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93 Commits
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a81e79fcab | Fixes crab market crash (#96097) | ||
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569bf2fc55 |
You can lose it all (#95616)
## About The Pull Request Replaces visible messages with the machine talking directly <img width="448" height="31" alt="image" src="https://github.com/user-attachments/assets/a0ea268e-67f8-4301-ae9d-1926be7d79ae" /> Winning the jackpot now gives +4 instead of +6, but is now a permanent moodlet. The only way to lose it is if you lose at least 10k from a CRAB-17 market crash, which will replace it with a 20m mood debuff of -2. <img width="639" height="523" alt="image" src="https://github.com/user-attachments/assets/9227b931-8e72-40c9-914c-657fd50ed5d3" /> Also adds a memory for winning the jackpot. <img width="641" height="147" alt="image" src="https://github.com/user-attachments/assets/2d34dab0-9ee8-4d1a-a7af-1ad855a51abe" /> <img width="235" height="75" alt="image" src="https://github.com/user-attachments/assets/e870ef6d-d4c8-4cd0-976b-316e8399669e" /> ## Why It's Good For The Game Winning the jackpot makes you feel great all day, not just for 30 minutes. You won life saving gamblings! Also you aren't really glad when all your money is gone, either. |
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79e7aa569e |
fixes up some math defines to use byond builtins instead of workarounds (#95652)
## About The Pull Request this translates some various - `FLOOR(x, 1)` -> `floor(x)` - `CEILING(x, 1)` -> `ceil(x)` - `SIGN(x)` define is gone, just uses the native BYOND `sign()` now. Also, the `MODULUS` define is just a wrapper for the [BYOND `%%` operator](https://ref.harry.live/operator/modulomodulo) now. would be nice if someone double checked to make sure there's no potential subtle oddities resulting from this. ## Why It's Good For The Game These procs presumably did not exist whenever the defines were written - and they are BYOND builtins, meaning it will just be, say, one `sign` instruction, instead of two comparisons and a subtraction. ## Changelog no player-facing changes |
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e4f533111f |
Deafness is now solely tracked by trait (#95029)
## About The Pull Request Deletes `can_hear`, replaces it with trait-checking deafness. The only two non-trait sources of deafness (hardcrit and lacking ears) were refactored into using the trait. ## Why It's Good For The Game Many places inconsistently check for the deaf trait rather than use can_hear which meant behavior was not consistent. Some code would treat "do we lack ears?" as being deaf, some would not. This unifies all the behavior so being deaf means you're deaf everywhere. It also means we can now easily react to gaining and losing deafness via signal, where before we could not react to it without hooking the trait, organ remove, AND stat change. Which no one did, of course, because who would ever think to do that? ## Changelog 🆑 Melbert refactor: Refactored how deafness is tracked. Please report any weird interactions with sounds, like messages or sfx being missing. fix: Lacking ears and being in hard crit now consistently treats you as "being deaf". This affects a few minor interactions like empath, the jukebox, and sleeping. /🆑 |
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b804e1df79 |
Revamps security bounties (#94545)
## About The Pull Request <img width="565" height="201" alt="image" src="https://github.com/user-attachments/assets/f747992c-82d7-4cd2-9d5c-b94b7de37cdd" /> <img width="618" height="108" alt="image" src="https://github.com/user-attachments/assets/8d5c4e25-87ea-4e53-b9e6-e95e26b3e69f" /> - N-spect scanners can no longer print reports - Clown N-spect scanners have been removed as printing reports was their primary function - Security no longer get bounties to loot the brig's equipment. The contraband bounty is still available. - Patrol bounties have been reworked. - A patrol bounty will give you an area and a number of steps that you must take in an area. - To complete the bounty, you must walk to the area and take that many steps. It's that simple. - Your ID card will update you as you progress the bounty. - You are rewarded more for larger areas, and less for teeny tiny areas. - Walking back and forth the same two tiles will not count towards progress. - When done, all you need to do is go back to the civ console and press "send". You don't need to add any items to the pad. - All security officers can get general patrol bounties (service + maint + hallways). Departmental officers can get patrol bounties for their department. - And yes, it tracks if your *id card* moves. This means you can strap your ID card to a drone and it'll count. Get creative if you're lazy. - ID trims how handle bounty generation. This changes very little, besides allowing certain trims for certain jobs to add specific bounties. - There's now setters for bounties and bank accounts. - Fix Bountious Bounty trait by having a `get_reward` ## Why It's Good For The Game Sec bounties to loot a bunch of miscellaneous things from the brig is... odd. All it does is deprive your team of equipment should you need it. On the other hand, patrol bounties are really flavorful, but a bit cumbersome thanks to needing a hand scanner. By integrating the process of patrolling *into* the officer's ID card, it means you can just grab a bounty and go about your business. The idea is that this'll streamline the process of patrolling a bit and make it more natural and fun (well, as fun as "walking around" can be. Which is fun to me...) ## Changelog 🆑 Melbert del: N-spect scanners can no longer print reports. All it does now is scan for contraband. del: Clown N-spect scanners have been removed. del: Security no longer get bounties to loot the brig's equipment. Though the contraband bounty is still available. add: Security's patrol bounties have been reworked. Now, they just require you to walk around an area for a bit. No scanning necessary. refactor: Adds setters for bounties and bank accounts. Report any situations where your bank account is not set correctly. refactor: ID trims now handle bounty generation. Report any situations where you get a weird pool of bounties. fix: Bountious Bounties station trait works again /🆑 |
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53ed83bb9d |
Makes some more lists lazy (#94388)
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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468b351b86 |
Axes grind & juice vars into procs (#94592)
## About The Pull Request Inspired by #94233. `grind_results`(list) & `juice_typepath`(typepath) are only used when grinding & juicing after which the atom is deleted. This means if that object is not processed these vars occupy memory & don't do anything. Now these values are only generated on demand by calling their respective procs. Considering how these vars are on the obj level the memory savings are quite significant ## Changelog 🆑 refactor: grinding & juicing have been refactored to occupy low memory. Report bugs on github code: improved grinding & juicing code /🆑 |
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8810f10511 |
[Exploit] Prevents the use of the Pay Stand to remove funds from the departamental budget card. (#94539)
## About The Pull Request Makes the paystand check for departamental budget cards and reject them, either when its paid directly or using the interface. ## Why It's Good For The Game We already placed checks to avoid removing money directly from the departamental budget card, so the intent of not using it to bypass the bank console is clear, yet, the pay stand allows to remove credits from it with ease, thus the patching of those instances. fixes #91530 ## Proof of Testing <img width="303" height="187" alt="image" src="https://github.com/user-attachments/assets/e8ba2f22-2d35-4e80-a70e-80c7ea61ee36" /> ## Changelog 🆑 fix: fixes exploit with paystands that allows anyone with the cargo budget card (or any other departamental card) to leech budgets with ease. /🆑 |
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07cf3859c0 |
Logs all department account transactions with timestamps. (#94454)
## About The Pull Request Pretty much what it says on the tin, this hooks a record_feedback into adjust_money's implementation on departmental accounts. That way, all changes to deparments balances are logged alongside a timestamp, in order to potentially generate charts of the data in real-time throughout the round. ## Why It's Good For The Game This data can provide general trend data throughout the average round, in order to gather a picture about how many credits are available to the crew throughout the average round. How many credits does the crew have at 5 minutes? 15? 45? etc etc. ## Changelog No player facing changes. |
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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" /🆑 |
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79da15581c | The Roulette Refinement Reconfiguration. Poker Chips, Bugs fixed. Coins redeemable, Payouts animated and Bag expanded., (#92905) | ||
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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> |
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5261efb67f |
Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). ## Changelog 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑 |
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339616ae78 |
You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. ## Why It's Good For The Game Improving old code. And I want to be able to pet mobroaches while holding them too. ## Changelog 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑 |
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a5b3e64c41 |
holograms now momentarily glitch out when u interact with them (#89689)
## About The Pull Request adds a new visual effect for holograms ,such as holosigns and several holoanimals, where they'll glitch out when walked through, attacked, or when a thrown object passes through them https://github.com/user-attachments/assets/5c18e48e-6ea5-4e57-a7d4-6a9323e317f5 ## Why It's Good For The Game i think its good for the sake of immersion. also, if pai players feel like this might get annoying i have no problems excluding them from this effect. ## Changelog 🆑 add: adds a new glitch-out effect for holograms when they're interacted with /🆑 |
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5717a497b8 |
