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jlsnow301 and others added 29 commits January 10, 2025 12:51
…methods (#88960)

## About The Pull Request

Man.

### Standardizing Ethereal Defines

The _single_ biggest issue with all of the recent Ethereal prs has been
that, well, none of our Ethereal defines meaningfully tie to each other,
and as shown repeatedly it's _incredibly_ easy to the others when
changing one of them.
To resolve this, we introduce a `STANDARD_ETHEREAL_CHARGE` define that
every single other Ethereal define is scaled around, which itself is
tied to `STANDARD_CELL_CHARGE`.
Now these can be changed without immediately blowing up everything else,
and with awareness that they tie back to something.

As a side to this, we redefine all reagent-based charge recovery to be
relative to `ETHEREAL_DISCHARGE_RATE` rather than an arbitrary power
level, so it's easier to compare them to how quickly an ethereal
discharges.

### Adjusting Ethereal Defines

Previously, we defined `ETHEREAL_DISCHARGE_RATE` as `8e-3 *
STANDARD_CELL_CHARGE` per second, while defining `ETHEREAL_CHARGE_FULL`
as `2 * STANDARD_CELL_CHARGE`.
With some math, we get that we'd `2 / 8e-3 = 250 seconds`, 4 whole
minutes, to go from full charge to none at all.
It only takes half as much to get hungry, and about 3 minutes to start
taking toxin damage from roundstart.
So we slash this by eight, to `1e-3 STANDARD_ETHEREAL_CHARGE`, giving us
a nice 16-17~ minutes until we're hungry, and another 16-17~ until we
are 100% out of charge. This is also closer to the pre-power-rework
discharge rate.

What made this _worse_ was that the Ethereal APC charge define
`ETHEREAL_APC_POWER_GAIN` wasn't updated to match the current
charge/discharge levels, still being at `10 * STANDARD_CELL_CHARGE`,
which due to how it was coded led to it being impossible for Ethereals
to recharge from APCs.
We first and foremost change this to `0.1 * STANDARD_ETHEREAL_CHARGE`,
which is roughly equal to what it was before the most recent change, and
actually falls in line with Ethereal charge levels.

### Refactoring Ethereal Charge Methods

APC and Power Store recharging were both performing some awkward checks,
which led to our primary issues above, where they would refuse to even
attempt to charge if the stomach couldn't handle a full load or the cell
didn't have a full load.
So we rewrite their entire method to instead check how much can be
charged by taking the minimum of the cell charge, stomach used charge,
and charge-per-step.
We do this instead of just discharging it and taking the return value,
as the stomach may not have enough space for the cell's power, and
that'd get wasted.

This rewrite also allows us to address a small list of bugs.
We keep the `to_chat` for power store draining, as it better
communicates that this method is imperfect than a balloon alert would.

# Testing:<br>I spent an extended period of time looking at Ethereals
slowly starve in front of me with a stopwatch in hand.

## Why It's Good For The Game

Fixes #88934.
Fixes #88977.
16-17~ minutes is a _lot_ more bearable than 2-3~ minutes, and more in
line with discharge rates before the power rework.
Having Ethereal charging stuff actually work is nice.

## Changelog
:cl:
balance: Ethereal hunger rate has been adjusted to be 1/8th of its
previous rate, now taking roughly 16-17~ minutes to go down from full to
normal or normal to none. Ethereal defines have been standardized to
help keep this sane.
refactor: Ethereal APC and power store draining/charging methods have
been refactored. Please report any issues.
fix: Ethereal APC and power store draining/charging no longer
arbitrarily caps out at slightly below or above the max/min.
fix: Ethereal APC draining/charging no longer runtimes when there is no
cell or it gets removed mid-charge.
fix: Ethereals can no longer continue charging their stomach even if it
gets surgically removed from them mid-charge.
fix: Ethereal power store draining actually updated the charge level
overlay.
qol: Ethereal APC and power store draining displays a balloon alert when
it can't continue for whatever reason.
/:cl:
## About The Pull Request
Makes OD2211 as an error since it fixes a byond bug that nobody should
be using
```
New Pragma: OD2211 - ProcArgumentGlobal
A new pragma has been added for detecting this BYOND bug: https://www.byond.com/forum/post/2830750
When a proc argument begins with /var/ instead of var/, it creates a global variable instead of an argument.
/datum/proc/foo(/var/bar = 5)
    return

/proc/main()
    world.log << global.bar // This prints 5 in BYOND

Since this is obviously nonsense, elevating this pragma to an error is strongly encouraged. I have only found it in one SS13 codebase so far.
```
## About The Pull Request

