Commit Graph
26 Commits
Author SHA1 Message Date
FalloutFalconandGitHub d2f34e33be moves abstract_type up to datum, spawners wont spawn them (#92909)
## About The Pull Request
moves all implementations (im aware of) for "Im a parent type dont spawn
me please" to the datum layer to standardized behavior
adds a standerized proc for filtering out "bad" items that we dont want
spawning. applies to it the subtype vendor, gifts, and a new spawner and
mystery box for a random gun (neither playerfacing)
"port" of https://github.com/shiptest-ss13/Shiptest/pull/4621



https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa

small warning: I dont have EVERY abstract type defined right now but,
ive done a good enough job for now. Im tired of data entry rn
## Why It's Good For The Game
standardizing behavior. Might be a micro hit to performance however

having this lets us not rely on icon state to determine whether
something is a parent type and makes it much easier to tell something is
a parent type (could be applied further to things like admin spawning
menus and things like that).

need feedback on if this is actually good for the game.
## Changelog
🆑
add: Soda cans show up in the silver slime drink table.
add: Examine tag for items that are not mean to show up ingame.
refactor: Standardizes how gifts rule out abstract types.
fix: gifts no longer check if something has an inhand, massively
expanding the list of potential items.
/🆑
2025-09-13 00:36:15 +02:00
ab1136909c Improves the ore silo UI (#92460)
## About The Pull Request

Improves the ore silo UI, continuing
https://github.com/tgstation/tgstation/pull/91142

Before:

<img width="760" height="336" alt="image"
src="https://github.com/user-attachments/assets/06c2f628-ea05-49be-88ed-9947ffc55254"
/>

After:

<img width="626" height="604" alt="image"
src="https://github.com/user-attachments/assets/d6a501be-425f-44ba-b75a-c238e20b06fe"
/>

All sources of silo material withdrawal are now consistent with naming
to get properly color coded, which helps with looking for stuff.

## Why It's Good For The Game

Better UI readability, more consistent logs

## Changelog


🆑
qol: Color coded and consistent material silo logs
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2025-09-02 18:55:12 -07:00
Joshua KidderandGitHub 988ca0b482 Ore silo logging & access refactor; UI updates, single-target bans, more robust logging information, more robust access control (#91142)
## About The Pull Request

# More robust logging
## Ore silo logs have now been refactored in the UI to display:
- Number of sheets is now the relative unit when displaying a given log.
- Instead of `100 iron` being displayed when removing one sheet, it just
says `1 iron`
- Instead of `25 iron` being displayed when using a quarter sheet, it
just says `0.25 iron`
- All information from ID_DATA(log_user) now sent to tgui backend
    - The items rendered to ore silo users are:
	- Name on ID, job on ID
- If the ID's bank account (if one is registered) is one of the ore
silo's banned users
- If the user for a given entry was wearing a chameleon card, they will
always appear unbanned
- NOTE: The bank account ID # is (currently) not shown to players using
the ore silo.
- Full log information is rendered within a dropdown; the dropdown
one-liner shows
  - Action (deposit, eject, item created)
- Amount (deposit/eject? amount of material used. item created? number
of items created.)
- Either name of material (if deposit/eject) or the name of items
crafted
- The name of the user who performed a given operation (if wearing an
unbanned ID) or ID_READ_FAILURE (if ore silo ID requirement has been
disabled and the person is not wearing an ID)
  - As name, but instead, the job of the ID (or ID_READ_FAILURE)


![image](https://github.com/user-attachments/assets/bb992a81-8db3-4a92-ad3a-917239fc407a)


# Access control improvements
## Single-user bans
- Anyone with QM access (not silicons) can now ban/unban a user from a
given log from using the ore silo
    - Bans are associated to bank account IDs.
        - Wearers of chameleon cards bypass any ban restrictions.
	- Anyone with QM access on their worn card bypasses ban restrictions.
	- Silicons bypass ban restrictions.
- QM access requirement is removed if the ore silo is emagged.
- Silicons can ban/unban people if the ore silo is emagged.
## Worn ID requirement
- Enabled at roundstart, can be disabled by anyone with QM access (not
silicons)
- If enabled, you must be wearing an ID with a bank account associated
to it to use ore silo materials.
- Wearers of chameleon cards bypass this restriction (so-called ID
requirement free thinkers wearing chameleon ID cards)
- QM access requirement to toggle removed if emagged.
- Silicons can toggle this on/off if the ore silo is emagged.
# Access control radio notifications
## Access control operations reported on the radio
- Any operations for access control are reported on radio channels.
    - Currently, the policy is always the default.
- In the future, the ore silo UI will allow the quartermaster to modify
what operations are reported on what channels (petty QM broadcasting ban
reports on Common)
- Current default policy:
    - Reported on COMMON channel:
- Anyone but the Captain attempts to ban someone with QM access from the
ore silo (nice try dumbass)
	    - Ore silo ID requirement toggling
	- Reported on COMMAND channel:
	    - Common channel reports.
		- Per-user banning/unbanning.
		- Anyone without QM access attempts to ban/unban someone.
		- Anyone without QM access attempts to toggle the restriction for ID.
		- Silicons attempting to tamper with the ID requirement restriction
		- Silicons attempting to tamper with the ban/unbanned user list
- A ban attempt failing because a given log entry had a user with no
bank ID.
	- Reported on SECURITY channel:
	    - Common channel reports.
		- Per-user banning/unbanning.
		- Anyone without QM access tampering with the silo.
	- Reported on SUPPLY channel:
	    - Command channel reports.
- Reporting to the radio is disabled if the ore silo is emagged.
## Modifications to the remote_materials component
- Strictly encompass the behavior for connecting/disconnecting ore silos
to material receptacles (RCDs, machines, etc) into procs on the
component, instead of handling it all over the place

