This is the HippieStation contributions page. Everyone is free to contribute, but there must be some minimum standards in mind when doing so.
We do not have a list of goals and features to add. Instead, there is freedom for contributors to suggest and create their ideas for the game. That does not mean we aren't determined to squash bugs, which unfortunately pop up a lot due to the deep complexity of the game. Here are some useful getting started guides, if you want to contribute or if you want to know what challenges you can tackle with zero knowledge about the game's code structure.
If you want to contribute the first thing you'll need to do is set up Git so you can download the source code.
We have a list of guides on the wiki that will help you get started contributing to /tg/station with Git and Dream Maker. For beginners, it is recommended you work on small projects like bugfixes at first. If you need help learning to program in BYOND, check out this repository of resources.
There is an open list of approachable issues for your inspiration here.
You can of course, as always, ask for help at #coderbus on irc.rizon.net. We're just here to have fun and help out, so please don't expect professional support.
We have a list of guides on the wiki to get started. We recommend beginners start with small projects. For information on BYOND programming, take a look at BYOND's repository of resources.
There is an open list of approachable issues for your inspiration here.
You can of course, as always, ask for help on the discord. We are just here to have fun and help so do not expect professional support please.
As mentioned before, you are expected to follow these specifications in order to make everyone's lives easier, it will also save you and us time, with having to make the changes and us having to tell you what to change. Thank you for reading this section.
As BYOND's Dream Maker is an object oriented language, code must be object oriented when possible in order to be more flexible when adding content to it. If you are unfamiliar with this concept, it is highly recommended you look it up.
(ie: absolute pathing)
Byond will allow you nest almost any type keyword into a block, such as:
datum
datum1
var
varname1 = 1
varname2
static
varname3
varname4
proc
proc1()
code
proc2()
code
datum2
varname1 = 0
proc
proc3()
code
proc2()
..()
code
The use of this is not allowed in this project as it makes finding definitions via full text searching next to impossible. The only exception is the variables of an object may be nested to the object, but must not nest further.
The previous code made compliant:
/datum/datum1
var/varname1
var/varname2
var/static/varname3
var/static/varname4
/datum/datum1/proc/proc1()
code
/datum/datum1/proc/proc2()
code
/datum/datum1/datum2
varname1 = 0
/datum/datum1/datum2/proc/proc3()
code
/datum/datum1/datum2/proc2()
..()
code
See the README.md in the folder for further details.
The use of the : operator to override type safety checks is not allowed. You must cast the variable to the proper type.
eg: /datum/thing
not datum/thing
eg: /datum/thing/blue
, not datum/thing/BLUE
or datum/thing/Blue
In byond this is optional, but omitting it makes finding definitions harder.
It is rarely allowed to put type paths in a text format, as there are no compile errors if the type path no longer exists. Here is an example:
//Good
var/path_type = /obj/item/baseball_bat
//Bad
var/path_type = "/obj/item/baseball_bat"
While DM allows other ways of declaring variables, this one should be used for consistency.
You must use tabs to indent your code, NOT SPACES.
(You may use spaces to align something, but you should tab to the block level first, then add the remaining spaces)
Hacky code, such as adding specific checks, is highly discouraged and only allowed when there is no other option. (Protip: 'I couldn't immediately think of a proper way so thus there must be no other option' is not gonna cut it here )
You can avoid hacky code by using object oriented methodologies, such as overriding a function (called procs in DM) or sectioning code into functions and then overriding them as required.
Copying code from one place to another maybe suitable for small short time projects, but there is a focus on the long term and thus discourages this.
Instead you can use object orientation, or simply placing repeated code in a function, to obey this specification easily.
Startup/Runtime tradeoffs with lists and the "hidden" init proc
First, read the comments in this byond thread, starting here:http://www.byond.com/forum/?post=2086980&page=2#comment19776775
There are two key points here:
- Defining a list in the type definition incurs a hidden proc call - init, if you must define a list at startup, do so in New()/Initialize and avoid the overhead of a second call (init() and then new())
2)Offsets list creation overhead to the point where the list is actually required (which for many objects, may be never at all).
