Commit Graph

90 Commits

Author SHA1 Message Date
John Willard 8d7744303f Camera blending now happens as you start the snap (#96122) 2026-05-26 09:07:10 -04:00
John Willard e9384e10a2 Camera update: Monochrome photo-taking (#95656)
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2026-04-23 16:57:25 +00:00
SyncIt21 7dbef5fc1d [NO GBP] Fixes AI Camera mode being limited by range (#95741)
## About The Pull Request
- Fixes #95738

## Changelog
🆑
fix: AI camera mode works from any distances
/🆑
2026-04-19 22:59:03 +01:00
SyncIt21 de1f01fe76 General maintenance for hand held camera (#95295)
## About The Pull Request
- Merged a lot of procs into procs `attempt_picture()` and
`interact_with_atom()` reducing proc overhead
- Taking pictures will now always use the cameras internal
`picture_size_x` & `picture_size_y`. It no longer accepts variable sizes
as parameters
- All camera operations are asynchronous and respects checks on if the
target can be captured on camera or not.
- A bunch of other code rearrangement that makes readability easier
- Fixes the following camera bugs. They fall under the same category
  - Fixes #95286
  - Fixes #95256

## Changelog
🆑
fix: camera devices work again, camera flash turns on in most instances
refactor: camera code has been refactored. Report bugs on github
/🆑

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2026-04-04 12:41:39 -04:00
Y0SH1M4S73R 0208b29e74 [TM First] The Paintening: Part 2 of ? - NanoPaint: The Modular Computer Paint App (and related modular computer changes) (#95213) 2026-03-08 05:02:22 -04:00
John Willard 8b943f6868 pAI camera now works (+ new HUD) (#95222)
## About The Pull Request

Camera snapping now goes off of the turf rather than your actual
location, because a pAI in a PDA's ``can_see`` is only the contents of
the person they are being held by.
Fixes pAIs not being able to use the zoom functionality from their UI,
and it not actually applying.
Fixes aicamera not being async

Gives pAIs a new HUD as well to take into account widescreen, like it
was done for AIs many years ago.

Widescreen

<img width="1263" height="995" alt="image"
src="https://github.com/user-attachments/assets/2114ab1d-8872-4ef4-9b4a-09b4ce22b1b3"
/>

Non-widescreen

<img width="997" height="995" alt="image"
src="https://github.com/user-attachments/assets/315530bf-32ba-4d30-816e-d18c0de64482"
/>


## Why It's Good For The Game

pAIs can now snap photos as they are supposed to be able to. Also taking
into account widescreen is cool, the right side of the screen sitting
there empty was very L.

Closes https://github.com/tgstation/tgstation/issues/76446

## Changelog

🆑
fix: pAIs/AIs in a Modsuit/PDA can now take photos properly, and their
zoom functionality works again.
fix: pAI abilities like host scan now works while inside of a PDA.
qol: pAI HUD now takes widescreen into account.
/🆑
2026-02-27 02:23:45 +01:00
MrMelbert 5146cfd403 Moves camera update handling to background subsystem, (maybe) fixing lag (#92208)
## About The Pull Request

When a camera update is triggered, it is instead added to a queue on a
background subsystem

An AI entering a camera chunk which is queued to update will force the
update immediately (bypassing the queue)

While the root problem of this is, ultimately, not addressed...

<img width="554" height="58"
alt="467828777-eff3f0e5-49d6-4997-b4d7-05eff6432155"
src="https://github.com/user-attachments/assets/c2d6a5f5-d958-463e-959f-116bd0dab475"
/>

...the change will ultimately prevent update spam from consuming all of
the server's resources - instead allocating updates to the backburner in
times of high server stress (or on multi-z maps)

## Changelog

🆑 Melbert
refactor: Refactored the way camera updates are handled to hopefully
reduce some lag. Report any oddities
/🆑
2025-11-08 01:43:48 +01:00
MrMelbert 135a09182b Refactors obscured (#92779)
## About The Pull Request

Fixes #85028

Obscured flags and covered flags are tracked on carbons, updated as
items are equipped and unequipped. It's that shrimple.

Closes #92760

Just removes the species exception checks for not making sense

Also refactors handcuffs / legcuffs removal. In all of these situations
they were hardcoded when they could easily just use an inventory proc to
work.

## Why It's Good For The Game

Stops a million excessive calls to `check_obscured_slots`

Makes obscured behavior more consistent

Makes obscured behavior easier to use

Cleans up human rendering (There was some cursed stuff before with
render item -> updated obscured -> update body -> cause side effects)

## Changelog

🆑 Melbert
del: Golems which somehow manage to grow wings and somehow manage to
equip something that covers their jumpsuit can no longer fly.
(Seriously, this will not affect anyone)
refactor: Refactored clothing obscurity entirely. Items should be a
loooot more consistent and what covers what, and should update a lot
snappier. As always, report any oddities, like mysteriously disappearing
articles of clothing, hair, or species parts
refactored: Refactored handcuffs and legcuffs a bit, report any odd
situations with cuffs like getting stuck restrained
/🆑
2025-09-07 09:24:34 +02:00
dj-34 091281af47 Fix delayed camera playsound (#92588)
## About The Pull Request
The sound effect was delayed until the "printpicture" proc was
completed. Customizing the photo paused this proc until the player
either confirmed or rejected the customization, which caused the sound
effect to be delayed - though flash still played.

## Why It's Good For The Game
Camera working as intended

## Changelog
🆑
fix: Camera flash sound now plays before customization, fixing the
delayed sound issue caused by it.
/🆑

Co-authored-by: dj-34 <20109643+dj-34@users.noreply.github.com>
2025-08-24 19:41:57 +02:00
John Willard 096c032402 Adds a new halloween species: Spirits (#90711)
## About The Pull Request

Adds 2 new species: Spirits and Ghosts

Spirits are available roundstart during Halloween, Wabbajack and
Xenobio's black slime extract
Ghosts are available through Magic mirrors

They fly around, and don't have legs and instead float around. They also
can't get legs implanted onto themselves.

