63 Commits

Author SHA1 Message Date
shayoki f601a6ddaf Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 2026-06-03 01:23:54 -05:00
Arturlang d67ca75e37 kills cargo imports (#5491)
## About The Pull Request
kills cargo imports with no mercy, moves it into goodies with
newly-added subcategories
also adds a persi only agent ID single pack per request
also also tarkon and persi can buy private packs via id money
## Why It's Good For The Game
ugly UI that doesn't work for other factions and needs hacks to work
with cargo ui is not great

## Proof Of Testing


<summary>Screenshots/Videos</summary>
<img width="1268" height="1124" alt="image"
src="https://github.com/user-attachments/assets/fd3d9a58-ea0b-4242-88d2-b6123a214c72"
/>

## Changelog

🆑
add: cargo imports moved into it's own category with a brand subcategory
system, and orderable without a private account (god why did i do this)
add: persistence only agent ID single pack
add: persistence and tarkon can now buy stuff via ids directly
add: captain access can always unlock departmental orders
fix: persistence and persistence cargo consoles sending cargo pods to
the station if cargo bay is selected
del: entire cargo company imports system
/🆑
2026-05-12 17:20:32 -07:00
Ghom 5110eef308 Express consoles have crab rockets once again... (#95817)
## About The Pull Request
Alternative to https://github.com/tgstation/tgstation/pull/95658 that
involves fewer lines rather than more.

## Why It's Good For The Game
Makes it possible to order crab rockets on the express console without
copypasta. I'm not sure if express consoles are supposed to be usable
for special/emag orders (there was a check against that in the code for
some reason), but because they've had the exact same options of a
standard cargo delivery console for such a long time and because I
haven't found any explicit reason for that to not be the case (in lieu
of that, I found a bit of a reference to homoerotic material in the code
comments), I guess it's fine and nothing bad will happen.

## Changelog

🆑
fix: Packs exclusive to the express console (crab rockets for example)
can now be ordered from express consoles.
/🆑
2026-04-23 09:39:26 +12:00
ArcaneMusic 97f2842684 Cargo can't buy goodies /w the express console & crew can't request weapons bypassing access. (#94483)
## About The Pull Request

These are both bugs and/or oversights with cargo ordering, but I imagine
that fixing them is going to be equally unpopular so I decided to
implement both fixes in the same PR as they're both items that I've
called out before as being unintentional. I can atomized these out if
requested but I don't feel the need to at this second.

* This PR Fixes a longstanding issue where the express cargo console can
be used to purchase goodies via the cargo budget. Part of the balance of
items that are currently sold as goodies are that they must be purchased
privately, as opposed to using the cargo budget. That's why they're also
typically a bit more expensive per-item than their contemporaries like
the single energy gun and the single insulated gloves. Being able that
bypass that mechanic will make it harmful to longterm balance on items
added as cargo goodies as well. This fix was implemented both through a
check on the express console logic for adding items to an order, as well
as by hiding the goodies tab from the express console. For the record,
the express console has code explicitly attempting to prevent you from
ordering items privately, and in the base cargo console, goodie items
can ONLY be purchased privately.

* This PR fixes an oversight in the implementation of departmental order
requests. Namely, if you were to request something with access
restrictions like energy guns, and then request them using your
non-cargo department's funds, it would bypass the crate's regular access
restrictions in order to let you open the crate. Interestingly enough,
the locks would open for the initial delivery, and if locked and
attempted to re-open, it would lock the guns behind their original
intended access. This has been fixed by adding an early return an alert
preventing you from ordering guns if your ID card does not have access
to actually open the crate. This also means that you can still order
guns using departmental funds assuming you have proper access already.
Crew may still request guns ignoring any kind of access restrictions
when requesting directly from cargo, though cargo will need to find a
way to open them, as per usual.

* Agent IDs can bypass ID requirements with the request console and
Emagging the express console bypasses the goodie lock respectively.

## Why It's Good For The Game

Re: Goodies, goodies were intended to be purchased by players
specifically, and being able to bypass that restriction through the
express console has always struck me as a longstanding oversight that
nobody's been bothered to fix for several years.
Fixes #94265.

Re: Departmental crates bypass, We don't want crew using departmental
budget funds to buy heaps of guns without access and without oversight.
This moves the right of refusal back onto cargo UNLESS the crew member
in question has explicit access to guns and the armory in the first
place. As previously stated, behavior is unchanged when requesting guns
from the cargo budget, as is tradition.
Fixes #94266.

