332 Commits
Author SHA1 Message Date
Roxy 71faa643bf Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-12 2025-11-12 16:44:13 -05:00
MrMelbertandGitHub 5146cfd403 Moves camera update handling to background subsystem, (maybe) fixing lag (#92208)
## About The Pull Request

When a camera update is triggered, it is instead added to a queue on a
background subsystem

An AI entering a camera chunk which is queued to update will force the
update immediately (bypassing the queue)

While the root problem of this is, ultimately, not addressed...

<img width="554" height="58"
alt="467828777-eff3f0e5-49d6-4997-b4d7-05eff6432155"
src="https://github.com/user-attachments/assets/c2d6a5f5-d958-463e-959f-116bd0dab475"
/>

...the change will ultimately prevent update spam from consuming all of
the server's resources - instead allocating updates to the backburner in
times of high server stress (or on multi-z maps)

## Changelog

🆑 Melbert
refactor: Refactored the way camera updates are handled to hopefully
reduce some lag. Report any oddities
/🆑
2025-11-08 01:43:48 +01:00
SmArtKarandRoxy d841c9df40 [MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.

- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.

- Closes #91039

A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.

![dreamseeker_BSP7FE9pRB](https://github.com/user-attachments/assets/45711fa0-ae65-4ec2-9e89-753fa7dd876f)

![dreamseeker_zyv9ssh5VN](https://github.com/user-attachments/assets/7b112854-b7e3-4bfe-b78b-199a55b5b051)
2025-06-05 19:47:01 -04:00
Roxy 92b0cc3458 Fix some DB issues and lag (#91420)
- ~~The DB schema version define was set to 5.30, the changelog readme
said the latest was 5.28, and the sample insert query in the readme said
it was 5.31~~ (fixed in #91127) Changes the define and readme to 5.32
- Add new entry in readme to rename `character` column in `manifest`
table to `character_name`, because `character` is a reserved word in SQL
and every insert query is failing
- Changed the initial roundstart manifest queries from
number_of_players_readied_up individual insert queries to one mass
insert because I suspect this is add several extra seconds to the start
time

fix yes :)
🆑
server: increment DB schema version to 5.32
server: changed column name in manifest table from character to
character_name because the former is a reserved word
fix: changed round start manifest DB queries from dozens of individual
inserts to one mass insert
fix: hopefully fixed some lag on round start
/🆑
2025-06-01 16:18:43 -04:00
RoxyandGitHub d147913fc2 Fix some DB issues and lag (#91420)
## About The Pull Request

- ~~The DB schema version define was set to 5.30, the changelog readme
said the latest was 5.28, and the sample insert query in the readme said
it was 5.31~~ (fixed in #91127) Changes the define and readme to 5.32
- Add new entry in readme to rename `character` column in `manifest`
table to `character_name`, because `character` is a reserved word in SQL
and every insert query is failing
- Changed the initial roundstart manifest queries from
number_of_players_readied_up individual insert queries to one mass
insert because I suspect this is add several extra seconds to the start
time

## Why It's Good For The Game
fix yes :)
## Changelog
🆑
server: increment DB schema version to 5.32
server: changed column name in manifest table from character to
character_name because the former is a reserved word
fix: changed round start manifest DB queries from dozens of individual
inserts to one mass insert
fix: hopefully fixed some lag on round start
/🆑
2025-06-01 12:47:54 -07:00
BloopandGitHub 58cd0099d9 Fixes inconsistent tab/space issue in schema (#91127)
## About The Pull Request

This is something I wish I could just ignore and move on from but it
bothered me enough to make this PR so here we are

## Changelog

Nothing at all anyone will ever notice besides the people looking at
this file in the repo
2025-06-01 08:10:03 +00:00
SmArtKarandGitHub b4061f1800 [MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
## About The Pull Request

Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.

- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.

- Closes #91039 

#### Examples

A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.


![dreamseeker_BSP7FE9pRB](https://github.com/user-attachments/assets/45711fa0-ae65-4ec2-9e89-753fa7dd876f)

![dreamseeker_zyv9ssh5VN](https://github.com/user-attachments/assets/7b112854-b7e3-4bfe-b78b-199a55b5b051)
2025-05-31 19:38:07 -05:00
RengaN02andRoxy c0b4cb3024 Crimes are now logging in db (#90948)
<!-- 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. -->

Crimes are now logged in db

Logging:

![image](https://github.com/user-attachments/assets/6eee470d-863a-4f68-9836-04a0a0079aa2)

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

idk
we logging citations but not crimes, and i wanted to log the crimes too
<!-- 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. -->

<!-- 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 its 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. -->

🆑 Rengan
server: The crimes are now logging in the database.
/🆑

<!-- 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. -->
2025-05-15 16:05:02 -04:00
RengaN02andGitHub 7bb71d38fd Crimes are now logging in db (#90948)
<!-- 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

Crimes are now logged in db

Logging: 

![image](https://github.com/user-attachments/assets/6eee470d-863a-4f68-9836-04a0a0079aa2)

<!-- 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
idk
we logging citations but not crimes, and i wanted to log the crimes too
<!-- 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 its 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. -->

🆑 Rengan
server: The crimes are now logging in the database.
/🆑

<!-- 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. -->
2025-05-10 12:17:20 -07:00
1f855eb9ff Weather DLC - Make it Rain Anything! (#89550)
Introducing more weather types! And yes, you can now have rain be
reagent based!

<details>
<summary>Regular Rain</summary>

![dreamseeker_9S1WzdBW8Z](https://github.com/user-attachments/assets/83aaa1fe-9105-4e15-8455-0337c5c592ef)

</details>

<details>
<summary>Blood Rain</summary>

![dreamseeker_SZufAoXDFt](https://github.com/user-attachments/assets/209404dc-34dd-4381-9bab-9b84eaec2658)

</details>

<details>
<summary>Acid Rain</summary>

![dreamseeker_ngiOqdB5n2](https://github.com/user-attachments/assets/0ab953c6-a215-444a-bdbd-addfc2b1ddbb)

</details>

You can even make it rain ants, plasma, or drugs. All of their effects
get applied to turfs, objects, and mobs depending on the weather options
you select.

Did I mention... there is thunder?

<details>
<summary>Thunder Strikes</summary>

![Untitled video - Made with
Clipchamp](https://github.com/user-attachments/assets/7c5c5930-6e0a-4706-a41b-3cbcc277bfd5)

</details>

<details>
<summary>Sand Storms</summary>

![dreamseeker_ZEFUS73dSA](https://github.com/user-attachments/assets/4a754f2d-c4e5-4b2f-9add-4742628cfa74)

</details>

Despite all this new stuff, none of it has been directly added to the
game but the code can be used in the future for:
- Wizard event - Similar to lava on floor, but this time make the
reagent random or picked from a list and give wizard immunity
- Chaplain ability - Maybe make this a benefit or ability once enough
favor has been obtained
- Admin events - I have added a BUNCH of admin tooling to run customized
weather events that let you control a lot of options
- New station maps/biomes for downstreams (Jungle Station, etc.)
- Change Ion storms to use the new weather system that triggers
EMP/thunder effects across the station
- IceBox could get plasma rain
- Lavaland could get thunder effects applied to ash storms

Relevant PRs that removed/added some of the weather stuff I used:
- #60303
- #25222

---

- Rain sprites were added via [novaepee](https://github.com/novaepee) in
https://github.com/tgstation/TerraGov-Marine-Corps/pull/9675
- Sand sprites were added via [TiviPlus](https://github.com/TiviPlus)
(who commissioned them from bimmer) in
https://github.com/tgstation/TerraGov-Marine-Corps/pull/4645
- Rain sounds [already existed on
tg](https://github.com/tgstation/tgstation/pull/25222#discussion_r106794579)
and were provided by provided by Cuboos, using Royalty Free sounds,
presumed under default tg sound license - Creative Commons 3.0 BY-SA
- Siren sound is from siren.wav by IFartInUrGeneralDirection --
[Freesound](https://freesound.org/s/46092/) -- License: Attribution 4.0

The original `siren.ogg` sound used on a lot of SS13 servers doesn't
seem to have any attribution that I could locate. The sound was added
about 15 years ago. So I just looked for a somewhat similar sounding
siren noise on Freesound.

More weather customization!

🆑
add: Added new weather types for rain and sandstorms. Rain now uses a
reagent that gets exposed to the turfs, mobs, and objects. There is also
a thunder strike setting you can apply to any weather.
add: Hydro trays and soil will now add reagents to their trays when
exposed to a chemical reaction. (weather, shower, chem spills, foam
grenades, etc.)
add: Weather temperature now affects weather reagents and mobs body
temperature.
bal: Snowstorm temperature calculations were tweaked to allow universal
weather temperature effects.
sound: Added weather sounds from TGMC for rain and sirens (attributed to
Cuboos and IFartInUrGeneralDirection )
image: Added weather images from TGMC for rain and sand storms
(attributed to Novaepee and Bimmer)
refactor: Refactored a lot of the weather code to be more robust
admin: Admins can now control more weather related options when running
weather events. The weather admin verbs have been moved to their own
"Weather" category under the Admin tab.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-04-29 17:44:46 -06:00
Watermelon914andShadow-Quill 79b00baad2 Refactors subsystems to use dependency-ordering to determine init order. Subsystems can now declare their own dependencies. (#90268)
## About The Pull Request
As the title says.
`init_order` is no more, subsystems ordering now depends on their
declared dependencies.
Subsystems can now declare which other subsystems need to init before
them using a list and the subsystem's typepath
I.e.
```dm
dependencies = list(
    /datum/controller/subsystem/atoms,
    /datum/controller/subsystem/mapping
)
```
The reverse can also be done, if a subsystem must initialize after your
own:
```dm
dependents = list(
    /datum/controller/subsystem/atoms
)
```
Cyclical dependencies are not allowed and will throw an error on
initialization if one is found.
There's also a debug tool to visualize the dependency graph, although
it's a bit basic:

![image](https://github.com/user-attachments/assets/80c854d9-c2a5-4f2f-92db-a031e9a8e257)

Subsystem load ordering can still be controlled using `init_stage`, some
subsystems use this in cases where they must initialize first or last
regardless of dependencies. An error will be thrown if a subsystem has
an `init_stage` before one of their dependencies.

## Why It's Good For The Game
Makes dealing with subsystem dependencies easier, and reduces the chance
of making a dependency error when needing to shift around subsystem
inits.

