Commit Graph
25 Commits
Author SHA1 Message Date
GhomandGitHub 8c534a521e Maintenance PDA themes are added to roundstart PDAs on future rounds as well once installed (#92983)
## About The Pull Request
I'm making the ordeal of finding a maint disk (or buying blackmarket
bootleg disk) with a theme in it a slightly more rewarding experience,
while sticking to the concept that it's something you've to find, unlike
default PDA themes.

This PR also proves to be an opportunity to put the progress tab that I
coded a year ago for the 'Fishdex' to good use.

TODO:
~~Refactor preferences to allow specific choices to be shown/hidden
depending on whether the player meets a defined criteria, otherwise
you'll have to do it manually every round, which is lame~~

- [x] Make some simple ui icons associated with each unlockable theme to
be shown in the cheevo progress tab

- [x] Code to validate deserialized DB values, in the remote case that
any theme is removed in the future, as well as unit test code for any
non-abstract theme without ID

- [x] Add sound cue and chat feedback when unlocking a theme (or when
fishing a new kind of fish for the first time, like, the code's similar)

- [x] Test all of this

## Why It's Good For The Game
These themes are basically an end in itself, and I understand the reason
behind their existence is to make for some cute, little maint loot, but
relegating it to chance of finding a disk somewhere in maintenance,
**every single round** really rots whatever little substance this purely
cosmetic feature already has.

## Changelog

🆑
add: Once installed, special PDA themes from maintenance disks will be
present on your roundstart PDA on future rounds (Sadly I couldn't figure
out a way to add those to the preferences UI yet). You can check which
PDA themes you've unlocked in the Progress tab of the achievements UI.
/🆑
2026-01-16 17:18:03 -05:00
itsmeowandGitHub cc335e7e9e IconForge: rust-g Spritesheet Generation (#89478)
## About The Pull Request

Replaces the asset subsystem's spritesheet generator with a rust-based
implementation (https://github.com/tgstation/rust-g/pull/160).

This is a rough port of
https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it
includes fixes for some cases I didn't catch that apply on TG.

(FWIW we've been using this system on prod for over a year and
encountered no major issues.)

### TG MAINTAINER NOTE


![image](https://github.com/user-attachments/assets/53bd2b44-9bb5-42d2-b33f-093651edebc0)

### Batched Spritesheets

`/datum/asset/spritesheet_batched`: A version of the spritesheet system
that collects a list of `/datum/universal_icon`s and sends them off to
rustg asynchronously, and the generation also runs on another thread, so
the game doesn't block during realize_spritesheet. The rust generation
is about 10x faster when it comes to actual icon generation, but the
biggest perk of the batched spritesheets is the caching system.

This PR notably does not convert a few things to the new spritesheet
generator.

- Species and antagonist icons in the preferences view because they use
getFlatIcon ~~which can't be converted to universal icons~~.
- Yes, this is still a *massive* cost to init, unfortunately. On Bee, I
actually enabled the 'legacy' cache on prod and development, which you
can see in my PR. That's why I added the 'clear cache' verb and the
`unregister()` procs, because it can force a regeneration at runtime. I
decided not to port this, since I think it would be detrimental to the
large amount of contributors here.
- It is *technically* possible to port parts of this to the uni_icon
system by making a uni_icon version of getFlatIcon. However, some
overlays use runtime-generated icons which are ~~completely unparseable
to IconForge, since they're stored in the RSC and don't exist as files
anywhere~~. This is most noticeable with things like hair (which blend
additively with the hair mask on the server, thus making them invisible
to `get_flat_uni_icon`). It also doesn't help that species and antag
icons will still need to generate a bunch of dummies and delete them to
even verify cache validity.
- It is actually possible to write the RSC icons to the filesystem
(using fcopy) and reference them in IconForge. However, I'm going to
wait on doing this until I port my GAGS implementation because it
requires GAGS to exist on the filesystem as well.

#### Caching

IconForge generates a cache based on the set of icons used, all
transform operations applied, and the source DMIs of each icon used
within the spritesheet. It can compare the hashes and invalidate the
cache automatically if any of these change. This means we can enable
caching on development, and have absolutely no downsides, because if
anything changes, the cache invalidates itself.

The caching has a mean cost of ~5ms and saves a lot of time compared to
generating the spritesheet, even with rust's faster generation. The main
downside is that the cache still requires building the list of icons and
their transforms, then json encoding it to send to rustg.