They also do have organs, so they are affected by flashbangs, they do
get hungry, they do need oxygen to survive (they don't take damage in
space but they do suffocate & get slowdown), and can process chems.
Gibbing a ghost gives ectoplasm, an ingredient for ghost burgers.

Chaplains also got a buff here, null rod-type weapons' bane is now
against Spirit mobs, rather than hardcoded revenants. This means it now
includes Spirits/Ghosts, but also Soulscythes & Cult shades.

Also re-adds https://github.com/tgstation/tgstation/pull/81630 which was
reverted in https://github.com/tgstation/tgstation/pull/86506 which I
assume was accidental.

### The difference between Spirits and Ghosts

Ghosts have an innate ability to become incorporeal, which allows them
to phase through walls and stuff. Using this will immediately make them
drop any non-ghost limb/organ (not implants cause I thought it would be
funny). This ability is not available if they have holy water in their
system, and like revenants they also can't walk over blessed tiles with
it. They are also invisible to cameras while using this (not the obscura
though).

Sprites taken from observers directly, if anyone wants to make custom
sprites for them feel free. If anyone wants to make this obtainable
somehow in-game as well I wouldn't be opposed, halloween is just where I
thought it would fit most.

This also adds a lot of fixes that I encountered trying to add this,
from systems that have been neglected throughout the years.


https://github.com/user-attachments/assets/e368d710-80a0-4c63-b271-1abe3dd41a5e

## Why It's Good For The Game

We haven't gotten a new halloween species in a long time and thought it
would be fun if you can play as an actual ghost, the soul that remains
after a person passes, so Halloween feels more haunted. It's overall
made in just good fun, with a bonus that Ghosts are a cool species to
play with as well for Wizards & maybe Chaplains in the future (Dead sect
when?)

## Changelog

🆑
add: Added a new halloween species: Spirits, a species without legs and
instead floats.
add: Added a new magic mirror species: Ghosts, like spirits but with the
ability to become incorporeal, traversing through solid wall.
fix: Mobs unable to use storage items now can't use storage items.
fix: Mobs unable to use items can now not open airlocks & closets
fix: Mobs unable to pick items up can no longer pick items up and
immediately drop, moving one tile at a time.
fix: Mobs with intentional missing limbs (Alien larva) no longer show
their limbs as missing on examine (again)
fix: Golems' pref page had a missing icon, it now has one.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2025-06-22 10:02:06 +02:00
John Willard 4c82b029c7 Removes widescreen config (#91419)
## About The Pull Request

19x15 forever, or 15x15 if you're non widescreen user.

## Why It's Good For The Game

Idek why this is a config
2025-06-22 01:14:55 +00:00
_0Steven f324e6dd0c Allows taking pictures over advanced consoles or looking up/down, and fixes some multi-z photography issues. (#91632)
## About The Pull Request

I wanted to allow you to take pictures over advanced camera consoles for
heist planning style point reasons, and parity with the AI, and in the
process found a small pile of bugs.
So, this aims to fix a pile of those, and slightly clean up the code in
the process.

The biggest part of this change involves making the multi-z part of
photography code properly account for turfs below open or glass turfs,
rather than trying to skip to the bottom. This needs to be done because
objects can exist above those open turfs, most commonly
lattices/catwalks, but also nograv stuff.

...Parallax is its whole own other issue with how photography works
right now, so uh. Yeah, no.

Sadly I couldn't get this to work with regular camera consoles, and as I
found it to be an entirely different can of worms that would only
slightly touch this code I decided that would be best explored in a
separate pr.
## Why It's Good For The Game

I think it's cute to be able to take a picture of your screen and show
it off to people, maybe even combine it with a detective board for a
cool little planning thing. And the AI can take pictures over the
cameranet so, y'know.
Doing so while looking up/down was a side-effect, but really I think
it's fine to let you photograph it if you can see it.

Less multi-z jank is good 👍

### Actual Pictures:
<details>
  <summary>Unfold</summary>
  

![image](https://github.com/user-attachments/assets/322ba400-e72e-4e0e-b974-6ba60372103f)

![image](https://github.com/user-attachments/assets/aaa0ffd4-7313-44ea-bc73-ac55b4c2a51b)

![image](https://github.com/user-attachments/assets/f5647b02-60c4-4d46-a9a7-6f1541550e1d)

![image](https://github.com/user-attachments/assets/49498845-9fdc-4907-b660-96989c0b28fb)

![image](https://github.com/user-attachments/assets/d8c19118-84f2-4ab6-b8c0-0d5427ed9262)

![image](https://github.com/user-attachments/assets/1ade6619-4d7f-42ce-8063-041e8fe58dfb)

![image](https://github.com/user-attachments/assets/b5d14478-4ce0-4f5c-a9bf-1ef927103d85)

</details>

## Changelog
🆑
add: You can take pictures over advanced camera consoles.
add: You can take pictures while looking up or down.
fix: AIs taking pictures in multi-z shows the objects of your floor and
the ones below, instead of just the ones below.
fix: Humans taking pictures through holes in multi-z actually shows the
floor below, instead of pitch-black nothingness.
fix: Taking pictures of glass floors in multi-z actually shows the floor
below.
/🆑
2025-06-19 18:53:25 +00:00
_0Steven e7dce7f6fe Refactor a chunk of polaroid camera code (#90482)
## About The Pull Request

I saw cameras still had `attackby(...)`, so I decided to refactor it to
the new interaction system.
In the process, I reorganized and commented most of the vars, made the
examine use the right item name, added screentips, added balloon alerts,
added disk insert/eject and click sounds, and fixed a few bugs with it
that I found in the process.