## Why It's Good For The Game

Gives people with ore silo access more fine grained control over ore
silo use without having to resort to heavy-handed fabricator lockouts

Makes the logging on the ore silo more robust so we can make sure we
kill the right Roboticist for using all the materials

Offers an avenue for sidestepping all of this with a chameleon card or
emag if a given traitor (organic or otherwise) is particularly opposed
to DRM mats.



https://github.com/user-attachments/assets/effd2c63-509c-4d33-992f-837a0d62b935



## Changelog
🆑 Bisar
add: The ore silo has had a significant expansion to its logging
capabilities.
add: The ore silo now allows any ID with Quartermaster access (NOT
SILICONS!) to ban/unban specific users from the silo.
add: The ore silo now has a toggle (on by default) that a user of ore
silo materials has an ID with an associated bank account. This can be
toggled by anyone with Quartermaster access (NOT SILICONS!)
add: NanoTrasen discounts any reports that Syndicate contraband
(cryptographic sequencer, agent card) can be used to circumvent any
protocols instituted on the ore silo access control routines.
add: The ore silo now announces operations to ban/unban users and
enable/disable ID requirements on radio channels (check the Github for
actions reported to what channels.)
add: The tgui interface for ore silo log entries has been reworked.
refactor: The code for logging a given access to ore silo materials has
been significantly refactored.
qol: Ore silo log entries now display materials spent in terms of sheets
rather than the obfuscated absolute-units previously display (1 iron
ejected instead of -100 iron, 0.25 used in a craft instead of -25 iron)
/🆑
2025-07-26 22:17:51 -07:00
RoxyandGitHub 401dcf3299 Adds installed upgrade list to RCD examine text (#89552)
## About The Pull Request

Change `/obj/item/construction/examine` so that if there's any upgrades
installed it will list their names in the examine text. Also add a
`/datum/bitfield` entry for RCD upgrades for a little debug QOL.

## Why It's Good For The Game

It sucks to accidentally print an upgrade you already have for the RCD.

## Changelog

🆑
qol: The RCD examine text now lists any upgrades it has installed.
/🆑
2025-02-25 18:50:41 -05:00
Penelope HazeandGitHub 4c2a76ede3 Fix a large number of typos (#89254)
Fixes a very large number of typos. A few of these fixes also extend to
variable names, but only the really egregious ones like "concious".
2025-01-28 22:16:16 +01:00
SyncIt21andGitHub bdca5fc2a3 General maintenance for mecha RCD (#88614)
## About The Pull Request
**1. Code Improvements**
 - Converted `rcd_range` from a var into a define to save memory
- Removed var `rcd_type` as it was redundant with the type of
`internal_rcd` var
- Moved attack chain code from `attackby()` to `interact_with_atom()`
when installing disk upgrade

**2. Fixes**
Fixes
https://github.com/tgstation/tgstation/pull/88589#issuecomment-2552405018,
https://github.com/tgstation/tgstation/pull/88589#issuecomment-2552294674.
i.e. the RCD cancels it's construction & deconstruction action if
   - The mech rotates away from where its building
   - The mech moves

## Changelog
🆑
code: improved code for mecha rcd
fix: mecha rcd will cancel its action when the mech is rotated or moves
during the action
/🆑
2024-12-21 22:28:31 +01:00
SyncIt21andGitHub 7afed12a58 Fixes RHD storage interaction (#87679)
## About The Pull Request
- Fixes #87568