Remember, this tradeoff makes sense in many cases but not all, you should think carefully about your implementation before deciding if this is an appropriate thing to do
Our game controller is pretty good at handling long operations and lag. But, it can't control what happens when the map is loaded, which calls New
for all atoms on the map. If you're creating a new atom, use the Initialize
proc to do what you would normally do in New
. This cuts down on the number of proc calls needed when the world is loaded. See here for details on Initialize
: https://github.com/HippieStation/HippieStation/blob/master/code/game/atoms.dm#L45
Make these #defines with a name that more clearly states what it's for.
(if,while,for,etc)
- All control statements must not contain code on the same line as the statement (
if (blah) return
) - All control statements comparing a variable to a number should use the formula of
thing
operator
number
, not the reverse (eg:if (count <= 10)
notif (10 >= count)
)
Do not enclose a proc in an if block when returning on a condition is more feasible This is bad:
/datum/datum1/proc/proc1()
if (thing1)
if (!thing2)
if (thing3 == 30)
do stuff
This is good:
/datum/datum1/proc/proc1()
if (!thing1)
return
if (thing2)
return
if (thing3 != 30)
return
do stuff
This prevents nesting levels from getting deeper then they need to be.
-
Player input must always be escaped safely, we recommend you use stripped_input in all cases where you would use input. Essentially, just always treat input from players as inherently malicious and design with that use case in mind
-
Calls to the database must be escaped properly - use sanitizeSQL to escape text based database entries from players or admins, and isnum() for number based database entries from players or admins.
-
All calls to topics must be checked for correctness, topic href calls can be easily faked by clients, so you should ensure that the call is valid for the state the item is in. Do not rely on the UI code to provide only valid topic calls
-
Information that players could use to metagame (that is to identify the round type and or the antags via information that would not be available to them in character) should be kept as administrator only
-
It is recommended as well you do not expose information about the players - even something as simple as the number of people who have readied up at the start of the round can and has been used to try to identify the round type
-
Where you have code that can cause large scale modification and FUN make sure you start it out locked behind one of the default admin roles - use common sense to determine which role fits the level of damage a function could do
-
Because runtime errors do not give the full path, try to avoid having files with the same name across folders.
-
File names should not be mixed case, or contain spaces or any character that would require escaping in a uri.
-
Files and path accessed and referenced by code above simply being #included should be strictly lowercase to avoid issues on filesystems where case matters.
-
Do not use the shorthand sql insert format (where no column names are specified) because it unnecessarily breaks all queries on minor column changes and prevents using these tables for tracking outside related info such as in a connected site/forum.
-
All changes to the database's layout(schema) must be specified in the database changelog in SQL, as well as reflected in the schema files
-
Any time the schema is changed the
schema_revision
table andDB_MAJOR_VERSION
orDB_MINOR_VERSION
defines must be incremented. -
Queries must never specify the database, be it in code, or in text files in the repo.
-
Primary keys are inherently immutable and you must never do anything to change the primary key of a row or entity. This includes preserving auto increment numbers of rows when copying data to a table in a conversion script. No amount of bitching about gaps in ids or out of order ids will save you from this policy.
-
TGM Format & Map Merge
- All new maps submitted to the repo through a pull request must be in TGM format (unless there is a valid reason present to have it in the default BYOND format.) This is done using the Map Merge utility included in the repo to convert the file to TGM format.
- Likewise, you MUST run Map Merge prior to opening your PR when updating existing maps to minimize the change differences (even when using third party mapping programs such as FastDMM.)
- Failure to run Map Merge on a map after using third party mapping programs (such as FastDMM) greatly increases the risk of the map's key dictionary becoming corrupted by future edits after running map merge. Resolving the corruption issue involves rebuilding the map's key dictionary; id est rewriting all the keys contained within the map by reconverting it from BYOND to TGM format - which creates very large differences that ultimately delay the PR process and is extremely likely to cause merge conflicts with other pull requests.