## Changelog

🆑
fix: The Express Cargo Console can no longer buy goodie items.
add: The Express Cargo console can bypass the goodie purchasing
protection if Emagged.
fix: Departmental Order requests may no longer bypass access
restrictions, and require access to place the order.
add: Departmental Order may explicitly bypass access restrictions if
placed using an agent ID.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2026-01-16 13:33:27 +13:00
FalloutFalcon d25c6201f4 Standerdizing currency symbols Part 2 (#94259)
## About The Pull Request
Converts almost all non-constant, non-tgui usages of all variantions of
"credit" and "cr"

Everything seems in order, tested most the currencies.
<img width="905" height="119" alt="image"
src="https://github.com/user-attachments/assets/3fa005a7-a114-426c-9646-b81f68bc2dec"
/>
<img width="255" height="128" alt="image"
src="https://github.com/user-attachments/assets/14c83b54-4fd9-4bee-838f-5b1c03939d9a"
/>


## Why It's Good For The Game
Same justification as https://github.com/tgstation/tgstation/pull/94128
Just easier to mantain/adjust the grammer/names of our money
## Changelog
🆑
spellcheck: minor cleanup on some usecases of "credits"
/🆑
2025-12-13 21:00:19 -05:00
SyncIt21 2d41569c65 Flatpacker & machine frame enhancements (#91752)
## About The Pull Request

**1. Makes the machine creation process from both efficient.**
The machine frame no longer creates & deletes the machines old component
parts before moving in the new parts. It instead now passes its parts
directly to the circuit boards `apply_default_parts()` meaning the old
parts are never created and the new ones get applied directly. This also
mean it does not have to again call `RefreshParts()` as the machines
`Initialize()` proc will do that for us by default so the performance is
just faster now.
Flatpack box also benefits from this and it will need it as stated below

- Fixes #86514. As the circuit board is passed to the machine's
`Initialize()` proc during reconstruction so it sets it's
`all_products_free` from the board both during mapload & when player
constructed from either machine frame & flatpack

**2. Flatpack enhancements** 
- The flatpack box now passes its stored circuit board into the machine
meaning any changes made like with a screw driver or such are preserved
in the newly created machine rather than the board getting deleted & the
machine creating the default board
- Flatpacker now accept custom component parts that replaces its stored
circuit board default parts. This implements

https://github.com/tgstation/tgstation/pull/91670#issuecomment-2977259973
meaning instead of the vendor created from the flatpacker starting out
empty it now accepts the refill canister and will package both of them
together. Then during deployment that stored canister is stored back in
the vendor meaning instead of starting out empty you get to carry over
all your previous stock

Depends on https://github.com/tgstation/tgstation/pull/91512 because of
named arg conflict. Keep this drafted till that gets merged

## Changelog
🆑
qol: flatpacker now accepts custom component parts(like vendor refill
canister) along with the circuit board so you can carry over your
previous stock during deployment rather than starting out empty
fix: flatpack boxes now passes its stored circuit board into the machine
thus preserving its properties instead of creating a default board in
the machine
fix: vending machines reconstructed on station from circuits loaded off
station(having free products) will continue to sell free products
code: machine construction via flatpacker/machine frame is faster
performance wise
/🆑
2025-07-11 08:58:11 +02:00
SmArtKar 57456921a4 Makes vendors created from flatpacks start empty to prevent duping (#91670)
## About The Pull Request

Flatpacks pass an arg into ``on_construction`` which makes vendors wipe
their inventory to prevent duping by repeatedly flatpacking a vendor to
refill its inventory.
Closes #91615

## Changelog
🆑
fix: Flatpacked vendors start empty to prevent duping
/🆑
2025-06-20 20:15:41 +00:00
Aylong d773f4db2f Supply Consoles restyle & order content preview (#89198)
## About The Pull Request
In a nutshell, everything will be visible in the `Demo` section.
But if you want some details...

