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master
327 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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d2ab513332 |
Reintroducing my PRs that were lost in the wallening revert. (#86439)
## About The Pull Request This PR reintroduces #85759, #85892 and #85894. #85892 has post-wallening arrows, but it isn't a big deal because they fit the top-down or 3/4 style we've for a lot of things. ## Why It's Good For The Game Reintroducing lost features and improvements. Remember to remove the 'Lost in the wallening revert' label from those PRs when this is merged. ## Changelog N/A |
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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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2e0ff48bbb |
Fixing three fishing issues in one PR. (#86042)
## About The Pull Request This will fix #83730, fix #85985 and fix #86033. ## Why It's Good For The Game See above. ## Changelog 🆑 fix: You can no longer pickup closets and crates wrapped in a package with a fishing rod. fix: Fixed a few harddel issues with mob spawns that caused charred corpses fished from lavaland to create an invisible blockade. fix: Fixed being able to fish up mobs that have fallen in totally different z-levels with a rescue hook (i.e. from bitrunning domains to lavaland). /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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0f1fced38f |
Icon unit test fixes (#29530)
* Fish
* Revert "[MIRROR] Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). (#29461)"
This reverts commit
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4e167856aa |
[MIRROR] Adds a treasure chest to the ocean/beach fishing spot. (#29398)
* Adds a treasure chest to the ocean/beach fishing spot. (#85276) ## About The Pull Request This PR adds a treasure chest that can be fished from the ocean if you're lucky enough (or have enough explosives or lobstrosities to do it for you). The treasure chest is basically a mystery box (like the ones from the deathmatch) with a couple catches; the treasure chest can be opened up to 18 times in total before breaking down, however, it can only be opened up to 3 times per spaceman, encouraging the player to share it with others. Here the possible loot by the by: - A toolbox containing a master fishing rod, all the hooks and reels, fish feed, an experi-scanner, an aquarium kit and a can of super baits - A box containing a lazarus injector, a cup and a bottle of strange reagent which you can use to revive fish now - A circuit board for a pre-emagged fishing portal generator - A master fishing rod - A can of super fishing baits - A fish case containing Tiziran fish - A fish case containing Syndicate fish - An old, yet fairly strong cutlass - An old laser gun which fires only 5 shots before running out - A crank laser musket - A smoothbore disabler - A surplus bolt action rifle - A ration pack - A can of squid ink - A bottle of aged rum that forces you to switch to the piratespeak language - A money bag with some doubloons inside - A piratespeak manual - Pirate armored coat - Pirate armored hat - A pre-loaded cannon - Four trash cannon balls - Four cannon balls ## Why It's Good For The Game Mystery boxes are fun, from the little fanfare they play to the potential loot they can give, and I had an old treasure chest I had sprited for fun years ago around so I've come up with an entertaining idea. If you think the loot list is a bit too hot, I can cool it down a bit. Also yeah, I wanted to make fish revivable with strange reagent, since you can already do it with lazarus injectors even though using a lazarus injector for this would be a severe waste of mining points. ## Changelog 🆑 add: Added a treasure chest you can rarely fish from the ocean/beach, with loot being a mix of fishing and piratey stuff. add: You can revive fish with strange reagent now. /🆑 * Adds a treasure chest to the ocean/beach fishing spot. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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e6e2af8b4c |
[MIRROR] Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). (#29461)
Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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ce0a9c932e | Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). (#85892) | ||
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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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d9168e7254 |
Adds a treasure chest to the ocean/beach fishing spot. (#85276)
## About The Pull Request This PR adds a treasure chest that can be fished from the ocean if you're lucky enough (or have enough explosives or lobstrosities to do it for you). The treasure chest is basically a mystery box (like the ones from the deathmatch) with a couple catches; the treasure chest can be opened up to 18 times in total before breaking down, however, it can only be opened up to 3 times per spaceman, encouraging the player to share it with others. Here the possible loot by the by: - A toolbox containing a master fishing rod, all the hooks and reels, fish feed, an experi-scanner, an aquarium kit and a can of super baits - A box containing a lazarus injector, a cup and a bottle of strange reagent which you can use to revive fish now - A circuit board for a pre-emagged fishing portal generator - A master fishing rod - A can of super fishing baits - A fish case containing Tiziran fish - A fish case containing Syndicate fish - An old, yet fairly strong cutlass - An old laser gun which fires only 5 shots before running out - A crank laser musket - A smoothbore disabler - A surplus bolt action rifle - A ration pack - A can of squid ink - A bottle of aged rum that forces you to switch to the piratespeak language - A money bag with some doubloons inside - A piratespeak manual - Pirate armored coat - Pirate armored hat - A pre-loaded cannon - Four trash cannon balls - Four cannon balls ## Why It's Good For The Game Mystery boxes are fun, from the little fanfare they play to the potential loot they can give, and I had an old treasure chest I had sprited for fun years ago around so I've come up with an entertaining idea. If you think the loot list is a bit too hot, I can cool it down a bit. Also yeah, I wanted to make fish revivable with strange reagent, since you can already do it with lazarus injectors even though using a lazarus injector for this would be a severe waste of mining points. ## Changelog 🆑 add: Added a treasure chest you can rarely fish from the ocean/beach, with loot being a mix of fishing and piratey stuff. add: You can revive fish with strange reagent now. /🆑 |
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2c57d4ac19 |
[MIRROR] Night Vision Goggles update (#28695)
* Night Vision Goggles update (#84594) ## About The Pull Request This is a reboot of #84550 but with way less unbearable: mesons are off the table and I've made the night vision tonalities lighter now, while also improving the darkness cutoffs of some of them. Btw, you can also turn night vision googles on/off now. Each pair of departmental night vision goggles now comes with their own tint to boot. As always, this doesn't affect nukies and ninjas. They're almost garaunteed to keep their googles equipped and on at all time, so it would honestly adulterate the overall experience a little. Now, for some pictures... In the dark, **top** row is **old**, **bottom** row is **new**. from left to right: security, science, standard/meson, diagnostic, health:  In the light: security, science, no goggles, standard/meson, diagnostic, health:  The screenshots were taken from varedited goggles on the servers because it's bit faster than booting up a local server, plus I had to finetune a few things. ## Why It's Good For The Game So, I kinda wanted to give a bit of screen colors to goggles that was not some sort of "optional, by default turned off" kind of crap nobody cares about, however my previous PR was met with a lot of criticism, which made me rethink how to do it. I honestly don't want it to be a burden, but I do want to make them a bit fancier tho. Also the the medical NVs (and perhaps sec NVs) were a bit crappier than the rest. ## Changelog 🆑 add: Night vision goggles now subtly tint your screen. add: You can turn your night vision goggles off. Doing so removes the tint and the eye protection malus. /🆑 * Night Vision Goggles update * Update clothing.dm --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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a1366fc905 |
Night Vision Goggles update (#84594)
