## About The Pull Request
It's just a partial cleanup of
anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md)
code from /tg/'s ancient history. I compiled & tested with my helpful
assistant and damage is still working.
<img width="1920" height="1040" alt="image"
src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3"
/>
I'll upload the .cs script I used to do it shortly.
## Why It's Good For The Game
Just minor code cleanup.
Script used is located at https://metek.tech/camelTo-Snake.7z
EDIT 11/23/25: Updated the script to use multithreading and sequential
scan so it works a hell of a lot faster
```
/*
//
Copyright 2025 Joshua 'Joan Metekillot' Kidder
This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
//
*/
using System.Text.RegularExpressions;
class Program
{
static async Task Main(string[] args)
{
var readFile = new FileStreamOptions
{
Access = FileAccess.Read,
Share = FileShare.ReadWrite,
Options = FileOptions.Asynchronous | FileOptions.SequentialScan
};
FileStreamOptions writeFile = new FileStreamOptions
{
Share = FileShare.ReadWrite,
Access = FileAccess.ReadWrite,
Mode = FileMode.Truncate,
Options = FileOptions.Asynchronous
};
RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled;
Dictionary<string, int> changedProcs = new();
string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*";
Regex camelCaseProcRegex = new(regexPattern, regexOptions);
string snakeify(Match matchingRegex)
{
var vals =
matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray();
var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower();
string logString = $"{vals[0]} => {newVal}";
if (changedProcs.TryGetValue(logString, out int value))
{
changedProcs[logString] = value + 1;
}
else
{
changedProcs.Add(logString, 1);
}
return newVal;
}
var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>();
// uses default ParallelOptions
// https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main
await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) =>
{
var reader = new StreamReader(filePath, readFile);
string oldContent = await reader.ReadToEndAsync();
string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify));
if (oldContent != newContent)
{
var writer = new StreamWriter(filePath, writeFile);
await writer.WriteAsync(newContent);
await writer.DisposeAsync();
}
reader.Dispose();
});
var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList();
foreach (var pair in logToList)
{
Console.WriteLine($"{pair.Key}: {pair.Value} locations");
}
}
}
```
## Changelog
🆑 Bisar
code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use
snake_case, in-line with the STYLE guide. Underscores rule!
/🆑
## About The Pull Request
Sooooooooo I was recently notified of an issue (#84185) that popped up
from me replacing the `attackby(...)` chain on id cards, where it's no
longer possible to put money into IDs inside of PDAs by slapping it
against the PDA.
As I expected, this is because modular computers both still use
`attackby(...)`, and would call `attackby(...)` on the ID they contained
if hit with cash.
https://github.com/tgstation/tgstation/blob/24a23009e8ee4d056b6671c70c41feab1a18590b/code/modules/modular_computers/computers/item/computer.dm#L799
Now this could've been an easy one line no-gbp fix where I just replace
it with a direct call to `insert_money(...)` on the ID and call it a
day!
But hey. Might as well get rid of the `attackby(...)` altogether while
we're at it.
First off, because the `attackby(...)` proc was getting quite bloated,
we split off all the specific item behaviours into `[X]_act(...)` type
procs to clean it up.
We then make those return item interaction flags, so we can call them on
`item_interaction(...)` after the right typecheck passes and immediately
return their results.
This also involves replacing the `application_attackby(...)` on
applications with an `application_item_interaction(...)`, and making it
return the item interaction flags too.
The code of each subsection isn't significantly different, though
reorganized a bit in some cases.
Like inserting a computer disks now tries to move it into the computer
_first_ before swapping out whichever disk is already in there, so it
doesn't swap out the disk if putting the new one in fails.
## Why It's Good For The Game
Fixes#84185.
Having more stuff be updated to the proper `item_interaction(...)`
system is cool and good.
## About The Pull Request
This PR integrates circuits for modular computers and a good bits of
their programs.
The peculiarity here is that modular computers have no fixed amount of
unremovable components (except the base one with just a couple ports for
now), instead, they're added and removed along with programs. With a few
exceptions (such as the messenger and signaler), for these program
circuits to work, their associated program has to be either open or in
the background.
For a reason or another, not all programs have a circuit associated to
them, still, however the programs with a circuit are still a handful.
