Commit Graph

101 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
SmArtKar cc34f01082 Fixes plumbing ducts having weird shadows (#96102)
## About The Pull Request

UPDATE_ICON is needed rather than UPDATE_ICON_STATE to update the
emissive blocker
Closes #96076

## Changelog
🆑
fix: Fixed plumbing ducts having weird shadows
/🆑
2026-05-23 17:17:12 +02:00
SyncIt21 eaba74a2eb Fixes for boulder processing machines (#96033)
## About The Pull Request
- Opening the panel of a boulder refiner machine or un-wrenching it now
turns off its environment light
- The boulder refiner machine has reagent holder of type
`/datum/reagents/plumbing` which fixes rounding errors & has other
plumbing optimized features
- The boulder refiner machine now only takes in booster reagents & only
outputs waste reagent. This means even if you have a tank with random
reagents attached to it, it will only take in booster reagents if
present & exclude the rest thus saving you time & space from taking in
other reagents
- booster reagents is now a static list shared by all machines thus
saving memory
- Removed `supply_offset` & `demand_offset` vars from core plumbing
component. These vars were making the pipes extend outside the tile
causing it to overlap with adjacent tile machine pipes making everything
ugly. Now the pipes are perpendicular to the conveyer belt sprite and
will only take in boulders from the conveyer belt direction


https://github.com/user-attachments/assets/5583a790-32b6-40df-a414-1602dd84fefd




- Map edited smelters so the conveyer belt is in the direction of the
refiner


## Changelog
🆑
fix: opening panel of boulder refinery with screwdriver or un-wrenching
it turns of its light
fix: boulder refinery only takes in booster reagents and excludes others
and only outputs waste chemicals as intended
fix: boulder refinery machines outputs waste reagents without rounding
errors in them
qol: removed conveyer sprite from boulder smelter & pixel shifts the
refiner so you can see it's plumbing pipes properly
sprite: smelters will now only take in boulders in the direction of its
conveyer belt. It's plumbing pipes are perpendicular to its conveyer
belt
/🆑
2026-05-22 14:58:52 -04:00
SyncIt21 003102864d Plumbing nit picks & Qol (#96123)
## About The Pull Request
- 1 variable removal & comment correction which i found when looking
over the files
- Increases plumbing assimilator heating to that of tier 3 heating chem
heater

## Changelog
🆑
qol: plumbing assimilator has higher heating coefficient to that of tier
3 chem heater
/🆑
2026-05-18 08:45:54 +02:00
Roxy ccc21d1f30 Lets you wrench plumbing machines on ducts/machinery again (#5577)
## About The Pull Request
TG changed the behavior of the plumbing machinery to not allow it
anymore, much to the chagrin of chem players.
## Why It's Good For The Game
Lets chem players use the setups they have been using, nice and compact.
I have been requested by Several Chem Players to restore it to the old
behavior.
## Proof Of Testing
<img width="216" height="224" alt="afbeelding"
src="https://github.com/user-attachments/assets/6abc548a-a84e-444b-8742-9222afa18161"
/>
<img width="344" height="76" alt="afbeelding"
src="https://github.com/user-attachments/assets/35875eb2-ab37-4a7a-8161-0246146d65cb"
/>
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
balance: You can once more place chemistry machines on
ducts/manifolds/etc
/🆑
2026-05-16 20:28:16 -07:00
Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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2026-05-16 00:56:00 +02:00
ArcaneMusic 0c91535120 Arcmining: Chemical Boosting (#95530) 2026-04-23 17:46:06 +02:00
SyncIt21 c22d03aa8f Fixes plumbing pill press production quality (#95349)
## About The Pull Request
- Fixes #95297

## Changelog
🆑
fix: plumbing pill press won't store reagents & products if the total
capacity for both is reached thus stopping faulty product creation
(imbalanced reagent ratios) and power consumption
/🆑
2026-03-14 07:32:04 +01:00
SyncIt21 e90018a3eb Stops unessassary reactions from occurring in plumbing machines (#95125)
## About The Pull Request
This PR stops reactions from occurring in plumbing machines except for 2
- Reaction chamber
- Acclimator

This means you can now have a tank containing welding fuel, carbon &
hydrogen and not worry about them reacting to create oil

## Why its good for the game
- Makes the game run faster. Calling `handle_reactions()` is an
expensive operation and should not be done needlessly
- Makes life for players easier. We don't want chemicals reacting before
they reach the reaction chamber & acclimator and making them obsolete.
It now allows them to do their job properly

**Dependencies**
- #95077
- #95084

After they are merged. Part of their code needs to be rewritten here.

This also deletes the redundant splitter sprite

## Changelog
🆑
qol: except for plumbing reaction chamber & acclimator, no reactions
will occur inside plumbing machines
/🆑
2026-02-20 07:53:31 +01:00
SyncIt21 6854e08ba0 General maintenance for plumbing acclimator (#95077)
## About The Pull Request
- Made the UI more compact by removing options like turning on the
accmilator & setting acceptable temperature range. They are neither
intuitive nor useful for player and can be set in code directly as
constants

  <details><summary>Here are the before & after pictures</summary>
  <p>
  
  **Before**
<img width="317" height="270" alt="Screenshot (4)"
src="https://github.com/user-attachments/assets/db5bf02d-8953-407d-8dc9-80d70c92b2be"
/>
  
  **After**
<img width="318" height="130" alt="Screenshot (5)"
src="https://github.com/user-attachments/assets/3f562481-426d-40e1-8449-231dd6fe81c3"
/>
  </p>
  </details> 

- Setting maximum volume now won't change the reagent holder maximum
volume which broke chemical reactions and created ghost chemicals. It
now accurately measures the input levels before starting heating/cooling
- Fixed power usage so it matches that of chem heater
- Added new icon state for filling & emptying reagents

