it a cohesive themed area, making it more comfortable and
attractive to interact with while fitting better into the overall "on
lavaland" theme.
🆑 Thedragmeme
qol: re-maps the raptor barn to not stick out like a sore thumb
fix: Miners and the public both can access the raptor barn without
having to make a bridge themselves
/🆑
* Human AIs get a portable crew monitor, loses borg costume and implant (#84965)
Removes Human AI's teleport blocker implant and borg costume and gives
them a portable crew monitor in their bag instead.
I originally gave human AIs a teleport blocker so it would be a little
harder to leave the SAT, but I don't think it should be impossible. With
enough effort and determination, it should be possible for a human AI to
go get their own food or go interact with crew and whatnot. Their
slowness is meant to be a deterrent and I think it is a fine one that
doesn't need this extra implant, not to mention that I'd like to keep
cybernetics on the human AI to a minimum.
In the original Human AI PR, I had given them a borg costume before they
got their own custom outfit. Now that I gave them that, the borg costume
is now just outdated. They shouldn't look like a borg to their borgs,
they should stand out.
As for the portable crew monitor, I thought it would be the best way to
give human AIs the ability to see people's vitals like AIs could, but
only if their sensors are maxed. AIs can only see people's medhuds if
the person's sensors are on so they don't necessarily need one, they
just won't see things like diseases and such, which I think is fine.
🆑
balance: Human AIs no longer have a teleport blocking implant or borg
costume, but now has a portable crew monitor.
/🆑
* You can fire PKAs/plasma cutters point blank at turfs (#84974)
Due to point blank checks in guncode you weren't able to fire PKAs or
plasma cutters at turfs point blank, requiring you to aim at least 1
tile away - making mining with those annoying without mesons.
If you click at a turf in front of you with a mining tool, you expect it
to actually work.
🆑
qol: You can fire PKAs/plasma cutters point blank at turfs.
/🆑
* fixes a big harddel source (#83987)
this hard delete would happen everytime a player joins/observers the
round. upon using the ref tracker i discovered this problem was caused
by movable/screens not cleaning up after their owning huds if it gets
deleted. i didnt weakref it was cause it meant id have to resolve it in
so many places, but if weakrefing is preferable i will do it

fixes a hard delete
* Automatic changelog for PR #84929 [ci skip]
* Automatic changelog for PR #84972 [ci skip]
* Automatic changelog for PR #84967 [ci skip]
* Automatic changelog for PR #84965 [ci skip]
* Automatic changelog for PR #84974 [ci skip]
* Adds Missing Icon States
This should shutup CI
* This nonsense
* Update sec_clothing_overrides.dm
---------
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* Items in your hands can catch fire (#83867)
## About The Pull Request
Recently we allowed items held in your hands to catch fire if you catch
fire.
This makes sense but the code had a few oversights, then we reverted it.
This PR reintroduces the feature, but with a few refinements.
The basic feature is simple: If you are on fire then items you are
holding will also catch fire, in the same vein as items you are wearing
on your head or hands.
There are also a few caveats we forgot about the first time we added
this:
- If your gloves cannot catch fire, your held items will not catch fire
(because your hands aren't on fire).
- If you are extinguished, your held items will also be extinguished.
- Stopping, Dropping, and Rolling on top of any items will also
extinguish those items.
As part of this change, after an argument about whether or not this is
an oversight in coding-general, I've made the proc `get_equipped_items`
take a bitflag instead of a series of booleans as an argument and added
a new one for "include held items", so that we need no longer argue
about whether holding something counts as "equipping" it (in all other
parts of the game than this proc, it does). This is what gives the PR
most of its code footprint, don't be scared.
## Why It's Good For The Game
Items you are holding in your hands _should_ catch fire if everything
else on your person is on fire, and taking an item off of your body to
put it in your hands shouldn't protect it from fire, because those
things don't make intuitive sense.
If we want an item to be able to catch fire when worn, then it should do
so.
This might expose some issues where we were improperly setting the
flammability flags on items, but any weapon which will burn in your
hands now would also have burned if you were wearing it on your belt or
back, so making those issues more visible should be a bonus (we'll also
stop them from burning on your back or belt).
If you see someone holding a piece of paper that you really don't want
them to read you can now set them on fire to stop them from reading it,
whereas previously they would deftly hold the very flammable object out
of reach of their flaming body.