- Filling of static_data was divided into procs, for better
understanding and possibility to use the same actions in two order
consoles
- Added an image of the first item in crate at each order (almost)
- Added the ability to see what is inside an order, the information is
not always accurate due to the nature of some orders such as random hats
- Slightly remaked layout, making everything look more cohesive and
eliminating the empty space at the bottom of the screen
- When buying anonymously, the original price does not disappear, but is
crossed out, and the new price is written below it

## Demo
<details><summary> Screenshots </summary>

Supply Console
| Before | After |
| - | - |
|
![image](https://github.com/user-attachments/assets/6067fc76-de5a-4d32-929a-239074514767)
|
![image](https://github.com/user-attachments/assets/81b3ab2a-f6d6-4f7a-8fff-0d5f459bcef9)
|

Express Console
| Before | After |
| - | - |
|
![image](https://github.com/user-attachments/assets/934554e5-ec42-422f-b6ce-f66a137bd280)
|
![image](https://github.com/user-attachments/assets/0d00c364-eece-4aa4-8f7d-f40ab7b9bb27)
|

Other 
| Content preview | Express login | 
| - | - |
|
![image](https://github.com/user-attachments/assets/62b3374e-5f46-4113-9da9-f481aa25739c)
|
![image](https://github.com/user-attachments/assets/8468f191-a5da-4de4-86f1-e0aca10256b3)
|

</details>

<details><summary> Video </summary>


https://github.com/user-attachments/assets/c7e16206-39f5-413c-9eea-c0284350c4a3

</details>

## Why It's Good For The Game
More convenience plus a bit prettier.
The ability to view the contents of an order, even if some madman didn't
describe its contents in the description (those who did this are really
crazy)
Section with tabs scrolls on both 515 and 516
And little cleaner data receiving code

## Changelog

🆑
qol: Supply console got little redesign, and ability to see what can be
inside a order.
code: Supply console and express supply console, now use a unified
method of acquiring data
/🆑

---------

Co-authored-by: Ivory <distributivgesetz93@gmail.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2025-01-30 08:00:12 -08:00
SmArtKar 58f75eadec Express console code refactor, cleanup and fixes (#86634)
## About The Pull Request

Rewrites a good chunk of express console code, removing one letter
variables, duplicate code and straightening all the staircases with
early returns. RIP cooldowns in ui_data()

Mapped-in consoles now actually work, as currently they initialize
before SSshuttles which results in them having a completely empty packs
menu. This is fixed by making them report themselves to SSshuttles which
will call package init on them once it itself initializes.

Emagging the console will update the prices in the UI, and emagged
consoles will try to send at least 1 package instead of requiring the
budget to have enough funds to send all 5 pods. Because when you press a
button with a price tag on it, you'd expect at least something to
happen.

Beacons now reset their offsets when anchored because thats been
triggering my OCD. Upgrade disks aren't deleted and instead drop when
the console is deconstructed.

## Why It's Good For The Game

Code is crunchy, stuff is broken, prices aren't displayed correctly when
the console is emagged and you'd expect at least something to arrive
when you press a button with a price that you can afford.

## Changelog
🆑
fix: Mapped in express supply consoles now work instead of displaying an
empty UI.
fix: Emagged express supply consoles now display updated prices.
refactor: Rewrote a large chunk of express supply console code
balance: Express supply consoles now drop their upgrade disk upon being
deconstructed, and emagged consoles now will try to send at least one
package to the station if cargo budget doesn't have enough funds for all
5.
/🆑
2024-09-22 18:16:13 +02:00
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 9ac81e1a64 New station trait job: Human AI (#81681)
## About The Pull Request

This PR does many things, I'll try to explain the basic/background stuff
to the main thing first:

1. Adds a new remote that allows a human to function like an AI. It
controls a fly that will fly around the station slowly, and when it
reaches a machine then the person can interact with it as if they were
an AI. This required changing a lot of silicon/AI checks with one that
also checks for this remote, and some messing with shared ui state.
2. Moves req_access from the obj and bot to ``/atom/movable`` which lets
it be shared between the two, no more copy-paste and one side lacking
features/checks/signals the other has.
3. Adds a check for AI config for AI-related station traits, which was
lacking prior

Now for the good part...
Adds a new station trait that replaces the AI with a Human.
This person is equipped with an AI headset (including Binary), an
advanced camera console, an omni door wand, the machine controller, and
their laws.
They are immune to the SAT's turrets (even if set to target borgs) and
are slow outside of the SAT, mimicing the actions of the AI.

They interact with the world through their advanced camera console,
which allows them to do most AI stuff needed, and the holopad they can
connect to without having to ring first (like Command can).