They are:
- Nanotrasen Pay System
- Notepad
- SiliConnect
- WireCarp
- MODsuit Control
- Spectre Meter
- Direct Messenger*
- LifeConnect
- Custodial Locator
- Fission360
- Camera
- Status Display
- SignalCommander
*By the by, sending messages has a cooldown, so it shouldn't be as
spammy. If it turns out to not be enough, I can make it so messages from
circuit will be ignored by other messenger circuits.
The PR is no longer WIP.
## Why It's Good For The Game
I believe modular computers could make for some interesting setups with
circuits, since they're fairly flexible and stocked with features unlike
many other appliances, therefore also a speck more abusable, though
limits, cooldowns, logging and sanitization have been implemented to
keep it in check.
## Changelog
🆑
add: Modular Computers now support integrated circuits. What can be done
with them depends on the programs installed and whether they're running
(open or background).
add: Modular Consoles (the machinery) now have a small backup cell they
draw power from if the power goes out.
/🆑
## About The Pull Request
This is an update that touches many more things all at once (compared to
my other PRs) meant to make PDAs in general feel more consistent and not
take away from one of the experiences we want to encourage: interaction
between players.
1. Replaced all checks of a 'pda' with a 'modular pc'. This means
technically (though not done in-game currently) other modpcs can hold an
uplink, and microwaves can charge laptops.
2. Speaking of microwave, they now don't break and require
deconstruction if the cell is removed mid-charge.
3. When a Mod PC is out of power, it will now allow the Messenger to
work (which now also doesn't consume any additional power), if the app
exists on the PC. Here's a video demonstration
https://github.com/tgstation/tgstation/assets/53777086/7ae12f81-a271-49b8-95fa-2ba54d2e2d1f
4. Flashlights can't be turned on while the cell is dead
5. I replaced a bunch of program vars with ``program_flags`` and renamed
``usage_flags`` to ``can_run_on_flags``.
6. Added a debug modPC that has every app installed by default. Mafia
had some issues in the past that were unknown because Mafia wasn't
preinstalled with any tablet so was never in create & destroy nor in any
other unit test. This was just an easy solution I had, but PDAs should
get more in-depth unit tests in the future for running apps n stuff- I
just wanted to make sure no other apps were broken/harddeling.
## Why It's Good For The Game
Currently when a PDA dies, its only use is to reply to PDA messages sent
to you, since you can still reply to them. Instead of just fixing it and
telling players to cope, I thought it would be nice to allow PDA
Messenger to still work, as it is a vital app.
You can call it some emergency power mode or whatever, I don't really
mind the reason behind why it is this way.
When I made cells used more on PDAs, my main goal was to encourage
upgrading your PDA and/or limiting how many apps you use at once, I did
not want this to hit on players who use it as a form of interaction.
This is the best of both worlds, I think.
The rest of the changes is just for modularity, if some downstream wants
to add tablets, phone computers, or whatever the hell else, they can
still get just as far as PDAs should be able to get to, hopefully.
## Changelog
🆑
add: PDAs with a dead power cell are now limited to using their
Messenger app.
fix: Microwaves now stop charging PDAs if the cell was removed
mid-charge.
fix: Microwaves can now charge laptops.
fix: PDA Flashlights can't be turned on while the PDA is dead.
fix: You can now hold a laptop up to a camera (if it has a notekeeper
app installed) like PDAs already could.
/🆑
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Renames
- `/mob/proc/notify_ghost_cloning` to `/mob/proc/notify_revival`
- `/mob/dead/observer/proc/notify_cloning` to
`/mob/dead/observer/proc/send_revival_notification`
- `/atom/movable/screen/alert/notify_cloning` to
`/atom/movable/screen/alert/revival`.
I could have found a way to merge both procs together but default
parameters keep me up at night.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Conciseness, code that is named after a removed feature is silly.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
nothing playerfacing
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
## About The Pull Request
I deleted the documentation file of ModPCs because it was barebones and
had no new information to give that autodoc couldn't. Just to make sure
this isn't a net-negative, I improved on much of the autodoc and
comments in general around ModPC code to help people understand easier
what's going on around it.
I also renamed vars that were too easily confused with other var names,
and reworked the ntnet downloader a little;
- it now has a search bar
- it now has more sections to scroll through, hopefully making it more
accurate and easy to find what you need.