## About The Pull Request This is a reboot of #84550 but with way less unbearable: mesons are off the table and I've made the night vision tonalities lighter now, while also improving the darkness cutoffs of some of them. Btw, you can also turn night vision googles on/off now. Each pair of departmental night vision goggles now comes with their own tint to boot. As always, this doesn't affect nukies and ninjas. They're almost garaunteed to keep their googles equipped and on at all time, so it would honestly adulterate the overall experience a little. Now, for some pictures... In the dark, **top** row is **old**, **bottom** row is **new**. from left to right: security, science, standard/meson, diagnostic, health:  In the light: security, science, no goggles, standard/meson, diagnostic, health:  The screenshots were taken from varedited goggles on the servers because it's bit faster than booting up a local server, plus I had to finetune a few things. ## Why It's Good For The Game So, I kinda wanted to give a bit of screen colors to goggles that was not some sort of "optional, by default turned off" kind of crap nobody cares about, however my previous PR was met with a lot of criticism, which made me rethink how to do it. I honestly don't want it to be a burden, but I do want to make them a bit fancier tho. Also the the medical NVs (and perhaps sec NVs) were a bit crappier than the rest. ## Changelog 🆑 add: Night vision goggles now subtly tint your screen. add: You can turn your night vision goggles off. Doing so removes the tint and the eye protection malus. /🆑 |
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b883c38a8d |
[MIRROR] Adds more "curated" version of human randomization (for humonkeys, corpse spawners, and fresh characters) (#28582)
* Adds more "curated" version of human randomization (for humonkeys, corpse spawners, and fresh characters) * fix conflict --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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69b673bba6 |
Adds more "curated" version of human randomization (for humonkeys, corpse spawners, and fresh characters) (#84443)
## About The Pull Request Basically, adds a version of `randomize_human` that's a tad more curated, IE, primarily picks results to create a more "coherent" result than full randomization. Shown here: Humans, Lizards, Felinids. Looks a bit boring, but that's the point.  Non-humans I left almost entirely untouched, as they generally form a more "coherent" mob from pure randomization already. ## Why It's Good For The Game Basically just aiming to perform a more "consistent" style for humonkeys and corpses. For monkeys, it doesn't make the most sense when they pop up with a giant red afro. For corpses, it's a bit hard to feel immersed in the ruins when they've all got pink and green mustaches. ## Changelog 🆑 Melbert add: Humonkeys and random corpse spawns now look more... human. /🆑 |
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1df0e42efb |
[MIRROR] Cigarettes and vapes are no longer subtypes of masks. (#28479)
* Cigarettes and vapes are no longer subtypes of masks. * clothing path * clothing misses * more * fix donator * more2 * more3 * Update prop_summoner.dm * Update prop_summoner.dm * fix --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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2e7b3d30bd |
[MIRROR] Adds Perfectly Ordinary Food Truck (#28551)
* Adds Perfectly Ordinary Food Truck (#84144) ## About The Pull Request Adds a food truck.   Also, adds a team of MI13 fugitive hunters. There's 3 in a team, and one is pre-equipped with a cunning disguise. ## Why It's Good For The Game So the primary intent here is making a fugitive hunter team that operates stealthily instead of directly. They have less direct combat power than other hunters, but they have a few things that help them infiltrate the crew and assassinate the fugitives. All agents are issued a makarov, a suppressor, a spare clip of 9mm ammo (20% chance to be a subtype), a random melee weapon (flash, e-dagger or combat knife), and a random low-level syndicate gadget (c4 brick, codespeak manual, freedom implant, etc), and a pair of zipties. Every agent also gets a agent ID. Shuttle is equipped with surgery tools (good for plastic surgery), clothing vendors (good for getting disguised), and a bunch of computers for cameras and vitals monitors. Spare cyanide pills and 9mm ammo is provided, as is a single space suit. As an added bonus, you're opereating out of the back of an old food truck giving you bulletproof cover for your operations. Spare food is provided, a functional kitchen is not. ## Changelog 🆑 add: Ghost role food truck merchants may occasionally turn up at the station. add: Adds a new fugitive hunter type, MI13 secret agents. /🆑 --------- Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com> * Adds Perfectly Ordinary Food Truck --------- Co-authored-by: Da Cool Boss <142358580+DaCoolBoss@users.noreply.github.com> Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com> |
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dc5a3a322d |
Adds Perfectly Ordinary Food Truck (#84144)
## About The Pull Request Adds a food truck.   Also, adds a team of MI13 fugitive hunters. There's 3 in a team, and one is pre-equipped with a cunning disguise. ## Why It's Good For The Game So the primary intent here is making a fugitive hunter team that operates stealthily instead of directly. They have less direct combat power than other hunters, but they have a few things that help them infiltrate the crew and assassinate the fugitives. All agents are issued a makarov, a suppressor, a spare clip of 9mm ammo (20% chance to be a subtype), a random melee weapon (flash, e-dagger or combat knife), and a random low-level syndicate gadget (c4 brick, codespeak manual, freedom implant, etc), and a pair of zipties. Every agent also gets a agent ID. Shuttle is equipped with surgery tools (good for plastic surgery), clothing vendors (good for getting disguised), and a bunch of computers for cameras and vitals monitors. Spare cyanide pills and 9mm ammo is provided, as is a single space suit. As an added bonus, you're opereating out of the back of an old food truck giving you bulletproof cover for your operations. Spare food is provided, a functional kitchen is not. ## Changelog 🆑 add: Ghost role food truck merchants may occasionally turn up at the station. add: Adds a new fugitive hunter type, MI13 secret agents. /🆑 --------- Co-authored-by: Afevis <ShizCalev@users.noreply.github.com> |
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35484728f1 |
Cigarettes and vapes are no longer subtypes of masks. (#82942)
## About The Pull Request Since non-clothing items can also be worn on several slots, there's no need for cigarettes/vapes to be subtypes of masks anymore, since that comes with a few oddities like #82870. ## Why It's Good For The Game This should fix #82870, with about no side-effect aside them no longer being edible by moths 🤢. |
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8f6729abd9 |
[MIRROR] Bitrunning: Tweaks, QoL and removals (#28309)
* Bitrunning: Tweaks, QoL and removals * Update mob_spawn.dm * Update skin.dmf * Update mob_spawn.dm --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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1116f150eb |
Bitrunning: Tweaks, QoL and removals (#84125)
## About The Pull Request See changelog for shortlist 1. **Threat changes.** I was a bit unsatisfied with the rate of antag spawns. These have been increased considerably. The clamped probability has been increased from 1-10 to 5-15. The probability increases from 5 to 15 as domains are completed. Generally, in a standard round, the chance of spawning at least one antag should be around ~50% at 7 domains completed. Emagging a server doubles this rate. 2. **Map changes.** Starfront saloon was a cool idea on paper: A totally modular map. However, it looked very uninspired and was so much of a chore on the map loading system that it prompted players to admin help how long it took, thinking it was broken. I've removed the map. I have others I want to implement that don't look so bad. 3. **QoL changes**. Ghost observer experience is improved. Previously, you could click netpods to view their avatar, and now you can click the hololadder to return. I've included examine text to show this. The server's examine text will now also give you clues that it's emagged (ghost only). The examine text on hololadders has also been improved. 4. **Bitrunning antags.** These were designed as temporary, but they were everything but. Spawning as one would prevent your revival, which just isn't a good tradeoff for something that's going to get deleted in a minute. Now, this system uses temp bodies just like CTF, so you can return once you're dead. (exception: coming station side) 5. **Maps**: Syndicate assault is still one of my favorites, but there's cheesy exploits like instantly breaking the display case to lock down the ship, turning on turrets which are EXTRA lethal, etc. I've added some pistols to the closets and removed some of these exploits. 6. **Cooldown**: Yes, no one seems to upgrade these ever, and it proved a poor technique to encourage bitrunners to leave their rooms. I had other plans to encourage this, not included here, so I think lowering the cooldown time is beneficial. 3min -> 2min > [!NOTE] > File diff: removed a map ## Why It's Good For The Game Closes #83787 General updates and QoL for bitrunning to keep it fresh. I was quite disappointed with the scaling of threat, and most players haven't even seen bitrunning antags except when I admin spawn them. These numbers aren't hard set in my mind, and could be adjusted. I generally want bitrunning easier to access and more "temporary" which is in keeping with its design doc. ## Changelog 🆑 fix: Bitrunning made more illegal: Increased the rate at which antags spawn. fix: "Temporary" bitrunning antagonists and spawners are made actually temporary. You will return to your original body after death, just like CTF. add: Added more examine text for ghosts to bitrunning equipment. balance: Server cooldown reduced by 1 minute at base level. add: As an observer, you can now switch views between station and virtual domain by clicking the hololadder and netpod respectively. del: Removed the starfront saloon BR map. fix: Syndicate assault map: Added pistols, reduced exploits. /🆑 |
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4b692ac95a |