## Changelog
🆑
refactor: Refactored subsystem initialization
/🆑
2025-04-29 17:11:39 -06:00
RoxyandGitHub e71bdf8a43 Powerator Cleanup/QOL (#3625)
## About The Pull Request

Gives powerator code some TLC
- Move it all out of `modular_skyrat`, put the icon file in a proper
place
- Powerator penalties are now faction based instead of global, this
means that the station, persistence, and tarkon all running powerators
won't interfere with each other
- Changed the power draw input to take a number in kilowatts, because
nobody is ever setting it to less than one kilowatt
- Fixed the number set having seemingly no correlation with the amount
of power drawn from the grid, this is because it needed to be converted
between "energy" and "power" (watts and joules), now you just enter the
number of kilowatts and thats how much is going to be drawn from the
grid and everyone's happy
- Changed the examine text to only add a line if there's a problem (not
wrenched down, no wire, etc.) so there isn't 4 additional lines giving
you no relevant information
- Added context tooltips for tool interactions
- Refactor away the "powerator penalties" subsystem

## Why It's Good For The Game

Nice code no silly subsystems good bug fixes yes yes

## Proof Of Testing

This is like a whole thing but I swear I tested it all

## Changelog
🆑
add: added screentips for the powerator
qol: powerator input now takes kilowatts instead of watts
fix: powerator no longer draws weird amounts of power that aren't the
number you typed in
fix: powerator penalties are now faction-based (station, persistence,
tarkon), no more diminishing gains on station because tarkon is also
running a powerator
/🆑
2025-04-24 23:13:23 -04:00
36788ee05f Weather DLC - Make it Rain Anything! (#89550)
## About The Pull Request
##### Disclaimer - Some of the code/icons/sounds were ported from TMGC. 

Introducing more weather types! And yes, you can now have rain be
reagent based!

<details>
<summary>Regular Rain</summary>


![dreamseeker_9S1WzdBW8Z](https://github.com/user-attachments/assets/83aaa1fe-9105-4e15-8455-0337c5c592ef)

</details>

<details>
<summary>Blood Rain</summary>


![dreamseeker_SZufAoXDFt](https://github.com/user-attachments/assets/209404dc-34dd-4381-9bab-9b84eaec2658)

</details>

<details>
<summary>Acid Rain</summary>


![dreamseeker_ngiOqdB5n2](https://github.com/user-attachments/assets/0ab953c6-a215-444a-bdbd-addfc2b1ddbb)

</details>

You can even make it rain ants, plasma, or drugs. All of their effects
get applied to turfs, objects, and mobs depending on the weather options
you select.

Did I mention... there is thunder?

<details>
<summary>Thunder Strikes</summary>

![Untitled video - Made with
Clipchamp](https://github.com/user-attachments/assets/7c5c5930-6e0a-4706-a41b-3cbcc277bfd5)

</details>

<details>
<summary>Sand Storms</summary>


![dreamseeker_ZEFUS73dSA](https://github.com/user-attachments/assets/4a754f2d-c4e5-4b2f-9add-4742628cfa74)

</details>

Despite all this new stuff, none of it has been directly added to the
game but the code can be used in the future for:
- Wizard event - Similar to lava on floor, but this time make the
reagent random or picked from a list and give wizard immunity
- Chaplain ability - Maybe make this a benefit or ability once enough
favor has been obtained
- Admin events - I have added a BUNCH of admin tooling to run customized
weather events that let you control a lot of options
- New station maps/biomes for downstreams (Jungle Station, etc.)
- Change Ion storms to use the new weather system that triggers
EMP/thunder effects across the station
- IceBox could get plasma rain
- Lavaland could get thunder effects applied to ash storms

Relevant PRs that removed/added some of the weather stuff I used:
- #60303
- #25222

---

#### Attribution
- Rain sprites were added via [novaepee](https://github.com/novaepee) in
https://github.com/tgstation/TerraGov-Marine-Corps/pull/9675
- Sand sprites were added via [TiviPlus](https://github.com/TiviPlus)
(who commissioned them from bimmer) in
https://github.com/tgstation/TerraGov-Marine-Corps/pull/4645
- Rain sounds [already existed on
tg](https://github.com/tgstation/tgstation/pull/25222#discussion_r106794579)
and were provided by provided by Cuboos, using Royalty Free sounds,
presumed under default tg sound license - Creative Commons 3.0 BY-SA
- Siren sound is from siren.wav by IFartInUrGeneralDirection --
[Freesound](https://freesound.org/s/46092/) -- License: Attribution 4.0

The original `siren.ogg` sound used on a lot of SS13 servers doesn't
seem to have any attribution that I could locate. The sound was added
about 15 years ago. So I just looked for a somewhat similar sounding
siren noise on Freesound.

## Why It's Good For The Game
More weather customization!

## Changelog
🆑
add: Added new weather types for rain and sandstorms. Rain now uses a
reagent that gets exposed to the turfs, mobs, and objects. There is also
a thunder strike setting you can apply to any weather.
add: Hydro trays and soil will now add reagents to their trays when
exposed to a chemical reaction. (weather, shower, chem spills, foam
grenades, etc.)
add: Weather temperature now affects weather reagents and mobs body
temperature.
bal: Snowstorm temperature calculations were tweaked to allow universal
weather temperature effects.
sound: Added weather sounds from TGMC for rain and sirens (attributed to
Cuboos and IFartInUrGeneralDirection )
image: Added weather images from TGMC for rain and sand storms
(attributed to Novaepee and Bimmer)
refactor: Refactored a lot of the weather code to be more robust
admin: Admins can now control more weather related options when running
weather events. The weather admin verbs have been moved to their own
"Weather" category under the Admin tab.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-04-07 18:46:28 +02:00
Watermelon914andGitHub 6c017cf1e1 Refactors subsystems to use dependency-ordering to determine init order. Subsystems can now declare their own dependencies. (#90268)
## About The Pull Request
As the title says.
`init_order` is no more, subsystems ordering now depends on their
declared dependencies.
Subsystems can now declare which other subsystems need to init before
them using a list and the subsystem's typepath
I.e.
```dm
dependencies = list(
    /datum/controller/subsystem/atoms,
    /datum/controller/subsystem/mapping
)
```
The reverse can also be done, if a subsystem must initialize after your
own:
```dm
dependents = list(
    /datum/controller/subsystem/atoms
)
```
Cyclical dependencies are not allowed and will throw an error on
initialization if one is found.
There's also a debug tool to visualize the dependency graph, although
it's a bit basic:

![image](https://github.com/user-attachments/assets/80c854d9-c2a5-4f2f-92db-a031e9a8e257)

Subsystem load ordering can still be controlled using `init_stage`, some
subsystems use this in cases where they must initialize first or last
regardless of dependencies. An error will be thrown if a subsystem has
an `init_stage` before one of their dependencies.

## Why It's Good For The Game
Makes dealing with subsystem dependencies easier, and reduces the chance
of making a dependency error when needing to shift around subsystem
inits.

## Changelog
🆑
refactor: Refactored subsystem initialization
/🆑
2025-04-03 17:04:30 -04:00
Majkl-J b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
a9fa5df0cd Fixes DB admin ranks being 16 bits wide instead of 24 (#89348)
## About The Pull Request
smallint is 2 bytes, increased it to mediumint which is 3 bytes
Issue has not cropped up yet as theres only 15 flags right now, but
there can be up to 24 in dm side soooo

```
DEBUG-SQL: MySqlError { ERROR 1264 (22003): Out of range value for column 'flags' at row 1 } | Query used: INSERT INTO admin_ranks
 - (rank, flags, exclude_flags, can_edit_flags)
```


my mysql is broken so I havent tested the update query but how bad can
it be :clueless:
## Changelog
🆑
server: An issue where more than 16 admin flags could not exist in the
DB has been corrected
/🆑

---------

Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
2025-02-06 19:57:48 +01:00
LucyandGitHub cc80029518 Process certain status effects using a new "priority effects" subsystem (#89076) 2025-01-26 14:34:38 +01:00
SmArtKarandGitHub fabf382ab3 Fixes smokey remains flaky (#88422)
## About The Pull Request

Closes #88363

Smokey remains sometimes triggered instantly upon initializing, which
happens before the smoke SS is set up - thus runtiming due to attempting
to add newly created smoke to a non-existing carousel. Solved by moving
fluid SS init above atoms, god knows this'll probably happen more down
the line.

## Changelog
🆑
/🆑
2024-12-09 15:27:59 +01:00
GhomandGitHub e6253c7812 Adds a score for all species of fish that you've caught. (#86049)
## About The Pull Request
I'm adding a score that tracks which types of fish you've caught across
multiple rounds. To do so, I had to add a new score subtype that manages
the score value not being a number. Thankfully the achievement code is
fairly flexible so not a whole lot had to be done, although I've to add
a new column to the achievements table in the DB, because the 'value' is
for integers, while we need one for text strings ~~(the contents of the
list are converted to text with a delimiter before being saved cuz I'm
not sure if and how our DM slash SQL integration handles using lists
directly and I don't want to waste time finding it out)~~.

EDIT: It's mostly done beside the reviews that are going to point out
things that need to be changed. The UI changes are done. It's time for
reviews.

Here are screenshots of the UI with all fish still uncatched beside one
(I've since then the typo on its name and removed an extra zero from the
index number, as well as a nit with the spacing between cells):

![immagine](https://github.com/user-attachments/assets/a1dcfeb6-6d26-461e-aaa1-97c619f5cbfa)

![immagine](https://github.com/user-attachments/assets/768f6621-c992-4932-9bca-979dd1e43d6f)


## Why It's Good For The Game
We have about dozens over dozens of different fish in the game now, many
of which are just fluff anyway. It's getting to the point it's perhaps
doable to add a score or something to be a braggard about.