Here's an abbreviated example of a cache JSON. All of these need to
match for the cache to be valid. `input_hash` contains the transform
definitions for all the sprites in the spritesheet, so if the input to
iconforge changes, that hash catches it. The `sizes` and `sprites` are
loaded into DM.

```json
{
	"input_hash": "99f1bc67d590e000",
	"dmi_hashes": {
		"icons/ui/achievements/achievements.dmi": "771200c75da11c62"
	},
	"sizes": [
		"76x76"
	],
	"sprites": {
		"achievement-rustascend": {
			"size_id": "76x76",
			"position": 1
		}
	},
	"rustg_version": "3.6.0",
	"dm_version": 1
}
```

### Universal Icons

Universal icons are just a collection of DMI, Icon State, and any icon
transformation procs you apply (blends, crops, scales). They can be
convered to DM icons via `to_icon()`. I've included an implementation of
GAGS that produces universal icons, allowing GAGS items to be converted
into them. IconForge can read universal icons and add them to
spritesheets. It's basically just a wrapper that reimplements BYOND icon
procs.

### Other Stuff

Converts some uses of md5asfile within legacy spritesheets to use
rustg_hash_file instead, improving the performance of their generation.

Fixes lizard body markings not showing in previews, and re-adds eyes to
the ethereal color preview. This is a side effect of IconForge having
*much* better error handling than DM icon procs. Invalid stuff that gets
passed around will error instead of silently doing nothing.

Changes the CSS used in legacy spritesheet generation to split
`background: url(...) no-repeat` into separate props. This is necessary
for WebView2, as IE treats these properties differently - adding
`background-color` to an icon object (as seen in the R&D console) won't
work if you don't split these out.

Deletes unused spritesheets and their associated icons (condiments
spritesheet, old PDA spritesheet)

## Why It's Good For The Game

If you press "Character Setup", the 10-13sec of lag is now approximately
0.5-2 seconds.

Tracy profile showing the time spent on get_asset_datum. I pressed the
preferences button during init on both branches. Do note that this was
ran with a smart cache HIT, so no generation occurred.


![image](https://github.com/user-attachments/assets/3efa71ab-972b-4f5a-acab-0892496ef999)

Much lower worst-case for /datum/asset/New (which includes
`create_spritesheets()` and `register()`)


![image](https://github.com/user-attachments/assets/9ad8ceee-7bd6-4c48-b5f3-006520f527ef)

Here's a look at the internal costs from rustg - as you can see
`generate_spritesheet()` is very fast:


![image](https://github.com/user-attachments/assets/e6892c28-8c31-4af5-96d4-501e966d0ce9)

### Comparison for a single spritesheet - chat spritesheet:

**Before**


![image](https://github.com/user-attachments/assets/cbd65787-42ba-4278-a45c-bd3d538da986)

**After**


![image](https://github.com/user-attachments/assets/d750899a-bd07-4b57-80fb-420fcc0ae416)

## Changelog

🆑
fix: Fixed lizard body markings and ethereal feature previews in the
preference menu missing some overlays.
refactor: Optimized spritesheet asset generation greatly using rustg
IconForge, greatly reducing post-initialization lag as well as reducing
init times and saving server computation.
config: Added 'smart' asset caching, for batched rustg IconForge
spritesheets. It is persistent and suitable for use on local, with
automatic invalidation.
add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for
spritesheets.
fix: Fixed R&D console icons breaking on WebView2/516
/🆑
2025-03-03 14:58:27 +01:00
Kapu1178andGitHub a0e862d575 Base implementation of /datum/persistent_client (#89449)
## About The Pull Request
Converts `/datum/player_details` into `/datum/persistent_client`.
Persistent Clients persist across connections. The only time a mob's
persistent client will change is if the ckey it's bound to logs into a
different mob, or the mob is deleted (duh).

Also adds PossessByPlayer() so that transfering mob control is cleaner
and makes more immediate sense if you don't know byond-fu.

## Why It's Good For The Game
Clients are an abstract representation of a connection that can be
dropped at almost any moment so putting things that should be stable to
access at any time onto an undying object is ideal. This allows for
future expansions like abstracting away client.screen and managing
everything cleanly.
2025-02-25 13:52:24 -06:00
GhomandGitHub e6253c7812 Adds a score for all species of fish that you've caught. (#86049)
## About The Pull Request
I'm adding a score that tracks which types of fish you've caught across
multiple rounds. To do so, I had to add a new score subtype that manages
the score value not being a number. Thankfully the achievement code is
fairly flexible so not a whole lot had to be done, although I've to add
a new column to the achievements table in the DB, because the 'value' is
for integers, while we need one for text strings ~~(the contents of the
list are converted to text with a delimiter before being saved cuz I'm
not sure if and how our DM slash SQL integration handles using lists
directly and I don't want to waste time finding it out)~~.

EDIT: It's mostly done beside the reviews that are going to point out
things that need to be changed. The UI changes are done. It's time for
reviews.

