__DEFINES - This folder is full of #define statements. They are similar to constants,
but must come before any code that references them, and they do not take up
memory the way constants do.
research - Techweb names for new point types. Can be used to define specific point values for specific types of research (science, security, engineering, etc.)
render_plate - Custom rendering solution to allow for advanced effects
We (ab)use plane masters and render source/target to cheaply render 2+ planes as 1
if you want to read more read the _render_readme.md
materials - How material datums work
Materials are now instanced datums, with an associative list of them being kept in SSmaterials. We only instance the materials once and then re-use these instances for everything.
Learn AI - In ye olde days, we designed mob AI, and we built it into simple animals as they were the "non player controlled" mobs. Made sense at the time. But by coding AI directly into the mob, there was so little ability to make unique or complicated AI, and even when it was pulled off the code was hacky and non-reusable. the datum AI system was made to rectify these problems, and expand AI beyond just mobs.
edible - This component makes it possible to make things edible. What this means is that you can take a bite or force someone to take a bite (in the case of items).
These items take a specific time to eat, and can do most of the things our original food items could.
material/material_container - This datum should be used for handling mineral contents of machines and whatever else is supposed to hold minerals and make use of them.
swabbing - This component is used in vat growing to swab for microbiological samples which can then be mixed with reagents in a petridish to create a culture plate.
Contextual screentips (and when to not use this folder) - Contextual screentips provide information in the form of text at the top of your screen to inform you of the possibilities of an item. The "contextual" here refers to this being handled entirely through code, what it displays and when is completely up to you.
Progression Traitor Balance Guide - This guide will explain how the values for progression traitor works, how to balance progression traitors and what you should NOT do when balancing.
This guide will only explain progression values.
Preferences (by Mothblocks) - This does not contain all the information on specific values--you can find those as doc-comments in relevant paths, such as /datum/preference. Rather, this gives you an overview for creating most preferences, and getting your foot in the door to create more advanced ones.
In-code keypress handling system - This whole system is heavily based off of forum_account's keyboard library.
Thanks to forum_account for saving the day, the library can be found
here!
language/language_holder - Language holders will either exist in an atom/movable. Creation of language holders happens
automatically when they are needed, for example when something tries to speak.
Where a mind is available, the mind language holder will be the one "in charge". The mind holder
will update its languages based on the atom holder, and will get updated as part of
transformations and other events that cause new languages to become available.
Balistic gun icon states explained - For a unknown period of time, /obj/item/gun/ballistic used the wrong icon state for it's bolt_type and so, if you tried to copy how it worked to make your own gun, you'd get a broken sprite. This documentation is intended to explain in detail what some of the variables and functions do, and how to make your own gun subtypes that work properly.
screenshots - This folder contains the results for screenshot tests. Screenshot tests make sure an icon looks the same as it did before a change to prevent regressions.
area - A grouping of tiles into a logical space, mostly used by map editors
golem - A blank area subtype solely used by the golem area editor for the purpose of
allowing golems to create new areas without suffering from the hazard_area debuffs.
icemoon - Ice Moon Areas
lavaland - Lavaland Areas
surface/outdoors
unexplored/danger/no_ruins - Same thing as parent, but uses a different map generator for the icemoon ruin that needs it.
virtual_domain - Custom subtypes
mine - Mine areas
misc
cordon - Area used in conjuction with the cordon turf to create a fully functioning world border.
survivalpod - Survival Pod
ruin/space/has_grav
atmosasteroid - The Atmos Asteroid Ruin, has a subtype for rapid identification since this has some unique atmospherics properties and we can easily detect it if something goes wonky.
syndicate_forgotten_ship - forgottenship areas
shuttle
abandoned - White Ship
hunter - Bounty Hunter Shuttles
pirate - Pirate Shuttle
ruin/caravan - Special shuttles made for the Caravan Ambush ruin.
template_noop - Template noop (no operation) is used to skip a turf or area when the template is loaded this allows for template transparency
ex. if a ship has gaps in it's design, you would use template_noop to fill these in so that when the ship moves z-level, any
tiles these gaps land on will not be deleted and replaced with the ships (empty) tiles
virtual_domain - VDOM
safehouse - Safehouse
atom - The base type for nearly all physical objects in SS13
flick_visual - Helper atom that copies an appearance and exists for a period
immerse_overlay - The not-quite-perfect movable used by the immerse element for its nefarious deeds.
plane_master_controller - Atom that manages and controls multiple planes. It's an atom so we can hook into add_filter etc. Multiple controllers can control one plane.
Of note: plane master controllers are currently not very extensively used, because render plates fill a semi similar niche
This could well change someday, and I'd like to keep this stuff around, so we use it for a few cases just out of convenience
colorblind - Exists for convienience when referencing all game render plates
game - Exists for convienience when referencing all game render plates
non_master - Exists for convienience when referencing all non-master render plates.
This is the whole game and the UI, but not the escape menu.
render_plane_relay - Render relay object assigned to a plane master to be able to relay it's render onto other planes that are not it's own
render_step - Internal atom that uses render relays to apply "appearance things" to a render source
Branch, subtypes have behavior
color - Render step that modfies an atom's color
Useful for creating coherent emissive blockers out of things like glass floors by lowering alpha statically using matrixes
Other stuff too I'm sure
emissive - Render step that makes the passed in render source GLOW
emissive_blocker - Render step that makes the passed in render source block emissives
default - Plane master that byond will by default draw to
Shouldn't be used, exists to prevent people using plane 0
NOTE: If we used SEE_BLACKNESS on a map format that wasn't SIDE_MAP, this is where its darkness would land
This would allow us to control it and do fun things. But we can't because side map doesn't support it, so this is just a stub
emissive - Handles emissive overlays and emissive blockers.
floor - Contains just the floor
o_light_visual - This will not work through multiz, because of a byond bug with BLEND_MULTIPLY
Bug report is up, waiting on a fix
achievement_report - A datum containing the info necessary for an achievement readout, reported and added to the global list in /datum/award/achievement/on_unlock(mob/user)
Action system - A simple base for an modular behavior attached to atom or datum.
avatar_domain_info - Displays information about the current virtual domain.
consume - This action lets you consume the mob you're currently pulling. I'M GONNA CONSUUUUUME (this is considered one of the funny memes in the 2019-2020 era)
cooldown - Preset for an action that has a cooldown.
bot_announcement - Say something and play a corresponding sound effect
exquisite_bunch - spawns a plumb bunch of bananas imbued with mystical power.
fugu_expand - Action which inflates you, making you larger and stronger for the duration. Also invulnerable.
This is pretty much all just handled by a status effect.
Unfortunately the requirements here are specific enough that it kind of only works for the mob it is designed for.
gel_cocoon - This action lets you put a mob inside of a cacoon that will inject it with some chemicals.
globules - Ability that allows the owner to fire healing globules at mobs, targetting specific limbs.
golem_ore_sight - Send an ore detection pulse on a cooldown
grand_ritual - The Grand Ritual is the Wizard's alternate victory condition
and also a tool to make funny distractions and progress the round state.
metabolicboost - This ability lets the gelatinious ooze speed up for a little bit
mob_cooldown
assume_form - Allows a mob to assume the form of another item or mob.
Warning, this will likely shit the bricks if you add this action to anything more sophisticated than a basic mob- this isn't built for anything carbon-wise.
Magicarp Bolt - Holder ability simply for "firing a projectile with a cooldown".
Probably won't do anything if assigned via VV unless you also VV in a projectile for it.
watcher_overwatch - Automatically shoot at a target if they do anything while this is active on them.
Currently not given to any mob, but retained so admins can use it.
web_effigy - Makes a solid statue which you can use as cover
regurgitate - This ability will let you fire one random item from your pouch,
rustle - drops peels around the mob when activated
The spell action - This is the base action for how many of the game's
spells (and spell adjacent) abilities function.
These spells function off of a cooldown-based system.
sanguine_strike - Enchants an item to deal either double damage, or +20 damage, whichever is less, and lifesteals for that amount + steals some blood.
multiplication can get a little instakill-y, so capping it at + 20 damage.
10 force weapon doesn't get the cap and gains 10 damage, 20 total
20 force weapon gets the cap of 20 damage added for a total of 40
35 force weapon still gets the cap of 20 for a total of 55 instead of a whopping 70 damage
Steals 50 blood if they have enough. Splattercasting has one second of cooldown worth 5 blood, so 50 seconds cooldown of blood added!
scream_for_me - Weaker smite, not outright gibbing your target, but a lot more bloody, and Sanguine school, so doesn't get affected by splattercasting.
sign_language - Allows a Carbon to toggle sign language on/off. The button is invisible for mute Carbons.
Theory of Operation:
A. If TRAIT_SIGN_LANG is added/removed, and the button is visible, then update the button.
B. React to presence of trait TRAIT_MUTE for quality/convenience purposes:
C. If TRAIT_MUTE is added, then activate and hide the Action.
D. If TRAIT_MUTE is then removed, then show the Action.
addiction - base class for addiction, handles when you become addicted and what the effects of that are. By default you become addicted when you hit a certain threshold, and stop being addicted once you go below another one.
alcohol - Alcohol
medicine - Makes you a hypochondriac - I'd like to call it hypochondria, but "I could use some hypochondria" doesn't work
nicotine - Nicotine
opioids - Opioids
stimulants - Stimulants
admin_book_viewer - Weaps around a book's sql data, feeds it into a ui that allows us to at base view the contents of the book
dog - Pursue the target, growl if we're close, and bite if we're adjacent
Dogs are actually not very aggressive and won't attack unless you approach them
Adds a floor to the melee damage of the dog, as most pet dogs don't actually have any melee strength
goliath - Go for the tentacles if they're available
magicarp - Interrupt your attack chain if: you have a spell, it's not on cooldown, and it has a target
opportunistic - Attack something which is already adjacent to us without moving
crawl_through_vents - We hop into the vents through a vent outlet, and then crawl around a bit. Jolly good times.
This also assumes that we are on the turf that the vent outlet is on. If it isn't, shit.
Warning: this was really snowflake code lifted from an obscure feature that likely has not been touched for over five years years.
Something that isn't implemented is the ability to actually crawl through vents ourselves because I think that's just a waste of time for the same effect (instead of psuedo-teleportation, do REAL forceMoving)
If you are seriously considering using this component, it would be a great idea to extend this proc to be more versatile/less overpowered - the mobs that currently implement this benefit the most
since they are weak as shit with only five health. Up to you though, don't take what's written here as gospel.
deliver_fetched_item - The second half of fetching, deliver the item to a target.
disposal_mob - mob refs are uids, so this is safe
drop_item - Drops items in hands, very important for future behaviors that require the pawn to grab stuff
eat_fetched_snack - The alternate second half of fetching, attack the item if we can eat it.
Or make pleading eyes at someone who has picked it up.
fetch_seek - Traverse to a target with the intention of picking it up.
If we can't do that, add it to a list of ignored items.
move_to_cardinal - Try to line up with a cardinal direction of your target
move_to_target - Moves to target then finishes
pet_follow_friend - Just keep following the target until the command is interrupted
pet_use_ability - Pet owners can't see their pet's ability cooldowns so we keep attempting to use an ability until we succeed
pick_up_item - Simple behaviour for picking up an item we are already in range of.
The blackboard storage key isn't very safe because it doesn't make sense to register signals in here.
Use the AI held item component to manage this.
play_dead - Pretend to be dead
pursue_to_range - Pursue a target until we are within a provided range
ranged_skirmish - How often will we try to perform our ranged attack?
relay_message - behavior that allow us to go communicate with other hivebots
sleep_after_targetless_time - Disables AI after a certain amount of time spent with no target, you will have to enable the AI again somewhere else
spin_web - Move to an unwebbed nearby turf and web it up
step_away - Take one step away
Step towards turf - Moves a short distance towards a location repeatedly until you arrive at the destination.
You'd use this over travel_towards if you're travelling a long distance over a long time, because the AI controller has a maximum range.
Step towards turf in area - Moves a short distance towards a location in an area
Unlike step_towards_turf it will reacquire a new turf from the area if it loses its target
stop_and_stare - Makes a mob simply stop and stare at a movable... yea...
target_from_retaliate_list - Picks a target from a provided list of atoms who have been pissing you off
You will probably need /datum/element/ai_retaliate to take advantage of this unless you're populating the blackboard yourself
nearest - As above but targets have been filtered from the 'retaliate' blackboard list
Targeted Mob Ability - Attempts to use a mob's cooldown ability on a target
Try Mob Ability and clear target - Attempts to use a mob's cooldown ability on a target and releases the target when the action completes
Try Mob Ability and plan execute - Attempts to use a mob's cooldown ability on a target and then move the target into a special target blackboard datum
Doesn't need another subtype to clear BB_BASIC_MOB_EXECUTION_TARGET because it will be the target key for the normal action
min_range - Attempts to move into the provided range and then use a mob's cooldown ability on a target
tipped_reaction - type of tipped reaction that is akin to puppy dog eyes
Travel Towards - Moves towards the atom in the passed blackboard key.
Planning continues during this action so it can be interrupted by higher priority actions.
Travel Towards Atom - Travel towards an atom you pass directly from the controller rather than a blackboard key.