[MIRROR] New Slime Sprites (#28165)
* New Slime Sprites (#83891) * New Slime Sprites --------- Co-authored-by: Andrew <mt.forspam@gmail.com> |
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832cecdbb1 | New Slime Sprites (#83891) | ||
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b18fa6dbcc |
[MIRROR] Icemoon Comms agent (#28053)
* Icemoon Comms agent * Update mining_roles.dm --------- Co-authored-by: DATAxPUNGED <44149906+DATA-xPUNGED@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@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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57744f6622 |
Icemoon Comms agent (#83404)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Adds a comms agent to icemoon, similar to the one that can spawn in space <details> <summary>Image (spoilers, kind of)</summary>  </details> <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Icemoon is sorely lacking on ghost roles, this should help with that somewhat. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely 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: NT reports indicate that the Syndicate have increased listening activities on Icemoon, crew is advised to watch out for possible communication interference. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your 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. --> |
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555c4b8cde |
[MIRROR] Minor Spider Rebalance (#27979)
* Minor Spider Rebalance (#83554) ## About The Pull Request Breacher and Viper player-controlled Spiders have swapped castes; Vipers now come from Abnormal Eggs, while Breachers will now come from Enriched Eggs. This means that Vipers may be seen more, while Breachers require the Nest to acquire at least a single kill to wrap and create an Enriched Egg from. Nurse Spiders also perform their heal action much faster, at the cost of a bit less healing. It was very difficult to heal others due to the long do_after and thus we saw very few Nurse Spiders. Breacher Spiders also are now NOT immune to cold, and will die if they try to space a room or go into space. ## Why It's Good For The Game Breacher Spiders are in kind of a difficult spot, both in theming and balance; their space resistance made them able to vent the station in multiple places by breaking key walls, and they had no need to commit to their sieges because they could escape into space at all times. It also broke part of the dynamic of Spiders wanting to keep the atmosphere in the station, and disincentivizing Breachers from venting the station also makes them more coherently a part of the Nest because they won't reduce the Nest's habitable area. Viper Spiders were seen quite little instead of the other options in the Enriched Egg; now, hopefully we'll see more. Likewise, the Breacher is quite powerful for being an Abnormal Egg, so perhaps now we'll see more focus on cocooning to unlock the powerful Breachers, or just overall less of them, which will help even the odds. Nurse Spiders were VERY underutilized despite their power— the do_after for their healing just felt obnoxiously long, and especially in tense situations, you'd have shuffle and Spiders yelling at one another because two of them have to Space Hulk the hallway for a semi-extended period of time. Now, Nurses will be able to heal and move on a bit faster. I don't believe this will create too many issues, balance-wise, as the time-to-kill on Spiders is still quite low for all but the tankiest against lasers and even welders. ## Changelog 🆑 Jane balance: Spider Breachers and Vipers have swapped castes. Breachers come from Enriched Eggs while Vipers come from Abnormals! Breachers can no longer survive in spaced rooms/temperatures. The Nurse wraps wounds faster, but with less damage healed per wrap. /🆑 * Minor Spider Rebalance --------- Co-authored-by: DrAmazing343 <147954468+DrAmazing343@users.noreply.github.com> |
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707b5ef744 |
Minor Spider Rebalance (#83554)
## About The Pull Request Breacher and Viper player-controlled Spiders have swapped castes; Vipers now come from Abnormal Eggs, while Breachers will now come from Enriched Eggs. This means that Vipers may be seen more, while Breachers require the Nest to acquire at least a single kill to wrap and create an Enriched Egg from. Nurse Spiders also perform their heal action much faster, at the cost of a bit less healing. It was very difficult to heal others due to the long do_after and thus we saw very few Nurse Spiders. Breacher Spiders also are now NOT immune to cold, and will die if they try to space a room or go into space. ## Why It's Good For The Game Breacher Spiders are in kind of a difficult spot, both in theming and balance; their space resistance made them able to vent the station in multiple places by breaking key walls, and they had no need to commit to their sieges because they could escape into space at all times. It also broke part of the dynamic of Spiders wanting to keep the atmosphere in the station, and disincentivizing Breachers from venting the station also makes them more coherently a part of the Nest because they won't reduce the Nest's habitable area. Viper Spiders were seen quite little instead of the other options in the Enriched Egg; now, hopefully we'll see more. Likewise, the Breacher is quite powerful for being an Abnormal Egg, so perhaps now we'll see more focus on cocooning to unlock the powerful Breachers, or just overall less of them, which will help even the odds. Nurse Spiders were VERY underutilized despite their power— the do_after for their healing just felt obnoxiously long, and especially in tense situations, you'd have shuffle and Spiders yelling at one another because two of them have to Space Hulk the hallway for a semi-extended period of time. Now, Nurses will be able to heal and move on a bit faster. I don't believe this will create too many issues, balance-wise, as the time-to-kill on Spiders is still quite low for all but the tankiest against lasers and even welders. ## Changelog 🆑 Jane balance: Spider Breachers and Vipers have swapped castes. Breachers come from Enriched Eggs while Vipers come from Abnormals! Breachers can no longer survive in spaced rooms/temperatures. The Nurse wraps wounds faster, but with less damage healed per wrap. /🆑 |
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9c533475d0 | Returns medical jumpsuits for medical doctors and CMO | ||
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2c7fe7b8cd |
Returns medical jumpsuits for medical doctors and CMO (#83191)
## About The Pull Request Gives medical doctors and CMOs back their jumpsuits. Additionally removes their surgery cap from their starting gear. Surgical scrubs and surgery caps are still available in vending machines and in other places. Coroner still has their scrubs. ## Why It's Good For The Game The scrubs have never made sense to be as part of a medical doctor's starting gear. Scrubs are meant to be put on for one surgery and replaced afterwards, not to be worn 24/7. Also, in my opinion, they look goofy as hell. Especially when doctors are wearing lab coats over them. [_Being a medical doctor does not inherently mean you're doing surgeries either._](https://www.youtube.com/watch?v=8byiwOY5XM0) ## Changelog 🆑 image: Medical doctors and CMOs now start with their jumpsuits rather than surgery scrubs and caps. /🆑 |
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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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2b60c77e55 |
Yet another mirror batch (#27314)