## Changelog
🆑
balance: Items held in your hands can catch fire.
balance: Items you are holding won't catch fire if your hands cannot
catch fire.
balance: When you stop being on fire so will items you are holding.
balance: If you roll around on your burning items they will stop being
on fire.
/🆑
* Items in your hands can catch fire
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Updates the Mafia UI (#79856)
## About The Pull Request
The player currently on the stand has a yellow color behind their name.
Players who have had their roles revealed now has that stated in the
player list
Votes no longer show up to people who are on trial

Minor edit: It no longer says 'ON STAND', it instead has their name in
yellow background

## Why It's Good For The Game
Mafia UI's a little better now.
## Changelog
🆑
qol: Mafia panel no longer shows vote buttons if you're on stand, shows
the roles of revealed players, and list out who is on the stand, if any.
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com>
* Updates the Mafia UI
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com>
* Fixes mafia achievements desyncing you from the database (#79555)
I swear to fucking god
PDA mafia has two bodies, the real player body, and the fake mafia
stand-in. When an achievement is obtained, it's marked as achieved
directly on the players client, but then passes the empty mafia stand-in
for any afterwork. This causes achievement notifications to be muted,
the code to runtime and for it not to update every appropriatew database
table (like the achievement highscore table).
On a somewhat related note, anyone that has gotten PDA mafia
achievements (which includes me) is now desynced from the
ACHIEVEMENTS_SCORE table. Looks like the only fix is to reset the score
in the ACHIEVEMENTS_SCORE to a non-numerical value and force the game to
recount every achievement
* Fixes mafia achievements desyncing you from the database
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
* Mafia now starts without admin intervention (#79348)
## About The Pull Request
Mafia should now start without the need of admin intervention.
I made a unit test that should always have a PDA and a ghost spawning in
a game of Mafia and having it run through basic setup to confirm they
both successfully sign up and the game starts.
I had to change a lot of things in order to get this working, such as
giving unique ckeys to mock clients, fixing harddels in Mafia, and
plenty of minor fixes. This is the first time any of this code is put in
CI, so a lot of uncaught errors are now showing their faces.
Because loading maps mid-round runtimes due to smoothing, I have mafia
their own unit test-only map that doesn't use smoothing.
I also split the mafia ui code into its own file, and moved a single
helper that was sitting around in mafia's file into a helpers file.
I also added some comments to explain why certain things are the way
they are, because I wrote some undocumented code previously and forgot a
few things, leading to self-inflicted wasted time.
## Why It's Good For The Game
^
## Changelog
🆑
fix: Mafia games can now start properly.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Mafia now starts without admin intervention
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Mafia can be played on your PDA (#78576)
## About The Pull Request
Mafia is now friggin playable from the PDA, I also changed other stuff
too
- You can't use abilities on dead people if you're not supposed to (cant
kill the same person over and over)
- Changelings cant kill other Changelings
- Changelings can now only talk to eachother at night, rather than using
:j
- Everyone starts spawned in the center of the map, since people playing
on PDA can't move their characters. This is so everyone can hear PDA
users in person, as I don't want the chat log to be mandatory.
To do this, all messages you are meant to be able to see, is now logged
for you to see in your Mafia panel. This essentially means that people
playing through the PDA get a downgraded version of it, but I don't know
how much larger I want this UI to be.
Playing Mafia through the PDA will not tell you of other players ahead
of time when signing up (as it shows ckeys + pdas), but they can see the
names in-game. Unfortunately this means we'll have to remove your
customization coming with you, to prevent using it to tell who is dead
in round.
Things I am missing
- Program overlays on PDA/Laptop/Computer
- Icon for the app's header while a game is active
I'm not a spriter and can't make either of these
This is the new UI

I also fixed alert calls for PDAs and stuff

and removed the X at the top on computers since they had no battery

Looks a little better now hopefully 👍
## Why It's Good For The Game
- The current Arcade app sucks, and is a solo game. This is much more
entertaining and you can talk to others in it, which is swag as fuck.
- There's a larger potential playerbase for the Minigame making it more
likely to be played.
- Sets groundwork for a better version of
https://github.com/tgstation/tgstation/pull/75879
- Adds more suspense and teamwork in the minigame.