Not just for RLD but for RCD, RPLD & RTD. They don't touch storage atoms

## Changelog
🆑
fix: RLD won't try to put lights on storage objects like bags & such
/🆑
2024-11-07 05:09:26 +01:00
klorpaandGitHub 69176298ed Spelling Fixes (#86056)
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
Improves readability and user experience.
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
2024-09-10 17:04:59 +02:00
91baa94ac5 event based incapicated and able_to_run (#86031)
## About The Pull Request
this is a revival of #82635 . i got permission from potato to reopen
this, he did almost all the work. i only just solved the conflicts and
fixed all the bugs that were preventing the original from being merged
(but it should be TMed first)

## Why It's Good For The Game
slightly improves the performance of basic mob AI

## Changelog
🆑
LemonInTheDark
refactor: able_to_run and incapacitated have been refactored to be event
based
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
2024-09-04 10:02:49 -04:00
MrMelbertandGitHub 4c536fa5e2 After Attack Fixes (#83910) 2024-06-14 17:25:05 +00:00
SyncIt21andGitHub b9d846b957 RHD's cancel build when blueprint is changed (#83878)
## About The Pull Request
- Fixes #83679

RHD(Rapid handheld device) refers to the RCD, RPLD & RTD. During the
`do_after()` when building the design if the blueprint is changed then
the build process is cancelled. This way we don't use the wrong amount
of resource when the design changes mid build

## Changelog
🆑
fix: RCD, RPLD & RTD cancels their build process if their design is
changed during build.
/🆑
2024-06-11 22:12:20 -07:00
lessthanthreeandGitHub ba26affc80 RCD upgrades have names and icon states (#82734)
Adds names and icon states to RCD/RPD upgrades
I don't have a pile of 6 disks on the lathe that all look identical and
the RCD going YOU HAVE THAT ONE INSTALLED ALREADY, TRY AGAIN IDIOT as I
fall into further despair
2024-04-30 12:50:55 +00:00
SapphicOverloadandGitHub 8bf3c1a953 Exosuit-mounted RCD now works like the handheld version (#81162)
## About The Pull Request

This gives the mounted RCD the same functionality as the handheld
version, from upgrades to destruction scanning. Upgrades can be
installed by using them on either the mech or the equipment item, and
both the scanner and RCD menu can be accessed in the equipment's menu.
Because mechs don't have different left/right click actions,
deconstructing is toggled in the menu as well.


![image](https://github.com/tgstation/tgstation/assets/93578146/8cdc4ddb-4741-4128-8f95-167c165fd670)

## Why It's Good For The Game

Gives exosuits more things to do that aren't combat-related, which I
feel is lacking currently.

## Changelog
🆑
add: Exosuit-mounted RCDs now have the same functionality as the
handheld version.
/🆑
2024-02-01 15:02:55 +01:00
YesterdaysPromiseandGitHub 71a1fee2f1 Explodes device.dmi (#80025)
## About The Pull Request

I woke up today and thought 'what would be easy thing to do today so I
can say I've done something?'. Then I remembered I saw several gangtool
usages the time I split radio up, and I could remedy those. 7 hours
later, device.dmi is split in a folder of its own, and I've also given
unique sprites to door remotes and landing desginators.


## Why It's Good For The Game

The device.dmi was kind of a mess.

## Changelog

🆑
/🆑
2023-12-09 13:31:50 +01:00
san7890andGitHub 7f7688b60a Demotes the "electrical conductivity" flag from flags_1 to obj_flags (#80033)
## About The Pull Request

Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game

Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.

I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️
2023-12-01 21:43:46 -05:00
YesterdaysPromiseandGitHub f4535255c0 Nukes radio.dmi, adds inhands for somewhat relevant items. (#79792)
## About The Pull Request

Third /icon/ cleansing splinter 1. Comments on commits say all it does
pretty much.


![image](https://github.com/tgstation/tgstation/assets/122572637/6540e588-bed8-4e98-81f5-2a6f449c53c3)


## Why It's Good For The Game

Inhand for walkietalkie was requested in the project, gets rid of some
usecases of old 'gangtool', headset splitoff requested by Fazzie.
Inhands reflecting the items they are supposed to represent is nice.

