Commit Graph

11 Commits

Author SHA1 Message Date
Bloop ed78409958 Adds a trailing comma to some lists, cleans up cargo cult static vars (#94770)
## About The Pull Request

Tin, some global lists being kept in memory for no reason when all they
are used for is initially picking a random reagent from a list.

## Changelog

Nothing player-facing, just code janitoring.
2026-01-11 22:50:34 +00:00
mcbalaam 3799968eb3 feat: new floppy disk sprites; most disks are now under the /item/disk type; adds disk stacking, uqinue styling and wrapping (#94112)
## About The Pull Request

Floppy disks received a sprite upgrade, as well as unique wraps:

<img width="364" height="150" alt="image"
src="https://github.com/user-attachments/assets/0ac433e3-7432-4c06-bec2-aeae00b6852f"
/>

<img width="786" height="527" alt="image"
src="https://github.com/user-attachments/assets/0f36bd0d-0362-4431-8131-49060a2fe348"
/>

You can now stack floppy disks! They also scatter around when thrown.
The video also showcases new styling options with a selection of
stickers! You can also write something on the disk instead of selecting
an icon:


https://github.com/user-attachments/assets/ff0a8542-9d79-4108-ae46-672ca5d620a2

MOST disks now inherit the `/item/disk` type to properly stack and do...
stuff. An updatepaths script included.

## Why It's Good For The Game

Old school is cool. Stacking disks makes them feel more authentic, while
styling allows for more crearivity!

## Changelog

🆑
add: New unique wraps for floppy disks
qol: Floppy disks can now be stacked
image: New sprites and stickers for floppy disks
map: Added and ran an updatepaths script
refactor: Most disks are now under the base disk item type
/🆑

---------

Co-authored-by: The-Tyrant <tyrantofgaming@gmail.com>
2026-01-04 08:52:18 +13:00
MrMelbert 6395f12833 Adds a rewards bonus for nohitting combat bitrunning domains (#93531)
## About The Pull Request

Completing a combat bitrunning domain grants 0.8 score bonus per player
that escaped without being hit

## Why It's Good For The Game

I figured it be a fun challenge to try to nohit these things, especially
the megafauna ones. For a bonus.

## Changelog

🆑 Melbert
add: Nohitting a combat bitrunning domain rewards a higher score.
/🆑
2025-11-01 13:39:08 +01:00
MrMelbert 750ca9d2ec Two as anything greps (and some other cleanup) (#92974) 2025-09-20 13:44:28 -04:00
FalloutFalcon f5aed5aaed correctly subtypes rogue items (#92782)
## About The Pull Request
someone forgot to actually subtype these items
## Why It's Good For The Game
i tried to go to the definition of eyepatches and got brought here. it
hasnt been an issue because of this being earlier in the load order.
2025-08-30 12:58:08 -05:00
Bloop cb51a652a9 Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
## About The Pull Request

Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.

What this PR does:

- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.


![FOuGL6ofxC](https://github.com/user-attachments/assets/e5414971-7f13-4883-9f7f-a8a212b46fe8)

<details><summary>Mappers rejoice!</summary>


![StrongDMM_1oeMSoRHXT](https://github.com/user-attachments/assets/83dcfe4c-31be-4953-98f3-dff90268bbc4)


![StrongDMM_uyqu3CggPn](https://github.com/user-attachments/assets/7896f99e-2656-40e1-a9da-3a513882365a)

</details>

<details><summary>Uses iconforge so it does not take up much time during
init</summary>


![dreamdaemon_u4Md3Dqwge](https://github.com/user-attachments/assets/17baaff8-5d5e-4a4d-ba8f-9dd548024155)

</details>

---

### Copied from https://github.com/tgstation/tgstation/pull/86482 as
this still applies:

Note for Spriters:

After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.

Note for Server Operators:

In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt


## Why It's Good For The Game

No more error icons in SDMM and loadout.

