Commit Graph

160 Commits

Author SHA1 Message Date
Leland Kemble 00bf9fdfb5 Fixes everything that should care if they don't have enough power not caring if they don't have enough power (#94576)
## About The Pull Request

[cost of operation] < [available consumed power] is a check that will
never succeed, because it'll never have consumed more power than
`amount`. Currently, this doesn't cause any issues when there is enough
power because it's < and not <=. But it does mean that machines that
check if use_energy() succeeded will never fail. Unless there's no APC.

## Why It's Good For The Game

Checks checking for what they're checking for is generally a positive
for the utility of said checks

## Changelog
🆑

fix: Things that are supposed to be able to fail to draw enough power to
operate are actually able to do so.

/🆑
2025-12-25 00:14:13 +01:00
MrMelbert 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)
/🆑
2025-05-19 13:32:12 +10:00
Ghom 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.
/🆑
2025-04-23 20:18:26 +00:00
SyncIt21 d351819da1 APC breaker properly shuts off all power (#86748)
## About The Pull Request
- Fixes #86736

## Changelog
🆑
fix: apc breaker properly shuts off all power
/🆑
2024-09-19 11:33:03 -04:00
norsvenska 5f80128fa9 Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request

it's - conjunction of "it" and "is"
its - possessive form of "it"

grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good

## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
2024-07-21 13:41:37 -06:00
Watermelon914 0db2a23faf Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#84079)
## About The Pull Request
As the title says. A standard power cell now only stores 10 KJ and
drains power similar to how it did before the refactor to all power
appliances.

The new standard megacell stock part stores 1 MJ (what cells store right
now). APCs and SMESs have had their power cells replaced with these
megacell stock parts instead. Megacells can only be used in APCs and
SMESs. It shouldn't be possible to use megacells in any typical
appliance.

This shouldn't change anything about how much 'use' you can get out of a
power cell in regular practice. Most should operate the same and you
should still get the same amount of shots out of a laser gun, and we can
look at expanding what can be switched over to megacells, e.g. if we
want mechs to require significantly more power than a typical appliance.

Thanks to Meyhazah for the megacell icon sprites.

## Why It's Good For The Game
Power cell consumption is way too high ever since the power appliance
refactor that converted most things to be in joules. It's a bit
ridiculous for most of our machinery to drain the station's power supply
this early on.

The reason it's like this is because regular appliances (laser guns,
borgs, lights) all have a cell type that is identical to the APC/SMES
cell type. And it means that if we want to provide an easy way to charge
these appliances without making it easy to charge APCs/SMESs through a
power bug exploit, we need to introduce a new cell type to differentiate
between what supplies power and regular appliances that use power. This
is primarily what the megacell stock part does.

This moves us back to what it was originally like before the power
refactor, where recharging power cells wouldn't drain an exorbitant
amount of energy. However, it maintains the goal of the original
refactor which was to prevent people from cheesing power generation to
produce an infinite amount of power, as the power that APCs and SMESs
operate at is drastically different from the power that a regular
appliance uses.

## Changelog
🆑 Watermelon, Mayhazah
balance: Drastically reduces the power consumption and max charge of
power cells
balance: Added a new stock part called the battery, used primarily in
the construction of APCs and SMESs.
add: Suiciding with a cell/battery will shock you and potentially dust
you/shock the people around you if the charge is great enough.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2024-06-25 00:32:19 +00:00
FlufflesTheDog 5c6e837dee Fix printed structures/machines having a random offset (#84272)
## About The Pull Request
Checks for isitem() when printing at a lathe, to avoid offsetting things
that can't be picked up.
Also removes a redundant nullcheck in machine/powered(), get_area
already covers being in nullspace, and setting a machine that doesn't
use power to be unpowered is erroneous- the area based power updating
early returns for such machines, leaving them forever unusuable.
## Why It's Good For The Game
Having structures (or possibly machines) offset on their tile looks
really not good, and can't generally be fixed in-game.
2024-06-24 15:41:17 -05:00
Afevis f0d2ef6f5c Fixes runtime when an APC has a functional external power supply but no power cell inserted (#83091)
![image](https://github.com/tgstation/tgstation/assets/6209658/059c5647-55c2-4509-8cce-7bcb565f6070)


![image](https://github.com/tgstation/tgstation/assets/6209658/5f7c0335-fda1-4db7-b24e-99c9fbb5169c)

```
[2024-05-03 02:26:28.713] RUNTIME: runtime error: Cannot execute null.use().
 - proc name: draw energy (/obj/machinery/power/apc/proc/draw_energy)
 -   source file: code/modules/power/apc/apc_main.dm,709
 -   usr: null
 -   src: the Brig Entrance APC (/obj/machinery/power/apc/auto_name/directional/north)
 -   src.loc: the floor (66,117,2) (/turf/open/floor/iron)
 -   call stack:
 - the Brig Entrance APC (/obj/machinery/power/apc/auto_name/directional/north): draw energy(2565)
 - the Brig Entrance APC (/obj/machinery/power/apc/auto_name/directional/north): early process(2)
 - Machines (/datum/controller/subsystem/machines): fire(0)
 - Machines (/datum/controller/subsystem/machines): ignite(0)
 - Master (/datum/controller/master): RunQueue()
 - Master (/datum/controller/master): Loop(2)
 - Master (/datum/controller/master): StartProcessing(0)
 - 
```

```
[2024-05-03 02:08:31.047] RUNTIME: runtime error: Cannot execute null.use().
 - proc name: use energy (/obj/machinery/proc/use_energy)
 -   source file: code/modules/power/power.dm,180
 -   usr: null
 -   src: the disposal unit (/obj/machinery/disposal/bin/tagger)
 -   src.loc: the floor (51,156,2) (/turf/open/floor/iron)
 -   call stack:
 - the disposal unit (/obj/machinery/disposal/bin/tagger): use energy(100, 1, 0, 1)
 - the disposal unit (/obj/machinery/disposal/bin/tagger): process(2)
 - Machines (/datum/controller/subsystem/machines): fire(1)
 - Machines (/datum/controller/subsystem/machines): ignite(1)
 - Master (/datum/controller/master): RunQueue()
 - Master (/datum/controller/master): Loop(2)
 - Master (/datum/controller/master): StartProcessing(0)
 - 
```

Don't think this one has an issue report, but it's all over in the
runtime log.

Fixes #83106
2024-05-07 05:24:40 +02:00
san7890 c403a6eccc Wraps lowertext() to ensure proper stringification. (#82442)
## About The Pull Request

Fixes #82440

This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not
lost on me) to wrap around all calls of `lowertext()` and ensure that
whatever we input into that proc will be stringified using the `"[]"`
(or `tostring()` for the nerds) operator. very simple.