## Changelog
🆑
add: Added a new score that keeps track of all different fish that
you've caught between shifts.
server: Added a new schema table to store the aforementioned entries and
the ckeys associated to them, with an additional timestamp column.
/🆑
2024-11-04 13:48:25 -08:00
Ben10OmintrixandStrangeWeirdKitten 372e41750b some more ai optimizations (#86975)
## About The Pull Request
ai controllers that have exhausted all their current behaviors now stop
processing until the next cycle, so we no longer need to do these checks
on every process fire. idle behaviors are now instead handled by a new
low priority subsystem. these are the costs before/after roughly 25
minutes into the round

![image](https://github.com/user-attachments/assets/28b93cf8-b929-432a-a17d-61cbd581cddf)


## Why It's Good For The Game
improves ai performance

## Changelog
🆑
/🆑
2024-10-21 17:25:32 -06:00
Majkl-J f8faccd70a Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-10a 2024-10-20 04:12:02 -07:00
WaterpigandMajkl-J bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

Update install_node.sh

Update byond.js

oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

aaaaaaaaaaaaaaaaaaa

not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00
Ben10OmintrixandGitHub 11187a2a6d some more ai optimizations (#86975)
## About The Pull Request
ai controllers that have exhausted all their current behaviors now stop
processing until the next cycle, so we no longer need to do these checks
on every process fire. idle behaviors are now instead handled by a new
low priority subsystem. these are the costs before/after roughly 25
minutes into the round

![image](https://github.com/user-attachments/assets/28b93cf8-b929-432a-a17d-61cbd581cddf)


## Why It's Good For The Game
improves ai performance

## Changelog
🆑
/🆑
2024-10-06 06:50:02 +02:00
37f2e97a3c Vetted System conversion to SQL (#2075)
<!-- 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

This PR will convert the vetted system to SQL. It will populate the with
entries from the old config file, and then that file can be safely
removed after it is imported. Also adds three verbs, one to force a
conversion, one to add, and one to remove a ckey from the database. The
admin who adds a user is record in the DB.

<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->

## Why It's Good For The Game

<!-- 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. -->

## Proof Of Testing

![heidisql_086ihiIsfK](https://github.com/user-attachments/assets/b3f75490-b709-4c7f-883c-13c9c59ac9b1)

<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->

## 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 its 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. -->

🆑
refactor: Vetted system is now using SQL and improved. 
/🆑

<!-- 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. -->

<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->

---------

Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
2024-10-04 11:16:32 +00:00
Waterpig 4c4930c71d Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit 2024-09-08 00:59:39 +02:00
klorpaandGitHub e1bf793264 Spelling and Grammar Fixes (#86022)
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
2024-08-23 21:49:46 +02:00
97e8c044ed [MIRROR] idle basic mobs can plan again (#29351)
* idle basic mobs can plan again

* ready

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
2024-08-17 18:26:08 +00:00
Ben10OmintrixandGitHub 4273fc9dd9 idle basic mobs can plan again (#85348)
## About The Pull Request
idled basic mobs now instead of completely shutting off, will be
delegated to a much lower priority subsystem to do their planning.

## Why It's Good For The Game
Mobs can now perform their functions without needing players to be
nearby in a way that doesnt starve other subsystems. this allows animals
such as goldgrubs to eat ores, lobstrosities to fish, seedlings to tend
plants (and many others) without needing any players nearby

## Changelog
🆑
fix: idle basic mobs will now plan behaviors rather than completely shut
down
/🆑
2024-08-14 13:50:44 +02:00
c4ebe3da2a [MIRROR] APC and SSmachines hotfixes [NO GBP] (#28930)
* APC and SSmachines hotfixes [NO GBP]

* Update apc_main.dm

* Update apc_main.dm

* Update apc_main.dm

* Update machines.dm

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-20 21:38:22 +05:30
0a84ecdee5 [MIRROR] Emitters and Shieldgens work roundstart, APCs charge evenly (#28897)
* Emitters and Shieldgens work roundstart, APCs charge evenly

* modular

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-20 09:36:40 +05:30
AndrewandGitHub 5aa4604bce APC and SSmachines hotfixes [NO GBP] (#85043)
## About The Pull Request

Fixed an issue with APC icon not turning green from #84983


![NVIDIA_Overlay_tnqmxMvWAt](https://github.com/user-attachments/assets/a2c74636-9783-4c6c-8591-6064dbe5ea38)

Also changed the implementation of the way the emitters are prioritized.
Now there are separate lists for early and late processing machines.

## Why It's Good For The Game

Bug fixes, better power distribution, power monitors showing reliable
data

## Changelog

🆑
fix: APC icon properly turns green on full charge
fix: APC shows correct charging rate in UI
code: Added early machine process for shield generators and emitters to
prioritize power draw
code: Added late machine process for power monitors to gather accurate
powernet load
/🆑
2024-07-19 01:18:38 +02:00
AndrewandGitHub 69c935dbf1 Emitters and Shieldgens work roundstart, APCs charge evenly (#84983)
## About The Pull Request

Fixed the issue when the power priority was preferring random machinery
around the station over the crucial Emitters and Shieldgens.

Because of how the consumers are selected right now, PACMAN attached to
a station network will give power for the machinery/lights/environment
of a random APC instead of the emitters next to it.

This also makes power sinks process before APCs.

Also made APCs charge in cascades within a powernet:

1. APCs try to charge to 5% to enable environment channel.
2. When all are above 5%, then allow APCs to charge to 20% to enable
lighting channel
2. When all are above 20%, then allow APCs to charge to 35% to enable
equipment channel
3. When all are above 35%, then allow APC to charge to full battery

As a result, a low-rate power source can provide enough power to at
least make all airlocks working and have dim lights enabled.

Charlie station APCs after you run PACMAN with 15 uranium sheets:

![image](https://github.com/user-attachments/assets/7bb282da-2189-4123-a31b-c5f294a092cb)

## Why It's Good For The Game

Makes emitters actually work, instead of having people fire kisses at SM
to raise the internal energy.
Makes it possible to use PACMAN to kickstart SM.
Gives a reason to set up solars.
Makes the power distribution more fair and equal after the recent APC
battery buff.

## Changelog

🆑
fix: Fixed emitters, shield gens and other wired machinery having lower
power consumption priority than APCs
qol: Made APCs charge more evenly to ensure that environment and lights
are working everywhere before giving the power for equipment
/🆑
2024-07-17 09:22:43 +02:00
UserothandGitHub e07de33aa2 Update subsystems.dm 2024-05-07 21:39:23 +02:00
8f8195da22 ip intel mk2 (#82683)
Do not merge this without coordinating with your server's host.

Slightly refactors the way we handle IP intel.
You can still use the old data stored in the database.
Adds the ability to automatically reject connections determined by
config flags.

We used to have IP intel to check for VPNs, although it was disabled due
to being bad and unhelpful.
This refactor should make it much more manageable for hosts and admins.

This adds a new SQL table `ipintel_whitelist`
Look at the schema!

🆑
admin: The return of IPIntel
/🆑

---------

Co-authored-by: MrStonedOne <kyleshome@gmail.com>
Co-authored-by: oranges <email@oranges.net.nz>
2024-05-07 21:22:19 +02:00
MrMelbertandSkyratBot e2e67e6384 Vote clean up and admin additions (#82981)
## About The Pull Request

- Fixes `vote_delay` not being a thing. I broke this two years ago but
there's no bug report associated.

- Admins can now reset the vote delay (to let people vote again
instantly)

- Admins can now end the current vote immediately (rather than
cancelling)

- Custom multi and custom single combined into one vote

## Why It's Good For The Game

Makes voting a bit easier to use, both for admins and for coders adding
new votes.

![image](https://github.com/tgstation/tgstation/assets/51863163/40b8857c-76b7-4a58-82bc-1b82640d550a)

## Changelog

🆑 Melbert
admin: Custom Single and Custom Multi votes are now combined into one
vote
admin: Admins can now end votes instantly, rather than cancelling them
admin: Admins can now reset the vote cooldown
fix: Vote cooldown actually applies now
/🆑
2024-05-01 22:55:09 +00:00
MrMelbertandGitHub d1cadb24f9 Vote clean up and admin additions (#82981)
## About The Pull Request

- Fixes `vote_delay` not being a thing. I broke this two years ago but
there's no bug report associated.

- Admins can now reset the vote delay (to let people vote again
instantly)

- Admins can now end the current vote immediately (rather than
cancelling)

- Custom multi and custom single combined into one vote

## Why It's Good For The Game

Makes voting a bit easier to use, both for admins and for coders adding
new votes.


![image](https://github.com/tgstation/tgstation/assets/51863163/40b8857c-76b7-4a58-82bc-1b82640d550a)

## Changelog

🆑 Melbert
admin: Custom Single and Custom Multi votes are now combined into one
vote
admin: Admins can now end votes instantly, rather than cancelling them
admin: Admins can now reset the vote cooldown
fix: Vote cooldown actually applies now
/🆑
2024-05-01 16:55:01 -06:00
1e01a06b23 Nerfs Powerator a bit (#27165)
* yes

* Lets try it then.

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>

* more powerators, bigger penality

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-04-30 03:25:20 +02:00
5fe7c1068a [MIRROR] [no gbp] Loot panel subsystem initializes now (#27345)
[no gbp] Loot panel subsystem initializes now (#82680)

## About The Pull Request
Confusing error message at loading screen


![image](https://github.com/tgstation/tgstation/assets/42397676/850e5f97-f319-4f4d-b49a-ff90bb527aa8)
## Why It's Good For The Game
Less confusing
## Changelog
🆑
fix: CentCom dispatched a team of interns to fix the loot panel's
loading message. It should now load properly. It did before too, but now
the message is fixed.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-04-29 22:53:17 +02:00
+18 ba5c112a86 Huge Mirror fixes (#27488)
* Fixes incorrect operator usage in mecha code (#82570)

## About The Pull Request

I completely screwed up and told the original PR author of #82415
(9922d2f237) to use the `XOR` operator
instead of the `OR` operator (I wasn't thinking right for some reason
when I was reading the ref), anyways this PR just fixes that because I
misled the contributor into doing something that wasn't correct and
actually would BREAK functionality instead.

* Fixes TGUI debugging tools (#82569)

This project doesn't interfere with the game logic and aims to fix
multiple debugging features that are currently broken. Unfortunately,
kitchen sink and debug layout became broken after migration to Redux.
This PR aims to fix those features.

* Removes unused code for HTML UIs (#82589)

## About The Pull Request

This is the final PR for https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA that
I've been slowly inching towards the past few months.

This removes ``updateDialog``, ``updateUsrDialog``, ``IN_USE``,
``INTERACT_MACHINE_SET_MACHINE``, and everything surrounding it. Also
fixes advanced camera consoles not booting you off when you're moved out
of reach.

We called ``check_eye`` on mob life whenever they had their machine var
set, but their machine var would never be set to anything that actually
used it, which I found to be a little funny but was also probably my
fault.

## Why It's Good For The Game

This is poor and unmaintained code used for HTML UIs that we no longer
need thanks to TGUI, we should get rid of it to encourage the use of
TGUI in the future instead.