## Changelog
🆑 JohnFulpWillard, sprites by CoiledLamb
add: You can now play Mafia on your PDA.
balance: Mafia changelings can now only talk to eachother during the
night.
fix: Mafia abilities can't be repeatedly used on people.
/🆑
* Mafia can be played on your PDA
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Grand Ritual Finale: An end to death (#78497)
## About The Pull Request
Adds a new Wizard Ritual Finale effect which makes everything immortal.
By this I mean, 10 seconds after death a ghostly image of them will
appear somewhere near where the corpse was and then 50 seconds after
that the mob will return to life at that location.
This applies to every mob, everywhere.
This is likely to cause a little bit of disruption to the rest of the
round, so you can only do it after at least 30 minutes have passed.
After that the crew will have to figure out how to deal with their new
gift of immortality. It will involve throwing people into chasms and
lava, probably.

Here's a gif sped up for example purposes.
You can escape from the cycle of death and rebirth via suicide, purely
because it's pointless to try and force people to play the video game if
they don't want to.
Also I split all of these effects into their own files, the only new
code for those is in `immortality.dm`
shout out to Vekter for distracting Oranges while I posted this
wizard-related PR so I didn't get disapprovingly reacted for posting
magic shit (yet)
## Why It's Good For The Game
This might be _too_ much but I want to see what would happen.
It will allow us to simulate whether polite society can survive when
violence has no consequences.
## Changelog
🆑
add: Wizards who complete the grand ritual can now gift everyone with
eternal life
/🆑
* Grand Ritual Finale: An end to death
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Fix mafia achievements (#78420)
## About The Pull Request
Fixes#78415
Have not tested properly, because you need 12 accounts to do that.
(Admin start game and forced games do not award achievements)
## Why It's Good For The Game
## Changelog
🆑
fix: Fixed Mafia achievements
/🆑
---------
Co-authored-by: AnturK <AnturK@ users.noreply.github.com>
* Fix mafia achievements
---------
Co-authored-by: antropod <antropod@gmail.com>
Co-authored-by: AnturK <AnturK@ users.noreply.github.com>
* Fixes greyscale colors not updating when changing their colors via VV, and fixes some issues with accessories (#77806)
## About The Pull Request
Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/23214
This fixes a few bugs and cleans up code a bit:
1) Greyscale colors that were changed via the VV modify greyscale menu
will now update the mob's worn clothing accordingly. It wasn't doing
this before. Accessories in particular needed a bit of extra work to
update in this way because it wasn't coded with this case in mind.
2) Accessories will call `equipped()` and `dropped()` when they get
added/removed. This will fix issues like item flags being incorrectly
set, action bars not being added, etc.
3) Accessories will now be returned by `get_all_gear()`. This will
probably fix a few issues I'm not aware of.
## Why It's Good For The Game
<details><summary>Works</summary>

</details>
<details><summary>get_all_gear()</summary>

</details>
<details><summary>get_equipped_items()</summary>

</details>
<details><summary>item_flags get set now, hopefully preventing future
issues related to that</summary>

</details>
## Changelog
🆑
fix: greyscale colors will now update on the mob when modifying them via
the VV menu
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Fixes greyscale colors not updating when changing their colors via VV, and fixes some issues with accessories
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Updates all the icons in under/suits.dmi and related sorting/cleanup (#76865)
Somebody was pointing out how our suits varied WILDLY in quality
Figured I'd go through and tidy them up
* Updates all the icons in under/suits.dmi and related sorting/cleanup
* Rename Amish suit, remove scratch suit (was removed upstream)
* Fixes a rogue path
---------
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Mafia chaplain seance can no longer be used on living people (#77070)
## About The Pull Request
Small oversight in how the use flag was checked. Also there was a
misleading code comment that I removed.
## Why It's Good For The Game
Fixes#77042
## Changelog
🆑
fix: Mafia chaplains can now only use their seances on dead people now.
/🆑
* Mafia chaplain seance can no longer be used on living people
---------
Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
* Machine list is now stored in SSmachines | Remove excessive use of global lists for specific machine types
* Resolve merge conflicts
* Modular adjustments
* destroy this double return on destroy
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* Maptext 2023 tweaks [NO GBP] (#76397)
## About The Pull Request
- In PR https://github.com/tgstation/tgstation/pull/76356 missed a few
bits of maptext around, such as shuttle signs and the supermatter. Small
text adjustments/fixes here.