- also organized the apps that were previously shoved in 'other'.
- i also upgraded it to a .tsx because why not
video demonstration
https://github.com/tgstation/tgstation/assets/53777086/cbba4c1c-b8a8-4ba4-8628-aea8389999fc
## Why It's Good For The Game
Adds in a lot of comments that were previously missing, clears up some
sources of confusion within ModPC code, and improves NTNet Downloader,
something I've procrastinated on doing for a very long time now.
## Changelog
🆑
qol: NTNet Downloader now has a search bar, and programs are now better
sorted.
/🆑
## About The Pull Request
- replaces the ntnet_relays global list with ``get_machines_by_type``
- renames ``transfer_access`` var on PDA to ``download_access`` &
``required_access`` to ``run_access`` to better describe what they do,
because on more than one ocassion I've confused myself with the two
terms and ended up doing something unintentional (see:
https://github.com/tgstation/tgstation/pull/74269)
## Why It's Good For The Game
Kills a useless global list and makes pda code a little less confusing.
## Changelog
Nothing player-facing.
## About The Pull Request
Replaces the Traitor's Camera Bug item with an application that allows
you to view camera apps.
The difference between this app and the Security one is that it does not
have an access requirement, does not make noise (it didn't previously
due to a bug, fixed in this PR), and can be installed on PDAs.
This can also be installed from syndienet, which means nukies now have a
way to see the station cameras while off the ship.
Adds Syndicate app disks, which are made of Gold. This is only used by
the Camera app as of right now.
I also fixed some issues along the way;
- Camera tablet app now properly shows cameras
- It now properly makes the noises it is supposed to
- It clears the viewers properly on the ui being closed or the app being
exited.
Syndicate app disks ddelete their apps upon being transferred over (like
maintenance disks), trying to remain consistent with previous behavior.
I also made this for a [personal project I am currently working
on](https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA). I could just make this UI
be TGUI, but I thought it could be worth trying to turn it into a better
item first.
Tracking people is much simpler now- You choose anyone from a list of
people found on cameras, and it will try to find a camera that sees
them. It follows them until you close the app or switch camera.
https://github.com/tgstation/tgstation/assets/53777086/1536ebb9-0c4f-45bb-b593-f98791ea6d23
## Why It's Good For The Game
The Camera Bug is one of the worst traitor items as of current. You can
remotely shut off a single camera, something that can be done with basic
tools you are likely carrying around anyways, and uses an HTML clunky UI
to flip through cameras.
This new Traitor item makes it much easier to use, since the camera
consoles are something you are likely already used to.
It also means emagging a tablet is slightly more useful, and golden data
disks are pretty cool.
Unfortunately this means that they no longer grant illegal tech, because
otherwise you can simply clone the app infinitely for personal use, and
deconstruct the disk itself for tech. This can be grinded into gold, but
I think if we want an illegal tech item, it'll have to find a new host.
Closes https://github.com/tgstation/tgstation/issues/74839
Closes https://github.com/tgstation/tgstation/issues/39975
Closes https://github.com/tgstation/tgstation/issues/53820
## Changelog
🆑
balance: The Traitor's Camera bug is now a tablet app that works like a
silent camera console with an extra ability to track people through
their nearby cameras.
/🆑
## About The Pull Request
- Fixes background apps not reloading the UI
- Standardizes opening/closing/backgrounding apps
- Simplifies the way apps are closed instead of having 2 procs, one on
the PC and one on the program, being named the same thing (wtf)
- Removes program states. They existed so computers can know to update
their UI every process tick, but since we now do this event based, this
is no longer needed, which is good.
- Replaces the 'forced' arg from kill_program as it was completely
unused, with ``reload_ui``, which is now used to open the UI on close,
and not to when we don't want it to.
- Closing background apps no longer reloads the entire UI
- Responding to an NT Message will no longer open the UI on your face.
## Why It's Good For The Game
Closes https://github.com/tgstation/tgstation/issues/75046
Closes https://github.com/tgstation/tgstation/issues/75108
Makes tablet UIs more responsive and lag less, not checking if a program
is closed every process to close it, and makes responding to messages
not a hassle every time.
Also makes the code easier to understand/read,
## Changelog
🆑
fix: Tablets' minimize apps feature works again.