## Changelog


🆑
fix: Advanced camera consoles now boots you off when you're moved out of
reach.
/🆑

* Fixes a variety of input stalling exploits (#82577)

## About The Pull Request

Fixes the following input stalling exploits (maybe missed some): 

- Changing GPS tag 
- Setting teleporter destination
- Request Console Reply
- Various AI law board interactions
- Note, I used `is_holding` but technically this means these fail with
telekinesis. I can swap them to `can_perform_action(...)`, which allows
TK, but I noticed some places explicitly deny TK interactions with Ai
law boards. Not sure which is preferred.
- Borg Rename Board
- Plumbing Machines and Ducts
- APCs and SMES terminal placements
- Stargazers Telepathy
- Go Go Gadget Hat

## Changelog

🆑 Melbert
fix: You can't change the GPS tag of something unless you can actually
use the GPS
fix: You can't set the teleporter to a location unless you can actually
use the teleporter
fix: You can't reply to request console requests unless you can actually
use the console
fix: You can't update AI lawboards unless you're actually holding them 
fix: You can't update a borg rename board unless you're actually holding
it
fix: You can't mess with plumbing machines unless you can actually use
them
fix: You can't recolor / relayer ducts unless you're actually holding
them
fix: You can't magically wire APCs and SMESs unless you're right by them
fix: You can't use Stargazer Telepathy on people who you can't see
fix: You can't configure the Inspector Hat unless you can actually use
it
/🆑

* [NO GBP] Power outage operation fixes for chem master (#82591)

## About The Pull Request
- If the chem master runs out of power mid printing, it will properly
stop the printing process and its animation
- When transferring reagents it correctly checks if we have enough power
without forcing it

## Changelog
🆑
fix: chem master properly shuts down if it loses power mid printing and
won't transfer reagents for the same
/🆑

* Refactor renaming UNIQUE_RENAME items from the pen to an element (#82491)

## About The Pull Request

So a bit ago someone in code_general wanted to make plushies renamable,
but learnt that just adding the `UNIQUE_RENAME` flag wouldn't work as
pens would murder the plushie and only THEN let you rename it. I noted
refactoring both pens and plushies to use the new
`item_interaction(...)` procs would Just Solve This, but, well, they
didn't really have any coding experience.

But, hey, renaming being hardcoded to the pens has annoyed me ever since
I laid my eyes upon the hot mess that is paperwork code.
So here we are!

### We're making it an element.

There's not really much to this, this is mostly the same code but moved
to an element and with some minor cleanups.

First, we move it all from `/obj/item/pen` to a new element we called
`/datum/element/tool_renaming`. With this, instead of having it proc on
`/obj/item/pen/afterattack(...)`, we register it to proc on the
`COMSIG_ITEM_INTERACTING_WITH_ATOM` signal.

https://github.com/tgstation/tgstation/blob/6e36ed984070d53e16bed4fa43eb0cbe6460deed/code/__DEFINES/dcs/signals/signals_atom/signals_atom_x_act.dm#L59-L62
Secondly, we realize the code is just going through each if statement
regardless of whether the previous was correct.

https://github.com/tgstation/tgstation/blob/6e36ed984070d53e16bed4fa43eb0cbe6460deed/code/modules/paperwork/pen.dm#L225-L258
And, as we're dealing with text, just make it a switch statement
instead.
```dm
switch(pen_choice)
		if("Rename")
			(...)

		if("Description")
			(...)

		if("Reset")
			(...)
```
Then, we replace all single letter variables with descriptive ones,
replace the if-elses with early returns, and make it actually return
item interaction flags.

Finally, we slap this onto the pen, and we're done.
Now we can slap it onto other fitting renaming tools, and it uses the
proper item interaction system.
## Why It's Good For The Game

I feel it's generally better to not hardcode this to just pens, we have
plenty other writing utensils and possible renaming tools.
It's also a bit cleaner than before.
Apart from that, moves it from using `afterattack(...)` to the proper
item interaction chain by using `COMSIG_ITEM_INTERACTING_WITH_ATOM`,
which should reduce janky interactions.
## Changelog
🆑
refactor: Instead of being hardcoded to the pen, renaming items is now
an element. Currently only pens have this, and functionality should be
the same, but please report it if you find any items that were renamable
but now aren't.
/🆑

* Adds various quality of life changes for cooking to make it less click intensive. (#82566)

## About The Pull Request

- Increases tray item size by 1 item.

- Ranges and griddles can now be fed from trays.

Click when closed => fill soup pot.
Click when open => fill associated oven tray.
Right click when open => fill tray from oven tray
Click griddle => fill griddle surface.
Right click => fill tray from griddle surface

- Martian batter is now 5u of each ingredient into 10u of batter.

Hopefully will make it bug out less where it makes far fewer reagents
than it is supposed to, fixing reagents, or well soups specifically...
is out of scope for this PR.

- Adds the ability to print soup pots and large trays from the service
lathe

Soup pot: 5 Iron sheets, 0.4 bluespace crystal (given their size of
200U)
Large serving tray: 2 iron sheets

## Why It's Good For The Game

Makes cooking a lot less tedious. Especially for people with low
precision when it comes to filling oven trays. This also bring the
behavior up to parity with how you can click microwaves with trays to
fill them, ditto for the food processor. It also allows chef to use the
whole capacity of an oven, as previously you couldn't easily click 6
cake batters or other giant sprites onto the tiny tray.

The tray is now sized to be able to easily feed a griddle 8 items.

## Changelog

🆑
qol: chef equipment can now deposit and withdraw to/from trays!
qol: chef now has access to griddle and oven sized trays!
qol: service can now print soup pots
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>

* Removes grid usage + heavy refactors (#82571)

## About The Pull Request
Grid has been deprecated for quite some time and we still use it. I
won't completely remove the component, this way downstreams won't
immediately suffer, but I can remove it from usage.

Some of these UIs had issues with them and as a hobby project I've
refactored them into typescript / rebuilt them. Airlock electronics, for
instance, looks substantially better.

<details>
<summary>before/after as requested</summary>

current airlock electronics scrolls into oblivion

![6RJ29HCPob](https://github.com/tgstation/tgstation/assets/42397676/ba82bc20-40fa-4af0-b709-7c8846c25652)

updated
![Screenshot 2024-04-11
164321](https://github.com/tgstation/tgstation/assets/42397676/05507e06-6305-4175-8476-778c345f02c8)

</details>

## Why It's Good For The Game
Code improvement + probably UI bug fixes
## Changelog
🆑
fix: Airlock electronics and other access-config type UIs should look
much better.
/🆑

* modular fixes

* [No GBP] Removes cogbar from some stealthy actions (#82593)

Issue brought some missed hidden actions to my attention.

I left cogbars in for _breaking_ handcuffs because resisting is sort of
a gray area. On one hand, you don't want someone to see you doing it; on
the other, there is a visible warning that you started doing it. So,
meet in the the middle, breaking handcuffs is still visible while
resisting isn't.
Closes #82583
Cogbars are not intended to ruin stealth
🆑
fix: Deviants buffed: Rogue shoelacing, pickpocketing and restraint
resisting no longer give cogbar icons.
/🆑

* [NO GBP] ...Remember to add SIGNAL_HANDLER (#82630)

## About The Pull Request

Just realized I forgot to add `SIGNAL_HANDLER` to the all-nighter
`on_removed_limb(...)` proc, even though it handles signals.
## Why It's Good For The Game


https://github.com/tgstation/tgstation/blob/fe26373572e41415ec12e2b0785f0c6dc2567577/code/__DEFINES/dcs/helpers.dm#L9-L11

* React cleanup (#82607)

## About The Pull Request
- No defaultHooks in react. Might fix issues where pages were not
scrollable on hover.
- createRef in a functional component. should be useref

## Why It's Good For The Game
Code improvement

* Security photobooths have their own ID (#82628)

## About The Pull Request

Prevents the HoP's photobooth button from connecting to the security
photobooth via having the same ID.

## Why It's Good For The Game

I forgot to add this when I made the security photobooth but it's
important that by default without any varedits, the HoP and security
photobooths stay separate.

## Changelog

🆑
fix: The HoP's photobooth button is now consistently connected to the
HoP's photobooth.
/🆑

* Fix buckled alert unbuckling not working properly (#82627)

## About The Pull Request

So funny thing, while trying to reproduce a different issue on the
current master, I coincidentally let my local instance start without
reading, latejoined on the shuttle, and I noticed it wasn't letting me
unbuckle as easily.

Looking into this a bit later, it seems as if it's a line #82593
accidentally changed while moving around the
`/mob/living/carbon/resist_buckle()` proc's flow.

https://github.com/tgstation/tgstation/blob/fe26373572e41415ec12e2b0785f0c6dc2567577/code/modules/mob/living/carbon/carbon.dm#L238-L241
While before it was
```dm
/mob/living/carbon/resist_buckle()
	if(HAS_TRAIT(src, TRAIT_RESTRAINED))
		(...)
	else
		buckled.user_unbuckle_mob(src,src)
```
Just changing this to `buckled.user_unbuckle_mob(src, src)` fixes this.
## Why It's Good For The Game

Fixes buckled alert unbuckling not working properly.
Fixes #82627.

## Changelog
🆑
fix: Clicking the buckled alert unbuckles you again.
/🆑

* Advanced camera consoles correctly deactivates when something happens to it or the user (#82619)

## About The Pull Request
- Fixes #82520

1. The eye deactivates when the machine is destroyed/deleted
2. The eye deactivates when the machine loses power
3. The computer constantly moniters the users status inside `process()`
and will deactivate when anything happens to them. Its not enough to
just hook onto to the mobs `COMSIG_MOVABLE_MOVED` signal. Literarly
anything can happen to them so we have to check constantly for any
changes

## Changelog
🆑
fix: advanced camera consoles correctly deactivate when something
happens(no proximity, no power etc) to its user
/🆑

* Oven tray checks for ovens (#82615)

## About The Pull Request
- Fixes #82610

Only oven trays have this proc not serving trays or other stuff
![Screenshot
(408)](https://github.com/tgstation/tgstation/assets/110812394/4867cc14-9df3-4398-9d2d-f8e38b5f0da9)

Also oven trays have a null atom storage which prevents it from being
put back in the oven after taking it out. So we remove that check

## Changelog
🆑
fix: you can put back the oven tray after you take it out
fix: only oven trays are allowed in ovens preventing baked food runtimes
/🆑

* Living Limb fixes (feat: Basic mobs attack random body zones again) (#82556)

## About The Pull Request

Reworks Living Limb code to fix a bunch of runtimes and issues I saw
while testing Bioscrambler.
Specifically, the contained mobs are now initialised via element
following attachment so that signal registration can occur at the
correct time. This allows limbs to function correctly when added from
nullspace via admin panel or bioscrambler.