## Changelog
🆑
refactor: plumbing accmilator code has been improved. Report bugs on
github
/🆑
2026-02-13 14:07:58 +00:00
SyncIt21 ca436ad925 General maintenance for plumbing filter & splitter (#95084)
## About The Pull Request
- Both UI's now don't auto update so it saves some bandwidth on the
client side
- Removed English version list on the chemical splitter list to save
memory. It now auto computes it
- Plumbing splitter now sends reagents even if the requested amount is
larger than the amount set
- Removed unused & redundant vars from both. Code is more compat
- Plumbing splitter is a 3 way component allowing you to split reagents
in 3 directions

## Changelog
🆑
refactor: code for plumbing splitter & filter have been improved.
plumbing splitter is now a 3 way component. Report bugs on github
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2026-02-13 14:41:23 +01:00
SyncIt21 4271c8bb33 General maintenance for plumbing automatic buffer (#94945)
## About The Pull Request
- Adds examines & screen tips for resetting connections & changing
threshold of plumbing automatic buffer
- Removes `datum/buffer_net` and replaces it with a simple list of
connections for memory savings
- Replaced `attack_by()` attack chain for screwdriver with
`screwdriver_act()`
- Added tgui for plumbing buffer

## Changelog
🆑
refactor: plumbing automatic buffer has been refactored for better
performance & interactions. report bugs on github
/🆑
2026-02-13 14:31:18 +01:00
SyncIt21 8bacdd2b71 [NO GBP] Allows plumbing machines on ducts with different layers (#95052)
## About The Pull Request
- Closes #95039. 

Although intentionally removed in #94678 the inconvenience of not
allowing ducts under machines of different layers isn't worth the visual
clutter it has helped in reducing so I'm bringing it back

## Changelog
🆑
qol: you can place plumbing machines on ducts with different layers
again
/🆑
2026-02-11 14:07:53 -05:00
SyncIt21 c779efbeec General maintenance for plumbing disposer (#94944)
## About The Pull Request
- Plumbing disposer disposal rate can now be changed with hand nad has
TGUI interface. It accepts a value between 5->15 meaning it can dispose
anywhere from 10u to 50u reagents per tick. Added examines & screen tips
for the same
- Fixes plumbing disposer icon state not correctly switching between
working and off under certain circumstances

## Changelog
🆑
qol: plumbing disposer now has TGUI interface for operations
fix: plumbing disposer icon state correctly switches between on & off
under circumstances
/🆑
2026-02-03 22:23:58 -05:00
SyncIt21 6dcd9b7b4b [NO GBP]Fixes layer and colour select of duct stack (#95000) 2026-01-29 22:39:49 +01:00
SyncIt21 7fc6e1402a Additional maintenance for plumbing related stuff (#94753)
## About The Pull Request
**Qol**
- Adds examines & screen tips for washing items in sinks
- Adds examines & screen tips for wall frame items i.e deconstructing
with wrench & what structures you can mount them on

**Fixes**
- Plumbing components inside shuttles now properly reconnect 
- Plumbing iv drip has their connectors (red & blue pipes) visible again
- Sinks consume reagents when washing and won't wash when it becomes dry
- Fixes #94942 placing ducts by hand on turf won't run time. Also
Plumbing machinery properly reconnects when un wrenching ducts in
circular connections
- All plumbing machinery now operates in the plumbing subsystem & map
loaded machines begin processing

**Refactor**
- Refactored sink frame into a wall frame item meaning it can now be
carried in hand and mounted on walls
- Refactored the sink attack chain to use `item_interaction()` instead
of `attackby()`
- All sinks are now wall mounted components meaning destroying the wall
they are attached to will cause it to deconstruct

## Changelog
🆑
qol: added examines & screen tips for wall frame items
qol: added examines & screen tips for washing items in sinks
fix: plumbing components inside shuttles reconnect to their machine
counterparts correctly
fix: plumbing iv drip has its red & blue connectors visible again
fix: sinks consume reagents when washing and won't wash when it becomes
dry
fix: map loaded plumbing machines begin processing
fix: placing stack of ducts by hand of ducts works again
fix; plumbing machinery properly reconnects when un wrenching ducts in
circular connections
refactor: sinks are now proper wall mounted components meaning
destroying their attached walls will cause it to get destroyed & sink
frames are wall frame items that can be carried in hand
/🆑
2026-01-26 15:00:11 +01:00
SyncIt21 140885168a Improves plumbing machinery layer overlapping behaviour (#94678)
## About The Pull Request
- Fixes #94676. You cannot anchor plumbing machinery on tiles that have
other plumbing machinery regardless of their layer operating on it
- Closes #94681. I have not been able to reproduce it but with wrenching
code improved here it should be able to happen
- All Plumbing machinery during CI will report overlapping machinery &
ducts with the same layer on their tiles
- Removed unused signal `COMSIG_OBJ_DEFAULT_UNFASTEN_WRENCH`

## Changelog
🆑
fix: plumbing machinery can't be anchored on top of machines that have
other ducts/plumbing machines on them
code: improved plumbing layer overlap code to report early bugs
/🆑
2026-01-04 12:27:53 +01:00
SyncIt21 3c5749f862 General maintenance for plumbing (#94427)
## About The Pull Request
The overall behaviour of everything should stay the same but the memory
& speed of these components has been slightly improved and when you
scale that across large plumbing factories you get a substantial
improvement. Here's a list of the most noticeable changes along with
many others that aren't worth mentioning