## Changelog

🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2025-05-24 15:21:02 -07:00
SyncIt21 455fe545e0 Part 4: Storage Improvements (#90783)
## About The Pull Request
- Address
https://github.com/tgstation/tgstation/pull/90476#discussion_r2051701283.
Makes pill bottle code cleaner
- Datumized some more storage values(monkey guncase toolbox & crafter
toolbox) making their init slightly faster
- Moved all standard storage subtypes(bags, boxes, lockboxes etc) that
is scattered across various files & folders in the codebase into their
respective files under `code/game/objects/item/storage` folder.
This means for e.g. if you want to see all boxes in the game you can
find them in `code/game/objects/item/storage/boxes` folder & don't have
to go looking for hidden subtypes in various module files or folders
where they were hidden away.
  Makes looking for stuff & modifying these storages much saner & easier

## Changelog
🆑
code: organized storage subtypes under the same files & folders
/🆑

---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
2025-05-02 23:25:58 +02:00
SyncIt21 9bd45e2f3a Part 3: Storage Improvements (#90476)
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-04-20 12:02:29 +00:00
SmArtKar 6b83a91956 Revert "Refactor for storage initialization & organization (#89543)" (#90332)
## About The Pull Request

Reverts the storage initialization refactor and all subsequent related
PRs.
The original PR is below our standards both for code quality and
testing, and is majorly flawed at its core. This has been discussed with
other maintainers and headcoder(s?) over on discord. A lot of changes
from the PR could be brought over later, but in its current state it
should not have been merged.

- Closes #90322
- Closes #90313
- Closes #90315
- Closes #90320
- Closes #90312
- Closes #90344

## Why It's Good For The Game

This PR causes a series of major issues which cannot be resolved without
either completely rewriting a lot of the original PR, or bad code.
Not matching our standards is grounds for not merging a PR, and the fact
that a PR should not have been merged is a reason for a revert.

## Changelog
🆑
fix: Fixed a series of storage-related bugs caused by a refactor PR.
/🆑
2025-03-30 21:30:31 +00:00
SyncIt21 0f57a23830 Refactor for storage initialization & organization (#89543)
## About The Pull Request
A Huge chunk of changes just comes from moving existing storage code
into new files & seperating `atom_storage` code into its own subtype
under the already existing `storage/subtypes` folder.

With that the changes in this PR can be organized into 3 categories.

**1. Refactors how `/obj/item/storage/PopulateContents()` initializes
storages**
- Fixes #88747 and every other storage item that has a similar variant
of this problem

The problem with `PopulateContents()` is that it allows you to create
atoms directly inside the storage via `new(src)` thus bypassing all the
access restrictions enforced by `/datum/storage/can_insert()` resulting
in storages holding stuff they shouldn't be able to hold.

Now how this proc works has been changed. It must now only return a list
of items(each item in the list can either be a typepath or a solid atom
or a mix of them in any order) that should be inserted into the storage.
Each item is then passed into `can_insert()` to check if it can fit in
the storage.

If your list contains solid atoms they must be first moved
to/Initialized in nullspace so `can_insert()` won't count it as already
inserted. `can_insert()` has now also been refactored to throw stack
traces but explaining exactly why the item could not fit in the storage
thus giving you more debugging details to fix your stuff.

A large majority of changes is refactoring `PopulateContents()` to
return a list instead of simply creating the item in place so simple 1
line changes & with that we have fixed all broken storages(medical
toolbox. electrical toolbox, cruisader armor boxes & many more) that
hold more items they can handle

**2. Organizes initialization of `atom_storage` for storage subtypes.**
All subtypes of `/obj/item/storage` should(not enforced) create their
own `/datum/storage/` subtype under the folder `storage/subtypes` if the
default values are not sufficient. This is the 2nd change done across
all existing storages

Not only does this bring code cleanliness & organization (separating
storage code from item code like how `/datum/wire` code is separated
into its own sub folder) but it also makes storage initialization
slightly faster (because you are not modifying default values after
`atom_storage` is initialized but you are directly setting the default
value in place).