- Large amount of feedback about the context tooltips. Increases size,
lightens default color as to not be too imposing.
🆑 LT3
qol: Context tooltip size increased
fix: Fixed remnants of old maptext code on various things
/🆑
* Maptext 2023 tweaks [NO GBP]
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Optimizes timer insertion by 80% (W QDEL_IN micro) (#76214)
<!-- 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
[Reduces timer insertion cost by
80%](https://github.com/tgstation/tgstation/commit/c9e5b285ed74e60108fddd3f6b45d6d3995c92a8)
Timer name generation involved a LOT of string shit, some in ways where
the string only existed for a moment.
This costs a good bit of time, and can be reduced with only minimal
impacts on the end product, so let's do that. Includes a compile flag to
flip it back if we ever have trouble in future.
This is about 0.1s off init, since we do a lot of timer stuff then too
[Removes STOPPABLE flag from QDEL_IN, moves it to a bespoke
macro](https://github.com/tgstation/tgstation/commit/e7a5d7f2a78fcf0dce4742ced258c9505411b202)
Its a waste most of the time, tho I would LOVE to analyze at compile
time to work out if we care
## Why It's Good For The Game
I like it when we don't spend all of our cpu time just setting the name
var on timers. that's good and not bad.
This saves time fucking everywhere. 15% off explosions, 0.1 seconds off
init, bunch of time off foam. it's just good.
Cherry picked out of #76104 since that was too cluttered (sannnnnn)
<!-- 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
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probably isn't good for the game in the first place. -->
<!-- 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
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* Optimizes timer insertion by 80% (W QDEL_IN micro)
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Mafia update: Return to body when the game ends (#75258)
## About The Pull Request
Mafia players are now sent to their last body when the Mafia game ends,
and in the meantime they have text saying why they are dead.
They can still be revived during this period, and when the game is up
they'll be forced back into their body if alive, if they are dead then
they'll just be able to re-enter their corpse as normal.
Also since I was poking around in Mafia stuff:
- I removed mafia observing because it was unused (this previously was
used to allow ghosts to see Changeling chat).
- I fixed it being a Draw when there was one Town or Changeling left.
- I fixed the role list showing some roles multiple times
- I fixed the Chaplain not being able to use their night ability (and
therefore being completely useless)
- I added prevention to prevent Admins from causing runtimes or straight
up crashing the server, with a very real chance it can happen purely by
accident, through the Admin UI.
I'm hoping to change how this actually does the job because I find it to
be very bad coding practices, but my problem is that everyone who signs
up for Mafia is a ghost, and they are added into the game through their
CLIENTS, so we don't have access on the mafia controller or the role, to
the player's previous body or mind, without this shit.
Also adds a new mafia board icon
Made by tatax and I find it fits more the theme of Mafia than the
current one.
New UI
* Mafia update: Return to body when the game ends
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Mafia victory and QOL Update (#74974)
## About The Pull Request
HoP is now a killing role as they theoretically can solo-kill through
voting.
Changelings also have can kill flag, even if it's useless for them, just
in-case.
Removes check_total_victory and block_team_victory from Neutrals, since
it was just snowflake code.
I instead reworked all of how victory is calculated.
Ghosts can no longer see Mafia chat, because I'd like to integrate dead
players into the round in the future, and ghosts knowing who the evils
are is lame. It's a deduction minigame, you're supposed to deduct who
the bad guys are.
### QoL stuff
- Adds maptext for voting periods so people know who you are voting for.
https://cdn.discordapp.com/attachments/326831214667235328/1097781395369246740/2023-04-18_03-09-12.mp4
- Adds a popup when someone is voted up, instead of being a big box of
text in your chat. This will help clog the chat less and make it easier
for players to understand what to do when the time comes.
https://cdn.discordapp.com/attachments/326831214667235328/1097770854005350481/2023-04-18_02-28-31.mp4
Lastly, converts Mafia panel to typescript
## Why It's Good For The Game
This should be the last of my Mafia reworks, hopefully.
This makes the game's victory calculated to ensure there's always a
chance anytime possible, while letting kingmaker scenarios exist.
Additionally, we shouldn't expect players to know how Mafia works
because we don't expect them to already have some background in Mafia
games, or have played Mafia before.