/🆑
## About The Pull Request
Tablet UIs are now changed when opening/closing an app, instead of
constantly checking for a UI change every ui update.
Program UI acts no longer call parent, as it was unnecessary, Computers
are the ones that should be calling it.
Fixes a ton of problems with static data not updating, such as in
Messenger, ID management, Siliconnect, and Chat client
Chat Client's Admin mode also works again, which was broken when
accesses to check was turned into a list.
Turns a few lists in Robocontrol into static ones when we aren't
changing anything, and makes it actually scan your ID's access.
Fixes budget ordering being unable to show the cart/call the cargo
shuttle.
## Why It's Good For The Game
While I can't seem to find a single issue report on any of the above,
these are still problems that should be fixed.
## Changelog
🆑
fix: SiliConnect can download borg logs again.
fix: The RD can once again enable Admin mode on Wirecarp
fix: NT IRN can once again see the shopping cart and call the cargo
shuttle.
fix: Chat Client, ID Management and Messenger should now update their
UIs properly.
code: PDAs will hopefully not lag as much when clicking on buttons (such
as in ID management).
/🆑
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects
regexes used
git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
## About The Pull Request
- Tablets now refresh their page when changing programs, this means the
UI will no longer close and reopen itself several times (or even have
several UIs open if shit broke hard enough).
- Removed tablet's attack self because interact already does everything
it had to do.
- Header programs now close when minimized (as there's no button to
close them in the main menu.
- Removed a lot of program UI stuff, it's now handled by the PC itself,
such as header data and ui host.
- Cut off asset sending from TGUI into it's own proc so I can re-send
assets when changing programs
- Added an ejection button for machine computers
- Fixed ID not ejecting into the user's hand when using 'Eject ID'
- Fixes a minor runtime when opening the MODsuit application without a
MODsuit already connected.
## Why It's Good For The Game
Fixes some bugs that I found with tablets
UIS now won't be flickering as bad in front of them, or have
inconsistent placement (like when you move your main menu UI, go to
Messenger, then it's back to the center of the screen).
Video of it in action
https://user-images.githubusercontent.com/53777086/221301417-78321149-0c10-475e-bd29-79f5a4ba0597.mp4
## Changelog
🆑
fix: Being in an application now properly uses the tablet's battery.
fix: Messenger and Themify apps now close when minimized, so don't count
towards the running app limit.
fix: Tablet UIs will now no longer spam open/close the UI when changing
applications
fix: Using the Eject ID button on tablets now ejects into your hand.
fix: Computers now have an Eject ID button
refactor: Cut down a lot of copy paste in tablet & program code, now
it's mostly done by the tablet.
/🆑
## About The Pull Request
This is an expanding of
https://github.com/tgstation/tgstation/pull/69708
Adds a config to not connect machines to a techweb at the start of a
round
Adds the ability to multitool a server to get its techweb in its buffer,
which can then be used on machines to sync them.
Adds support for some machines to not cry when they don't have a techweb
linked to it, in case they actually don't.
If the config to not have machines connected to the science server is
enabled, research servers will make their own techwebs instead. This is
barebones though and would need more work if this option is used.
For misc stuff:
- I replaced checking ``GLOB.machines`` for research servers, to instead
check ``SSresearch.servers``, where we can use ``as anything``.
- Removed unused vars on the RD server control
- I renamed the operating computer's .dm file to remove the capitalized
letter from it. It's now operating_computer instead of Operations.
## Why It's Good For The Game
This is adding support for 2 different cases that can be used in the
future:
1. Off-station roles, we can make roles like Oldstation have their own
techweb so they don't ruin science's efforts, or use their advanced
research to get things we don't want, or even possibly have some
blacklist webs for ghost roles (like teleporters) so that way we don't
need to have this dance where we have to give them a very specific
amount of materials for them to do things while not being able to get a
teleporter and leaving. I heard discussions that people wanted this a
while back, and one of the main things preventing this from happening is
the lack of support. Hopefully this is encouragement to make it a
reality, because I think it would be a really cool expansion of ghost
roles and a good way to prevent them from messing with the round in
progress.