First bug being that `default_picture_name` would only get applied if
`can_customise` is `TRUE` and we deny customization, while the only
occurrence of this has `can_customise` set to `FALSE`.
So we instead just move it down a bit and make it set the picture name
to `default_picture_name` if we haven't manually set one either way.

The second bug was that we keep a hard reference to the holorecord disk
but don't clear it if the disk ever leaves us, meaning that if we manage
to remove the disk without ejecting it the camera can still record to it
regardless of where it is.
So we just make it clear the reference on `Exited(...)`.
## Why It's Good For The Game

Less jank good 👍
More clicky feedback good
## Changelog
🆑
refactor: Refactored polaroid camera item interactions. Please report
any issues.
spellcheck: The polaroid camera's description now talks about
'holorecord' disks rather than 'holographic' disks.
qol: Added screentips to the polaroid camera.
qol: If a polaroid camera already has a holorecord disk, inserting a new
one swaps the old one out instead of blocking.
qol: Added balloon alerts and sounds to polaroid camera interactions.
fix: Polaroid camera can no longer record to holorecord disks outside of
it that left it via nonstandard means.
fix: Rewind camera actually applies its special picture name.
/🆑
2025-04-16 16:25:36 +01:00
Profakos 4e9f5f1d8c Adds holodisk to the photography camera's description (#90451)
## About The Pull Request

A few weeks ago, someone asked me which vendors have holodisks in them.
I didn't remember it, so I have searched for it in the code. To my
surprise, I have learned you can put holodisks in cameras, which allows
you to record a holographic image of them.

As nothing indicated in game that this is possible, I have decided to
extend the camera's description. If it has no disk in it, it mentions
that it has an empty holodisk slot, otherwise, it will print out that it
is holding a [name of the disk].

## Why It's Good For The Game

Mechanics shouldn't be only learnable via code diving, especially if it
is a harmless fun feature.

## Changelog

🆑
qol: Extends the examine description of cameras with the fact that they
can hold holodisks.
/🆑
2025-04-07 11:00:00 +02:00
SmArtKar 072fe6fbd1 Removes duplicate examine proc in polaroid code and fixes a missing space in BR examine (#90028)
## About The Pull Request

Triggered my OCD, polaroids had a duplicate examine override and battle
rifles had a missing space between sentences in examine_more.

## Changelog

🆑
spellcheck: Fixes a missing space in battle rifle's examine text
/🆑
2025-03-17 11:36:36 +01:00
grungussuss 63bd34eff7 some code organization for playsound(smth, pick('... (#87211) 2024-10-17 21:35:02 +02:00
tonty 3f0b4abb8d Replaces world.icon_size (and some magic numbers) with defines (#86819)
## About The Pull Request

All usages of world.icon_size in code have been replaced with new
`ICONSIZE_X`, `ICONSIZE_Y` and `ICONSIZE_ALL` defines depending on
context

Replaces some "32" magic numbers with the defines

A few bits of code have been modified to split up x/y math as well

## Why It's Good For The Game

Magic number bad, code more readable, code more flexible and I'm told
there's an access cost to doing world.icon_size so minor performance
gains

## Changelog

🆑 tonty
code: made some code relating to the world's icon size more readable
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-29 13:28:32 +00:00
grungussuss 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
/🆑
2024-09-23 22:24:50 -07:00
Ghom 8a6dbb1a45 Gives detectives an ID that looks like an assistant ID when flipped. Also makes their camera silent. (#85912)
## About The Pull Request
This PR adds an ID subtype which the detective outfit uses. It that can
be flipped to go plainclothes as an assistant. Access retained. Spare
clothes not included.

I've also made the detective camera silent (a sound cue is still played
to the user, others won't hear it) and with the flash disabled.

## Why It's Good For The Game
I want to make it a little easier for detectives to go plainclothes.
Between clothings and inventory management, it's already quite tricky as
a gimmick and without doubt a double-edged sword that can lead to
goofy-ass situations where officers actually confuse you for an
assistant. As for the camera, it's just a stealth buff.

## Changelog

🆑
add: Gave the detective an ID that can flipped to look like an assistant
ID.
balance: The detective camera is now silent and doesn't flash.
/🆑
2024-09-15 11:48:09 -07:00
MrMelbert 8486f2f7e2 Storage / table interactions at the bottom of the interaction chain (#85512)
Because the wings were in fact made of wax 

## About The Pull Request

Storage goes to the very bottom of the interaction chain, hardcoded in
on `/atom`.
This is not preferred, obviously, but it ends up being a lot less
snowflaking overall.

Tables also go at the very bottom by extending `base_item_interaction`. 

Fixes #83742
Fixes #84434 
Fixes #83982
Fixes #85516
Fixes #84990
Fixes #84890
Closes #85036
Closes #84025 (RMB places it on the table.)
Closes #86616

Other changes:

Refactored pod storage to be less jank. Patches some exploits around it.

## Why It's Good For The Game

Should make a lot more interactions a lot more reliable... hopefully

## Changelog

🆑 Melbert
refactor: Storage and Tables are now a lower priority action, meaning
some uses of items on storage should work... better, now. Here's hoping
at least, report any oddities.
refactor: Note: For an overwhelming majority of items, **combat mode**
will attempt to attack/insert into the target, while **non-combat-mode**
will attempt to use on a target. This means screwdrivering or emagging a
MODsuit must be done on non-combat-mode, as combat mode will simply put
the screwdriver or emag into its storage. Same applies to tables, though
when in doubt, RMB may help (for things which are also weapons, like
mops).
refactor: Refactored escape pod storage, now they actually properly show
as unlocked on red alert and above.
/🆑
2024-09-12 23:48:19 +02:00
MrMelbert ff6b41aa07 Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request

- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)


![image](https://github.com/tgstation/tgstation/assets/51863163/1e70f7be-0990-4827-a60a-0c9dd0e0ee49)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`

I have manually tested many of the refactored procs but there was 200+
so it's kinda hard

## Why It's Good For The Game

Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item

This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.