Closes #88692
A bit of a tricky one, this fixes station traits using incorrect names
for jobs. Moved name changing to run before the parent proc, and also
moved comsig after job traits so that it truely runs after job spawning,
not in the middle of the process (in case something removed or changes
job-related traits)

## Changelog
:cl:
fix: Station traits no longer use clown and mime's human names (they're
not human)
/:cl:
## About The Pull Request

Closes #88510
Also fixed incorrect icon positioning on Big Brother's trim (Human AI)
and medieval punpun icon flickering

## Changelog
:cl:
fix: Fixed chameleon cards not updating sechud icons
image: Fixed human AI's and medieval punpun's ID trims
/:cl:
## About The Pull Request

This PR reduces the strength of SaturnX's radial blur effect, and makes
it use sine easing instead of extremely jumpy elastic easing.

Before:


https://github.com/user-attachments/assets/3f617916-d6d6-4d03-97f8-8a999d568303

After:


https://github.com/user-attachments/assets/b7333f24-7663-4fb8-89e3-e0c5f3232e7b

## Why It's Good For The Game

Invisibility may be strong, but it also requires you to drop all of your
items, including held ones, to truely be invisible. This filter is too
much of a downside/visual effect and needs to be tuned down, as its
strong enough to make you dizzy just from looking at it.

## Changelog
:cl:
balance: Significatly tuned down SaturnX's visual filter's strength
/:cl:
## About The Pull Request

Adds ckey sorting akin to how you can look someone up by their name or
job in the observer menu, only available for admins.

## Why It's Good For The Game

Wine said it would be mad useful, no reason not to - they can already
observe people by ckey via the ``Who`` verb, this just adds a cleaner
way to do so.

## Changelog
:cl:
admin: Admins can now filter observable mobs by ckey
/:cl:
## About The Pull Request

Improves mindbreaker toxin's reagent description.

## Why It's Good For The Game

Grammar is hard.

## Changelog
:cl:
spellcheck: Improved mindbreaker toxin description
/:cl:
## About The Pull Request

update_body_parts_head_only is broken and doesn't clean overlays,
resulting in lizard blinking stacking their frills and snouts
infinitely, breaking the overlay cap and turning them into error
sprites. This is pretty bad for perf as update_body is somewhat
expensive, but this is a hotfix as lizards who emote right now turn
"invisible" as they become walking error sprites

## Changelog
:cl:
fix: Lizards no longer turn into error sprites when blinking
/:cl:
## About The Pull Request

Fixes bug inadvertently reported by forum screenshot.
Two defined ammo calibre strings had underscores in them, however this
are occasionally printed to users and thus can and should just use
spaces.

## Changelog

:cl:
spellcheck: Foam Force's brand management team require us to remove an
erroneous underscore which was in violation of their logo usage terms
and conditions.
/:cl:
…instead of just the red one (#89009)

## About The Pull Request

While reading the code to answer a technical question I noticed that
luminescent fluid had its `overdose_start(...)` proc defined twice:

https://github.com/tgstation/tgstation/blob/91981e151c75f3e971951612f161e81f9898f5b8/code/modules/reagents/chemistry/reagents/other_reagents.dm#L3227-L3235

https://github.com/tgstation/tgstation/blob/91981e151c75f3e971951612f161e81f9898f5b8/code/modules/reagents/chemistry/reagents/other_reagents.dm#L3237-L3247
...The latter of which permanently applying the unnaturally red eyes
trait.
Given the proc is defined twice, and the latter comes immediately after
the red subtype that gives the same trait on metabolize, it looks like
it was intended to be for the red subtype only.

