Commit Graph
110 Commits
Author SHA1 Message Date
shayoki f601a6ddaf Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 2026-06-03 01:23:54 -05:00
+37 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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2026-05-16 00:56:00 +02:00
aa4dc56835 Removes Station-time (more time changes) (#95744)
## About The Pull Request

Removes Station-Time entirely
Server Time is now NST (Nanotrasen Standard Time). SS13 takes place
exactly 540 years in the future of the current day, so every second is 1
second in-game.
Round Time is now PT (Pay-Time), how Nanotrasen keeps track of how long
the current rotation of Employees has been working for.

Telecomms uses NST due to its importance of being the communication to
the blackbox.

Autopsy report, clocks, scientific reports and requisitions use both
timestamps due to them being more official documents that NT may need to
know beyond just the current round (just for flavortext).

Pretty much everything else (Det scanner, PDA, IC logs, Time-of-Death,
AI law changes, Cyborg file downloading) uses PT

PT
<img width="305" height="217" alt="image"
src="https://github.com/user-attachments/assets/cef73025-6292-4f9c-8565-197397bda2ca"
/>
<img width="168" height="59" alt="image"
src="https://github.com/user-attachments/assets/a99db568-045d-45fc-8206-0d9a7b13c7d2"
/>
<img width="308" height="122" alt="image"
src="https://github.com/user-attachments/assets/37ca6f17-8916-4af2-9c91-0f0707038ca5"
/>



https://github.com/user-attachments/assets/29445051-c98b-4af3-a657-812083aab91a


Clock (Literate)
<img width="748" height="292" alt="image"
src="https://github.com/user-attachments/assets/c824e812-91b5-4737-858d-768336e9a7c4"
/>

Clock (Illiterate)
<img width="446" height="94" alt="image"
src="https://github.com/user-attachments/assets/90d5ea0d-eaff-4ced-aa31-ffdf0b4832a5"
/>

New paperwork time working properly

<img width="311" height="190" alt="image"
src="https://github.com/user-attachments/assets/6d048926-db61-4c91-893b-ce93e1ea7775"
/>

NST
<img width="800" height="115" alt="image"
src="https://github.com/user-attachments/assets/35ffde49-13c1-4ce7-ab24-858e48b608bd"
/>
<img width="1288" height="142" alt="image"
src="https://github.com/user-attachments/assets/40c30d16-e0de-4efc-b460-9486eeb901d6"
/>

# Other changes

1. Circuit time checker will now get the value of the given input (Hour,
Minute, Second) rather than the full dedisecond time converted into
hour/minutes/seconds

<img width="270" height="67" alt="image"
src="https://github.com/user-attachments/assets/097440cc-1c45-447f-9976-18de7f9c722c"
/>

2. Turns nightshift into a round event that'll last approximately 22
minutes
3. 12-hour pref (doesn't apply to the stat panel because it's global
info) & removal of "TCT" time

<img width="569" height="440" alt="image"
src="https://github.com/user-attachments/assets/d39083b1-d248-41c0-9a1c-b2398ca203a7"
/>

4. The chocolate pudding negative moodlet is now based on the server's
IRL time.
5. Admins can now use ``class``, ``style`` and ``background`` (they were
already given perms to use ``img`` so hiding background, which was
removed to prevent image embedding, is pointless)
6. Also fixes ``year`` being off on localhost.


## Why It's Good For The Game

Server Time is approximately 1s = 12s converted, not including it
desyncing from lag (I believe?).
This makes it pretty much impossible for people to actually use this as
a unit of measurement for in-game actions.
Different things also uses different timestamps which is a bit more
confusing.

The main change here is for accessibility and, hopefully, using time as
a source of immersion. "20 minutes ago" is no longer OOC, they're just
speaking in PT. There's no timezones in space, Nanotrasen Standard Time
is the closest there is, but Pay Time is how NT considers when you get
your paychecks, so it's what is more commonly used.

It also fixes major inconsistencies between "IC time" and "Station
time", things like breakfast moodlet was the first 15mins of the round
despite the round starting like 7 hours in? Nukies with an L6 SAW firing
down the halls was shooting like 1 bullet every 3 seconds (assuming 4
bullets per second), overall there was just a disconnect between how
long time actually is in the universe.

The secondary reason for this change (though it is what pushed me to
actually get around to making this change) is the greater stat-panel
removal. This hopes to lessen the dependence on the stat panel for
station-time by making it easier to understand, and the end-goal I have
is for this information to be limited to Admins & the AI (AI will get
the IC version with the accurate year), so until that happens I would
like to improve the use of station-time by making it consistent (for
example, you should only care for PT for IC, which is also what your PDA
displays), so that when it gets removed it won't leave players timeless.

If you haven't already, and is interested in helping remove the stat
panel, every entry that needs to be removed can be found here -
https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view

Closes https://github.com/tgstation/tgstation/issues/94988

## Changelog

🆑
del: Removed Station Time, now we use NST (Nanotrasen Standard Time),
which is IRL server time +540 years, and PT (Pay Time), the amount of
time since the round has started.
del: Station nightshift is now a Station event rather than being based
on Server time.
balance: Time circuit's Unit of Measure now tells the amount of time in
hour/minute/seconds rather than giving the whole time translated to
hours/minutes/seconds.
qol: Added a 12-hour clock pref for people who prefer it.
qol: Hovering over NST timestamps on official documents will now
translate how much it is in PT/Shift Time.
admin: Admins can now use style/class/background in their papercode.
/🆑

---------

Co-authored-by: Isratosh <Isratosh@hotmail.com>
2026-04-25 14:13:31 -06:00
MrMelbertandGitHub 284e23c504 Vendors in audit log are no longer prefixed with "the" (#95389)
## About The Pull Request

Uses `vendor.name` if possible, so it's referred to as "VendingMachine"
rather than "The VendingMachine"