You might need to do this to avoid repeating some checks in both a controller and an action.
use_in_hand - Use in hand the currently held item
use_on_object - Use the currently held item, or unarmed, on a weakref to an object in the world
blob_spore - As blob zombie but will prioritise attacking corpses to zombify them
blob_zombie - Move to a point designated by the overmind, otherwise just slap people nearby
blobbernaut - Extremely simple AI, this isn't a very smart boy
Only notable quirk is that it uses JPS movement, simple avoidance would fail to realise it can path through blobs
brimdemon - Slap someone who is nearby, line up with target, blast with a beam
passive - Carp which bites back, but doesn't look for targets and doesnt do as much damage
Still migrate and stuff
pet - Carp which bites back, but doesn't look for targets.
'Not hunting targets' includes food (and can rings), because they have been well trained.
ranged - AI for carp with a spell.
Flow is basically the same as regular carp, except it will try and cast a spell at its target whenever possible and not fleeing.
cow/moonicorn - stop killing my FRIENDS
crab - The basic ai controller for crabs
dog/corgi - Same thing but with make tiny corgis and use access cards.
giant_spider - Attacks people it can see, spins webs if it can't see anything to attack.
pest - Retaliates, hunts other maintenance creatures, runs away from larger attackers, and spins webs.
retaliate - Used by Araneus, who only attacks those who attack first. He is house-trained and will not web up the HoS office.
weak - Giant spider which won't attack structures
headslug - This is a bit neutered since these aren't intended to exist outside of player control, but it's a bit weird to just have these guys be completely stationary.
No attacking or anything like that, though. Just something so they seem alive.
hivelord - Basically just keep away and shit out worms
legion - Keep away and launch skulls at every opportunity, prioritising injured allies
legion_brood - Chase and attack whatever we are targetting, if it's friendly we will heal them
meteor_heart - A spellcasting AI which does not move
morph - No fleshed out AI implementation, just something that make these fellers seem lively if they're just dropped into a station.
Only real human-powered intelligence is capable of playing prop hunt in SS13 (until further notice).
mouse - The mouse AI controller
guaranteed_to_bite - Dummy mouse's ai controller that is guaranteed to find and bite a cable beneath it
rat - AI controller for rats, slightly more complex than mice becuase they attack people
simple_hostile - The most basic AI tree which just finds a guy and then runs at them to click them
simple_hostile_obstacles - Find a target, walk at target, attack intervening obstacles
snake - Snakes are primarily concerned with getting those tasty, tasty mice, but aren't afraid to strike back at those who attack them
space_bat - Controller for space bats, has nothing unique, just retaliation.
spiderling - Opportunistically hops in and out of vents, if it can find one. We aren't interested in attacking due to how weak we are, we gotta be quick and hidey.
wumborian_fugu - Cowardly when small, aggressive when big. Tries to transform whenever possible.
young_spider - Used by all young spiders if they ever appear.
cursed item ai! - Haunted AI tries to not be interacted with, and will attack people who do.
Cursed AI instead tries to be interacted with, and will attempt to equip itself onto people.
Added by /datum/element/cursed, and as such will try to remove this element and go dormant when it finds a victim to curse
ai_module - The base module type, which holds info about each ability.
destructive - Modules causing destruction
blackout - Blackout: Overloads a random number of lights across the station. Three uses.
destroy_rcd - Destroy RCDs: Detonates all non-cyborg RCDs on the station.
lockdown - Hostile Station Lockdown: Locks, bolts, and electrifies every airlock on the station. After 90 seconds, the doors reset.
megahonk - HIGH IMPACT HONKING
nuke_station - Doomsday Device: Starts the self-destruct timer. It can only be stopped by killing the AI completely.
overload_machine - Overload Machine: Allows the AI to overload a machine, detonating it after a delay. Two uses per purchase.
override_machine - Override Machine: Allows the AI to override a machine, animating it into an angry, living version of itself.
upgrade - Modules that are improving AI abilities and assets
eavesdrop - Enhanced Surveillance: Enables AI to hear conversations going on near its active vision.
mecha_domination - Unlock Mech Domination: Unlocks the ability to dominate mechs. Big shocker, right?
upgrade_cameras - Upgrade Camera Network: EMP-proofs all cameras, in addition to giving them X-ray vision.
upgrade_turrets - AI Turret Upgrade: Increases the health and damage of all turrets.
utility - Modules with stealthy and utility uses
break_air_alarms - Air Alarm Safety Override: Unlocks the ability to enable dangerous modes on all air alarms.
break_fire_alarms - Thermal Sensor Override: Unlocks the ability to disable all fire alarms from doing their job.
emergency_lights - Disable Emergency Lights
place_cyborg_transformer - Robotic Factory: Places a large machine that converts humans that go through it into cyborgs. Unlocking this ability removes shunting.
reactivate_cameras - Reactivate Camera Network: Reactivates up to 30 cameras across the station.
ai_movement - This datum is an abstract class that can be overriden for different types of movement
basic_avoidance - Uses Byond's basic obstacle avoidance movement
backstep - Move immediately and don't update our facing
complete_stop - Come to a complete stop for a set amount of time.
dumb - The most brain-dead type of movement, bee-line to the target with no concern of whats in front of us.
jps - This movement datum represents smart-pathing
ai_planning_subtree - A subtree is attached to a controller and is occasionally called by /ai_controller/SelectBehaviors(), this mainly exists to act as a way to subtype and modify SelectBehaviors() without needing to subtype the ai controller itself
attack_obstacle_in_path - If there's something between us and our target then we need to queue a behaviour to make it not be there
find_and_hunt_target - Tells the AI to find a certain target nearby to hunt.
If a target has been found, we will start to move towards it, and eventually attack it.
baby_egg - find our child's egg and pull it!
consume_ores - consume food!
minebot - store ores in our body
corpses - Find and attack corpses
human - Find and attack specifically human corpses
destroy_surveillance - destroy surveillance objects to boost our stealth
look_for_cables/guaranteed - Cable hunting subtree that's guarantee to hunt its target.
find_food - similar to finding a target but looks for food types in the // the what?
find_nearest_magicarp_spell_target - Find a target for the magicarp's spell
This gets weird because different spells want different targetting
but I didn't want a new ai controller for every different spell
find_nearest_thing_which_attacked_me_to_flee - Find the nearest thing on our list of 'things which have done damage to me' and set it as the flee target
find_unwebbed_turf - Search for a nearby location to put webs on
flee_target - Try to escape from your current target, without performing any other actions.
from_flee_key - Try to escape from your current target, without performing any other actions.
Reads from some fleeing-specific targetting keys rather than the current mob target.
legion - Don't run away from friendlies
mega_arachnid - spray slippery acid as we flee!
mouse - Don't look for anything to run away from if you are distracted by being adjacent to cheese
move_to_cardinal - Try to line up with a cardinal direction of your target
opportunistic_ventcrawler - Opportunistically searches for and hides/scurries through vents.
Pet Planning - Perform behaviour based on what pet commands you have received. This is delegated to the pet command datum.
When a command is set, we blackboard a key to our currently active command.
The blackboard also has a weak reference to every command datum available to us.
We use the key to figure out which datum to run, then ask it to figure out how to execute its action.
simple_find_nearest_target_to_flee - Find the nearest thing which we assume is hostile and set it as the flee target
sleep_with_no_target - Disables AI after a certain amount of time spent with no target, you will have to enable the AI again somewhere else
meteor_heart - After enough time with no target, deaggro and change animation state
spin_web - Run the spin web behaviour if we have an ability to use for it
stare_at_thing - Locate a thing (practically any atom) to stop and stare at.
target_retaliate - Sets the BB target to a mob which you can see and who has recently attacked you
to_flee - Places a mob which you can see and who has recently attacked you into some 'run away from this' AI keys
Can use a different targetting datum than you use to select attack targets
Not required if fleeing is the only target behaviour or uses the same target datum
use_mob_ability - Simple behaviours which simply try to use an ability whenever it is available.
For something which wants a target try targetted_mob_ability.
enemy_of_the_state - When the station wins, any remaining living headrevs become Enemies of the State, a small solo antagonist.
They either have the choice to fuck off and do their own thing, or try and regain their honor with a hijack.
shade_minion - This datum is for use by shades who have a master but are not cultists.
Cult shades don't get it because they get the cult datum instead.
They are bound to follow the orders of their creator, probably a chaplain or miner.
Technically they're not 'antagonists' but they have antagonist-like properties.
wizard_prank_vendetta - Antag datum to give to people who want to kill the wizard.
This doesn't preclude other people choosing to want to kill the wizard, just these people are rewarded for it.
armor - The armor datum holds information about different types of armor that an atom can have.
It also contains logic and helpers for calculating damage and effective damage
crate_syndicrate - if the crate takes damage it will explode 25% of the time
immune - A version of armor that cannot be modified and will always return itself when attempted to be modified
item_tank - Closes the tank if dropped while open.
none - A version of armor with no protections
suit_space - If this is FALSE the batery status UI will be disabled. This is used for suits that don't use bateries like the changeling's flesh suit mutation.
armour_dimensional_theme - Datum describing a 'theme' which transforms a 3x3 area's turfs when applied.
It also creates a number of themed barriers in that area.
dangerous - Dangerous themes can potentially impede the user as much as people pursuing them
body_zones - Spritesheet for body zones. Necessary if your tgui uses BodyZoneSelector
namespaced - Namespace'ed assets (for static css and html files)
When sent over a cdn transport, all assets in the same asset datum will exist in the same folder, as their plain names.
Used to ensure css files can reference files by url() without having to generate the css at runtime, both the css file and the files it depends on must exist in the same namespace asset datum. (Also works for html)
For example blah.css with asset blah.png will get loaded as namespaces/a3d..14f/f12..d3c.css and namespaces/a3d..14f/blah.png. allowing the css file to load blah.png by a relative url rather then compute the generated url with get_url_mappings().
The namespace folder's name will change if any of the assets change. (excluding parent assets)
antagonist_hud - An alternate appearance that will show all the antagonists this mob has
has_antagonist - An alternate appearance that will only show if you have the antag datum
autowiki - A representation of an automated wiki page.
stock_parts - Automtically generated string list of stock part templates and relevant data for the /tg/station wiki
auxtools_promise - Auxtools hooks act as "set waitfor = 0" procs. This means that whenever
a proc directly called from auxtools sleeps, the hook returns with whatever
the called proc had as its return value at the moment it slept. This may not
be desired behavior, so this datum exists to wrap these procs.
basketball_controller - The basketball controller handles the basketball minigame in progress.
It is first created when the first ghost signs up to play.
bodypart_overlay - Bodypart ovarlay datum. These can be added to any limb to give them a proper overlay, that'll even stay if the limb gets removed
This is the abstract parent, don't use it!!
mutant - Variant of bodypart_overlay meant to work synchronously with external organs. Gets imprinted upon Insert in on_species_gain
antennae - Moth antennae datum, with full burning functionality
pod_hair - Podperson bodypart overlay, with special coloring functionality to render the flowers in the inverse color
spines - Bodypart overlay for spines (wagging gets updated by tail)
tail - Tail parent type, with wagging functionality
cat - Cat tail bodypart overlay
lizard - Lizard tail bodypart overlay datum
monkey - Monkey tail bodypart overlay
wings - Bodypart overlay of default wings. Does not have any wing functionality
functional - Bodypart overlay of function wings, including open and close functionality!
moth - Moth wing bodypart overlay, including burn functionality!
simple - For simple overlays that really dont need to be complicated. Sometimes icon_state and icon is enough
Remember to set the layers or shit wont work
centcom_announcer - Data holder for the announcers that can be used in a game, this can be used to have alternative announcements outside of the default e.g.the intern
custom - So this one's kind of a "failed" result, but also a "custom" result
Getting to this temperature and having no other soup reaction made means you're either messing something up
or you simply aren't following a recipe. So it'll just combine
metalgen - Random recipe for meme chem metalgen. Always requires wittel and resets every 3 days
slime - End example
surfactant - foam and foam precursor
virus_food - VIROLOGY
cinematic - Cinematic datum. Used to show an animation to everyone.
cult_arm - A blood cult summoned Nar'sie, and most of the station was harvested or converted!
cult_fail - A blood cult summoned Nar'sie, but some badass (or admin) managed to destroy Nar'sie themselves.
malf - A malfunctioning AI has activated the doomsday device and wiped the station!
nuke - Simple, base cinematic for all animations based around a nuke detonating.
clown - The clown operative nuclear bomb was activated and clowned the station!
cult - A blood cult summoned Nar'sie, but central command deployed a nuclear package to stop them.
fake - A fake version of the nuclear detonation, where it winds up, but doesn't explode.
far_explosion - The syndicate nuclear bomb was activated, but just missed the station by a whole z-level!
mutual_destruction - The syndicate nuclear bomb was activated, and the nuclear operatives failed to extract on their shuttle before it detonated on the station!
no_core - A fake version of the nuclear detonation, where it winds up, but doesn't explode as the nuke core within was missing.
ops_miss - The syndicate nuclear bomb was activated, but just barely missed the station!
ops_victory - The syndicate nuclear bomb was activated, and destroyed the station!
self_destruct - The self destruct, or another station-destroying entity like a blob, destroyed the station!
self_destruct_miss - The self destruct was activated, yet somehow avoided destroying the station!
circuit_composite_template - A template used to make composite datatypes for circuits.