## Changelog

🆑
image: Following now have unique item sprites: syndicate war declaration
radio, curator and chief beacon's, chaplain beacon.
image: Following now have unique inhand sprites: radio, export scanner,
walkie-talkie, syndicate war declaration radio, curator and chief
beacon's, chaplain beacon.
/🆑
2023-11-20 14:22:07 +01:00
66f726dfe3 General code maintenance for rcd devices and their DEFINE file (#78443)
## About The Pull Request
The changes made can be best summarized into points

**1. Cleans up `code/_DEFINES/construction.dm`**

Looking at the top comment of this file 

https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/__DEFINES/construction.dm#L1

One would expect stuff related to materials, rcd, and other construction
related stuff. Well this file is anything but

Why is there stuff related to food & crafting over here then?

https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/__DEFINES/construction.dm#L91-L94

It gets worse why are global lists declared here?

https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/__DEFINES/construction.dm#L115
There is a dedicated folder to store global lists i.e.
`code/_globalvars/lists` for lists like these. These clearly don't
belong here

On top of that a lot of construction related defines has been just
dumped here making it too large for it's purposes. which is why this
file has been scraped and it's
1. crafting related stuff have been moved to its
`code/_DEFINES/crafting.dm`
2. global lists for crafting moved to
`code/_globalvars/lists/crafting.dm`
3. Finally remaining construction related defines split apart into 4
file types under the new `code/_DEFINES/construction` folder
- `code/_DEFINES/construction/actions.dm` -> for wrench act or other
construction related actions
- `code/_DEFINES/construction/material.dm` -> contains your sheet
defines and cable & stack related values. Also merged
`code/_DEFINES/material.dm` with this file so it belongs in one place
- `code/_DEFINES/construction/rcd.dm` -> dedicated file for everything
rcd related
- `code/_DEFINES/construction/structures.dm` -> contains the
construction states for various stuff like walls, girders, floodlight
etc

By splitting this file into multiple meaningful define file names will
help in reducing merge conflicts and will aid in faster navigation so
this is the 1st part of this PR

**2. Debloats the `RCD.dm` file(Part 1)**

This uses the same concepts as above. i.e. moving defines into their
appropriate files for e.g.

https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/game/objects/items/rcd/RCD.dm#L170

1. Global vars belong in the `code/_globalvars` folder so these vars and
their related functions to initialize them are moved into the
`code/_globalvars/rcd.dm` file
2. See this proc

https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/game/objects/items/rcd/RCD.dm#L200
This proc does not belong to the `obj/item/construction/rcd` type it's a
global "helper function" this is an effect proc as it creates rcd
holograms so it has been moved to the `code/game/objects/effects/rcd.dm`
file which is a global effect that can be used by anyone

And with that we have moved these vars & procs into their correct places
& reduced the size of this file . We can go even further

**3. Debloats the `RCD.dm` file(Part 2)**
This deals with the large list which contains all the designs supported
by the RCD

https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/game/objects/items/rcd/RCD.dm#L42

This list contains a lot of local defines. We can scrape some of them
and reduce the overall bulkiness & memory requirements of this list and
so the following defines

```
#define WINDOW_TYPE "window_type"
#define COMPUTER_DIR "computer_dir"
#define WALLFRAME_TYPE "wallframe_type"
#define FURNISH_TYPE "furnish_type"
#define AIRLOCK_TYPE "airlock_type"
#define TITLE "title"
#define ICON "icon"
#define CATEGORY_ICON_STATE  "category_icon_state"
#define CATEGORY_ICON_SUFFIX "category_icon_suffix"
#define TITLE_ICON "ICON=TITLE"
```

Have all been removed making this list a lot more cleaner. Why? because
a lot of these are just semantic sugar, we can infer the value of a lot
of these defines if we just know the type path of the structure the rcd
is trying to build for e.g. take these 2 defines

https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/game/objects/items/rcd/RCD.dm#L13-L15

These defines tell the rcd UI the name and the icon it should display.
Rather than specifying these manually in the design we can infer them
like this

```
var/obj/design = /obj/structure/window  //let's say the rcd is trying to build an window
var/name = initial(design.name)         //we have inferred the name of the design without requiring TITLE define
var/icon = initial(design.icon_state)   //we have inferred the icon of the design without requiring ICON define
```

And so by using similar logic to the remaining defines we can eliminate
a lot of these local defines and reduce the overall size of this list.

The same logic applies to the different modes of construction, the
following defines

https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/__DEFINES/construction.dm#L186-L192
Have all been removed and replaced with a single value `RCD_STRUCTURE`

All these modes follow the same principle when building them
1. First check the turf if the structure exists. If it does early return
2. If not create a new structure there and that's it

So rather than creating a new construction mode every time you want to
add a new design we can use this mode to apply this general approach
every time

The design list has also now been made into a global list rather than a
private static list. The big advantage to this is that the rcd asset
cache can now access this list and load the correct icons from the list
directly. This means you no longer have to manually specify what icons
you want to load which is the case currently.

https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/modules/asset_cache/assets/rcd.dm#L8-L9
This has lead to the UI icons breaking twice now in the past
- #74194
- #77217