## Why It's Good For The Game

Reads a bit better with all the entries presented

## Changelog

🆑 Melbert
qol: Audit log formats vendors without "the"
/🆑
2026-03-22 17:29:54 -04:00
nevimer 00ccf0c6b5 Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
# Conflicts:
#	.github/CODEOWNERS
#	.github/workflows/compile_changelogs.yml
#	.github/workflows/stale.yml
#	SQL/database_changelog.md
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/__DEFINES/atom_hud.dm
#	code/__DEFINES/inventory.dm
#	code/__DEFINES/mobs.dm
#	code/__DEFINES/species_clothing_paths.dm
#	code/__DEFINES/subsystems.dm
#	code/__DEFINES/surgery.dm
#	code/__HELPERS/global_lists.dm
#	code/_globalvars/lists/maintenance_loot.dm
#	code/_globalvars/traits/_traits.dm
#	code/controllers/subsystem/minor_mapping.dm
#	code/controllers/subsystem/processing/quirks.dm
#	code/controllers/subsystem/shuttle.dm
#	code/datums/components/palette.dm
#	code/datums/components/surgery_initiator.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/hud.dm
#	code/datums/mood.dm
#	code/datums/mutations/chameleon.dm
#	code/datums/quirks/negative_quirks/nyctophobia.dm
#	code/datums/status_effects/debuffs/debuffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/slime/slime_leech.dm
#	code/datums/weather/weather.dm
#	code/game/data_huds.dm
#	code/game/objects/items.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/frog_statue.dm
#	code/game/objects/items/rcd/RLD.dm
#	code/game/objects/items/robot/items/hypo.dm
#	code/game/objects/items/stacks/medical.dm
#	code/game/objects/items/stacks/wrap.dm
#	code/game/objects/items/storage/garment.dm
#	code/game/objects/items/tools/medical/defib.dm
#	code/game/objects/items/weaponry.dm
#	code/game/objects/items/weaponry/melee/misc.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/game/objects/structures/curtains.dm
#	code/game/objects/structures/dresser.dm
#	code/game/objects/structures/girders.dm
#	code/game/objects/structures/maintenance.dm
#	code/game/objects/structures/mirror.dm
#	code/modules/admin/greyscale_modify_menu.dm
#	code/modules/admin/verbs/light_debug.dm
#	code/modules/antagonists/ashwalker/ashwalker.dm
#	code/modules/antagonists/heretic/knowledge/starting_lore.dm
#	code/modules/antagonists/ninja/ninjaDrainAct.dm
#	code/modules/art/paintings.dm
#	code/modules/client/preferences.dm
#	code/modules/client/verbs/ooc.dm
#	code/modules/clothing/head/wig.dm
#	code/modules/events/disease_outbreak.dm
#	code/modules/holodeck/holo_effect.dm
#	code/modules/jobs/job_types/head_of_security.dm
#	code/modules/jobs/job_types/security_officer.dm
#	code/modules/library/skill_learning/generic_skillchips/point.dm
#	code/modules/mining/lavaland/ash_flora.dm
#	code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm
#	code/modules/mob/dead/new_player/new_player.dm
#	code/modules/mob/living/basic/guardian/guardian.dm
#	code/modules/mob/living/basic/space_fauna/space_dragon/space_dragon.dm
#	code/modules/mob/living/carbon/carbon.dm
#	code/modules/mob/living/carbon/human/human.dm
#	code/modules/mob/living/carbon/human/human_defines.dm
#	code/modules/mob/living/carbon/life.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob/living/living_defines.dm
#	code/modules/mob/mob.dm
#	code/modules/mob_spawn/ghost_roles/mining_roles.dm
#	code/modules/mod/mod_control.dm
#	code/modules/mod/modules/modules_general.dm
#	code/modules/modular_computers/computers/item/computer_ui.dm
#	code/modules/paperwork/paper.dm
#	code/modules/paperwork/paperbin.dm
#	code/modules/power/lighting/light.dm
#	code/modules/projectiles/guns/energy/kinetic_accelerator.dm
#	code/modules/projectiles/projectile.dm
#	code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
#	code/modules/reagents/chemistry/reagents/food_reagents.dm
#	code/modules/reagents/chemistry/reagents/other_reagents.dm
#	code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm
#	code/modules/research/xenobiology/crossbreeding/_clothing.dm
#	code/modules/research/xenobiology/crossbreeding/prismatic.dm
#	code/modules/surgery/advanced/brainwashing.dm
#	code/modules/surgery/advanced/lobotomy.dm
#	code/modules/surgery/amputation.dm
#	code/modules/surgery/blood_filter.dm
#	code/modules/surgery/bodyparts/_bodyparts.dm
#	code/modules/surgery/brain_surgery.dm
#	code/modules/surgery/cavity_implant.dm
#	code/modules/surgery/coronary_bypass.dm
#	code/modules/surgery/gastrectomy.dm
#	code/modules/surgery/healing.dm
#	code/modules/surgery/limb_augmentation.dm
#	code/modules/surgery/organ_manipulation.dm
#	code/modules/surgery/revival.dm
#	code/modules/surgery/sleeper_protocol.dm
#	code/modules/surgery/surgery_helpers.dm
#	code/modules/surgery/surgery_step.dm
#	code/modules/unit_tests/_unit_tests.dm
#	code/modules/unit_tests/designs.dm
#	code/modules/unit_tests/icon_state_worn.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png
#	code/modules/unit_tests/screenshots/screenshot_husk_body.png
#	code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png
#	icons/map_icons/clothing/head/_head.dmi
#	icons/map_icons/clothing/shoes.dmi
#	icons/map_icons/items/_item.dmi
#	icons/mob/huds/hud.dmi
#	icons/mob/inhands/64x64_lefthand.dmi
#	icons/mob/inhands/64x64_righthand.dmi
#	icons/obj/machines/computer.dmi
#	tgui/packages/tgui/interfaces/OperatingComputer.jsx
#	tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx
#	tgui/packages/tgui/interfaces/PreferencesMenu/types.ts
#	tgui/packages/tgui/interfaces/SurgeryInitiator.tsx
#	tools/icon_cutter/check.py
2026-02-12 23:50:09 -05:00
MrMelbertandGitHub 71166c45ef Rips out the rest of NAP code (#94982)
## About The Pull Request

Deletes the remainder of NAP code on `/machinery` 

Keeps the NAP code on Securitrons, but rethemes it and allows admins (or
mappers IG) to enable it by editing a var

## Why It's Good For The Game

There are only two NAP machinery interactions, sleepers and stasis beds.
One, you can't get anymore outside of space.
The other just seems to confuse people as to why stasis ("the only way
medical doctors know how to treat people") suddenly doesn't work

It's stinky code, it barely works, no one uses it, it can go bye bye. 
If someone wants to re-add it they should do it via components, it'd be
much cleaner.

...

HOWEVER, the Securitron code is perfectly fine on its own so I left it
in for admemery or future mapping. Idk it might be funny to put a
securitron on the luxury shuttle that charges you money

## Changelog

🆑 Melbert
del: Admins can no longer use the NAP button 
/🆑
2026-01-26 11:13:37 -05:00
nevimer 6e9f2ccfc0 Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts:
#	.github/workflows/compile_all_maps.yml
#	.github/workflows/run_integration_tests.yml
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/_onclick/hud/credits.dm
#	code/controllers/subsystem/networks/id_access.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/game/machinery/doors/door.dm
#	code/game/objects/structures/crates_lockers/closets/secure/medical.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/modules/antagonists/malf_ai/malf_ai_modules.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/loadout/categories/accessories.dm
#	code/modules/loadout/loadout_helpers.dm
#	code/modules/loadout/loadout_items.dm
#	code/modules/loadout/loadout_preference.dm
#	code/modules/mob/living/silicon/robot/robot_defense.dm
#	code/modules/mod/mod_theme.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/reagents/reagent_containers/cups/drinks.dm
#	code/modules/shuttle/mobile_port/variants/supply.dm
#	code/modules/surgery/organs/internal/eyes/_eyes.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png
#	icons/hud/screen_full.dmi
2025-12-15 18:12:29 -05:00
FalloutFalconandGitHub d25c6201f4 Standerdizing currency symbols Part 2 (#94259)
## About The Pull Request
Converts almost all non-constant, non-tgui usages of all variantions of
"credit" and "cr"

Everything seems in order, tested most the currencies.
<img width="905" height="119" alt="image"
src="https://github.com/user-attachments/assets/3fa005a7-a114-426c-9646-b81f68bc2dec"
/>
<img width="255" height="128" alt="image"
src="https://github.com/user-attachments/assets/14c83b54-4fd9-4bee-838f-5b1c03939d9a"
/>


## Why It's Good For The Game
Same justification as https://github.com/tgstation/tgstation/pull/94128
Just easier to mantain/adjust the grammer/names of our money
## Changelog
🆑
spellcheck: minor cleanup on some usecases of "credits"
/🆑
2025-12-13 21:00:19 -05:00
Roxy d0ca474789 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-05 2025-11-05 19:43:07 -05:00
635661c510 Adds minimum player count of 2 to GMM Station Spotlight Trait (#93740)
## About The Pull Request

What it says on the tin, the GMM Station Spotlight trait will not
generate a spotlight if there isn't more than 1 player on the station.

## Why It's Good For The Game

People have been running into the GMM Trait triggering during offline
testing, and functionally it makes sense to not apply the effect if
there's no-one around to potentially act on that information. If you're
alone, and the richest person on the station, that's functionally not
going to change any time soon.

## Changelog
🆑
qol: The GMM Spotlight station trait will not create a lightbeam if
there's not more than 1 player alive.
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2025-11-04 00:59:46 +01:00
Roxy d14e538393 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 2025-10-15 19:34:41 -04:00
f3848f1ef2 Renames flatten_list proc to assoc_to_values (#93453)
## About The Pull Request

`/proc/flatten_list()` -> `/proc/assoc_to_values()`, also changes the
code doc to mirror the language of `assoc_to_keys()`'s code doc

## Why It's Good For The Game

Having a proc called `assoc_to_keys` that takes an associative list and
returns a list of the keys, and also having a proc that takes an
associative list and returns a list of the values, and the latter not
being called `assoc_to_values` is very funny

## Changelog
🆑
code: renamed flatten_list proc to assoc_to_values
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-10-14 21:01:09 +00:00
nevimer b348b617a3 Merge branch 'master' of https://github.com/tgstation/tgstation into pupstream-2025-09-07
# Conflicts:
#	README.md
#	code/__DEFINES/admin.dm
#	code/__DEFINES/melee.dm
#	code/_globalvars/traits/_traits.dm
#	code/controllers/subsystem/economy.dm
#	code/datums/components/crafting/crafting.dm
#	code/datums/elements/crusher_loot.dm
#	code/modules/antagonists/pirate/pirate_shuttle_equipment.dm
#	code/modules/clothing/suits/_suits.dm
#	code/modules/escape_menu/leave_body.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/mining/equipment/mineral_scanner.dm
#	code/modules/mob/living/living.dm
#	code/modules/plumbing/plumbers/pill_press.dm
#	tgui/packages/tgui/interfaces/Vending.tsx
2025-09-07 00:37:52 -04:00
67d27ffe91 Accounting Glowup: Advances, Pay raises and cuts, and more (#92419)
## About The Pull Request

Fixes #92188

1. The Accounting console now has a new UI

<img width="757" height="486" alt="image"
src="https://github.com/user-attachments/assets/0c6ce73f-ae1c-4a54-b6ba-bcc3b3232d13"
/>

2. The Accounting console can now dish out advances on paychecks, giving
you for full paycheck early. You can give up to 3 advances. This of
course means your next paycheck is not paid out when relevant.