2. Downstreams who want to do different things with Science. Personally
I made this PR with voidcrew(shiptest) in mind and think this would make
their lives easier. I didn't expand too much on this because I'm leaving
up mostly to the downstreams to figure out what they want to do with
these systems.
## Changelog
This generally isn't really player facing, since most of the changes
would only come into effect if the config is enabled??
🆑
fix: Research servers now only show servers connected to their techweb.
/🆑
## About The Pull Request
- Fully heal can be passed a series of flags detailing what all is
healed by the proc. This allows for things to provide
almost-but-not-quite fully heals.
- Uses this in Adminordrazine, so that it stops being a pain to update
every time fully heal is updated.
This includes some small balance changes which i'll go over, nothing
extremely noticable.
## Why It's Good For The Game
Allows for more precise control over full heals.
## Changelog
🆑 Melbert
refactor: Fully heal can be passed a series of flags. As a result, some
things which previously did a full heal might heal slightly less, or
some things which did partial full heals might do slightly more.
fix: Adminordrazine will no longer completely break every facet of a
person
admin: Ahealing a changeling will refill all of their chems.
/🆑
* Removes recharger tablet parts
Removes 'advanced' tablet subtypes that we used before PDAs were added, in some jobs.
Replaces Roboticist's advanced tablet mail with a laptop
Moves the notepad's note var from the tablet, to the note app
Moves modular computer's defines into their own file
Machine computers now directly use power from the machine they're in, while the rest uses power cells.
Silicon tablets don't use power at all.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* [DRAFT] Reformats Access IDs for accessibility and futureproofing
* replaced all the old defines and IDs everywhere
* replaced ID integers with strings, cleaned up a couple tram helpers
* replaces req_access_txt with req_access and fixes a few of my mistakes
Co-authored-by: san7890 <the@san7890.com>
How do I play/test/operate this?
Download NT Frontier on any modular computers. It should debrief you on what experiments are available and how to publish.
If you want to do a bomb experiment, make sure it's captured by the doppler array (as usual) and then print the experiments into a disk and publish it.
If you want to do a gas experiment, make the gas and either pump it into a tank and 1) overpressurize it with a "clear" gas like N2 or 2) overpressurize tanks with the gas itself. Make sure you do the overpressurizing in the compressor machine. When tanks are destroyed/ejected leaked gas will get recorded. Print it into a disk and publish it.
For publication, the file needs to be directly present inside the computer's HDD. This means you need to copy it first with the file manager.
Fill the data (if desired, it will autofill with boiler plate if you dont) and send away!
Doing experiments unlock nodes, while doing them well unlocks boosts (which are discounts but slightly more restrictive) which are purchaseable with NT Frontier.
If you are testing this and have access to admin tools, there are various premade bombs under obj/effect/spawner/newbomb
A doc I wrote detailing the why and what part of this PR.
https://hackmd.io/JOakSYVMSh2zU2YL5ju_-Q
---
# Intro
## The Problem(s)
Ordnance, (previously toxins) seems to lack a lot of content and things to do. The gameplay loop consists of making a bomb and then sending it off for credits or using it to refine cores. Ordnance at it's inception originally relies on players experimenting and finding the perfect mix over multiple rounds, but once the recipe for a "do-everything" mix got out, the original charm of individual discoveries becomes meaningless.
Another issue with ordnance is the odd difficulty curve. As a new player, ordnance is almost impossible to decipher, but once you watch a tutorial or read a wiki and can mail a 50k into space, there pretty much isn't anything else to do. Most players will be satisfied at this point without the gameplay loop encouraging them to understand or play more. The only thing you can do afterwards is to sink your teeth in and understand why that particular mix explodes the way it does. This again has a significant difficulty curve, but if you do that, the department doesn't acknowledge or reward that in any way. There are pretty much two huge spikes, with the latter one not really existing inside the department.
TLDR:
* The content being same-y over rounds.
* Odd difficulty curve:
1. A new player is oblivious to everything.
2. Those in the middle can repeat the final goal consistently without needing to understanding why
3. There is nothing to justify spending more time in the department after reaching the midgame.
## Abstract
Scientific Papers aim to add a framework to run multiple experiments in ordnance. Adding more experiments scattered across various atmospheric aspects might allow players of various knowledge levels to still have something engaging to do. A new player should have an easier challange than to mail a 50K. While those that already can make bombs should have an easier time understanding why their bombs explode the way it does. Once they fully understand why, they can set their sights on taking advantage of another reaction to set their bomb off or hone one particular reaction down.