Hopefully this should never repeat itself again

**4. Other RCD like device changes**
- Fixed the broken silo link icon when the radial menu of the RLD was
opened
- replaced a lot of vars inside RLD with defines to save memory
- Small changes to `ui_act` across RCD, Plumbing RCD and RTD
- Removed unused vars in RCD and snowflaked code
- Moved a large majority of `ui_data()` to `ui_static_data()` making the
experience much faster

Just some general clean up going on here

**5. The Large majority of other code changes**
These are actually small code changes spread across multiple files.
These effect the `rcd_act()` & the `rcd_vals()` procs across all items.
Basically it
- Removes a large majority of `to_chat()` & `visible_message()` calls.
This was done because we already have enough visual feedback of what's
going on. When we construct a wall we don't need a `to_chat()` to tell
us you have a built a wall, we can clearly see that
- replaces the static string `"mode"` with a predefined constant
`RCD_DESIGN_MODE` to bring some standard to use across all cases

Should reduce chat spam and improve readability of code. 

**6. Airlock & Window names**
The rcd asset cache relies on the design name to be unique. So i filled
in the missing names for some airlocks & windows which are subjective
and open to change but must have some value

**7 Removes Microwave PDA upgrade**
The RCD should not be allowed to build this microwave considering how
quickly it can spawn multiple structures and more importantly as it's a
special multipurpose machine so you should spend some effort in printing
it's parts and acquiring tools to complete it. This upgrade makes
obsolete the need to carry an
- A RPED to install the parts
- A screwdriver to complete the frame
- The circuit board for the microwave 

The most important point to note here is that whenever an RPED/circuit
board is printed at an lathe it charges you "Lathe Tax". The RCD with
this upgrade would essentially bypass the need to "Pay Taxes" at these
lathes as you are just creating a circuit board from thin air. This
causes economy imbalance(10 cr per print) which scales up the more of
these machines you make so to avoid this let's end the problem here

Not to mention people would not find the need to print the circuit board
for a regular microwave now if they have an RCD because they can just
make this microwave type making the need for a regular microwave
completely pointless.

Just build a machine frame with the RCD and complete the microwave from
there

## Changelog
🆑
code: moved global vars, lists and helper procs for construction related
stuff to their appropriate files
code: reduced overall code size & memory of rcd design list and removed
unused defines
refactor: removed a ton of chat alerts for rcd related actions to help
reduce chat spam
refactor: some airlock & window default names have changed
fix: broken icon in radial menu of rld silo link
remove: removes microwave pda upgrade from RCD. It's a special machine
so spend some time in building it rather than shitting them out for free
with the RCD. Use the RCD upgrade to spawn a machine frame instead & go
from there
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-10-12 19:46:41 +02:00
SyncIt21andGitHub 9aed3b6a8f General code maintenance for Mat container related stuff (#77671)
1. Removes `/obj/machinery/ore_silo/proc/remote_attackby()`. This proc
calls `datum/component/material_container/user_insert()` anyway which
performs all the checks necessary for inserting stuff into the ore silo
and `/obj/machinery/ore_silo/proc/remote_attackby()` was just repeating
its code & checks. So now inserting into the ore silo is directly
handled by the mat container without this proxy proc making the
operation slightly faster
2. Removed silo `attackby` code. Same operations can be done via
`screwdriver_act` & `crowbar_act` procs much cleaner
3. The ore silo now hooks onto signals
`COMSIG_MATCONTAINER_ITEM_CONSUMED` and
`COMSIG_MATCONTAINER_SHEETS_RETRIVED` and logs into silo when they are
triggered. This means when you insert/eject sheets from the silo the
connected machine performing the operation no longer has to do the
logging manually thus the proc `silo_log` has been removed from a lot of
places ,reducing overall code size
4. A lot of stuff that use materials from the ore silo follow this
pattern.

i.e. They first use the materials from the silo and then log it via
`silo_log` proc. This code pattern is repeated in a lot of places so
let's just merge these 2 lines with some extra sanity checks into a
single proc inside `remote_materials` itself. That's what was done and
the number of places where you log manually into the silo has been
removed further reducing code size everywhere.
5. Added auto doc & cleaned up some procs

Since logging is now done by the ore silo directly, we need a way to
pass the machine that is inserting items into the silo to the signal
handlers of the ore silo [via the `context` var]. So other code changes
elsewhere is because of this var
2023-08-21 22:23:01 +00:00
766144a443 Gives engineers the RCD round start and nerfs its base abilities to compensate (#77641)
## About The Pull Request
- Gives engineers an RCD as part of their round start equipment
- RCD by default will build/deconstruct slower if you already have
another one in progress. This can be upgraded with the new cooling
upgrade disk. Reconstructing (anything that was there roundstart as per
the destructive scan) doesn't have this downside, only
construction/deconstruction.
- RCD construction effects can now be attacked in order to cancel them.
This can be deterred with the anti-disruption upgrade disk.
- RCDs for nukies and whatever don't have these downsides
- The CE's roundstart RCD also doesn't have these downsides

## Why It's Good For The Game
Construction and reconstruction are currently one of the worst aspects
of SS13--they are so slow and tedious that any sort of mass destruction
goes unfixed for 10-30+ minutes, if fixed at all. This limits us because
it means people don't want traitors to create large explosions, for
instance--I do and so I think it's crucial that we fix construction.