They are given a paper with the laws they must follow, but since they
are human they are able to bend it. Cyborgs that run the default lawset
are "slaved" to them via an unremovable law 0, so the Human AI can bend
the laws if they really need to (for their own survival n such), and
make the cyborgs obey their commands above laws, but in general this
shouldn't be a frequent occurrence. This does take into account the
unique AI trait, so it's not guaranteed Asimov.

When this station trait rolls, all Intellicards, AI uploads, and AI core
boards are destroyed and are unresearchable. They can be spawned by
admins in-game if necessary. Maybe in the future we can also exclude
Oldstation from this but I haven't really decided.

Extra perks:

Human AI spawns with a Robotic voicebox (unless they are a body purist)
and teleport blocking implant, so they can't use teleporters to bypass
their on-station slowdown.
They also have an infinite laser pointer that can be used to blind
through their camera console. This is unfortunately nerfed from the
recent borg balance PR that removed its stun. This was meant to be the
alternative to no longer being able to permanently lock borgs down like
AIs can (or more than one, for that matter).
They aren't affected by Roburgers, Acid, and Fuel's toxicity.
Bots salute them like they do Beepsky (which is now a trait)
They spawn with SyndEye to replace the AI's tracking ability
They do not have a bank account

### The machine remote

The machine remote has a little fly in it that flies to the machines it
is pointed to, working as the arms and legs of the Human AI. It scans
the machine and punches in the action the AI does, and is how the AI
accesses basically anything. This fly slowly moves from one machine to
the next, and can be recalled with Alt Click.
It works on machines and bots.

### Video (Low quality to fit Github)


https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8

## Why It's Good For The Game

I've seen a funny screenshot one day of a person replacing the AI by
using a bunch of door remotes, camera console, crew monitoring console,
and a few other things. I've been thinking about that for a few years
and really wanted to make it official if not easier to make possible,
because it is an incredibly funny interaction.
This makes it a reality, and while they aren't as powerful as regular
AIs, I think it makes for better and funnier in-game moments. With the
same weight as Cargorilla (1), I hope this wouldn't be rolling too often
and ruin rounds, but instead show off the different capabilities that
Humans and AIs can do, to do the job of an AI. You win some you lose
some.

## Changelog

🆑 JohnFulpWillard, Tattax
add: Adds a new station trait job: The Human AI.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-03-09 23:48:39 +01:00
Kyle Spier-Swenson 8703eac50d split area.contained_turfs up by zlevel, make init 10 seconds faster (#80941)
## About The Pull Request

Situation: areas have a list of all turfs in their area.

Problem: `/area/space` is an area and has a 6 to 7 digit count of turfs
that has to be traversed for every turf we need to remove from it. This
can take multiple byond ticks just to preform this action for a single
space rune

Solution: split the list by zlevel, and only search the right zlevel
list when removing turfs from areas.

replaces `area.get_contained_turfs()` with a few new procs:

* `get_highest_zlevel()` - returns the highest zlevel the area contains
turfs in. useful for use with `get_turfs_by_zlevel`
* `get_turfs_by_zlevel(zlevel)` - returns a list of turfs in the area in
a given zlevel. Useful for code that only cares about a specific zlevel
or changes behavior based on zlevel like lighting init.
* `get_turfs_from_all_zlevels()` - the replacement for
`get_contained_turfs()`, renamed as such so anybody copying/cargo
culting code gets a hint that a zlevel specific version might exist.
Still used in for loops that type checked so byond would do that all at
once
* `get_zlevel_turf_lists()` - returns the area's zlevel lists of lists
but only for non-empty zlevels. very useful for for loops.

The area contents unit test has been rewritten to ensure any improper
data triggers failures or runtimes by not having it use the helpers
above (some of which ensure a list is always returned) and access the
lists directly.
2024-01-18 12:16:12 -05:00
ReezeBL 109cd2d6cc Express Console Code Improvement (#80081)
## About The Pull Request
Account ID for Express Console was hardcoded, idk why. Now, it uses
"cargo_account" var, to select department's account, as it is in default
cargo console.
## Why It's Good For The Game
You can use VV to change charging account for Express Console and other
shenanigans.
2023-12-04 15:10:37 -05:00
Zephyr 9ebf319e6a fixes signal circuit not working | refactors name of timer cooldown macros to be inherent, also docs them (#79367)
## About The Pull Request

Title
## Why It's Good For The Game

Less headache in the future for a macro thats not really obvious in what
it does
## Changelog
🆑
fix: signals in circuits now actually function
/🆑
2023-10-31 10:58:48 +00:00
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
san7890 ccef887efe Lints Against Unmanaged Local Defines (#74333)
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.