## Goals
* Have some intro-level challanges for new players.
* Have some semblance of late-game challanges for more experienced players.
* Explain the mechanics better for those in the middle of the road.
* Incentivize trying new things out in the department.
* Better integrate Ordnance with Experisci
## Boundaries / Dont's
* Do not incentivize people to learn ordnance by using PvP loots.
* Do not shake or change the reaction system by a huge amount.
* Disincentivize having a single god-mix that does everything.
****
# Main design pillars
## A. Framework surrounding the experiments
### A.1. New experiments
Add new experiments to the ExperiSci module. These will come in two flavours: New explosions to do, and various gas synthesis experiments. Both of these are actually supported by the map layout of ordnance right now, but there is no reason to do anything outside of making a 50k as fast as possible.
### A.2. Rewards for experiments: Cash and Techweb Boosts.
Scientific papers will add a separate experiment handling system. A single experiment will be graded into various tiers, each tier corresponding to the explosion size or amount of gas made. Doing any tier of a specific experiment will unlock the discount for that specific reactions. A single explosion **WILL NOT** do multiple experiments (or even tiers) at once.
On publication, a partner can be selected. A single partner only has a specific criteria of experiments they want. The experiments will then be graded on "how good they are done", with the criteria being more punishing as tier increases. Publication will then reward scientific cooperation with the partnered partner. Players can spend this cooperation on techweb boosts. Techweb boosts are meant to be subservient to discount from experiments and will not shave a node's price to be lower than 500 points.
**Experiments will only unlock nodes, discounts are handled through this boost system.**
This is more for maintainability than anything.
### A.3. On Tedium
*This is a note on implementation more than anything, but I think this helps explains why several things are done.*
Due to the nature of atmospheric reactions in the game (they're all linear), tedium is a very important thing to consider. An experiment should have a sweet spot to aim for, but there should not be a point where further mastery is stopped dead on it's track with a reward cap.
Scientific Papers attempts to discourage this behaviour by having the "maximum score" scale off to infinity but with the rewards being smaller and smaller. The sweet spot is always there to aim for and should be well communicated with players, but on their last submission of an experiment topic players should be encouraged to do their best. There should always be a reward for pushing the system to it's limit as long as it doesn't completely nullify the other subdepartments. This is the reason why there is a hard limit on the number of publications and why the score calculation is a bit more complex than it needed to be.
## B. Gas Synthesis (Early-Mid Game)
Scientific papers will add one new machine that requests a tank to release x amounts of y gas. This will be accomplished by adding a tank pumping machine which will either burst or explode a tank, releasing the gas inside. The gas currently requested are BZ, Nitryl, Halon and Nob.
The overarching goal of this compressor machine is to present a gas synthesis challange for the players and to get them more accustomed to how a tank explodes. The gas synthesis part can always be changed in order to reflect the current state of atmospheric reactions.
## C. Explosion Changes (Mid-Late Game)
### C.1 Cause and effect.
The main theme of the explosion changes is establishing cause and effect of explosions. Reactions that happens inside a tank that's going to explode will be recorded and forwarded to a doppler array. Some experiments will require only a single cause to be present (think of it as isolating a variable). This is currently implemented for nobliumformation and pressure based bombs. Having other reactions occuring besides noblium formation will fail the first one, while having any reactions at all will fail the second one.
Adding more explosions here will be a slight challange because as of now the game has only two reactions that can reliably make an explosion.
### C.2 Tools upgrade.
Doppler array has now been retrofitted to state the probable cause of an explosion, be it reactions or just overpressurization on gas merging. These should help intermediate players figure out what is causing an explosion.
Added a new functionality to the implosion compressor:
Basically performs the gas merging and reaction that TTV does in a machine and reports the results back as if someone uses an analyzer on them. Here to give players feedback so they can try and understand what is actually going on in a bomb.
## D. Player Interaction
There should be more room for more than 1 player to play ordnance simultaneously. Previously players are also able to split tasks, but this rarely happens because tritium synthesis needs only the gas chamber to be reconfigured. Now, different players can pick different experiments and work on them. Players can also do joint tasks on one single experiment. Gases like noblium will need tritium production and also a cooling module online.