Fixes an oversight with bank accounts (#86850)
## About The Pull Request Fixes this runtime:  `account_job` can in fact be null it seems, and that should be taken into account. ## Why It's Good For The Game Fixes oversight ## Changelog Nothing player facing (probably?) |
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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534f544a3f |
Account job changes account for curator patronage, including VVedit job changes (#86744)
## About The Pull Request In #86711 we made it so adjusting the trim of an id card also updated the job on the associated bank account to match, but we forgot to update `bank_accounts_by_job` to match this. This made it so Curator painting patronage cuts wouldn't get updated to match the trim, and would risk issues with removing it from `bank_accounts_by_job` if the bank account were to get deleted. In this pr we add a `update_account_job_lists(...)` proc that updated `bank_accounts_by_job` to match. This fixes our issues. Additionally, we update `vv_edit_var(...)` to also run this when changing related values, such that it actually removes and adds the values when needed. ## Why It's Good For The Game Fixes a bug, helps with VVediting bank account jobs. ## Changelog 🆑 fix: Changing a bank account's job to or from Curator actually changes whether they get a cut from painting patronage. admin: VVediting a bank account's account_job actually updates what job the account is associated with. Currently only matters for Curators. admin: VVediting a bank account's add_to_accounts actually removes it from or adds it to the job to account associations. Currently only matters for Curators. /🆑 |
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6fea9d999d |
Small playsound audit, particularly involving portal sounds (#83893)
## About The Pull Request I was looking at sounds (as you do) and I noticed this  These sounds don't exist We have `portal_open_1`, not `portal_open1`. This wasn't caught on compile because they used `""` and not `''`. So I went through and audited a bunch of playsound uses that don't use `''`. Only one error, fortunately Likewise there was a ton of places running `get_sfx` pointlessly (because `playsound` does it for you) so I clened that up. However while auditing the portal stuff I noticed a few oddities, so I cleaned it up a bit. Also also I added the portal sounds to the wormholes event and gave it a free ™️ optimization because it was an in-world loop ## Changelog 🆑 Melbert sound: Portals made by portal guns now make sounds as expected sound: Wormholes from the wormhole event now make sounds when formed /🆑 |
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6dc40ca522 |
Standardizes object deconstruction throughout the codebase. (#82280)
## About The Pull Request When it comes to deconstructing an object we have `proc/deconstruct()` & `NO_DECONSTRUCT` Lets talk about the flag first. **Problems with `NO_DECONSTRUCTION`** I know what the comment says on what it should do https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/__DEFINES/obj_flags.dm#L18 But everywhere people have decided to give their own meaning/definition to this flag. Here are some examples on how this flag is used **1. Make the object just disappear(not drop anything) when deconstructed** This is by far the largest use case everywhere. If an object is deconstructed(either via tools or smashed apart) then if it has this flag it should not drop any of its contents but just disappear. You have seen this code pattern used everywhere https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/constructable_frame.dm#L26-L31 This behaviour is then leveraged by 2 important components. When an object is frozen, if it is deconstructed it should just disappear without leaving any traces behind https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/datums/elements/frozen.dm#L66-L67 By hologram objects. Obviously if you destroy an hologram nothing real should drop out https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/modules/holodeck/computer.dm#L301-L304 And there are other use cases as well but we won't go into them as they aren't as significant as these. **2. To stop an object from being wrenched ??** Yeah this one is weird. Like why? I understand in some instances (chair, table, rack etc) a wrench can be used to deconstruct a object so using the flag there to stop it from happening makes sense but why can't we even anchor an object just because of this flag? https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/objs.dm#L368-L369 This is one of those instances where somebody just decided this behaviour for their own convenience just like the above example with no explanation as to why **3. To stop using tools to deconstruct the object** This was the original intent of the flag but it is enforced in few places far & between. One example is when deconstructing the a machine via crowbar. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L811 But machines are a special dual use case for this flag. Because if you look at its deconstruct proc the flag also prevents the machine from spawning a frame. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L820-L822 How can 1 flag serve 2 purposes within the same type? **4. Simply forget to check for this flag altogether** Yup if you find this flag not doing its job for some objects don't be surprised. People & sometimes even maintainers just forget that it even exists https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/items/piggy_bank.dm#L66-L67 **Solution** These are the main examples i found. As you can see the same flag can perform 2 different functions within the same type and do something else in a different object & in some instances don't even work cause people just forget, etc. In order to bring consistency to this flag we need to move it to the atom level where it means the same thing everywhere. Where in the atom you may ask? .Well, I'll just post what MrMelbert said in https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, Yup that's the ideal case now. This flag is checked directly in `deconstruct()`. Now like i said we want to give a universal definition to this flag and as you have seen from my examples it is used in 3 cases 1) Make an object disappear(doesn't dropping anything) when deconstructed 2) Stop it from being wrenched 3) Stop it from being deconstructed via tools We can't enforce points 2 & 3 inside `deconstruct()` which leaves us with only case 1) i.e. make the object disappear. And that's what i have done. Therefore after more than a decade or since this flag got introduced `NO_DECONSTRUCT` now has a new definition as of 2024 _"Make an object disappear(don't dropping anything) when deconstructed either via tools or forcefully smashed apart"_ Now i very well understand this will open up bugs in places where cases 2 & 3 are required but its worth it. In fact they could even be qol changes for all we know so who knows it might even benefit us but for now we need to give a universal definition to this flag to bring some consistency & that's what this PR does. **Problem with deconstruct()** This proc actually sends out a signal which is currently used by the material container but could be used by other objects later on. https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/objects/obj_defense.dm#L160 So objects that override this proc should call its parent. Sadly that isn't the case in many instances like such https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/machinery/deployable.dm#L20-L23 Instead of `return ..()` which would delete the object & send the signal it deletes the object directly thus the signal never gets sent. **Solution** Make this proc non overridable. For objects to add their own custom deconstruction behaviour a new proc has been introduced `atom_deconstruct()` Subtypes should now override this proc to handle object deconstruction. If objects have certain important stuff inside them (like mobs in machines for example) they want to drop by handling `NO_DECONSTRUCT` flag in a more carefully customized way they can do this by overriding `handle_deconstruct()` which by default delegates to `atom_deconstruct()` if the `NO_DECONSTRUCT` flag is absent. This proc will allow you to handle the flag in a more customized way if you ever need to. ## Why It's Good For The Game 1) I'm goanna post the full comment from MrMelbert https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, but there's a shocking lack of consistency around NO_DECONSTRUCTION, where some objects treat it as "allow deconstruction, but make it drop no parts" and others simply "disallow deconstruction at all" This PR now makes `NO_DECONSTRUCTION` handled by `deconstruct()` & gives this flag the consistency it deserves. Not to mention as shown in case 4 there are objects that simply forgot to check for this flag. Now it applies for those missing instances as well. 2) No more copying pasting the most overused code pattern in this code base history `if(obj_flags & NO_DECONSTRUCTION)`. Just makes code cleaner everywhere 3) All objects now send the `COMSIG_OBJ_DECONSTRUCT` signal on object deconstruction which is now available for use should you need it ## Changelog 🆑 refactor: refactors how objects are deconstructed in relation to the `NO_DECONSTRUCTION` flag. Certain objects & machinery may display different tool interactions & behaviours when destroyed/deconstructed. Report these changes if you feel like they are bugs /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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dc5e87e545 |
Prevents Debug ID Card from Polluting Cargo Budget By Doing It Right (#82214)
## About The Pull Request Fixes #81755 Alright instead of piggybacking off the departmental/non-departmental distinction and prevent ourselves from constantly abusing the cargo budget in order to achieve the very-specific effect of not wanting players to abuse this card in certain contexts let's just leverage the framework and expand it so that we can snowflake for admin/`holder` use cases in stuff like debugging code on a local server while preventing some player from stealing it off a newbie admin and immediately wrecking the economy (although it is funny). ## Why It's Good For The Game Probably a bad idea to continue to abuse the cargo budget like this since the only reason why it's structured that way is just for specific use-case exemptions in certain contexts - let's just do our own thing now :3 ## Changelog 🆑 admin: Advanced Debug Cards will still provide a whole lot of access, but the way the money on those cards work is now a bit different. Players shouldn't be able to use the money on those cards in any context though, don't fret about that. Just know that the money printer goes wrrrr /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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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. /🆑 |
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aace5f46f4 |