-
Variable Editing (Var-edits)
- While var-editing an item within the editor is perfectly fine, it is preferred that when you are changing the base behavior of an item (how it functions) that you make a new subtype of that item within the code, especially if you plan to use the item in multiple locations on the same map, or across multiple maps. This makes it easier to make corrections as needed to all instances of the item at one time as opposed to having to find each instance of it and change them all individually.
- Subtypes only intended to be used on away mission or ruin maps should be contained within an .dm file with a name corresponding to that map within
code\modules\awaymissions
orcode\modules\ruins
respectively. This is so in the event that the map is removed, that subtype will be removed at the same time as well to minimize leftover/unused data within the repo.
- Subtypes only intended to be used on away mission or ruin maps should be contained within an .dm file with a name corresponding to that map within
- Please attempt to clean out any dirty variables that may be contained within items you alter through var-editing. For example, due to how DM functions, changing the
pixel_x
variable from 23 to 0 will leave a dirty record in the map's code ofpixel_x = 0
. Likewise this can happen when changing an item's icon to something else and then back. This can lead to some issues where an item's icon has changed within the code, but becomes broken on the map due to it still attempting to use the old entry. - Areas should not be var-edited on a map to change it's name or attributes. All areas of a single type and it's altered instances are considered the same area within the code, and editing their variables on a map can lead to issues with powernets and event subsystems which are difficult to debug.
- While var-editing an item within the editor is perfectly fine, it is preferred that when you are changing the base behavior of an item (how it functions) that you make a new subtype of that item within the code, especially if you plan to use the item in multiple locations on the same map, or across multiple maps. This makes it easier to make corrections as needed to all instances of the item at one time as opposed to having to find each instance of it and change them all individually.
- All new player-facing user interfaces must use TGUI-next; TGUI is deprecated.
- Raw HTML is permitted for admin and debug UIs.
- Documentation for TGUI-next can be found at:
-
Code should be modular where possible, if you are working on a new class then it is best if you put it in a new file.
-
Bloated code may be necessary to add a certain feature, which means there has to be a judgement over whether the feature is worth having or not. You can help make this decision easier by making sure your code is modular.
-
You are expected to help maintain the code that you add, meaning if there is a problem then you are likely to be approached in order to fix any issues, runtimes or bugs.
-
Do not divide when you can easily convert it to a multiplication. (ie
4/2
should be done as4*0.5
) -
If you used regex to replace code during development of your code, post the regex in your PR for the benefit of future developers and downstream users.
-
Changes to the
/config
tree must be made in a way that allows for updating server deployments while preserving previous behaviour. This is due to the fact that the config tree is to be considered owned by the user and not necessarily updated alongside the remainder of the code. The code to preserve previous behaviour may be removed at some point in the future given the OK by maintainers. -
The dlls section of tgs3.json is not designed for dlls that are purely
call()()
ed since those handles are closed between world reboots. Only put in dlls that may have to exist between world reboots.
The following different coding styles are not only not enforced, but it is generally frowned upon to change them over from one to the other for little reason:
- English/British spelling on var/proc names
- Color/Colour nobody cares,
- Spaces after control statements
- if() if () nobody cares.
(this is not strictly enforced, but more a guideline for readability's sake)
- Operators that should be separated by spaces
- Boolean and logic operators like &&, || <, >, ==, etc (but not !)
- Argument separator operators like , (and ; when used in a forloop)
- Assignment operators like = or += or the like
- Operators that should not be separated by spaces
- Bitwise operators like & or |
- Access operators like . and :
- Parentheses ()
- logical not !
Math operators like +, -, /, *, etc are up in the air, just choose which version looks more readable.
- Bitwise AND - '&'
- Should be written as
bitfield & bitflag
NEVERbitflag & bitfield
, both are valid, but the latter is confusing and nonstandard.