3. The Accounting console can now change paycheck sizes of crewmembers -
up to 1.5x and down to 0.5x.

## Why It's Good For The Game

- Gives the HoP some more duties, now being able to dish out money on
request, reward good behavior, or punish bad behavior.

## Changelog

🆑 Melbert
add: Accounting Console: New UI!
add: Accounting Console: Now can give advances to crewmembers
add: Accounting Console: Can now give pay raises or pay cuts
add: Accounting Console: Now only printable in the security lathe
add: Accounting Console: A spare board is now now found in secure tech
storage.
fix: Fix vending machines adding payments to audit log twice.
fix: Non-crewmembers are no longer shown in the accounting console
/🆑

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2025-09-02 18:57:20 -07:00
SyncIt21andnevimer 8b0d22d14b General maintenance for vending machines (#91987)
## About The Pull Request
**1. Code Improvements**
- Removed unused vars `coin`, `bill` & other stuff
- Removed duplicate definition of `on_deconstruction()`
- Autodoc for a lot of procs
- Merged smaller procs into larger ones to avoid scrolling in the code
editor & reduced overhead
- Split the vending machine file into several smaller files for easy
code management

**2. Qol**
- Implemented vending machine ads. They now display random stuff on the
UI

https://github.com/user-attachments/assets/9720ea60-f268-4ca2-940d-243e3d0ac75f
- More error messages for custom & normal vendors as to why an item
could not be loaded
- Custom vending machines can be deconstructed safely via crowbar
without any explosion only after unlinking your account from the machine
else you get the same explosion. Upon deconstruction all loaded items
are moved into its restock canister meaning the machine can be safely
moved with all its products just like a regular vending machine to a new
location

**3. Fixes**
- Fixes #81917. Any returned items in the vending machine now show up as
free in the UI & won't cost credits to buy them
- Fixes #87416. Custom & normal vendors now keep track of products
removed via `Exited()` so the UI gets always updated
- Fixes #83151. Items with different names & custom prices now show up
in unique rows
- Fixes #92170 Custom vendors now show the correct icon for inserted
items
- Closes #80010. From the above fix this situation is impossible so it's
safe to close this as a duplicate
- Closes #78016 same problem as above with `Exited()` duplicate
- Custom vendors can now actually be used by players who are not the
owner instead of locking down the UI
- Vending machines keep track of `max_amount` of stocked items by hand
as well & not just RPED

**4. Refactor**
- Separates custom vending machine code from normal vending machine
code. This prime Marely focus on the `vending_machine_input` list which
now only exists inside the custom vending machine
- Compressed the UI code for vending machine so both custom & normal
vending machines can send the same data instead of separating the 2.
Overall less code
- Moved attack chain from `attackby()` to `item_interaction()` for
loading items

## Changelog
🆑
code: cleaned up vending machine code
qol: vending machines now have more product slogans you never heard
before
qol: custom & normal vending machines now have more feedback on why an
item could not be loaded
qol: vending machines now display random ads on the UI
qol: custom vending machines can be deconstructed via crowbar safely
only after unlinking your account from the machine.
qol: upon deconstructing a custom vendor all its products are moved into
its refill canister & it will be restored when reconstructing the
machine elsewhere
fix: Returned items to the vending machine now show up as free in the UI
and won't be greyed out if you don't have credits to get them back
fix: items that leave the vending machine by any means will update the
UI in all cases
fix: loading items by hand to the vending machine now respects the
max_amount for that category
fix: custom vendors can now actually be used by players who are not the
owner thus enabling them to transfer credits to the owner during
purchases & basically they do their job again
fix: custom vendors now show the correct icon for inserted items
fix: Items with different names & custom prices now show up in unique
rows in custom vendors
refactor: separated custom & normal vending machine code. Reduced UI
code & improved attack chain
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
# Conflicts:
#	code/modules/vending/_vending.dm
#	tgui/packages/tgui/interfaces/Vending.tsx
2025-08-19 22:28:01 -04:00
0b6101a37e General maintenance for vending machines (#91987)
## About The Pull Request
**1. Code Improvements**
- Removed unused vars `coin`, `bill` & other stuff
- Removed duplicate definition of `on_deconstruction()`
- Autodoc for a lot of procs
- Merged smaller procs into larger ones to avoid scrolling in the code
editor & reduced overhead
- Split the vending machine file into several smaller files for easy
code management

**2. Qol**
- Implemented vending machine ads. They now display random stuff on the
UI


https://github.com/user-attachments/assets/9720ea60-f268-4ca2-940d-243e3d0ac75f
- More error messages for custom & normal vendors as to why an item
could not be loaded
- Custom vending machines can be deconstructed safely via crowbar
without any explosion only after unlinking your account from the machine
else you get the same explosion. Upon deconstruction all loaded items
are moved into its restock canister meaning the machine can be safely
moved with all its products just like a regular vending machine to a new
location

**3. Fixes**
- Fixes #81917. Any returned items in the vending machine now show up as
free in the UI & won't cost credits to buy them
- Fixes #87416. Custom & normal vendors now keep track of products
removed via `Exited()` so the UI gets always updated
- Fixes #83151. Items with different names & custom prices now show up
in unique rows
- Fixes #92170 Custom vendors now show the correct icon for inserted
items
- Closes #80010. From the above fix this situation is impossible so it's
safe to close this as a duplicate
- Closes #78016 same problem as above with `Exited()` duplicate
- Custom vendors can now actually be used by players who are not the
owner instead of locking down the UI
- Vending machines keep track of `max_amount` of stocked items by hand
as well & not just RPED

**4. Refactor**
- Separates custom vending machine code from normal vending machine
code. This prime Marely focus on the `vending_machine_input` list which
now only exists inside the custom vending machine
- Compressed the UI code for vending machine so both custom & normal
vending machines can send the same data instead of separating the 2.
Overall less code
- Moved attack chain from `attackby()` to `item_interaction()` for
loading items

## Changelog
🆑
code: cleaned up vending machine code
qol: vending machines now have more product slogans you never heard
before
qol: custom & normal vending machines now have more feedback on why an
item could not be loaded
qol: vending machines now display random ads on the UI
qol: custom vending machines can be deconstructed via crowbar safely
only after unlinking your account from the machine.
qol: upon deconstructing a custom vendor all its products are moved into
its refill canister & it will be restored when reconstructing the
machine elsewhere
fix: Returned items to the vending machine now show up as free in the UI
and won't be greyed out if you don't have credits to get them back
fix: items that leave the vending machine by any means will update the
UI in all cases
fix: loading items by hand to the vending machine now respects the
max_amount for that category
fix: custom vendors can now actually be used by players who are not the
owner thus enabling them to transfer credits to the owner during
purchases & basically they do their job again
fix: custom vendors now show the correct icon for inserted items
fix: Items with different names & custom prices now show up in unique
rows in custom vendors
refactor: separated custom & normal vending machine code. Reduced UI
code & improved attack chain
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-08-11 14:37:13 +02:00
MrMelbertandRoxy 3652732fd2 Doubles time between mail shipments and blocks mail on red / delta alert (the amount of mail is not changing don't worry) (#91869)
## About The Pull Request

1. Mail is now shipped every 2 SSeconomy ticks, rather than every
SSeconomy ticks. The amount of mail per round will not change.