Used so that we don't have to generate every single possible combination of types
circuit_datatype - A circuit datatype. Used to determine the datatype of a port and also handle any additional behaviour.
circuit_variable - A circuit variable that holds the name, the datatype and the colour of the variable (taken from the datatype).
client_colour - Client Colour Priority System By RemieRichards (then refactored by another contributor)
A System that gives finer control over which client.colour value to display on screen
so that the "highest priority" one is always displayed as opposed to the default of
"whichever was set last is displayed".
client_interface - This should match the interface of /client wherever necessary.
colorblind_tester - Used to test the game for issues with different types of color blindness
WARNING ASSHOLE: Because we can only apply matrixes, and can't preform gamma correction
https://web.archive.org/web/20220227030606/https://ixora.io/projects/colorblindness/color-blindness-simulation-research/
The results of this tool aren't perfect. It's way better then nothing, but IT IS NOT A PROPER SIMULATION
Please do not make us look like assholes by assuming it is. Thanks.
colored_assistant - Defines a style of jumpsuit/jumpskirt for assistants.
Jumpsuit and jumpskirt lists should match in colors, as they are used interchangably.
solid - Will pick one color, and stick with it
command_report_menu - Datum for holding the TGUI window for command reports.
acid - Component representing acid applied to an object.
Must be attached to an atom.
Processes, repeatedly damaging whatever it is attached to.
If the parent atom is a turf it applies acid to the contents of the turf.
If not being applied to a mob or turf, the atom must use the integrity system.
action_item_overlay - Apply to an action to allow it to take an item
and apply it as an overlay of the action button
admin_popup - Applied to clients when they receive an admin popup, alerting them to
their ticket.
aggro_emote - A component for ai-controlled atoms which plays a sound if they switch to a living target which they can attack
ai_listen_to_weather - given to a mob to set a key on or off when a storm is coming or ending
ai_retaliate_advanced - Attached to a mob with an AI controller, passes things which have damaged it to a blackboard.
The AI controller is responsible for doing anything with that information.
Differs from the element as it passes new entries through a callback.
ai_target_timer - Increments a blackboard key while the attached mob is engaged with a particular target, does nothing else on its own
anti_magic - This provides different types of magic resistance on an object
appearance_on_aggro - Changes visuals of the attached mob while it has a target
aquarium_content - Allows movables to be inserted/displayed in aquariums.
area_based_godmode - Area-based godmode.
Gain and Lose message can only be set once, at initial component creation; adding a source will not update them.
area_sound_manager - Allows you to set a theme for a set of areas without tying them to looping sounds explicitly
areabound - Movables with this component will automatically return to their original turf if moved outside their initial area
atmos_reaction_recorder - Component for atmos-related atoms to be able to record and transmit their reaction_results data
Use this ONLY for atoms, gasmixtures will be accessed by calling return air on the object.
Add this component after gasmixes has been initialized.
aura_healing - Applies healing to those in the area.
Will provide them with an alert while they're in range, as well as
give them a healing particle.
Can be applied to those only with a trait conditionally.
basic_mob_attack_telegraph - Delays outgoing attacks which are directed at mobs to give players time to get out of the way
basic_ranged_ready_overlay - Fade in an overlay x seconds after a basic mob makes a ranged attack
Indicates that it will be ready to fire again
bitrunning_points - Attaches a component which listens for a given signal from the item.
blob_minion - Common behaviour shared by things which are minions to a blob
blood_walk - Blood walk, a component that causes you to make blood wherever you walk.
bloodysoles - Component for clothing items that can pick up blood from decals and spread it around everywhere when walking, such as shoes or suits with integrated shoes.
feet - Like its parent but can be applied to carbon mobs instead of clothing items
boomerang - If an ojvect is given the boomerang component, it should be thrown back to the thrower after either hitting it's target, or landing on the thrown tile.
Thrown objects should be thrown back to the original thrower with this component, a number of tiles defined by boomerang_throw_range.
boss_music - Attaches to a hostile simplemob and plays that music while they have a target.
bullet_intercepting - Component which allows an equipped item to occasionally absorb a projectile.
burning - Component representing an atom being on fire.
Should not be used on mobs, they use the fire stacks status effects.
Can only be used on atoms that use the integrity system.
circuit_component_add_port - Helper component that handles users adding/removing ports from a circuit component.
cleaner - Component that can be used to clean things.
Takes care of duration, cleaning skill and special cleaning interactions.
A callback can be set by the datum holding the cleaner to add custom functionality.
Soap uses a callback to decrease the amount of uses it has left after cleaning for example.
clickbox - This component adds a near-invisible underlay to a movable target to expand the clickable surface of its icon without
resorting to MOUSE_OPACITY_OPAQUE.
The underlay ignores the parent's color and alpha and can be offset.
The name is a portmanteau of "click" and "hitbox", because technically this isn't an hitbox,
but it helps catch clicks, and I don't want to give it a loooong name like openspace_item_click_handler
clothing_fov_visor - An element to add a FOV trait to the wearer, removing it when an item is unequipped, but only as long as the visor is up.
codeword_hearing - Component that allows for highlighting of words or phrases in chat based on regular expressions.
connect_containers - This component behaves similar to connect_loc_behalf, but it's nested and hooks a signal onto all MOVABLES containing this atom.
connect_loc_behalf - This component behaves similar to connect_loc, hooking into a signal on a tracked object's turf
It has the ability to react to that signal on behalf of a separate listener however
This has great use, primarily for components, but it carries with it some overhead
So we do it separately as it needs to hold state which is very likely to lead to bugs if it remains as an element.
connect_mob_behalf - This component behaves similar to connect_loc_behalf, but working off clients and mobs instead of loc
To be clear, we hook into a signal on a tracked client's mob
We retain the ability to react to that signal on a seperate listener, which makes this quite powerful
connect_range - This component behaves similar to connect_loc_behalf but for all turfs in range, hooking into a signal on each of them.
Just like connect_loc_behalf, It can react to that signal on behalf of a seperate listener.
Good for components, though it carries some overhead. Can't be an element as that may lead to bugs.
container_item - Container item, an item which can be stored by specialized containers.
tank_holder - Tank holder item - Added to an object which can be added to a tank holder.
convey - Manages the loop caused by being on a conveyor belt
Prevents movement while you're floating, etc
Takes the direction to move, delay between steps, and time before starting to move as arguments
cracked - Tracks damage to add or remove crack overlays, when none are needed this components is qdeleted
ctf_player - A component added to the mind of anyone who is playing in an ongoing CTF match. Any player specific CTF functionality should be implimented here. (someone should impliment score tracking here)
curse_of_hunger - curse of hunger component; for very hungry items.
curse_of_polymorph - check hp
poisoned food damages it
no food found, but you're dead: it bites you slightly, and doesn't regain health.
no food found: it bites you and regains some health.
curse of polymorph component;
Custom Atom Component - When added to an atom, item ingredients can be put into that.
The sprite is updated and reagents are transferred.
damage_aura - Applies a status effect and deals damage to people in the area.
Will deal more damage the more people are present.
decomposition - Makes things decompose when exposed to germs. Requires /datum/component/germ_sensitive to detect exposure.
dejavu - A component to reset the parent to its previous state after some time passes
timeline - differently themed dejavu for modsuits.
deployable - Deployable - Bring your big guns with you, and smack em' down where you want.
drift - Component that handles drifting
Manages a movement loop that actually does the legwork of moving someone
Alongside dealing with the post movement input blocking required to make things look nice
egg layer component! - Component that manages how many eggs to lay, what can be fed to the mob to make them lay more, and what is actually laid.
Since the only real interaction with the component is an attackby, the nice part is that we're able to make this an atom level proc.
egg_layer will loudly fail if you do not provide it the arguments, as to encourage explicicy(?)
electrified_buckle component: - attach it to any atom/movable that can be buckled to in order to have it shock mobs buckled to it. by default it shocks mobs buckled to parent every shock_loop_time.
the parent is supposed to define its behavior with arguments in AddComponent
engraved component! - component for walls that applies an engraved overlay and lets you examine it to read a story (+ art element yay)
new creations will get a high art value, cross round scrawlings will get a low one.
MUST be a component, though it doesn't look like it. SSPersistence demandeth
Experiment Handler - This is the component for interacting with experiments from a connected techweb. It is generic
and should be set-up to automatically work on any class it is attached to without outside code
(Excluding potential callbacks)
explodable - Component specifically for explosion sensetive things, currently only applies to heat based explosions but can later perhaps be used for things that are dangerous to handle carelessly like nitroglycerin.
food_storage - Roll what we caught based on modified table
--Food storage component--
This component lets you slide one item into large foods, such as bread, cheese wheels, or cakes.
Consuming food storages with an item inside can cause unique interactions, such as eating glass shards.
force_move - Forced directional movement, but with a twist
Let's block pressure and client movements while doing it so we can't be interrupted
Supports spinning on each move, for lube related reasons
fov_handler - Component which handles Field of View masking for clients. FoV attributes are at /mob/living
gas_leaker - A component to leak gas over time from damaged objects with gas storage
geiger_sound - Atoms with this component will play sounds depending on nearby radiation
germ_sensitive - Makes items infective if left on floor, also sending corresponding signals to parent
ghost_direct_control - Component which lets ghosts click on a mob to take control of it
ghost_edible - Allows ghosts to eat this by orbiting it
They do this by consuming the reagents in the object, so if it doesn't have any then it won't work
golem_food - Component which allows something to be eaten by a golem
gps - GPS component. Atoms that have this show up on gps. Pretty simple stuff.
item - GPS component subtype. Only gps/item's can be used to open the UI.
haunted_item - Makes our item SUPER spooky!
Adds the haunted element and some other bonuses
hazard_area - This is a relatively simple component that attempts to deter the parent of the component away
from a specific area or areas. By default it simply applies a penalty where all movement is
four times slower than usual and any action that would affect your 'next move' has a penalty
multiplier of 4 attached.
Healing Touch component - A mob with this component will be able to heal certain targets by attacking them.
This intercepts the attack and starts a do_after if the target is in its allowed type list.
interaction_booby_trap - Attached to an atom, creates an explosion when it is interacted with
irradiated - This atom is irradiated, and will glow green.
Humans will take toxin damage until all their toxin damage is cleared.
itembound - When a movable has this component AND they are in the contents of a container, they will no longer be able to use their hands and be immobilized until they are removed from the container. So far, this is only useful for smites.
knockoff - Items with this component will have a chance to get knocked off
(unequipped and sent to the ground) when the wearer is disarmed or knocked down.
leash - Keeps the parent within the distance of its owner as naturally as possible,
but teleporting if necessary.
light_eater - Makes anything it attaches to capable of removing something's ability to produce light until it is destroyed
ling_decoy_brain - Component applied to ling brains to make them into decoy brains, as ling brains are vestigial and don't do anything
Living Heart Component - Applied to a heart to turn it into a heretic's 'living heart'.
The living heart is what they use to track people they need to sacrifice.
Mind Linker - A component that handles linking multiple player's minds
into one network which allows them to talk directly to one another.
Like telepathy but for multiple people at once!
active_linking - Subtype of mind linker (I know) which is more active rather than passive,
which involves the master linking people manually rather than people being added automatically.
mob_harvest - Harvesting component. Useful if you want to be able to harvest items from living mobs.
multiple_lives - A simple component that spawns a mob of the same type and transfers itself to it when parent dies.
For more complex behaviors, use the COMSIG_ON_MULTIPLE_LIVES_RESPAWN comsig.
Nuclear Bomb Operator - Component applied to handless non-carbon mobs to allow them to perform the function of a nuclear operative.
Effectively this means they need to be able to:
Obeys Commands Component - Manages a list of pet command datums, allowing you to boss it around
Creates a radial menu of pet commands when this creature is alt-clicked, if it has any
omen - omen.dm: For when you want someone to have a really bad day
bible - The bible omen.
While it lasts, parent gets a cursed aura filter.
quirk - The quirk omen. Permanent.
Has only a 50% chance of bad things happening, and takes only 25% of normal damage.
onwear_mood - Add to clothing to give the wearer a mood buff and a unique examine text
overlay_lighting - Movable atom overlay-based lighting component.
palette - A component that stores colors for use by painting-related items like spraycans or palettes
which can be accessed through a radial menu by right clicking the item while it's held by the user mob.