You now cannot & should not modify `atom_storage` values inside
`PopulateContents()`. This will make that proc as pure as possible so
less side effects. Of course this principle is not enforced and you can
still modify the storage value after `Initialize()` but this should not
be encouraged in the future

**3. Adds support for automatic storage computations**
Most people don't understand how `atom_storage` values work. The comment
here clearly states that

https://github.com/tgstation/tgstation/blob/55bbfef0da70d87455ca8d6fd5c95107eb8dbefb/code/game/objects/items/storage/toolbox.dm#L327-L329
Because of that the linked issue occurs not just for medical toolbox but
for a lot of other items as well.

Which is why if you do not know what you doing, `PopulateContents()` now
comes with a new storage parameter i.e. `/datum/storage_config`

This datum allows you to compute storage values that will perfectly fit
with the initial contents of your storage. It allows you to do stuff
like computing `max_slots`, `max_item_weight`, `max_total_weight` etc
based on your storage initial contents so that all the contents can fit
perfectly leaving no space for excess.

## Changelog
🆑
fix: storages are no longer initialized with items that can't be put
back in after taking them out
refactor: storage initialization has been refactored. Please report bugs
on github
/🆑
2025-03-23 22:20:23 +01:00
_0Steven fe1e071499 Bitrunning Gimmick Loadout Disks (feat. minor disk load refactor) (#88716)
## About The Pull Request

Where I forget about a pr for 5 months.

This started because there was a pr that made it so skills transfer
between the real and the digital, and so I thought it'd be really funny
if I could train boxing in virtual reality... but there's no easy way to
get boxing gloves or anything like it in the virtual world...
So! I decided to make a disk for it, but then thought about fishing and
gaming and-
Anyhow it all went downhill from there and here we are now: Gimmick
Disks. (And a refactor of disk loading)

This implements a new type of bitrunning disk that instead of a single
item or ability, grants a full set of thematic items/abilities!
Unhelpfully cosplay as a wizard! Game inside your game! Down a digital
protein shake and box some simplemobs!
As the name "Gimmick" implies, these are primarily intended to help
shake up the sometimes stale bitrunner gameplay.
By letting you invoke, if you so desire, what to me is the most
enjoyable gaming experience: doing stupid shit with your buddies.

To facilitate the new type of disk I had to refactor disk loading, as it
was hardcoded to the item types.
Instead, we make disk loading send a signal to the bitrunner, and
register for this when held in their inventory.
This allows us to do things like making the lead acid battery give you
shock touch when held, without needing to make an explicit typecheck or
iterate over every item in the bitrunner's nested contents to see if
they have a loadable item.
## Why It's Good For The Game

I think it'd be really funny if you could train your boxing in the
digital realm.
As said above, I feel the bitrunner gameplay can get stale sometimes,
and this is how I hope to help people shake it up for themselves
sometimes. By giving them more stupid shit to do.
Doing stupid extended bits with other people is one of the things I
enjoy most out of ss13, and this is there to let the bitrunners do
exactly that with each other.

And sometimes you just have to roleplay as Gamers™️ entering virtual
reality to fight the virtual syndicate in bad cosplay while roleplaying
as a wizard smoking his magic weed, an overly edgy rogue, and the healer
desperately trying to keep them from exploding into a million pieces.
## Changelog
🆑
refactor: Bitrunning item/ability loading has been refactored. Please
report any issues.
add: Added Bitrunning gimmick loadout disks. These disks contain full
sets of equipment for all your digital cosplay needs, each including
questionably helpful equipment. Currently includes Sports (Boxer,
Skater, Archer, Fisher, Gamer) and Dungeon Crawling (Alchemist, Rogue,
Healer, Wizard).
add: Taking a lead acid battery into the netpod with you now gives your
bit avatar shock touch.
/🆑
2025-01-30 13:17:08 +01:00