2. Mail is not shipped during Red or Delta alert. Mail will still
continue to pile up for if the station returns to blue alert.

## Why It's Good For The Game

1. The time between cargo shipments is like five minutes. This means you
get mail practically every cargo shipment, if only a few pieces. I think
it's a bit spammy, so doubling time between shipments means you actually
get substantial shipments of mail and you don't have to pay attention to
mail constantly.

2. In the event of an emergency and the cargo shuttle has to fly back
and forth for emergency supplies (like guns for a blob), being blocked
because of mail is annoying. It's also reasonable from an in character
perspective that they would hold your mail until the emergency is
resolved.

## Changelog

🆑 Melbert
qol: Mail is now shipped every 10 minutes rather than every 5 minutes.
The amount of mail remains unchanged (so you get 1 crate with 6 mail
instead of 2 crates with 3 mail each).
qol: Mail is no longer shipped while the station is on red alert - mail
held will be sent if the station returns to blue alert.
/🆑

(cherry picked from commit 0675ddf6cb)
2025-06-28 20:38:35 -04:00
MrMelbertandGitHub 0675ddf6cb Doubles time between mail shipments and blocks mail on red / delta alert (the amount of mail is not changing don't worry) (#91869)
## About The Pull Request

1. Mail is now shipped every 2 SSeconomy ticks, rather than every
SSeconomy ticks. The amount of mail per round will not change.

2. Mail is not shipped during Red or Delta alert. Mail will still
continue to pile up for if the station returns to blue alert.

## Why It's Good For The Game

1. The time between cargo shipments is like five minutes. This means you
get mail practically every cargo shipment, if only a few pieces. I think
it's a bit spammy, so doubling time between shipments means you actually
get substantial shipments of mail and you don't have to pay attention to
mail constantly.

2. In the event of an emergency and the cargo shuttle has to fly back
and forth for emergency supplies (like guns for a blob), being blocked
because of mail is annoying. It's also reasonable from an in character
perspective that they would hold your mail until the emergency is
resolved.

## Changelog

🆑 Melbert
qol: Mail is now shipped every 10 minutes rather than every 5 minutes.
The amount of mail remains unchanged (so you get 1 crate with 6 mail
instead of 2 crates with 3 mail each).
qol: Mail is no longer shipped while the station is on red alert - mail
held will be sent if the station returns to blue alert.
/🆑
2025-06-28 16:28:27 -06:00
0ed79656bf Adds a sports betting/polling app (#90421)
Adds a new PDA app that allows you to create polls that people can bet
on with credits, the owner can then lock the bets, decide what the
answer is (up to the player for whatever poll they made), and send it
off, giving the money the losers bet into the accounts of the winners.

It's a small PDA app that currently doesn't make any announcements or
come preinstalled in anything, but that's subject to change. PDA screen
sprite is codersprited.

Video demonstration

https://github.com/user-attachments/assets/449e1f0b-7fd3-4948-bff8-2793af831360

Not shown (as I added later), it now uses newscasters as well.

![image](https://github.com/user-attachments/assets/d3defa60-03cc-4557-98b7-b4088b158b3d)

https://forums.tgstation13.org/viewtopic.php?t=38278

Allows people to host polls for station events, allowing for the SS13
version of sports betting.

🆑
add: Adds a new sports betting app on your PDA, you can now host and
vote on polls using in-game credits.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2025-04-29 17:49:24 -06:00
Watermelon914andShadow-Quill 79b00baad2 Refactors subsystems to use dependency-ordering to determine init order. Subsystems can now declare their own dependencies. (#90268)
## About The Pull Request
As the title says.
`init_order` is no more, subsystems ordering now depends on their
declared dependencies.
Subsystems can now declare which other subsystems need to init before
them using a list and the subsystem's typepath
I.e.
```dm
dependencies = list(
    /datum/controller/subsystem/atoms,
    /datum/controller/subsystem/mapping
)
```
The reverse can also be done, if a subsystem must initialize after your
own:
```dm
dependents = list(
    /datum/controller/subsystem/atoms
)
```
Cyclical dependencies are not allowed and will throw an error on
initialization if one is found.
There's also a debug tool to visualize the dependency graph, although
it's a bit basic:

![image](https://github.com/user-attachments/assets/80c854d9-c2a5-4f2f-92db-a031e9a8e257)

Subsystem load ordering can still be controlled using `init_stage`, some
subsystems use this in cases where they must initialize first or last
regardless of dependencies. An error will be thrown if a subsystem has
an `init_stage` before one of their dependencies.

## Why It's Good For The Game
Makes dealing with subsystem dependencies easier, and reduces the chance
of making a dependency error when needing to shift around subsystem
inits.

## Changelog
🆑
refactor: Refactored subsystem initialization
/🆑
2025-04-29 17:11:39 -06:00
b25d7cb2cb Adds a sports betting/polling app (#90421)
## About The Pull Request

Adds a new PDA app that allows you to create polls that people can bet
on with credits, the owner can then lock the bets, decide what the
answer is (up to the player for whatever poll they made), and send it
off, giving the money the losers bet into the accounts of the winners.

It's a small PDA app that currently doesn't make any announcements or
come preinstalled in anything, but that's subject to change. PDA screen
sprite is codersprited.

Video demonstration


https://github.com/user-attachments/assets/449e1f0b-7fd3-4948-bff8-2793af831360

Not shown (as I added later), it now uses newscasters as well.


![image](https://github.com/user-attachments/assets/d3defa60-03cc-4557-98b7-b4088b158b3d)

###### Code bounty of
https://forums.tgstation13.org/viewtopic.php?t=38278

## Why It's Good For The Game

Allows people to host polls for station events, allowing for the SS13
version of sports betting.

## Changelog
🆑
add: Adds a new sports betting app on your PDA, you can now host and
vote on polls using in-game credits.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2025-04-09 22:27:28 -06:00
Watermelon914andGitHub 6c017cf1e1 Refactors subsystems to use dependency-ordering to determine init order. Subsystems can now declare their own dependencies. (#90268)
## About The Pull Request
As the title says.
`init_order` is no more, subsystems ordering now depends on their
declared dependencies.
Subsystems can now declare which other subsystems need to init before
them using a list and the subsystem's typepath
I.e.
```dm
dependencies = list(
    /datum/controller/subsystem/atoms,
    /datum/controller/subsystem/mapping
)
```
The reverse can also be done, if a subsystem must initialize after your
own:
```dm
dependents = list(
    /datum/controller/subsystem/atoms
)
```
Cyclical dependencies are not allowed and will throw an error on
initialization if one is found.
There's also a debug tool to visualize the dependency graph, although
it's a bit basic:

![image](https://github.com/user-attachments/assets/80c854d9-c2a5-4f2f-92db-a031e9a8e257)

Subsystem load ordering can still be controlled using `init_stage`, some
subsystems use this in cases where they must initialize first or last
regardless of dependencies. An error will be thrown if a subsystem has
an `init_stage` before one of their dependencies.

## Why It's Good For The Game
Makes dealing with subsystem dependencies easier, and reduces the chance
of making a dependency error when needing to shift around subsystem
inits.

## Changelog
🆑
refactor: Refactored subsystem initialization
/🆑
2025-04-03 17:04:30 -04:00
JacquerelandRoxy 040e691c9e Fix annoying runtime in station trait (#89425)
## About The Pull Request

For some reason I was getting this station trait a lot while testing and
it would runtime on my usual setup where I spawn myself in from
observer, because there were no bank accounts in existence.
This won't have any particular impact on a real round because you are
probably not getting a real round with no bank accounts.

## Changelog

Not player facing
2025-03-12 15:45:44 -04:00
Majkl-J b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
JacquerelandGitHub c312e1a31b Fix annoying runtime in station trait (#89425)
## About The Pull Request

For some reason I was getting this station trait a lot while testing and
it would runtime on my usual setup where I spawn myself in from
observer, because there were no bank accounts in existence.
This won't have any particular impact on a real round because you are
probably not getting a real round with no bank accounts.