Here are screenshots of the UI with all fish still uncatched beside one
(I've since then the typo on its name and removed an extra zero from the
index number, as well as a nit with the spacing between cells):

![immagine](https://github.com/user-attachments/assets/a1dcfeb6-6d26-461e-aaa1-97c619f5cbfa)

![immagine](https://github.com/user-attachments/assets/768f6621-c992-4932-9bca-979dd1e43d6f)


## Why It's Good For The Game
We have about dozens over dozens of different fish in the game now, many
of which are just fluff anyway. It's getting to the point it's perhaps
doable to add a score or something to be a braggard about.

## Changelog
🆑
add: Added a new score that keeps track of all different fish that
you've caught between shifts.
server: Added a new schema table to store the aforementioned entries and
the ckeys associated to them, with an additional timestamp column.
/🆑
2024-11-04 13:48:25 -08:00
John WillardandGitHub a4fc21d275 Adds support for different achievement dmis (#81471)
## About The Pull Request

I am back to pushing my code improvements upstream, sorry in advance.
As the title says, this adds support for achievement icons to be in
different dmi files than the default, pretty much the exact same way
that Language icons (for chat assets) do.

## Why It's Good For The Game

It is one of the few things in game (the only other thing i can think of
that does this rn is barsigns) that cannot have their icon changed when
trying to make a subtype, this is very limiting and very annoying,
especially since dmi conflicts are one of the worst types to deal with,
this would make my life a lot easier.

## Changelog

No player-facing changes.
2024-02-15 23:06:07 +01:00
JordieandGitHub a9d4e6b5dc Makes achievements_score query database for count (#79597)
Instead of `/datum/award/score/achievements_score` counting achievement
datums in-game and trying to keep up with what the database has we now
just query the database for its current count of unlocked achievements
by overriding the procs the achievements panel builds data from. This
avoids cases like #79555.

Count is still loaded to achievement data datum so it can be saved at
round end.

@Time-Green
2023-11-13 13:39:54 +01:00
d9ea578e53 Achievements now show how many people have unlocked them. (#77083)
## About The Pull Request
Checking the achievements UI now shows a line below the Unlocked/Locked
status for normal achievements, informing the user of how many players
have unlocked said achievement. It also contains a tooltip; within it is
a percentile comparison with the most unlocked achievement.

Beside that, I've added a check in the achievement unit test to
ascertain that all award categories are actually present in the UI, and
as well moved all `ui_data` to `static_ui_date` considering it is not
the sort of interface that has to be constantly updated like an air
alarm or an APC.

Here's a screenshot of the UI, with the tooltip where my cursor would be
(the hot damn! achievement was var-edited of course):
![Hot damn
th](https://github.com/tgstation/tgstation/assets/42542238/d80bfe3a-e755-4036-a360-276d5d3395dc)


## Why It's Good For The Game
This should provide some fundamental statistics for achievements, from
which contributors and players can deduct the rarity and bragging
rights.

## Changelog

🆑
qol: The Achievements UI now shows how many people have unlocked a given
achievement.
fix: The "Skills" Category for achievements should no longer be hidden.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jordie0608 <4343468+Jordie0608@users.noreply.github.com>
2023-08-26 09:43:04 -06:00
GhomandGitHub d007f8c667 Making sure the "Unlocked Achievements" score is properly saved in the DB (#77621)
## About The Pull Request
Previously, it was only saved if the player unlocked at least one
achievement during the round, which explains why the high scores table
took several rounds to fill up.
Also, removed an unused proc.

## Why It's Good For The Game
Fixing a peeve.

## Changelog

🆑
fix: The "Unlocked Achievements" score will now be properly saved at the
end of the round the first time it's loaded.
/🆑
2023-08-21 13:20:21 +01:00
GhomandGitHub ae01e5adbc Adds a score award that counts how many achievements you've unlocked. (#77096)
## About The Pull Request
Title. Basically, each time you unlock an achievement, the score goes up
by one. This PR is basically just an overglorified reference to a funny
game from a bygone era after all. It even comes with its own icon unlike
other scores. 💪 🐘

## Why It's Good For The Game
We've about 80 achievements in the game so far. It would be nice indeed
to see how many achievements players have unlocked and how high the
ladder goes.

## Changelog

🆑
add: Added a score award that counts how many achievements you've
unlocked so far.
/🆑
2023-08-08 12:18:18 -04:00
tralezabandGitHub 1390fe878e WOWZERS! tourist bot achievements and roundend economic report from Centcom (tm) (#57404) 2021-03-09 23:29:16 -08:00
Jared-FogleandGitHub 45c14f6330 Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.

Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.

This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.

To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.

Requested by @optimumtact.
Changelog

cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
2020-08-20 09:11:28 +12:00
5ca99fc0c3 Mafia Achievements (#52514)
* no brainer!

* hilarious indentation error

* thank you!!