* A skub-related station trait. Reduced weight of annoyingly frequent neutral traits. (#81388) ## About The Pull Request This PR introduces a new station trait that lets people choose if they want to be pro-skub or anti-skub (or neither, really). It works the same lobby buttons that job-related station traits also use. Depending on whether you chose to be pro or anti skub, you'll spawn in with a special box that contains the (bulky) skub and a pro-skub shirt, or an anti-skub shirt. EDIT: Both also receive a number of stickers to propagate their causes. Kudos to @Fikou for coding the lobby buttons to be accessible by any station trait rather than only job-related ones when you made the Cargorilla station trait. Another thing this PR also halves the exaggerated weight of low-cost traits such as scarves, wallets and glitched PDAs, which I clearly underestimated. ## Why It's Good For The Game We've learned that low-cost, high weight traits are a bit of a design mistake, because they tend to tip the scales toward themselves over and over and over, leveling the diverseness of the feature and therefore making it shallow and boring. Beside, I've been thinking of the popular [skub comic strip](https://pbfcomics.com/comics/skub/) lately. ## Changelog 🆑 add: Added a Skub-related station trait. You can now choose if you want to be pro-skub or anti-skub, complete of shirt and stickers. Please don't shank each other over it. balance: Halved the weight of station traits such as scarves, wallets and glitched PDAs. /🆑 * Fix some slime species subtypes not having burn resistance (#82164) ## About The Pull Request All slime species limb subtypes now inherent from the parent `/jelly` subtype, giving them all their proper burn resistance. ## Changelog 🆑 Melbert fix: Slimepeople and Luminescents are now 50% burn resistant like Stargazers /🆑 * There we go * FIX: Makes Hatsune mi-go a (friendly) gold slime mob (#82251) ## About The Pull Request: The hatsune mi-go is now a friendly gold slime mob. This means it won't try and kill you. It also now doesn't make your ears hurt, and drops a keyboard synth on death (you monster.)  ## Why It's Good For The Game So in making my resprited mi-go and subsequent speedmerge, I failed to realize that there are only 10 possible migo spawnpoints - 5 in snowdin gateway, 3 on ceres whiteship, and 2 on kilo whiteship. This means at most eight can exist on anyround, with a decent likelyhood of 0. This, combined with the fact the hatsune migo is banned from spawning outside of roundstart locations, along with the fact people seem to love the thing, made it feel _too_ rare, even for a shiny mob. You still have to roll the random odds with the life chem or friendly gold slime pools, but you should actually see them outside of two mutually exclusive space ruins and a gateway now. Also, they don't try and kill you now, because it would have been wrong to add a hostile creature to the friendly pool. 🆑 fix: Hatsune mi-go now is a friendly gold slime mob, and doesn't hurt your ears. add: Hatsune mi-go drops a keyboard synth on death (you monster.) /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * [THE QUIRKENING] Adds customization options to Organ Prosthetic, Junkie, Smoker, and Alcoholic! (#82051) ## About The Pull Request Lets people pick: - The shitty organ they spawn with (still has the restrictions of not being possible to get heart when you are a plasmamen, for example) - Their favorite alcohol to blackout with - Their favorite brand of cigs - Their favorite brand of drugs! A lot of the code was taken from a downstream, made by @Floofies, i already had my own implementation but it was buggy and not nearly as clean, then i was made aware of theirs. ## Why It's Good For The Game Character Customization is good and fun and lets people have more choice in their roleplay. ## Changelog 🆑 add: Prosthetic organ users are now allowed to pick what they want to start with. add: Junkie of all kinds, including smokers and alcoholics, are also able to pick their favorite type. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> * [NO GBP] Fixes the "Drop Pod: Syndies" deathmatch modifier. (#82216) ## About The Pull Request I've had false memories of `pick_weight` working with assoc-value-less lists. ## Why It's Good For The Game This will fix an issue with deathmatch modifiers. ## Changelog 🆑 fix: Fixed the "Drop Pod: Syndies" deathmatch modifier. /🆑 * Fix robocontrol access runtime (#82242) ## About The Pull Request  `check_access` expects an item, such as an ID card, to... check access. Not a mob. We can circumvent this entirely by using `allowed`. But this has an averse effect in that `allowed` will only check the user's ID, not the ID in the mod PC. So we need to run a separate check of `check_access` for the computer ID card. ## Changelog 🆑 Melbert fix: Robocontrol should work better. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Adds a photobooth (#82105) ## About The Pull Request Adds a photobooth machine to the HoP line which can be used to update your security records photo. It updates the records of the person's name, which means hiding your identity and wearing an ID will let you change other people's photos. If you aren't hiding your identity and are wearing someone else's ID, it won't update at all because it will be unable to find your record. There's 2 variants of this machine, one at the HoP line that's tied behind Law Office access (so Lawyers have an extra thing they can help out with if no one's available, but maybe it would be better behind Library access since Curators are our "photographer" role?), and the Security one that requires Security access. The Security one has a special feature that it adds a height chart behind the player.  This machine is used by either right-clicking on it or by pressing a button, so the HoP can do it remotely from their line (except on Tram where it's in the library), and after a few delays it'll update your records automatically to how you look like. Emagging the machine will remove its access restrictions but every time it updates your photos it will spam camera flashing and blind you. Sprites Open  Closed  Security version on the left, has a red tint on it  Video demonstration (old sprites): https://github.com/tgstation/tgstation/assets/53777086/a2e59f08-2d58-4f5b-b081-e137c7606d35 ## Why It's Good For The Game Current security records has no way to change your photo ID, something that was a feature before it was moved to TGUI. The only alternative is to fully delete your record and make a new one with a photo and the same name, but this shares a major issue with the HTML UI: You're immediately sold out by the fact you have a background. No matter how well you try to cover your tracks, any security officer looking at records will see you are the only photo on the manifest that has a background and even a camera in your hand, which makes it impossible to get away with it unless security essentially takes pity on you. This opens up the ability to fully mask yourself in records, finally. This is also better even for non antagonists because you can now properly update your photos to match what you look like in the event of an appearance change or even just a job change, which makes it a benefit for HoPs who likes to keep records as up-to-date as possible. ## Changelog 🆑 JohnFulpWillard, Twox add: Added a new photobooth machine to the HoP's line. fix: Things checking for access now checks your off hand, too. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * Converts slimes to basic mobs (#82176) After months of preparation, and further months of work, I am finally done. Please bear with me, as this is a massive refactor, but I have already atomized everything I could. This is now ready for review. General - The hilbert hotel slimes are now a subtype instead of a varedit. - The `use_mob_ability` subtree now also accepts non cooldown abilities. If set_behaviours is set up properly, mobs won't keep continously triggering it as if it were a 0 second cooldown action. The alternative would have been turning the slime abilities into cooldown abilities. - Wrestling off a slime now signs up to the `COMSIG_ATOM_ATTACK_HAND` signal, instead of being part of attack_hand. - Adds datum/ai_controller/controller as a fourth, optional argument to `/datum/ai_behavior/find_hunt_target/valid_dinner()` to make it possible to access blackboard keys. - Slimes no longer attack windows if they would accidentally move into them (when the conditions are met), since random walk behaviour ignores tiles they can't go in. It was also not worth to keep. Did you know this was the sole override of `ObjBump()`? - Examine was made less snowflaky/bespoke. Also added a new element: `/datum/element/basic_health_examine`, which is a simple bespoke element that prints out a custom message based on how damaged the basic mob it is attached to is. - Slimes only perform knockdown instead of paralysis, as they can attack more often now, and paralysis is not that fun. - LAssailant has been removed due being archaic code. To befriend a slime, you have to spawn a monkey with the slime console, or feed them a sheet of plasma. Simple grabbing the monkey or stuffing them in disposals do not work anymore. Slime console spawned monkeys will have a visible status effect, with pheromones coming off them to make this clearer. Actions - Feeding, reproduction and evolution is no longer a verb. - Slime feeding is no longer an action button. You have to use right click, or as previously, mousedrop. Slimes can always unbuckle from mobs they are attached to. Hunger - Instead randomly changing the starvation and max nutrition values while growing up, evolution costs 200 nutrion. This makes the code more readable, and behaviour more predictable, while still giving the intended time between evolving and splitting. As a result, I could also turn these into defines. - Added a component that handles doing an effect over time while buckled to a mob, until the mob dies or you get unbuckled. - Slimes gained nutrition is