I also added a linter to enforce this (and prevent all forms of
regression) because I think that machines should do the menial work and
we shouldn't expect maintainers to remember this, let me know if you
disagree. if there is a time when it should be opted out for some
reason, the linter does respect it if you wrap your input with the
`UNLINT()` function.
2024-04-10 12:19:43 -07:00
Jeremiah 9723b4b317 Replaces even more deciseconds with SECONDS (#82438)
## About The Pull Request
Using these search regexes:

Ending in 0:
`addtimer\((.*),\s?(\d{1,3})0\b\)`
replacement:
`addtimer($1, $2 SECONDS)`

Two digit ending in odd:
`addtimer\((.*), (\d)([1-9])\)$`
replacement:
`addtimer($1, $2.$3 SECONDS)`

Single digit ending odd:
`addtimer\((.*), ([1-9])\)$`
replacement:
`addtimer($1, 0.$2 SECONDS)`

## Why It's Good For The Game
Code readability

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-04-06 15:18:49 -06:00
_0Steven 25bec6190b Fixes issues with multitools on power objects (#82389)
## About The Pull Request

So at some point the power object's `multitool_act(...)` proc was set to
_always_ block, for what I could find to be no discernable reason.

### The Main Thing


https://github.com/tgstation/tgstation/blob/d38f9385b863e49f83455a227764d302629e2867/code/modules/power/power.dm#L62-L74
Now, of course, it shouldn't, because this cuts the entire chain short
and thus blocks any other multitool interactions. Like opening the wires
panel with a multitool, in this case. Even if `can_change_cable_layer`
were to be false and thus the object would never actually care about
having this interaction, it'd _still_ block it.

So we don't do that. But what _do_ we do?
I decided to just split off the actual cable changing part into its own
proc, `cable_layer_act(...)`.
```dm
/obj/machinery/power/proc/cable_layer_act(mob/living/user, obj/item/tool)
	var/choice = tgui_input_list(user, "Select Power Line For Operation", "Select Cable Layer", GLOB.cable_name_to_layer)
	if(isnull(choice))
		return ITEM_INTERACT_BLOCKING

	cable_layer = GLOB.cable_name_to_layer[choice]
	balloon_alert(user, "now operating on the [choice]")
	return ITEM_INTERACT_SUCCESS
```
Which is then called on `multitool_act(...)`, if
`can_change_cable_layer` is true.
```dm
/obj/machinery/power/multitool_act(mob/living/user, obj/item/tool)
	if(can_change_cable_layer)
		return cable_layer_act(user, tool)
```
Which continues with the chain if we can't change layers by default, and
otherwise lets `cable_layer_act(...)` work out whether we should block
or continue.
Notably, we've removed the `cable_layer_change_checks(...)` proc from
the equation, and just let inheritors override it to add their own
preconditions and what flags they should return.
On its own this fixes the APC wire panel interactions, but also lets us
just return `NONE` when we need to.
```dm
/obj/machinery/power/emitter/cable_layer_act(mob/living/user, obj/item/tool)
	if(panel_open)
		return NONE
	if(welded)
		balloon_alert(user, "unweld first!")
		return ITEM_INTERACT_BLOCKING
	return ..()
```

### The OTHER Things

While doing this I noticed there's actually very little sanity checks
after we close our input list.
```dm
var/choice = tgui_input_list(user, "Select Power Line For Operation", "Select Cable Layer", GLOB.cable_name_to_layer)
if(isnull(choice))
	return ITEM_INTERACT_BLOCKING
```
We only care about whether we made a choice!
Testing this, lo and behold, this can cause runtimes if the power object
gets qdeleted before you close the menu.
As a funny side, it _also_ doesn't care about whether you're on the
other side of the station, while your multitool is on a different
z-level, or just doesn't exist anymore.
So we just add a few basic sanity checks while we're at it.
```dm
var/choice = tgui_input_list(user, "Select Power Line For Operation", "Select Cable Layer", GLOB.cable_name_to_layer)
if(isnull(choice) || QDELETED(src) || QDELETED(user) || QDELETED(tool) || !user.Adjacent(src) || !user.is_holding(tool))
	return ITEM_INTERACT_BLOCKING
```
That's all. Having done some basic testing, I believe the behaviour is
otherwise unaffected.
## Why It's Good For The Game

It's annoying to need to swap to an empty hand or wirecutters to
interact with APC, emitter, or tesla coil wires.
This fixes that. (Fixes #81745.)
...and then a few other tidbits I realized existed.
## Changelog
🆑
fix: Fix using a multitool on a power object with wires not actually
opening the wires menu when it should.
fix: Fix a runtime from a power object being deleted before selecting
what cable layer to put it at.
fix: Fix power object cable changing not caring about whether you were
still adjacent, still holding your multitool, or whether it even still
existed after the selection menu was closed.
/🆑
2024-04-02 17:42:00 -06:00
Pickle-Coding c1f11f26ce Converts arbitrary energy units to the joule. Fixes conservation of energy issues relating to charging cells. (#81579)
## About The Pull Request
Removes all arbitrary energy and power units in the codebase. Everything
is replaced with the joule and watt, with 1 = 1 joule, or 1 watt if you
are going to multiply by time. This is a visible change, where all
arbitrary energy units you see in the game will get proper prefixed
units of energy.

With power cells being converted to the joule, charging one joule of a
power cell will require one joule of energy.

The grid will now store energy, instead of power. When an energy usage
is described as using the watt, a power to energy conversion based on
the relevant subsystem's timing (usually multiplying by seconds_per_tick
or applying power_to_energy()) is needed before adding or removing from
the grid. Power usages that are described as the watt is really anything
you would scale by time before applying the load. If it's described as a
joule, no time conversion is needed. Players will still read the grid as
power, having no visible change.

Machines that dynamically use power with the use_power() proc will
directly drain from the grid (and apc cell if there isn't enough)
instead of just tallying it up on the dynamic power usages for the area.
This should be more robust at conserving energy as the surplus is
updated on the go, preventing charging cells from nothing.

APCs no longer consume power for the dynamic power usage channels. APCs
will consume power for static power usages. Because static power usages
are added up without checking surplus, static power consumption will be
applied before any machine processes. This will give a more truthful
surplus for dynamic power consumers.

APCs will display how much power it is using for charging the cell. APC
cell charging applies power in its own channel, which gets added up to
the total. This will prevent invisible power usage you see when looking
at the power monitoring console.

After testing in MetaStation, I found roundstart power consumption to be
around 406kW after all APCs get fully charged. During the roundstart APC
charge rush, the power consumption can get as high as over 2MW (up to
25kW per roundstart APC charging) as long as there's that much
available.