Reconstruction has already been improved on the RCD with the destructive
scans, but I see no reason to limit this to something so out of the way.

Ideally the RCD even gets more functionalities, like the ability to
print stock parts (or having stock parts removed), etc, in order to
lessen this burden.

## Changelog
🆑
add: Engineers now have an RCD round start.
balance: RCD construction/deconstruction effects can now be attacked in
order to cancel them. You can get the anti-disruption upgrade disk to
prevent this.
balance: RCD construction/deconstruction is now slower if you already
have another effect up. This does not effect reconstruction.
balance: Both of the above effects do not effect the CE's roundstart
RCD, nor any other RCDs such as combat RCDs.
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-08-17 20:20:31 +02:00
SyncIt21andGitHub 920551d603 [NO GBP]Mat container Final clean-up & patches (#77092)
## About The Pull Request
1. Fixes #77177 
Some things were not connecting to the ore silo round start because the
silo was not initialized yet so it went to local storage. Now it
connects with the ore silo again
3. Removed some unused code in remote materials
4. Protolathe uses `eject_sheets()` defined in remote materials and not
it's own version because that's redundant
5. Don't put the item back in the players hand when inserting it in the
material container cause we haven't even removed it yet
6. `fast_split()` is now even faster & robust and is a global proc
7. Some code cleanup for RHD silo link

## Changelog
🆑
fix: some things not connecting to the ore silo round start
/🆑
2023-07-29 15:36:46 +02:00
SyncIt21andGitHub e92ae5b75b Material container & related stuff ui refactors & clean-up (#76220)
## About The Pull Request

**1. Material container clean-up & refactor**
- Replaced `total_amount` var with `total_amount()` proc, this var can
be easily computed by summing up all material amounts rather than
storing it as a var which is tedious to update & keep track of when
materials are added/removed
- Removed unused procs `transer_amt_to()`, `can_insert_amount_mat()`,
and `get_categories()`. These procs are not used anywhere in the
codebase so let's remove them & make some space.
- Callbacks are replaced with signals, the callbacks don't need to be
explicitly garbage collected & having macros & procs marked with
`SIGNAL_HANDLER` makes your intentions more readable & explicit.
- Fixes #76151 
All material adding, removal, checking operations are "Integer"
operations, i.e. the final value is rounded & them made 1 if the final
value is 0 using the macro `OPTIMIZE_COST`[coudn't come up with a better
name]. No more dealing with decimal value materials
The problem was after the protolathe was upgraded with better parts all
the design costs were multiplied with a decimal `efficiency_coeff`
value, this means even though in the UI the cost was displayed as 60
bluespace crystals its actual cost was `60.0001` something in the
backend causing this check for materials to fail & print the error
message.
- Replaced `GetComponent(/datum/component_material_container)` with just
a simple ref to the material container when adding the component, so we
can save some overhead from calling this proc
- Gave all procs a ton of documentation with documentation having
documentation
- Fixes #76506 RCD and other devices that uses the silo link upgrade now
have the correct material usages
- Fixes #72096. It wasn't just a problem with ancient protolathe but
with all machines that used `datum/component/remote_materials` the
problem was remote materials would add an instance of
`datum/remote/material_container` if it wanted to use local storage but
this component would get added before `datum/component/remote_materials`
could be registered i.e. it comes before remote_materials in the
component list. So when the machine is destroyed it will first destroy
`material_container` & then `remote_materials` therefore destroying the
materials before they could get ejected
- Silo link is established when parent is registered with remote
materials raher than adding an external timer which is faster
- Everything that uses a material container will auto eject their sheets
when destroyed
- Moved this & remote materials into its own folder for better
organization