## Changelog

Not player facing
2025-02-11 23:03:41 +01:00
ArcaneMusicandGitHub b8671462a9 The Galactic Mineral Market Presents: The Spotlight Station Trait (#89136)
## About The Pull Request
### _**HEY HUSTLERS**_
Do you want to know all about the station's real GDP **_BREADWINNERS_**
this shift? Well, look no further than the all new GMM SPOTLIGHT. On
select shifts (Where the trait is rolled), the GMM SPOTLIGHT will shine
on who's HUSTLING and GRINDING the hardest so YOU CAN ~~know who has
enough money to try and mug them~~ LEARN THE SECRETS OF THE CREDIT
WHISPERS **AMONG US**.

Don't know where these legendary GRIND-O-HOLICS are this very SECOND?
Well, the GMM will UPDATE the SPOTLIGHT every 5 minutes, with their
IDENTITY MADE KNOWN to all crewmates via the station updates and
economic summary newcaster channels.

WHAT ARE YOU WAITING FOR? ALIEN JIM KRAMER??? UNLEASH THE SECRETS OF THE
HUSTLERS **TODAY**!!!

(The original idea for this station trait was given to me by
xhorian/@YesterdaysPromise a few months back, so big thanks to him for
the inspiration.)

Video of it in action:

https://discord.com/channels/326822144233439242/326831214667235328/1330408517248614432

## Why It's Good For The Game

This is, obviously, a negative station trait. On shifts where players
are working to make lots of personal profit, it can either serve as a
badge of honor, or as a target being painted on your back about who has
the most money. Still, it's somewhat flavorful, and I think it could be
interesting to have happen to a player, where suddenly a beam of light
from above ™️ suddenly appears and starts following you.

I wouldn't be against giving command some kind of control to let them
cancel the effect early by un-subscribing from their newsletter, but it
depends on how people feel about this.

## Changelog

🆑
add: Stations in your sector may start with the GMM spotlight, a massive
economic broadcast spotlight that will follow the wealthiest crewmate on
board until the next paycheck
/🆑
2025-01-30 13:15:26 +01:00
GhomandGitHub 9d6f164501 You can now try to fish random products out of vending machines with a fishing rod and a few bucks. (#88290)
## About The Pull Request
You can now use a fishing rod to fish random vending products from
vending machines, using holochips, coins and spacecash as bait. The
value of the money used as bait will positively influence the chance of
getting the pricier vending items, while using less than the minimum
paycheck (25 credits) will increase the minigame difficulty and carries
an additional, small risk of getting a dud or even hurling the vending
machine in your direction.

This also warranted a slight refactor of how vending product prices are
set.

## Why It's Good For The Game
Expands the list of things you can do with a fishing rod. Like for the
organ manipulation fishing PR. This is not about getting fish, but the
unconventional things we can do along the way.

Now tested, it works.

## Changelog

🆑
add: You can now try to fish random products out of vending machines
with a fishing rod and a few bucks.
fix: Fixing the 1000 cr holochip loot from exploration drones.
/🆑
2025-01-04 12:51:38 -05:00
ff20c7a748 generic upgrade to life savings and ration quirk (#2500)
## About The Pull Request


closes #2486

Introduced a signal for when a bank account receives a paycheck,
allowing future paycheck related quirks and features to be improved.

Untied two variables related to the life savings quirk from bank
accounts and moved them to the quirk, saving small amounts of memory
usage.

Made life savings quirk actually pay you out, adding money without
robbing the departmental account.
## Why It's Good For The Game

Code runs better and nicer, quirks work as they should
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/b16723ee-1a7d-4e5b-b76a-fa304dcc2fac)

</details>

## Changelog
🆑
fix: fixed rations permanently setting your income to 0.5 instead of
decreasing the modifier
fix: fixed life savings quirk not doing anything
code: Improved the way paycheck bound quirks handle their code, making
it run faster
/🆑

---------

Co-authored-by: Cyprex <35031555+Cyprex@users.noreply.github.com>
2024-11-30 21:07:22 +00:00
carlarctgandGitHub c7c48ba59a spellecheck: existence not existance (#87862)
## About The Pull Request

existance doesnt exist so i changed it to existence

## Why It's Good For The Game

existance dosent exist

## Changelog

🆑
spellcheck: spellecheck: existence not existance
/🆑
2024-11-14 01:28:31 +01:00
83a0f35c71 The offstation cargo update (Ready) (#1764)
## About The Pull Request

First things first, credit to tmyqlfpir aka Feignsleep for making the
initial cargo crate import code. I probably butchered it when I messed
with it to make it only import on console so make sure to yell at me if
there are issues.

This PR does several things. 

FIRST it brings Tarkon up to date with Interdyne as far as cargo goes.
In this case, that means an express cargo console, selling pad, and
powerator tied to a budget account.

Second, thing, both Interdyne and Tarkon now have access to cargo
company items. Its a bit janky but it should do for at least now. With
how it was done, we should be able to add unique items to the consoles
for each faction, although that might need some work.

As a minor note, I also nerfed the interdyne powerator. It had a 2x
multiplier and I'm not sure that is really needed.

## Why It's Good For The Game

Cargo goes brrrt, also Tarkon could use some love.

## Proof Of Testing


![image](https://github.com/Bubberstation/Bubberstation/assets/46614774/a34cd62a-e40d-4c35-9305-20e3f77aed18)

## Changelog

🆑
add: Cargo Companies are now available to offstation factions
add: Tarkon now has a cargo setup available to them
balance: rebalanced something
/🆑

---------

Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Swift <jackwars4@gmail.com>
2024-09-15 17:45:06 +00:00
nevimer 45e52eb774 Merge remote-tracking branch 'skrat/master' into new-bubbermaster
# Conflicts:
#	_maps/RandomRuins/SpaceRuins/hilbertresearchfacility.dmm
#	_maps/RandomRuins/SpaceRuins/skyrat/interdynefob.dmm
#	_maps/map_files/Birdshot/birdshot.dmm
#	_maps/map_files/Deltastation/DeltaStation2.dmm
#	_maps/map_files/IceBoxStation/IceBoxStation.dmm
#	_maps/map_files/MetaStation/MetaStation.dmm
#	_maps/map_files/NorthStar/north_star.dmm
#	_maps/map_files/VoidRaptor/VoidRaptor.dmm
#	_maps/map_files/tramstation/tramstation.dmm
#	_maps/shuttles/pirate_ex_interdyne.dmm
#	code/__DEFINES/mobs.dm
#	code/__HELPERS/~skyrat_helpers/is_helpers.dm
#	code/datums/mood.dm
#	code/game/objects/effects/spawners/random/random.dm
#	code/modules/admin/verbs/adminhelp.dm
#	code/modules/clothing/head/jobs.dm
#	code/modules/mob/living/brain/brain_say.dm
#	code/modules/projectiles/guns/energy/kinetic_accelerator.dm
#	code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly.png
#	code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly_stargazer.png
#	code/modules/uplink/uplink_items/job.dm
#	config/lavaruinblacklist.txt
#	icons/mob/actions/actions_changeling.dmi
#	icons/mob/clothing/mask.dmi
#	icons/obj/mining.dmi
#	modular_skyrat/master_files/code/modules/client/preferences/headshot.dm
#	modular_skyrat/master_files/code/modules/mob/living/examine_tgui.dm
#	modular_skyrat/master_files/code/modules/research/techweb/all_nodes.dm
#	modular_skyrat/master_files/icons/mob/clothing/under/skirts_dresses.dmi
#	modular_skyrat/master_files/icons/obj/clothing/under/skirts_dresses.dmi
#	modular_skyrat/modules/aesthetics/airlock/icons/airlocks/multi_tile/metal_overlays.dmi
#	modular_skyrat/modules/colony_fabricator/code/appliances/space_heater.dm
#	modular_skyrat/modules/company_imports/code/armament_datums/deforest_medical.dm
#	modular_skyrat/modules/hyposprays/code/hypospray_kits.dm
#	strings/traumas.json
#	tgui/packages/tgui/interfaces/PreferencesMenu/preferences/features/character_preferences/skyrat/headshot.tsx
2024-04-20 22:19:03 -04:00
5a65b512ff Adds express cargo console to lavalands dauntless base (#1348)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

This PR achieves multiple goals:
* Adds a new department bank account for Interdyne
* Assigns a unique Interdyne flavored powerator and express cargo
console that uses the Interdyne bank account
* Add two machine board to the filing cabinet in the vault
* Adds a bitden setup to brig area for prisoners to do something (e.g
digital mining - like NT station prisoners)

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->

## Why It's Good For The Game

This is purely to give more gameplay depth to the ghost role for
Dauntless, and an incentive to increase the power production of the
turbine.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Proof Of Testing

I can confirm that the new Interdyne department does not conflict with
regular cargo operations and machinery.