This fixes that.
## Why It's Good For The Game

Fixes jank.
## Changelog
:cl:
fix: Only red glowstick fluid gives permanent unnaturally red eyes on
overdose.
/:cl:
## About The Pull Request

Something that's really bugged me for a while, custom vendors don't
display custom names on items. Nobody cared enough to fix this but me.
Guess you can count on me, eh?

Tested this on my own private server, worked fine. The items still
technically merge by type, so if you place one item with a custom name
first, then another of the same type with no custom name OR with a
different custom name, the newly inserted item's listed name will
override the other until it's bought.

## Why It's Good For The Game

Fixes #84937 /
#83151 (technically)

## Changelog

:cl:
fix: A single enthusiastic chemist hell-bent on selling chemicals to his
co-workers single-handedly solved a programming issue with our custom
vendors. They'll begin displaying custom names (such as those provided
by labels) once more.
/:cl:
## About The Pull Request

If you ink kissed a obj there would be a floating ink spit as it did not
delete the projectile. This is now fixed

## Why It's Good For The Game

bugg

## Changelog

:cl:
fix: ink kisses now delete the spawned projectile
/:cl:
SyncIt21 and others added 30 commits January 21, 2025 18:56
## About The Pull Request
I just had to one-up #89127.

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

## Changelog
N/A
…rmor penetration, but not a test and actually intended to be merged (#88830)

## About The Pull Request

This PR is literally just
#87754 so you should probably
go read the contents of that PR to learn more.

### Sorry, No Stunsword in this PR.

Stunbaton inhand tips change color as the cell it has inside increases
in capacity. They also have different animations based on the cell, to
make it clearer which one you are looking at.


![image](https://github.com/user-attachments/assets/95be1499-47b7-4991-a3c1-03833f329d7f)

## Why It's Good For The Game

So, two things;

A) The test showed that there is more work to be done, but that this was
actually improving survivability to some degree against batons when
properly geared, while not necessarily impacting the average tider
arrest attempts. It didn't solve the issue of alleviating the need for
anti-baton knockdown tools, but it did help a bit. Enough that I think
this could be worked on further as a foundation for solving that
problem.

B) People have been asking me to, or have made it obvious that they
would like to see this actually merged into the game. So uh...here is
that PR if any maints care for it.

I think there is still more to do for testing and possible changes to
address the issues I was trying to investigate in the test. However, I
actually think this change could be an important step towards
accomplishing some of those changes. It isn't quite enough to start
pulling out baton resistance from various sources just yet, but it is a
start.

## Changelog
:cl: 
balance: Batons now respect the armor worn by targets. Analog batons
respect MELEE armor. Cell-type batons respect ENERGY armor.
balance: Various batons have differing amounts of armour penetration
based on what type of baton it is.
balance: Heads of staff have color graded batons to denote penetration
power. Bronze (Quartermaster), Silver (Chief Engineer, Chief Medical
Officer, Head of Personnel, Research Director), Gold (Captain).
Contractor batons are equivalent to Gold.
balance: Cell-type batons gain armor penetration based on their cell's
quality. The better it is, the more it penetrates.
/:cl:

---------

Co-authored-by: SmArtKar <[email protected]>
## About The Pull Request

Simple to Basic ruin zombies.
Zombies are about as simple as you can get so I am surprised they
weren't converted already.
I didn't make any particular changes, except canonising a commonly-used
map varedit into a subtype and made them groan occasionally.

It's a little weird that the default zombie wears a doctor's outfit but
no point changing it until/unless it actually causes a problem.

## Why It's Good For The Game

2025 year of no more simple animals.

## Changelog

:cl:
refactor: NPC zombies found in ruins now use the basic mob framework.
Please make an issue report if they exhibit any unusual behaviour.
/:cl:
## About The Pull Request

We have a mob called `simple_animal/hostile/curseblob` which was used
only for the `necropolis_curse` status effect.
From the git history, this seems to have been added in a PR merged eight
years ago where the PR author came up with a cool set of curses to apply
to cursed objects and PRed it to the game as a concept to be used later.
Subsequently, nobody used it.