## About The Pull Request

Hey there,

This took a while to do, but here's the gist:

Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.

Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.

Scenarios this PR corrects:

* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*

(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game

If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).

Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.

I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.

(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
2023-03-29 10:17:03 -07:00
RikuTheKiller 574e131ca2 Thermomachines no longer self-destruct when built on blocked ports (#73580)
## About The Pull Request

Ever felt the utter pain when you make a new thermomachine, hook it up
perfectly and then screwdriver it only for it to immediately become a
pile of iron and components without warning? This PR fixes that.

Instead of doing what it did previously, it unanchors itself and opens
its panel.

Right, almost forgot to mention, failing to wrench down a thermomachine
no longer bonks it with the wrench.

Due to not being allowed to use visual messages for when the port is
blocked, I've added a mob/user variable to all on_construction() procs.
(This allowed me to use balloon messages instead.)
## Why It's Good For The Game

Saves a lot of unnecessary headaches when working with thermomachines.
## Changelog
🆑
fix: Atmosians have finally convinced the thermomachines to not
self-destruct when built on blocked ports.
fix: Failing to wrench down a thermomachine no longer hits it with the
wrench.
/🆑
2023-03-04 17:10:44 -08:00
LemonInTheDark 5b4ba051a0 Builds logic that manages turfs contained inside an area (#70966)
## About The Pull Request

Area contents isn't a real list, instead it involves filtering
everything in world
This is slow, and something we should have better support for.

So instead, lets manage a list of turfs inside our area. This is simple,
since we already move turfs by area contents anyway

This should speed up the uses I've found, and opens us up to using this
pattern more often, which should make dev work easier.

By nature this is a tad fragile, so I've added a unit test to double
check my work

Rather then instantly removing turfs from the contained_turfs list, we
enter them into a list of turfs to pull out, later.
Then we just use a getter for contained_turfs rather then a var read

This means we don't need to generate a lot of usage off removing turf by
turf from space, and can instead do it only when we need to

I've added a subsystem to manage this process as well, to ensure we
don't get any out of memory errors. It goes entry by entry, ensuring we
get no overtime.
This allows me to keep things like space clean, while keeping high
amounts of usage on a sepearate subsystem when convienient

As a part of this goal of keeping space's churn as low as possible, I've
setup code to ensure we do not add turfs to areas during a z level
increment adjacent mapload. this saves a LOT of time, but is a tad
messy

I've expanded where we use contained_turfs, including into some cases
that filter for objects in areas. need to see if this is sane or not.

Builds sortedAreas on demand, caching until we mark the cache as
violated

It's faster, and it also has the same behavior

I'm not posting speed changes cause frankly they're gonna be a bit
scattered and I'm scared to.
@Mothblocks if you'd like I can look into it. I think it'll pay for
itself just off `reg_in_areas_in_z` (I looked into it. it's really hard
to tell, sometimes it's a bit slower (0.7), sometimes it's 2 seconds
(0.5 if you use the old master figure) faster. life is pain.)

## Why It's Good For The Game

Less stupid, more flexible, more speed

Co-authored-by: san7890 <the@san7890.com>
2022-11-04 20:13:54 -07:00
AIUNBOLT e4eb3e430a the express supply console now requires general cargo access instead of QM access (#69312)
* remove the access requirements

* cargo access  instead of qm access

* Update expressconsole.dm
2022-08-25 01:17:16 -04:00
Jolly b4fb8f3ed1 [MDB IGNORE] You can have your cake and eat it too. Remake of #66406 (Splitting up areas.dmi + code related stuff) (#66726)
Areas.dmi right now houses all of our mapped turfs icons (which is roughly 400 icons). Not an issue, but it's incredibly large and clunky to navigate right now. This isn't an issue for the average coder and/or player code diving, but it is for mappers wanting to add new turfs. Currently, the file has some organization, but its still an overall mess. This PR aims to slice the behemoth with multiple .dmi files corresponding to specific areas.

I also plan to repath /area/* -> /area/station/* for station turf only. This is to clean it up, as most other turfs follow this format (that being /area/turf_zone/*).