Right-clicking a color will open a color input prompt to edit it. Left clicking will instead select it
and call set_painting_tool_color() on the parent for more specific object behavior.
payment - Handles simple payment operations where the cost of the object in question doesn't change.
pinata - Objects or mobs with this componenet will drop items when taking damage.
plane_hide_highest_offset - Component that takes a plane master, and will hide it if it's the highest offset of its kind
This allows us to not show PMs to clients if they're not actively doing anything
acidic_input - Special connect that we currently use for reaction chambers. Being used so we can keep certain inputs separate, like into a special internal acid container
alkaline_input - Special connect that we currently use for reaction chambers. Being used so we can keep certain inputs separate, like into a special internal base container
buffer - Baby component for the buffer plumbing machine
filter - The magical plumbing component used by the chemical filters. The different supply connects behave differently depending on the filters set on the chemical filter
hydroponics - Special demand connector that consumes as normal, but redirects water into the magical water space.
iv_drip - Component for IVs that tracks the current person being IV'd. Input received through plumbing is instead routed to the whoever is attached
simple_demand - has one pipe input that only takes, example is manual output pipe
simple_supply - has one pipe output that only supplies. example is liquid pump and manual input pipe
projectile_parry - Add to a living mob to allow them to "parry" projectiles by clicking on their tile, sending them back at the firer.
pry_open_door - Attached to a basic mob.
Causes attacks on doors to attempt to open them.
puzzgrid - Attaches a puzzgrid to the atom.
You are expected to pass in the puzzgrid, likely from create_random_puzzgrid().
This is so you can handle when a puzzgrid can't be generated, either because the
config does not exist, or because the config is not set up properly.
radiation_countdown - Begins the countdown before a target can be irradiated.
Added by the radiation subsystem when a pulse information has a minimum exposure time.
Will clear itself out after a while.
Radioactive Emitter - Simple component that you can attach to something to make it emit radiation pulses over time.
radioactive_exposure - For directly applying to carbons to irradiate them, without pulses
ranged_attacks - Configurable ranged attack for basic mobs.
redirect_attack_hand_from_turf - Will redirect touching the turf it is on with your hand to the attack_hand of the parent object.
reflection - A simple-ish component that reflects the icons of movables on the parent like a mirror.
Sadly, there's no easy way to make the SOUTH dir reflection flip the visual so that you can see
the back NORTH dir of a target while it's facing SOUTH beside adding the VIS_INHERIT_DIR flag
to the target movable, which I'm not doing to spare eventual issues with other vis overlays in the future.
regenerator - If the loc is null, only a black (or grey depending on alpha) silhouette of the target will be rendered
Just putting this information here in case you want something like that in the future.
The filter is added to the reflection holder; the matrix is not, otherwise that'd go affecting the filter.
religious_tool - Allows the parent to act similarly to the Altar of Gods with modularity. Invoke and Sect Selection is done via attacking with a bible. This means you cannot sacrifice Bibles (you shouldn't want to do this anyways although now that I mentioned it you probably will want to).
revenge_ability - Automatically triggers a linked ability at a target who attacks us.
The ability might not necessarily be on our mob.
Make sure that /datum/element/relay_attackers is also present or you'll never receive the triggering signal.
riding - This is the riding component, which is applied to a movable atom by the ridable element when a mob is successfully buckled to said movable.
seclite_attachable - Component which allows you to attach a seclight to an item,
be it a piece of clothing or a tool.
sect_nullrod_bonus - sect nullrod bonus component; for sekret rite combos
seethrough - A component that lets you turn an object invisible when you're standing on certain relative turfs to it, like behind a tree
seethrough_mob - A component that lets you turn your character transparent in order to see and click through yourself.
shell - Makes an atom a shell that is able to take in an attached circuit.
shielded - The shielded component causes the parent item to nullify a certain number of attacks against the wearer, see: shielded vests.
shovel_hands - This component lets mobs dig up the floor with their bare hands
shuttle_cling - Gets added to all movables that enter hyperspace and are supposed to suffer from "hyperspace drift"
This lets people fly around shuttles during transit using jetpacks, or cling to the side if they got a spacesuit
Dumping into deepspace is handled by the hyperspace turf, not the component.
Not giving something this component while on hyperspace is safe, it just means free movement like carps
shy - You can't use items on anyone other than yourself if there are other living mobs around you
shy_in_room - You can't use items on anyone other than yourself if you stand in a blacklisted room
sign_language - Reactive Sign Language Component for Carbons. Allows Carbons to speak with sign language if they have the relevant traits.
Implements sign language by incrementally overriding several critical functions, variables, and argument lists.
simple_access - This component allows us to give a mob access without giving them an ID card.
subtype_picker - subtype picker component allows for an item to transform into its subtypes (this is not enforced and you can turn in whatever types, but
i used this name as it was incredibly accurate for current usage of the behavior)
tippable - Tippable component. For making mobs able to be tipped, like cows and medibots.
toggle_attached_clothing - Component which allows clothing to deploy a different kind of clothing onto you.
The simplest example is hooded suits deploying hoods onto your head.
traitor_objective_register - Helper component that registers signals on an object
This is not necessary to use and gives little control over the conditions
allow_admin_asaycolor - allows admins with relevant permissions to have a personalized asay color
allow_admin_ooccolor - allows admins with relevant permissions to have their own ooc colour
allow_respawn - Determines if a player can respawn after dying.
0 / RESPAWN_FLAG_DISABLED = Cannot respawn (default)
1 / RESPAWN_FLAG_FREE = Can respawn
2 / RESPAWN_FLAG_NEW_CHARACTER = Can respawn if choosing a different character
allow_rock_the_vote - allow players to vote to re-do the map vote
allow_vote_map - allow votes to change map
allow_vote_restart - allow votes to restart
autoadmin - if autoadmin is enabled
default_no_vote - If disabled, non-voters will automatically have their votes added to certain vote options
(For example: restart votes will default to "no restart", map votes will default to their preferred map / default map, rocking the vote will default to "no")
forbid_preferences_export - Allows players to export their own preferences as a JSON file. Left as a config toggle in case it needs to be turned off due to server-specific needs.
hub - if the game appears on the hub or not
log_access - log login/logout
log_admin - log admin actions
log_adminchat - log admin chat messages
log_as_human_readable - Log human readable versions of json log entries
log_asset - log assets
log_attack - log attack messages
log_econ - log economy actions
log_emote - log emotes
log_game - log game events
log_internet_request - Log Music Requests
log_job_debug - log roundstart divide occupations debug information to a file
master - Start of queue linked list
End of queue linked list (used for appending to the list)
Are we loading in a new map?
for scheduling different subsystems for different stages of the round
crystal_warp_theme - Transforms an area's turfs and objects into a different theme
ctf_controller - The CTF controller acts as a manager for an individual CTF game, each CTF game should have its own, the controller should handle all game-wide functionality.
ctf_team - A datum that holds details about individual CTF teams, any team specific CTF functionality should be implimented here.
deck_card - A basic interface for creating a card for a deck that isn't just a name.
of_type - A /datum/deck_card that just creates a card of the given type
decompose_matrix - Datum which stores information about a matrix decomposed with decompose().
demoralise_moods - Mood application categories for this objective
Used to reduce duplicate code for applying moods to players based on their state
design - Design Datums
All the data for building stuff.
alienscalpel - Alien Surgical Tools
alienwrench - Alien Tools
basic_cell - Power
beacon - Bluespace
board - Computer Boards
aicore - AI Module Disks
electrolyzer - MISC Boards
ripley_main - Mecha Module Disks
subspace_receiver - Subspace Telecomms
borg_upgrade_rename - Borg Upgrades
c38/sec - Weapons
cargo_express - Mining
cyberimp_breather - Cybernetic Implants
fire_extinguisher_advanced - Tools
healthanalyzer - Medical Tools
implanter - Regular Implants
intellicard - Non-Board Computer Stuff
leftarm - Limb Grower Designs
mech_scattershot - Mecha Equpment
milk - Biogenerator Designs
plasteel_alloy - SMELTABLE ALLOYS
portabledrive/basic - Computer Parts
rped - Stock Parts
surgery - Surgery Designs
tech_disk - Disk Construction Disks
dimension_theme - Datum which describes a theme and replaces turfs and objects in specified locations to match that theme
discord_embed - Documentation for the embed object and all of its variables can be found at
https://discord.com/developers/docs/resources/channel#embed-object
It is recommended to read the documentation on the discord website, as the information below could become outdated in the future.
discord_link_record - Represents a record from the discord link table in a nicer format
trail_follow - ///// Attach a trail to any object, that spawns when it moves (like for the jetpack)
just pass in the object to attach it to in set_up
Then do start() to start it and stop() to stop it, obviously
and don't call start() in a loop that will be repeated otherwise it'll get spammed!
element - A holder for simple behaviour that can be attached to many different types
ai_control_examine - ai control examine; which gives the pawn of the parent the noticable organs depending on AI status!
ai_flee_while_injured - Attached to a mob with an AI controller, simply sets a flag on whether or not to run away based on current health values.
AI Held Item Element - Manages holding an item for a mob which doesn't have hands but needs to for AI purposes.
ai_retaliate - Attached to a mob with an AI controller, passes things which have damaged it to a blackboard.
The AI controller is responsible for doing anything with that information.
ai_target_damagesource - Attached to a mob with an AI controller, sets the blackboard current target to the most recent thing to attack this mob.
The AI controller is responsible for doing anything with that information.
amputating_limbs - This component will intercept bare-handed attacks by the owner on critically injured carbons and amputate random limbs instead
Animal variety element! - Element that picks an suffix to append onto the icon state from a list given on creation,
among some pixel shifting stuff. Basically you will see VARIETY in a batch of animals.
attack_equip - Attached to an item, when the item is used to attack a human, and the attacker isn't in combat mode, attempts to equip the item to the target after the normal delay.
backblast - When attached to a gun and the gun is successfully fired, this element creates a "backblast" of fire and pain, like you'd find in a rocket launcher or recoilless rifle
bane - Deals extra damage to mobs of a certain type, species, or biotype.
This doesn't directly modify the normal damage of the weapon, instead it applies it's own damage seperatedly ON TOP of normal damage
ie. a sword that does 10 damage with a bane elment attacthed that has a 0.5 damage_multiplier will do:
10 damage from the swords normal attack + 5 damage (50%) from the bane element
basic_body_temp_sensitive - When attached to a basic mob, it gives it the ability to be hurt by cold/hot body temperatures
beauty - Beauty element. It makes the indoor area the parent is in prettier or uglier depending on the beauty var value.
Clean and well decorated areas lead to positive moodlets for passerbies;
Shabbier, dirtier ones lead to negative moodlets EXCLUSIVE to characters with the snob quirk.
bed_tuckable - Tucking element, for things that can be tucked into bed.
Befriend Petting - Element which makes a mob befriend you if you pet it enough.
blocks_explosives - Apply this element to a movable atom when you want it to block explosions
It will mirror the blocking down to that movable's turf, keeping explosion work cheap
bombable_turf - Apply this to a turf (usually a wall) and it will be destroyed instantly by any explosion.
Most walls can already be destroyed by explosions so this is largely for usually indestructible ones.
For applying it in a map editor, use /obj/effect/mapping_helpers/bombable_wall
bonus_damage - Attached to a mob that will then deal bonus damage to a victim with low, or potentially in the future, high health.
bugkiller_reagent - Simple element to be applied to reagents
When those reagents are exposed to mobs with the bug biotype, causes toxins damage
If this delivers the killing blow on a non-humanoid mob, it applies a special status effect that does a funny animation
caseless - An element that deletes the casing when fired and, if reusable is true, adds the projectile_drop element to the bullet.
Just make sure to not add components or elements that also use COMSIG_FIRE_CASING after this one.
Not compatible with pellets (how the eff would that work in a senible way tho?).
connect_loc - This element hooks a signal onto the loc the current object is on.
When the object moves, it will unhook the signal and rehook it to the new object.
content_barfer - Content Barfer; which expels the contents of a mob when it dies, or is transformed
contextual_screentip_bare_hands - Apply basic contextual screentips when the user hovers over this item with an empty hand.
A "Type B" interaction.
This stacks with other contextual screentip elements, though you may want to register the signal/flag manually at that point for performance.
contextual_screentip_item_typechecks - Apply basic contextual screentips when the user hovers over this item with a provided item.
A "Type B" interaction.
This stacks with other contextual screentip elements, though you may want to register the signal/flag manually at that point for performance.
contextual_screentip_mob_typechecks - Apply basic contextual screentips when a user of a specific typepath hovers over us.
A "Type B" interaction.
This stacks with other contextual screentip elements, though you may want to register the signal/flag manually at that point for performance.
contextual_screentip_sharpness - Apply basic contextual screentips when the user hovers over this item with an item of the given tool behavior.
A "Type B" interaction.
This stacks with other contextual screentip elements, though you may want to register the signal/flag manually at that point for performance.
contextual_screentip_tools - Apply basic contextual screentips when the user hovers over this item with an item of the given tool behavior.
A "Type B" interaction.
This stacks with other contextual screentip elements, though you may want to register the signal/flag manually at that point for performance.
crackable - Adds crack overlays to an object when integrity gets low
crusher_loot - Crusher Loot; which makes the attached mob drop a crusher trophy of some type if the majority damage was from a crusher!
cuffsnapping - cuffsnapping element replaces the item's secondary attack with an aimed attack at the kneecaps under certain circumstances.
curse announcement element! - Bespoke element that sends a harrowing message when you first pick up an item, applying a spooky color outline and renaming the item.
For most items, it will announce when picked up. If the item can be equipped, though, it will only announce when the item is worn.