You can do more things while floored (#81641)
## About The Pull Request While on the floor, you can: - Use the UIs of Atmos machinery (except thermomachine and bluespace gas vendor), Holopads, Crayons (spray cans too), radios, and Disposal bins - Close extinguisher cabinets with Right-Click - Click and drag yourself onto a photocopier to climb onto it. I also changed all instances of ``ui_status`` to have all the args it's being passed, I was messing with it a bit but it's gonna be for a later PR. ## Why It's Good For The Game It's an extra layer of harmless realism, also nice QoL for people who do not have functional legs and do not have a wheelchair. ## Changelog 🆑 qol: You can use atmos machines, holopads, crayons, spray cans, and disposal bins while floored. fix: You can close extinguisher cabinets while floored. fix: You can climb onto a photocopier from the floor. /🆑 |
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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. |
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fec7ccc6fd |
The Coupon Master PDA app (#80240)
## About The Pull Request This PR adds a new PDA program to the supply category, which allows users to redeems coupons for various cargo packs (mostly goodies), like the ones also found at the bottom of cig packs. How it works is fairly simple: - Once installed, the modular computer subsystem will periodically, at a 3-5 minutes interval, generate a coupon code datum associated to a plain text code, which is sent out to everyone with the program installed. - The user can then open the program and insert the text into an input box to redeem the coupon code, which is then associated with their bank account. - He will then have to find a photocopier, and tap it with the PDA to print the coupon. Only one coupon can be printed. Photocopier fees apply, so it'd cost 5 creds to the average assistant to print the coupon. - He can then insert the coupon in a cargo console and order/reuest the associated pack (same deal as cig coupons). - Some coupon codes however, especially those with juicer discounts, will expire after a while if not printed. Albeit mostly innocuous, the program provides negative Detomatix resistance, slowly fills the computer file storage with trash files with each redeemed coupon, and halves the download speed of new apps. Not really the cleanest ware out there. This PR also extends coupons to several non-goody packs, since they have been privately buyable for over the last couple years now. Some packs get discounts less frequently however, with those in the uncommon category being roughly 1 in a 12 chance and the rare being 1 in 50. Here's a screenshot of the UI (outdated, I've reduced the height from 500 to 400 and the notice box tip to specify the right click):  Fun fact: Right now, the odds of a 75% discount coming from the Coupon Master for the 1.000.000 credits bycycle pack are roughly 0.0012%, while that of a 50% for the same pack, from a cig pack coupon are 0.0042%. ## Why It's Good For The Game These last couple days I've been wanting to test myself at making simple UIs, as well as contributing to the modular computers feature, which has started to become pretty neat ever since PDAs were reworked into a subtype of it. Beside, coupons are a very small feature limited to the bottom of cigarette packs (also possibly cursed) in the current state of affairs. Cargo is filled with packs that are niche or fluff. Modular computers also has those little things that, while interesting, do not contribute a whole lot. Maybe this is one of them, but I guess free* coupons are always a big W. ## Changelog 🆑 add: Added the 'Coupon Master' program for the PDA. Install it to receive periodical, redeemable coupons for several cargo packs. Requires NTnet connection and the messenger enabled to work. add: Coupons are no longer only limited to goodies, but may also apply discount to some other packs as well. /🆑 <sup>*minus the photocopier fee</sup> --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> |
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a3849062b8 |
Feature: bitrunner, a new supply role (READY) (#77259)
## About The Pull Request [Design doc](https://hackmd.io/@shadowh4nd/r1P7atPjn) Adds a new supply role centered on short dungeon-esque runs with a focus on unifying the job with the fun part. Some virtual domains are combat related, some are silly, some focus on "objectives". Avatar health is linked to your physical presence and retries are limited. <details> <summary>Photos, WIP</summary> Net pod stasis  Server loaded  Server cooldown  the quantum console UI  Cyber police antag page  A safehouse  Domain info page, every domain gets this (and sometimes help text)  Me getting steamrolled in one of the missions  Ghost roles getting notified that server is kicking them out  Players enjoying the new combat missions  Players exploring some of the virtual maps  (Not part of the PR, but)  New bitrunner vendor  </details> ## Why It's Good For The Game Content, firstly, and moreso being supply department content. The framework that this implements is a great (preauthorized) replacement for two systems which are collecting dust: BEPIS and the gateway. They integrate into this system and it's a direct upgrade. This adds a way for the players on station to generate materials (if that remains). The nice part about it is that I can throw balance and believability to the wind, as unlike its unrelated predecessor VR or away missions, bitrunning entirely washes its hands of the map and mobs each reboot. It offers a very expandable map framework to add content and it's all fairly well documented. I'd like to add a feature that represents the idea that jobs don't have to be mundane and "external" jobs can stay tied to the main gameplay loop. ## Changelog jlsnow301, kinneb, mmmiracles, ical92, spockye 🆑 add: Adds Bitrunning to supply department- a semi-offstation role that rewards teamwork. add: Adds new machines to complement the job- net pod, quantum server, quantum consoles, and the nexacache vendor. add: Adds several new maps which can be loaded and unloaded at will. add: Some flair for the new bitrunning vendor. add: Adds a new antagonist for the virtual domain only. Short lived ghost role that fights bitrunners. del: Removes the BEPIS machine, moves its tech into the Bitrunning vendor. /🆑 <!-- 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. --> --------- Co-authored-by: MMMiracles <lolaccount1@hotmail.com> Co-authored-by: Ical <wolfsgamingtips@gmail.com> Co-authored-by: spockye <79304582+spockye@users.noreply.github.com> Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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ed8445a312 |
Adds sanity checking to prefs checks, fixing a bug that can cause emotes to stop displaying intermittently (#76946)
## About The Pull Request This PR adds a bunch of sanity checking to the `prefs.chat_toggles` var accesses. Prefs can be null when client is creating/deleting and this causes a runtime where you might not be able to use emotes.  EDIT: as per suggestion I stopped masking the issue and added stack traces instead. And made them into helper procs to avoid code duplication. For some of these procs it is important that we are able to continue running to get to the end. **A ghost having null prefs should not stop everyone else from hearing/seeing the emote.** So now they will put the stack trace and keep on trucking if that issue occurs. This is the main 'point' of the PR, which has seemingly gotten bogged down in the creation of the two helper procs--apologies. See https://github.com/tgstation/tgstation/pull/70404 for essentially the same issue but applied to chat messages. I have gone back and replaced the duplicated code from that to use the new helper procs instead. ## Why It's Good For The Game Anything chat related is a bad place to runtime. Some messages can take a while to type out and to have it not display is frustrating at worst, possibly detrimental if you have to communicate something urgently. ## Changelog 🆑 fix: fixes a bug that can cause emotes to stop working if a client is being created or deleted /🆑 |
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c968edab30 |
Restricts Scrapheap & Lepton Violet behind conditions, alters Rollerdome (#77277)
## About The Pull Request Lepton Violet (wabbajack) shuttle must be unlocked by having some form of polymorph happen in-game first (Pride Mirror or the cursed springs are the most accessible sources) Scrapheap shuttle can only be bought if the Cargo budget is below 600 credits, and the shuttle has just less than half of its usual refueling time left. However, it gives the cargo budget an influx of 3000 credits! Uncle Pete's Rollerdome has had its price increased, and the disco machine is no longer unbreakable. ## Why It's Good For The Game First off, here is my reasoning for why these need altering at all. Players will always naturally gravitate to the wackiest and most-out-there options, in this case this applies to shuttles. It's why the Monastery or the Asteroid or Daniel are reasonably common sights, more common than some of the 'boring' shuttle options that don't need unlock with an emag. The problem here, as I see it, is that there is no incentive what-so-ever to NOT purchase these 'wacky' shuttles. Some of the shuttles in the code are just way too stupid to be seen on most or even some rounds (Arena, Disco Inferno?), so they require rare unlocks to occur. Wacky shuttles being spammed round after round are bad due to several reasons: 1. Players will run every joke to the ground. Wacky conditionless shuttles take up a large amount of space in the shuttle memeplex, so they are disproportionately seen in comparison to any of the less-extravagant but more grounded and actually interesting options. (Medisim? Monkeys anyone?). This ends up making the wacky shuttles actually *less* wacky and just the stale and boring options. 2. Wacky shuttles affect the end-round quite a lot. This is fine, of course, but not when these wacky shuttles can be seen every round. 