Commit Graph

6 Commits

Author SHA1 Message Date
RikuTheKiller be1f231869 Lock R&D console boards by default (#94114)
## About The Pull Request

This PR makes all R&D console boards that are either printed or sourced
from tech storage start out locked. They can be unlocked by swiping them
with an ID that has research access.

R&D consoles can also be unlocked with an emag, but doing so will break
their comms circuit as well, making all researched nodes broadcast over
public comms. You can still emag the console itself after it's been
constructed without breaking it in any way, while also silencing
announcements instead. (that's definitely a noob trap, but it's out of
scope for this PR)

The reason why the tech storage board is locked as well is because the
goal of this PR is to stop engineers from making R&D consoles, and
engineers have access to tech storage. Leaving the board unlocked and
moving it to secure tech storage would make engineers break in there
every shift.

The changelog basically has a FAQ for "Okay, so what do I do instead?",
because I know people will be confused about what route they're intended
to take when science closes their desk shutters for the umpteenth time
this week.
## Why It's Good For The Game

Engineering has a habit of making an R&D console every round to bypass
having to ask science or a head of staff to research things. Locking the
consoles at least makes engineers consider asking science to do
science's job.

Note that this doesn't solve the issue entirely, it just removes the
easiest and most convenient way of bypassing science. Engineers can
still break into R&D extremely easily using their wire knowledge, and do
so regularly.

More importantly though, this might shine some light on the fact that
heads of department like the CE have remote access to the research
network via their PDAs. This means engineers can ask the CE to research
things for them.

Asking people with access to the research network to research things is
a lot better for roleplay and immersion than having engineering
construct R&D consoles every shift.

## Changelog
🆑
balance: R&D console boards sourced from printing or tech storage are
now locked by default. It's recommended to ask your respective head of
department or the science department to complete research for you. Heads
of department can remotely access the research network using their PDAs.
/🆑
2025-12-05 19:12:22 -05:00
John Willard 1880003270 Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request

Currently to check for Silicon access, we do:
``if is silicon or is admin ghost or has unlimited silicon privileges or
has machine remote in hand``
What has unlimited silicon privileges? Bots, Drones, and admin ghosts.
To check for AI access, it just checks for AI instead of silicon, and
doesnt check for unlimited silicon privileges.

This was kinda silly, so I thought I should make this a little easier to
understand.
Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or
``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost,
since now instead of being a var on the client, we moved it to using the
same trait but giving it to the client instead, but since we have to
keep parity with previous functionality (admins can spawn in and not
have this on, it only works while as a ghost), I kept previous checks as
well.

No more type checks, removes a silly var on the mob level and another on
the client.

Now while I was doing this, I found a lot of tgui's ``ui_act`` still
uses ``usr`` and the wrong args, so I fixed those wherever I saw them,
and used a mass replace for the args.

Other changes:

- machinery's ``ui_act`` from
https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced
with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin
ghosts no longer get kicked off things not on cameras. This was my
fault, I overlooked this when adding Human AI.
- Human AI's wand gives AI control as long as it's in your hand, you can
swap to your offhand. I hope this doesn't end up going horribly,
otherwise I'll revert this part. It should let human AIs not have their
UI closed on them when swapping to eat food or use their door wand or
whatnot.
- Bots previously had special checks to scan reagents and be
unobservant, I replaced this with giving them the trait. I also fixed an
instance of unobservant not being used, so now statues don't affect the
basic creature, whatever that is.

## Why It's Good For The Game

This is an easier to understand way of handling silicon access and makes
these mobs more consistent between eachother.
Other than what I've mentioned above, this should have no impact on
gameplay itself.

## Changelog

🆑
fix: Statues don't count as eyes to creatures.
fix: Human AIs and Admin ghosts no longer get kicked off of machines
that aren't on cameranets.
/🆑
2024-08-19 10:43:45 +00:00
John Willard fa31403353 LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request

I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.

This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.

Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).

## Why It's Good For The Game

I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.

## Changelog

🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑
2024-04-08 22:15:07 -06:00
John Willard aa820c08fe Oldstation now has their own RND (#78132)
## About The Pull Request

This PR does many things and I expect to be asked to atomize some stuff.

### Oldstation Additions

Oldstation now has their own research server, generating their own
points. To help alleviate major concerns, they have a few stuff to help
with this:
- They now have a pre-built operating computer
- They now have an Autopsy scanner
- They now have access to Experimental Dissection

Experimental Dissection is the old dissection, giving research points in
the form of paper notes on completion. They must be turned in to the RND
server (only works on the Oldstation one, so you can't abuse this) for
points. This was an idea I've had for some time, as Oldstation is used
somewhat as a representation of how ss13 used to be (through its use of
directional windows (before they got removed, but I'd like to bring them
back), old IDs, RTGs, and old engines before they got removed from the
game fully)

Considering there are 11 alien mobs in Oldstation, there is 27.5k
research points to get from alien corpses, enough to bring them up to
speed with whatever they wish to do. This is their 'alternative' for
experiments (which they can still do if they want, but it is very hard
to do, outside of dissection which is needed for the node).