Possible improvements for the future: add an option to allow the cursed affix to be a prefix. right now only coded for suffixes
cursed element! - Attaching this element to something will make it float, and get a special ai controller!
gags_recolorable - An element that lets players recolor the item through the greyscale menu with the help of a spraycan.
give_turf_traits - A bespoke element that adds a set of traits to the turf while occupied by at least one attached movabled.
grilled_item - Items grilled through the grill.
haunted - Attaching this element to something will make it float, get a special ai controller, and gives it a spooky outline.
heretic_focus - Heretic focus element, simple element for making an item a heretic focus,
allowing heretics to cast advanced spells (examine message included).
High Fiver Element - Attach to an item to make it offer a "high five" when offered to people
honkspam - Attachable to items. Plays a bikehorn sound whenever attack_self is called (with a cooldown).
immerse - A visual element that makes movables entering the attached turfs look immersed into that turf.
item_fov - An element to unconditonally add a FOV trait to the wearer, removing it when an item is unequipped
item_scaling - Element for scaling item appearances in the overworld or in inventory/storage.
kneecapping - Kneecapping element replaces the item's secondary attack with an aimed attack at the kneecaps under certain circumstances.
kneejerk - An element which enables certain items to tap people on their knees to measure brain health
knockback - Mobs and items with this element will knock movable targets they hit away from them.
Guns and turrets will instead fire projectiles with similar effects.
lazy_fishing_spot - Lazy fishing spot element so fisheable turfs do not have a component each since
they're usually pretty common on their respective maps (lava/water/etc)
lifesteal - Heals the user (if attached to an item) or the mob itself (if attached to a hostile simple mob)
by a flat amount whenever a successful attack is performed against another living mob.
light_blocking - Attached to movable atoms with opacity. Listens to them move and updates their old and new turf loc's opacity accordingly.
light_eaten - Makes anything that it attaches to incapable of producing light
light_eater - Makes anything it attaches to capable of permanently removing something's ability to produce light.
loomable - Element that makes items turn into other items when you use them on a loom (or any other thing really if you change the var)
microwavable - Atoms that can be microwaved from one type to another.
mirage_border - we need to perform another check in case a stack somehow got diminished in the middle of the do_after
Creates a mirage effect allowing you to see around the world border, by adding the opposite side to its vis_contents.
mob_killed_tally - Mob Killed Tally; which ticks up a blackbox when the mob dies
movement_turf_changer - movement_turf_changer element; which makes the movement of a movable atom change the turf it moved to
movetype_handler - An element that enables and disables movetype bitflags whenever the relative traits are added or removed.
It also handles the +2/-2 pixel y anim loop typical of mobs possessing the FLYING or FLOATING movetypes.
This element is necessary for the TRAIT_MOVE_ traits to work correctly, so make sure to attach this element
before adding them to non-living movables.
nerfed_pulling - This living will be slower when pulling/moving anything in the given typecache
noticable_organ - noticable organ element; which makes organs have a special description added to the person with the organ, if certain body zones aren't covered.
ai_control - Subtype of noticable organs for AI control, that will make a few more ai status checks before forking over the examine.
obj_regen - Object integrity regeneration element added by alien alloy.
openspace_item_click_handler - allow players to easily use items such as iron rods, rcds on open space without
having to pixelhunt for portions not occupied by object or mob visuals.
organ_set_bonus - organ set bonus element; which makes organs in the same set, all in one person, provide a unique bonus!
Pet bonus element! - Bespoke element that plays a fun message, sends a heart out, and gives a stronger mood bonus when you pet this animal.
I may have been able to make this work for carbons, but it would have been interjecting on some help mode interactions anyways.
plant_backfire - -- Plant backfire element --
Certain high-danger plants, like death-nettles, will backfire and harm the holder if they're not properly protected.
If a user is protected with something like leather gloves, they can handle them normally.
If they're not protected properly, we invoke a callback on the user, harming or inconveniencing them.
point_of_interest - Designates the atom as a "point of interest", meaning it can be directly orbited
prevent_attacking_of_types - This hostile will not be able to attack a given typecache, and will receive
a balloon alert when it tries to.
projectile_drop - A simple element that spawns an atom when the bullet hits an object or reaches the end of its range
If the projectile has embedding and it can embed into the target, then it won't spawn the drop,
since embedding the embed element already handles that.
radiation_protected_clothing - Marks the item as being radiation protected.
Adds the TRAIT_RADIATION_PROTECTED_CLOTHING trait, as well as adding an
extra bit to the examine descrpition.
radioactive - This atom will regularly pulse radiation.
ranged_armour - Reduces or nullifies damage from ranged weaponry with force below a certain value
relay_attackers - This element registers to a shitload of signals which can signify "someone attacked me".
If anyone does it sends a single "someone attacked me" signal containing details about who done it.
This prevents other components and elements from having to register to the same list of a million signals, should be more maintainable in one place.
ridable - This element is used to indicate that a movable atom can be mounted by mobs in order to ride it. The movable is considered mounted when a mob is buckled to it,
at which point a riding component is created on the movable, and that component handles the actual riding behavior.
rust - Adding this element to an atom will have it automatically render an overlay.
The overlay can be specified in new as the first paramter; if not set it defaults to rust_overlay's rust_default
shatters_when_thrown - When attached to something, will make that thing shatter into shards on throw impact or z level falling
sideway_movement - A simple element that forces the mob to face a perpendicular direction when moving, like crabs.
simple flying element! - Non bespoke element (1 in existence) that makes animals fly while living and... not while dead!
Note: works for carbons and above, but please do something better. humans have wings got dangit!
skill_reward - An element that forbids mobs without a required skill level from equipping the item.
veteran - Welp, the code is pretty much the same, except for one tiny detail, I suppose it's ok to make a subtype of this element.
That tiny detail is that we don't check for skills, but if the player has played for thousands of hours.
undertile - Add to an object if you want to be able to be hidden under tiles
Unfriend Attacker - Element which makes a mob remove you from its friends list you if you hurt it.
Doesn't make a callout post because we don't have twitter integration.
update_icon_blocker - Prevents calling anything in update_icon() like update_icon_state() or update_overlays()
uplink_reimburse - Uplink Reimburse element.
When element is applied onto items, it allows them to be reimbursed if an user pokes an item with a uplink component with them.
venomous - Venomous element; which makes the attacks of the simplemob attached poison the enemy.
venue_price - This component can be used to give something value for venues
volatile_gas_storage - An element to make an /obj explode based on gas pressure when broken
wall_engraver - An element that lets you engrave walls when right click is used
Wall Smasher - An element you put on mobs to let their attacks break walls
If put in the hands of a player this can cause a lot of problems, be careful
weapon_description - The purpose of this element is to widely provide the ability to examine an object and determine its stats, with the ability to add
additional notes or information based on type or other factors
weather_listener - This element just handles creating and destroying an area sound manager that's hooked into weather stuff
Web Walker element - A mob with this element will move more slowly when it's not stood on a webbed turf.
Emote - Most of the text that's not someone talking is based off of this.
living
carbon/human/monkey - Snowflake emotes only for le epic chimp
event_admin_setup - Datum that holds a proc for additional options when running an event.
Prototypes are declared here, non-prototypes on the event files.
listed_options - A very common pattern is picking from a tgui list input, so this does that.
Supply a list in get_list and prompt admins will have the admin pick from it or cancel.
departmental_revolt - which department is revolting?
disease_outbreak - Handles actually selecting whicch disease will spawn.
ordnance - A ordnance experiment datum. What gives the science in the first place.
One is instantiated by the techweb, another one is also kept on SSresearch for the briefing.
A disk should contain several of these in a list. Only one should get picked for the final paper.
Scanning Experiment - This is the base implementation of scanning experiments.
fish - A special scanning experiment that unlocks further settings for the fishing portal generator.
Mainly as an inventive solution to many a fish source being limited to maps that have it,
and to make the fishing portal generator a bit than just gubby and goldfish.
machinery_tiered_scan - This experiment type will turn up TRUE if at least one of the stock parts in the scanned machine is of the required_tier.
Pretend to upgrade security's techfab but in reality apply only one better matter bin!
Note that a stock part in a machine can either be an object, or a datum.
slime - The suicide victim's brain that will be placed inside the toilet's cistern
The toilet we're about to unleash unto this cursed plane of existence
food - Original Food export file got eaten somewhere along the line and I have no idea when or where it got completely deleted.
Foods given a venue value are exportable to cargo as a backup to selling from venues, however at the expense of elasticity.
large/gas_canister - Gas canister exports.
I'm going to put a quick aside here as this has been a pain to balance for several years now, and I'd like to at least break how to keep gas exports tame.
So: Gasses are sold in canisters below, which have a variable amount of maximum pressure before they start to break. The largest of which is 9.2e13 kPa.
This means we can determine a theoretical maximum value for gas sale prices using the ideal gas laws, as we know we have a minimum gas temperature of 2.7 kelvin.
fish_source - Where the fish actually come from - every fishing spot has one assigned but multiple fishing holes
can share single source, ie single shared one for ocean/lavaland river
random - A special portal fish source which fish table is populated on init with the contents of all
portal fish sources, except for FISHING_DUD, and a couple more caveats.
syndicate - Unlocked by emagging the fishing portal generator with an emag.
no_mating - Useful for those species with the parthenogenesis trait if you don't want them to mate with each other,
or for similar shenanigeans, I don't know.
Otherwise you could just set the stable_population to 1.
fluid_group - SMOKE SYSTEMS
A group of fluid objects.
font - A font datum, it exists to define a custom font to use in a span style later.
grand9k - For clean results on map, use only sizing pt, multiples of 6: 6pt 12pt 18pt 24pt etc. - Not for use with px sizing
Can be used in TGUI etc, px sizing is pt / 0.75. 6pt = 8px, 12pt = 16px etc.
Base font
size_6pt - For icon overlays
Grand9K 6pt metrics generated using Lummox's dmifontsplus (https://www.byond.com/developer/LummoxJR/DmiFontsPlus)
Note: these variable names have been changed, so you can't straight copy/paste from dmifontsplus.exe
pixellari - For clean results on map, use only sizing pt, multiples of 12: 12pt 24pt 48pt etc. - Not for use with px sizing
Can be used in TGUI etc, px sizing is pt / 0.75. 12pt = 16px, 24pt = 32px etc.
Base font
size_12pt - For icon overlays
Pixellari 12pt metrics generated using Lummox's dmifontsplus (https://www.byond.com/developer/LummoxJR/DmiFontsPlus)
Note: these variable names have been changed, so you can't straight copy/paste from dmifontsplus.exe
spessfont - For clean results on map, use only sizing pt, multiples of 6: 6t 12pt 18pt etc. - Not for use with px sizing
Can be used in TGUI etc, px sizing is pt / 0.75. 12pt = 16px, 24pt = 32px etc.
Base font
size_6pt - For icon overlays
Spess Font 6pt metrics generated using Lummox's dmifontsplus (https://www.byond.com/developer/LummoxJR/DmiFontsPlus)
Note: these variable names have been changed, so you can't straight copy/paste from dmifontsplus.exe
tiny_unicode - For clean results on map, use only sizing pt, multiples of 12: 12pt 24pt 48pt etc. - Not for use with px sizing
Can be used in TGUI etc, px sizing is pt / 0.75. 12pt = 16px, 24pt = 32px etc.
Base font
size_12pt - For icon overlays
TinyUnicode 12pt metrics generated using Lummox's dmifontsplus (https://www.byond.com/developer/LummoxJR/DmiFontsPlus)
Note: these variable names have been changed, so you can't straight copy/paste from dmifontsplus.exe
pluox_formation - If n2o-plasma ratio is less than 1:3 start decomposing n2o.
Rate of decomposition vs BZ production increases as n2o concentration gets lower
Plasma acts as a catalyst on decomposition, so it doesn't get consumed in the process.
N2O decomposes with its normal decomposition energy
soup/watery_soup - This style runs dual purpose -
Primarily it's just a bowl style for water,
but secondarily it lets chefs know if their soup had too much water in it
grand_finale - A big final event to run when you complete seven rituals
all_access - Open all of the doors
armageddon - Kill yourself and probably a bunch of other people
cheese - Gives the wizard a defensive/mood buff and a Wabbajack, a juiced up chaos staff that will surely break something.
Everyone but the wizard goes crazy, suffers major brain damage, and is given a vendetta against the wizard.
Already insane people are instead cured of their madness, ignoring any other effects as the station around them loses its marbles.
color_matrix - A layer to modify the previous layer's colors with a color matrix
icon_state - The most basic greyscale layer; a layer which is created from a single icon_state in the given icon file
reference - A layer created by using another greyscale icon's configuration
greyscale_modify_menu - The controller for the ui in charge of all runtime greyscale configuration/debug.
If Unlock() is not called the menu is safe for players to use.
spray_paint - Used for spray painting items in the gags_recolorable component
Hallucination datum. - Handles effects of a hallucination on a living mob.