Secondarily (and more wide-ranging) at some point (probably #79563) we
inadvertently made basic mobs only attack the target's chest instead of
spreading damage.
This is problematic for Living Flesh which can only attach itself to
damaged limbs but was left unable to attack damaged limbs.

I've fixed this in a way which is maybe stupid: adding an element which
randomises attack zone pre-attack.
Living limbs also limit this to _only_ limbs (although it will fall back
to chest if you have no limbs at all).
This is _technically_ still different, the previous behaviour used
`adjustBruteLoss` and `adjustFireLoss` and would spread the damage
across your entire body, but there isn't a route to that via the new
interface and this seems close enough.

## Changelog

🆑
fix: Living Limbs created by Bioscrambler will be alive.
fix: Living Limbs can once more attach themselves to your body.
balance: Living Limbs will prioritise attacking your limbs.
fix: Basic Mobs will once again spread their damage across body zones
instead of only attacking your chest.
/🆑

* RPG Loot: Revisited & READY (#82533)

Revival of #72881

A new alt click window with a tarkov-y loading spinner. Replaces the
object item window in stat panel.

<details>
<summary>vids</summary>

toggleable grouping:

![syAA5zf6RK](https://github.com/tgstation/tgstation/assets/42397676/c89b372d-29f6-4ebe-895d-f73bbdc41c19)

now lists the floor as first obj:

![abc](https://github.com/tgstation/tgstation/assets/42397676/cd8dc962-2ac7-41bf-a5d3-b9e926116b06)

in action:

![dreamseeker_IkrPKt2QZt](https://github.com/tgstation/tgstation/assets/42397676/1f990aa0-60f0-47e7-9d93-b63e35d05273)

</details>

- search by name
- 515 image generator is much faster than alt click menu
- opening a gargantuan amount of items shouldnt freeze your screen
- groups similar items together in stacks by default, toggleable
- shows tile as first item
- <kbd>Shift</kbd> and <kbd>Ctrl</kbd> compatible with LMB
🖱️
- RMB points points at items (sry i could not get MMB working)
- key <kbd>Esc</kbd> to exit the window.

For devs:
- A new image generation tech.
- An error refetch mechanic to the Image component
- It does not "smart track" the items being added to the pile, just
reopen or refresh. This was a design decision.

Honestly I just dislike the stat panel

Fixes #53824

Fixes

![image](https://github.com/tgstation/tgstation/assets/42397676/0e50faab-7d4d-4bf7-8c5b-4ac28547bfbd)

🆑
add: Added a loot window for alt-clicking tiles.
del: Removed the item browser from the stat panel.
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>

* Reverts parts of #82602 (nodeath checks) (#82637)

## About The Pull Request

Reverts the nodeath checks of #82602

I opened a review thinking these checks were sus and the PR author said
they would remove them, but it was merged before that happened.

TL;DR 

1. I just noticed this now but it only affects carbons / humans it
doesn't even cover living or any other subtypes
2. Kinda sus. Some code intentionally skips checking nodeath (I guess?
Like removing the brain for example) so we would need a larger audit of
this rather than haphazardly throwing it in.

* Fixes to battle arcade (#82620)

## About The Pull Request

Added gear for world nine, removed the "Gear" gear that did nothing.
Made counterattacks to kill an enemy properly kill the enemy.
I renamed some gear items to fit the theme of the area they are unlocked
in just as a small thing.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/82613

## Changelog

🆑
fix: Battle arcade's higher levels no longer gives you a "Gear" gear,
and counterattacks can now properly kill enemies.
/🆑

* Fixes SMES terminal placing under the SMES and not under the player (#82665)

## About The Pull Request

Changes `src` to`user` to get intended behavior.

* Birdshot: Toy crate (#82633)

## About The Pull Request
Gives the clown+mime their toy crate.
## Why It's Good For The Game
*honk*

* tram ai sat starts with a full smes (#82646)

## About The Pull Request

consistency and also this is fixes a bug introduced by that one power
refactor

## Why It's Good For The Game

bug bad

## Changelog
🆑
fix: tramstation AI sat starts full
/🆑

* [no gbp] Space Ruin bioscramblers shouldn't chase people around (#82649)

## About The Pull Request

See title
They wouldn't lock on to people on the station from a space ruin, but
would to whoever entered their z level the second it was entered.
Also fixes bug where I changed `status_flags` to `status_effects` for
some reason which isn't where you look for godmode

## Why It's Good For The Game

We have a space ruin whcih several (coreless) anomalies spawn on, the
bioscrambler was put as an option because it was already immortal. It's
weird though to zone into the ruin and immediately have every anomaly in
there lock onto you, the best intended effect is probably for these ones
specifically not to be bloodthirsty.
We kind of only care about that behaviour on the station.

## Changelog

🆑
fix: Anomalous Research ruin Bioscrambler anomalies won't home in on
targets
fix: Bioscrambler won't randomly drop its target for no reason
/🆑

* Sunders the many unused sprites and organizes what's left in structures.dmi (#82658)

## About The Pull Request
Hello again, I noticed the /obj/structures.dmi file had a lot of unused
stuff like tables from two generations ago, so I changed some stuff
around:
- Many unused, old icons deleted, mostly window variants used in old
smoothing systems I imagine
- Reorganized many sprites in the file so they're more grouped together
- Tweaked some barricade sprite naming to be consistent/standardized,
and to let others know they're not _too_ old...
- Fixed a misnomer that I believe was making directional tinted windows
look like frosted windows

## Why It's Good For The Game
Saves on file space, and satisfies your brain's pattern recognition bits

### Spriting
Old: 

![image](https://github.com/tgstation/tgstation/assets/143908044/0717940e-787e-40ee-85e2-0a0c5ebc0837)

New:

![image](https://github.com/tgstation/tgstation/assets/143908044/3954ba3b-b261-4700-986a-d30f3aa0e2a6)
also good lord those linen bin sprites are a crime

## Changelog
🆑
fix: Probably fixed directional tinted windows looking like directional
frosted windows
image: Deleted a bunch of unused structure sprites
/🆑

* Birdshot Wall Sanity Pass (#82598)

## About The Pull Request

Cleans up minor artifacting in the Birdshot Sec-Tram Closed Turfs

## Why It's Good For The Game

Someone definitely didn't mean to place some machines under Closed
Turfs. This barely qualifies as player facing.

## Changelog

🆑
fix: Cleans up some rocks on Birdshot
/🆑

* [NO GBP] Fixes deconstruction of closets & crates under a special case (#82612)

## About The Pull Request
So if a closet/crate has the `NO_DEBRIS_AFTER_DECONSTRUCTION` set on it
and if someone/something is still inside, then after deconstruction they
get deleted rather than getting dumped out first.

Could cause potential hard delete of mobs & stuff. We don't want to deal
with that

## Changelog
🆑
fix: closets & crates will dump all contents out first before deleting
itself regardless of `NO_DEBRIS_AFTER_DECONSTRUCTION` thus not for e.g.
hard deleting mobs inside it
/🆑

* Fixes ordinance lab igniter in IceBox (#82595)

## About The Pull Request
- Fixes #82294

Basically the same idea of merging ordanance lab with the burn chamber
so they share the same apc as already implemented in #82322

## Changelog
🆑
fix: Ordinance lab igniter in Icebox works again 
/🆑

* Birdshot: engi wardrope. (#82639)

## About The Pull Request

Add engi wardrope on Birdshot.

## Why It's Good For The Game

Birdshot doesn't have engi wardrope.

🆑
fix: Birdshot now have engi wardrope
/🆑

* Gives shadow walk a new, spookier, and shorter sound effect that no longer ignores walls (#82689)

## About The Pull Request

This gives shadow walk a snazzy new sound effect for entering/exiting
jaunt.


https://github.com/tgstation/tgstation/assets/28870487/c25f720f-5bad-4063-8d6e-140fd41bd740

This also has the sounds it plays no longer passes through walls.
## Why It's Good For The Game

The ethereal_entrance/exit sound effects are drawn out, and pretty
grating. They work for the other jaunts they're used for because a jaunt
typically lasts longer than the sound itself. Nightmares are frequently
dancing in and out of jaunt, and the sound effects for entering/exiting
tend to overlap. It gets loud and annoying really fast.

This sound effect is quicker, spookier, and more distinct.

As for making the sound not ignore walls, I think it's pretty dumb how
easy it is to detect the spooky scary shadow antag just by sitting in
your department. It takes a lot of the initial fear and paranoia they
have the potential for is wasted when Joe Geneticist can hear them
messing around in their territory without having to leave their chair.
## Changelog
🆑 Rhials
sound: Nightmare has a new sound effect for entering/exiting shadow
jaunt. It also no longer can be heard through walls.
/🆑

* [MIRROR] Alt click refactor (#2029)

* Alt click refactor

* Some early conflict removal

* Big modular refactor

* Update console.dm

* Update paper.dm

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>

* Yeets `ATTACK_QDELETED`, fixes welding torches not using fuel on attacking non-mobs (2 year old bug)  (#82694)

## About The Pull Request

- Deletes `ATTACK_QDELETED`
- May have been necessary in the past but it's pointless now. All it
does is clutter the attack chain. Perish.

- Fixes welders not using fuel on attacking non-mobs
- #65762 "fixed" welders consuming fuel on clicking turfs by adding an
`isliving` check and not an `ismovable` check?


## Changelog

🆑 Melbert
fix: Blobs may rejoice, welding torches now consume fuel when attacking
objects again after two years.
/🆑

* electric_welder fire

* Quirks, which give items, now have quirk_item arg specified as obj/item, instead of being just a var (#82650)

## About The Pull Request
quirk_item is now /obj/item, since it will allow for calling procs or
getting variables from this item

It's required for non-modular translation to call for item's name to
remove articles

## Why It's Good For The Game
It's always an item, and if it's a path, it's already checked for it.
Better usage in the future.