I'm also writing an update paths file as I go along.
2022-05-06 12:09:53 -06:00
Ghilker ffd1ae5fc0 Rebalanced Power consumption, increase for machines (#66059)
Machinery power consumption rebalance.
2022-04-20 09:50:54 +02:00
GoldenAlpharex c6d616ff11 Documents and improves the variable names of the shuttle subsystem (#63946) 2022-01-11 16:08:34 -05:00
tralezab 6c01cc2c01 every case of initialize that should have mapload, does (#61623)
## About The Pull Request

stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it

for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

![](https://media.discordapp.net/attachments/823293417186000909/875122648605147146/image0.gif)

## Regex used:

procs without args, not even regex

`/Initialize()`

procs with args
`\/Initialize\((?!mapload)((.)*\w)?`

cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
2021-09-24 17:56:50 -04:00
Watermelon914 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00
Emmett Gaines 7de70dc236 Cargo canister purchases fixed again (#59274)
There were some remaining bugs with purchasing gas canisters brought to my attention.
2021-05-24 12:28:20 -04:00
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
Qustinnus 95731342b9 [READY] Adds station traits: Small modifiers that can randomly be chosen each round (#56309)
This PR adds station traits which are essentially small changes to a normal round that can be used to create small variations in how a round might play out, sometimes there might be only one, very simple trait, but you might have a round where they have a somewhat bigger impact, to make rounds feel slightly more different from each other.

The following traits have been added:
Positive:

    Lucky winner - Free pizza and beer every 6-12 minutes
    Galactic Grant - Larger starting funds for cargo
    Premium internals boxes - emergency box has flare + radio as bonus
    Bountiful bounties - Bounties pay 20% more
    Strong supply lines - Imports 20% cheaper
    Filled maint - More loot in maint
    Fast shuttle - Cargo shuttle is faster
    Free scarves - Free scarfs if a slot is free

Neutral:

    Bananium shipment - Clown starts with 5 sheets of bananium (Neutral because this helps noone but the clown)
    Unnatural atmosphere - Lava planet can get more restricted gasses
    Unique AI - Random lawset at roundstart for AI
    Ian adventure - Ian teleports to a random spot on the station
    Glitched PDAs - PDA's have a different beep
    Announcer intern - Changes the announcement messages to sound like they're from an intern at Centcom

Negative:

    Carp infestation - Carp event is more common and can start earlier
    Weak supply lines - Imports 20% more expensive
    Blackout - Station lights are partially broken around the station
    Empty maint - Less loot in maint
    Overflow bureacracy mistake - Random overflow job (From a vetted list)
    Late Arrivals - Everyone starts in arrivals
    Random spawns - Random spawn location (by drop pod)
    Slow shuttle - Cargo shuttle is slower

Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@gmail.com>
2021-02-05 15:49:49 -08:00
Son-of-Space c54bd59e7a Standardizes area paths and area-based nomenclature (#56430)
This PR repaths areas to follow a department - purpose - room formula (just department - room if purpose is unnecessary), reorganizes the area file to properly sort by department, removes some unused areas, and better utilizes child subtypes for areas. It fixes several problems with areas which were previously improperly subtyped causing problems like the lack of AI monitoring on vault areas and the inability to use the civilian door remote on most service areas.

Properly organizing our areas will make mistakes in adding areas or duplicates harder to do. By organizing each department in this way, it also provides better infrastructure for autoname devices and any future code that has to reference areas by department.
2021-02-05 13:36:25 -08:00
Emmanuel S 29c518ab17 Cargo can now order empty supplypods through the express console (#54215) 2020-12-05 17:55:13 -08:00
Tlaltecuhtli 041cf7d512 fixed express consoles without weird conflicts (#54481) 2020-10-20 14:07:48 -03:00
Fikou 494bd4d17b Replaces instances of NanoTrasen with Nanotrasen (#54473)
spellcheck: replaces instances of NanoTrasen with Nanotrasen
2020-10-20 16:32:26 +01:00
ZeWaka 9629feed35 Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B

BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
2020-10-13 16:43:53 -03:00
Timberpoes 1f23cc281d Enforce preserving parent proc return values across ui_act call stacks (#53964)
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
2020-09-26 11:52:39 -03:00
msgerbs dde45a406d Fixes several things not unlocking when hit with an ID in a tablet. (#53600)
The following will now be unlockable by hitting them with an ID in a tablet:

    Bots
    Express supply console
    Air Alarms
2020-09-11 18:43:53 +01:00
ShizCalev 3eeef6c272 Cleans up some unused procs and makes is_blocked_turf a turf proc. (#52482)
* Cleans up some unused procs and makes is_blocked_turf a turf proc.