This surgery isn't repeatable, isn't upgradable, and isn't removed by
being healed. It is not mutually exclusive with autopsy (so you can't
ruin yourself doing the wrong surgery).

### Other stuff

- Ninjas now drain RND points from the server they drain from, rather
than always hitting science
- Syncing machines to research roundstart is now a macro, and now
immediately syncs to a server on your Z-level. Machines will
automatically connect to the Science servers if none else are available.

### non-player facing

- Science, Admin, and Oldstation techwebs are now no longer vars on
research, but stored in research's list of techwebs.
- ``get_available_servers`` and ``find_valid_servers`` are now procs on
the research subsystem, rather than the experisci component.
- Oldstation code has been split into separate files.

## Why It's Good For The Game

Oldstation is one of my favorite ruins, but it is also one of the
largest complaints for RND (along with Golems) because they use the
station's Science nodes & points (I recently tried de-hardcoding Science
stuff to help prepare for this, but I didn't get everything in advance).

The complaint stems from these ghost roles, who are meant to be a fun
activity to do while waiting for the next round, using the station's
research points for their own stuff, completely untrackable unless
someone goes out of their way to grief a ghost spawn just for using
points to get things they need. These roles make their own servers to
drain the station, and I find that unfun and quite boring for everyone-
it's also not very flavorful, why would Charliestation know of the
station's RND to take advantage of it?

This hopes to fix those issues, make Charliestation more worthwhile, and
more flavorful.

## Changelog

🆑
fix: Getting a node researched now properly makes it no longer hidden.
fix: Ninjas draining RD servers now drains it from the connected
techweb, rather than sniping Science.
balance: Machines will first try to connect to a techweb with servers on
their z-level, with the Science techweb remaining as fallback.
add: Oldstation RND, comes with their own Techweb and special surgery to
gain research points through dissecting Xenomorphs.
/🆑
2023-09-07 17:59:17 +01:00
nikothedude ccf547c142 Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts (#76669)
## About The Pull Request

New malf AI upgrade

Remote safety overrides: Mid-cost, Mid-supply. Allows the AI to remotely
emag things it can see and can access.
1. Very useful for psychological warfare (Emagging APCs to throw the
crew off their trail)
2. Logically makes sense - why, of all things, can the AI not emag
anything when it's fundumentally integrated with the station's
electronics?
3. Generally speaking can only access things that make sense for it to
access - it cannot emag ethereals, sadly

In order for this to work, emag_act now returns a boolean, designating
if the emag had any effect.
While I was in there, I also added args to every single emag_act I could
find and added far more feedback/converted a lot of things to balloon
alerts to allow the AI to see if its emag had any effect.
## Why It's Good For The Game

It just makes sense that the AI, the most electronically-sensitive
entity in the game, would be able to emag things. Plus, more options
given to malf that aren't strictly MURDER KILL MURDER are always a plus,
especially if they allow for fancier plays.
## Changelog
🆑
add: New malf ability: Remote safety overrides. Allows the AI to
remotely emag things it has access to.
code: emag_act() now returns a boolean designating it's success in
emagging
code: All instances of emag_act() now have the proper arguments
qol: Most usecases of emagging now have some kind of feedback, and
existing feedback has been sanity checked and converted to balloon
alerts.
/🆑
2023-07-15 15:35:14 +01:00
John Willard 4fcedc9226 R&D Monitoring console TGUI + Can see RD consoles (#72987)
## About The Pull Request

I wrote this while constantly rushing lol

This PR does many things, the largest is that the R&D Monitoring console
(the RD's one) is now TGUI
It also changes how researching loggings work, bringing the RD console
and NtosRD app on par with eachother

The type of person is also logged differently, instead of ``Cyborg:
[name]`` and ``User: [name]``, humans do not have a prefix and cyborgs
will say ``CYBORG [name]``. ``research_logs`` also works differently now
to make it easier to reference each needed data from the list.

Lastly, I added the ability to see R&D consoles from the console, and
the ability to remotely un/lock them down. This currently is pretty
useless as it can't control the tablet app variant, and anyone with
Science access can just unlock it, however with some minor future
changes I think this can be turned into a good way for the RD to get
control of their department.

Video demonstration, mostly (I made a few edits after this):

https://user-images.githubusercontent.com/53777086/215005387-817106f4-5237-4f2e-b0ac-da28e6a17f9c.mp4

## Why It's Good For The Game

This console is overhyped by the game, being hidden behind an RD-locked
Command-colored door, in the same room as one of the most damaging theft
objectives, yet it is one of the most useless and forgotten consoles in
R&D if you don't count everything outside of researching, experiments
and robotics.

This adds a nice TGUI menu while making it a little more worthwhile to
use.

## Changelog

🆑
balance: The R&D monitoring console now shows R&D consoles and their
locations.
refactor: The R&D monitoring console now has a nice TGUI menu.
/🆑
2023-01-29 10:19:57 -08:00