* turns martial arts gloves into a component (#82599)

sleeping carp gloves also work on mind init

this means for the sake of deathmatch you dont have to put them off and
on

fixes #82321

🆑
fix: you no longer need to put your sleeping carp gloves off and on in
Deathmatch to get the martial art
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>

* Regal Rats can now tear down posters (#82673)

## About The Pull Request

i was fixing something on bagil and someone who was playing a regal rat
(after the round ended) said they wanted to be able to tear down posters
as a regal rat so i decided to code it because it made sense.

it's an element so literally any mob can tear down posters but i can't
think of any other mobs that would make sense to let it tear down
posters so we'll leave it just for _The Champion of All Mislaid
Creatures_ for now
## Why It's Good For The Game

Regal Rats should be all about sludgemaxxing and fucking up maintenance
to make it look even more grody than it should be. Being able to tear up
those disgusting and well-drawn posters to leave behind nothing but
scraps fits that motif. The element has a `do_after()` just to make sure
His Holiness doesn't accidentally tear down his posters while clicking
(i think all mobs should have this but that's a different issue man)

also includes some code improvement and user feedback in some failure
cases that already existed in the code.
## Changelog
🆑
add: Regal Rats are now able to tear down those colorful posters those
weird grey creatures keep spackling up on the walls of their rightful
domain.
/🆑

* Adds "Strong Stomach" quirk, a core CDDA/PZ quirk we've sorely been missing. Also Deviant Tastes dirty food re-nerf. (#82562)

## About The Pull Request

- Adds Strong Stomach quirk. 
   - 4 points
   - You can eat dirty food without risk of getting disease. 
- You suffer less negative effects from vomiting. Vomit stuns you for
half the duration, and you lose half as much nutrition.

- Reverts https://github.com/tgstation/tgstation/pull/76864 , integrates
its effects into Strong Stomach instead.

## Why It's Good For The Game

- Lotta people (namely Lizards and sometimes Felines with Deviant
Tastes) run gimmicks involving them being a gremlin person and eating
trash off the ground, and it's rather hard to accomplish this now since
it makes you a public medbay enemy # 1. This quirk should give them an
option to avoid that.
- Also (as mentioned in the title) both CDDA and PZ have this trait and
I can't believe we're missing it! This is something in
modifiable-character-traits/quirks-101.

- I moved the effects from #76864 to this quirk because 1. I thought it
was more fitting and 2. I thought the original PR was kinda wack for
what is (generally) a neutral quirk.

## Changelog

🆑 Melbert
add: Adds the Strong Stomach quirk, which allows you to eat grimy food
without worry about disease, and makes you a bit more resilient to the
effects of vomiting.
del: Deviant Tastes no longer prevents you from getting a negative
moodlet from eating dirty food. Strong Stomach does that now.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>

* Remove several functions from collections.js which have ES5 equivalents (#82417)

* Makes it EVEN EASIER to work with atom item interactions ft. "Leaf and Branch" & "Death to Chains" (#82625)

* apc fix

* Gulag Adjustments Two (#82561)

## About The Pull Request

I have received feedback that after the prior changes in #81971, the
gulag is still a little bit too subject to RNG.
The main culprit (as in my previous PR) is Iron being kind of cheap and
the fact that unlike the old Gulag you no longer have any way of
headhunting more valuable materials (everything appears as boulders on
your ore scanner).

My solution to this is wider than the last one of tweaking point values,
but also much simpler:
Just make every boulder you mine be worth the same amount of points
regardless of what is inside of it.

On the average test I made I could comfortably mine about 40-45 boulders
in ten minutes.
We'll make some adjustments to that rather than leaving 40 as the target
number;
Most players upon being teleported to the gulag are going to spend a few
minutes whining and bemoaning their fate instead of getting straight to
work. I had the benefit of being able to make sure my run started as
soon as a storm ended so I wouldn't need any kind of midpoint break. I
was also always the only person playing on my local instance, there
hadn't been any other pesky prisoners before me who had already mined
out all the nearest available deposits. And of course, let us not
forget, I am an MLG master league ss13 player who was surely performing
well above average.

So we'll round that down to: Each boulder is worth 33 points, meaning
you need to collect 31 boulders to complete a 1000 point (roughly ten
minute) sentence.

How do I ensure that every boulder is worth the same amount of points?
Well it's pretty easy.
One boulder = one material sheet. One material sheet = 33 points.
Simple.

"Now Jacquerel", I hear you not saying because you don't want me to know
about this thing you would prefer to do instead of hitting rocks
outside; "if I simply smash all of the tables and microwaves and botany
trays and bed in the gulag I can easily get like 65 sheets of Iron,
which is almost enough to buy the freedom for two entire people!"
Unfortunately I knew you were going to try and do that and the prisoner
point machine will only give you points for material sheets which have
been printed from the material smelter (well, any material smelter
actually but you should probably use the one in the gulag). You'll be
able to tell because if you examine a valid material sheet it will
mention a little maker's mark on it, which is absent in the beat-up iron
that you get from smashing furniture to bits.

Also glass is worth 0 points. Don't waste time digging up that shit. 

As glass has had all of its point value removed, I have added a "work
pit" to the gulag to compensate. You can pull boulders out of this
indefinitely via effort, however it also stamcrits you every time.
It's not very fun to do this, but that's because I would prefer you to
go find the rocks out in the field instead. This is a last resort.
You can do this if there's no boulders left to mine or if you really
really really hate mining and would rather very slowly click on one tile
repeatedly to get your boulders instead.
As a tiny bonus doing this gives workout experience.

This isn't a totally ideal solution but I think it'll do for now.

## Why It's Good For The Game

What we want out of the gulag is:
- Something where officers can vaguely approximate an expected sentence
duration.
- A task that requires players to actually be spending that time doing
something to get out of here.
- Produces at least some amount of useful materials.

In I think roughly that order.
I hope this change accomplishes all three of these in a way that is
somewhat predictable rather than throwing darts at a board.

## Changelog

🆑
balance: Gulag mining has been rebalanced so that every boulder is worth
the same amount of points to mine for a prisoner regardless of what it
contains, and should be more consistent.
add: A vent which boulders can be hauled out of by hand has been added
to the gulag which you can use if there's nothing left to mine. It is
very slow, but at least it gives you a workout...
/🆑

* stone

* Makes test merge bot continue with other PRs if updating one fails. (#82717)

Right now updating
https://github.com/tgstation/tgstation/pull/81089#issuecomment-1907296233
fails because it exceeds github character limit for comments.

This will make it work until backed is updated.

* Fixes the RnD console by adding a removed import (#82750)

## About The Pull Request
The 'map' import was removed from this file by #82417 but it's still
used in place in code. This re-adds the import

## Why It's Good For The Game
Fixes RnD consoles

## Changelog
🆑
fix: Fixed RnD consoles not being able to be opened.
/🆑

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>

* Fixes cargo import (#82755)

## About The Pull Request
One of the imports got removed and there were no warnings... Man if only
there were a technology that could warn us in advance
## Why It's Good For The Game
UI fixes
## Changelog
🆑
fix: Fixed a bluescreen in cargo console
/🆑

* fixes

* Fixes, fixes.

* Pre-emptive mirror of https://github.com/tgstation/tgstation/pull/82892

* Turf weakref persists in changeturf / Fix plasma cutters  (#82906)

## About The Pull Request

Turf references don't change so logically, turf weakrefs wouldn't change
if the turf changes.

By not doing this this can cause bugs: See #82886 . (This Fixes #82886) 

(Projectiles hold a list of weakrefs to atoms hit to determine what they
have already hit.

Because turf weakrefs reset, we could "hit" the same turf twice if it
destroyed the turf.

Old behavior - this was fine but now that they're weakrefs, we get two
weakref datums in the list that point to the same ref.)

Less hacky alternative to #82901 . (Closes #82901) 

## Changelog

🆑 Melbert
fix: Plasma cutters work again
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Interception&? <137328283+intercepti0n@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
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Co-authored-by: Jacquerel <hnevard@gmail.com>
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Co-authored-by: Arthri <41360489+Arthri@users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-04-28 22:24:01 +02:00
cbcf5a7108 ip intel mk2 (#82683)
Do not merge this without coordinating with your server's host.

## About The Pull Request

Slightly refactors the way we handle IP intel.
You can still use the old data stored in the database.
Adds the ability to automatically reject connections determined by
config flags.

## Why It's Good For The Game

We used to have IP intel to check for VPNs, although it was disabled due
to being bad and unhelpful.
This refactor should make it much more manageable for hosts and admins.

## HOSTS BEWARE
This adds a new SQL table `ipintel_whitelist`
Look at the schema!

## Changelog

🆑
admin: The return of IPIntel
/🆑

---------

Co-authored-by: MrStonedOne <kyleshome@gmail.com>
Co-authored-by: oranges <email@oranges.net.nz>
2024-04-26 14:52:54 +12:00
a9ff046352 Administrator Cherrypick (#27405)
* Admin Verb Datums MkIII | Now with functional command bar (#82511)

* Modular stuffs

* Put some admin jump verbs back into the context menu | sorts area jump list again (#82647)

## About The Pull Request

See title.

## Why It's Good For The Game

Some admins wanted all the jump verbs back, aswell as making them not
AGhost you.
Also make the Jump To Area verb use a sorted list again

* Hey what if admins were allowed to use the player panel (#82682)

Re-adds the player panel verb to the verb panel.

* Controller Overview UI (#82739)

* Fixes a minor spelling mistake on the admin panel/verb list (#82747)

## About The Pull Request

Corrects `inisimin` to `invisimin`. This addresses #82728, but only
fixes one of the two issues mentioned

## Why It's Good For The Game

-1 spelling mistake

## Changelog
🆑
spellcheck: 'inisimin' verb corrected to 'invisimin'
/🆑

* Player Panel-age (#82757)

* Admin Forced Mob Rename and Preference Update (#82715)

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: chel <64568243+iliyaxox@users.noreply.github.com>
2024-04-23 20:43:45 +02:00
+12 20c0599ce6 Some more mirrors again (#27366)
* Ports additional Felinid ears from Orbstation (#82066)

Adds 5 new ear options from Orbstation, originally PRed in
lizardqueenlexi/orbstation#360. Sprites by @Or-Fi-S.

Big:

![image](https://github.com/tgstation/tgstation/assets/7019927/5f847130-e5f5-44cc-adb4-c740c4c4f69b)

Coeurl (FFXIV Miqo'te style):

![image](https://github.com/tgstation/tgstation/assets/7019927/34448bee-d6af-4d3c-b796-384ec9904368)

Fold:

![image](https://github.com/tgstation/tgstation/assets/7019927/a7dafd05-f652-460e-9386-f7fcbef696e9)

Lynx:

![image](https://github.com/tgstation/tgstation/assets/7019927/174ff630-6eb8-4bb9-8f4f-791b70356c58)

Round:

![image](https://github.com/tgstation/tgstation/assets/7019927/b3a24d1b-66fa-4883-8c27-871ae8966d6c)

Also makes it so the code guarantees that custom ears on a felinid
actually count as felinid ears and not human ones, as the code wasn't
checking properly when preferences were applied. There's probably a
cleaner, more permanent way to do this and a refactor is needed
somewhere down the line (man that sprite accessories file is getting
long huh) but I'll leave that to a more competent coder.