Because of the absurd potential power consumption of charging APCs near
roundstart, I have changed how APCs decide to charge. APCs will now
charge only after all other machines have processed in the machines
processing subsystem. This will make sure APC charging won't disrupt
machines taking from the grid, and should stop APCs getting their power
drained due to others demanding too much power while charging. I have
removed the delays for APC charging too, so they start charging
immediately whenever there's excess power. It also stops them turning
red when a small amount of cell gets drained (airlocks opening and shit
during APC charge rush), as they immediately become fully charged
(unless too much energy got drained somehow) before changing icon.

Engineering SMES now start at 100% charge instead of 75%. I noticed
cells were draining earlier than usual after these changes, so I am
making them start maxed to try and combat that.

These changes will fix all conservation of energy issues relating to
charging powercells.
## Why It's Good For The Game
Closes #73438
Closes #75789
Closes #80634
Closes #82031

Makes it much easier to interface with the power system in the codebase.
It's more intuitive. Removes a bunch of conservation of energy issues,
making energy and power much more meaningful. It will help the
simulation remain immersive as players won't encounter energy
duplication so easily. Arbitrary energy units getting replaced with the
joule will also tell people more meaningful information when reading it.
APC charging will feel more snappy.
## Changelog
🆑
fix: Fixes conservation of energy issues relating to charging
powercells.
qol: APCs will display how much power they are using to charge their
cell. This is accounted for in the power monitoring console.
qol: All arbitrary power cell energy units you see are replaced with
prefixed joules.
balance: As a consequence of the conservation of energy issues getting
fixed, the power consumption for charging cells is now very significant.
balance: APCs only use surplus power from the grid after every machine
processes when charging, preventing APCs from causing others to
discharge while charging.
balance: Engineering SMES start at max charge to combat the increased
energy loss due to conservation of energy fixes.
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-03-23 16:58:56 +01:00
Zephyr 73b891388b Lathes no use power to print piecemeal AND respect area.requires_power (#81198)
check for area.requires_power
## About The Pull Request

If the area is supposed to not require power, we should respect that
Also it doesnt make sense to use all the power at once even though we
print items in series not parallel

fixes #81155

## Changelog
🆑
fix: lathes now respect always-powered areas
balance: lathes now use power as they print instead of all at once
/🆑
2024-02-01 13:31:57 +01:00
SyncIt21 2b6fec1c29 Turbine code cleanup (#80637)
## About The Pull Request
1. Removed unused vars `our_turf_thermal_conductivity`. It did nothing
2. Removed redundant vars such as
- `mapped` : It can be replaced with `maploaded` var inside
`Initialize()` proc as it simply checks if the turbine was created
during round start or not. This does mean that admin spawned turbine
parts won't come pre installed with parts but that's not a big deal
since they can spawn the parts anyway
- `has_gas_mix` : All turbine parts set's this var to `TRUE` so might as
well make that the default case
- `gas_theoretical_volume` : This can be passed as an param inside
`Initialize()` directly rather than storing it in a var which gets used
only once
3. Autodoc for procs, fixed return values of some tool acts &
`attackby`(we want to return TRUE to end the attack chain early).
Removes balloon alert when opening/closing panel. The visual overlay
makes that obvious
4. The turbine now shuts itself off when the room has no power/the
turbine is sufficiently damaged. The turbine uses a small amount of
power for operation (for that green light, internal electronics & stuff)
cause it makes sense
5. Fixes runtime when opening turbine computer and one of the turbine
parts is disconnected
6. Adds Screen tips & fixes examines (they weren't using the
`span_notice()` proc) and adds even more examines

## Changelog
🆑
fix: turbine now shuts itself off when the room apc loses power or if it
gets damaged. Also uses a small amount of power for operation of
internal electronics, the green light & other stuff
fix: No more runtime in turbine computer when parts are not fully
connected
qol: adds screentips & examines for turbine
code: removed unused vars, auto doc procs and cleans up some code in
turbine
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-01-02 14:02:54 +01:00
MrMelbert 1e76fd70b4 Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom (#79968)
## About The Pull Request

Implements half of this (with some minor changes): 


![image](https://github.com/tgstation/tgstation/assets/51863163/bf5cc4bb-5a1f-42e3-921d-9a57bc6096cc)

The ultimate goal of this is to split our attack chain in two: 
- One for non-combat item interactions
  - Health analyzer scanning
  - using tools on stuff
  - surgery
  - Niche other interactions
- One for combat attacking
  - Item hit thing, item deal damage. 
  - Special effects on attack would go here.  

This PR begins this by broadining tool act into item interact. 

Item interact is a catch-all proc ran at the beginning of attack chain,
before `pre_attack` and such, that handles the first part of the chain.

This allows us to easily catch item interaction and cancel the attack
part of the chain by using deliberate bitflag return values, rather than
`TRUE` / `FALSE`*.

*Because right now, `TRUE` = `cancel attack`, no matter what, which is
unclear to people.

Instead of moving as much as possible to the new proc in this PR, I
started by doing some easy, obvious things. More things can be moved in
the future, or technically they don't even need to move in a lot of
cases.

## Changelog

🆑 Melbert
refactor: Refactored some methods of items interacting with other
objects or mobs, such as surgery and health analzyers. Report if
anything seems wrong
/🆑
2023-12-08 23:50:19 -07:00
Redbert 353f18b585 Multitool can be used to access APC/Teslacoil/SMES/emitter internal wires (#77790)
## About The Pull Request
adjusted /obj/machinery/power/multitool_act to no longer return
successful for all return paths. allowing attack_chain to continue and
eventually hit the machine's attackby function and access machine wires

## Why It's Good For The Game
Multitool opens wire UI on doors and air alarms, it should be consistent
with other machines with wires.

## Changelog
🆑
fix: multitool can be used on APC/Teslacoil/SMES/emitter if it has
exposed wires.
/🆑
2023-08-26 04:14:05 +02:00
Inari-Whitebear 378b501f82 Make electrified grilles, APCs, SMES and buckled stuff shock as expected again (#77004)
## About The Pull Request

Fixes some issues form the #76075 rework.

1. Grilles didn't shock anymore unless placed on red (layer 1) wire. Now
it looks for any of the three layers.
2. APCs also didn't get the correct cable layer for shocking as you
build a terminal. So they wouldn't shock you if there wasn't a layer 1
cable that carried power. And no one ever uses layer 1 cables sadly. Now
they look for the cable layer you're building the terminal on.
3. SMES, like APCs, didn't check for the correct cable layer when
building a terminal. Now they do.
4. As far as I can tell, gas miners would also only have worked on cable
layer 1, now they work on all layers.