no longer randomly multiplied by the damage config value, but rather gain nutrition equal to twice the damage dealt. You'll have to eat one monkey to evolve, just as before. - Slimes do not heal passively. They only heal from eating. It was a rather miniscule value that did not have much effect. - Slimes generate electricity from hunger threshold, instead of the random amount of hunger threshold + 100. Environment - Slimes take 15 damage from cold every second, instead of using a complex formula (that also decreased the damage up to a point?). - Slimes still heal from burn damage, but this is now set on the damage coefficient list. - Slimes instead of getting stunned by the cold, freeze in an ice cube. BZ instead of setting them unconscious, calls the stasis status effect, allowing you to safely stash your hungry slimes for later. They also no longer slow down from the cold, as they are already slowed down by the damage they get. Conversely they no longer get a speed up from a random amount of temperature. I could be convinced to readd this either as part of the basic sensitive component, or a similar one. AI - Removed the attacked_stacks system. Slimes will just perform regular retaliation if you hit them in a harmful manner. - Slimes now use the pet orders component. They will interrupt their feeding when given a command by their master. - Slimes have their own subtrees. I tried to replicate as much as I could from the old code, dividing ancient code artifacts and intentional stuff, so there might be some weirdness. - Slime speech has been almost fully reduced to basic blorbing, as you can not even understand them anymore, and most of them require the slime to loop through all of their surroundings. - Discipline does not have stacks either. Disciplined baby slimes have a chance to clear their attack and hunt blackboard keys. All slimes will stop feeding on the target otherwise. - Since discipline is not a stack, rabidity instead gets removed at a 10% chance per disciplining. - Slimes faces are a bit more randomly picked now. - We want to convert all simple animals to basic mobs. Old slime code was also very strange, and had some systems that have been replicated by components. - Slimes fully paralyzing you is not fun at all. Knockdown should give you a fighting chance when a slime would like to eat you. - Slimes slow down from the heavy damage they get from the cold, so I don't think they need extra slowdown, nor do they need to speed up from warmth, as they are already fast. - Slimes turning into an icecube instead of becoming paralyzed from the cold is more fun for the slimes, as they can break out for a few moments. It is also funny. - Slimes entering proper stasis from BZ is not just a visual indicator of a slime that is safe to approach, but also keeps the slimes's hunger value in check, allowing it to not starve while stopped. They can also look around and blorble, instead of staring at a black screen, if player controlled. - The attack_stack and discipline_stack behaviours were rather overcomplicated, and the xenobio mains I talked with didn't even know it was a thing, so I argue it needed simplification. - The bespoke friendship system of slimes was also too complicated. Slimes slowly gained levels of trust, and at certain levels commands costed friendship, and other levels, they did not. The binary friend/not friend system that everything else in the game uses is much more sensible. - Using right click for feeding is much more sensible than using an action, and then picking someone from a dropdown. - Slime speech was very soulful but not only did it loop through everything in sight, you couldn't even understand it unless you spoke slime. Maybe it can be readded later in a different form. - Slime's passive healing was miniscule, and having them rely on feeding is more interesting. also fixes #81463 🆑 refactor: Slimes are now basic mobs. Please report any strange behaviours! balance: Slimes only stun you for two seconds when they shock you, the rest of the duration is a knockdown. balance: Slimes are not stunned from the cold, but rather, get frozen in a freon icecube. BZ also puts them in complete stasis, instead of making them unconscious. Their speed is likewise unchanged by temperatures. balance: Slimes do not passively heal, they instead rely on feeding. fix: Slimes can use the buckling screen alert to unbuckle and stop feeding, along with clicking on the mob they are riding /🆑 * Oh, right. * Fixes AI verb Jump To Network (#70016) * check for camera loc to not be a silicon * check for z=0 instead * Update code/modules/mob/living/silicon/ai/ai.dm Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> * evil touch * redundancy Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> * Removes camera assembly structures (#81656) Removes the camera assembly structure middleman between the camera wallframe and camera machine. All its behavior has been instead moved to the camera, and I've tried to keep as much of the behavior the same as before. This also fixes the issue that camera assemblies had where, upon the construction being finished, it would move itself into the newly finished camera machine, therefore taking itself off a wall, therefore deconstructing itself. This resulted in 2 piece of iron being in each camera machine (except roundstart ones), and because camera machines rely on the assembly inside of them for upgrades and such, upgrading didn't work at all. I've also made camera nets use defines (not in map) so it's easier to find a list of them all, and tried to add autodoc comments to nearly every var in camera code. Removes copy paste and spaghetti code between structure and machine camera, thus making it easier to work around with. Closes https://github.com/tgstation/tgstation/issues/79019 🆑 fix: Cameras built in-round can be upgraded again. fix: Deconstructing cameras now more consistently return to you the upgrades inside of the camera. fix: RD's telescreen can now properly see Ordnance cameras again. fix: [Deltastation] Library art gallery no longer has an invisible camera. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * [MDB Ignore] Combines Cargobus consoles with Dept. Order Consoles, freeing all departments of 1 whole tile of space (#82210) ## About The Pull Request - Departmental orders are now an NTOS app - To download, they require `ACCESS_COMMAND`. - To use, they require one access from the department. - This means you cannot order things from not-your-department unless you have an ID. - When newly downloading the app, it will prompt a head of staff to insert an ID, to determine which department to be linked to. - Changes chat room overlay from the kind that AI uploads use to a new icon. - Minor refactors to department order in general.   ## Why It's Good For The Game These two computers are surprising waste spacers for two things which are tied together. So why not combine them? The lesser used cargobus chat is still there, and departmental orders are front and center. This gives mappers a ton more leeway when mapping departments out and is overall less clutter. ## Changelog 🆑 Melbert qol: Cargobus chat console and Departmental Order console are now combined into one. qol: Mod PCs active on the "chat client" apps no longer look like AI uploads (and now have their own sprite) refactor: Departmental order consoles were refactored a bit, report any oddities. /🆑 * This should cut it. * Was it really just skub? * [No GBP] Fixes slow slime feed (#82284) ## About The Pull Request Slimes were supposed to gain the same amount of nutrition as the damage they dealt while feeding. However, I have accidentally multiplied this again by `seconds_between_ticks` a second time. This meant that locally slimes fed normally, but on the server they got about the third nutrition they were supposed to, probably due to having more ticks per second then my machine. This PR fixes that. Also raised the nutrition gained by slimes by 20%, after careful testing, one monkey wasn't always enough. ## Why It's Good For The Game Fixes #82283 ## Changelog 🆑 fix: Slimes now feed faster, and should only need one monkey to reach their next lifestage. /🆑 * [No GBP] Fixes a slime speed config and ai controller null error in slime nutrition handling (#82330) ## About The Pull Request Someone has linked the runtimes logs of round 226376 to show off a runtime, and I took a look, and found some unrelated runtimes in slime code. - The config file for slime slowdown was still using the simple_animal path. This has been fixed. - Somehow, a grey slime has lost its AI controller, and when it got hungry, it runtimed. For now, a coalesce operator has been put in place. Later, an investigation is needed to figure out where did its AI controller go. ## Why It's Good For The Game Runtimes bad. ## Changelog 🆑 fix: Slime properly load their slowdown values from the config files. fix: Slimes who lose their AI controller will no longer runtime when they get hungry. /🆑 * [No GBP] Slime stasis fixes (#82304) ## About The Pull Request `handle_environment` is never called when the target was in stasis, so slimes stayed in stasis forever. This PR fixes that, albeit in an ugly way. It also makes slimes actually not get hungry while in stasis. ## Why It's Good For The Game Fixes #82300 I also claimed slimes can be safely kept in stasis, but I didn't actually put a stasis check before handle_nutrition. This is fixed now. ## Changelog 🆑 fix: Slimes stop being in stasis when taken out of a BZ filled environment fix: Slimes no longer become hungry while in stasis /🆑 * Add a unit test to check that maploaded simple/basic mobs are in an environment they can survive in. (#82180) I've recently noticed that the maploaded penguins from the snowdin away mission were dying from unsafe atmos/temperature. This sparked the idea of making a (focus only) unit test that would prevent this sort of issues from happening. This PR also implements the usage of the `atmos_requirements` and `body_temp_sensitive` elements for simple animals too, cutting down the copypaste. More unit tests to make sure things are done correctly. 🆑 fix: Made sure that mapped critters (i.e. penguins on the snow cabin away mission) can survive in the environment they're spawned in. /🆑 * This all is going to suck. * A step further * Is this hell over? * I hope it is. * Autosort I suppose * This should cut it for VoidRaptor * And Blueshift * Revert "Autosort I suppose" This reverts commit |