Created and triggered via the [cause hallucination proc][/mob/living/proc/cause_hallucination].
battle - Battle hallucination, makes it sound like a melee or gun battle is going on in the background.
bomb - A hallucination of a syndicate bomb ticking down.
e_sword - A hallucination of someone unsheathing an energy sword, going to town, and sheathing it again.
gun - Subtype of battle hallucination for gun based battles, where it sounds like someone is being shot.
disabler - Gun battle hallucination that sounds like disabler fire.
laser - Gun battle hallucination that sounds like laser fire.
harm_baton - A hallucination of someone being stun batonned, and subsequently harmbatonned.
stun_prod - A hallucination of someone being hit with a stun prod, followed by cable cuffing.
body - Makes a random body appear and disappear quickly in view of the hallucinator.
codex_cicatrix - Codex Cicatrixi is available at the start:
This allows heretics to choose if they want to rush all the influences and take them stealthily, or
Construct a codex and take what's left with more points.
Another downside to having the book is strip searches, which means that it's not just a free nab, at least until you get exposed - and when you do, you'll probably need the faster drawing speed.
Overall, it's a tradeoff between speed and stealth or power.
highlander_controller - The highlander controller handles the admin highlander mode, if enabled.
It is first created when "there can only be one" triggers it, and it can be referenced from GLOB.highlander_controller
id_trim - Simple datum that holds the basic information associated with an ID card trim.
admin - Trim for admins and debug cards. Has every single access in the game.
away - Generic away/offstation trim.
cat_surgeon - Trim for the cat surgeon ruin.
hilbert - Trim for Hilbert in Hilbert's Hotel.
hotel - Trim for the hotel ruin. Not Hilbert's Hotel.
security - Trim for the hotel ruin. Not Hilbert's Hotel.
old
eng - Trim for the oldstation ruin/Charlie station
equipment - Trim for the oldstation ruin/Charlie station to access APCs and other equipment
robo - Trim for the oldstation ruin/Charlie station to access robots, and downloading of paper publishing software for experiments
sci - Trim for the oldstation ruin/Charlie station
sec - Trim for the oldstation ruin/Charlie station
battlecruiser - Trim for Syndicate mobs, outfits and corpses.
captain - Trim for Syndicate mobs, outfits and corpses.
bit_avatar - Trim for player controlled avatars in the Virtual Domain.
bounty_hunter - Trim for Bounty Hunters NOT hired by centcom. (?)
centcom - Trim for basic Centcom cards.
admiral - Trim for Centcom (Soviet) Admirals. All Centcom and Station Access.
bartender - Trim for Centcom Bartenders.
bounty_hunter - Trim for Bounty Hunters hired by centcom.
commander - Trim for Centcom Commanders. All Centcom and Station Access.
corpse
assault - Trim for various Centcom corpses.
bridge_officer - Trim for various Centcom corpses.
commander - Trim for various Centcom corpses.
private_security - Trim for various Centcom corpses.
tradepost_officer - Trim for various Centcom corpses.
custodian - Trim for Centcom Custodians.
deathsquad - Trim for Deathsquad officers. All Centcom and Station Access.
ert - Trim for generic ERT interns. No universal ID card changing access.
chaplain - Trim for generic ERT chaplains. No universal ID card changing access.
clown - Trim for generic ERT clowns. No universal ID card changing access.
commander - Trim for ERT Commanders. All station and centcom access.
engineer - Trim for generic ERT engineers. No universal ID card changing access.
janitor - Trim for generic ERT janitors. No universal ID card changing access.
medical - Trim for generic ERT medics. No universal ID card changing access.
security - Trim for generic ERT seccies. No universal ID card changing access.
intern - Trim for Centcom Interns.
head - Trim for Centcom Head Interns. Different assignment, common station access added on.
medical_officer - Trim for Centcom Medical Officers.
official - Trim for Centcom Officials.
research_officer - Trim for Centcom Research Officers.
specops_officer - Trim for Centcom Specops Officers. All Centcom and Station Access.
thunderdome_overseer - Trim for Centcom Thunderdome Overseers.
vip - Trim for Centcom VIPs
chameleon - Trim for Chameleon ID cards. Many outfits, nuke ops and some corpses hold Chameleon ID cards.
operative - Trim for Chameleon ID cards. Many outfits, nuke ops and some corpses hold Chameleon ID cards.
clown - Trim for Chameleon ID cards. Many outfits, nuke ops and some corpses hold Chameleon ID cards.
clown_leader - Trim for Chameleon ID cards. Many outfits, nuke ops and some corpses hold Chameleon ID cards.
nuke_leader - Trim for Chameleon ID cards. Many outfits, nuke ops and some corpses hold Chameleon ID cards.
cyber_police - Trim for cyber police in the Virtual Domain.
engioutpost - Trim for various various ruins.
highlander - Trim for highlander cards, used during the highlander adminbus event.
job - This file contains all the trims associated with station jobs.
It also contains special prisoner trims and the miner's spare ID trim.
ID Trims for station jobs.
Instrument Datums - Instrument datums hold the data for any given instrument, as well as data on how to play it and what bounds there are to playing it.
instrument_key - Instrument key datums contain everything needed to know how to play a specific
note of an instrument.*
interview - Represents a new-player interview form
Interview Manager - Handles all interviews in the duration of a round, includes the primary functionality for
handling the interview queue.
servant_golem - For late joiners, we're forced to put them in an alone department at some point.
unassigned - This type is used to indicate a lack of a job.
The mind variable assigned_role will point here by default.
As any other job datum, this is a singleton.
job_config_type - Lightweight datum simply used to store the applicable config type for each job such that the whole system is a tad bit more flexible.
default_positions - The number of positions a job can have at any given time.
playtime_requirements - The amount of playtime required to join a job (minutes).
required_account_age - The amount of time required to have an account to join a job (days).
required_character_age - The required age a character must be to join a job (which is in years).
starting_positions - The number of positions a job can have at the start of the round.
job_department - Singleton representing a category of jobs forming a department.
assistant - A special assistant only department, primarily for use by the preferences menu
captain - A special captain only department, for use by the preferences menu
undefined - Catch-all department for undefined jobs.
jps_node - The JPS Node datum represents a turf that we find interesting enough to add to the open list and possibly search for new tiles from
json_reader - Takes a json list and extracts a single value.
Subtypes represent different conversions of that value.
json_savefile - A savefile implementation that handles all data using json.
Also saves it using JSON too, fancy.
If you pass in a null path, it simply acts as a memory tree instead, and cannot be saved.
lazy_template - Datum used to designate certain areas that do not need to exist nor be loaded at world start
but do want to be loaded under certain circumstances. Use this for stuff like the nukie base or wizden, aka stuff that only matters when their antag is rolled.
virtual_domain - Your safehouse here
/datum/map_template/safehouse/your_type
filename = "your_map.dmm"
test_only - Used for unit tests only. Skipped in UI.
lift_master - coordinate and control movement across linked industrial_lift's. allows moving large single multitile platforms and many 1 tile platforms.
also is capable of linking platforms across linked z levels
map_generator - This type is responsible for any map generation behavior that is done in areas, override this to allow for area-specific map generation. This generation is ran by areas in initialize.
clown_world - Clown enjoyers who are effected by this become ecstatic, they have achieved their life's dream.
This moodlet is equivalent to the one for simply being a traitor.
madness_despair - Wizard cheesy grand finale - what everyone but the wizard gets
madness_elation - Wizard cheesy grand finale - what the wizard gets
move_loop - Template class of the movement datums, handles the timing portion of the loops
disposal_holder - Disposal holders need to move through a chain of pipes
Rather then through the world. This supports this
If this ever changes, get rid of this, add drift component like logic to the holder
And move them to move()
freeze - As close as you can get to a "do-nothing" move loop, the pure intention of this is to absolutely resist all and any automated movement until the move loop times out.
move_towards - Used as a alternative to walk_towards
move_towards_budget - The actual implementation of walk_towards()
move - Replacement for walk()
move_rand - This isn't actually the same as walk_rand
Because walk_rand is really more like walk_to_rand
It appears to pick a spot outside of range, and move towards it, then pick a new spot, etc.
I can't actually replicate this on our side, because of how bad our pathfinding is, and cause I'm not totally sure I know what it's doing.
I can just implement a random-walk though
move_to_rand - Wrapper around step_rand
movement_detector - A datum to handle the busywork of registering signals to handle in depth tracking of a movable
movement_packet - A packet of information that describes the current state of a moving object
object_window_info - Datum that holds and tracks info about a client's object window
Really only exists because I want to be able to do logic with signals
And need a safe place to do the registration
black_hole - Black Hole - final (emag can spawn singulo, see death event)
black_hole_death - You died to a black hole, have some fluff text
electronic_part - Malfunction - spend one engine part or wait 3 days (emag effect randomizes some stats)
engine_part - Engine Breakdown - spend one engine part or wait 3 days (harmless emag effect)
hull_part - Collision - spend one engine part or wait 3 days (has a nasty emag effect)
space_port - You found a space port!
tau_ceti - You found the midway mark!
space_port_raid - You raided a space port!
Outfit datums - This is a clean system of applying outfits to mobs, if you need to equip someone in a uniform
this is the way to do it cleanly and properly.
backpack_user - And just in case we'll check backpacks
duffel_user - outfit_sanity needs to cover insertions into duffelbags
job
scientist/consistent - A version of the scientist outfit that is guaranteed to be the same every time
wizard_captain - An outfit which replaces parts of a wizard's clothes with captain's clothes but keeps the robes
mafia/abductee - Map-specific custom outfits
stachel_user - Satchels too
stacks_in_hands - See #66313 and #60901. outfit_sanity used to runtime whenever you had two mergable sheets in either hand. Previously, this only had a 3% chance of occuring. Now 100%.
overlay_info - Stores the decal & overlays on the floor to preserve texture of the design
in short its just an wrapper for mutable appearance where we retrieve the nessassary information
to recreate an mutable appearance
pirate_gang - datum for a pirate team that is spawning to attack the station.
grey - Previous Nanotrasen Assitant workers fired for many reasons now looking for revenge and your bank account.
interdyne - Expirienced formed employes of Interdyne Pharmaceutics now in a path of thievery and reckoning
irs - Agents from the space I.R.S. heavily armed to stea- I mean, collect the station's tax dues
rogues - classic FTL-esque space pirates.
silverscales - aristocrat lizards looking to hunt the serfs
skeletons - undead skeleton crew looking for booty
plane_master_debug - Used for testing/debugger plane masters and their associated rendering plates
plane_master_group - Datum that represents one "group" of plane masters
So all the main window planes would be in one, all the spyglass planes in another
Etc
popup - Holds plane masters for popups, like camera windows
Note: We do not scale this plane, even though we could
This is because it's annoying to get turfs to position inside it correctly
If you wanna try someday feel free, but I can't manage it
plant_gene - Plant gene datums - things that build and modify a plant or seed.
reagent - Reagent genes store a reagent ID and reagent ratio.
preset - Preset plant reagent genes that are unremovable from a plant.
chem_cooling - This trait is the opposite of above - it cools down the plant's chemical contents on harvest.
This requires nutriment to fuel. 1u nutriment = -5 K.
chem_heating - This trait automatically heats up the plant's chemical contents when harvested.
This requires nutriment to fuel. 1u nutriment = 25 K.
eyes - A plant trait that causes the plant to gain aesthetic googly eyes.
fire_resistance - Makes the plant and its seeds fireproof. From lavaland plants.
gas_production - Corpseflower's miasma production.
Can be generalized in the future to spawn any gas, but I don't think that's necessarily a good idea.
juicing - Similar to auto-distilling, but instead of brewing the plant's contents it juices it.
maxchem - A plant trait that causes the plant's capacity to double.
mob_transformation - Traits for plants that can be activated to turn into a mob.
shroom - Walking Mushroom's transformation gene
tomato - Killer Tomato's transformation gene.
modified_volume - Traits for plants with a different base max_volume.
cherry_bomb - Cherry Bomb's increased max volume gene
omega_weed - Omegaweed's funny 420 max volume gene
never_mutate - Prevents species mutation, while still allowing wild mutation harvest and Floral Somatoray species mutation. Trait acts as a tag for hydroponics.dm to recognise.
one_bite - Traiit for plants eaten in 1 bite.
plant_laughter - Plays a laughter sound when someone slips on it.
Like the sitcom component but for plants.
Just like slippery skin, if we have a trash type this only functions on that. (Banana peels)
plant_type - Plant type traits. Incompatible with one another.
alien_properties - Currently unused and does nothing. Appears in strange seeds.
fungal_metabolism - Mushrooms need less light and have a minimum yield.
weed_hardy - Weeds don't get annoyed by weeds in their tray.
preserved - Traits for flowers, makes plants not decompose.
repeated_harvest - Allows a plant to be harvested multiple times.
choiced - A preference that is a choice of one option among a fixed set.
Used for preferences such as clothing.
ai_core_display - What to show on the AI screen
ai_emote_display - What to show on the AI monitor
ai_hologram_display - What to show on the AI hologram
backpack - Backpack preference
brief_outfit - What outfit to equip when spawning as a briefing officer for an ERT
gender - Gender preference
ghost_accessories - Determines what accessories your ghost will look like they have.
ghost_form - Determines the appearance of your ghost to others, when you are a BYOND member
ghost_lighting - How bright a ghost's lighting plane is
ghost_orbit - Determines what ghosts orbiting look like to you.
ghost_others - Determines how to show other ghosts
jumpsuit - Jumpsuit preference
mod_select - Switches between mouse buttons for MODsuit active modules
parallax - Determines parallax, "fancy space"
pda_theme - PDA theme
preferred_map - During map rotation, this will help determine the chosen map.
prisoner_crime - Which crime is the prisoner permabrigged for. For fluff!
scaling_method - The scaling method to show the world in, e.g. nearest neighbor
security_department - Which department to put security officers in, when the config is enabled
socks - Socks preference
species - Species preference
ui_style - UI style preference
undershirt - Undershirt preference
underwear - Underwear preference
voice - TTS voice preference
color - A preference that represents an RGB color of something.