This is because before the #76075 rework, all machinery connected to a
"machinery" cable layer instead of an actual cable layer.
The reworks' `get_cable_node` assumes `CABLE_LAYER_1` as a default
parameter, causing only red cables to connect when no parameter is
passed, unlike before where all cables would connect.

The rework adjusted some machines to be able to connect to a specific
layer. But I think other "machines" such as grilles should just us all
layers available. So I adjusted the `get_cable_node` to look for all
layers unless a specific layer is specified in the call

## Why It's Good For The Game

Rage cages good
Maint shocking grilles good
No one knows to use red cable to shock stuff

🆑
fix: Cable connections on various structures including electrified
grilles, APC terminals, and SMES terminals have been rectified and will
shock as expected again.
fix: Gas miners draw power properly again.
/🆑
2023-07-22 17:53:54 +02:00
YesterdaysPromise fb10121022 Icons folder cleaning wave two (#76788)
## About The Pull Request

Further continous organizing and cleaning the Icons folder. There are
still some minior nitpicks left to do, but I reached my daily sanity
expenses limit again, and the faster these get in the less issues for
both me and others later. Also cleans some mess I caused by my blindness
last PR.

## Why It's Good For The Game

Saner spriters = better sprites
2023-07-14 18:36:41 +00:00
SyncIt21 354e75026d Power machines can now operate on different cable layers (#76075)
## About The Pull Request

Machines that require a cable underneath it to operate like Tesla, SMES,
Emitter & Turbine now look for the `cable_layer` (red, yellow, blue
default being yellow) to operate on and not `machine_layer`(that var is
removed). `machine_layer` & `cable layer` served the same purpose so i
removed `machine_ layer` var and made it just look for the cable layer
to operate on to reduce redundancy.

The following machine's can have their cable layer changed with a
multitool when in the specified state
1. Emitter when it's not welded
2. Tesla Coil when it's not wrenched
3. SMES when it does not have a terminal attached
3.1 Terminal of the SMES cable layer can also be changed with Right
Click during installation
4. APC terminal cable layer can also be changed with Right Click during
installation
5. Turbine rotor when its panel is open


![POWER](https://github.com/tgstation/tgstation/assets/110812394/21827905-0a46-43de-8626-489e773c370a)
Here all 3 SMES were on 3 separate layers of cable but they were all
joined by a single multi z layer hub cable summing up all their
contribution's even though they were on different cable layers.


##  Why It's Good For The Game
It makes sense that a machine should only look for what cable layer it
should operate on and adding another layer called machine layer was just
redundant. Also cable layers blue & red which could not be used by
machines are now usable

## Changelog
🆑
fix: cable layers 1 & 3 can now be used by machine's like emitters,
smes, tesla coil & turbine.
fix: terminals(smes & apc) can operate on different cable layers by
installing them with right click
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-06-28 17:02:34 +00:00
Andrew 69aab73e9c New Smart Fridge sprites (#75022)
## About The Pull Request

Resprites smart fridges. Inspired by the smart fridge by @Krysonism.


![dreamseeker_YHGPSCCEs3](https://user-images.githubusercontent.com/3625094/235185629-72b6fd2f-7e9d-4fc9-82ca-a45360c2ce6f.gif)


![dreamseeker_1HJFZwQbjR](https://user-images.githubusercontent.com/3625094/235277300-de4716c2-1435-49f2-9a06-bf4d215bb5ff.gif)

Versions:


![image](https://user-images.githubusercontent.com/3625094/235186007-64f85fd9-5068-4bef-85c6-23d209009037.png)

## Why It's Good For The Game

It looks nice.

## Changelog

🆑 @Krysonism, @Imaginos16, @MTandi, @san7890 
image: updated smart fridge sprites for all variants
fix: smart fridges no longer overlap with walls, but they can be welded
down to a floor and mapspawn welded
/🆑

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2023-05-08 10:23:37 -07:00
LemonInTheDark cf02f62298 useless update_appearance reduction, emissive_blocker micro optimization (saves a second of init) (#71658)
## About The Pull Request

[Saves 0.2 seconds of init time. 50% of emissive
blockers](https://github.com/tgstation/tgstation/commit/8318b648f6d32844aacbfb4c309152cd45801f5c)

Emissive blockers are a decent expense during init, even these, which
are the ones that update outside of initialize.
I've inlined them, removed some redundant vars and checks, reduced the
arg count, and shifted some things around. This ends up saving 200ms, or
50% of its total cost.

I also shifted mutable_appearance about a bit. it's not a massive
saving, but it is technically faster

[Prevents a few redundant appearance_updates, saves 0.8 seconds of
init](https://github.com/tgstation/tgstation/commit/5475cd778b66b22b1e2c8d86b2c6d59fb84f219a)

Prequisit info: update_appearance is decently expensive
It's good then to only do it if we have a reason to, right?

Me and moth were shooting the shit about just general init time, and we
came up with the idea of tracking which update_appearances actually
"worked" and which didn't.

That bit comes later, let's enjoy the fruits of that work first

First, holograms were calling update_appearance on process, for almost
no reason.
I patched the one event they don't already "react" to, and then locked
it behind a change decection if.
good for live, doesn't impact init.

Next, decals. If you add a decal to something before it inits, it'll
react to the after successful init signal.
The trouble is the same atom could have its appearance updated from this
MORE then once, since decals can be stacked on tiles, and signal
unregisters don't work once the signal is sent.
So we add a flag to track if we've had this happen to us or not, so it
only happens once.
saves 80 ms

Power! lots of things call power_change on init, often more then once.
We'll update appearance for each of those calls, even if only one is an
actual change.
That's silly, better to track what sort of power we're using for our
appearance and go off that changing

This was taking about 300ms. Really stupid

Icon smoothing. After emissive blockers were added, any change to
something's icon smoothing would lead to an update_appearance call.
Nasty shit, specially cause of walls, which don't even use emissive
blockers.
Ok then, so we'll always update appearance for movables, and will allow
turfs that are interested to hook it manually.
Not many of those anyhow
This is slightly a dev ux thing, but it saves 600ms so I think it's
worth it. Rare case anyway

Telecomms:
telecomm machines were updating appearance on process. This is to cover
for them turning on/off on process.
Better then to just check if on actually changed.
This cost adds up midgame, doesn't impact init tho

Materials:
There's this update_appearance call in material on_apply. it doesn't do
anything.
The logs will lie to you and say it does, but it's just like reapplying
emissives. It doesn't need to exist
Saves like 50ms

Canisters:
Live thing, lots of time wasted updating appearance for no reason, lets
see if we change anything first yes?