If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`

This does result in some instances of boilerplate as shown here:


![image](https://github.com/tgstation/tgstation/assets/51863163/a7e469dd-115e-4e5b-88e0-0c664619c878)

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution

~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~

## Changelog

🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
2024-06-11 21:58:09 -07:00
tmyqlfpir f6d28662a3 Add circuit component cameras (#83578)
## About The Pull Request
This PR introduces a limited set of camera components that can be used
by surveillance security consoles and the PDA/laptop camera app.

<img width="366" alt="components"
src="https://github.com/tgstation/tgstation/assets/80724828/0e628863-9998-46d6-8822-e0a44543b4c2">

There is four camera components, each limited to a specified shell
circuit type.

Additionally, drone circuit shells can now use the recharge stations
too, much like how mobs with BCIs can recharge.

### New Components

<img width="136" alt="drone camera"
src="https://github.com/tgstation/tgstation/assets/80724828/fd045871-56bf-44a6-bb4f-ebe895d56d3d">

* Drone Camera
This camera component captures the surrounding area. It has an option to
set the camera range (near 5x5/far 14x14).

<img width="136" alt="bci camera"
src="https://github.com/tgstation/tgstation/assets/80724828/16bf2dd1-823b-4d66-8249-5d0f1bb1b779">

* BCI Camera
This camera component uses the active user's eyes as a camera function.
If the user's sights are damaged, the range will be forced to the near
setting. If the user is unconscious/dead/blinded or has no eyes, the
stream will be cut off.
It has an option to set the camera range (near 5x5/far 14x14).

<img width="136" alt="polaroid camera"
src="https://github.com/tgstation/tgstation/assets/80724828/7c4d53df-b4af-4f7c-8942-a63842510720">

* Polaroid Camera Add-On
This camera component streams to a camera network. The camera range is
hardcoded to the near setting (5x5).

<img width="136" alt="airlock camera"
src="https://github.com/tgstation/tgstation/assets/80724828/5d9e9d55-49fc-45a7-99c8-aaf1ae08f6d1">

* Airlock Camera
This camera component streams to a camera network. The camera range is
hardcoded to the near setting (5x5).

### Features

* The cameras can be EMP'd and will be disabled for 90 seconds if
successful
* When the cameras are active, they will actively drain the cell's power
per second (near range uses 3kJ & far range uses 8kJ)
* Advance camera console/AIs can use these cameras, however the camera
light is disabled (they will be useless in dark areas)

### Screenshots In Action
<details>
This is the drone camera viewed on a security camera console<br>
<img width="425" alt="near"
src="https://github.com/tgstation/tgstation/assets/80724828/e5247828-0fee-4552-9e70-5e5ee897c117"><br>
This is the same drone, now set to the far range setting<br>
<img width="425" alt="far"
src="https://github.com/tgstation/tgstation/assets/80724828/e58e3e85-aa90-4f1a-9dff-957c65764b77"><br>
</details>

## Why It's Good For The Game
This promotes emergent gameplay and improves the overall usefulness for
drones as they can be 100% used remotely.

## Changelog
🆑
add: Added new circuit camera components
qol: Circuit drones can now recharge at recharge stations
/🆑

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
2024-06-08 10:49:49 +00:00
_0Steven c10b0d3b2f Remove a bunch of unnecessary periods from photo descriptions containing living entities. (#83564)
## About The Pull Request

Looking at a picture I noticed the description was a bit off, so I did
some testing:

![image](https://github.com/tgstation/tgstation/assets/42909981/828664eb-d619-4000-8fcf-a847b8746556)
Lo and behold, wow it really does just slap periods on everywhere huh?

So I just went through the code for getting mob photo descriptions and
shuffled around where and when the periods are placed til it no longer
did that:

![image](https://github.com/tgstation/tgstation/assets/42909981/ed926ea6-5d4e-42d7-ab49-a9c6fd517bb1)
Also replaced a single letter variable while I was at it.

### EDIT:
Also added newlines between them, for good measure.

![image](https://github.com/tgstation/tgstation/assets/42909981/814b778b-6aac-4e9a-be90-8a2ed78fed08)

## Why It's Good For The Game

Think it's better for there to not be excess periods. ..

### EDIT:
The added newlines also make it, well, more readable.

## Changelog
🆑
spellcheck: Photo descriptions containing living entities no longer have
a pile of unnecessary periods. .. Which they used to have between
describing different entities. .. Also removed that additional space
they had too sometimes..
qol: Photo descriptions containing living entities have these
sub-descriptions split into newlines for ease of reading.
/🆑
2024-06-01 18:08:44 +02:00
Jeremiah 8e3f635b98 Alt click refactor (#82656)
## About The Pull Request
Rewrites how alt click works. 
Based heavily on #82625. What a cool concept, it flows nicely with
#82533.

Fixes #81242 
(tm bugs fixed)
Fixes #82668

<details><summary>More info for devs</summary>

Handy regex used for alt click s&r:
`AltClick\((.*).*\)(\n\t.*\.\.\(\))?`
`click_alt($1)` (yes I am aware this only copies the first arg. there
are no other args!)