<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: Adds cargo ordering functionality for dauntless base
add: Add bitden to dauntless brig area
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-04-08 00:54:40 +07:00
dbbc201195 [MIRROR] [NO GBP] Fix curators not getting a cut from patronized paintings in a better way (#26996)
* [NO GBP] Fix curators not getting a cut from patronized paintings in a better way (#82159)

## About The Pull Request
I'm giving all the credits of this PR to the creator of #82153. The
reason I'm making this PR is because, while the other fix work too, I
believe this one is perhaps better so that we won't have to call
`SSjob.GetJobType(jobtype)` everytime we want to access or make use of
the `bank_accounts_by_job` variable.

## Why It's Good For The Game
See title, also the other PR if you want a more indepth explaination of
relatively simple stuff.

## Changelog
🆑 00-Steven
fix: Fixed patronizing paintings not giving a cut to the curators.
/🆑

* [NO GBP] Fix curators not getting a cut from patronized paintings in a better way

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-03-23 16:44:08 -04:00
GhomandGitHub 4a3942677a [NO GBP] Fix curators not getting a cut from patronized paintings in a better way (#82159)
## About The Pull Request
I'm giving all the credits of this PR to the creator of #82153. The
reason I'm making this PR is because, while the other fix work too, I
believe this one is perhaps better so that we won't have to call
`SSjob.GetJobType(jobtype)` everytime we want to access or make use of
the `bank_accounts_by_job` variable.

## Why It's Good For The Game
See title, also the other PR if you want a more indepth explaination of
relatively simple stuff.

## Changelog
🆑 00-Steven
fix: Fixed patronizing paintings not giving a cut to the curators.
/🆑
2024-03-22 21:12:59 -06:00
846a3566cc [MIRROR] Paintings update: Curators get a cut on patronage + zoom in/out buttons on UI (#26581)
* Paintings update: Curators get a cut on patronage + zoom in/out buttons on UI (#81500)

## About The Pull Request
(Roundstart) Curators now get a 22.5% cut on credits spent on painting
patronages (divided by the number of curators). The service department
also gets another, 12.5% cut.

This PR also adds zoom in/out buttons to the painting canvas UI. So you
don't have to stare at a blob of such enormous squares while the UI is
open, which is only good when drawing.

Screenshot copypaste in paint:

## Why It's Good For The Game
The painting feature is mostly an end in itself, which is totally fine.
I've put quite a few quality-of-life changes into it through the years,
and I still want to kick in some stuff. However, I think the curator
should actually benefit from them in a more "mechanical" way.
Furthermore, I personally prefer them over the random written crap that
players make.

Also, as I said above, the canvas UI can feel a tad too big at times.

* Paintings update: Curators get a cut on patronage + zoom in/out buttons on UI

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-21 19:52:28 +01:00
GhomandGitHub 717209899b Paintings update: Curators get a cut on patronage + zoom in/out buttons on UI (#81500)
## About The Pull Request
(Roundstart) Curators now get a 22.5% cut on credits spent on painting
patronages (divided by the number of curators). The service department
also gets another, 12.5% cut.

This PR also adds zoom in/out buttons to the painting canvas UI. So you
don't have to stare at a blob of such enormous squares while the UI is
open, which is only good when drawing.

Screenshot copypaste in paint:

## Why It's Good For The Game
The painting feature is mostly an end in itself, which is totally fine.
I've put quite a few quality-of-life changes into it through the years,
and I still want to kick in some stuff. However, I think the curator
should actually benefit from them in a more "mechanical" way.
Furthermore, I personally prefer them over the random written crap that
players make.

Also, as I said above, the canvas UI can feel a tad too big at times.
2024-02-19 11:49:03 -06:00
509abef418 [MIRROR] Removes unused vars from cargo & economy. [MDB IGNORE] (#24882)
* Removes unused vars from cargo & economy.

* Update supply.dm

* Update supply.dm

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-09 09:15:18 -05:00
SyncIt21andGitHub f9c041f8f1 Removes unused vars from cargo & economy. (#79531)
## About The Pull Request
1. Removes `SSshutle.order_history`. This list is responsible for
keeping track of all orders delivered through cargo. This list however
is neither used for logging nor has an UI interface for players to
interact with, it just increases in length & memory as orders are made
and goes unused. By removing this list we can now safely delete supply
orders after cargo has shipped them thus saving memory

2. Mining orders & Material orders now delete their supply packs when
their supply orders are deleted to properly cleanup memory. These 2 are
special orders that generate their own unique supply packs that is not
part of the custom `SSshuttle.supply_packs` list so it won't cause any
issues

3. Removes `SSeconomy.export_total` & `SSeconomy.import_total`. Nobody
used these vars so no reason to keep them around.

## Changelog
🆑
code: removed order history, import & export value from cargo & economy
subsystems. Allow supply packs to be properly deleted. In general memory
savings
/🆑
2023-11-09 13:46:49 +01:00
ac7ddd1dcc [MIRROR] ArCargo: Adds the Galactic Materials Stock Market V1.2 (Free Market Edition) [MDB IGNORE] (#24038)
* ArCargo: Adds the Galactic Materials Stock Market V1.2 (Free Market Edition) (#78500)

## About The Pull Request

**This PR is a rerelease of #78164, with some bells and whistles.** As
such, most of the core functionality is the same, but with some tweaks
to balance the gameplay and prevent bike levels of profit. I've tried to
bold the new additions to make it easier to read for those coming back
for the second pass.

![image](https://github.com/tgstation/tgstation/assets/41715314/ff9bf038-524d-44fc-81bb-c6ff97fef6dd)
This PR adds a new machine that can be bought called the **Galactic
Mineral Market** (GMM). The Galactic Mineral Market (GMM) allows you to
buy and sell minerals wholesale from the market machine. It goes
something like this:

### 1. Getting the Machine:
The GMM can be bought as an un-assembled machine for 600 credits from
cargo. It's a low cost, but its not mapped in standard, so if you're
confident in your miners, you shouldn't necessarily need one for the
department. Otherwise, it's available for other crewmembers to buy for
cost.

The cargo pack comes will all supplies necessary to finish the machine.
Tools not included.

### 2. Buying Low
Using the machine's UI, you can see all traded minerals and their
associated prices. Buy prices are played straight, and can be bought for
material price, times the quantity. The order is then instantly placed
on the cargo shuttle, and will be deducted from the buyer's account on
shuttle send. **A single order can only have 10 different stacks of
materials in it. So, that can be 100 sheets of iron and 1 of everything
else, or 500 sheets of iron. After that you're blocked from buying more
sheets until you've sent the order.**

Cargo staff with standard cargo access may toggle the machine to order
directly from the cargo budget. Otherwise, materials are only purchased
from private accounts.

All purchases are treated as private and must be opened by the recipient
like private orders.

### 3. Selling High

It's stocks time. To sell minerals on the market, simply insert any
relevant metal stock into the machine. This produces a totally original
and not-a-bounty-cube stock block, which can be sold on the cargo
shuttle for cargo funds. Stock blocks can also be price-tagged as well
following their standard process.

**Stock blocks start out a bright pink and are worth the value of that
material at that time, but over time their color will degrade. After a
full 5 minutes, stock blocks will switch over to a purple hue, and their
value will once again become liquid, subject to the current market
value. This encourages players to be a bit more fast on their feet than
before instead of just waiting forever for all of their investments to
arrive at the perfect value, before the inevitable "rest of the game"
tries to upend your investing.**

Sold cargo stocks are subject at a 20% processing fee as part of the
galactic mineral market.
### 4. Outside Factors

**In-game events like the Crab-17 or the Market crash event will cause
stocks to bottom out completely, and for the market to become
unavailable until the market stabilizes. Thankfully, once the market has
crashed, typically stocks will recovery and gain back some value,
allowing for fast acting market movers to capitalize on rough markets.**

**Additionally, low value materials like iron and glass have an extra
stipulation, as their value goes all the way down to 0 credits. In that
case, you are unable to buy them at that value as a market protection.
Be careful that you don't see a reset or crash when you're planning on
selling your horde of iron and glass stocks!**

Additionally, market events can occur during the round that can more
sharply adjust a single stock's price and completely rebound it's
trajectory. These events are always mentioned in the station
announcement's economics report.