3. These wacky shuttles don't have proper facilities. None of them have a good medical section, or emergency supplies, or enough room. This gets pretty annoying pretty fast. 4. One Funny Guy (the quintessential example being the clown with a dead captain's ID) is all but guaranteed to try to buy the funniest and most annoying shuttle to piss off the rest of the crew. With how Funny and Annoying these shuttles are, not to mention how dirt-cheap they are (or literally give you money!), they're easily the most seen alternate shuttles, which isn't good when they alter how the round-end plays so heavily. > Lepton Violet (wabbajack) shuttle must be unlocked by having some form of polymorph happen in-game first (Pride Mirror is the most accessible source) The Wabbajack has a endless source of voluntary Polymorphs with a comically low price, which means it is purchased endlessly by crew, not to mention being literally a source of free syndiborgs and xenos. While I'm not a balanceposter, this does come with some annoyances especially for antagonists who just randomly get blown up by an assault borg. This is fine and fun every so often, but not as a common occurrence, not as a guaranteed every-round option. I think it's an excellent candidate for an unlock condition. > Scrapheap shuttle can only be bought if the Cargo budget is below 600 credits, and the emergency shuttle is more than halfway refueled. However, it gives the cargo budget an influx of 3000 credits! This is LITERALLY 'haha grief shuttle', I have no idea how it even got in as a condition-less shuttle. You see the captain buy it For No Raisin Lul 2 minutes in, sigh to yourself, and secure an EVA suit when the shuttle lands to try to survive in the unbelievably cramped space. (Someone always blows it up.) Instead of being JUST Grief Shuttle, now it has some interesting reasons to exist. Revs and you're dirt-poor? Nukies just declared war after the Clown bought ten crates of creampie dufflebags? Buy this shuttle and get an influx of money. > Uncle Pete's Rollerdome has had its price increased, and the disco machine is no longer unbreakable. This one isn't as egregious as the above, but I believe my personal dislike of it extends to a game design level, to an extent. One person can buy this shuttle and the crew as a whole are left to groan as they prepare for a noisy, confusing shuttle in which everyone is ten tiles shifted to their left as their sprite does the most ridiculous dance seen in SS13 history. 'Just turn the music off!': I'm glad this is an option, but it doesn't change how much this shuttle alters things. It's fine as a sendoff to a nice, chill greenshift, but as a constant sight in red shifts it's just... frustrating. And purchased BECAUSE it's frustrating, to the short-lived schadenfreude of one person and the frustration of others. And then the unbreakable disco machine. Why is it unbreakable. If the crew doesn't want to listen to the thing, let them break it? Buy Disco Inferno if you want an unbreakable disco. Some of these changes are probably over-the-top, but remember that these will still be seen in-game, just a bit rarer. Worst case scenario the shuttle replacement event will let them have their time in the limelight. ## Changelog 🆑 balance: Lepton Violet (wabbajack) shuttle must be unlocked by having some form of polymorph happen in-game first (Pride Mirror or the cursed springs are the most accessible sources) balance: Scrapheap shuttle can only be bought if the Cargo budget is below 600 credits, and the shuttle has just less than half of its usual refueling time left. However, it gives the cargo budget an influx of 3000 credits! qol: Uncle Pete's Rollerdome has had its price increased, and the disco machine is no longer unbreakable. /🆑 |
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52e4638536 |
Adds an Indebted negative quirk to the game. (#77138)
## About The Pull Request This Pull Request brings a new negative quirk to the list of negative quirks: Indebted. As the title suggests, you start the round with a pretty high debt of roughly 15.000 credits (give or take up to 1.250 credits), and everytime the account balance would increment, 75% of what's earned will be pushed toward solving it instead. Unlike other quirks, it is hidding from medical HUDs and the health analyzers, because I frankly believe it's quite a stretch putting it on the same plane as other quirks which are of a more "psycho-physical" nature. However, examining the medical records will return a remark on how the quirk holder has had some difficulties paying the checkup bill, hinting it greatly. Examining their ID accurately will also report the entity of the debt. Ok, the PR is now ready. It fancies an achievement and a pin too, for those who actually extinguish the debt. ## Why It's Good For The Game I think it's cool to have a quirk that affects players from an angle different than most of the others. It doesn't affect the mob directly, brings no positive or negative moodlet, gives items, but it does cripple what they can do with their own bank account. Sure, it can be circumverted by "borrowing" another player mob's ID card, but frankly it has a mild negative value on par with "Family Heirloom" so it's not a big deal. ## Changelog 🆑 add: Added an Indebted negative quirk to the game, which gives the holder's bank account a debt averaging at 15000 credits (with a variation of 1250 cr) and forces 75% of all earnings towards solving it. A little prize awaits those who actually extinguish it. /🆑 |
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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. |
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a1ada2c9ef |
Refactor, improve, and rename canUseTopic to be can_perform_action (#73434)
This builds on what #69790 did and improved the code even further. Notable things: - `Topic()` is a deprecated proc in our codebase (replaced with Javascript tgui) so it makes sense to rename `canUseTopic` to `can_perform_action` which is more straightforward in what it does. - Positional and named arguments have been converted into a easier to use `action_bitflag` - The bitflags adds some new checks you can use like: `NEED_GRAVITY | NEED_LITERACY | NEED_LIGHT` when you want to perform an action. - Redundant, duplicate, or dead code has been removed. - Fixes several runtimes where `canUseTopic` was being called without a proper target (IV drips, gibber, food processor) - Better documentation for the proc and bitflags with examples |
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ae9241beae |
Moves mining points from the ID to the bank account (+credit type shown on order console) (#72726)
## About The Pull Request Mining points are now stored on the ID's bank accounts instead of the individual IDs, bringing them on-par with credits. This allows miners to safely replace their ID and keep their mining points just like they can for their credits. I also added the cost type on Produce Consoles, so people using them will know whether they're using mining points or credits. Because all IDs have a bank account by default, this won't be a problem to Golems or the like. ## Why It's Good For The Game 1. It's more clear to the player what type of credit is being used in the order console 2. Mining points being tied to the ID is no longer needed as all IDs have a bank account 3. Brings mining points up to the same standard as credits. ## Changelog 🆑 qol: Mining points is now tied to bank accounts instead of individual IDs, so they transfer over in cases of an ID replacement. /🆑 |
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72add64520 |
Refactors armor into dedicated subtypes (#71986)
## About The Pull Request See title. ## Why It's Good For The Game Code is cleaner, and more readable/intuitive Technically closes https://github.com/tgstation/dev-cycles-initiative/issues/8 ## Changelog 🆑 refactor: armor, from the ground up basically /🆑 Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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5445de1838 |
Fixes negative payment in NTpay & Encodes name param sent to admins in fax (#71491)
## About The Pull Request NTpay wasn't validating negative input serverside, allowing for negative payment to users(Negative - Negative = Positive, so it adds money to the senders account.) Also encodes a parameter that was sent unsanitized to admins. ## Why It's Good For The Game ## Changelog 🆑 fix: Fixes a NTPay exploit. /🆑 |
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4d6a8bc537 |
515 Compatibility (#71161)
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
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04ca99d7e9 |
NT Pay app. Money send on distance, transaction log! (#70108)
* base * reasons * GetToken proc, with a many remarks * Add a way to change reason in transfer_money proc. Add a reasons. * Reason to use the app. Commission. Standard application. * Apply suggestions from code review - Tralezab Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> * Tralezab & jlsnow301 advices. New format(everywhere) * Nanotrasen * Refactor TGUI(not me:( ). Fix useless capitalize * Update code/modules/economy/account.dm * Trans transforms in transaction * coMmission. little autodoc mistalke. Translation != Transaction * oops * Merge Conflict * ... * back feats * mistakes bye! * ну да Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> |
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91f02f2a6b |
canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE (#69790)
* canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE The most idiotic thing I've seen is canUseTopic's defines, they literally just define TRUE, you can use it however you want, it doesn't matter, it just means TRUE. You can mix and match the args and it will set that arg to true, despite the name. It's so idiotic I decided to remove it, so now I can reclaim a little bit of my sanity. |
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2e390d69e8 | Account: add more docs. more clarity of arguments. fix payday proc if free (#70206) | ||
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f1a363c825 |
Converts a shitload of istypes to their more concise macros (#69260)
* Converts a lot of istypes() to use their istype macro helpers. |
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5f4d5a42d4 |
Arconomy: The bigger balance PR (REVISED EDITION) (#65795)
This PR covers 4 Key features:
Price Rebalancing
Passive Income
Gas Exports
Lathe Tax
Relevant Design Doc (Slightly out of date as a result of the discourse on the subject).