- Removed vars `use_overlays`, `turn_connects`,
`recipient_reagents_holder`
- `active` var is now replaced with a proc which simply returns is the
machine wrenched or not
- `turn_connects` has been removed because all machines have their pipes
rotate when the machine is rotated. This also removed all the static
icon states ending with `-s` from the `dmi` file thus reducing that file
size as well
- `extend_pipe_to_edge` var is directly integrated into `cut_overlays()`
because it's use cases were limited such for showers & sinks
- Simplified `Initialize()` a lot. Removed params `start`,
`turn_connects`, `custom_receiver`, `extend_pipe_to_edge`. We now only
pass `bolt_layer` making that proc faster & less convoluted
- Replaced `set_recipient_reagents_holder()` proc with
`recipient_reagents_holder()` which returns the reagent holder for
holding reagents instead of storing it in the component. This removes
the need to hook a qdel signal on the holder & we don't need to keep
track of it
- Merged a ton of procs to reduce overhead & reduce file size
- Plumbing ducts creating the network at mapload is faster without using
recursion and the timer subsystem
- Deconstructing plumbing ducts is faster in reconstructing the network
without using recursion and the timer subsystem

This makes managing plumbing code less convoluted & overall better for
the foreseeable future. See the lines of code removed vs added and still
preserves behaviour

## Changelog
🆑
qol: added examines & screentips for ducts & stack of ducts
qol: you can wrench a stack of ducts on the ground to create a pipe
refactor: plumbing code has been improved overall. Report bugs on github
sprite: removed unused static(does not rotate with machine) icon states
for plumbing connections
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2025-12-31 13:03:42 +01:00
MrMelbert dc357ab2f7 Limits the amount of distinct chems that can be held in chemistry factory outputs (#93991) 2025-12-21 14:19:22 +01:00
John Willard 2ec99420a3 Adds a mapping log to plumbing destroying ducts (#94159)
## About The Pull Request

<img width="1321" height="91" alt="image"
src="https://github.com/user-attachments/assets/a50510da-5489-46d3-a56f-b47128f72431"
/>

This will trigger if you create a plumbing machine on top of a duct, but
we're only caring for roundstart here?
I can't use banned neighbors because I don't want to add a list that
must be constantly maintained for every machine that uses the component.

## Why It's Good For The Game

Prior to this PR, this is the only error you'd get about this occuring
<img width="944" height="60" alt="image"
src="https://github.com/user-attachments/assets/849d86e9-5ea4-4748-aa2a-7cf86386b7f3"
/>

Very undescriptive and I had to go through every single duct on a map to
figure out what was being deleted, turns out it was a single duct being
mapped on top of a toilet.
2025-11-30 13:37:34 -06:00
Alien 3a54507ee7 Gives the automated IV an output pipe and lets you rotate it (#94058)
## About The Pull Request

Plumbing IV drip now has an input and an output, the input only works
when it's injecting and the output only works when it's draining.
You can rotate with it alt click like all other plumbing things now, IV
drip hotkeys removed

## Why It's Good For The Game

It's an *automated* IV drip, the whole point is you can connect it to
plumbing and having half it's functionality just not work is bad.
As for the rotation it's waaaaaay more useful than the IV hotkeys for
plumbing.

## Changelog
🆑 Cat
qol: The plumbing IV drip can be rotate with alt click now
add: The plumbing IV drip can now output chemicals into plumbing
factories
/🆑

fixes #93586

---------

Co-authored-by: John Doe <markkavalerov87@gmail.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2025-11-29 20:02:00 +01:00
SmArtKar d532cc9003 Adds plumbing to toilets (#92695)
## About The Pull Request

Toilets no longer act as infinite instant water sources, instead working
like showers and sinks - requiring either plumbing, or water reclaimers
to restore their cistern's supply. If a toilet has a large enough fish
inside, or if someone accidentally drops a small item into it, when
flushing it'll spew out all of its cistern's contents around itself
(Dropped items can be removed using a plunger after a small delay).
Also fixed plunger act code on some plumbing objects, and converted
toilets to use item interactions.

### This is a commission for ImprovedName/Ezel

## Why It's Good For The Game

Makes toilets more intresting with plumbing, and brings them more inline
with other plumbing appliances so that way you can't just make a toilet
with 1 material sheet and conjure a infinite water resouce anywhere you
please without a water recycler.
Also you can get up to some silly stuff with foam production.

## Changelog
🆑
add: Toilets now require plumbing or water reclaimers to function, and
can get clogged by small items.
fix: Trying to use plungers on plumbing objects will no longer hit them
after finishing the interaction.
code: Updated toilet item interaction code
/🆑
2025-09-07 09:52:07 +02:00
Waterpig d3d3a12540 The big fix for pixel_x and pixel_y use cases. (#90124)
## About The Pull Request

516 requires float layered overlays to be using pixel_w and pixel_z
instead of pixel_x and pixel_y respectively, unless we want
visual/layering errors. This makes sense, as w,z are for visual effects
only. Sadly seems we were not entirely consistent in this, and many
things seem to have been using x,y incorrectly.

This hopefully fixes that, and thus also fixes layering issues. Complete
1:1 compatibility not guaranteed.

I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming
inside apply_overlays), and this is still included in the PR to flash
out possible issues in a TM (Plus I will need someone to grep the
runtimes for me after the TM period to make sure nothing was missed).
After this is done I'll remove all these extra checks.