Will give the value as 6 hex digits, without a hash.
ooc_color - The color admins will speak in for OOC.
paint_color - Preference for the roundstart color of the spraycan given by the Tagger quirk.
name - A preference for a name. Used not just for normal names, but also for clown names, etc.
backup_human - The name for a backup human, when nonhumans are made into head of staff
real_name - A character's real name
numeric - A numeric preference with a minimum and maximum value
multiz_performance - Boundary for how many z levels down to render properly before we start going cheapo mode
text - A string-based preference accepting arbitrary string values entered by the user, with a maximum length.
pda_ringtone - This is the preference for the player's SpaceMessenger ringtone.
Currently only applies to humans spawned in with a job, as it's hooked
into /datum/job/proc/after_spawn().
toggle - A preference whose value is always TRUE or FALSE
ambient_occlusion - Whether or not to toggle ambient occlusion, the shadows around people
broadcast_login_logout - Whether or not to announce when the player logs in or out.
darkened_flash - When toggled, being flashed will show a dark screen rather than a light one.
ghost_hud - Toggles the HUD for ghosts
ghost_roles - When enabled, prevents any and all ghost role pop-ups.
ghost_roles_as_admin - When enabled, prevents any and all ghost role pop-ups WHILE ADMINNED.
inquisitive_ghost - Whether or not ghosts can examine things by clicking on them.
multiz_parallax - Whether or not to toggle multiz parallax, the parallax effect for lower z-levels.
nuke_ops_species - When TRUE, will spawn you as a human when selected for an operative role
When FALSE, players will be placed into the game as their character's species
playtime_reward_cloak - This can be set to TRUE from the prefs menu only once the user has
gained over 5K playtime hours.
If true, it allows the user to get a cool looking roundstart cloak.
tgui_input_large - Large button preference. Error text is in tooltip.
tgui_input_swapped - Swapped button state - sets buttons to SS13 traditional SUBMIT/CANCEL
tgui_say_light_mode - Light mode for tgui say
typing_indicator - Whether or not to show a typing indicator when speaking. Defaults to on.
window_flashing - Enables flashing the window in your task tray for important events
preference_middleware - Preference middleware is code that helps to decentralize complicated preference features.
keybindings - Middleware to handle keybindings
legacy_toggles - In the before times, toggles were all stored in one bitfield.
In order to preserve this existing data (and code) without massive
migrations, this middleware attempts to handle this in a way
transparent to the preferences UI itself.
In the future, the existing toggles data should just be migrated to
individual /datum/preference/toggles.
names - Middleware that handles telling the UI which name to show, and waht names
they have.
quirks - Middleware to handle quirks
random - Middleware for handling randomization preferences
advanced - Movable and easily code-modified fields! Allows for custom AOE effects that affect movement
and anything inside of them, and can do custom turf effects!
Supports automatic recalculation/reset on movement.
puzzgrid_group - Represents an individual group in a puzzgrid
qdel_item - Qdel Item: Holds statistics on each type that passes thru qdel
Holds the type as a string for this type
Total number of times it's passed thru qdel.
Total amount of milliseconds spent processing this type's Destroy()
Times it was queued for soft deletion but failed to soft delete.
Different from failures because it also includes QDEL_HINT_HARDDEL deletions
Total amount of milliseconds spent hard deleting this type.
Highest time spent hard_deleting this in ms.
Number of times hard deletes took longer than the configured threshold
Number of times it's not respected force=TRUE
Number of times it's not even bother to give a qdel hint
Number of times it's slept in its destroy
Flags related to this type's trip thru qdel.
junkie - If this is defined, reagent_id will be unused and the defined reagent type will be instead.
actual instanced version of the reagent
Where the drug spawned
If this is defined before pill generation, pill generation will be skipped. This is the type of the pill bottle.
where the accessory spawned
If this is null, an accessory won't be spawned.
how frequently the quirk processes
ticker for processing
soup - Abstract parent for soup reagents.
These are the majority result from soup recipes,
but bear in mind it will(should) have other reagents along side it.
penthrite - Can bring a corpse back to life temporarily (if heart is intact)
Makes wounds bleed more, if it brought someone back, they take additional brute and heart damage
They can't die during this, but if they're past crit then take increasing stamina damage
If they're past fullcrit, their movement is slowed by half
If they OD, their heart explodes (if they were brought back from the dead)
deaconize - Makes the person holy, but they now also have to follow the honorbound code (CBT). Actually earns favor, convincing others to uphold the code (tm) is not easy
Religious Sects - Religious Sects are a way to convert the fun of having an active 'god' (admin) to code-mechanics so you aren't having to press adminwho.
earthquake - Earthquake random event.
Draws a curve of turfs between a high and low point. These turfs will shake and eventually "collapse", forming a cut in the station that drops to the z-level below.
Much of the actual structural damage is done through the explosions subsystem. Objects, machines, and especially people
that aren't moved out of the epicenter area (indicated by the wobbly tiles) will not just be thrown down a z-level, but also be destroyed/maimed in the process.
immovable_rod - Immovable rod random event.
The rod will spawn at some location outside the station, and travel in a straight line to the opposite side of the station
market_crash - An event which decreases the station target temporarily, causing the inflation var to increase heavily.
sandstorm - Sandstorm Event: Throws dust/sand at one side of the station. High-intensity and relatively short,
however the incoming direction is given along with time to prepare. Damages can be reduced or
mitigated with a few people actively working to fix things as the storm hits, but leaving the event to run on its own can lead to widespread breaches.
sandstorm_classic - The original sandstorm event. An admin-only disasterfest that sands down all sides of the station
Uses space dust, meaning walls/rwalls are quickly chewed up very quickly.
stray_cargo - Spawns a cargo pod containing a random cargo supply pack on a random area of the station
syndicate - Places that shouldn't explode
Subtypes from the above that actually should explode.
A rare variant that drops a crate containing syndicate uplink items
scan_condition - Scan condition, these require some specific setup for the dish to count for the scan power for the given site
scanner_controller - Helper datum to calculate and store scanning power and track in progress scans
scar - scars are cosmetic datums that are assigned to bodyparts once they recover from wounds. Each wound type and severity have their own descriptions for what the scars
look like, and then each body part has a list of "specific locations" like your elbow or wrist or wherever the scar can appear, to make it more interesting than "right arm"
scientific_paper - Scientific paper datum for retrieval and re-reading. A lot of the variables are there for fluff & flavor.
shared_uplink_stock - Code that enables the ability to have limited stock that is shared by different items
shuttle_event - An event that can run during shuttle flight, and will run for the duration of it (configurable)
simple_spawner - Spawns objects, mobs, whatever with all the necessary code to make it hit and/or miss the shuttle
black_hole - Sensors indicate that a black hole's gravitational field is affecting the region of space we were headed through
adminbus - Kobayashi Maru version
carp - CARPTIDE! CARPTIDE! CARPTIDE! A swarm of carp will pass by and through the shuttle, including consequences of carp going through the shuttle
friendly - Spawn a bunch of friendly carp to view from inside the shuttle! May occassionally pass through and nibble some windows, but are otherwise pretty harmless
friendly_but_no_personal_space - Same as /friendly, but we only go through the shuttle, MUHAHAHAHAHAHA!! They dont actually harm anyone, but itll be a clusterfuck of confusion
magic - CARPTIDE! CARPTIDE! CARPTIDE! Magical carp will attack the shuttle!
fake_ttv - We do a little bit of tomfoolery
italian - thats amoreeeeee
maintenance - Just spawn random maint garbage
meteor
dust - Very weak meteors, but may very rarely actually hit the shuttle!
safe - Okay this spawns a lot of really bad meteors, but they never hit the shuttle so it's perfectly safe (unless you go outside lol)
player_controlled - Mobs spawned with this one are automatically player controlled, if possible
alien_queen - BACK FOR REVENGE!!!
carp - Spawns three player controlled carp!! Deadchats final chance to wreak havoc, probably really not that dangerous if even one person has a laser gun
Spatial Grid Cell - used by /datum/controller/subsystem/spatial_grid to cover every z level so that the coordinates of every turf in the world corresponds to one of these in
the subsystems list of grid cells by z level. each one of these contains content lists holding all atoms meeting a certain criteria that is in our borders.
these datums shouldnt have significant behavior, they should just hold data. the lists are filled and emptied by the subsystem.
species datum - Datum that handles different species in the game.
golem - Animated beings of stone. They have increased defenses, and do not need to breathe. They must eat minerals to live, which give additional buffs.
summon - Ritual, these cause station wide effects and are (pretty much) a blank slate to implement stuff in
specific_spell - A wizard ritual that allows the wizard to teach a specific spellbook enty to everyone on the station.
This includes item entries (which will be given to everyone) but disincludes other rituals like itself
station_request - A combined all in one datum that stores everything about the request, the requester's account, as well as the requestee's account
All of this is passed to the Request Console UI in order to present in organized way.
station_state - For counting up how much of the station exists at the start of the shift, and how much is left behind by the end of it.
station_trait - Base class of station traits. These are used to influence rounds in one way or the other by influencing the levers of the station.
foreverstorm - Calls down an eternal storm on planetary stations
vending_shortage - A negative trait that reduces the amount of products available from vending machines throughout the station.
status_effect - Status effects are used to apply temporary or permanent effects to mobs.
This file contains their code, plus code for applying and removing them.
basilisk_overheat - Status effect gained by basilisks when they touch something hot
blessing_of_insanity - Granted to wizards upon satisfying the cheese sacrifice during grand rituals.
Halves incoming damage and makes the owner stun immune, damage slow immune, levitating(even in space and hyperspace!) and glowing.
borg_throw_slow - Reduce a cyborg's speed when you throw things at it
brimdust_concussion - Slowdown applied when you are detonated on the space station
bugkiller_death - If bugkiller delivers a lethal dosage, applies this effect which does a funny animation THEN kills 'em
Also makes it so simplemobs / basicmobs no longer delete when they die (if they do)
golem_lightbulb - Lights up the golem, NOT using the golem subtype because it is not exclusive with other status effects
golem_statued - Uh oh, you can't move, yell for help
grouped - Status effect from multiple sources, when all sources are removed, so is the effect
blindness - Blindness
cursed - Status effect that gives the target miscellanous debuffs while throwing a status alert and causing them to smoke from the damage they're incurring.
Purposebuilt for cursed slot machines.
hallucination - Hallucination status effect. How most hallucinations end up happening.
Hallucinations are drawn from the global weighted list, random_hallucination_weighted_list
incapacitated - This status effect represents anything that leaves a character unable to perform basic tasks (interrupting do-afters, for example), but doesn't incapacitate them further than that (no stuns etc..)
stun/goliath_tentacled - Goliath tentacle stun with special removal conditions
inebriated - The drunk status effect.
Slowly decreases in drunk_value over time, causing effects based on that value.
drunk - Stage 2 of being drunk, applied at drunk values between 6 and onward.
Has all the main side effects of being drunk, scaling up as they get more drunk.
tipsy - Stage 1 of drunk, applied at drunk values between 0 and 6.
Basically is the "drunk but no side effects" stage.
inflated - Status effect from the Expand action, makes you big and round and strong.
lobster_rush - Status effect: Makes you run really fast and ignore speed penalties for a short duration.
If you run into a wall indoors you will fall over and lose the buff.
If you run into someone you both fall over.
extended - You get a longer buff if you take the time to implant it in yourself
no_item_received - This status effect is meant only for items that you don't actually receive
when offered, mostly useful for /obj/item/hand_item subtypes.
high_five - Subtype for high fives, so we can fake out people
needs_resting - This status effect is meant only to be used for offerings that require the target to
be resting (like when you're trying to give them a hand to help them up).
Also doesn't require them to have their hands free (since you're not giving them
anything).
overwatch - Status effect which tracks whether our overwatched mob moves or acts
overwatch_immune - Blocks further applications of the ability for a little while
protective_blades - Summons multiple foating knives around the owner.
Each knife will block an attack straight up.
recharging - A subtype that doesn't self-delete / disappear when all blades are gone
It instead regenerates over time back to the max after blades are consumed
psychic_projection - Status effect that adds a weird view to its owner and causes them to rapidly shoot a firearm in their general direction.
shadow_cloak - Shadow cloak effect. Conceals the owner in a cloud of purple smoke, making them unidentifiable.
Also comes with some other buffs and debuffs - faster movespeed, slower actionspeed, etc.
brimdust_coating - If you take brute damage with this buff, hurt and push everyone next to you.
If you catch fire and or on the space station, detonate all remaining stacks in a way which hurts you.
Washes off if you get wet.