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b20c982404 |
Converts slimes to basic mobs (#82176)
## About The Pull Request After months of preparation, and further months of work, I am finally done. Please bear with me, as this is a massive refactor, but I have already atomized everything I could. This is now ready for review. General - The hilbert hotel slimes are now a subtype instead of a varedit. - The `use_mob_ability` subtree now also accepts non cooldown abilities. If set_behaviours is set up properly, mobs won't keep continously triggering it as if it were a 0 second cooldown action. The alternative would have been turning the slime abilities into cooldown abilities. - Wrestling off a slime now signs up to the `COMSIG_ATOM_ATTACK_HAND` signal, instead of being part of attack_hand. - Adds datum/ai_controller/controller as a fourth, optional argument to `/datum/ai_behavior/find_hunt_target/valid_dinner()` to make it possible to access blackboard keys. - Slimes no longer attack windows if they would accidentally move into them (when the conditions are met), since random walk behaviour ignores tiles they can't go in. It was also not worth to keep. Did you know this was the sole override of `ObjBump()`? - Examine was made less snowflaky/bespoke. Also added a new element: `/datum/element/basic_health_examine`, which is a simple bespoke element that prints out a custom message based on how damaged the basic mob it is attached to is. - Slimes only perform knockdown instead of paralysis, as they can attack more often now, and paralysis is not that fun. - LAssailant has been removed due being archaic code. To befriend a slime, you have to spawn a monkey with the slime console, or feed them a sheet of plasma. Simple grabbing the monkey or stuffing them in disposals do not work anymore. Slime console spawned monkeys will have a visible status effect, with pheromones coming off them to make this clearer. Actions - Feeding, reproduction and evolution is no longer a verb. - Slime feeding is no longer an action button. You have to use right click, or as previously, mousedrop. Slimes can always unbuckle from mobs they are attached to. Hunger - Instead randomly changing the starvation and max nutrition values while growing up, evolution costs 200 nutrion. This makes the code more readable, and behaviour more predictable, while still giving the intended time between evolving and splitting. As a result, I could also turn these into defines. - Added a component that handles doing an effect over time while buckled to a mob, until the mob dies or you get unbuckled. - Slimes gained nutrition is no longer randomly multiplied by the damage config value, but rather gain nutrition equal to twice the damage dealt. You'll have to eat one monkey to evolve, just as before. - Slimes do not heal passively. They only heal from eating. It was a rather miniscule value that did not have much effect. - Slimes generate electricity from hunger threshold, instead of the random amount of hunger threshold + 100. Environment - Slimes take 15 damage from cold every second, instead of using a complex formula (that also decreased the damage up to a point?). - Slimes still heal from burn damage, but this is now set on the damage coefficient list. - Slimes instead of getting stunned by the cold, freeze in an ice cube. BZ instead of setting them unconscious, calls the stasis status effect, allowing you to safely stash your hungry slimes for later. They also no longer slow down from the cold, as they are already slowed down by the damage they get. Conversely they no longer get a speed up from a random amount of temperature. I could be convinced to readd this either as part of the basic sensitive component, or a similar one. AI - Removed the attacked_stacks system. Slimes will just perform regular retaliation if you hit them in a harmful manner. - Slimes now use the pet orders component. They will interrupt their feeding when given a command by their master. - Slimes have their own subtrees. I tried to replicate as much as I could from the old code, dividing ancient code artifacts and intentional stuff, so there might be some weirdness. - Slime speech has been almost fully reduced to basic blorbing, as you can not even understand them anymore, and most of them require the slime to loop through all of their surroundings. - Discipline does not have stacks either. Disciplined baby slimes have a chance to clear their attack and hunt blackboard keys. All slimes will stop feeding on the target otherwise. - Since discipline is not a stack, rabidity instead gets removed at a 10% chance per disciplining. - Slimes faces are a bit more randomly picked now. ## Why It's Good For The Game - We want to convert all simple animals to basic mobs. Old slime code was also very strange, and had some systems that have been replicated by components. - Slimes fully paralyzing you is not fun at all. Knockdown should give you a fighting chance when a slime would like to eat you. - Slimes slow down from the heavy damage they get from the cold, so I don't think they need extra slowdown, nor do they need to speed up from warmth, as they are already fast. - Slimes turning into an icecube instead of becoming paralyzed from the cold is more fun for the slimes, as they can break out for a few moments. It is also funny. - Slimes entering proper stasis from BZ is not just a visual indicator of a slime that is safe to approach, but also keeps the slimes's hunger value in check, allowing it to not starve while stopped. They can also look around and blorble, instead of staring at a black screen, if player controlled. - The attack_stack and discipline_stack behaviours were rather overcomplicated, and the xenobio mains I talked with didn't even know it was a thing, so I argue it needed simplification. - The bespoke friendship system of slimes was also too complicated. Slimes slowly gained levels of trust, and at certain levels commands costed friendship, and other levels, they did not. The binary friend/not friend system that everything else in the game uses is much more sensible. - Using right click for feeding is much more sensible than using an action, and then picking someone from a dropdown. - Slime speech was very soulful but not only did it loop through everything in sight, you couldn't even understand it unless you spoke slime. Maybe it can be readded later in a different form. - Slime's passive healing was miniscule, and having them rely on feeding is more interesting. also fixes #81463 ## Changelog 🆑 refactor: Slimes are now basic mobs. Please report any strange behaviours! balance: Slimes only stun you for two seconds when they shock you, the rest of the duration is a knockdown. balance: Slimes are not stunned from the cold, but rather, get frozen in a freon icecube. BZ also puts them in complete stasis, instead of making them unconscious. Their speed is likewise unchanged by temperatures. balance: Slimes do not passively heal, they instead rely on feeding. fix: Slimes can use the buckling screen alert to unbuckle and stop feeding, along with clicking on the mob they are riding /🆑 |
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e46274fc7e |
[MIRROR] Spider web graphics (#26775)
* Spider web graphics * Update icon_smoothing.dm --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com> |
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9d9da3a790 |
Spider web graphics (#81839)