### Obj reskins
No reason for obj reskin to check on every single alt click for every
object. It applies to only a few items.
- Moved to obj/item
- Made into signal
- Added screentips

### Ventcrawling
Every single atmospherics machine checked for ventcrawling capability on
alt click despite only 3 objects needing that functionality. This has
been moved down to those individual items.
</details>

## Why It's Good For The Game
For players: 
- Alt clicking should work more logically, not causing double actions
like eject disk and open item window
- Added context menus for reskinnable items
- Removed adjacency restriction on loot panel

For devs:
- Makes alt click interactions easier to work with, no more click chain
nonsense and redundant guard clauses.
- OOP hell reduced
- Pascal Case reduced
- Glorious snake case

## Changelog
🆑
add: The lootpanel now works at range.
add: Screentips for reskinnable items.
fix: Alt click interactions have been refactored, which may lead to
unintentional changes to gameplay. Report any issues, please.
/🆑
2024-04-16 17:48:03 -06:00
MrMelbert 995d8e2ee1 Fixes a variety of input stalling exploits (#82577)
## About The Pull Request

Fixes the following input stalling exploits (maybe missed some): 

- Changing GPS tag 
- Setting teleporter destination
- Request Console Reply
- Various AI law board interactions
- Note, I used `is_holding` but technically this means these fail with
telekinesis. I can swap them to `can_perform_action(...)`, which allows
TK, but I noticed some places explicitly deny TK interactions with Ai
law boards. Not sure which is preferred.
- Borg Rename Board
- Plumbing Machines and Ducts
- APCs and SMES terminal placements
- Stargazers Telepathy
- Go Go Gadget Hat

## Changelog

🆑 Melbert
fix: You can't change the GPS tag of something unless you can actually
use the GPS
fix: You can't set the teleporter to a location unless you can actually
use the teleporter
fix: You can't reply to request console requests unless you can actually
use the console
fix: You can't update AI lawboards unless you're actually holding them 
fix: You can't update a borg rename board unless you're actually holding
it
fix: You can't mess with plumbing machines unless you can actually use
them
fix: You can't recolor / relayer ducts unless you're actually holding
them
fix: You can't magically wire APCs and SMESs unless you're right by them
fix: You can't use Stargazer Telepathy on people who you can't see
fix: You can't configure the Inspector Hat unless you can actually use
it
/🆑
2024-04-12 03:03:27 +00:00
John Willard 430896b5cf Blueprints tgui (#82565)
## About The Pull Request

Blueprints now use a TGUI panel instead of the old HTML one.
Also did general code improvement and maintaining to blueprints in
general and also destroyed the ``areaeditor`` level, repathing it to
just 'blueprints'.
Also adds a sound when you look at structural data cause why not

Video demonstration:

https://github.com/tgstation/tgstation/assets/53777086/861773fd-3d57-472d-bc94-d67b0d4f1dbd

The 4 blueprint types:

![image](https://github.com/tgstation/tgstation/assets/53777086/bfd68eb5-c430-4608-a3f7-d6ac86727882)

## Why It's Good For The Game

Another HTML menu dead underground.
This is more responsive and doesn't require constant updating to see
which area you're in, feels less OOC (instead of saying "the blueprints
say", just say it, you ARE the blueprints).

Like, come on

![image](https://github.com/tgstation/tgstation/assets/53777086/fcf1b8b6-37c3-4c94-969f-3b121c983dc0)

Look at all this wasted space

![image](https://github.com/tgstation/tgstation/assets/53777086/1d3e61cd-bc56-4280-a3bb-0c66604e75b3)

## Changelog

🆑
refactor: Blueprints now use TGUI.
qol: Blueprints can now be used while lying down.
/🆑
2024-04-10 11:55:29 -07:00
LemonInTheDark ef714c1c34 Overlay Lighting Color/Intensity Pass (#81425)
## About The Pull Request

I was looking at screenshots of the game and realized we had a lot of
light sources that were really... flat.

Medium intensity, not colored at all, cringe.

So I went over all the uses of overlay styled lighting (since I've done
matrix lighting already) and gave them more unique features. Colors that
match the sprite they're used with, intensity to produce vibes, that
sort of thing.

It's kinda impossible to go one by one cause there's a LOT.

I may have gone a bit overboard with a few, I'm messing around with some
things like giving bots colors based off their department, etc. We'll
see how this all turns out.

Oh also I tweaked how the cone of overlay lighting is drawn. It seemed a
bit too present to me so I dropped the alpha down from like 200 to 120
at max (so it's roughly half of the mask's alpha so it's less
overwhelming

## Why It's Good For The Game

Lighting should be impactful, subtle and colorful

<details>
<summary>
Old Lights
</summary>


![dreamseeker_QJ5bFZxd63](https://github.com/tgstation/tgstation/assets/58055496/8ae74a95-32cb-473f-830a-ab4e1073a581)

![dreamseeker_DPVgI8wOoN](https://github.com/tgstation/tgstation/assets/58055496/149095af-a08a-4038-bf18-9e3401327452)

![dreamseeker_pyEmTAb37x](https://github.com/tgstation/tgstation/assets/58055496/6dbb6cf8-2ed7-4bc0-9d19-c64849088a33)

![dreamseeker_aDfvnea6YD](https://github.com/tgstation/tgstation/assets/58055496/4ed983e1-6be3-4513-ba3b-cecde08ccd38)

![dreamseeker_RnkQSwmxmc](https://github.com/tgstation/tgstation/assets/58055496/63e0210e-e1b1-42f0-be64-53d67c43f689)

![dreamseeker_G8NSC3lzAk](https://github.com/tgstation/tgstation/assets/58055496/93001925-904d-4061-8874-1d17bb225a90)

![dreamseeker_yASfxtbHDR](https://github.com/tgstation/tgstation/assets/58055496/ce0ae9ad-9067-44e0-9491-3ef331bbbb84)

![dreamseeker_4ecBbG5urI](https://github.com/tgstation/tgstation/assets/58055496/ce82f471-15c7-40ce-bc08-be4f5dc8a3b7)

![dreamseeker_udYlv8uAce](https://github.com/tgstation/tgstation/assets/58055496/c516a278-852b-44b8-ba7c-1203cea3f845)

![dreamseeker_bc2120Fnmr](https://github.com/tgstation/tgstation/assets/58055496/87a1429a-2329-4dd5-8c7b-ff44f54a08bb)