Ordnance can also coordinate with their parent department on what they really need, be it money or research bonuses.
# Potential Changes
The best-case changes that can be implemented if the current roster of content isn't enough is more reactions that can be used in bombs. Eliminating bombs entirely goes against the spirit of the subdepartment, while adding new ones will need a lot of care and consideration.
Another possible change is to implement a "gas payload" bomb. Bombs that has a set number of unreacting gas inside that will increase the heat capacity, reduce the payload, and neccesitates more bespoke mixes.
Adding more gas synthesis experiments is discouraged. The main focus of ordnance should be bombs, with gas synthesis being a side project for ordnance. These are present to ease the introduction to bombs and provide some side content.
There should be a somewhat well-justified goal in adding new synthesis experiments: e.g. BZ is there as a "tutorial" gas, Nitryl to introduce players to cooling/heating mixes, Halon to a more efficient tritium production, and Nob as a nudge to nobformation bombs and mastery over other aspects.
# Conclusion / Summary
Add more experiments to ordnance that players can take, accomplish this by:
1. Making the players perform gas synthesis or make bombs.
2. Have them collect the data, see if it fits the criteria. Explain why if it fits and why if it doesn't.
3. Have the player publish a paper.
Reward them based on how well did they do, give players agency both on the experiment phase and also publication phase.
---
TLDR: Added new experiment to toxins, added the framework for those experiments existing. Experiments comes in gas synthesis and also bombs but with more parameters. Experiments needs to be published through papers, various choices to be made there.
Implementation notes:
Because of how paper works, ordnance experiments are handled outside of experiment_handler components. My reasoning for this is twofold:
The experiments will be completed manually on publication and if the experiment isn't unlocked yet it will still be completed.
Experiment handler datums have several procs which require an atom-level parent, and I figured this is the most sensible and cleanest way to implement this without changing the experiment handler datum too much.
Small change to /obj/machinery/proc/power_change() signal ordering to adjust the state first and then send the signal. Didn't found any other usage of this signal except mine but barge down my door if it broke something.
Rewrote the ttv merge_gases() code to be slightly more readable.
A small code improvement for thermomachine to use tofixed (my fault).
Ordnance have been updated to enable the publication of papers
Several new explosive and gas synthesis experiments have been added to ordnance
Anomaly compressor has been TGUIzed and now supports simulating the reaction of the gases inside the ttv.
New tank compressor machine for toxins. You can overpressurize tanks with exotic gases and complete experiments.
Several techweb nodes are locked and require toxin experiments to complete.
Toxins can purchase boosts for various techweb nodes.
You no longer need to anchor doppler arrays for it to work.
Doppler array and implosion compressor now supports deconstruction, implosion compressor construction added.
Doppler now emits a red light to denote it's direction and it being on. Doppler not malf.
Implosion compressor renamed to anomaly refinery.
Created a new program tab "Science" for the downloader app. Removed Robotics.
Reworked the code for bombspawner (used in the cuban pete arcade game)
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
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm
We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.
There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.
Hi codeowners!
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Revamp of the software downloader program for modular computers.
Changes:
- Programs are now sorted alphabetically with incompatible ones in the end of the list.
- Installed programs are now displayed in the list.
- Added program icons.
- Moved the error messages in place of the download button.
- Only the most important error message is displayed now. Priority: compatibility, access, free space.
- Syndicate programs are now displayed in the same list, but have a warning message from NT (There are no warning messages on syndicate OS).
- Added program categories to improve navigation. The default option "All" contains items from all categories.
- Download progress bar moved in place of the Disk usage bar. Disk usage is updated only after the download is complete, so the information was inaccurate during download. And the download bar now always visible regardless of selected category.
- The old download progress bar (next to the corresponding program) is replaced with "Downloading" indicator with a spinner.
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
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.
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.
* Support for expansion-class modPC hardware
* end of the line
* As requested
Did anyone know that the tablet vendor was attaching the wrong ModPC printer? I bet no one knew that.
* update
* Update AI health after healing damage in integrity restorer
* Also feex legacy AI inegrity restorer.
* Update IntelliCard icon when AI is successfully revived.