More customization options are good also Cobby said I could

![image](https://github.com/tgstation/tgstation/assets/7019927/56bbe285-068f-41a1-92cc-9f3861875090)

🆑
add: Added 5 new Felinid ear options, ported from Orbstation! (Sprites
by Or-Fi-S)
/🆑

---------

Co-authored-by: _0Steven <jaydondegenerschool@gmail.com>

* Standardizes object deconstruction  throughout the codebase.  (#82280)

When it comes to deconstructing an object we have `proc/deconstruct()` &
`NO_DECONSTRUCT`

Lets talk about the flag first.

**Problems with `NO_DECONSTRUCTION`**
I know what the comment says on what it should do

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/__DEFINES/obj_flags.dm#L18

But everywhere people have decided to give their own meaning/definition
to this flag. Here are some examples on how this flag is used

**1. Make the object just disappear(not drop anything) when
deconstructed**
This is by far the largest use case everywhere. If an object is
deconstructed(either via tools or smashed apart) then if it has this
flag it should not drop any of its contents but just disappear. You have
seen this code pattern used everywhere

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/constructable_frame.dm#L26-L31

This behaviour is then leveraged by 2 important components.

When an object is frozen, if it is deconstructed it should just
disappear without leaving any traces behind

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/datums/elements/frozen.dm#L66-L67

By hologram objects. Obviously if you destroy an hologram nothing real
should drop out

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/modules/holodeck/computer.dm#L301-L304

And there are other use cases as well but we won't go into them as they
aren't as significant as these.

**2. To stop an object from being wrenched ??**
Yeah this one is weird. Like why? I understand in some instances (chair,
table, rack etc) a wrench can be used to deconstruct a object so using
the flag there to stop it from happening makes sense but why can't we
even anchor an object just because of this flag?

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/objs.dm#L368-L369
This is one of those instances where somebody just decided this
behaviour for their own convenience just like the above example with no
explanation as to why

**3. To stop using tools to deconstruct the object**
This was the original intent of the flag but it is enforced in few
places far & between. One example is when deconstructing the a machine
via crowbar.

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L811

But machines are a special dual use case for this flag. Because if you
look at its deconstruct proc the flag also prevents the machine from
spawning a frame.

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L820-L822

How can 1 flag serve 2 purposes within the same type?

**4. Simply forget to check for this flag altogether**
Yup if you find this flag not doing its job for some objects don't be
surprised. People & sometimes even maintainers just forget that it even
exists

https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/items/piggy_bank.dm#L66-L67

**Solution**
These are the main examples i found. As you can see the same flag can
perform 2 different functions within the same type and do something else
in a different object & in some instances don't even work cause people
just forget, etc.

In order to bring consistency to this flag we need to move it to the
atom level where it means the same thing everywhere. Where in the atom
you may ask? .Well, I'll just post what MrMelbert said in
https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862

> ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION
handling as it wants,

Yup that's the ideal case now. This flag is checked directly in
`deconstruct()`. Now like i said we want to give a universal definition
to this flag and as you have seen from my examples it is used in 3 cases
1) Make an object disappear(doesn't dropping anything) when
deconstructed
2) Stop it from being wrenched
3) Stop it from being deconstructed via tools

We can't enforce points 2 & 3 inside `deconstruct()` which leaves us
with only case 1) i.e. make the object disappear. And that's what i have
done. Therefore after more than a decade or since this flag got
introduced `NO_DECONSTRUCT` now has a new definition as of 2024

_"Make an object disappear(don't dropping anything) when deconstructed
either via tools or forcefully smashed apart"_

Now i very well understand this will open up bugs in places where cases
2 & 3 are required but its worth it. In fact they could even be qol
changes for all we know so who knows it might even benefit us but for
now we need to give a universal definition to this flag to bring some
consistency & that's what this PR does.

**Problem with deconstruct()**
This proc actually sends out a signal which is currently used by the
material container but could be used by other objects later on.

https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/objects/obj_defense.dm#L160

So objects that override this proc should call its parent. Sadly that
isn't the case in many instances like such

https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/machinery/deployable.dm#L20-L23

Instead of `return ..()` which would delete the object & send the signal
it deletes the object directly thus the signal never gets sent.

**Solution**
Make this proc non overridable. For objects to add their own custom
deconstruction behaviour a new proc has been introduced
`atom_deconstruct()` Subtypes should now override this proc to handle
object deconstruction.

If objects have certain important stuff inside them (like mobs in
machines for example) they want to drop by handling `NO_DECONSTRUCT`
flag in a more carefully customized way they can do this by overriding
`handle_deconstruct()` which by default delegates to
`atom_deconstruct()` if the `NO_DECONSTRUCT` flag is absent. This proc
will allow you to handle the flag in a more customized way if you ever
need to.

1) I'm goanna post the full comment from MrMelbert
https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862

> ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION
handling as it wants, but there's a shocking lack of consistency around
NO_DECONSTRUCTION, where some objects treat it as "allow deconstruction,
but make it drop no parts" and others simply "disallow deconstruction at
all"

This PR now makes `NO_DECONSTRUCTION` handled by `deconstruct()` & gives
this flag the consistency it deserves. Not to mention as shown in case 4
there are objects that simply forgot to check for this flag. Now it
applies for those missing instances as well.

2) No more copying pasting the most overused code pattern in this code
base history `if(obj_flags & NO_DECONSTRUCTION)`. Just makes code
cleaner everywhere

3) All objects now send the `COMSIG_OBJ_DECONSTRUCT` signal on object
deconstruction which is now available for use should you need it

🆑
refactor: refactors how objects are deconstructed in relation to the
`NO_DECONSTRUCTION` flag. Certain objects & machinery may display
different tool interactions & behaviours when destroyed/deconstructed.
Report these changes if you feel like they are bugs
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>

* Makes attempting to refresh the logs not just throw a runtime error (#82432)

## About The Pull Request

Really all this seems to be is a mismatch between the tgui and dm side
of the menu.

https://github.com/tgstation/tgstation/blob/3c71b14df0957749f31fb2e678130daf4cfb3250/tgui/packages/tgui/interfaces/LogViewer.tsx#L71

https://github.com/tgstation/tgstation/blob/3c71b14df0957749f31fb2e678130daf4cfb3250/code/modules/logging/log_holder.dm#L110-L113
Making these line up by renaming `re-render` to `refresh` seems to make
it work just fine, and not just throw an error.
## Why It's Good For The Game

Life tends to be better when refreshing to see new runtimes doesn't just
add its own lovely little runtimes.

![image](https://github.com/tgstation/tgstation/assets/42909981/79bee3db-5c28-409b-9ff5-3a315fb4ed1c)

![image](https://github.com/tgstation/tgstation/assets/42909981/82a25038-ba7a-430a-bb79-f59d5f4b262b)
And then not show them til you re-open the window cause it doesn't
refresh.
## Changelog
🆑
admin: Refresh button on the View Round Logs menu actually works,
instead of just adding a runtime to the logs (and not updating them).
/🆑

* Creates a "busy" animation for players (#82416)

Little indicator above a player when they're currently doing something.

<details>
<summary>vids</summary>

Perspective: You are the moth

![dreamseeker_b2LA4PpPAr](https://github.com/tgstation/tgstation/assets/42397676/3a38dd3c-23f2-430f-acf4-444ad5c478d3)

Hides under runechat

![dreamseeker_ZgkCWTGqDz](https://github.com/tgstation/tgstation/assets/42397676/ec1d9665-4ff0-47f7-85b6-65998c31b9be)

</details>

Todo:

- [x] Feedback?
- [x] Sneaky params so it doesn't spoil your stealth run
- [x] Possible refactor
- [x] Probably missed some "sneaky" actions
- [x] coggers

<details>
<summary>sound on:</summary>

https://github.com/tgstation/tgstation/assets/42397676/ad71c567-0202-4158-ba50-c2946375f988

</details>

🆑 jlsnow301, infraredbaron
add: Added a new UI element over players that are interacting, building,
etc.
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>

* New operative reinforcement option: Intelligence Overwatch Agent (#82307)

## About The Pull Request

Introducing a new Nuclear Operative reinforcement option: The Overwatch
Intelligence Agent.

Equipped with multi-hudglasses, they have an advanced camera console,
station alerts, and bodycams of every operative! If something can be
known, they will know about it.

They can also remotely pilot your ship. Finally, everyone can ride in
the Steel Rain without getting stuck on the station!

This role spawns in the formerly unused outpost just north of the nukie
base. With a few shelves of supplies and some tools in the back room,
they can set up their workplace however they like. This also gives them
something to work on while they wait for the operatives to gear up.


![image](https://github.com/tgstation/tgstation/assets/28870487/4a39ec5f-0578-4825-8c6b-cc4db47bf726)

As you can see, it's rather cramped and the lights are quite dim in the
backroom. Set it up however you like, this is how I did mine:


![image](https://github.com/tgstation/tgstation/assets/28870487/f80b65fa-dcd1-425e-a6ce-c0ed94a8a3a5)

Total price? 12 TC per agent. It might get a bit cramped, but you could
buy a second to make sure the first guy doesn't get lonely!

This turned into a 30-commit ugly because the bodycams were originally
meant to be accomplished via a refactoring of the spyglass kit. Big
mistake that made me shelve the project -- until Melbert's simple
bodycam component conveniently did exactly what I needed in a much
simpler way.
## Why It's Good For The Game

Having a "guy in the chair" for your kickass murder operator squad
enables more brainy strategizing, and is thematically sound. Also,
nukies have the opportunity to bring in another player to participate in
the fun!
## Changelog
🆑 Rhials
add: Nuclear Operatives now purchase an Intelligence Agent, who can
watch cameras and bodycams, move the shuttle, and provide radio support.
Only 12 Telecrystals!
/🆑

* re-adds list of components for admins to remove (#82461)

## About The Pull Request

The list of components on a mob when admins try to remove one didn't
actually show them, now it does.

![image](https://github.com/tgstation/tgstation/assets/53777086/a6102c3a-df30-4e9c-b7fd-29a4d8ddaa89)

## Why It's Good For The Game

Messing with components/elements on mobs are such a pain, in this case
was broken entirely.