[Uses defines to wrap update_appearance for
tracking](https://github.com/tgstation/tgstation/commit/4fa82e1c9d93577aadb3c743f17196331f62e67c)

[Undoes _update_appearance changes, instead reccomends 2 regexes to
use](https://github.com/tgstation/tgstation/commit/a8c8fec57a4e43d1fa636b5ac68459903faa9fc5)

I need file and line number for my tracking, so I need to override
update_appearance calls, and also preferably not require every override
of update_appearance to handle dummy file + line args.

So instead, I created a wrapper proc that checks to see if appearanaces
match (they're unique remember, the two of the same visual appearance
will be equivalent)
The trouble is I can't intercept JUST proc calls, or JUST function
definitions with defines. it needs to be both.

So I renamed the /update_appearance proc to /_update_appearance

this way I can capture old uses, and don't need to worry about merge/dev
brain skew

~~It does mean that all update_appearance proc definitions now look
weird tho.
My profiling is leaking into dev ux. I wish I had better templating.~~

**The above is no longer being pr'd**, it's instead just recommended via
a few regexes adjacent to the define.
Smelled wrong anyhow

[Adds a setter for panel_open, so I can update_appearance on
it](https://github.com/tgstation/tgstation/pull/71658/commits/cf1df8a69fc1a816391d085ee7419b14f9fe9167)

## Why It's Good For The Game

Speed
2022-12-20 00:51:52 -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 be450e12c8 Unit tests powernets to make sure the whole station is connected. (#70090) 2022-09-27 22:33:56 -07:00
LemonInTheDark 930c5e635e Moves "catch this var/flag" code from obj/init and datum/new into the types that use it (#69634)
* Optimizes away /obj/Initialize

We were spending like 0.15 seconds just checking for blueprints, obj
flags and network ids
All these things can just be applied where they're wanted, saves time

Oh and I replaced object flags with an emag injector. I'll give it a
sprite and name later I promise

* Requires a GenerateTag() call to set DF_USE_TAG, rather then doing a check in atom New

This is technically harder to use, but I don't really want people using
tags, and it saves 0.15 seconds

* Moves generatetag to /datum

* I am dumb

* Saves 0.5 seconds, makes init emissive blockers actually work

Ok so background. If an overlay is added with add_overlay, and not
"managed" somehow, it will effectively never be removed, because
nothing's tracking it.

Update_overlays uses the managed_overlays list/var (one of those) to do
this.
I'm gonna piggyback off this to make emissive overlays actually like,
respect overlay updates.

Oh and uh, I've saved maybe 0.5 seconds by caching the new emissive, and
not using add_overlay. There's a chance this will lead to overlay
corruption, but since we never readd the flattened, I think we'll be
safe

* Fixes plane not being set right, changes color logic too, since alpha will override past color sets

* Makes it actually work. also makes rand posters update appearance to clear away the overlay, since it shows on right click and looks bad

* Fixes blockers showing as emissives. It turns out alpha sets override the color list we use. Not sure why we pretend to support them

* Makes the injector support traits, adds an amazing sprite
2022-09-06 03:17:17 -07:00
Ghilker fa095b996b Adds a power consumption multiplier to help downstreams change their consumption easily (#66476) 2022-04-26 19:15:54 -07:00
Ghilker 99b9d2be9b Removes canister tiers, now canisters have an option to turn on shielding for power consumption (#66210)
Canister tiers were first introduced by me when canister fusion was still a thing. Now they have become only a nuisance and tedium since the main reason they were added is gone. current limits are higher than old t1 but lower than old t2
I've now added an option in the UI to every canister to become shielded and consume the APC power so that its contents won't be able to destroy it, the higher the temperature and pressure inside, the higher the draw (it should peak around 25 kW)
Canisters now have a cell that can hold the shielding in areas without power for a time, can be upgraded, removed, replaced

Increases players (old and especially new) quality of life, removes tedium and follows the oranges will of canisters should draw power to contain high heat and pressure

remove canister tier, you still need to build a frame and use iron on it but nothing more.
canisters now have a toggle for shielding that will start to consume power if the temperature and pressure go over the labeled one (current limits are higher than old t1 but lower than old t2). Peak draw should be around 25 kW with fusion Canisters have an internal cell that allows it to hold shielding in areas without power for a time, powercells can be upgraded, removed, replaced.

shield sprite by @SnoopCooper
2022-04-21 18:26:10 -07:00
vincentiusvin eeb5465931 Ordnance Content Update: Scientific Papers (#62284)
How do I play/test/operate this?

Download NT Frontier on any modular computers. It should debrief you on what experiments are available and how to publish.
If you want to do a bomb experiment, make sure it's captured by the doppler array (as usual) and then print the experiments into a disk and publish it.
If you want to do a gas experiment, make the gas and either pump it into a tank and 1) overpressurize it with a "clear" gas like N2 or 2) overpressurize tanks with the gas itself. Make sure you do the overpressurizing in the compressor machine. When tanks are destroyed/ejected leaked gas will get recorded. Print it into a disk and publish it.
For publication, the file needs to be directly present inside the computer's HDD. This means you need to copy it first with the file manager.
Fill the data (if desired, it will autofill with boiler plate if you dont) and send away!
Doing experiments unlock nodes, while doing them well unlocks boosts (which are discounts but slightly more restrictive) which are purchaseable with NT Frontier.
If you are testing this and have access to admin tools, there are various premade bombs under obj/effect/spawner/newbomb

A doc I wrote detailing the why and what part of this PR.
https://hackmd.io/JOakSYVMSh2zU2YL5ju_-Q

---

# Intro

## The Problem(s)

Ordnance, (previously toxins) seems to lack a lot of content and things to do. The gameplay loop consists of making a bomb and then sending it off for credits or using it to refine cores. Ordnance at it's inception originally relies on players experimenting and finding the perfect mix over multiple rounds, but once the recipe for a "do-everything" mix got out, the original charm of individual discoveries becomes meaningless.

Another issue with ordnance is the odd difficulty curve. As a new player, ordnance is almost impossible to decipher, but once you watch a tutorial or read a wiki and can mail a 50k into space, there pretty much isn't anything else to do. Most players will be satisfied at this point without the gameplay loop encouraging them to understand or play more. The only thing you can do afterwards is to sink your teeth in and understand why that particular mix explodes the way it does. This again has a significant difficulty curve, but if you do that, the department doesn't acknowledge or reward that in any way. There are pretty much two huge spikes, with the latter one not really existing inside the department.

TLDR:
* The content being same-y over rounds.
* Odd difficulty curve: 
    1. A new player is oblivious to everything. 
    2. Those in the middle can repeat the final goal consistently without needing to understanding why
    3. There is nothing to justify spending more time in the department after reaching the midgame.