https://hackmd.io/WlWgyRafTaiAqz6ouOqC-Q
-- START DOCUMENT --
# Arconomy Version Two
This is mostly me organizing a long list of thoughts that I'm not sure if I can properly describe and get across, but lets just work with what we got and go from there.
## There should probably be a relationship to time and profit
So, part one of a series called "Arcane was completely wrong about game design", I made a rather large misstep in regards to designing arconomy, and nobody told me this until far, FAR after I had gone way too in on my own ideas:
"There needs to be a relationship between time and money". Because Space Station 13 is a game that is built around rounds, either long, LONG rounds on MRP or 30 min - 1 hour long rounds in LRP, your whole orientation of the game is built around time. The longer you spend in a single round, the more you can do and mold the station and the game in a specific direction, whether it's from an admin event, doing your job, or going off on a wierd character based tangent.
The issue here lies in a question I tried to answer in my previous design doc:
> "Command players start with lots of money, and make mountains of money, and as a result, have so much money by the end of the shift that they're practically immune to the effects of the economy.
> Assistant players start out with practically no money, find that the station is covered in costs that they'll never be able to practically afford, and decide that the economy is stupid and not worth utilizing altogether."
Two fundimentally different outlooks on the same problem, caused by the pay discrepency as it existed originally. Since we have so many different jobs all at different paygrades, the option that made the most sense at the time was to completely remove paychecks alltogether because they would multiplicitively exacerbate the previous issue.
While it would flood the in-game economy over time at high levels, it did add a sense of timescale to the existing in-game relationships. You **KNEW** that after x many minutes you would get that fancy hat, or that you would need to find cash in other ways to get it. Having that time-scale is helpful as we've moved to our 90 minute round average/goal. It also, similarly, means that we know exactly how many credits each job SHOULD have had access to before a major disaster calls for a shuttle call. But, in hindsight, that is a value that should be consistant for all players. If a single, unaided player looks at a 200 credit bill, that should have the same impact player to player, and not limit their access to jobs.
## Bounties just ain't that fun, but they stand to see improvement from where they are now
So, guilty as charged, bounty running doesn't quite have the same charm as it used to have. For our friends just joining us, cargo used to have a single, per round laundry list of items that would payout to the cargo budget each shift. Each list would start with 10 items, one of which would randomly be assigned higher priority with a higher payout, and it would be cargo's job to ~~Break into each department and steal that thing~~ cooperate with jobs around the station to aquire funds for station crisis or when you just want to dick around and make stacks of cash. This had a distinct charm to it, but one element of it that majorly reduced the replayability of bounties was that they were severely limited in scope. Once you did your ONE drink bounty or your ONE chemical bounty, you no longer needed to interact with that department.
My original goal was this: Make an unlimited bounty system, where crewmates were able to get a cut of their work as profit. To a degree, it's fairly successful! Crew do have a way to actively work with cargo to get paid for their labor, and they help cargo as a result by giving them free valuables. The issue lies in the fact that this has kinda flipped the relationship on it's head: Bounties stopped being cargo's job to outsource to the crew, and instead the crew's job that becomes dependent on cargo.
In general, many bounties simply weren't meant to be repeatable content in the first place. And certainly not meant to be used for every job. Offloading it as a kind of fetchquest minigame so that all jobs can offset the loss of passive income? It's not the best choice. For jobs like botanists or scientists it's tolerable at best, frustrating at worst. Just look at the state of things like experisci-slime experiments or scanning furniture.
It gets far worse when it's from the perspective of jobs that have *explicitly* limited supplies like security. No, a security player is not going to be allowed to haul away all the good metal handcuffs from the brig for a bounty, and no, you cannot take all the riot shotguns from the brig.
Now, a few of these things were fixed over time, with mixed successes. Bounties started to be cleaned up in order to prevent limited quantity items from being an option for repeat bounties. Jobs that lack exports started to get some content for still allowing them to have repeatable exports (Like the Scanners for Security Officers to go on patrols).
The BIG EXCEPTION to this is Restaurant Bots, but we'll hit that in a second.
## Getting everything on the same price scale has been a major improvement.
Unironically one of the best changes made has been the idea that even if we lack that good time-credit scale from before, we didn't really have a "standard" to work off of when something new is added to the game and the dev needs to determine how much to make that thing cost. That's why the current costs of objects and values on-station are scaled off of a single define, the value of a crate sold on the cargo shuttle.
> Yes, I'd like an APPLE. It's worth 3124151 CREDITS. NO, I don't know why the apple juice in the vendor is worth 415 CREDITS, nor do I CARE, GOOD MAN.
From the back end, everything is scaled off the same define now. Paygrades are defined off of a different scale still, but that's fine. You know, from the cargo end of things, that a cargo player needs to ship off X number of empty metal crates to purchase a laser crate, or a pizza crate. Definate relationships help in solidifying the singular value of a product.
If we decide that we want to rescale the in-game economy and provide space credits with more granularity, at least we know we can do it with a single line of code, and not looking at every single instance of something that charges the player money.
### Arconomy Tangent: We gotta nuke gas selling.
This has been a long time coming and I know people are going to be upset at me, but look man.
I have no idea how selling moles of gas works these days. It seems like with minimal resources, true atmos wizards are able to make singular cans of gasses with infinite moles of some kind of gas, and if it's exotic enough, they can make upwards of a million credits a can. I've seen multiple occasions where selling gas cans to cargo has allowed for players to buy a bike.
For our Gen-Z zoomers reading this, players were never meant to BUY the bike. The bike is just a reskinned scooter meant as a cute little pokemon joke. If a player can actually buy a bike in a round, that's a sign that someone, somewhere, fucked up.
We fucked up the whole system with atmos gas selling.