</details>

<details>
<summary>
New Lights
</summary>


![dreamseeker_0H11TyhGgx](https://github.com/tgstation/tgstation/assets/58055496/75b68a25-055e-488c-af82-b062dbe7413e)

![dreamseeker_2B9AENHsfl](https://github.com/tgstation/tgstation/assets/58055496/b52d441c-6ed3-495b-9ebd-9b0c9f924f30)

![dreamseeker_3vOVRRMTSP](https://github.com/tgstation/tgstation/assets/58055496/b265578f-34cc-4a0a-80ea-3237fb83df33)

![dreamseeker_5bTLup65rx](https://github.com/tgstation/tgstation/assets/58055496/6fcd3dc0-5927-458a-9f77-5582ad57a954)

![dreamseeker_iZzxZv4nfW](https://github.com/tgstation/tgstation/assets/58055496/67c3af13-2305-4130-936b-19ded08ccc4e)

![dreamseeker_Lhe9TSA0Av](https://github.com/tgstation/tgstation/assets/58055496/a5310e58-0ff1-45ac-bb81-b4a0212eb0ce)

![dreamseeker_ngQJUv0tV4](https://github.com/tgstation/tgstation/assets/58055496/c3d7423a-ab32-4401-9ffa-c4c3b7811334)

![dreamseeker_PL0z6sU7by](https://github.com/tgstation/tgstation/assets/58055496/2947d828-3aee-48c2-903f-2bf0db9077d2)

![dreamseeker_xineFZDzPA](https://github.com/tgstation/tgstation/assets/58055496/095ff8b0-51cf-4f7c-a2ee-752d9d7e87bd)

![dreamseeker_zpXxbZZakS](https://github.com/tgstation/tgstation/assets/58055496/c4200d35-a2fa-4c3f-8e88-1fd87f44cd46)

</details>

## Changelog
🆑
add: Tweaked the saturation, color and intensity of a bunch of lights
/🆑
2024-03-09 23:57:19 +00:00
Ben10Omintrix fcc87b4801 virtual pets (#81342)
players can now download their very own virtual pet through a new PDA
app. this pet is called orbie and u can interact with him in alot of
unique ways

happiness can be increased by regularly grooming ur pet, feeding him, or
u can arrange with other players playdates for ur pets, they can play
with each other and both their happiness will increase

u can get food from ur pet through ur pda, it will assign u a random
drop zone location in the station u need to go to, after which u can
obtain ur pet's food then ur PDA will spawn a virtual chocolate bar that
ur pet loves to eat. it wont assign u dropzone locations that are
restricted or hard to reach, however if the area it assigns u is a bit
difficult to get to, u can reroll the location after a small cooldown

u can also level up ur pet to make it gain new helpful abilities and
more cosmetic options. the main way to level up ur pet is by walking it,
so u can have it follow u while u are doing ur job on the station and it
will passively get exp. u get an increased exp modifier per step if ur
pet is happy and not hungry. At level 2, ur pet will gain an ability to
toggle lights and will also read outloud to u any PDA messages u
recieve. at level 3, ur pet gains a camera ability. u can command it to
take a photo afterwhich the picture will be saved directly in ur pda

u also have alot of customization options for ur pet!

u can change its color, name, gender, and u can make it wear hats! u can
unlock more hats for ur pet if u level it up further. these
customizations change ur pet's hologram appearance as well as its
profile picture on the pet network.

u can view how other player's virtual pets are progressing through the
pet network. each time ur pet reaches a new milestone, an update will
automatically be sent out on the network

if ur pet's milestones gets likes from other players, it will become
happier

this app also allows u to program new tricks for ur pet. U can create a
custom trick sequence, and change the trick's name. If u say the trick's
name outloud to ur pet it will do the sequence u programmed.
2024-02-29 04:24:10 +00:00
LemonInTheDark 70651816c2 Fixes complex lights not handling moving well, renames lighting defines (#81423)
## About The Pull Request

[Fixes static lights not
moving](https://github.com/tgstation/tgstation/commit/ffef43c05a55dae414ef94558ecf9b9df709ded7)

Worked fine when the owner moved, but if the owner was inside something
else, it would try and trigger an update on the PARENT's lights, which
are obviously not us.

[Renames MOVABLE_LIGHT and STATIC_LIGHT to better describe what they
do](https://github.com/tgstation/tgstation/commit/de73a63bd4d97783c69c95370726d1c253ffb8fe)

People keep trying to change the lighting system of lamps and it makes
me mad.
I choose OVERLAY_LIGHT and COMPLEX_LIGHT here, I couldn't figure out a
better name for turf matrix lighting. Suggestions welcome

## Why It's Good For The Game

Closes #80005
Hopefully improves understanding of lighting at a glance
## Changelog
🆑
fix: Fixes fancy lights not updating their source location when picked
up and moved
/🆑
2024-02-12 20:50:20 +01:00
_0Steven fdb55639d7 Making the camera circuit actually work again, and letting it work while held. (#80533)
## About The Pull Request

Alternative title: Hidden Pocket Camera Circuits! _(That Actually
Work)_.

So camera circuits have been broken for a while, and looking deeper into
it this seems to be because at some point someone moved the user check
for customization to before actually creating the picture item. Because
camera circuits rely on calling the `captureimage()` proc with a null
user, this made it so no image was ever printed nor were the photos left
decremented.

Similarly, multiple times I've encountered people being confused about
why their camera circuit isn't even trying to proc while held or hung
around their neck. So I decided to add a check to the `can_target()`
proc for whether it's on a carbon and what it could see from the given
carbon. This allows it to work while held, while hung around one's neck,
and while hidden sneakily in one's pockets. Well, insofar a bright flash
and camera snap are sneaky.
Notably it doesn't work when put in a bag in your inventory. While
having it work from a briefcase would be _incredibly_ funny, that's
outside of the scope of this pr.
Additionally, it felt weird for it to just drop the picture while
procced in your inventory, so I made it first try to put the printed
picture in the carbon's hands if at all possible.