**2. Material UI Changes**
- Removed the x25 & x50 print buttons from the autolathe, now they just
have x5 & x10 buttons like the protolathe, These buttons were of no use
since you could just type the exact amount you want to print in the
`[Max: <some amount>]` side bar. The code to compute these buttons was
just plain right nasty & some of it unused in the UI.
- The material eject button in the material bar does not gray out when
you can eject exactly one sheet
- All material cost are integer values rounded
- Fixes #76253 Exosuit Fabricator sends the material container static
data to the UI so its material bar is not greyed out when there are
sufficient materials to eject
- Component printer material bar sends the material container static
data to the UI so its material bar is not greyed out when there are
sufficient materials to eject
- Autolathe Material bars now display number of sheets available
- Max printable amount of items are now computed & updated correctly in
the UI. They were displaying wrong values & now get updated when items
are printed, materials are removed
- Silo hold actually works now. When a machine is put on hold it calls
this proc

https://github.com/tgstation/tgstation/blob/e929cf39cded5207d63df1fa8521f41f2816b383/code/datums/components/remote_materials.dm#L78-L87
Notice how the key is `src` so we should be consistent during checking
if a machine is on hold using the same `src` var. But for some reason we
did dumb shit like this

https://github.com/tgstation/tgstation/blob/e929cf39cded5207d63df1fa8521f41f2816b383/code/datums/components/remote_materials.dm#L150-L153
What is category? Why do we care for the area the machine is in? None of
it made sense so i removed all that junk and just made it check for
`src` like it should
- Removed redundant `removable` & `sheets` var from the material
container ui_data. These vars are unused in the UI
- If an item does not have the required materials then upon clicking
that item you will not get any error message but instead nothing happens

## Changelog
🆑
fix: items can be printed from autolathe & protolathe when the exact
material amounts are present in them after upgrading
fix: max printable amount now shows the correct value & updates when
items are printed, materials are removed in the autolathe & protolathe
fix: component printer material bar is not greyed out when there are
sufficient materials to eject
fix: rcd and other devices that uses the silo link upgrade now have the
correct material usages
fix: silo hold actually works
fix: machines using local storage to hold materials will eject it's
materials as sheets when deconstructed/destroyed
refactor: Autolathe Material bars now display number of sheets available
refactor: printing an item that does not have enough materials will fail
silently with no error messages
refactor: Drone dispenser will eject sheets upon deconstruction
refactor: all things that store materials will auto ejects its sheets(if
there is sufficient material) when destroyed
refactor: inserting an item into the material container will display the
units consumed as sheets not absolute units
refactor: removed x25 & x50 print buttons from the autolathe
2023-07-24 19:47:14 -04:00
YesterdaysPromiseandGitHub fb10121022 Icons folder cleaning wave two (#76788)
## About The Pull Request

Further continous organizing and cleaning the Icons folder. There are
still some minior nitpicks left to do, but I reached my daily sanity
expenses limit again, and the faster these get in the less issues for
both me and others later. Also cleans some mess I caused by my blindness
last PR.

## Why It's Good For The Game

Saner spriters = better sprites
2023-07-14 18:36:41 +00:00
ArcaneMusicandGitHub f2fd69a49a Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. (#75052)
Ladies, Gentlemen, Gamers. You're probably wondering why I've called you
all here (through the automatic reviewer request system). So, mineral
balance! Mineral balance is less a balance and more of a nervous white
dude juggling spinning plates on a high-wire on his first day. The fact
it hasn't failed after going on this long is a miracle in and of itself.

This PR does not change mineral balance. What this does is moves over
every individual cost, both in crafting recipes attached to an object
over to a define based system. We have 3 defines:

`sheet_material_amount=2000` . Stock standard mineral sheet. This being
our central mineral unit, this is used for all costs 2000+.
`half_sheet_material_amount=1000` . Same as above, but using iron rods
as our inbetween for costs of 1000-1999.
`small_material_amount=100` . This hits 1-999. This covers... a
startlingly large amount of the codebase. It's feast or famine out here
in terms of mineral costs as a result, items are either sheets upon
sheets, or some fraction of small mats.

Shout out to riot darts for being the worst material cost in the game. I
will not elaborate.

Regardless, this has no functional change, but it sets the groundwork
for making future changes to material costs much, MUCH easier, and moves
over to a single, standardized set of units to help enforce coding
standards on new items, and will bring up lots of uncomfortable balance
questions down the line.

For now though, this serves as some rough boundaries on how items costs
are related, and will make adjusting these values easier going forward.

Except for foam darts.

I did round up foam darts.

Adjusting mineral balance on the macro scale will be as simple as
changing the aforementioned mineral defines, where the alternative is a
rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam
dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~

Items individual numbers have not been adjusted yet, but we can
standardize how the conversation can be held and actually GET SOMEWHERE
on material balance as opposed to throwing our hands up or ignoring it
for another 10 years.
2023-05-03 14:44:51 +00:00
SyncIt21andGitHub 2cced93441 [NO GBP]Type cast, Var names, UI refactors for RCD stuff (#74660)
## About The Pull Request
Was requested in #74592

- Properly type casts the target into `turf/open/space` for mecha rcd
plating action,
- Removes single variable names throughout
- uses datum/ui component to get user for to_chat() instead of usr

## Changelog
🆑
refactor: correctly type casts the turf into open type for the rcd mecha
plating action
refactor: removes single letter variable names
refactor: uses datum/ui component to get user for to_chat() instead of
usr
/🆑
2023-04-14 19:51:41 -07:00
SyncIt21andGitHub d48dc255d8 Final Patches for RCD related devices. (#74592)
## About The Pull Request
Final closing act for #74527, some more bugs to squash.