### Other notes:
The market does not cover all minerals, partially for consistency
purposes as well as for balance reasons. Plasma, being a unique material
that only Nanotrasen has their hands on, is the sole exporter of plasma
in the system, so it stands to reason that it's not on the market, and
remains a solo export. Bananium, as it has a rare and expensive
conversion rate, works the opposite way, and as such isn't listed on the
market either, with the sole source being single cargo sales. All others
just don't make much sense to include into the market at this second, so
I left them out for now.

**Alright now below I'm going to cover the math and shit so if that's
not what you care about then please scroll past.**
<details>
  <summary>Warning: Arcane is about to talk about the math</summary>
Alright.
So this adds a new stock_market subsystem, which fires once every 20
seconds. I'm still fairly new to subsystem design so I'm probably going
to need some feedback on cleaning this up to make it look nicer and run
smoother.

So we have 4 associated lists, each attached to the relevant traded
datum; this tracks prices, market trends, how long that trend is going
to last in SS fires, and market quantity.

Prices fluctuate between 0.5x and 3x the material's single sheet value.
This could be tweaked even farther in the future, but for now I'm
keeping it at this nice clean margin. Prices fluctuate based on a
gaussian normal distribution that is centered on different points based
on their **trend**. Upward trending materials are centered in such a way
that they'll almost certainly go upwards, but being that it's based on a
random chance, not always. Vis versa, downward trends should tend to
lose value at about the same rate. We also change our rounding based on
this trend data, in order to prevent low price values like iron and
glass from getting stuck in the same value or freefall drop over time
just because of rounding down. Similarly, neutral trending materials
will not change nearly as much, and will generally stay at around the
same amount.

When buying or selling a material, the quantity of that material will
change on the market. The magnitude of that change depends on how much
of that material currently exists on the market. Buying a low quantity
material like diamond for example will tangibly increase that material's
cost, while buying stacks and stacks of iron and glass won't do much
damage to the price of iron as there's usually around 500 full stacks on
the market to start with. It's applied at a relative percentage of
(qty_changed / new_total_on_market) * price of goods bought/sold at.

In addition to that, there are random "market events" that can occur
randomly, which you might miss if you don't follow the newscaster
economy news. These three events are fairly barebones now, but in
general they have a 1% chance of happening per material, and can more
dramatically increase, decrease, or fully reset the value of a material
on the market back to it's standard value. This opens up for doing more
with it in the future, but that's a later problem.
</details>

## Why It's Good For The Game

This independently resolves some issues related to #78040, that being
that lowpop stations, or shifts with few miners would have a new way to
be able to still get some access to minerals in a given round. This also
provides a unique minigame and alternative way to acquire money in a
given shift, using minerals.

**"But Arcane,** I hear you ask. **"Isn't this just the same thing you
tried doing way back when and then reverted in #50537?**
Well, fuck man, how you doing I haven't see you around in forever also
no you're completely wrong and here's why

**This PR is no longer contingent on the rest of ArcMining in it's
current iteration.** I have introduced some extra factors into the
gameplay as well to try and curb the creation of bikes within gameplay.
This also provides a massive benefit to round progression and gives the
QM and the cargo members the ability to prevent round progress from
stalling by buying round-critical resources.

Not to mention, as the GMM is not cargo required, more cargo integrated,
it also functions as economy content for the rest of the crew.

## Changelog
🆑
add: A new export has arrived in the imports section, the Galactic
Materials Market! You can use this to buy and sell minerals for profit
or cost, as well as stock your station when you don't have any miners.
add: Insert sheets of minerals into the Galactic Materials Market to
convert them into a stock block, allowing you to lock in your price for
5 minutes. Wait too long and it'll be subject to market value again!
add: Minerals can be bought on the market either using the station's
cargo budget by cargo crew, or privately by everyone else.
del: Any material stacks that can be bought and sold on the market
before have been removed from the cargo catalog.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>

* ArCargo: Adds the Galactic Materials Stock Market V1.2 (Free Market Edition)

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
2023-09-30 18:57:19 -04:00
9073290d8a ArCargo: Adds the Galactic Materials Stock Market V1.2 (Free Market Edition) (#78500)
## About The Pull Request

**This PR is a rerelease of #78164, with some bells and whistles.** As
such, most of the core functionality is the same, but with some tweaks
to balance the gameplay and prevent bike levels of profit. I've tried to
bold the new additions to make it easier to read for those coming back
for the second pass.


![image](https://github.com/tgstation/tgstation/assets/41715314/ff9bf038-524d-44fc-81bb-c6ff97fef6dd)
This PR adds a new machine that can be bought called the **Galactic
Mineral Market** (GMM). The Galactic Mineral Market (GMM) allows you to
buy and sell minerals wholesale from the market machine. It goes
something like this:

### 1. Getting the Machine:
The GMM can be bought as an un-assembled machine for 600 credits from
cargo. It's a low cost, but its not mapped in standard, so if you're
confident in your miners, you shouldn't necessarily need one for the
department. Otherwise, it's available for other crewmembers to buy for
cost.

The cargo pack comes will all supplies necessary to finish the machine.
Tools not included.

### 2. Buying Low
Using the machine's UI, you can see all traded minerals and their
associated prices. Buy prices are played straight, and can be bought for
material price, times the quantity. The order is then instantly placed
on the cargo shuttle, and will be deducted from the buyer's account on
shuttle send. **A single order can only have 10 different stacks of
materials in it. So, that can be 100 sheets of iron and 1 of everything
else, or 500 sheets of iron. After that you're blocked from buying more
sheets until you've sent the order.**

Cargo staff with standard cargo access may toggle the machine to order
directly from the cargo budget. Otherwise, materials are only purchased
from private accounts.

All purchases are treated as private and must be opened by the recipient
like private orders.

### 3. Selling High

It's stocks time. To sell minerals on the market, simply insert any
relevant metal stock into the machine. This produces a totally original
and not-a-bounty-cube stock block, which can be sold on the cargo
shuttle for cargo funds. Stock blocks can also be price-tagged as well
following their standard process.

**Stock blocks start out a bright pink and are worth the value of that
material at that time, but over time their color will degrade. After a
full 5 minutes, stock blocks will switch over to a purple hue, and their
value will once again become liquid, subject to the current market
value. This encourages players to be a bit more fast on their feet than
before instead of just waiting forever for all of their investments to
arrive at the perfect value, before the inevitable "rest of the game"
tries to upend your investing.**

Sold cargo stocks are subject at a 20% processing fee as part of the
galactic mineral market.
### 4. Outside Factors

**In-game events like the Crab-17 or the Market crash event will cause
stocks to bottom out completely, and for the market to become
unavailable until the market stabilizes. Thankfully, once the market has
crashed, typically stocks will recovery and gain back some value,
allowing for fast acting market movers to capitalize on rough markets.**

**Additionally, low value materials like iron and glass have an extra
stipulation, as their value goes all the way down to 0 credits. In that
case, you are unable to buy them at that value as a market protection.
Be careful that you don't see a reset or crash when you're planning on
selling your horde of iron and glass stocks!**

Additionally, market events can occur during the round that can more
sharply adjust a single stock's price and completely rebound it's
trajectory. These events are always mentioned in the station
announcement's economics report.

### Other notes:
The market does not cover all minerals, partially for consistency
purposes as well as for balance reasons. Plasma, being a unique material
that only Nanotrasen has their hands on, is the sole exporter of plasma
in the system, so it stands to reason that it's not on the market, and
remains a solo export. Bananium, as it has a rare and expensive
conversion rate, works the opposite way, and as such isn't listed on the
market either, with the sole source being single cargo sales. All others
just don't make much sense to include into the market at this second, so
I left them out for now.

**Alright now below I'm going to cover the math and shit so if that's
not what you care about then please scroll past.**
<details>
  <summary>Warning: Arcane is about to talk about the math</summary>
Alright.
So this adds a new stock_market subsystem, which fires once every 20
seconds. I'm still fairly new to subsystem design so I'm probably going
to need some feedback on cleaning this up to make it look nicer and run
smoother.

