6 Commits

Author SHA1 Message Date
John Willard 2a637dd6bb Adds Coroner to Mafia & Bunch of Mafia changes (#92158)
Changeling chat is now at night, rather than :j saymode, and it is also
separated from normal messages as [CHANGELING CHAT]
Adds a new [DEAD CHAT], all dead players in Mafia are corpselocked and
talking will instead go to Dead chat.
The Chaplain's ability is now being able to hear Dead chat at night, and
being able to in turn speak to the Dead.
The Chaplain's old ability has been given to a new role, the Coroner.
"Pray" is now "Autopsy".
Deaths in the Mafia arena aren't broadcasted anymore, to lessen
annoyance to round observers.

Also updates role icons & some outfits, as well as some bug fixes I
encountered while messing with it on localhost. I also tried (but not
fully) to make Mafia games more modular and independent, so maybe in the
future we can have more than one Mafia game running at a time.

I am limited to 2 player testing for this, so it is very much possible
that there's some issues I haven't found from my local testing, let me
know if you find anything please.

Being dead in Mafia boots you out of the round regardless of how
invested you were, that kidna sucks so hopefully being able to still
contribute something to the game, or at least discuss it with other dead
players in your own chat, makes players feel important to the game
they're playing.

I have a previous attempt of this here -
https://github.com/tgstation/tgstation/pull/75879 - but it staled out.
This differs from that attempt, as only dead players from the Mafia game
can speak in dead chat, while the old attempt allowed anyone that was
observing a mafia sign post (so dead players from the game, but not
observing the post, weren't able to speak to Chaplains, making him very
hard to be useful especially since getting information like that across
is a little hard). Being corpselocked also prevents them from being able
to see who Changelings are by simply looking at who has maptext at
night, and keeps them more focused on the game being played.

🆑
add: Added a new role to Mafia; the Coroner, which takes the Chaplain's
ability to see dead people's roles.
add: Mafia Chaplains now speak with the dead at night instead, and the
dead are corpselocked to prevent cheating.
fix: Mafia's HoS doesn't kill himself when executing non-townies.
qol: You can now update your notes & send them in chat while dead, as
well as look up the descriptions of other roles.
/🆑
2025-08-04 20:53:29 -04:00
SmArtKar b7383bc503 Refactors MODsuit slowdown calculations (#90116)
## About The Pull Request

MODsuits now calculate their slowdown by querying modules by sending a
signal on themselves instead of having modules try and keep up with
control unit's speed updates (which broke in a fabulous fashion after
MODsuits were allowed to deploy by piece)
Also added a separate trait to prevent objects from being speed
potion-ed to combat stabilized red crossbreed issues, and removed a
duplicate list helper (40 lines down in the same file lol)

Closes #89979
Closes #90036

## Changelog
🆑
fix: MODsuits should now be affected by stabilized red crossbreeds
fix: MODsuit slowdowns should no longer behave weirdly with ash
accretion/magboots/armor booster modules.
refactor: Refactored MODsuit slowdown calculations to be query-based
instead of modules directly modifying part speed values.
/🆑
2025-03-26 17:55:32 +01:00
itsmeow cc335e7e9e IconForge: rust-g Spritesheet Generation (#89478)
## About The Pull Request

Replaces the asset subsystem's spritesheet generator with a rust-based
implementation (https://github.com/tgstation/rust-g/pull/160).

This is a rough port of
https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it
includes fixes for some cases I didn't catch that apply on TG.

(FWIW we've been using this system on prod for over a year and
encountered no major issues.)

### TG MAINTAINER NOTE


![image](https://github.com/user-attachments/assets/53bd2b44-9bb5-42d2-b33f-093651edebc0)

### Batched Spritesheets

`/datum/asset/spritesheet_batched`: A version of the spritesheet system
that collects a list of `/datum/universal_icon`s and sends them off to
rustg asynchronously, and the generation also runs on another thread, so
the game doesn't block during realize_spritesheet. The rust generation
is about 10x faster when it comes to actual icon generation, but the
biggest perk of the batched spritesheets is the caching system.

This PR notably does not convert a few things to the new spritesheet
generator.

- Species and antagonist icons in the preferences view because they use
getFlatIcon ~~which can't be converted to universal icons~~.
- Yes, this is still a *massive* cost to init, unfortunately. On Bee, I
actually enabled the 'legacy' cache on prod and development, which you
can see in my PR. That's why I added the 'clear cache' verb and the
`unregister()` procs, because it can force a regeneration at runtime. I
decided not to port this, since I think it would be detrimental to the
large amount of contributors here.
- It is *technically* possible to port parts of this to the uni_icon
system by making a uni_icon version of getFlatIcon. However, some
overlays use runtime-generated icons which are ~~completely unparseable
to IconForge, since they're stored in the RSC and don't exist as files
anywhere~~. This is most noticeable with things like hair (which blend
additively with the hair mask on the server, thus making them invisible
to `get_flat_uni_icon`). It also doesn't help that species and antag
icons will still need to generate a bunch of dummies and delete them to
even verify cache validity.
- It is actually possible to write the RSC icons to the filesystem
(using fcopy) and reference them in IconForge. However, I'm going to
wait on doing this until I port my GAGS implementation because it
requires GAGS to exist on the filesystem as well.

#### Caching

IconForge generates a cache based on the set of icons used, all
transform operations applied, and the source DMIs of each icon used
within the spritesheet. It can compare the hashes and invalidate the
cache automatically if any of these change. This means we can enable
caching on development, and have absolutely no downsides, because if
anything changes, the cache invalidates itself.