We've now gone through metas of extracting miasma from lavaland for credits, we've gone through a meta where cargo starts building their own hydrogen burn chambers for simply produced gasses, we've seen time and time again that processed gasses in the funny space simulator just tends to be abused to death and back. I've had talks with TheFinalPotato on this in the past, and it just feels like a system that would need to be rewritten from the ground up, or looked at in terms of the whole cargo department. If I don't get to it first, the next cargo design doc someone writes **SHOULD**.
## Giving jobs content that integrates into the economy can be really fun.
Tourism bots and the baked in ingredient shopping is fun! It's enabled for a fluff job that doesn't have too terribly much by way of serious responsibilites to integrate active income minigames into the gameplay of chefs and bartenders. It's fully optional, it's quick, and it's not even a full shift investment.
These secondary tasks, which utilize jobs core gameplay loops in a new way, while rewarding them within the in-game economy are a decent way to keep players engaged with their jobs, and allow for them to use credits as a player resource as well as a primary job resource.
**I AM NOT SAYING** that all jobs need to find tasks to arbitrarily reward players with credits for. The reason it works so well for jobs like the chef or bartender is because their job is already to make food and drinks, but they have so many options that they're not encouraged to make too wide of a variety of food, especially when botanists won't always make everything you need. The food market gives them an outlet to buy outlier ingredients and the tourists pay handsomely enough that you can offset your costs most or the time.
I'll break this down as well into the three different methods of money-making in game as well, to guide someone on how to make good, secondary income content.
| Primary | Secondary | Tertiary |
| -------- | -------- | -------- |
| This is something like passive paycheck income. You get this just purely for playing the game, and staying alive. | This is an active trade off between your job's specific content, where you are trading your time for something it is directly your responsibility to do. Eg. Tourist Bots. | An active task you are performing for income, but lacks the specialization of a job. EG. Bounties. |
Jobs that excell at more service based tasks and less production based tasks should aim to aquire more seconary style economy integration, like medical, science, or security.
## The options for moving money around the station are actually pretty decent, but could be streamlined
Bounty boards are pretty decent at being a way to pay crew members for single service jobs. However, bounty boards are pretty much dead content, in a sense. There's not much incentive to hunt down your department's bounty board.
Similarly, most crew would just prefer to hand credits out by hand to prevent most kinds of abuse of their own credit supply.
Long term and certainly a major personal outcome I'd like to see: Bounty boards and Newscasters should be merged together. Newscasters have some truely awful spaghetti and their being held together by shoe-strings and duct tape (This is slang for HTML). Bounty boards are... well they're functional, but they have the benefit of being built in TGUI. Merging the two's functions should cut down on wall-space, as well as improve the quality of a vast deal of code, and make money transfer on station slightly easier.
Honestly, pretty happy with vend-a-trays. They're pretty decent store-machines on station and do their job pretty well when they get used. All in all I'm happy with how they work.
Custom Vendors are clunky to a fairly major degree and I don't think most players get how to make them work on account of need a price tagger (not a sales tagger, that's the cargo item) to mark an object for it's sale value, then load it into a custom vendor sales unit, then load it into a custom vending machine, and that's only IF custom vending machines decide to work this year. Streamlining the tools, or perhaps just vending machines would certainly improve this as a service.
## Just ain't enough cool stuff to buy with credits.
An ever-present problem, that we're just kinda stuck with. There's a decent number of issues involved with making content that can safely be gated with just credits.
* If it's usable as a weapon, is it too dangerous to hand out to the crew at large?
* Does security get potential oversight?
* If it's illegal, does it go through cargo?
* Does it HAVE to go through cargo?
* If it's beneficial, is it going to invalidate the existance of a job? (Think old medkits!)
* Is there anything that players WANT that's not a weapon, benefical to the station but not too strong, or quite literally traitor equipment?
It's a tough question.
Some items make complete sense to implement on a per job basis as either uncommon or premium equipment, while other items could potentially be moved to station-wide unique purchasables.
# Takeaways:
Look, these are just some possible solutions that I'm considering. I think that working alongside a maintainer who could actually give a damn on getting this system orderly and possibly alligned with our current design philosophy (Who also understands that a not-insignificant amount of current economy was abitrarly written by goofball an actual decade ago) could help iron this out into a clear and consise set of goals and milestones to make the in-game economy workable. Not balanced, but workable.
* **Design a simple simulation for per round intake and outtake, to determine benchmark values for a 90 minute round.**

It would need to look something like this, as a kind of fucked up, Multi-Input Multi-Output Control Problem. Possibly could be done in simulink, but I'm not quite sure how to do that at this moment, so a less complex version might be fine.
* **Look back at implementing crewmember incomes, but at a flat, more consistant rate over all jobs**
My leading idea: 50 credit, uniform paygrade. No wild, unscaled pay rates based on what job is "important" or not.
That line of thinking means that certain jobs should have more expensive equipment over other jobs, but then we're right back to the captain thinking that a cup of coffee is practically free where an assistant thinks that a screwdriver from the vendor is going to put them out of house and home.
Improves time-relationship values with credits.
This could lead way to heads of staff having some degree of control to giving raises or paycuts to crew-members, but perhaps at a very, VERY gradual rate.
* **Perform another big-picture look at bounty cubes.**
Potentially try to put bounties back in the hands of cargo, while still providing payouts to crewmates who assist in completing jobs. This may require some minor refactoring of the pricetag component, perhaps to even allow for multiple crewmembers to recieve profit from a payout.
This means once again, look at making bounties workable for all jobs on the station, not making the objects requested literal lathe-fodder, and finding ways to benefit the station in some way with the task of bounty cubes, even if it's just for credits.
Deceptively hard task.
* **Add secondary tasks that integrate the economy into non-bounty-able jobs/departments**
Like it says on the tin, look into ways to add content that improves economy integration into existing jobs, without necessarily changing what those jobs DO. The bounties for those jobs can still exist as a tertiary thing, but should be made clear that they're... tertiary.
Chefs still make food and bartenders still serve drinks, but they have a way to hand them out for fun and profit.
Some thoughts and ways to handle this potentially:
*Science:* Perform intricate testing on anomalous materials using science equipment. Should NOT REWARD RESEARCH POINTS. Mr. OJ Headcoder will CHEMICALLY CASTRATE me, or you, if you do.
*Medical:* Complete tricky or non-standard surgeries on dummies for medical data. Think like that meme from the TV show, House.
"He needs Mouse bites to live. MORE MOUSE BITES."
*Engineering:* Repair wacky machines that use both station-standard parts as well as solving quick puzzles.
* **Look into more effective money sinks that are dynamic sensitive**
Think, for example, about the station ransom event that spawns space pirates.
What if instead of the captain just dumping credits from the cargo budget into the aether to prevent pirate spawns (They're bugged anyway to my knowledge to spawn anyway), crewmates had to cough up that dough before a time-limit, or risk a pirate spawn. For those of you who were scratching their heads at (Operational Costs!?) in the above controls diagram, this is the sort of thing I mean.
Little, smaller things that might need to be purchased, invested in, or otherwise drain credits from the station over the course of the round.
# Arconomy 2.0: Smarter, Better, Flashier.
## Roundstart
Players begin each shift with a set amount of money, with the value being mostly uniform over the course of a shift assuming no interaction with economy. Jobs are split up into only 3 paygrades, Minimal, Crew, and Command. Minimal is reserved for jobs that are meant to fill population counts but lack a specialization, like prisoner and assistant. When starting the shift, a player will start with 5 paychecks worth of savings. This system is not designed for persistance, so you will always be able to tell how much money a player starts out with. Every 5 minutes, aka every economy tick, the player will recieve one paycheck, which is capped out at the standard crew member paycheck. This means that even if you start the shift as the captain, and begin the shift with 500 credits, you will recieve the same 50 credits as regular crew members.
| Minimal Paycheck | Crew Paycheck | Command Paycheck | Frequency |
| -------- | -------- | -------- |--------|
| 125 Cr | 250 Cr | 500 Cr | Roundstart |
| 25 Cr | 50 Cr | 50 Cr | Passive Income |
## Product Prices
Products found in vending machines are defined by the amount of a player's paycheck they're meant to cost. Regular items use the PAYCHECK_CREW value, while more expensive or otherwise prohibitive items are defined by PAYCHECK_COMMAND. Items are defined in this uniform, horizontal fashion in order to maintain the equal value of credits over all jobs. A 100 credit medkit in medical should have the same value to a doctor as it does to a botanist.
