Commit Graph

6 Commits

Author SHA1 Message Date
Ghom 8c534a521e Maintenance PDA themes are added to roundstart PDAs on future rounds as well once installed (#92983)
## About The Pull Request
I'm making the ordeal of finding a maint disk (or buying blackmarket
bootleg disk) with a theme in it a slightly more rewarding experience,
while sticking to the concept that it's something you've to find, unlike
default PDA themes.

This PR also proves to be an opportunity to put the progress tab that I
coded a year ago for the 'Fishdex' to good use.

TODO:
~~Refactor preferences to allow specific choices to be shown/hidden
depending on whether the player meets a defined criteria, otherwise
you'll have to do it manually every round, which is lame~~

- [x] Make some simple ui icons associated with each unlockable theme to
be shown in the cheevo progress tab

- [x] Code to validate deserialized DB values, in the remote case that
any theme is removed in the future, as well as unit test code for any
non-abstract theme without ID

- [x] Add sound cue and chat feedback when unlocking a theme (or when
fishing a new kind of fish for the first time, like, the code's similar)

- [x] Test all of this

## Why It's Good For The Game
These themes are basically an end in itself, and I understand the reason
behind their existence is to make for some cute, little maint loot, but
relegating it to chance of finding a disk somewhere in maintenance,
**every single round** really rots whatever little substance this purely
cosmetic feature already has.

## Changelog

🆑
add: Once installed, special PDA themes from maintenance disks will be
present on your roundstart PDA on future rounds (Sadly I couldn't figure
out a way to add those to the preferences UI yet). You can check which
PDA themes you've unlocked in the Progress tab of the achievements UI.
/🆑
2026-01-16 17:18:03 -05:00
John Willard a4fc21d275 Adds support for different achievement dmis (#81471)
## About The Pull Request

I am back to pushing my code improvements upstream, sorry in advance.
As the title says, this adds support for achievement icons to be in
different dmi files than the default, pretty much the exact same way
that Language icons (for chat assets) do.

## Why It's Good For The Game

It is one of the few things in game (the only other thing i can think of
that does this rn is barsigns) that cannot have their icon changed when
trying to make a subtype, this is very limiting and very annoying,
especially since dmi conflicts are one of the worst types to deal with,
this would make my life a lot easier.

## Changelog

No player-facing changes.
2024-02-15 23:06:07 +01:00
Ghom d9ea578e53 Achievements now show how many people have unlocked them. (#77083)
## About The Pull Request
Checking the achievements UI now shows a line below the Unlocked/Locked
status for normal achievements, informing the user of how many players
have unlocked said achievement. It also contains a tooltip; within it is
a percentile comparison with the most unlocked achievement.

Beside that, I've added a check in the achievement unit test to
ascertain that all award categories are actually present in the UI, and
as well moved all `ui_data` to `static_ui_date` considering it is not
the sort of interface that has to be constantly updated like an air
alarm or an APC.

Here's a screenshot of the UI, with the tooltip where my cursor would be
(the hot damn! achievement was var-edited of course):
![Hot damn
th](https://github.com/tgstation/tgstation/assets/42542238/d80bfe3a-e755-4036-a360-276d5d3395dc)


## Why It's Good For The Game
This should provide some fundamental statistics for achievements, from
which contributors and players can deduct the rarity and bragging
rights.

## Changelog

🆑
qol: The Achievements UI now shows how many people have unlocked a given
achievement.
fix: The "Skills" Category for achievements should no longer be hidden.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jordie0608 <4343468+Jordie0608@users.noreply.github.com>
2023-08-26 09:43:04 -06:00
AnturK ed3bade706 Adds unit test to check for spritesheet issues (#70351)
* Adds a new spritesheet unit test to catch edge-cases that caused problems in the past.
2022-10-11 11:42:05 -04:00
Tastyfish bca463316b Makes integration test results be in color and have annotations (#66649)
About The Pull Request

    Separated compiling the integration tests and running them as separate steps for organization purposes.
    Added a TEST_ASSERT_NULL(value, reason) and TEST_ASSERT_NOTNULL(value, reason) because those are conceptually simple tests.
    Makes the PASS and FAIL prefixes in the integration test log be green and red for better readability.
    Failure reasons now display the file and line number.
        In order to achieve this, direct calls to Fail() are now wrapped in a macro, TEST_FAIL(), as Fail() itself needs preprocessor stuff passed to it.
        In the midst of updating it, I noticed multiple cases of tests directly calling Fail() and returning when they should have used a better macro, so those were updated. There was at least one case where it appeared that the code assumed that the test ended at Fail(), but made no attempt to do so, such as with the RCD test.
        Feel free to double check all of the changed unit tests in case I made a functional behavior change, but they currently pass.
    To take advantage of the previous change, failures are now marked as annotations. Note that outside of github, this creates an ugly-looking line but the primary environment is as a github action.

Examples with intentionally botched unit test:

image

image

image
Why It's Good For The Game

Makes inspecting failed unit tests significantly easier.
Changelog

N/A
2022-05-04 13:19:01 +12:00
Ghom 3f66485234 Fixes missing award icons by filling the assets list on runtime. Plus new icons and unit test. (#62665) 2021-11-08 22:52:43 -08:00