The caching has a mean cost of ~5ms and saves a lot of time compared to
generating the spritesheet, even with rust's faster generation. The main
downside is that the cache still requires building the list of icons and
their transforms, then json encoding it to send to rustg.

Here's an abbreviated example of a cache JSON. All of these need to
match for the cache to be valid. `input_hash` contains the transform
definitions for all the sprites in the spritesheet, so if the input to
iconforge changes, that hash catches it. The `sizes` and `sprites` are
loaded into DM.

```json
{
	"input_hash": "99f1bc67d590e000",
	"dmi_hashes": {
		"icons/ui/achievements/achievements.dmi": "771200c75da11c62"
	},
	"sizes": [
		"76x76"
	],
	"sprites": {
		"achievement-rustascend": {
			"size_id": "76x76",
			"position": 1
		}
	},
	"rustg_version": "3.6.0",
	"dm_version": 1
}
```

### Universal Icons

Universal icons are just a collection of DMI, Icon State, and any icon
transformation procs you apply (blends, crops, scales). They can be
convered to DM icons via `to_icon()`. I've included an implementation of
GAGS that produces universal icons, allowing GAGS items to be converted
into them. IconForge can read universal icons and add them to
spritesheets. It's basically just a wrapper that reimplements BYOND icon
procs.

### Other Stuff

Converts some uses of md5asfile within legacy spritesheets to use
rustg_hash_file instead, improving the performance of their generation.

Fixes lizard body markings not showing in previews, and re-adds eyes to
the ethereal color preview. This is a side effect of IconForge having
*much* better error handling than DM icon procs. Invalid stuff that gets
passed around will error instead of silently doing nothing.

Changes the CSS used in legacy spritesheet generation to split
`background: url(...) no-repeat` into separate props. This is necessary
for WebView2, as IE treats these properties differently - adding
`background-color` to an icon object (as seen in the R&D console) won't
work if you don't split these out.

Deletes unused spritesheets and their associated icons (condiments
spritesheet, old PDA spritesheet)

## Why It's Good For The Game

If you press "Character Setup", the 10-13sec of lag is now approximately
0.5-2 seconds.

Tracy profile showing the time spent on get_asset_datum. I pressed the
preferences button during init on both branches. Do note that this was
ran with a smart cache HIT, so no generation occurred.


![image](https://github.com/user-attachments/assets/3efa71ab-972b-4f5a-acab-0892496ef999)

Much lower worst-case for /datum/asset/New (which includes
`create_spritesheets()` and `register()`)


![image](https://github.com/user-attachments/assets/9ad8ceee-7bd6-4c48-b5f3-006520f527ef)

Here's a look at the internal costs from rustg - as you can see
`generate_spritesheet()` is very fast:


![image](https://github.com/user-attachments/assets/e6892c28-8c31-4af5-96d4-501e966d0ce9)

### Comparison for a single spritesheet - chat spritesheet:

**Before**


![image](https://github.com/user-attachments/assets/cbd65787-42ba-4278-a45c-bd3d538da986)

**After**


![image](https://github.com/user-attachments/assets/d750899a-bd07-4b57-80fb-420fcc0ae416)

## Changelog

🆑
fix: Fixed lizard body markings and ethereal feature previews in the
preference menu missing some overlays.
refactor: Optimized spritesheet asset generation greatly using rustg
IconForge, greatly reducing post-initialization lag as well as reducing
init times and saving server computation.
config: Added 'smart' asset caching, for batched rustg IconForge
spritesheets. It is persistent and suitable for use on local, with
automatic invalidation.
add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for
spritesheets.
fix: Fixed R&D console icons breaking on WebView2/516
/🆑
2025-03-03 14:58:27 +01:00
John Willard a6b42398b9 Updates the Mafia UI (#79856)
## About The Pull Request

The player currently on the stand has a yellow color behind their name.
Players who have had their roles revealed now has that stated in the
player list
Votes no longer show up to people who are on trial


![image](https://github.com/tgstation/tgstation/assets/53777086/7b3b6128-4aa0-4a83-b7f6-54c9e9cde4d9)

Minor edit: It no longer says 'ON STAND', it instead has their name in
yellow background

![image](https://github.com/tgstation/tgstation/assets/53777086/d149a881-04ab-4a75-91e1-1e5f53dd1c7f)


## Why It's Good For The Game

Mafia UI's a little better now.

## Changelog

🆑
qol: Mafia panel no longer shows vote buttons if you're on stand, shows
the roles of revealed players, and list out who is on the stand, if any.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2023-11-23 10:12:33 -08:00
John Willard 43ba9d0bf5 Mafia panel fixes (#79573) 2023-11-11 23:12:32 -08:00
John Willard 88bb3afcce Mafia now starts without admin intervention (#79348)
## About The Pull Request

Mafia should now start without the need of admin intervention.
I made a unit test that should always have a PDA and a ghost spawning in
a game of Mafia and having it run through basic setup to confirm they
both successfully sign up and the game starts.

I had to change a lot of things in order to get this working, such as
giving unique ckeys to mock clients, fixing harddels in Mafia, and
plenty of minor fixes. This is the first time any of this code is put in
CI, so a lot of uncaught errors are now showing their faces.

Because loading maps mid-round runtimes due to smoothing, I have mafia
their own unit test-only map that doesn't use smoothing.

I also split the mafia ui code into its own file, and moved a single
helper that was sitting around in mafia's file into a helpers file.

I also added some comments to explain why certain things are the way
they are, because I wrote some undocumented code previously and forgot a
few things, leading to self-inflicted wasted time.

## Why It's Good For The Game

^

## Changelog

🆑
fix: Mafia games can now start properly.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-11-05 01:26:24 +00:00