1. Fixes broken sprite for rack in RCD UI
![Screenshot
(153)](https://user-images.githubusercontent.com/110812394/230711179-4df6fc5f-6f6c-4680-bb0b-b1caba50152d.png)

2. Fixes #41114 mounted RCD can lay plating on chasm/ any open turf
again

3. Removes unused turf argument inside `try_clean()`, `try_wallmount()`,
& `try_decon()` procs because well it was unused

## Changelog
🆑
refactor: remove unused turf var inside wallmount procs
fix: broken rack sprite inside RCD UI
fix: mounted RCD now lays plating over chasms and open turfs
/🆑
2023-04-11 08:14:24 -07:00
SyncIt21andGitHub add6d49951 Code clean-up & refactor for all RCD related & like devices. (#74527)
## About The Pull Request

1. Debloats the RCD.dm file i.e. renames it to RHD[Rapid handheld device
the base for all rcd like devices] and moves its subtypes into their
respective files
`/obj/item/construction/rcd` moved to RCD.dm
`/obj/item/construction/rld` moved to RLD.dm
`/obj/item/construction/plumbing` moved to RPLD.dm
`/obj/item/construction/rtd` stays in RTD.dm
Other rcd like device i.e. RPD, RFC, RWD, along with the above mentioned
files are now all moved into 1 folder called "rcd"
majority of the `to_chat()` are now replaced with `balloon_alert()` to
reduce spam

2. Adds early returns, optimizes & adds extra resource sanity checks
before and after the `do_after()` proc for the RLD. RLD silo links now
works again.
- RLD now uses an ammo bar just like the RCD for updating only its
overlays & not its entire icon state, it also has a blinking yellow icon
state when low on ammo
- Remove unused empty blinking yellow icon state for plumbing RCD.
nobody designed the ammo bars for them so having`has_ammobar = TRUE`
caused the unit tests to fail

4. Adds extra structure placement & resource sanity checks for RCD, RTD
& Plumbing RCD before & after the `do_after()` proc
  RCD Patches
- removes unused vars window_type & window_glass, these can be infered
from window_type directly
- removes furnish type & cost and let the rcd_vals() proc decide those
for consistency
- copies the rcd stuff from turf/floor to turf/open/misc with some
exceptions, It wasen't updated in a long time
- rcd vals i.e. cost & delay for window types are set for each
directional, full-tile, reinforced types. These all used constant values
& now they are adjusted accordingly

   RTD patches
      - Fixes #74526 RTD can lay floor tiles on all types of plating's
- The cost of deconstructing tiles was not calculated correctly i.e. it
always used the cost of the selected design & not the cost of the actual
floor type we are trying to deconstruct
- The construction & deconstruction time was constant & very fast for
all tile types, now the delay is adjusted based on the cost of the type
of tile in question
- RTD now has a blinking yellow empty icon state just like the RCD when
low on ammo

6. Fixes #73479 RCL now updates its pipe cleaning coil appearance when
changing colours & selecting white colour no longer yields a random coil
colour

7. makes sure `useResource() ` actually succeeds before doing any
action. The return value of this proc was not previously checked for
some devices

## Why It's Good For The Game
1. rcd like devices all moved into 1 folder for better organization
2. splits the original RCD.dm file into more logical & manageable files
for better maintainability
3. removes unused code & adds some extra sanity checks for everything
4. adds missing sprites for RLD & RTD

## Changelog
🆑
code: RCD & all its subtypes and other devices like it[RTD, RLD,
Plumbing RCD, RWD, RFC, RPD] now moved into 1 folder, removes unused
vars
refactor: RCD window type cost & delay are set based on the window type
selected.
refactor: RLD, RCD & plumbing RCD now has extra resource & target
placement sanity checks, optimizes RLD and code readability.
refactor: RTD now sets the correct delay with the cost of the tile type
currently being constructed/deconstructed taken into account
refactor: large majority of to_chat() replaced with balloon alerts
fix: RLD silo link now works again
fix: RTD can place tiles on any subtype of plating
fix: RCL now lays the correct colour of pipe cleaner when its colour is
changed
imageadd: empty blinking yellow icon states for RTD & RLD & an ammo bar
for RLD
/🆑
2023-04-07 11:06:31 -07:00