* Clean up proc arguments
* Feex
* Removing a bunch of oxygen stuff
* breaking works
* completely functional yes
* reverts some old changes
* thanks based shiz
* i said 'thanks' god damn it
* oops
* another one bites the dust
* they told me math was of variable difficulty
AIs now get an alert and sound effect just like what other mobs get
from a defib (and used to get from cloning). I used the same sound
effect because it's recognizable in that it means being brought back
to life.
Currently AIs don't get notified at all when they get revived, and the
best hope for whoever revives them is that they happen to check their
body to see if anything changed (or if someone calls out over common
and the AI player sees it).
* Add the system for managed global variables
* Travis ban old globals
* So you CAN inline proccall, that's neat
* Fix that
* master.dm
* Remove the hack procs
* Move InitGlobals to the proper spot
* configuration.dm
* Fix the missing pre-slash
* clockcult.dm
* This is probably for the best
* Doy
* Fix shit
* Rest of the DEFINES tree
* Fix
* Use global. for access
* Update find_references_in_globals
Always hated that proc
Whoever made it must've bee a r e a l idiot...
* __HELPERS tree
* Move global initialization to master.
Fix the declaration
* database.dm
* Dat newline
* I said DECLARATIVE order!
* Here's something you can chew on @Iamgoofball
* game_modes.dm
* Fix this
* genetics.dm
* flavor_misc.dm
* More stuff
* Do it mso's way. Keep the controllers as global
* Make master actually see it
* Fix
* Finish _globalvars/lists
* Finish the rest of the _globalvars tree
* This is weird
* Migrate the controllers
* SLOTH -> GLOB
* Lighting globals
* round_start_time -> ticker
* PAI card list -> pai SS
* record_id_num -> static
* Diseases list -> SSdisease
* More disease globals to the SS
* More disease stuff
* Emote list
* Better and better
* Bluh
* So much stuff
* Ahh
* Wires
* dview
* station_areas
* Teleportlocs
* blood_splatter_icons
* Stuff and such
* More stuff
* RAD IO
* More stuff and such
* Blob shit
* Changeling stuff
* Add "Balance" to changelogs
* Balance for changelog compiler + Auto Tagging
* Update the PR template
* hivemind_bank
* Bip
* sacrificed
* Good shit
* Better define
* More cult shit
* Devil shit
* Gang shit
* > borers
Fix shit
* Rename the define
* Nuke
* Objectives
* Sandbox
* Multiverse sword
* Announce systems
* Stuff and such
* TC con
* Airlock
* doppllllerrrrrr
* holopads
* Shut up byond you inconsistent fuck
* Sneaky fuck
* Burp
* Bip
* Fixnshit
* Port without regard
* askdlfjs;
* asdfjasoidojfi
* Protected globals and more
* SO MANY
* ajsimkvahsaoisd
* akfdsiaopwimfeoiwafaw
* gsdfigjosidjfgiosdg
* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!
* facerolll
* ASDFASDFASDF
* Removes the unused parts of dmm_suite
* WIP
* Fix quote
* asdfjauwfnkjs
* afwlunhskjfda
* asfjlaiwuefhaf
* SO CLOSE
* wwwweeeeeewwwww
* agdgmoewranwg
* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?
* Fix syntax errors
* 100 errors
* Another 100
* So many...
* Ugh
* More shit
* kilme
* Stuuuuuufffff
* ajrgmrlshio;djfa;sdkl
* jkbhkhjbmjvjmh
* soi soi soi
* butt
* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING
* lllllllllllllllllllllllllllllllllllllllllll
* afsdijfiawhnflnjhnwsdfs
* yugykihlugk,kj
* time to go
* STUFFF!!!
* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!
* ngoaijdjlfkamsdlkf
* Break time
* aufjsdklfalsjfi
* CONTROL KAY AND PRAY
* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
* Goteem
* Fix testing mode
* This does not belong in this PR
* Convert it to a controller
* Eh, fuck this option
* Revert controllerization Ill do it some other time
* Fix
* Working controllerization
* FOR THE LOVE OF CHRIST PROTECT THE LOGS
* Protect admins and deadmins
* Use the inbuilt proc
* Ports AI restorer to modular computars
* mostly done. working on qdel improvments
* undoes testing flag
* undoes gc stuff
* Fixes id card module name
* memes