Stun absorption - A status effect effectively functions as TRAIT_STUNIMMUNE, but with additional effects tied to it,
such as showing a message on trigger / examine, or only blocking a limited amount of stuns.
teleport_madness - Maddly teleports the victim around all of space for 10 seconds
temporary_blindness - This status effect handles applying a temporary blind to the mob.
temporary_transformation - Transforms a carbon mob into a new DNA for a set amount of time,
then turns them back to how they were before transformation.
stock_part - Represents the concept of a stock part.
One is created for every stock part type for every level.
Machines have these inside their component_parts.
For example, scanning modules use /datum/stock_part/scanning_module.
In machines, you can perform a loop through something like
for (var/datum/stock_part/scanning_module/part in component_parts)
ansible - Subspace stock parts
storage - Datumized Storage
Eliminates the need for custom signals specifically for the storage component, and attaches a storage variable (atom_storage) to every atom.
The parent and real_location variables are both weakrefs, so they must be resolved before they can be used.
If you're looking to create custom storage type behaviors, check ../subtypes
custom - Custom supply pack
The contents are given on New rather than being static
This is for adding custom orders to the Cargo console (like order consoles)
engine - Engine Construction
exploration - Exploration drone unlockables
imports - Imports category.
This is for crates not intended for goodies, but also not intended for departmental orders.
This allows us to have a few crates meant for deliberate purchase through cargo, and for cargo to have a few items
they explicitly control. It also holds all of the black market material and contraband material, including items
meant for purchase only through emagging the console.
market_materials - todo: make this a supply_pack/custom. Drop pog? ohoho yes. Would be VERY fun.
misc/syndicate - Special supply crate that generates random syndicate gear up to a determined TC value
custom_value - Syndicate supply crate that can have its contents value changed by admins, uses a seperate datum to avoid having admins touch the original one.
allow_items - Subtype more forgiving for items.
Careful, this can go wrong and keep a mob hyper-focused on an item it can't lose aggro on
moonicorn - moonicorns will not attack people holding something that could tame them.
attack_until_dead/legion - Target nearby friendlies if they are hurt (and are not themselves Legions)
ignore_faction - Subtype which doesn't care about faction
Mobs which retaliate but don't otherwise target seek should just attack anything which annoys them
not_friends/allow_items - Subtype that allows us to target items while deftly avoiding attacking our allies. Be careful when it comes to targetting items as an AI could get trapped targetting something it can't destroy.
of_size - Subtype which searches for mobs of a size relative to ours
lightgeist - Attack only mobs who have damage that we can heal, I think this is specific enough not to be a generic type
not_friends - Don't target an atom in our friends list (or turfs), anything else is fair game
admin - Admin techweb that has everything unlocked by default
autounlocking - Techweb node that automatically unlocks a given buildtype.
Saved in GLOB.autounlock_techwebs and used to prevent
creating new ones each time it's needed.
disk - Techweb made through tech disks
Contains nothing, subtype mostly meant to make it easy for admins to see.
science - Global Science techweb for RND consoles
Techweb Node - A datum representing a researchable node in the techweb.
reload_admins - Reload admins tgs chat command. Intentionally not validated.
validated - subtype tgs chat command with validated admin ranks. Only supports discord.
tgs_chat_embed
field - See https://discord.com/developers/docs/resources/channel#embed-object-embed-field-structure for details. Must have name and value set in New().
footer - See https://discord.com/developers/docs/resources/channel#embed-object-embed-footer-structure for details.
media - Common datum for similar discord embed medias.
provider - See https://discord.com/developers/docs/resources/channel#embed-object-embed-provider-structure for details.
author - See https://discord.com/developers/docs/resources/channel#embed-object-embed-author-structure for details. Must have name set in New().
structure - User definable chat embed. Currently mirrors Discord chat embeds. See https://discord.com/developers/docs/resources/channel#embed-object-embed-structure for details.
tgui_input_number - Datum used for instantiating and using a TGUI-controlled number input that prompts the user with
a message and has an input for number entry.
tgui_list_input - Client does NOT have tgui_input on: Returns regular input
tgui_panel - tgui_panel datum
Hosts tgchat and other nice features.
tgui_say - The tgui say modal. This initializes an input window which hides until
the user presses one of the speech hotkeys. Once something is entered, it will
delegate the speech to the proper channel.
traitor_category_handler - The traitor category handler. This is where the probability of all objectives are managed.
traitor_objective - A traitor objective. Traitor objectives should not be deleted after they have been created and established, only failed.
If a traitor objective needs to be removed from the failed/completed objective list of their handler, then you are doing something wrong
and you should reconsider. When an objective is failed/completed, that is final and the only way you can change that is by refactoring the code.
assistant - This is only for assistants, because the syndies are a lot less likely to give a shit about what an assistant does, so they're a lot less likely to appear
target_player - The point of this datum is to act as a means to group target player objectives
Not all 'target player' objectives have to be under this subtype, it's only used if you don't want duplicates among the current
children types under this type.
traitor_objective_category - The objective category.
Used to group up entire objectives into 1 weight objects to prevent having a
higher chance of getting an objective due to an increased number of different objective subtypes.
These are nothing but informational holders and will have no other purpose.
sabotage_machinery - Traitor objective to destroy a machine the crew cares about
triple_ai_controller - The triple ai controller handles the admin triple AI mode, if enabled.
It is first created when "Toggle AI Triumvirate" triggers it, and it can be referenced from GLOB.triple_ai_controller
After it handles roundstart business, it cleans itself up.
trophy_data - trophy data datum, for admin manipulation
trophy_manager - Trophy Admin Management Panel
tts_request - A struct containing information on an individual player or mob who has made a TTS request
blindness - Unit test to check that blindness adds the correct status effects, overlays, and client colors
bloody_footprints - Tests to make sure bloody footprits work as expected
So no stacking, they actually apply, and shoe staining thrown in for free
book_of_babel - Tests that the book of babel, and by extension grant_all_languages, works as intended
breath - Tests to ensure humans, plasmamen, and ashwalkers can breath in normal situations.
Ensures algorithmic correctness of the "breathe()" and "toggle_internals()" procs.
Built to prevent regression on an issue surrounding QUANTIZE() and BREATH_VOLUME.
See the comment on BREATH_VOLUME for more details.
breath_sanity_ashwalker - Tests to make sure ashwalkers can breathe from the lavaland air.
breath_sanity_plasmamen - Tests to make sure plasmaman can breath from their internal tanks
burning - Tests that no runtimes are thrown when a mob is on fire
cable_powernets - Checking all powernets to see if they are properly connected and powered.
cardboard_cutouts - Validates that cardboard cutouts have the proper icons
chat_filter_sanity - Tests the sanity of the chat filter, ensuring it properly blocks words and gives the reason
circuit_component_category - Tests to make sure each circuit component that could potentially be available to a player has a category
client_colours - Checks that client colours have valid colour variables values at least when inited.
closets - Checks that the length of the initial contents of a closet doesn't exceed its storage capacity.
Also checks that nothing inside that isn't immediate is a steal objective.
clothing_under_armor_subtype_check - Test if all jumpsuits are using the proper armor subtype.
connect_loc_basic - Test that the connect_loc element handles basic movement cases
connect_loc_change_turf - Test that the connect_loc element handles turf changes
connect_loc_multiple_on_turf - Tests that multiple objects can have connect_loc on the same turf without runtimes.
contents_barfer - Unit test for the contents barfer element
crayon_naming - Makes sure that crayons have their crayon_color in their initial name (to differentiate them in the crafting menu).
create_and_destroy - Delete one of every type, sleep a while, then check to see if anything has gone fucky
cult_conversion - Tests that cults can convert people with their rune
dcs_check_list_arguments - list arguments for bespoke elements are treated just like any other datum: as a text ref in the ID.
Using un-cached lists in AddElement() and RemoveElement() calls will just create new elements over
and over. That's what this unit test is for. It's not a catch-all, but it does a decent job at it.
dcs_get_id_from_arguments - Tests that DCS' GetIdFromArguments works as expected with standard and odd cases
defined_inhand_icon_states - Makes sure items with defined inhand_icon_states... actually have icons that exist!
door_access_check - Tests to make sure door access works correctly.
drink_icons - Unit tests glass subtypes have a valid icon setup
dummy_spawn_outfit - Equips and devests our dummy of one of every job outfit
dummy_spawn_species - This set of tests is focused on ensuring the stability of preference dummies
And by extension the hacks built to make them fast
Organ consistency, object pooling via the wardrobe ss, etc
dynamic_roundstart_ruleset_sanity - Verifies that roundstart dynamic rulesets are setup properly without external configuration.
dynamic_unique_antag_flags - Verifies that dynamic rulesets have unique antag_flag.
egg_glands - Verifies that all glands for an egg are valid
ensure_subtree_operational_datum - Unit Test that ensure that if we add a specific planning subtree to a basic mob's planning tree, that we also have the operational datum needed for it (component/element).
This can be extended to other "mandatory" operational datums for certain subtrees to work.
explosion_action - Tests the EX_ACT macro on several different types of atoms to ensure that it still works as expected.
eye_damage - Unit test to ensure eyes are properly blinded and nearsighted by eye damage
fish_breeding - Checks that fish breeding works correctly.
fish_evolution - Check if the fishes can generate offsprings at all.
Check that crossbreeder, no-mating and self-reproductive fish traits work correctly.
Checks that fish evolutions work correctly.
fish_rescue_hook - Checks that we are able to fish people out of chasms with priority and that they end up in the right location
fish_size_weight - Checks that things associated with fish size and weight work correctly.
focus_only - These tests perform no behavior of their own, and have their tests offloaded onto other procs.
This is useful in cases like in build_appearance_list where we want to know if any fail,
but is not useful to right a test for.
This file exists so that you can change any of these to TEST_FOCUS and only check for that test.
For example, change /datum/unit_test/focus_only/invalid_overlays to TEST_FOCUS(/datum/unit_test/focus_only/invalid_overlays),
and you will only test the check for invalid overlays in appearance building.
bad_cooking_crafting_icons - Checks for bad icon / icon state setups in cooking crafting menu
fish_sources_tables - Checks that the contents of the fish_counts list are also present in fish_table
invalid_emissives - Checks that every created emissive has a valid icon_state
invalid_overlays - Checks that every overlay passed into build_appearance_list exists in the icon
invalid_research_designs - Checks that every icon sent to the research_designs spritesheet is valid
invalid_vending_machine_icon_states - Checks that every icon sent to vending machines is valid
missing_job_datum_variables - Checks to ensure that variables expected to exist in a job datum (for config reasons) actually exist
multiple_space_initialization - Checks that space does not initialize multiple times
nightvision_color_cutoffs - Checks that nightvision eyes have a full set of color lists
openspace_clear - Ensures openspace never spawns on the bottom of a z stack
sorted_smoothing_groups - Checks that smoothing_groups and canSmoothWith are properly sorted in /atom/Initialize
stacked_lights - Checks that no light shares a tile/pixel offsets with another
valid_turf_states - Checks that floor tiles are properly mapped to broken/burnt
font_awesome_icons - This unit test verifies that all Font Awesome icons are present in code, and that all quirk icons are valid.
food_edibility_check - Makes sure that spawned food has reagents and the edible component (or else it can't be eaten).
full_heal_damage_types - Tests the fully heal combination flag HEAL_DAMAGE.
full_heal_heals_organs - Tests the fully heal flag HEAL_ORGANS.
full_heal_regenerates_organs - Tests the fully heal flag HEAL_REFRESH_ORGANS.
get_message_mods - Test to verify message mods are parsed correctly
get_turf_pixel - ensures that get_turf_pixel() returns turfs within the bounds of the map,
even when called on a movable with its sprite out of bounds
geyser - Geysers listen to reagent signals to know when to start processing, which is very cool, smart, optimized and fragile
Tests:
Check for reagent datum
Check if our geyser starts with the right reagent
Check if our geyser refills (by clearing the reagents, setting refresh rate to max and manually firing the subsystem)
Check if our geyser refilled with the right reagent
glass_style_functionality - Unit tests glass style datums are applied to drinking glasses
glass_style_icons - Unit tests all glass style datums with icons / icon states that those are valid and not missing.
golem_food - Unit test to ensure that golems can eat rocks successfully
greyscale_color_count - Makes sure objects using greyscale configs have, if any, the correct number of colors
greyscale_item_icon_states - Makes sure items using GAGS have all the icon states needed to work
gun_go_bang - Shoots a victim with a gun to ensure the gun properly loads and the victim take the correct amount of damage.
hallucination_icons - Unit tests various image related hallucinations
that their icon_states and icons still exist,
as often hallucinations are copy and pasted
implementations of existing image setups
that may be changed and not updated.
high_five_walk_away - Tests someone offering a high five correctly stops offering when all takers walks away
human_through_recycler - Puts a consistent assistant into an emagged recycler, and verifies that all intended behavior of an emagged recycler occurs (chewing up all the clothing, applying a level of melee damage, etc.)
hunger_curse - Tests that the curse of hunger, from /datum/component/curse_of_hunger,
is properly added when equipped to the correct slot and removed when dropped / deleted
hydroponics_extractor_storage - Unit test to ensure seeds can properly be added to the plant s