Lints will probably be failing for a bit, got to wait for [this
update](https://github.com/SpaceManiac/SpacemanDMM/commit/4b77cd487d0a7b6a069df20356b701af5b20489d)
to them to make it into release. Or just unlint the lines, though that's
probably gonna produce code debt

## Why It's Good For The Game

Fixes this massive 516 mess, hopefully.

closes #90281

## Changelog
🆑
refactor: Changed many of our use cases for pixel_x and pixel_y
correctly into pixel_w and pixel_z, fixing layering issues in the
process.
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
2025-03-28 14:18:45 +00:00
SyncIt21 0495a19beb Refactor for reagent signals (#88909)
## About The Pull Request
Refactors the way we listen for reagent changes. The changes made can be
listed as points

**1. Removes `COMSIG_REAGENTS_PRE_ADD_REAGENT`**
Used to stop new reagents from being added to the holder, its only
application is with the BRPED to stop inserting reagents into
beakers/cells stored inside it.

Rather than using this signal a cleaner solution is to simply remove the
component part's reagent holders' flags which allow us to insert
reagents into it(i.e. `REFILABLE`, `INJECTIBLE`, `DRAINABLE`) and
restore them back when that part is removed thus achieving the same
results.

Thus `add_reagent()` is now slightly faster because it no longer uses
this signal

**2. Removes every other signal used by the reagent holder**
Removes pretty much every other signal used by `holder.dm` which are
`COMSIG_REAGENTS_[NEW_REAGENT, ADD_REAGENT,
DEL_REAGENT, REM_REAGENT, CLEAR_REAGENTS]`

While yes, it is true that all these signals are unique & serve a
specific purpose the problem is no object in code respects their
uniqueness & instead clumps them up all together & hooks them onto one
proc to listen for "reagent changes". You see this code pattern repeated
in so many places


https://github.com/tgstation/tgstation/blob/9277364ef6449262e2c693ff6817925e074c47ce/code/modules/power/power_store.dm#L105

Not only does this look ugly but it also has a memory overhead (4 to 5
signal slots all performing the same action which is a lot compared to
the solution i implemented below). Bonus is that "none" of the
parameters passed to this proc are used so they go to waste as well.

So after removing a ton of code we need something that can still make
the code function which brings us to point 3

**3. Adds a new signal `COMSIG_REAGENTS_HOLDER_UPDATED` to rule them
all**

So if all objects in game are listening for "reagent
changes"[adding/removing, reagents] then we need to look at the proc
that is always called during these changes & that is none other than
`update_total()` so we let that send out a signal and cause all objects
to hook onto this 1 signal instead of 4 to 5 signals as explained in
point 2

## Why It's Good For The Game

This section isn't necessary but i want us to better appreciate both the
code & performance benifits of this PR.

1. First of all its waaaay less code and signals to worry about. Just
look at the number of lines of code removed compared to added. Nothing
more to say
2. Overhead of `RegisterSignal` compared to `RegisterSignals` is less
for obvious reasons
3. `remove_all` is significantly faster as it no longer calls
`remove_reagent()`[which in turn calls `update_total()` &
`handle_reactions()` per call & uses a for loop so its a nested for loop
of doom] for every reagent it removes, instead it does the work by
itself & calls the above 2 procs just once
4. Usually when a reagent is deleted it calls
`COMSIG_REAGENTS_REM_REAGENT` & `COMSIG_REAGENTS_DEL_REAGENT`. So if you
have a holder with like 3 reagents upon transferring/deleting them you
get a total of 6 signal calls!!. Now it's just 3(when using `trans_to`)
and just 1 when using `remove_all/clear_reagents`. Need i say more no

## Changelog
🆑
fix: hydrophonics circuit component actually sets output level when
reagents are changed in the tray
refactor: refactors how code listens for reagent changes. Report bugs on
github
/🆑
2025-01-28 03:12:59 +01:00
SyncIt21 ed8fc2c866 Optimization for plumbing reaction chamber & catalysts (#88722)
## About The Pull Request
Plumbing components waste extra ticks in requesting reagents if those
requested reagents are stored in a reaction chamber & they are catalysts
which cannot be sent out. That is because the reaction chamber lies &
tells the pipeline it can give them inside it's
`/datum/component/plumbing/reaction_chamber/can_give()` proc but won't
actually transfer them if it has no excess to spare.

This doesn't cause errors because those components will eventually get
their requested values from other supplies but it takes extra ticks to
do so

This ensures the reaction chamber won't volunteer itself as a supplier
if it can't give out those catalysts thus enabling the pipeline to
request more accurate values by excluding that reaction chamber from its
list suppliers

## Changelog
🆑
code: plumbing reaction chamber won't waste extra ticks for the pipeline
when sending out catalysts
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2024-12-27 22:50:49 +01:00
LemonInTheDark 91719a400a 516 Compile Compatibility (#88611)
Renames all uses of caller, as they (currently) shadow the new byond var
and will in future error
Ups our "wan if compiled after" experiement compile version to 516
Adds an alternate 516 unit test
2024-12-27 01:04:50 +00:00
lovegreenstuff a2b1aa9178 plumbing catalyst storag (#88404)
## About The Pull Request

see title
also see video



https://github.com/user-attachments/assets/23e2d128-1175-4779-87cf-74a4d4e6e1c1



## Why It's Good For The Game

doing in 1 machine what was once done by 3-4 is nicer for the chemist.
less materials wasted and more space available to play around in. also
has the side effect of making the output slightly higher since time
spent transferring catalysts can now be spent on transferring reagents
that are consumed instead

## Changelog
🆑
add: catalyst function for plumbing reaction chambers
/🆑

---------

Co-authored-by: SyncIt21 <VLord3D@gmail.com>
2024-12-24 09:51:58 +01:00
grungussuss 58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
tgstation-ci[bot] 9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

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After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
LemonInTheDark 4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).

If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.

Most of the rest of it is pipelining done to accommodate how icons are
cut.

## Path To Merge

Almost* all sprites and code is done at this point. 
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily

This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.

Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.

Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.

## What does it look like?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## Credits

<details>
<summary>Historical Mumbojumbo</summary>

I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.

This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.

Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.

This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.