* Update code/game/turfs/turf.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-30 02:20:35 -03:00
skoglol c90f7ea4c6 Reduces possible cargo express pod spam. (#52414) 2020-07-25 06:43:48 -03:00
Aleksej Komarov 0cf00a2645 tgui 4.0 (#52085)
* tgui 4.0 hyper squash

* Upgrade dependencies
2020-07-16 20:13:04 +02:00
jdawg1290 62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
MrDoomBringer 719d3a1f45 first pass
WIP overlays


icon upd8


more


need to figure out whats going on with extractionpods


compile


the icon update


more!!


why are skillcapes broken


boat lmao


seethrough fix


Second drive-by


Code cleanup and improvements

Specifically surrounding contractor pods and reverse mode working properly
accidently left in an extra dmi whups


do the impossible see the invisible


new effect booster pack


MFW MRW Linter fail
2020-07-06 23:44:02 -04:00
nemvar b87f65d95e Converts ALL typepaths to lowercase (#51642)
* Case of lower

* More changes

* Ruins the nice 420 diff, brainfart when doing the second batch of conversions

* More changes

* Next batch. I think

* Converts even more paths

* Restarts bots

* Capital Free Zone

* Come on travis, do something

* Renames areas

* Bots, please stop dying

* Updates CONTRIBUTING.md and updates a few paths I missed.

* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
2020-06-17 20:47:57 -03:00
actioninja b5dfd8880d id to component name 2020-04-19 19:36:35 +03:00
AnturK 54f32f26ad Fixes few minor runtimes. (#48234)
* Fixes emagging stuff without user

* Fixes missing initalizes

* Fixes deconstructing for materials

* Fixes tracker bullets runtime.
2019-12-14 14:15:15 -05:00
Rob Bailey c49367f895 More tgui-next uis (#47333)
* More uis

cargo express console

cargo express routes

ui scale change

delete clockwork slab

chem acclimator proper

codex gigas

gigas cleanup

crew console

crew monitor work

scrap crew console for a later pr

lint fixes + rebuild

get rid of some temp files

get rid of more temp files

much better codex gigas

remove unused file

* rebuild

* rebuild
2019-10-25 11:55:40 +02:00
kingofkosmos 280d416d4f Adds missing spans, missing periods and missing span endings. Also changes spans to suit the situation better. 2019-10-12 19:34:11 +03:00
skoglol 8e6276d450 Adds UI dimension vars to machinery (#45959)
* Adds dimension var to machinery.

* cleaner

* newlines

* Cleanup
2019-08-22 00:33:10 -07:00
MrDoomBringer 4642306b15 does it (#43451) 2019-04-02 21:56:04 +02:00
XDTM 6f21758521 Handheld IDs are valid for authentication (#40456)
cl XDTM
tweak: Holding an ID in your hands uses it instead of your worn ID for authentication purposes.
tweak: If you don't have an ID in your id slot, the belt slot will be checked as well.
/cl

Fixes #40437

Makes sense if you want to use a specific access card without playing pocket tetris. The get_idcard has an argument for prioritizing worn id over held id, for stuff like identification.
2018-10-03 09:58:37 +13:00
MrDoomBringer 32ffba28cd Adds a "Launch Supplypod (Quick)" adminverb (#40501)
cl MrDoomBringer
admin: Admins can now launch supplypods the old, slightly quicker way as well
/cl

Saves a few button presses, and some admins requested it.
Tested, should work fine.
2018-10-01 15:02:04 +13:00
Iamgoofball f735a7d34d [READY][PAID CODE] economy PR (#40312)
With the power of CAPITALISM AND ECONOMY, you too could be This Guy.
2018-09-23 02:50:51 -04:00
MrDoomBringer c7ef142616 [DOCUMENTED AND READY TO MINGLE](EPIC MEME VIDEO INSIDE!) NEW COOL ADMIN TOOL: ADVANCED HIGH DEFINITION SUPPLYPOD SUMMONING (also supplypod refactor) (PLEASE UPTHUMB) (#39936)
MrDoomBringer

admin: Admins can now spawn things in ICly (as well as do a bunch of other cool new stuff) using the Config/Launch Supplypod verb!

code: also supplypods have been refactored
2018-09-21 08:59:52 +12:00