## Abstract

Scientific Papers aim to add a framework to run multiple experiments in ordnance. Adding more experiments scattered across various atmospheric aspects might allow players of various knowledge levels to still have something engaging to do. A new player should have an easier challange than to mail a 50K. While those that already can make bombs should have an easier time understanding why their bombs explode the way it does. Once they fully understand why, they can set their sights on taking advantage of another reaction to set their bomb off or hone one particular reaction down.

## Goals

* Have some intro-level challanges for new players.
* Have some semblance of late-game challanges for more experienced players.
* Explain the mechanics better for those in the middle of the road.
* Incentivize trying new things out in the department.
* Better integrate Ordnance with Experisci

## Boundaries / Dont's

* Do not incentivize people to learn ordnance by using PvP loots.
* Do not shake or change the reaction system by a huge amount.
* Disincentivize having a single god-mix that does everything.
****

# Main design pillars

## A. Framework surrounding the experiments

### A.1. New experiments

Add new experiments to the ExperiSci module. These will come in two flavours: New explosions to do, and various gas synthesis experiments. Both of these are actually supported by the map layout of ordnance right now, but there is no reason to do anything outside of making a 50k as fast as possible.

### A.2. Rewards for experiments: Cash and Techweb Boosts.

Scientific papers will add a separate experiment handling system. A single experiment will be graded into various tiers, each tier corresponding to the explosion size or amount of gas made.  Doing any tier of a specific experiment will unlock the discount for that specific reactions. A single explosion **WILL NOT** do multiple experiments (or even tiers) at once.

On publication, a partner can be selected. A single partner only has a specific criteria of experiments they want. The experiments will then be graded on "how good they are done", with the criteria being more punishing as tier increases. Publication will then reward scientific cooperation with the partnered partner. Players can spend this cooperation on techweb boosts. Techweb boosts are meant to be subservient to discount from experiments and will not shave a node's price to be lower than 500 points.

**Experiments will only unlock nodes, discounts are handled through this boost system.**
This is more for maintainability than anything.

### A.3. On Tedium

*This is a note on implementation more than anything, but I think this helps explains why several things are done.*

Due to the nature of atmospheric reactions in the game (they're all linear), tedium is a very important thing to consider. An experiment should have a sweet spot to aim for, but there should not be a point where further mastery is stopped dead on it's track with a reward cap.

Scientific Papers attempts to discourage this behaviour by having the "maximum score" scale off to infinity but with the rewards being smaller and smaller. The sweet spot is always there to aim for and should be well communicated with players, but on their last submission of an experiment topic players should be encouraged to do their best. There should always be a reward for pushing the system to it's limit as long as it doesn't completely nullify the other subdepartments. This is the reason why there is a hard limit on the number of publications and why the score calculation is a bit more complex than it needed to be.

## B. Gas Synthesis (Early-Mid Game)

Scientific papers will add one new machine that requests a tank to release x amounts of y gas. This will be accomplished by adding a tank pumping machine which will either burst or explode a tank, releasing the gas inside. The gas currently requested are BZ, Nitryl, Halon and Nob.

The overarching goal of this compressor machine is to present a gas synthesis challange for the players and to get them more accustomed to how a tank explodes. The gas synthesis part can always be changed in order to reflect the current state of atmospheric reactions.

## C. Explosion Changes (Mid-Late Game)

### C.1 Cause and effect.

The main theme of the explosion changes is establishing cause and effect of explosions. Reactions that happens inside a tank that's going to explode will be recorded and forwarded to a doppler array. Some experiments will require only a single cause to be present (think of it as isolating a variable). This is currently implemented for nobliumformation and pressure based bombs. Having other reactions occuring besides noblium formation will fail the first one, while having any reactions at all will fail the second one. 

Adding more explosions here will be a slight challange because as of now the game has only two reactions that can reliably make an explosion.

### C.2 Tools upgrade.

Doppler array has now been retrofitted to state the probable cause of an explosion, be it reactions or just overpressurization on gas merging. These should help intermediate players figure out what is causing an explosion.

Added a new functionality to the implosion compressor:
Basically performs the gas merging and reaction that TTV does in a machine and reports the results back as if someone uses an analyzer on them. Here to give players feedback so they can try and understand what is actually going on in a bomb.

## D. Player Interaction

There should be more room for more than 1 player to play ordnance simultaneously. Previously players are also able to split tasks, but this rarely happens because tritium synthesis needs only the gas chamber to be reconfigured. Now, different players can pick different experiments and work on them. Players can also do joint tasks on one single experiment. Gases like noblium will need tritium production and also a cooling module online.

Ordnance can also coordinate with their parent department on what they really need, be it money or research bonuses.

# Potential Changes

The best-case changes that can be implemented if the current roster of content isn't enough is more reactions that can be used in bombs. Eliminating bombs entirely goes against the spirit of the subdepartment, while adding new ones will need a lot of care and consideration.

Another possible change is to implement a "gas payload" bomb. Bombs that has a set number of unreacting gas inside that will increase the heat capacity, reduce the payload, and neccesitates more bespoke mixes.

Adding more gas synthesis experiments is discouraged. The main focus of ordnance should be bombs, with gas synthesis being a side project for ordnance. These are present to ease the introduction to bombs and provide some side content. 
There should be a somewhat well-justified goal in adding new synthesis experiments: e.g. BZ is there as a "tutorial" gas, Nitryl to introduce players to cooling/heating mixes, Halon to a more efficient tritium production, and Nob as a nudge to nobformation bombs and mastery over other aspects.

# Conclusion / Summary

Add more experiments to ordnance that players can take, accomplish this by:
1. Making the players perform gas synthesis or make bombs.
2. Have them collect the data, see if it fits the criteria. Explain why if it fits and why if it doesn't.
3. Have the player publish a paper.

Reward them based on how well did they do, give players agency both on the experiment phase and also publication phase.


---
TLDR: Added new experiment to toxins, added the framework for those experiments existing. Experiments comes in gas synthesis and also bombs but with more parameters. Experiments needs to be published through papers, various choices to be made there.

Implementation notes:

Because of how paper works, ordnance experiments are handled outside of experiment_handler components. My reasoning for this is twofold:

The experiments will be completed manually on publication and if the experiment isn't unlocked yet it will still be completed.
Experiment handler datums have several procs which require an atom-level parent, and I figured this is the most sensible and cleanest way to implement this without changing the experiment handler datum too much.

Small change to /obj/machinery/proc/power_change() signal ordering to adjust the state first and then send the signal. Didn't found any other usage of this signal except mine but barge down my door if it broke something.