The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.

Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.

Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.

The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.

</details>

<details>
<summary>Detailed Credits</summary>

Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.

Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother

And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>

## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00
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
SyncIt21 258bd5cda4 Hydroponic trays take in reagents proportionally from plumbing mech (#84714)
## About The Pull Request
- Fixes #84699

The issue isn't with reagents getting transferred one at a time. Yes
this happens inside plumbing machinery and it isn't an issue there
because they are not processed but simply stored(until all reagents can
get there) until it is transferred to another machine that requests it.

This however is a problem with hydroponic trays which both store &
process those reagents. So when 1 reagent comes into the tray & if the
tray gets full before the other reagents can get there it leads to
missing fertilizers/nutrients in the tray causing problems in plant
growth & such.

For e.g. if your ducts have reagents like 3u sodium, 7u ash & 5u water &
the tray has space for only 10u reagents. Using round robin it takes in
3u sodium + 7u ash = 10u reagents. The 5u water is left out cause the
10u request is complete causing the plants to dehydrate & die.

Now trays are reverted to use the old "proportional method" of
transferring reagents leading to trays getting all their nutrients from
plumbing ducts. So using the old technique we get sodium + ash + water =
10u i.e. all reagents in the tray so the plants are happy

Additionally bottler also uses the old "proportional method" of
transferring reagents so it pumps out all reagents into the beaker

## Changelog
🆑
fix: hydroponic trays take in all reagents "proportionally" from
plumbing ducts without leaving any behind
fix: plumbing bottler pumps out all reagents "proportionally" into
output beakers
/🆑
2024-07-08 22:10:59 +02:00
SyncIt21 3953821f5a [NO GBP] Fixes floating point errors in plumbing machinery (#84405)
## About The Pull Request
- Fixes #84361

This brings back the round robin method of transferring reagents I
removed in #78884 but in a more miniaturized & light weight form. It
should speed up cpu performance of plumbing as a whole

**The Downside**
The reason i was hesitant about bringing it back is because this
technique can result in **missing reagents**

For example let's say our plumbing pill press has only space for 10u
more of reagents but in the ducts we have say 3 reagents i.e 3u copper,
7u Aluminium, 4u iron(Order of reagents in the ducts is important)

When the pill press makes the request for 10u of reagents from the ducts
we get 3u copper + 7u Aluminium = 10u. **We completely leave out iron**
because the 10u request has been fulfilled.

This happens when the below 2 conditions are met
- When there are a large number(different types) of reagents or large
volume of one type of reagent in the ducts
- When there isn't enough space in the machinery to take in all these
reagents

This is why the plunger was made so you can flush out reagents from
machines and can make space to take in those missing reagents

**The Upside**
You don't get any floating point errors. Also given that this code has
been around for years before i removed it, It should be ok to bring it
back. Assuming players have always been sensible to only create the
exact volume of reagents they need without making excess & quickly push
out these reagents (either through output gate, pill press etc) from the
ducts you should not see any problems. Plus this code is only exclusive
to plumbing so no outside usage
![Screenshot
(429)](https://github.com/tgstation/tgstation/assets/110812394/fcfc066c-f7d4-4f7e-859c-ee83886f2269)

**Other changes**
- Plumbing IV Drip now only accepts reagents i.e. it only has a input
pipe no output pipe just like your output gate & smoke machine. This was
done because it is not an instance of `obj/machinery/plumbing` & so it
won't use the round robin transfer technique leading to again
re-introducing errors in the plumbing system.
Also it makes sense as in we only need it to accept reagents from the
ducts & inject it into the connected mob/whatever. We don't need it to
pump out reagents back into the system
- Output gate still uses the regular "proportional" method of
transferring reagents. This is so if you use a beaker or something to
take reagents out from it, it gives you all reagents without "missing
any"

## Changelog
🆑
fix: plumbing machinery should have consistent volumes throughout the
course of its operations
fix: plumbing iv drop now only accepts reagents from ducts but won't put
reagents back into it i.e. it only has a input pipe
/🆑
2024-07-03 23:15:30 +02:00
SyncIt21 8070e46a8e Plumbing machinery power & processing tweaks (#82702)
## About The Pull Request
- Plumbing machinery begins processing only when wrenched & ends
processing when unwrenched. The machines plumbing component
`/datum/component/plumbing/process()` already does this but the
underlying machines processing proc for e.g.
`/obj/machinery/plumbing/synthesizer/process()` is always processing
regardless of its wrenched state or not. We can optimize this & save
power when unwrenched

- Fixes #82621. This adds plumbing machines `idle_power_usage` on top of
its `active_power_usage` ensuring it only uses power when actively doing
work, So if your factory is say full of reagents & cannot do any more
work it will use less energy i.e almost enter an stand by mode,
efficiency

- Plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing most of the time

## Changelog
🆑
fix: plumbing machinery begins processing only when wrenched & ends when
unwrenched
fix: plumbing machinery uses energy only when wrenched & doing work,
will stop/use less energy when idle
fix: plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing for most stuff
/🆑
2024-04-19 20:24:11 +02:00
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
Mothblocks c1d68698fb Micro-optimize qdel by only permitting one parameter (#80628)
Productionizes #80615.