Jobs apply a discount to vending within their own department, so an engineering would have a discount on tools, and a doctor would have a discount on sutures. Items that are important to gameplay progression in a role are less expensive to their intended users.
> **AUTHORS NOTE:** I am considering removing in-department discounts. In the benefit of making the value of purchasables more universal, deciding that credits shouldn't be spent within their own department just seems... rather fucking stupid.
> Possibly move the discount to only the first few minutes of the shift, or perhaps as some kind of gameplay benefit to slowly increase in-department discount through gameplay milestones? Who knows 👻
>
Some jobs have premium, high value items stocked in their vending machines that are not meant to be purchased at roundstart. These are meant to encourage players to save or combine resources to gain access. An example of this is insulated gloves. Other high value items can also be found in contraband through hacking vending machines. This remains unchanged.
## Markets
The cargo department has been changed in order to improve player involvement with the economy, as well as to give cargo more variety in their merchandise while preventing a singular stale meta of products to purchase from.
Yes, I'm looking at you, russian surplus crate.
Lets start with what's remaining the same:
* Cargo is a department that manages imports and exports of products, fulfilling departmental orders, and aquiring supplies dependent on the station's state.
* Cargo encompasses the station's mail, mining, and flow of orders, as well as drone exploration.
* A skilled cargo member is able to find high value items to sell back to centcom in exchange for more funds, to purchase those supplies.
* Centcom may request bounties which crew can fulfill in exchange for credits, if they wish for additional work.
**Now for the new design flow:**
Cargo starts out with a new mechanic called a market. Markets hold existing export datums as well as purchasable products. The values of items will fluxuate up and down based on the market status, with in-game events or player actions raising or lowering the values of specific markets.
At roundstart, cargo has a single market to sell to, which is Nanotransen. This will not incapsulate all the existing export datums in the game, just the *primary* exports that are used by players. Items that are exclusive to nanotrasen and required to play certain game modes, like mindshield implants or being able to sell crates, are included and will always be available to purchase.
Additional markets can be unlocked through gameplay sources, such as:
| Market Name | Source | Imports/Exports |
| -------- | -------- |- |
| The Syndicate | Emagging/Hacking the Console | Illegal Goods/Contraband |
| The Clown Planet Commerse | Discovering the clown planet ruin | Pies, Horns, Pranking Equipment |
|Terragov Sector Security Surplus | Killing any megafauna. | Weapons, Ammunition, Advanced Riot Gear. |
| Mekki Materials Co. | Recovered loot from Exodrones | Materials and industrial equipment. |
|Donk Co.| As a tip from tourist robots. | Foods and Drinks, Toys and Games.|
|Waffle Co.| As above. | Bootleg products and wacky merchandise. |
|The Research Consortium| Reward for completing any experiment tree. | Slime Cores, RnD Artifacts, Robotics Equipment |
...And more, if I can think of more.
The purpose being, of course, to split up cargo's purchasable goods to be more instanced and unique, while also create unique situations where due to profitable markets, very specific exports are needed to help the department make money.
End of document for now :@ArcaneMusic
-- END DOCUMENT
Price Shifting
So, in-game items that have prices have a major issue on their hands, being that they were decided by how much money that job should make. This means that many of the jobs in-game have been given prices scaled to their job's income. That income I adjusted by removing passive income in #54161. While this was helpful to moving towards an active in-game economy, it resulted in items falling into distinct price brackets. A high paying job like security's items could never be purchased by someone like a botanist, but a job like a security officer had more capital and buying power than most other jobs in-game combined when moving down those brackets. We've done a simple normalization of scale to help in bring things closer to a semblance of equality.
There are now 3 price brackets, PAYCHECK_LOW, PAYCHECK_CREW, and PAYCHECK_COMMAND. Command staff will still have a higher base level of money on-hand than other crew, and low paying wages that we on-station don't respect as being real jobs (assistant, prisoner) will have their items be intentionally cheaper to encourage active participation in the economy, but the difference in scale is now noticeably far closer to each other. This means that assistants can still interact with the economy as spenders, but if they want to be doing a lot of work with money, they'll need to put in work. Additionally, this means we arbitrarily enforce a system that allows for items to have uniformity in what they cost to other players. 50 credits for a wrench feels better when you know that other job critical items in-game are also around the same price, and it's equivalent to one paycheck.
Paychecks are reintroduced
Economy lost it's relationship to time. In a game where a single round takes 90+ minutes (Backed up not only by the head-coder's design direction as well as plenty of aggregate round data), having a relationship to time and how long it takes to afford something is a major consideration when you look at buying something. Also, we get to say that I was certifiably wrong in regards to the active economy thing, since we have very, VERY few active sources of content in-game that are very... fun? Bounties are literal fetch quests but something like tourists is at least more engaging and interactive with the round, and should be the direction we want economy-job integration to head in.
Between having inflation as a price manipulation mechanic already in the code, as well as prices being roughly equalized in terms of their costs between jobs and their impact on the round, this allows for the reintroduction of paychecks to an extent.
As an additional note, doing this meant tweaking down the syndicate briefcase of cash, so that instead of giving you 5000 credits for 1 TC, it now costs 5 TC to accompany the fact that this is now a rather significant amount of money, even on decently high population. Fun fact: the Syndicate Briefcase of Cash actually PREDATES the economy, and was NEVER ADJUSTED beyond the original implementation of the economy as a result!
Gas Exports.
ALRIGHT ARE YOU READY FOR SOME GRAPHS? I THOUGHT SO, YOU LOVE GRAPHS.
So, gas exports are fucked, have always been fucked, and consistently have proven to be capable of breaking the in-game economy for a long time. This is no secret, I've been pinged with players getting billions, actual billions of credits using it multiple times in as many years. See, any round where a player manages to buy the bicycle is a round where I've fucked up, or someone fucked and I let it get past me.
So here's how gas exports work right now.
So, all of this hinges on the value of a single mole of gas, and some gasses enable you to make extremely, EXTREMELY profitable gasses through atmospheric gas wizardry However, even those less profitable gasses are still in an extremely high magnitude of value.
Most gasses if you have a full can of it will net you OVER 10k credits. For scale, one crate being sold in cargo is 200 credits.
That's a minimum of crates for pumping gas into a hollow metal box and praying it doesn't explode.
So we adjusted the values accordingly.
The baseline value of a single gas has been tweaked downward significantly. Even these values are still arguably very high, but I can play with it at the discretion of LemonintheDark. The green line at the top represents gasses that previously sold for 100 credits per mole, antinobilium I believe, and working downwards. I am going to try and enforce 10 credits per mole as the absolute maximum hard cap on gas exports, regardless of how many gasses we try to add in the future. Because the alternative is getting a gunjillion credits by huffing miasma into a tank of steel. And we ain't having that shit.
Lathe Tax
Part of the testing for this PR involved me modeling the SS13 economy in a given round as a kind of controls problem, with each source of income introduced in the round as a kind of input (Passive Income, Bounties, Tourists) in order to get a handle on roughly how much income a single round of SS13 will see per player on the given designed round-length, in order to estimate how much things are going to cost. Modeling how much players spend on a given round is variable enough that it'd be too difficult to accurately test without just throwing this up on a server and getting live data.
However, from the appearance of my dataset, players would be making a LOT more money nowadays with all of the above changes implemented. In an attempt to curve that intake, I attempted to implement a small, low scale tax of printing items that would take a small amount of players income every time they print, as a way to add a basic economic side-effect to this mechanic.