## About The Pull Request Here is what webs look like. It looks like pure ass and I hate seeing it.  Here's my attempt at making them look nicer.  Notes: Genetics Power webs now have a slight purple tint to differentiate them from regular spider webs, so spiders aren't confused about why they can't cross these ones. On the backend I condensed a lot of these typepaths to inherit from each other instead of not doing that. In the future I am going to use this to cut down on the excessive amount of action buttons we have for these too. Here's (most of) what the action buttons look like. this screenshot also demonstrating that we have a serious problem with how many buttons we give to spiders.  After this is merged I will embark on two further projects: - Wallening version - Reworking spider web placement to not be a function of having 15 action buttons, it's _so bad_. While I was working on this I noticed that AI spiders would not automatically place webs on certain crossable tiles, because we forgot to pass an argument to a proc. I fixed that too. Oh also final change I almost forgot to document:  I made you jiggle if you get stuck in a web. ## Why It's Good For The Game The previous sprites looked bad and these look less bad. ## Changelog 🆑 fix: AI-controlled spiders can correctly recognise where they can place webs. image: New sprites for most kinds of spider web /🆑 |
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fd0a1bad0a |
[MIRROR] Venus Human Traps have an orbit menu category, recieve antag datum on spawn (#26485)
* Venus Human Traps have an orbit menu category, recieve antag datum on spawn (#81411) ## About The Pull Request Venus Human Traps now have their own category in the orbit menu. It is a pleasant shade of green, just like vines are.  Venus Human Traps are also now given their antagonist datum upon spawning from a flower. The datum isn't really anything special but it's consistent with the other antag spawners. This also makes the spawner piece of the VHT flower bud invisible. It's an abstract object meant to handle the logic for spawning, and only the structure should be visible. This currently manifests as there being two, identical flower buds on the same tile when a flower bud spawns. I did not want to get into untangling the two objects in this PR. ## Why It's Good For The Game Venus human traps being lumped in with the humans in the "Alive" menu is WEIRD. Now ghosts can give a gigantic vine infestation the attention it truly deserves. Fixes a minor visual incongruity found while doing all this. ## Changelog 🆑 Rhials qol: Venus Human Traps are now visible in the orbit menu. Cool! fix: Spawning as a Venus Human Trap now properly gives you an antag datum/objective. fix: Venus human trap flowers no longer have a second, identical flower under themselves. /🆑 * Venus Human Traps have an orbit menu category, recieve antag datum on spawn --------- Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> |
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af6cabda32 |
Venus Human Traps have an orbit menu category, recieve antag datum on spawn (#81411)
## About The Pull Request Venus Human Traps now have their own category in the orbit menu. It is a pleasant shade of green, just like vines are.  Venus Human Traps are also now given their antagonist datum upon spawning from a flower. The datum isn't really anything special but it's consistent with the other antag spawners. This also makes the spawner piece of the VHT flower bud invisible. It's an abstract object meant to handle the logic for spawning, and only the structure should be visible. This currently manifests as there being two, identical flower buds on the same tile when a flower bud spawns. I did not want to get into untangling the two objects in this PR. ## Why It's Good For The Game Venus human traps being lumped in with the humans in the "Alive" menu is WEIRD. Now ghosts can give a gigantic vine infestation the attention it truly deserves. Fixes a minor visual incongruity found while doing all this. ## Changelog 🆑 Rhials qol: Venus Human Traps are now visible in the orbit menu. Cool! fix: Spawning as a Venus Human Trap now properly gives you an antag datum/objective. fix: Venus human trap flowers no longer have a second, identical flower under themselves. /🆑 |
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6b54011c12 |
[MIRROR] Spider egg radial menus now require proximity (#26330)
* Spider egg radial menus now require proximity (#81209) ## About The Pull Request Spider radial menus now require proximity, and will close if you move away from them.  ## Why It's Good For The Game Clicking the egg and not picking anything leaves the radial open. If you try to use any other eggs the menu will not open until you track down the radial menu and close it properly. If you aren't aware of this, it'll feel like all of the eggs are broken and lead to confusion. This has happened to myself and others. ## Changelog 🆑 Rhials qol: Spider eggs will now close their spawn menu when you move away from them. /🆑 * Spider egg radial menus now require proximity --------- Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> |
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d0a19bdd92 |
Spider egg radial menus now require proximity (#81209)
## About The Pull Request Spider radial menus now require proximity, and will close if you move away from them.  ## Why It's Good For The Game Clicking the egg and not picking anything leaves the radial open. If you try to use any other eggs the menu will not open until you track down the radial menu and close it properly. If you aren't aware of this, it'll feel like all of the eggs are broken and lead to confusion. This has happened to myself and others. ## Changelog 🆑 Rhials qol: Spider eggs will now close their spawn menu when you move away from them. /🆑 |
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41fd931836 |
[MIRROR] Wendigo Cave Ruin & Domain Aesthetic Refresh + Wendigo Corpse Fix [MDB IGNORE] (#25838)
* Wendigo Cave Ruin & Domain Aesthetic Refresh + Wendigo Corpse Fix (#80334) ## About The Pull Request Updates the Wendigo Cave ruin on Ice Box and it's domain to be more detailed, without changing the shape of the arena too much. Also fixes the Wendigo attacking corpses,   And the domain!  ## Why It's Good For The Game Makes the Wendigo arena and the surrounding area more varied visually, as well as stopping the Wendigo from attacking the decorative corpses used in the domain. (Previous Arena for reference)  ## Changelog 🆑 qol: Wendigo Cave ruin gets an aesthetic refresh fix: Wendigos (Wendigi?) no longer attack corpses /🆑 * Wendigo Cave Ruin & Domain Aesthetic Refresh + Wendigo Corpse Fix --------- Co-authored-by: Ical <86125936+Ical92@users.noreply.github.com> |
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0c89bfde44 |
Wendigo Cave Ruin & Domain Aesthetic Refresh + Wendigo Corpse Fix (#80334)
## About The Pull Request Updates the Wendigo Cave ruin on Ice Box and it's domain to be more detailed, without changing the shape of the arena too much. Also fixes the Wendigo attacking corpses,   And the domain!  ## Why It's Good For The Game Makes the Wendigo arena and the surrounding area more varied visually, as well as stopping the Wendigo from attacking the decorative corpses used in the domain. (Previous Arena for reference)  ## Changelog 🆑 qol: Wendigo Cave ruin gets an aesthetic refresh fix: Wendigos (Wendigi?) no longer attack corpses /🆑 |
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b79167c173 |
[MIRROR] Organ movement refactor *Un-nullspaces your organs* [MDB IGNORE] (#25530)
* Organ movement refactor *Un-nullspaces your organs* * Fix conflicts I checked the conflicts on the two weird conflicts and no previous TG pr touches them i assume its just github being github because those shoulden't be conflicts *shrug * Fix #1 uhh...this is going to be a long one * Fix #2 Modular Movement Flags * Fix #3 It builds now * Fix #4 Oh god it builds now, I missed some things * Fix #5 No more Runtimesplosion Now time for Synths * Update nightmare_organs.dm * on_mob_insert * https://github.com/Skyrat-SS13/Skyrat-tg/pull/25664 * https://github.com/Skyrat-SS13/Skyrat-tg/pull/25685 * https://github.com/Skyrat-SS13/Skyrat-tg/pull/25582 * https://github.com/Skyrat-SS13/Skyrat-tg/pull/25686 * bro the fucking brain does not go into the chest. * seriously? undocumented code causing shit. if it breaks ghouls, so be it. --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: SomeRandomOwl <somerandomowl@ratchtnet.com> Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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54ab1e3936 |
Organ movement refactor *Un-nullspaces your organs* (#79687)