The core optimization is this:

```patch
-	var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+	var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```

We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.
2023-12-28 13:52:44 -08:00
SyncIt21 130b3dfa64 Code compression for reagent holder. Lowers plumbing reaction chamber tick usage (#79686)
## About The Pull Request
More code improvements for reagent holder. As you can see it removes a
lot more code than it adds so code savings are significant. This does
not touch on any floating point arithmetic, all that is behind us, this
focuses on removing redundant procs and merging existing procs to
achieve the same functionality so if you do see any changes in reagent
related behaviour it's not intentional and should be reported as a bug
here.

The following code changes can be summarized into points.

**1. Removes procs `get_master_reagent_id()` &
`get_master_reagent_name()`**
Both of these procs have the exact same functionality as
`get_master_reagent()` with the only exception of returning a different
value. Instead we can just call `get_master_reagent()` directly and
infer the name & type of it ourselves rather than creating a wrapper
proc to do it for us, therefore reducing overall code

**2. Removes & Merges `remove_all_type()` proc into `remove_reagent()`**
The proc `remove_all_type()` is highly inefficient, it first uses a for
loop to look for the reagent to remove & then it again calls
`remove_reagent()` on the reagent once it has found it. We can just
embed this functionality directly into `remove_reagent()` by simply
adding an additional parameter `include_subtypes`. This way the
operation is faster, and we reduce the code to get the job done. Also
now `remove_reagent()` will return the total volume of reagents removed
rather that a simple TRUE/FALSE

**3. Removes & Merges `trans_id_to()` proc into `trans_to()`**
Both these procs have the same job of transferring either a single
reagent or all reagents. `trans_id_to()` is a scaled down version of
`trans_to()` because
- It does not have any `method` var. This means if you want to transfer
a single reagent to a mob/organ or any other object it does not have the
functionality to expose the target to that transferred reagent.
- It does not have a `multiplier` var to scale reagent volumes
- It does not have code to deal with organs or stop reactions i.e. it
does not have the `no_react` var.

We can overcome all these short comings by simply adding an extra var
`target_id` to specify what specific reagent to transfer therefore
attaining the same functionality while keeping the benefits of
`trans_to()` proc therefore reducing overall code

**4. Lowers plumbing reaction chamber tick usage for balancing ph.**
Rather than invoking a while loop to balance ph it's much easier for the
player to simply make the reaction chamber wait for e.g. add a reagent
that will never come. This will make the chamber wait therefore giving
the reaction chamber ample time to correctly balance the ph and then
remove that reagent from the list therefore getting correct ph levels.
No need to create code hacks when the player can do it themselves  so
the while loop has been removed

## Changelog
🆑
code: removed redundant procs `get_master_reagent_id()` &
`get_master_reagent_name()`
code: merged `remove_all_type()` proc with `remove_reagent()` now this
proc can perform both functions. `remove_reagent()` now returns the
total volume of reagents removed rather than a simple TRUE/FALSE.
code: merged `trans_id_to()` proc with `trans_to()` now this proc can
perform both functions
refactor: plumbing reaction chamber will now use only a single tick to
balance ph of a solution making it less efficient but more faster. Just
make the reaction chamber wait for longer periods of time to accurately
balance ph
refactor: reagent holder code has been condensed. Report any bugs on
GitHub
/🆑
2023-11-16 21:44:48 +01:00
SyncIt21 f56cadb04d [NO GBP] Final precision rounding for reagent volumes (#79571)
## About The Pull Request
- Fixes #79566

This applies mostly to plumbing reaction chambers but to implement that
fix some rounding operations had to be carried over to `holder.dm`(which
will benefit everything in general)

I'm pulling out all the stops here. Rather than checking "are we close
enough" plumbing reaction chambers will now check if we and i quote
"absolutely insanely precisely there". This means volumes like 49.9999
should become 50 period.

Note this is a high probability & not a definite fix. i.e. now
theoretically 100% of the time you should not get this problem but if it
still happens then as of now i have no solution and have to go back to
the drawing board on this one but i am very confident this should be the
end of all plumbing related problems i.e. at least problems with volumes
not getting rounded to whole numbers

## Changelog
🆑
fix: plumbing factories should not rarely/randomly brick at volumes like
0.9999(when in fact it should have been 1)
/🆑
2023-11-09 14:45:02 +00:00
SyncIt21 1a3f456416 Re-adds rounding tweaks for reagent volumes & plumbing reaction chamber tweaks (#79478)
## About The Pull Request
- Closes #79464

This takes the important fixes mentioned in the above PR and adds them
here. The above PR implemented the fixes by reverting a bunch of reagent
PR's but in the process of doing so it has brought back really
inefficient code & even some bugs that were previously fixed.

Rather than reviewing them & bringing back those changes which is time
consuming this PR extracts only those important rounding operations
required for the fix leaving all other optimizations intact

Mentioned @CliffracerX in the changelog so they can get their GBP

Also plumbing reaction chamber is more active in taking in reagents.
That is if a reagent is not available in the pipe net rather than
waiting for it to become available it will simply skip over it & look
for other listed reagents thus saving time

- Fixes #31206

## Changelog
SyncIt21, CliffracerX
🆑
fix: reagent volumes should be consistent & non breaking across plumbing
& chemistry as a whole
fix: plumbing reaction chambers are more proactive. Will attempt to take
in reagents more frequently
/🆑
2023-11-05 12:50:12 -08:00
SyncIt21 9e99b147c0 Plumbing IV Drip has full control over its transfer rate (#79373)
The problem is plumbing iv drip has the