Well, to be more accurate, _two_ things apply the necropolis curse
debuff right now but they only collectively use three of the four
possibilities.
The fourth, which spawns a mob with weird behaviour, is unused and so
rather than spend my time bringing it up to standard I just removed it.
Because this is dead code.

To be quite honest I am not totally certain that `necropolis_curse`
should be a single status effect either and it would plausibly be better
off being two different status effects for the two different sources it
is currently invoked (helbital overdose, and being sacrificed by a
heretic).

**Fun Fact!** 
Being sacrificed by a heretic doses you with 1 minute worth of
_Helgrasp_ which spawns a frightening hand to attack you once per
second, and also applies the Necropolis Curse which spawns a frightening
hand to attack you once per ten seconds. This means that if you have
anything in your mob which affects metabolic rate your sacrificial
experience may be somewhat different, as quite a lot of the danger
actually just comes from a chemical in your body.

One of these effects spawns the hands slightly further away than the
other, and you actually spend _2.5 minutes_ in the spooky hand room, so
in that second (longer) half you'll only be tormented by very occasional
spectral groping. Personally I would not do it this way I think.

However rather than removing and replacing it, which would probably have
some kind of aftereffect on the heretic sacrifice minigame that I would
rather make larger changes to, I just touched up some of the code to
avoid single-letter vars and to use a helper proc we already use in
other heretic-related places.

## Why It's Good For The Game

This wasn't maintained, isn't used, and was on our to-do mob conversion
list.

## Changelog

Not player facing
## About The Pull Request

Moved visual updates upon pen/paper removal into /Exited(), thanks to
Ephe for the idea

## Why It's Good For The Game

Makes sure that we don't hang onto references if our pen/paper gets
removed via less-than-normal methods, like instant recall

## Changelog
:cl:
fix: Clipboards should no longer retain pens that got removed via
Instant Recall
/:cl:
## About The Pull Request

Order of operations thing (I think) 

- `drop_limb`
- `update_limb`
- It correctly updates the limb `show_debrained = FALSE`
- Remove from limb
- `death`
- `update_body_parts`
- `update_limb`
- Now the head is still associated with the mob, but the organs are
gone, so technically, we have no brain
- It updates the limb `show_debrained = TRUE`
- `update_owner(null)`
- Head is only NOW disassociated with the mob after we've wrongly
assumed the mob has no brain
- `update_icon_dropped` (with the incorrect values) 

Moving to after we have been disassociated with the owner entirely seems
to fix it, might have knock on effects though. Didn't seem to in (short)
testing but yeah

Maybe fixes #87971

## Changelog

:cl: Melbert
fix: Heads with brains no longer look debrained
/:cl:
## About The Pull Request

Likely caused by a race condition with a `load_trophy_fish()` occurring
after the item is deleted somehow. I erred on the side of caution and
just made sure we can never get any fish being added to the trophy after
its deletion.


![image](https://github.com/user-attachments/assets/1968ee5a-78e8-428e-9421-2416860962bc)

## Why It's Good For The Game

Too many spurious CI failures lately

## Changelog

N/A
## About The Pull Request

Tin. This script when run would actually undo any instances of the thing
and revert it back to the invalid version. I found this out after
running it and becoming confused when it seemingly undid their pr.

## Why It's Good For The Game

Working scripts for downstreams are nice. I think.

## Changelog

N/a
## About The Pull Request

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

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

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


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

Caused by 

## Why It's Good For The Game

Less CI failures

## Changelog

N/A
## About The Pull Request

The roundstart report has been changed in the following ways:

- There are now only four alert levels: Yellow Star (0-65 Threat), Red
Star (66-79 Threat), Black Orbit (80-99 Threat), and Midnight Sun (100
Threat).
- The roundstart report is now 100% accurate.
- Extended rounds will still show the "No credible threat" alerts, but
this should only happen if an admin sets the round to Extended.