<!-- 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. --> closes #53931, #70916, #53931 ## About The Pull Request Organs were previously stored in nullspace. Now they are stored in their prospective bodyparts. Bodyparts are now stored in the mob. I've also had to refactor a lot of code concerning organ movement. Previously, organs were only moved into bodyparts once the bodyparts were removed. To accomodate this change, two major distinctions have been made: **Bodypart removal/insertion** Called only when an organ is taken out of a bodypart. Bodypart overlays, damage modifiers or other changes that should affect a bodypart itself goes here. **Mob insertion/removal** Called when an organ is removed from a mob. This can either be directly, by taking the organ out of a mob, or by removing the bodypart that contains the organ. This lets you add and remove organ effects safely without having to worry about the bodypart. Now that we controle the movement of bodyparts and organs, we can fuck around with them more. Summoning someones head or chest or heart will actually kill them now (and quite violently I must say (chest summoning gibs lol)). https://github.com/tgstation/tgstation/assets/7501474/5efc9dd3-cfd5-4ce4-b70f-d0d74894626e I´ve also added a unit test that violently tears apart and reconstructs a person in different ways to see if they get put toghether the right way This will definitely need a testmerge. I've done a lot of testing to make sure interactions work, but more niche stuff or my own incompetence can always slip through. ## Why It's Good For The Game <!-- Argue for the merits of your changes and how they benefit the game, 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. --> A lot of organ work is quite restricted. You can't C4 someones heart, you cant summon their organs and a lot of exceptions have to be made to keep organs in nullspace. This lets organs (and bodyparts) play more nicely with the rest of the game. This also makes it a lot easier to move away from extorgans since a lot of their unique movement code has been removed and or generalized. I don't like making PRs of this size (I'm so sorry reviewers), but I was in a unique position to replace the entire system in a way I couldn't have done conveniently in multiple PRs ## Changelog <!-- 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. --> 🆑 refactor: Your organs are now inside your body. Please report any issues with bodypart and organ movement, including exotic organ, on github and scream at me fix: Cases of unexpected organ movement, such as teleporting bodyparts and organs with spells, now invokes a proper reaction (usually violent death) runtime: Fixes HARS runtiming on activation/deactivation fix: Fixes lag when species swapping /🆑 <!-- 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. --> |
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6c4c965ea4 |
[MIRROR] Changes occurrences of recieve in code to receive [MDB IGNORE] (#25393)
* Changes occurrences of `recieve` in code to `receive` * Fix conflict --------- Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com> Co-authored-by: SomeRandomOwl <somerandomowl@ratchtnet.com> |
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f8b41f9442 |
Changes occurrences of recieve in code to receive (#80065)
## About The Pull Request I've stumbled across this enough to finally go through the entire codebase and fix it. I left out changelogs simply because rewriting history logs is bad. ## Why It's Good For The Game I find it pretty annoying because I stumble across words that are misspelled for a few seconds, and I'm likely not the only one who feels like this. Less spelling mistakes in code are better. ## Changelog 🆑 spellcheck: Occurrences of "recieve" has been changed to "receive". /🆑 |
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96e280edfb |
[MIRROR] Slime type datum, and cleans up slime related code [MDB IGNORE] (#25250)
* Slime type datum, and cleans up slime related code * Resolves Conflict, Preserves SR Edit * Update code/game/objects/items/devices/scanners/slime_scanner.dm Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> --------- Co-authored-by: Profakos <profakos@gmail.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com> |
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4b4ada0339 |
Slime type datum, and cleans up slime related code (#79852)
## About The Pull Request I have decided to help out with basic mobbing slimes, and found out, that this code is ancient and crusty. So I have decided to refactor and tweak things bit but but, until the moment I will hit AI related stuff. I might have gone a bit overboard, and performed a melange of fixes. I have done the following in order: - Slime colour, core type and mutation list are now held by a single `slime_type datum`. This means the slime's core is no longer spawned using text operations on the slime's colour, and the slime's mutation is no longer a single large switch statement that returns an exactly four element length array. Icons are still based on the slime's colour define, but that is now more changeable. - Autodocced all the slime procs and vars I could find, while also renamed them to be more descriptive. Also made Booleans actual booleans. Also added code to confused code segments. For example, did you know that slimes would forgive all its stacks of Feeling Very Attack Right Now, if it has exactly one level of Discipline? I didn't, and I almost turned the 1 in the check into a TRUE before I had a second look. - Added defines to the slime hunger checks - Cleaned up a lot of single letter vars in all code that referenced the now changed variables. - Large amount of if-chain pyramids have been turned into early returns. More readable. - Made the xenobiology camera shortcuts and actions always do the same thing, though the action buttons still loop through all of the conents. In addition, after seeing a comment lamenting about varied load orders, I have made autolinking the monkey recycler is now done in LateInitialize, which didn't exist when it was made. - I have included an UpdatePath that changes the colours of premapped slimes, but I did not do anything for the other values. - I noticed slimes were unable to attack pacifist humans, due to trait checking the human instead of the attacking slime. This has been fixed. - The slime scanner has an examine block, and it now describes your slimes' "mutation attempt chance", instead of like, performing math in case the slime's current colour is one of the mutations, or hiding it if it has none. This value is needed to breed rainbow slimes. This has been an extremely large scrubbing. I am willing to try rip it up into smaller chunks, even if most of it is just single letter vars and if pyramids. ## Why It's Good For The Game If code is more readable and expandable, it will aid in further refactors. ## Changelog 🆑 refactor: Slimes's colour, core type and mutation list is now held in a slime type datum code: Slime's variables have been documented, and renamed a bit to add clarity. Please report bugs that might stem from renaming. fix: Slimes are not longer prevented from attacking pacifist humans. qol: Slime scans now display the actual amount of genetic instability, instead of hiding it if a slime doesn't mutate further, or tweaking it if it might mutate back into itself. This will make it easier to parse which slime to breed further to get a rainbow slime. /🆑 |
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b557e89855 |
[MIRROR] More standardization for ghost notifications (READY) [MDB IGNORE] (#25104)
* More standardization for ghost notifications (READY) (#79596) ## About The Pull Request I'm still not satisfied with how ghost notifications work. This gives every notification with a source (99% of all notifications, in other words) a link to jump/orbit. Currently, notifications with "play" interactions would only get the interact link, so jumping to the source was pretty annoying. It removes posting the entire message in the alert tooltip, as some got pretty lengthy and it didn't seem to fit. To replace this, they will always use headers After:    NOTIFY_JUMP and NOTIFY_ORBIT have been merged, since the only difference seems to be whether it's a turf. The result shaves off some redundant lines of code, since most-every usage of notify_ghosts uses NOTIFY_ORBIT. ## Why It's Good For The Game More standardization for the ghost notification system. Adds a few alert headers that never had them. All in all, makes it easier for creators to throw alerts at ghosts ## Changelog 🆑 qol: Nearly every ghost alert should now feature a "VIEW" button, even those with click interaction. del: Ghost alerts no longer show the entire message in the tooltip, instead have been replaced with titles. /🆑 * More standardization for ghost notifications (READY) * Modular * Update outpost_of_cogs.dm --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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bbe440b3d6 |
More standardization for ghost notifications (READY) (#79596)
## About The Pull Request I'm still not satisfied with how ghost notifications work. This gives every notification with a source (99% of all notifications, in other words) a link to jump/orbit. Currently, notifications with "play" interactions would only get the interact link, so jumping to the source was pretty annoying. It removes posting the entire message in the alert tooltip, as some got pretty lengthy and it didn't seem to fit. To replace this, they will always use headers After:    NOTIFY_JUMP and NOTIFY_ORBIT have been merged, since the only difference seems to be whether it's a turf. The result shaves off some redundant lines of code, since most-every usage of notify_ghosts uses NOTIFY_ORBIT. ## Why It's Good For The Game More standardization for the ghost notification system. Adds a few alert headers that never had them. All in all, makes it easier for creators to throw alerts at ghosts ## Changelog 🆑 qol: Nearly every ghost alert should now feature a "VIEW" button, even those with click interaction. del: Ghost alerts no longer show the entire message in the tooltip, instead have been replaced with titles. /🆑 |