So we have 4 associated lists, each attached to the relevant traded
datum; this tracks prices, market trends, how long that trend is going
to last in SS fires, and market quantity.

Prices fluctuate between 0.5x and 3x the material's single sheet value.
This could be tweaked even farther in the future, but for now I'm
keeping it at this nice clean margin. Prices fluctuate based on a
gaussian normal distribution that is centered on different points based
on their **trend**. Upward trending materials are centered in such a way
that they'll almost certainly go upwards, but being that it's based on a
random chance, not always. Vis versa, downward trends should tend to
lose value at about the same rate. We also change our rounding based on
this trend data, in order to prevent low price values like iron and
glass from getting stuck in the same value or freefall drop over time
just because of rounding down. Similarly, neutral trending materials
will not change nearly as much, and will generally stay at around the
same amount.

When buying or selling a material, the quantity of that material will
change on the market. The magnitude of that change depends on how much
of that material currently exists on the market. Buying a low quantity
material like diamond for example will tangibly increase that material's
cost, while buying stacks and stacks of iron and glass won't do much
damage to the price of iron as there's usually around 500 full stacks on
the market to start with. It's applied at a relative percentage of
(qty_changed / new_total_on_market) * price of goods bought/sold at.

In addition to that, there are random "market events" that can occur
randomly, which you might miss if you don't follow the newscaster
economy news. These three events are fairly barebones now, but in
general they have a 1% chance of happening per material, and can more
dramatically increase, decrease, or fully reset the value of a material
on the market back to it's standard value. This opens up for doing more
with it in the future, but that's a later problem.
</details>


## Why It's Good For The Game

This independently resolves some issues related to #78040, that being
that lowpop stations, or shifts with few miners would have a new way to
be able to still get some access to minerals in a given round. This also
provides a unique minigame and alternative way to acquire money in a
given shift, using minerals.

**"But Arcane,** I hear you ask. **"Isn't this just the same thing you
tried doing way back when and then reverted in #50537?**
Well, fuck man, how you doing I haven't see you around in forever also
no you're completely wrong and here's why

**This PR is no longer contingent on the rest of ArcMining in it's
current iteration.** I have introduced some extra factors into the
gameplay as well to try and curb the creation of bikes within gameplay.
This also provides a massive benefit to round progression and gives the
QM and the cargo members the ability to prevent round progress from
stalling by buying round-critical resources.

Not to mention, as the GMM is not cargo required, more cargo integrated,
it also functions as economy content for the rest of the crew.

## Changelog
🆑
add: A new export has arrived in the imports section, the Galactic
Materials Market! You can use this to buy and sell minerals for profit
or cost, as well as stock your station when you don't have any miners.
add: Insert sheets of minerals into the Galactic Materials Market to
convert them into a stock block, allowing you to lock in your price for
5 minutes. Wait too long and it'll be subject to market value again!
add: Minerals can be bought on the market either using the station's
cargo budget by cargo crew, or privately by everyone else.
del: Any material stacks that can be bought and sold on the market
before have been removed from the cargo catalog.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-09-30 08:58:56 -04:00
c7c102f5a0 [MIRROR] Quick Harddel Fixeees [MDB IGNORE] (#23975)
* Quick Harddel Fixeees

* Update manifest.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-09-28 01:33:46 -04:00
LemonInTheDarkandGitHub 99950517aa Quick Harddel Fixeees (#78253) 2023-09-27 21:05:55 -04:00
d64184b1b3 [MIRROR] Arconomy: Balance Update 2023 [MDB IGNORE] (#22766)
* Arconomy: Balance Update 2023

* Update market_crash.dm

* Update flypeople.dm

* Update market_crash.dm

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-07-29 21:36:28 -04:00
72379e9e8d Arconomy: Balance Update 2023 (#77055)
## About The Pull Request
Hey everyone I've been dead and tired and distracted and wage cage'd and
hopefully you'll see why in the coming weeks but this isn't that PR this
is something slightly different

So! Changes in this Pull Request:

- I've implemented the changes in #76999 but with the commented
suggestion so that now, mechanically, the foreign species modifier is
now considered to be the floor payment amount. This means a functional
buff to human paychecks, but in game it's still represented as a
non-human nerf.

- The inflation mechanic on vending machines has been removed. This
means that vending machines will keep a consistent cost at all times.
Inflation as a mechanic is still utilized for mail, as well as kept on
the SS level in order to ensure that the market crash events still works
properly.
- Market Crash event has been improved, with some new flavor messages
added, as well as using a new formula where inflation increases for the
period of the event along a 5.5*log(time) scale.

- Tweaks have been made to the accounting computer TGUI to better follow
standard conventions and not use a labeledList. It also properly shows
the player facing paycheck modifier as well. It also looks a bit better
now!

## Why It's Good For The Game

Justification for the change on the 90% paycheck modifier change has
been discussed in #76999 already, but going with the more positive spin
angle.

The inflation mechanic in general has rather unintuitive for a number of
reasons, but the biggest one being that the mechanic doesn't really have
any bearing that players in-game can really effect. Especially with
passive paychecks, the only way to work around inflation is to make...
other players spend their money. That's hardly an easy task with a 10
player crew, let alone a 90 player crew. Plus, the outcome is that it...
punishes players for engaging with the economy if done correctly? Point
being it was a decent idea but it doesn't mash with the desired outcomes
of the player economy in it's current state.

Improvements to the accounting TGUI showcase were necessary as a result,
and just look a bit nicer (I will get a screenshot in a moment). There
is still room to potentially look into command staff being able to give
raises/pay-cuts to crew but I'd want to treat that similar to opening up
crew slots, so I'm putting that off for now.

## Changelog

🆑
qol: Improvements to the accounting console in the HOP office.
balance: Non-human species now receive a 90% racial paycut, up from 75%.
balance: The inflation mechanic affecting vending machines has been
removed, except during the market crash event.
balance: The market crash event now stands as it's own separate event,
and ramps up the cost of vendor items until finally popping and
returning to normal. Market crash now lasts longer to have more impact
while it scales with time.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-29 15:39:27 +00:00
0a03e8a2a7 [MIRROR] Machine list is now stored in SSmachines | Remove excessive use of global lists for specific machine types [MDB IGNORE] (#22481)
* Machine list is now stored in SSmachines | Remove excessive use of global lists for specific machine types

* Resolve merge conflicts

* Modular adjustments

* destroy this double return on destroy

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-15 22:51:23 -04:00
ZephyrandGitHub f71ea26f72 Machine list is now stored in SSmachines | Remove excessive use of global lists for specific machine types (#76822)
## About The Pull Request

Removes all of the duplicate global lists for specific machine types
where the only thing they do is store all machines of that type.
Adds machine tracking to SSmachines in the form of a list for all
machines, and then an associative list for machines by their type.
Previously we have machines in multiple global lists, such as airlocks
being in GLOB.doors, GLOB.airlocks, GLOB.machines.
This makes that not a thing, and also means that iterating through
GLOB.machines looking for a specific type is no longer as expensive.
2023-07-15 16:17:46 -04:00
372fb9ab93 [MIRROR] Cannot use departmental budget cards as source of credit withdraw [MDB IGNORE] (#21915)
* Cannot use departmental budget cards as source of credit withdraw (#76113)

Currently you can put cargo's budget card into your PDA, go into NT Pay
and send over the budget to any pay token you want including yours. This
just adds a check to ensure you aren't using that kind of card as
withdrawal source.

* Cannot use departmental budget cards as source of credit withdraw

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Co-authored-by: Pepsilawn <reisenrui@gmail.com>
2023-06-18 13:44:19 +01:00
PepsilawnandGitHub dcbe081f64 Cannot use departmental budget cards as source of credit withdraw (#76113)
Currently you can put cargo's budget card into your PDA, go into NT Pay
and send over the budget to any pay token you want including yours. This
just adds a check to ensure you aren't using that kind of card as
withdrawal source.
2023-06-18 08:18:20 +00:00
9a594755f3 [MIRROR] Renames delta time to be a more obvious name [MDB IGNORE] (#20507)
* Renames delta time to be a more obvious name

* updates to our code

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Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:45:43 +01:00
orangesandGitHub 4c48966ff8 Renames delta time to be a more obvious name (#74654)
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects

regexes used

git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
2023-04-11 21:31:07 -07:00