## Why It's Good For The Game

The current roundstart report system is too granular as it is now, which
leads to situations where players will suicide 5-10 minutes into the
round due to the threat level being too low. Making it potentially
random was meaningless, because players would just act on whatever it
said without actually giving the round a chance to do anything.

I also feel like this brings back a fair bit of paranoia to the round,
as low threat levels would often just result in people expecting nothing
to happen. That can be fun when the report is lying, but it doesn't
happen often enough to really make it worth keeping.

We tested this a few months ago and the results seemed positive. We also
had a lot of discussion about the matter and, while I'm open to changing
implementation in some ways, I'm pretty set on this being a beneficial
change, at least in the short term until we can make Dynamic more
interesting.

I kept the high threat level stuff because it's fun to know some crazy
shit might happen. I might bring back the random threat level thing to
differentiate between those but I don't really care tbh; the targeted
behavior here is people bailing on low threat rounds, not people knowing
it's a high threat round.
## Changelog
:cl: Vekter
balance: The roundstart report will now display a more broad, less
specific message about threat levels when between 0 and 80 threat.
/:cl:
## About The Pull Request
alternative to #88776
Makes the repair droid unable to be stacked and reduces armor slots to 1
on station mechs except the phazon.

## Why It's Good For The Game

You can get to some pretty heavy duty values on certain mechs,
especially the durand, with a very intense rate of healing. This makes
those items unstackable.


![image](https://github.com/user-attachments/assets/714c48ca-f9a1-4452-bc25-9d20070f43be)


## Changelog

:cl:
balance: Reduces armor slots to 1 for all station built mechs except the
phazon.
balance: melee mech armor has been increased to 20 from 15.
balance: mech bullet and laser armor has both been increased to 15 from
10.
balance: You can no longer stack the repair droid on mechs.
/:cl:
## About The Pull Request

This adds a new function for Lua scripts: `SS13.check_tick()` - it acts
pretty much exactly like the `CHECK_TICK` macro in DM.

It accepts a single argument, a boolean, which if true - it will act
like `CHECK_TICK_HIGH_PRIORITY` instead.

## Why It's Good For The Game

this function is a repeated code pattern in lua scripts, so having it in
the SS13 lua library is useful.

## Changelog
:cl:
admin: Added a new function in Lua scripting, SS13.check_tick, to avoid
causing too much lag during loops and such.
/:cl:
## About The Pull Request
This PR adds a "withdraw" button to the pAI candidacy menu, which
immediately (or near-immediately, given there's a small delay between
tgui refreshes) removes your information from the pAI device's candidate
download screen.

(The below video was recorded on a local instance of Monkestation, but
I've verified that it works exactly the same on tgstation proper too.)


https://github.com/user-attachments/assets/8508f17f-db61-4ae9-bdc8-b4214489b8b6

## Why It's Good For The Game
Being able to withdraw your candidacy means that, should you need to go
AFK or otherwise leave the game for an extended period of time, your
candidate details won't clog up the candidate download screen. Plus, you
won't frustrate players who download a pAI, only to find that they're
AFK.

## Changelog

:cl:MichiRecRoom
qol: pAIs can now withdraw their candidacy at any time. 
/:cl:
## About The Pull Request
1. Removed an errant :: in objectives list
2. Fixed height of modules selector, this fixes #89071
3. Fixed the categories loop, this fixes #86881
4. Did some stylistic code changes
5. Made a common ui component to reduce code duplication
6. Fixed a typo from a previous pr

>[!Note]
> This does not address #85999, which seems to be an issue on the DM
side.

<details>
<summary>pics</summary>

#89071 fixed
![Screenshot 2025-01-14
173954](https://github.com/user-attachments/assets/997ee3ff-4283-4b0c-a9b2-f05b68bb6fd2)

#86881 fixed
![Screenshot 2025-01-14
175903](https://github.com/user-attachments/assets/a12f493b-fc58-49aa-b9bf-a8162cc794a6)

</details>

## Why It's Good For The Game
Better ui, bug fixes

## Changelog
:cl:
fix: Fixed some bugs in the malf ai screen: one bluescreen, an extra
colon, modules view
/:cl:
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