## Changelog
🆑
qol: [Mafia] Players get a popup when a player is voted to the stand.
qol: [Mafia] Players now have the name of who they voted for displayed
over their heads during voting period.
balance: [Mafia] Deadchat can no longer see Mafia chat.
balance: [Mafia] HoP can now solo-win.
/🆑
* Mafia victory and QOL Update
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Mafia notes are no longer automatically written for you & new UI (#74819)
## About The Pull Request
Notes in Mafia are no longer written for you, you instead write it
yourself and save.
Also adds a button to automatically say out your notes for other
players.
Hides the judgment buttons when it's not time to judge
Makes the UI autoupdate and makes use of ui_data / ui_static_data
Video of it in action: https://www.youtube.com/watch?v=NDUSuIUqQv8
## Why It's Good For The Game
A downside to notes currently is that it's very easy to confirm yourself
as a role against players who don't code-dive to know exactly how notes
should be formatted for any role, this makes it easier, as everyone will
type out their own notes, and can send it directly to chat when needed.
## Changelog
🆑
balance: [Mafia] Notes are no longer written out for you.
qol: [Mafia] You can now send your notes to chat whenever.
qol: [Mafia] Roundend has changed. Solos will win over others in a 1v1,
but a HoP can keep a round going in case they can solo lynch.
/🆑
* Mafia notes are no longer automatically written for you & new UI
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* [NO GBP] Mafia fixes for some of my mafia mistakes (#74930)
## About The Pull Request
This fixes two issues with previous changes I've made to mafia workings.
The first makes the early start vote counter list properly. I
misunderstood what the FLOOR() macro did so the result would just put
out 0.
The early start vote counter now displays the higher value of either
(players signed up / 2) or (minimum players / 2). Since the minimum
playercount is 6, the it will display X/3 unless there are more than 6
players signed up.
The second change makes sure that check_start_votes() checks the mafia
signup list (as opposed to the early signup votes) to see if there are
enough players to start a game.
## Why It's Good For The Game
Fixes stupid things that I let slip in under the door.
## Changelog
🆑
fix: The mafia early vote counter will now properly display.
/🆑
* [NO GBP] Mafia fixes for some of my mafia mistakes
---------
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Mafia rebalance and backend refactor (#74640)
## About The Pull Request
Turns all Mafia abilities into datums, instead of being a bunch of
shitcode on every single job.
This means it's easier to add new roles
Gives new names to some defines (such as the signal order, to make it
easier to tell when something is fired)
Adds support for modular Mafia jobs with their abilities being in a
certain order (Escort is now properly first).
De-snowflakes Changeling killing abilities and day voting, they're now
actions that are tallied when necessary.
Turns time vars into defines
Generalizes a lot of behavior for abilities, now all abilities can
properly undo their action at night
Fixes problems with the UI (Thoughtfeeder had 2 buttons during night and
they overlapped with names, that's been fixed).
### Behavior changes
- Doctor/Officer can now protect themselves 1 night, because it gives
them a way to protect themselves.
- Lawyer/Warden/Ect now choose their abilities at night, rather than the
day before. The suspense building up towards the end of the night is
part of the game, telling you that it happened at the very start is
quite lame (in the case of Lawyer, anyway).
- Admin setup now uses TGUI instead of html inputs.
- Cut night time by like, 5 seconds, because I found it a little long
lol.
- HoP doesn't count as votes to win until they reveal, because it makes
no sense an unrevealed HoP has their unrevealed votes tallied. I also
like those 1v1 Mayor V. Evil scenarios where dead chat goes crazy, and
hope to replicate that here.
- Mafia now needs 6 people to start instead of 4, because 4 players is
just not enough to play a Mafia round that will do anything but annoy
people.
- The game no longer ends if it's in a standoff with 1 Town, 1 Mafia,
and 1 Neutral, as you've got a kingmaker and they should decide who
wins.
### Things I want to change in the future
Every time night starts/ends, it checks the entire ``GLOB.airlocks`` for
doors with the "mafia" ID. This is stupid.
Rework ``check_victory()`` to make it make more sense, and be more fun
for players.
A visible death animation?
I want to use something similar to admin popup for messages about people
being on stand, and decluttering the UI in general
Also more use of balloon alerts instead of to chat messages for
everything.
Also also, making the UI more responsive to players. Button should be
red when a player is selected, so they know that's who they've selected,
if they want to unselect.