While looking through the code, I also found that there was a typo in
where the circuit calls `captureimage()`, where `camera.picture_size_y`
was used in place of where `camera.picture_size_x` should be.
## Why It's Good For The Game

It makes camera circuits actually work again.

As for having them work while on a carbon, I've encountered multiple
people who were confused about their camera circuits not even _trying_
to proc while held or hung around their neck, when logically they
should- it's visible, after all. Hell, when held it works manually, but
not with a circuit!
Then, camera circuits working in one's pockets were a side-effect of my
first naive fix, and I thought it'd be neat to keep in; the ability to
make hidden pocket cameras just sounds cool to have. They're also only
hidden insofar you can still see the flash and hear the snap.
## Changelog
🆑
fix: Camera circuits actually print pictures again!
qol: Camera circuits can now take pictures while on a carbon, whether
held, hung around the neck, or sneakily hidden in either pocket. When
held they try to deposit their pictures into the holder's hands if
possible.
fix: Camera circuits should now actually use the camera's x axis picture
size, rather than using the camera's y axis picture size setting for
both axis.
/🆑
2023-12-25 00:41:10 +01:00
san7890 7f7688b60a Demotes the "electrical conductivity" flag from flags_1 to obj_flags (#80033)
## About The Pull Request

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

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

I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️
2023-12-01 21:43:46 -05:00
Singul0 65b3788bcb Advanced Plastic Surgery 2.0, It's rare now. (#78504)
## About The Pull Request
A revival of #76508 which got closed due to it eating up genetics niche.
This PR fixess that issue by seperating the surgery into two. the normal
roundstart plastic surgery and advanced plastic surgery. both works
identically with the one exception being that the advanced one allows
the feature that the last PR tried to add. which is to allow surgery to
mimic people in photographs.
the regular one remains as-is.

The disk containing the surgery can be found in a lot of places, a
role-restricted item to doctors and roboticists for 1TC, as a rare maint
loot and BEPIS technode reward
## Why It's Good For The Game
Opportunity for more fun gimmicks, ammo for BB's and paranoia, staple of
SS13 gameplay.
This also retroactively buffs forensic scanners and records since it
really only changes your name and voice. You can change your hair all
you want but anything more than that is a trip to genetics. overall
allows for more engaging gameplay while not detracting from genetics
niche with how niche and rare it would appear in rounds.
## Changelog
🆑
add: Adds an advanced plastic surgery procedure, allowing you to imitate
people in pictures. Simply hold a picture in your offhand of the person
you wish to imitate as while conducting the surgery! Remember, it's not
foolproof, it only changes your name and voice!
adds: You can obtain the disk containing the afromentioned surgery. as a
role-restricted item to doctors and roboticists for 1TC, as a rare maint
loot and BEPIS technode reward
/🆑

---------

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-09-25 17:49:30 +02:00
Zephyr 1b96345e44 Multi-Z Support for Lazy Templates | Cleans up some turf flag misuse (#77786)
## About The Pull Request

Adds multi-z support for lazy templates
Also fixes some improper use and placement for turf flags
## Why It's Good For The Game

Shadow needs/wants this for bit runner maps.
Turf flags are also why lava has been generating in places it shouldnt.
(inside of ruins)
## Changelog
🆑
fix: Lava can no longer occasionally generate inside of previously
loaded templates and breach and/or destroy shit
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-09-19 01:06:08 +00:00
LemonInTheDark 4d1e34322f Macros multi-z code, removes the false premise of manual offsets (#76248)
## About The Pull Request

[Removes the pretense of relative multiz
levels](https://github.com/tgstation/tgstation/pull/76248/commits/0293fdc2bd8c8af7a0d18da33265e060789c71f7)

Our multiz system does not support having a z level that is only
connected one way, or which goes down backwards or anything like that.

That's a fiction of the trait system, the actual backend has never
really supported this.

This pr removes the assumptions we were making backend around this, and
uses that to save cpu time.

I am also converting multiz_levels from an assoc list to a pure one,
which saves significantly on access times and cleans up the code
somewhat.

Also I'm making the get_below/get_above procs into macros, for the sake
of cpu time.

[Converts the starlight disease to use BYOND's directional defines
instead of our
own](https://github.com/tgstation/tgstation/commit/7d698f02d991eb4e1bde56314c657cf6e48ceb5d)

To some extent spurred on by
https://github.com/DaedalusDock/daedalusdock/pull/298, tho it was known
before

## Why It's Good For The Game

Faster multiz code, faster init, etc etc etc
2023-07-05 18:31:27 -06:00
RealityOverseer 2a060923bb Fix Photographs (#75474)
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/74869 by adding a 1
to the width and height for the borders of photos which fixes the bug.
Upon examining the code it seems like clone_area is found via size_x/y *
2 + 1 while the height and width of the photos were only set to size_x/y
* 2.
## Why It's Good For The Game
When you take a photo you expect to be able to see the content of the
things in the photo.
## Changelog
:cl:Reality Overseer
fix: fixed photographs having black borders in photos
/🆑
2023-05-17 11:44:51 -07:00
ArcaneMusic f2fd69a49a Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. (#75052)
Ladies, Gentlemen, Gamers. You're probably wondering why I've called you
all here (through the automatic reviewer request system). So, mineral
balance! Mineral balance is less a balance and more of a nervous white
dude juggling spinning plates on a high-wire on his first day. The fact
it hasn't failed after going on this long is a miracle in and of itself.

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

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

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

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

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

Except for foam darts.

I did round up foam darts.