Co-authored-by: trollbreeder <trollbreeder@users.noreply.github.com>

* fixes

* armhulen07/23/2020 someone mute me from this channel i'm going to give all of my organs to Bulgaria if i keep finding these dark truths

Co-authored-by: trollbreeder <trollbreeder@users.noreply.github.com>
2020-07-30 03:13:13 -03:00
Aleksej KomarovandGitHub 0cf00a2645 tgui 4.0 (#52085)
* tgui 4.0 hyper squash

* Upgrade dependencies
2020-07-16 20:13:04 +02:00
nemvarandGitHub b87f65d95e Converts ALL typepaths to lowercase (#51642)
* Case of lower

* More changes

* Ruins the nice 420 diff, brainfart when doing the second batch of conversions

* More changes

* Next batch. I think

* Converts even more paths

* Restarts bots

* Capital Free Zone

* Come on travis, do something

* Renames areas

* Bots, please stop dying

* Updates CONTRIBUTING.md and updates a few paths I missed.

* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
2020-06-17 20:47:57 -03:00
Tad HardestyandGitHub 829e95896e Replace BSQL with rust-g, paramaterize all queries (#51255)
cl
refactor: BSQL has been replaced with rust-g, improving SQL reliability and safety.
/cl

Queries were parameterized as much as possible. Careful code read by someone else also versed in SQL would be a good idea. Things seemed fine spot-testing roundstart, library, bans, and polls, but more stress-testing may be useful.

Also updates rust-g to v0.4.5:

    Improved Linux .so detection
    Perlin noise functions

Also updates Travis script to bionic.
2020-06-08 16:00:07 +12:00
3803d6a817 Adds hardcore random mode: Earn your way onto a score-board with difficult random characters (#50606)
* start

* done

* done

* gold wheelchair

* mats

* icons

* Update code/datums/achievements/hardcore_random.dm

Co-Authored-By: ATH1909 <42606352+ATH1909@users.noreply.github.com>

* fixes

* Update code/controllers/subsystem/processing/quirks.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* proc

* Update code/__HELPERS/roundend.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/__HELPERS/roundend.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* playtime stuff

* Update code/__HELPERS/roundend.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/__HELPERS/roundend.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/__HELPERS/roundend.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/datums/traits/_quirk.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/datums/traits/negative.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/client/preferences.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/client/preferences.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/client/preferences.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* fixes

* done

* fix

* removes u

* Update code/modules/client/preferences_savefile.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* overlay

* Update code/modules/mob/dead/new_player/preferences_setup.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/mob/dead/new_player/preferences_setup.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* less braindead code

* woops

* Update code/__HELPERS/roundend.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/__HELPERS/roundend.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/controllers/subsystem/ticker.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* done

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: spookydonut <github@spooksoftware.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-05-10 12:16:01 -03:00
Aleksej Komarov 2979838c38 Fixes, Reworks, New Tabs and General Misery 2020-04-19 19:38:55 +03:00
actioninjaandAleksej Komarov b5dfd8880d id to component name 2020-04-19 19:36:35 +03:00
QustinnusandGitHub c1d7d28116 Fix repeat "achievement unlocked' messages (#50066) 2020-03-28 11:48:21 -07:00
AnturKandskoglol f63a53f5f0 Even more runtime fixes. (#48377)
* Fixes cleaving saw runtime.

* Achievement without DB runtime.

* Jelly transformation runtime

* purging nanite runtime.
2019-12-27 04:29:04 +01:00
AnturKandJordie f28b2d60b9 Adds achievement metadata table (#48007)
* Renames hub_id to database_id
Adds achievement_metadata table.

* Fixups

* enum
2019-11-30 18:34:42 +11:00
oranges c00f4798b7 Remove debug verb 2019-11-26 09:06:44 +00:00
AnturKandoranges a31c460dc0 Moves achievements from Hub to DB. (#47617)
Drops byond hub support and adds score and top 50 browsers.

Requires DB changes and manual creation of migration script if we want to keep old achievements so no random merges please.
2019-11-26 20:35:28 +13:00
mooandRob Bailey 61f69ac5eb Moves Achievements to OOC Tab instead of reserved slot (#47471)
* Update _achievement_data.dm

* Update _achievement_data.dm
2019-10-30 16:14:18 -07:00
8a01398814 Adds achievement datums (#47058)
* First step

* achievements part 1

* epic

* done

* epic

* removes test datums

* adds minecraft achievement

* asss

* ass 2

* ass

* fix

* UPGRADE

* back-end partially

* back-end

* woops

* epic

* linted

* Achievements (#19)

* initialize SSachievements lists

* achievement ui actually tries to load

* witty commit description

* menu

* done

* done

* jesus christ

* ok linter

* Update code/datums/achievements/_achievement_data.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* Update _achievement_data.dm

* Update misc_achievements.dm

* Update achievements.dm

* Update

* And a space, goddamit!

* Rebuild tgui

* woops

* bruh moemnet

* ok conflicts

* finally
2019-10-26 05:57:42 -07:00