Are votes public when you first cast them? They shouldn't be wtf.
Can we also make the description for roles not be a to chat message? It
can just say when you hover over the '?' come on.
User-written wills instead of auto-generated, and able to send them in
chat
Add support for roleblock-immune roles
## Why It's Good For The Game
Updates a lot of old code to modern standards
Makes it considerably easier to work with Mafia and add new roles
Makes things less prone to breaking as easily.
Code also looks a lot cleaner now.
## Changelog
🆑
refactor: [Mafia] All Mafia abilities have been overhauled in the
backend, it's now much easier to understand what each role's ability can
do and how it works.
admin: [Mafia] Admin setup of Mafia is now in TGUI
balance: [Mafia] Doctors/Officers can protect themselves once per game.
Be careful around them!
fix: [Mafia] Thoughtfeeder's UI buttons at night won't overlap with
eachother.
fix: [Mafia] HoP's votes now actually matter, instead of being purely
visual.
qol: [Mafia] Lawyers, Wardens, etc. now perform their night ability at
night, instead of the day prior.
qol: [Mafia] Night time now lasts 40 seconds instead of 45.
/🆑
* Mafia rebalance and backend refactor
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* [NO GBP] Fix minigames UI not removing inactive clients (#74391)
## About The Pull Request
Fixes#74260
The UI for the basketball menu was not properly updating when clients
would disconnect. This would allow someone to signup twice leading to
silly situations as detailed in the issue report. This issue also
affected the mafia minigame due to both UIs having similar code.
The fix is simple, just check the signups when the tgui menu has
interactions and also check to make sure the signups use a boolean
instead of a client for the value part of the key/value list. Why? After
a client would disconnect, the list would change and remove the client
object since it no longer exists. The solution is to keep the ckey as a
key, but use a boolean for the value.
## Why It's Good For The Game
Less bugs, more stability.
## Changelog
🆑
fix: Fix basketball and mafia minigame UI not removing inactive clients
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* [NO GBP] Fix minigames UI not removing inactive clients
---------
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Fixes the basketball and thunderdome baseturf issue. (#74461)
## About The Pull Request
Simply modifies the should_place_on_top value on these maps templates so
that they overwrite their baseturfs rather that creating an evergrowing
stack. I've also done the same for Mafia and CTF which should also not
be creating stacked baseturfs.
Fixes#69711
Should fix#74443 too since its the same issue.
## Why It's Good For The Game
Bugfix good.
## Changelog
🆑
fix: Basketball and Thunderdome maps should not load with broken turfs
are several resets of their maps.
/🆑
* Fixes the basketball and thunderdome baseturf issue.
---------
Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
* Mafia games can now be voted on to start early, forced to start early by admins (#74256)
## About The Pull Request
**DISCLAIMER:** Mafia, being a 12-player game, is very very difficult to
debug. I've tested everything here to the extent that I can as one
person, but this might need some really careful inspection.
This PR adds a new option to the mafia minigame menu, which lets
signed-up players vote to start the game early. If there are more than
three players signed up, and at least half of them are voting to start,
the round will start. Admins also have the option to force a mafia round
to start in the admin options panel.
When a round is forcibly started, a random non-standard role setup is
created. Unlike the normal setup parameters, which assume you have
twelve players and attempts to fill out certain role types as a result,
this one uses pools based on role alignment. If you start with eight
players, you just might end up with four wardens, two thoughtfeeders,
and double clowns.
Every 3rd player is chosen as a random mafia member. The 5th and 6th
roles are neutral disruptive and a random neutral role respectively.
Everyone else is a random townie.
I believe this formula is sufficient to create a playable experience
with 5+ players. It can't start at any less than three, as the game
would auto-resolve instantly. The setup won't be pretty, but it's better
than no mafia game at all.
## Why It's Good For The Game
Now you can play mafia without the strict 12-player requirement! Gives
some opportunity for players to get acquainted with roles, the gameplay,
and the mafia panel in a lower-seriousness environment than a standard
12-man game.
If the ratio of early start voters required to start needs adjusting,
that can be done.
## Changelog
🆑 Rhials
add: You can now vote to start a Mafia game early. If over half of the
current signups vote (And you have three or more players) you will
immediately start a game with a slightly adjusted set of roles.
admin: You can now force a mafia game to start in the admin options
panel.