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

Items individual numbers have not been adjusted yet, but we can
standardize how the conversation can be held and actually GET SOMEWHERE
on material balance as opposed to throwing our hands up or ignoring it
for another 10 years.
2023-05-03 14:44:51 +00:00
Tim 7e37eafb24 Camera Obscura pictures now steal souls (#74528)
## About The Pull Request

![ghost-hunters-tech-guide-ghost-camera](https://user-images.githubusercontent.com/5195984/230062494-4d942a9f-a319-446e-befd-2c2fb8cefc95.jpg)

But only for the `MOB_SPIRIT` biotype. This will also stun and reveal
revenants briefly even if they are hidden.

## Why It's Good For The Game
It's funny and a slightly silly way to combat revenants by using
paparazzi.

## Changelog
🆑
balance: "Camera Obscura" (crafted with holy water + camera) will now
steal the soul of ghostly apparitions when a picture is taken causing
damage. This will also stun and reveal revenants briefly.
/🆑
2023-04-26 07:57:34 -04:00
Tim 4397d63a55 Split weapons_and_items.dmi icons into their own categories (#74363)
## About The Pull Request
This sprite file had been a dumping ground for miscellaneous sprites for
the past decade. It's bloated and full of random kinds of icons and even
has a few unused ones. It's time to reorganize them into their own
separate dmi's based on theme.

## Why It's Good For The Game
Better organization and easier access when looking for stuff.

## Changelog
🆑
imageadd: Split all icons in weapons_and_items.dmi to their own
categories
imagedel: Removed some unused icons
/🆑
2023-04-06 08:30:57 +12:00
Tim 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
2023-02-16 20:22:14 -05:00
Zephyr 5dbaa25f91 [NO GBP] Lazy Template Cordoning | Double Runtime Fix (#72709)
## About The Pull Request

Adds automatic cordoning to block reservations.
Also fixes an issue where ChangeTurf would cause SSicon_smoothing to
throw runtimes by calling QUEUE_SMOOTH regardless of initialization
completion

## Why It's Good For The Game

## Changelog

---------

Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-01-29 18:48:38 -08:00
John Willard af98c74f4a Adds maintenance tablet apps (Health analyzer is one now too) (#71738)
About The Pull Request

Sprites were generously made by https://github.com/Tramzz

This was a branch I've been putting off for months because my hatred for tablet apps brought me to removing computer parts, tablets, and ntnet, however I've now returned (after a lot more procrastination).

Adds Maintenance tablet applications to the game, so far there's only three of them, for proof of concept;

    The health analyzer app (the chem analyzer part is removed entirely) move away from being given to medical/geneticists/detectives/RD.

There is on exception, which is the CMO, who gets to have the application on their tablet roundstart. Maybe it could be given to their role disk as well?

    A camera application:

image
image

    MODsuit control application:

image
image

image

Maintenance applications stand out from normal tablet apps because they can't be downloaded off the App store, and instead can only be found in maintenance, with a one-use download, cloning the application from a disk to a computer, or vice versa, will delete the old one, meaning you can only have one application at once.
Why It's Good For The Game

This is more as a proof of concept for maintenance applications, but I also think that the analyzer application wasn't really that good as an app, you should either use a health analyzer or the wand in front of medbay, you shouldn't just have one in your tablet at all times because it makes it lame if your analyzer is stolen.
Changelog

cl JohnFulpWillard, sprites by Tramzz
add: Added Maintenance tablet applications, applications that can't be cloned or downloaded from the store, instead you can find one app in maintenance.
balance: The Analyzer tablet application is also a maintenance tablet application now.
/cl
2023-01-19 10:43:32 +13:00
Jeremiah 872e64fb05 Adds spaces around logical operators (#72603)
## About The Pull Request
Part of a prior PR that was closed (#72562). This version does not add
the check in CI.
## Why It's Good For The Game
The work is already done, so I figured why not.
## Changelog
N/A Nothing player facing

Co-authored-by: Jeremiah Snow <jlsnow301@pm.me>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-01-16 16:56:35 -08:00
Mothblocks f54dcda1c0 afterattack now returns a flag if it's reasonable to suspect the user intends to act on an item (#72320)
Necessary for #72292 to work effectively, and probably not very useful
out of that context. Split out of its own PR because this is long and
boring.

I want to make sure that we're catching actual mistakes there, and not
just experiencing side effects of how shitty the attack chain is.
2023-01-04 21:10:41 -08:00
AnturK 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>
2022-11-15 03:50:11 +00:00
John Willard 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.
2022-10-01 09:47:52 -07:00
tattle fd9f50c552 [IDB IGNORE] Renames the inhand/misc folder to inhand/items (#69573)
Also adds balloons to inhand/items
2022-09-01 03:29:10 +02:00
tattle d91390a447 [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) (#69416)
Moves singulo and supermatter dmis into obj/engine, renamed from obj/tesla_engine
Moves Halloween, Christmas, and misc holiday items to obj/holiday
Moves lollipops to obj/food
Moves crates, closets, and storage to obj/storage
Moves assemblies to obj/assemblies
Renames decals.dmi to signs.dmi ...because they're signs and not decals
Moves statues, cutouts, instruments, art supplies, and crayons to obj/art
Moves balloons, plushes, toys, cards, dice, the hourglass, and TCG to obj/toys
Moves guns, swords, shields to obj/weapons
2022-08-24 20:49:35 -03:00
MrMelbert 92dc954ab5 Fixes 118(give or take) cases of mapload not being passed to initilaize (#69107)
fixes 114 cases of mapload not being passed to initilaize
2022-08-11 10:22:33 -04:00
ArcaneMusic 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.**
![](https://i.imgur.com/Yq5qA0O.png)
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.
2022-04-27 03:01:21 -07:00
Jeremiah 30253cf6a8 Tgui input refresh (#64331) 2022-02-05 19:44:59 +02:00