Rewrote the ttv merge_gases() code to be slightly more readable.
A small code improvement for thermomachine to use tofixed (my fault).

Ordnance have been updated to enable the publication of papers
Several new explosive and gas synthesis experiments have been added to ordnance
Anomaly compressor has been TGUIzed and now supports simulating the reaction of the gases inside the ttv.
New tank compressor machine for toxins. You can overpressurize tanks with exotic gases and complete experiments.
Several techweb nodes are locked and require toxin experiments to complete.
Toxins can purchase boosts for various techweb nodes.
You no longer need to anchor doppler arrays for it to work.
Doppler array and implosion compressor now supports deconstruction, implosion compressor construction added.
Doppler now emits a red light to denote it's direction and it being on. Doppler not malf.
Implosion compressor renamed to anomaly refinery.
Created a new program tab "Science" for the downloader app. Removed Robotics.
Reworked the code for bombspawner (used in the cuban pete arcade game)
2022-03-03 03:05:37 -08:00
esainane d521116acf Refactor /turf/var/intact (#62331)
Turfs have a variable, intact, which conflates three meanings:

    Determining whether there's something that can be pried out, such as directly with a crowbar or indirectly with a tile stack and a crowbar off-hand.
    Determining whether underfloor pieces are visible.
    Determining whether underfloor pieces can be interacted with - by players with tools, through interaction with effects like chemical acid, or foam.

When plating is hit with a stack of tiles, /turf/open/floor/attackby checks whether the turf is intact, and if so, ends the attack chain regardless of whether or not the attempt to hotswap a turf (with a crowbar) is successful or not. However, turfs which want the underfloor to be visible - such as catwalks and glass - set the intact variable to FALSE, and so can be repeatedly placed over one another, as if they were the first tile to be placed over the plating.

This refactors /turf/var/intact into two distinct variables:

    /turf/var/overfloor_placed, for whether or not there is something over plating.
    /turf/var/underfloor_visible, for whether or not the various underfloor pieces should be invisible, visible, or both visible and interactable.

All references to /turf/var/intact have been replaced with an equivalent overfloor_placed or underfloor_visible reference, depending on which check is appropriate. underfloor_accessibility can take one of UNDERFLOOR_HIDDEN, UNDERFLOOR_VISIBLE, or UNDERFLOOR_INTERACTABLE. This prevents cases such as acid foam or tools phasing through glass floors to affect the underfloor pieces underneath, and covers all kinds of unusual, not-wiring-visiblity usage such as Holodeck completeness, Revenant interaction, or station integrity checking.
2021-10-28 19:14:40 -03:00
esainane 1a6af6d268 APC: Remove a useless null check (#61965)
You literally return if !home 4 lines above aaaaaaaaaaaaaaaaaaaaaaaaaaaa
2021-10-09 01:29:24 -07:00
esainane 30da0af679 Add local APC cache to /area (#61655)
About The Pull Request

for(var/obj/machinery/power/apc/APC in GLOB.apcs_list) in get_apc makes chuck norris shed a tear
Why It's Good For The Game

tears are bad
Changelog

cl
code: /area now retains a local reference to the APC in the area, if any
/cl
2021-10-02 14:31:09 +13:00
Kylerace 740a471dbb large refactor of machine/power code to cut down on processing time and wasted lists (#60317)
original pr here: #59789 (Closed because he didn't think it was good enough)
came back to this because i realized that

    all machines were area sensitive, meaning they had a list with at least a reference to themselves (assuming they arent in the contents of another movable which most arent) for the purposes of handling power differences when their area changes
    pipes are machines
    there are ~14k machines and ~6k pipes
    i made this problem worse with a recent pr by making it a nested list

so i needed to track what machines needed power, and this pr had work already done that could be used for that purpose. now machines that have use_power == NO_POWER_USE do not have this extra memory overhead for no reason

currently every machine that uses power draws that amount from its area from a dynamic channel via auto_use_power() which is called every SSmachines fire(), then in apc/process() the area's dynamic power draw is reset and the power is used. with static power its not calculated then reset every loop, its just taken from the grid. so now machines handle updating their static power usage from their current area (this doesnt touch power machines that require a wire connection). in order to allow this, use_power, idle_power_usage, and active_power_usage have setters to track state correctly and update the static power usage on the machines current area and handle area sensitivity.

also goes through a lot of heavy abusers of SSmachine processing time and tries to make it faster. makes airalarm/process() into a signal handler for COMSIG_TURF_EXPOSE since air alarms only need to process for changes.
Why It's Good For The Game

SSmachines isnt the heaviest hitter in terms of total cpu and certainly not in terms of overtime, but its not a lightweight. it frequently takes > 50ms to complete a run and seems to be in the top 5 or so of subsystem costs looking at some round profilers

also gets rid of a few thousand lists since every pipe no longer has two useless lists each (and any other machines that dont use power)

Love ya kyler

Co-authored-by: Rohesie <rohesie@gmail.com>
2021-09-01 18:10:47 -07:00
tralezab 43fd840b2f Kills _globalvars/misc.dm (#60358) 2021-07-26 16:58:18 -07:00
TemporalOroboros e4079c87b8 update_appearance (#55468)
Creates update_name and update_desc
Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together
Less non-icon handling code in update_icon and friends
Signal hooks for things that want to change names and descriptions
99%+ of the changes in this are just from switching everything over to update_appearance from update_icon
2021-02-19 12:06:18 -03:00
Mothblocks 0f435d5dff Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm

We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.

There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.

Hi codeowners!

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-14 16:53:29 -08:00
TiviPlus 0eaab0bc54 Grep for space indentation (#54850)
#54604 atomizing
Since a lot of the space indents are in lists ill atomize those later
2020-11-30 12:48:40 -05:00
zxaber d8c382a0ed Cell chargers now pull from the grid's surplus rather than their room's APC cell (#54989)
About The Pull Request

As the title says.

    Creates a new proc, use_power_from_net() that attempts to pull power from the grid (by adding the amount needed to the APC's powernet load), and returns the amount gathered if there was enough surplus to do so. This bypasses the APC's internal cell for power drawn this way.

    Changes cell chargers to use this new proc for charging a cell. The charger machine still uses some power from the APC, set to 1% of it's max cell charging rate, for machine-related power costs. I'm not deadset on that number, I just needed to start with something. To be clear, this 1% is to simulate running the cell charger's circuitry; all of the power for the cell it's charging is 1-to-1 coming from the powernet.

    This does not subvert the original PR's purpose; cells are still drawing as much power from the grid as they charge with.

Why It's Good For The Game

Fixes cell chargers breaking rooms after the prior cell charger fix. The load is now on the grid, and it being surplus means that it (probably) won't actually powersink anything.