/🆑
* Mafia games can now be voted on to start early, forced to start early by admins
---------
Co-authored-by: Rhials <Datguy33456@gmail.com>
* adds atmospheric gloves, small resprite of firefighter gear, repaths stupid glove paths (#72736)
repaths a lot of gloves off /color because they were incredibly stupid
firefighter gear has gotten an update (it doesnt cover hands anymore
though, you need something else)
firefighter helmets no longer hide your mask or glasses

fixed engine goggles starting with darkness vision
to the atmos lockers adds atmospheric gloves, a pair of thick (chunky
fingers) gloves that are fireproof and fire protective, slightly shock
resistant and let you fireman carry people faster.
atmospheric firefighter helmets now are a subtype of welding hardhats,
you can enable a welding visor.
welding hardhats change mode with right click instead of altclick
im not a good spriter but i think this resprite makes them fit nicer
with other engi equipment
lets me firefighter rp
🆑
add: Atmospheric Gloves, thick gloves that are fully fireproof and fire
protective and let you fireman carry people faster.
fix: fixes engine goggles starting with darkness vision
qol: firefighter helmets can now enable a welding visor
qol: welding hardhats change mode with right click instead of altclick
balance: firesuits no longer protect your hands
/🆑
* Makes shit compile
* Updates the digi and snouted stuff to match the new sprites (thanks Halcyon!)
* Fixes a whole ton more issues that popped up
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Strays away from GLOB.machines when possible (#71100)
## About The Pull Request
This replaces needless GLOB.machines with more precise lists whenever
one existed, plus adding a new one for CTF machines.
## Why It's Good For The Game
GLOB.machines holds every single /obj/machinery in the game, so checking
the whole list for stuff is pretty big. This aims to cut that down by
using smaller lists whenever possible. I also gave CTF a new list
because it checked machines very often.
## Changelog
Nothing player facing.
* Strays away from GLOB.machines when possible
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fixes runtime preventing mafia from starting if a player disconnects during signup. (#70513)
* Fixes runtime preventing mafia from starting if a player disconnects during signup.
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* [MDB IGNORE] More /area/ typepath organization and cleanup (#67107)
This further continues what I did in b4fb8f3ed1 (but instead of just stations, its now every (most) applicable area in the game
* [MDB IGNORE] More /area/ typepath organization and cleanup
* wew
* e
* Update CentCom_skyrat.dmm
* wew
* ews
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* OpenDream Cleanup Pass (#67036)
OpenDream can detect BYONDisms that BYOND or SpacemanDMM miss. This PR fixes all of the issues it found in TG. Each change is explained in code comments below.
* OpenDream Cleanup Pass
Co-authored-by: ike709 <ike709@users.noreply.github.com>
* [MDB IGNORE] You can have your cake and eat it too. Remake of #66406 (Splitting up areas.dmi + code related stuff) (#66726)
Areas.dmi right now houses all of our mapped turfs icons (which is roughly 400 icons). Not an issue, but it's incredibly large and clunky to navigate right now. This isn't an issue for the average coder and/or player code diving, but it is for mappers wanting to add new turfs. Currently, the file has some organization, but its still an overall mess. This PR aims to slice the behemoth with multiple .dmi files corresponding to specific areas.
I also plan to repath /area/* -> /area/station/* for station turf only. This is to clean it up, as most other turfs follow this format (that being /area/turf_zone/*).
I'm also writing an update paths file as I go along.
* fixbatch 1
* fug
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Medical Revamp: Resprites and Jumpsuit/Under Changes (#65236)
New sprites for the CMO's turtleneck/skirtleneck, paramedic jumpsuit/jumpskirt, virologist jumpsuit/jumpskirt, and chemist jumpsuit/jumpskirt
* Medical Revamp: Resprites and Jumpsuit/Under Changes
* fix
Co-authored-by: axietheaxolotl <86872535+axietheaxolotl@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
* Fixes the HoS in Mafia Not Being Able to Cancel Their Ability (#63926)
IDK I haven't tested it as I'm committing it so if you see this commit in the PR then it works but if you don't then it didn't work. Funny how that is.
* Fixes the HoS in Mafia Not Being Able to Cancel Their Ability
Co-authored-by: Jackraxxus <60418544+Jackraxxus@users.noreply.github.com>