- Should be written as
- Associated lists declarations must have their key value quoted if it's a string
- WRONG: list(a = "b")
- RIGHT: list("a" = "b")
- Do not define new variables as
null
. Instead, leave it blank because the default value is null. Variables already defined on a parent object must have= null
, though.- WRONG:
var/variable = null
- RIGHT:
var/variable
- WRONG:
Like all languages, Dream Maker has its quirks, some of them are beneficial to us, like these
- In-To for loops:
for(var/i = 1, i <= some_value, i++)
is a fairly standard way to write an incremental for loop in most languages (especially those in the C family) however DM'sfor(var/i in 1 to some_value)
syntax is oddly faster than its implementation of the former syntax; where possible it's advised to use DM's syntax. (Note, theto
keyword is inclusive, so it automatically defaults to replacing<=
, if you want<
then you should write it as1 to some_value-1
). HOWEVER, if eithersome_value
ori
changes within the body of the for (underneath thefor(...)
header) or if you are looping over a list AND changing the length of the list then you can NOT use this type of for loop!
The former is faster than the latter, as shown by the following profile results: https://file.house/zy7H.png Code used for the test in a readable format: https://pastebin.com/w50uERkG
- Istypeless for loops: a name for a differing syntax for writing for-each style loops in DM, however it is NOT DM's standard syntax hence why this is considered a quirk. Take a look at this:
var/list/bag_of_items = list(sword, apple, coinpouch, sword, sword)
var/obj/item/sword/best_sword
for(var/obj/item/sword/S in bag_of_items)
if(!best_sword || S.damage > best_sword.damage)
best_sword = S
The above is a simple proc for checking all swords in a container and returning the one with the highest damage, it uses DM's standard syntax for a for loop, it does this by specifying a type in the variable of the for header which byond interprets as a type to filter by, it performs this filter using istype()
(or some internal-magic similar to istype()
, I wouldn't put it past byond), the above example is fine with the data currently contained in bag_of_items
, however if bag_of_items
contained ONLY swords, or only SUBTYPES of swords, then the above is inefficient, for example:
var/list/bag_of_swords = list(sword, sword, sword, sword)
var/obj/item/sword/best_sword
for(var/obj/item/sword/S in bag_of_swords)
if(!best_sword || S.damage > best_sword.damage)
best_sword = S
specifies a type for DM to filter by, with the previous example that's perfectly fine, we only want swords, but here the bag only contains swords? is DM still going to try to filter because we gave it a type to filter by? YES, and here comes the inefficiency. Whereever a list (or other container, such as an atom (in which case you're technically accessing their special contents list but I digress)) contains datums of the same datatype or subtypes of the datatype you require for your for body
you can circumvent DM's filtering and automatic istype()
checks by writing the loop as such:
var/list/bag_of_swords = list(sword, sword, sword, sword)
var/obj/item/sword/best_sword
for(var/s in bag_of_swords)
var/obj/item/sword/S = s
if(!best_sword || S.damage > best_sword.damage)
best_sword = S
Of course, if the list contains data of a mixed type then the above optimisation is DANGEROUS, as it will blindly typecast all data in the list as the specified type, even if it isn't really that type! which will cause runtime errors.
- Dot variable: like other languages in the C family, Dream maker has a
.
or "Dot" operator, used for accessing variables/members/functions of an object instance. eg:
var/mob/living/carbon/human/H = YOU_THE_READER
H.gib()
However, DM also has a dot variable, accessed just as .
on its own, defaulting to a value of null. Now, what's special about the dot operator is that it is automatically returned (as in the return
statement) at the end of a proc, provided the proc does not already manually return (return count
for example.) Why is this special?
With .
being everpresent in every proc, can we use it as a temporary variable? Of course we can! However, the .
operator cannot replace a typecasted variable - it can hold data any other var in DM can, it just can't be accessed as one, although the .
operator is compatible with a few operators that look weird but work perfectly fine, such as: .++
for incrementing .'s
value, or .[1]
for accessing the first element of .