This has made a lot of people very angry and been widely regarded as a mixed decision. So, maintainers came up with an intended direction they want to see it, as they wanted to make sure that economy would remain a secondary system, that could still have an impact on round direction and the changes they want to see in the game.
So, here's the intent:
Lathe tax should exist in the form of printing things from protolathes outside of your department, not on autolathes or your own protolathe.
We want to promote people talking and collaborating to access things if it's outside the scope of their department and they still want it, with theft still being a viable avenue of gameplay.
Players will be charged 10 credits for printing a set of items not from their own protolathe, each. Printing an item can be paid for from your own ID card's bank account automatically, but the payment component has been buffed to handle physical money alternatives, as well as pulled money, similar to the luxury shuttle scanner gate's behavior.
Borgs are still enabled to print from lathes, however instead of it costing them credits, they now take a self-significant power cost in order to do so, preventing them from being used as a roving bank account for printing. I'll look into this further as we don't want to invalidate mechanics like borgs being able to do organ based surgery or building machinery, but we don't want them to become credit cards, so place that under advisement.
Tweaks and Updates:
(Suggested by Ziiro) If the revolutionaries win, centcom will no longer enforce the Lathe Tax.
(Suggested by about ~1000 people independently between my DMs, Reddit threads, the Feedback Thread, and elsewhere)
Printing items only taxes you once per print. EG: If you print 10 Kitchen Knifes as an assistant from the service lathe, you will only be charged once instead of 10 times.
For many of the reasons that I outlined above, this is a good change in a positive direction.
Players get more ability to interact with the economy without having to do content that's becoming increasingly depreciated in my absence.
Players also have a baseline consensus on what values of credits are high and low because jobs have been given an equalized standard in regards to the cost of certain items.
Price fluctuations through inflation will now be more meaningful in situations where the economy becomes more relevant.
The system will still encourage you to play a job that's productive to the status of the station through lower paycheck jobs existing as well.
Gas exports are now reduced to the point that their value is appropriate for the first time... actually ever. Nice.
The values of nearly every item purchasable by players has been rebalanced.
Players will now start with less starting money, but will receive a paycheck once every 5 minutes.
The value of gasses exported through the cargo department have been skewed way, WAY down in terms of price.
The Syndicate briefcase of cash now contains now costs 5 TC, up from 1 TC, for 5000 credits.
Printing items from lathes on station now costs a fee of 10 credits per item printed if it's from a lathe not under your department.
The payment component has received additional handling for physical credits, as well as pulled credits/ID cards for those without hands.
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b17a90718e |
Replaces the accounting machine with all IDs having their own bank account by default. (#65980)
* Replaces the accounting machine with all IDs having their own bank account by default. * Thanks, conflict. * Oh right pushing the commits |
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9a76f204b4 |
Fixes issue with holographic paystands not dissipating in certain cases (#65246)
Holographic pay stands are created by right-clicking your ID outside of your active hand. The game doesn't tell you how to do it and it can be difficult to figure out because when it doesn't work in your active hand you move onto trying a different button. Pay stands are supposed to disappear when the ID that created them moves further than four tiles away, but in cases where the ID is stored in something like a PDA before moving away or was on a turf when the pay stand was created this doesn't happen. This PR makes it properly track all the locations its linked ID inhabits so if one of them moves we can check if it's far enough away to dissipate. It also moves placing holographic paystands to attack_self_secondary() instead of attack_secondary(), which is more intuitive. It also makes it so you can place holographic pay stands by clicking adjacent floor turfs with your ID. This seems like a much more intuitive way of doing it and how I expected it to work before I figured out how you actually placed them. It also adds screentips for in-hand ID interactions (e.g. show ID, project pay stand) and pay stand ID and holochip interactions (e.g. pay, dissipate pay stand). |
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009f009d4b |
Makes holopays and their associated IDs a direct ref (#64767)
I was told to make these weakrefs and apparently they needn't be Tested and it's working fine. |
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f5b1a1f09a | Patches an exploit with holopays (#64722) | ||
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cdfd5df7be |
Refactors pay stands + custom vendors (#63889)
I am disgruntled by the way pay stations work. They're not intuitive, they're a pain to build and have no interface. Basically: They don't get made, and the potential is lost.
Pay stands => Holopay
Summoned by right clicking your ID
Disappears if the card is out of range.
New TGUI window that offers more customization
Other bundled fixes:
Custom vendors become more user friendly
Code improvement
Lots of documentation + refactoring
New bundled number input will likely take place of animated number in tgui input number
Why It's Good For The Game
More RP opportunity for players, plus bug fixes. It's now much easier for players to start their own in game business selling substances clown shoes.
Changelog
cl
code: Created a new input component that accepts only integers. More usage to come.
refactor: Pay stands are now holographic. It's 2562! Create one by right-clicking your ID.
del: Circuit boards for pay stands.
refactor: Pay stands now have their own TGUI.
fix: Custom vendors now alert you when someone makes a purchase.
fix: Custom vendors now place items in your hand when you make a purchase.
/cl
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25ee3187ad |
Documents economy and bank account variables. (#64217)
* Documents economy and bank account variables Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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3ea7566e74 |
Fixes the civilian bounty computer not properly giving new bounties (#63965)
The boolean logic was wrong. Also, updated the cooldown to use our macros since it looked like crap. |
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9c6fdb567d |
TGUI list conversions + bug fixes (#63354)
About The Pull Request
Converts more inputs to TGUI. Possibly all user-facing input lists in the game.
Did any surrounding text/number inputs as well
Added null choice support so users can press cancel.
Added some misc TGUI input fixes
Fixed custom vendors while I was there
I refactored a lot of code while just poking around.
Primarily, usage of .len in files where I was already working on lists.
Some code was just awful - look at guardian.dm and its non use of early returns
If there are any disputes, I can revert it just fine, those changes are not integral to the PR.
Why It's Good For The Game
Fixes #63629
Fixes #63307
Fixes custom vendors /again/
Text input is more performant.
Part of a long series of TGUI conversion to make the game more visually appealing
Changelog
cl
refactor: The majority of user facing input lists have been converted to TGUI.
refactor: Tgui text inputs now scale with entered input.
fix: Many inputs now properly accept cancelling out of the menu.
fix: Fixes an edge case where users could not press enter on number inputs.
fix: Custom vendor bluescreen.
fix: You can now press ENTER on text inputs without an entry to cancel.
/cl
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dcab86ba2c | More standard tgui input conversions (#63464) | ||
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fc36aea489 |
runtime fix for borgs cryoing with upgrade modules + no more mmi laying around after they cryo, and various other runtime fixes (#62091)
human huds will no longer runtime and die when prefs aren't initalised SSEconomy will no longer have to deal with pathed jobs inside accounts Some of the negative/neutral quirks that use the mind have been relegated to last_mind instead for runtime purposes Mafia saymode will no longer runtime when someone uses it with no current mafia game Autolathe secondary_attack will no longer runtime/work only because of runtimes MULTIPLE CHECKS FOR QDELETED STACKS BEFORE ADDING FINGERPRINTS More player_list client checks A lazyinitlist for proximity monitors, as they used lazyremove which nulls the list when it hits zero things in it A check for cigarettes in case temperature exposure causes a reaction that removes all reagents Catwalks no longer runtime every time someone walks on them /obj/machinery/atmospherics/components/binary/crystallizer will no longer runtime on secondary_attack if someone can't interact cyborg models will no longer assume the thing they're inside is a cyborg and runtime when it isn't (cryopods) When a simplemob falls into nullspace, it will no longer runtime (goliaths falling into chasms and etc) runtime fix in techweb.dm when using a card without a sanity check runtime fix with folders when they have nothing in them runtime fix with glowing eyes when the LAZYADD doesn't get called in regenerate_light_effets() and so doesn't initalise the list |