`/datum/component/plumbing/iv_drip` component attached to it. We gave
this component full control over the mob we are trying to inject into
with this statement over here

https://github.com/tgstation/tgstation/blob/c356f2f7354e9aefa0638d1668326bce52d0cc4a/code/datums/components/plumbing/IV_drip.dm#L28

Remember this component is inherited from `/datum/component/plumbing`
which has it's own **"process"** proc.

https://github.com/tgstation/tgstation/blob/c356f2f7354e9aefa0638d1668326bce52d0cc4a/code/datums/components/plumbing/_plumbing.dm#L74
It was this proc that was injecting reagents into the mob at a rate of
`MACHINE_REAGENT_TRANSFER`(10 units) per second.

This process proc was conflicting with the base plumbing machinery
process proc

Why is why our transfer rate controls never worked. Now the plumbing
machinery only draws reagents from the plumbing network into it's own
internal container(not the mob) at an rate of
`MACHINE_REAGENT_TRANSFER`(10 units) per second leaving the injection &
draining rate alone and in full control of the player as intended.

Also since plumbing iv drip inherited from `/obj/machinery/iv_drip` and
not from the base type for all plumbing machinery
`/obj/machinery/plumbing` it did not override the `/obj/plunger_act()`
proc so the plunger did not work on it. That's fixed now too

Also took the opportunity to move plumbing vat to plumbing module folder
cause it belongs there
2023-10-31 13:15:09 +00:00
SyncIt21 4db10f0aa3 [NO GBP] Apply multiplier correctly when transferring reagents. (#79084)
## About The Pull Request
- Fixes #79083 

The multiplier should be applied per reagent volume & not on the
requested amount as a whole.

## Changelog
🆑
fix: cryo and stuff that transfers reagents with a multiplier should
transfer correct volumes as expected.
/🆑
2023-10-21 18:22:59 +02:00
Ghom 9ed4bd202d Aquariums now have an internal feed storage. Fish catalogs as 25cr goodies. (#78958)
## About The Pull Request
Added a reagent holder to aquarium tanks and some code to enable the
fish to be automatically fed at selectable intervals of 1 minute to 7
(default 3). The holder can be accessed and filled by opening the
control panel, and emptied with a plunger if necessary. Simple plumbing
compatibility has been added as well, in case you think the 6 units of
capacity of the reagent holder (enough to feed a fish 60 times) are not
enough. The preset fishing tank starts with enough feed to keep its
contents alive for 30 minutes.

Beside that, I've fixed a small oversight with the fish analyzer goodie
pack. It should cost 150, not 500.
The fish catalog is now a goodie pack you can get as a goodie for dirt
cheap (25 creds) and a subtype of `book/manual`, so there's a slim
chance you may find it at the library or somewhere else.
Fixed a small oversight inside the fish catalog.
Mapped in a single aquarium kit for each station map, in the service
hallway/storage room where the techfab and cargo consoles are also
found.
Aquarium kits are now compatible with slapcrafting.

## Why It's Good For The Game
Aquariums require too much maintainance for a gimmick, and it's quite
awful to see the fish inside preset aquariums die 5 minutes into the
round. Also, you cannot get fish catalogs anywhere but from the aquarium
kit crate, which costs 1k credits, though its pertinence with fishing
goes beyond aquarium stuff.
Lastiy, I think it's good to give the crew a free aquarium kit. The
price of the supply pack is a bit out of reach for many, service could
use a bit of fisciculture too (I may make it a service pack later, so
that it can be ordered through the service console).

## Changelog

🆑
add: Aquariums now have a small internal reagent holder, accessible when
the panel is open and used to automatically feed the fishes at
selectable intervals, also compatible with plumbing.
add: Fish catalogs can now be bought as a goodie pack, for 25 cr, or
rarely found at the library or maints.
fix: Fixed the prices of fish analyzers. It's supposed to be 150 cr, not
500.
map: Added an aquarium kit to each station, found in the room where the
service techfab and order console also are.
qol: Aquarium kits are now compatible with slapcrafting (crafted by
hitting them with the required material without opening the menu).
balance: Moved the aquarium kit and fish supply packs from the "General"
section to "Service" and "Livestock" respectively, meaning they can be
ordered for free from the service orders console.
/🆑
2023-10-21 16:23:06 +01:00
SyncIt21 df508a51b2 More Plumbing Fixes & Pill Press UI Changes (#79059)
## About The Pull Request
1. Fixes #79051
It's a consequence of floating-point math. We round it to 2 decimal
places to display results like 50 but in fact its actual value is
something like 49.999... something. So, we also shift up our
expectations and call it a day.
2. Made a lot of variables defines and lists static to save memory for
plumbing pill press and moved global lists to it's global list folder
3. Copied over chem master patch & pill designs over too plumbing press
and removed the old designs & resized the UI

## Changelog
🆑
fix: plumbing pill press & bottler won't stop when processing 50 unit
bottles
code: made a lot of variables defines and lists static to save memory
for plumbing pill press. Moved global lists to it's rightful
place
code: copied over chem master pill & patch designs over to plumbing pill
press and removed the old designs. resized UI
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-10-20 07:52:16 +02:00
SyncIt21 ecf99a90e5 [NO GBP]Fixes plumbing for good(hopefully) & more reagent code (#78947)
## About The Pull Request
1. This should be the end of all problems related to plumbing and I
swear if another issue popes up I'm goanna delete my GitHub account. Or
to be more realistic just ping me and I'll be back :D

   - Fixes #78945
  
And this time I am **100%**(if I'm wrong then fuck me) sure that
reagents will not flow in excess amounts into reaction
chambers/synthesizers or whatever plumbing component you can think off.
    
Reagents flowing in excess amounts is what caused the factory to grind
to a halt as the components will stop processing if they detect excess
amounts of reagents (which is why plunging them with a plunger would
clear them of their reagents and help them resume processing again which
obviously is not an ideal solution)
    
Also, now it's no longer required to see reagent volumes in 4 decimal