, provided that it's a list.
DM has a var keyword, called global. This var keyword is for vars inside of types. For instance:
mob
var
global
thing = TRUE
This does NOT mean that you can access it everywhere like a global var. Instead, it means that that var will only exist once for all instances of its type, in this case that var will only exist once for all mobs - it's shared across everything in its type. (Much more like the keyword static
in other languages like PHP/C++/C#/Java)
Isn't that confusing?
There is also an undocumented keyword called static
that has the same behaviour as global but more correctly describes BYOND's behaviour. Therefore, we always use static instead of global where we need it, as it reduces suprise when reading BYOND code.
There is no strict process when it comes to merging pull requests, pull requests will sometimes take a while before they are looked at by a maintainer, the bigger the change the more time it will take before they are accepted into the code. Every team member is a volunteer who is giving up their own time to help maintain and contribute, so please be nice. Here are some helpful ways to make it easier for you and for the maintainer when making a pull request.
-
Make sure your pull request complies to the requirements outlined in this guide
-
You are going to be expected to document all your changes in the pull request, failing to do so will mean delaying it as we will have to question why you made the change. On the other hand you can speed up the process by making the pull request readable and easy to understand, with diagrams or before/after data.
-
We ask that you use the changelog system to document your change, this prevents our players from being caught unaware by changes. You can find more information about this here: https://wiki.hippiestation.com/index.php?title=Guide_to_Changelogs.
-
If you are proposing multiple changes, which change many different aspects of the code, you are expected to section them off into different pull requests in order to make it easier to review them and to deny/accept the changes that are deemed acceptable.
-
If your pull request is accepted, the code you add no longer belongs exclusively to you but to everyone; everyone is free to work on it, but you are also free to object to any changes being made, which will be noted by a Project Lead or Project Manager. It is a shame this has to be explicitly said, but there have been cases where this would've saved some trouble.
-
Please explain why you are submitting the pull request, and how you think your change will be beneficial to the game. Failure to do so will be grounds for rejecting the PR.
-
If your pull request is not finished make sure it is at least testable in a live environment. Pull requests that do not at least meet this requirement will be closed. You may request a maintainer reopen the pull request when you're ready, or make a new one.
-
While we have no issue helping contributors (and especially new contributors) bring reasonably sized contributions up to standards via the pull request review process, larger contributions are expected to pass a higher bar of completeness and code quality before you open a pull request. Maintainers may close such pull requests that are deemed to be substantially flawed. You should take some time to discuss with maintainers or other contributors on how to improve the changes.
If you are porting features/tools from other codebases, you must give them credit where it's due. Typically, crediting them in your pull request and the changelog is the recommended way of doing it. Take note of what license they use though, porting stuff from AGPLv3 and GPLv3 codebases are allowed.
Regarding sprites & sounds, you must credit the artist and possibly the codebase. All /tg/station assets including icons and sound are under a Creative Commons 3.0 BY-SA license unless otherwise indicated. However if you are porting assets from GoonStation or usually any assets under the Creative Commons 3.0 BY-NC-SA license are to go into the 'goon' folder of the /tg/station codebase.
Do not add any of the following in a Pull Request or risk getting the PR closed:
- National Socialist Party of Germany content, National Socialist Party of Germany related content, or National Socialist Party of Germany references
- Code where one line of code is split across mutiple lines (except for multiple, separate strings and comments; in those cases, existing longer lines must not be split up)
- Code adding, removing, or updating the availability of alien races/species/human mutants without prior approval. Pull requests attempting to add or remove features from said races/species/mutants require prior approval as well.
Just because something isn't on this list doesn't mean that it's acceptable. Use common sense above all else.
Yes, we know that the files have a tonne of mixed Windows and Linux line endings. Attempts to fix this have been met with less than stellar success, and as such we have decided to give up caring until there comes a time when it matters.
Therefore EOF settings of main repo are forbidden territory one must avoid wandering into