Fixes #54919 by taking a different approach that entirely avoids the issue.
2020-11-23 11:35:58 +01:00
ArcaneMusic 52cb4a401d Cell chargers now respect the law of conservation of energy. (#54886)
## About The Pull Request

Hopefully I can make this PR as knowledge filled as possible, so sit down and buckle up, because we're about to talk about POWER USE.

So, machines use power. The station uses power. Without power, key, critical aspects of the game don't function, and keeping the station's lifeblood pumped with electricity is the primary goal of the engineering department. Cool. So there's currently 2 methods of "power use" that machines can use, that is, through the passive use of power (Assigned by the `idle_power_usage` and `active_power_usage` variables), or through the `use_power()` proc. What's interesting, is that neither proc actually draws directly from the cell of the APC, which is sort of assumed by a proc called `use_power()`, after all. Where the passive power draw aspect of an APC is done automatically as machines are processed, and then applied to the APC seperately, taking power per cycle, use_power just applies a temporary blip of power usage to one of the APC's power tracks (Equipment, Lighting, or Enviroment). One would assume then that this temporary power drain would apply for long enough that it would apply the intended cost to the cell, and then turn off.

But I'm making this PR, right?

So the most egregious issue this brings is in terms of the cell recharger. If you place a power cell into a cell recharger, the recharger calls use_power every processing tick in order to reduce the APC cell by an equivalent amount to what the cell is intending to gain in charge. After all, you're just moving the charge from the APC to the power cell, plus the processing charge required by the cell_charger. However, lets look a bit closer at how use_power actually works. For this example we'll use a default, unupgraded cell recharger attempting to put it's default 250 watts into an empty bluespace cell.
Because power is heavily linked to the area that the machinery is placed in, we snag the area, determine the power channel, and call a use power proc on the area. The area use power proc simply adds that 250 watts, or rather joules into the equipment power channel of the APC, a part of power usage. All of this is parroted over to the APC's processing side, where the actual cost to the power cell is calcualted as follows:
`var/cellused = min(cell.charge, GLOB.CELLRATE * lastused_total)	// clamp deduction to a max, amount left in cell
		cell.use(cellused)`
So that number, the 250 joules of power we're calling to the cell, is actually being multiplied by a global cellrate, which is applied to every power drain on the station, actually charging the APC cell a total of 0.5 kj.
Based on some rumentary math and some experimentation, I filled a full bluespace power cell with 40Mj of power using 351 Kj of power from a standard, stock APC cell with no other drain except the 5 joules of power draw from the cell recharger.

So: What does this mean?

- Power draw is completely fucking busted (We knew this).
- Using two power cells, an APC, and an inducer, you can create infinite energy, anywhere, at zero cost to the station.
- We really need to make cell recharging a direct power draw.

Thankfully, that last one actually fits the portfolio of being a fix!
This adds a new proc to machines called `directly_use_power`. It does what it says on the tin, directly charges the APC for instances where power is going 1-1 from a power cell to another cell, in order to prevent infinite energy exploits.

## Why It's Good For The Game

Power is all kinds of unbalanced. Attempting to enforce the concept that a single unit of power is equal to itself is probably a good step in the right direction and in all likelyhood appears to have been the original intent with cell chargers in the first place.

I'm self-aware enough to see that this has ramifications beyond just fixing an issue within the cell charger alone, so if maintainers want to close this until december that's perfectly fine, but this is one of those things that could really easily snap basic station balance in twain.
2020-11-10 09:33:19 -05:00
TiviPlus ca366c3ea1 Bools and returns super-pr (#53221)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
2020-08-28 14:26:37 -07:00
Rohesie 3a33f3ae47 Refactors machine_stat and is_processing() to process on demand (#53150) 2020-08-24 17:38:30 -07:00
Jared-Fogle 45c14f6330 Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.

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

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

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

Requested by @optimumtact.
Changelog

cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
2020-08-20 09:11:28 +12:00
Timberpoes 19c3bbde31 Cleanup up all instances of using var/ definitions in proc parameters. (#52728)
* var/list cleanup

* The rest of the owl

* plushvar bad

* Can't follow my own advice.
2020-08-07 12:23:42 -03:00
ShizCalev 65bde07627 electrified airlock fixes (#52699)
* Airlock zap fixes

* cleanup

* jaws of life

* removed redundant just_zap var, handled by cooldown checks.

* comments

* cleanup healper
2020-08-04 23:50:28 -04:00
Jared-Fogle f23dcd2067 Fix pulsing the power wire shocking you repeatedly unless you close tgui (#52541)
* Fixes #52538

* Allow those with insulated gloves to mess with airlocks still

* Fix not being able to interact with insulos

* Fix style qualms

* Add shock immune to should_electrocute
2020-07-30 23:15:12 -03:00
spessman-007 ab84042f94 [READY] Improve spelling (#51134)
* Improve spelling

* Spell isn't, ain't, shouldn't, hasn't, wasn't correctly

Co-authored-by: NewSta <spessman-007@users.noreply.github.com>
2020-05-25 02:13:37 +08:00
Dennok 08984765c8 [READY] Multi z and layer power rework (#49773)
* Multi z and layer power rework

* remove some

unfinished code

* some whitespaces

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

* better bit

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

* better bit

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

* up EoL

* glob rad list

* up

* more glob radial lists

* up

* up

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-04-01 17:10:25 -03:00
Dennok 2a685c2cb3 Up 2020-03-05 16:46:48 +02:00
Dennok 5d1ef5c7f5 get_cable_node twix
get_cable_node can take custom layer to check.
2020-03-05 16:44:52 +02:00
ShizCalev 7209ac3c93 Removes unnessacary math defines 2020-02-17 23:09:09 -05:00
yeeyeh e14313b9e6 Adds spray-on insuls. (#48996)
* Adds spray-on insuls

* gloves go bye bye if you lose an arm

* whoops

* merge conflicts? in MY pr? its more likely than you think

now featuring Signals™

* travis you fuck

also adds feedback if you cant spray them on

* forgot to remove a commented out line

* Removes snowflake

that moment when you lose all motivation to code after getting a review so you put it off for a week and then it goes stale 5 minutes after you start working on it again

* Uncurses gloves

* formalities

thank you arcane man

* formatting fix

i swear i used the tab button but i guess i am just cursed

* thank you strange bee creature

thank you strange bee creature

Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>

Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
2020-02-16 18:01:05 -08:00
Rohesie 7bef84f009 Mass-replacement of stat to machine_stat (#48758)
Living and machine stat vars are pretty different, one uses flags and other number-defines.
This should make some other mass-replacements and searches a bit easier.
2020-01-24 12:37:17 +13:00