places so I rounded it back to just 2 places again so values like 0.999
or 1.001 will become just 1 again.
    
Also plumbing reaction chamber was doing too much work so I fixed that.

2. Made defines for min & max ph. any change to ph values of any reagent
will be confined between these values i.e., 0 & 14. Also converted some
vars into defines. Using a variable makes sense if it's value changes
but if it doesn't then just define it as a constant so you can save
memory. Made synthesizer lists static to further save memory.

3. Significantly boosted the ph balancing mechanism for reaction
chamber. You will be surprised.

## Changelog
🆑
fix: plumbing setups should(hopefully) no longer grind to a halt nor
will overflow with excess volume of reagents.
code: created defines for min & max ph. Improved some reaction_reagent
code. Made synthesizer dispensable reagent list values static to save
memory.
refactor: ph balancing mechanism for reaction chamber is significantly
improved. Optimized it's code overall
refactor: examining each individual reagent will display their results
back to 2 decimal places again and not 4 for easy readability.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-10-15 18:26:51 +00:00
SyncIt21 eb0be123aa [NO GBP] Some more code maintenance for reagents (#78884) 2023-10-11 15:11:23 -04:00
Ghom 5d5492e111 Implements usage of the REVERSE_DIR macro throughout the code. (#77122)
## About The Pull Request
Replaces a ton of `turn(dir, 180)` calls with the aforementioned macro.

## Why It's Good For The Game
Afaik, `REVERSE_DIR` was coded to be faster than the classic `turn(dir,
180)` call, being a simple set of binary operations. To sum it up, micro
optimization.

## Changelog

N/A
2023-07-28 15:16:09 +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
LemonInTheDark ae5a4f955d Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request

Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.

This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.

[Renames comp_lookup to listen_lookup, since that's what it
does](https://github.com/tgstation/tgstation/commit/102b79694fa8eb57ecf7b36032616a9e368ccced)

[Moves signal procs over to their own
file](https://github.com/tgstation/tgstation/commit/33d07d01fd336726b4f6f6f1b61bb0b3f11a00dc)

[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](https://github.com/tgstation/tgstation/commit/335ea4ad081ec63c42cfa05856e582cca833af6e)

[Does something similar to the attackby comsigs (PARENT ->
ATOM)](https://github.com/tgstation/tgstation/commit/210e57051df63f88dac3dd83321236da825aae5e)

[And finally passes over the examine
signals](https://github.com/tgstation/tgstation/commit/65917658fb8a1e7d28ae23c9437a583d646f0302)

## Why It's Good For The Game

Code makes more sense, things are better teased apart, s just good imo

## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
2023-06-09 06:14:31 +00:00
LemonInTheDark daf55e611c Cleans up/renames as private some internal var definitions, removes some fucked uses of internal list vars (#75769)
## About The Pull Request

[Improves the documentation of DCS lists, removes old list of callback
docs that no longer
apply](https://github.com/tgstation/tgstation/commit/c3821d9f5ffaeaa4772f927c819da0c1de0ca27c)

[Adds a second signal register to decal rotating, adds a trait to
objects under a tile. STOP DIRECTLY READING HIDDEN LISTS I SWEAR TO
GOD](https://github.com/tgstation/tgstation/commit/6b3f97a76a6f7d24ab952739a1561633922994e1)

[Removes direct reads of the timer list, they were redundant
mostly](https://github.com/tgstation/tgstation/commit/14fcd9f8a6d1b2d42ec6df3493ebc76fe7c12032)

[Please stop directly reading/modifying the traits list to ensure your
dna rot follows the
brain](https://github.com/tgstation/tgstation/commit/ec0e5237ec2b7c3b7806cb993670acc8ce388bdc)

[Marks internal datum lists as well internal with
_](https://github.com/tgstation/tgstation/pull/75769/commits/57c6577ff61629b8ea792ee37ec4f2490a8e2865)

[57c6577](https://github.com/tgstation/tgstation/pull/75769/commits/57c6577ff61629b8ea792ee37ec4f2490a8e2865)

Does the same to _clear_signal_refs() in hopes of keeping people from
touching it

## Why It's Good For The Game

They pissed me off.

Users should not be touching these lists, especially in ways that make
assumptions about their structure and are thus prone to breaking if that
ever changes.
Most of these are close to zero cost changes, using a wrapper to solve
the problem, or just yeeting it

Two aren't, Decals with a direction have gained a second signal register
on init, and things that sit underfloor (cables/pipes) now get a trait
when inserted there.

This should have a minimal impact on memory/init time, bugging
@Mothblocks about it just in case
2023-06-05 22:25:09 -06:00
GoldenAlpharex 5db421281c Undertile Element Logic Refactor, or Catwalks Aren't Affected by Ambient Occlusion Anymore (#71555)
## About The Pull Request
It was bugging me how catwalks would just be stuck rendering on the game
plane in order to be above the pipes and all the other underfloor
objects, because it meant that they stood out due to being affected by
ambient occlusion.

So I decided to change that, and the best change I could come up with,
was to refactor the logic of `/datum/element/undertile` in order to
actually allow us to do exactly what we wanted by having three different
states of underfloor visibility, which in turn allowed me to slap
everything that wasn't accessible on the floor plane rather than
whatever plane they were on, effectively making it so catwalk tiles
wouldn't need to be on the game plane anymore. :)

Also fixes https://github.com/tgstation/tgstation/issues/63590 while I'm
at it :)

## Why It's Good For The Game
Seeing ambient occlusion on catwalks make them stand out in a jarring
way, now that won't be the case anymore!

Now, instead, you get something like this, which _absolutely_ looks like
it fits in!

![image](https://user-images.githubusercontent.com/58045821/204106823-95b77a6b-b9c1-4494-b2f8-3b586c42428c.png)


## Changelog

🆑 GoldenAlpharex
refactor: Refactored the way the undertile component works, to allow it
to have a bit more granularity as to when it's meant to be covered, but
still visible, like for catwalks!
fix: Catwalks no longer are affected by ambient occlusion, and now
properly feel like actual floor tiles.
/🆑
2022-11-30 14:02:54 -08:00