![admin-toolings](https://github.com/tgstation/tgstation/assets/53777086/3d190c66-34e4-4424-824b-37f95e88b003)

## Changelog

🆑
admin: Removing components button now lists components to remove
/🆑

* Reboots the CNS Rebooter Implant. (#82441)

## About The Pull Request
The CNS Rebooter Implant will now pull you out of stuns and stamcrit,
while granting you a few seconds of stun immunity, comes with a 60
seconds cooldown
## Why It's Good For The Game
The CNS Rebooter Implant is a strong candidate for the absolute worst
implant in the game, it caps your stuns at 4 seconds
(which is plenty of time to get murdered) and does nothing to prevent
stamina damage, for something accessible in one of the latest research
nodes and in the nukie uplink it should perform better than it does now.
Besides, the game is in dire need for more tools to keep the stun meta
at bay, and this is a good place to start.

This PR makes it so the rebooter will bail you out stamcrit every 60
seconds, along with giving you a few seconds of immunity to run away or
get a couple of hits in.
## Changelog
🆑
balance: CNS Rebooter Implant will now pull you out of stamcrit and
grant you a few seconds of stun immunity
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* Fix "Aheal" for ears deafness (#82448)

## About The Pull Request
Make the admin button "Aheal" and Magic Wand of Healing (resurrection)
actually full heal carbon's Ears.

File _ears.dm contains timer variable "deaf" that should be updated to 0
after complete healing.

But I think this must be properly code-refactored because looks like
it's just duplicates(?) standart variable "damage" for organ type.

## Why It's Good For The Game
Aheal - means FULLY HEAL.

## Changelog

🆑
fix: aheal now properly heals ears deafness
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* Medipens can't have reagents removed from them anymore. (#82451)

## About The Pull Request

This will be needed for
https://github.com/tgstation/tgstation/pull/82449 because this removes
the machine's ability to make infinite chems.
Basically in https://github.com/tgstation/tgstation/pull/29139 they
removed medipen's ability to have reagents injected into them, but never
removed the ability to take reagents out.
You could take a syringe, remove all chemicals from a medipen, put the
main ingredient in a medipen refiller, then refill. You could do this
right now on live servers with an epipen for infinite formaldehyde.

This doesn't affect the hypospray.

## Why It's Good For The Game

Removes a way of infinitely making reagents with a medipen refiller and
also removes a dumb mechanic.
You could take all chemicals out of an EHMS autoinjector, which removes
the visual and feedback tell to the target that they've been injected,
and even with 0 chemicals they get the disease anyways.
You could buy medipens as a miner, take the chemicals out, and put them
in a syringe or pill that you can inject yourself instantly with.
You can take otherwise hard-to-get chemicals like fungal TB's 2-use cure
injector, and make 40 cure pills instead.

## Changelog

🆑
fix: You can no longer take chemicals out of medipens with a syringe.
/🆑

* Search string in catalogs in char prefs (#82423)

* actually just removes stamina damage and knockdown from punches (#82400)

removes punch knockdowns and stamina damage from them

knockdown punches were also around the time disarm could just hardstun
you to RNG
this is dumb so we remove that
also watermelon supposedly wanted to remove stamina damage from punches
so idk about that

anyway so this is a problem because you could be randomly floored by
sheer luck through thick plates of metal and is overall not a very fun
thing to play against especially with northstar gloves

resolves unfun RNG by removing knockdowns and does something watermelon
wanted by removing stam damage from it

🆑
balance: punches no longer knock down or deal stamina damage
/🆑

* Fix slime `check_item_passthrough` effect (#82484)

## About The Pull Request

This proc expects a user but is not passed one. 

## Changelog

🆑 Melbert
fix: Items will properly pass through slime on occasion
/🆑

* Basic mobs now use z-level turnoff instead of simple (#82469)

## About The Pull Request

On one compile of MetaStation, I saw that there's 45 basic mobs on the
station, 256 on lavaland (the number growing from tendrils), and 59 in
all other z levels combined.

While we do expect Lavaland to be visited every round, at least it won't
be running during the times when no one is there, but even more
importantly, space exploration is something not done every round, so we
don't have any reason to waste our resources on AIs that will never be
interacted with.

Simple animals had an easy solution to this:
If no one is on the Z level, their AI turns off
If someone is on the Z level, they are idle unless needed.

The last simple animals that exists right now are bots, megafauna,
geese, gondolas, and some minor ones like mimic, zombie, dark wizard,
soulscythe, etc.
Point is, we're very much nearly done going through all simple animals,
so this code is being wasted just to ensure things like cleanbots won't
work if no one is on the z level, something I doubt happens often, so I
took their code and made it work for basic mobs instead. I could've done
both but I thought it would look very bad, and maybe this is a good
incentivize to get more basic mob conversions.

There's one major change here and it's that we're missing the "Idle"
mode, some basic mobs like the Lavaland village seems to be made with
intent that they'll be running even if players aren't around, so this
sets up a future PR that makes idle AI easier to add, and I want to make
sure those cases are taken into account.

## Why It's Good For The Game

We don't need to always be processing these basic mobs, and sets us in
the future to hopefully also implement idle AIs.

## Changelog

🆑
balance: Basic mob AIs with no mobs on the Z level now stop.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>

* adds preferences to transhumanist (#82435)

## About The Pull Request
You may remember this, that's because I accidentally deleted it before
while trying to change things. Anyways!
Adds drop-down selections and new options to transhumanist. also fixes a
minor typo
Previously, you could choose your replaced limb by taking prosthetic
limb, setting what you want changed, and then switching to
transhumanist, since they used the same preference previously.

## Why It's Good For The Game

Transhumanist felt strange because it was hypothetically a voluntary
operation, but the augmentation clinic just spun the wheel on what you
got replaced. From a role-playing perspective, being unable to choose is
uninteresting and confusing. Also it always says your limb being was
being replaced with a robotic arm and that annoyed me. Now that you are
able to select your replacement part, I've added two new options, the
robotic voice box, good for a more prominent change then a limb that
will be hidden for most of a round, and flashlight eyes, for when you
are truly committed to being rushed directly to robotics seeing the
bright future ahead of humanity!

## Changelog
🆑
add: Transhumanist now allows you to select your augmentation
add: Transhumanist can now provide a robotic voice box, or flashlight
eyes
spellcheck: Transhumanist's roundstart text has been re-written to not
be wrong
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>

* Watcher wreaths; Normal and Icewing varieties (#82457)

Adds Watcher Wreaths. An item that makes it look like you have a
slightly floating thorn crown that you can make from some of their
material parts (and the icewing crusher trophy for the icewing variant).

The wreath has emissives. They don't do anything mechanically, they're
just for show.

![wreath](https://github.com/tgstation/tgstation/assets/40847847/84b7cf89-2087-4c5c-85c1-d911c2e7ea13)

![image](https://github.com/tgstation/tgstation/assets/40847847/77bcda12-e29f-45f0-ad4a-8f25de12c0ef)

![image](https://github.com/tgstation/tgstation/assets/40847847/da3321bb-b24d-4e60-8648-455483e955d6)

I really like the whole thing with turning lavaland monsters into
trophies and cosmetics. Going down and coming back up looking like
someone who just crawled through a horror movie and took some souvenirs
is great. Stuff like the trophy accessories, bone and drake armor and
many of the various lavaland items have this quality, and it always
amuses me when a tech sees a dressed up miner and just goes 'holy shit,
where did you get that'?

Drip is the ultimate reward for playing miner. Nobody can tell me
otherwise. this is the endgame every miner craves. And I crave a goddamn
crown made from the broken remains of my enemies.

🆑
add: Watcher wreaths. Made from the mangled remains of a watcher, now a
handsome accessory for you to wear a few inches behind your head. Comes
in Normal and Icewing variants.
add: Some bounties for the two variants of watcher wreaths.
/🆑

* CHEAP_HYPOTENUSE() no longer makes the differences between the coordinates absolute. (#82468)

## About The Pull Request
CHEAP_HYPOTENUSE() no longer absolutes the differences between the
coordinates.
## Why It's Good For The Game
It gets squared so it doesn't need to be done.

* Neutered symptoms no longer activate (#82467)

## About The Pull Request

Stops activation of all neutered symptoms in a advanced disease.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/68944

## Changelog

🆑
fix: Narcolepsy is no longer activated while neutered.
/🆑

* Fixes the color matrix editor (#82478)

## About The Pull Request

It was sending back stringified numbers as inputs. This came from a
typescript cleanup pr from sync (#82000) and was ultimately caused by
a... I think misunderstanding of how the color list works (#67967)

## Why It's Good For The Game

Works like a charm now, which is good cause I use it a lot

## Changelog
🆑
fix: The color matrix editor now works properly again
/🆑

* Hats no longer cover mouths (#82498)

* Fixes banned/days remaining preferences display for non-dynamic ruleset antagonists. (#82506)

* Reverts reversion: tgui will 516 or else (#82527)

## About The Pull Request
Context: #82522

Apparently you cant just stuff the byond helper functions into an
external js file, but if you do, byond won't even let you know its a
problem until the servers crash and you have to run `bin/clean` just to
unbork your entire repo

This reimplements the changes from #82473 without:
- moving the byond helper functions externally
- causing a tooltip render issue in panel

## Why It's Good For The Game
516 prep (again this time)

* Final Objective: Battle Royale (#82258)

## About The Pull Request

Adds a new final objective option with a classic premise; the forced
battle to the death.
The concept is that the Syndicate will provide you with an implanter
tool you can use on an arbitrary number of crew members. Once you have
at least 6 (though there is no ceiling) you can activate the implants to
start the Battle Royale and broadcast the perspectives of everyone you
implanted live to the entertainment monitor.

After activation these implants cause you to explode upon death. If at
the end of 10 minutes, more than one person remains unexploded then all
of the remaining implants will detonate simultaneously.
Additionally, one of the station's departments (Medbay, Cargo, Science,
or Engineering) will be chosen as the arena. If after 5 minutes pass
you're not within that department (or if you leave it after that time
has passed) then you will be killed.

The Syndicate plan on both using the recorded footage to study
Nanotrasen technology, and also to sell it as an underground blood
sport, and so have employed a pirate broadcasting station to provide
colour commentary.

The implantation is silent, however it requires you and your target to
be adjacent and stood still for one and a half seconds.
Once implanted, it will occasionally itch and eventually signal to the
implantee that something is up, so once you start implanting someone
you're on a soft timer until you are given away. You can also implant
yourself if you want to do that for some reason.

Removing an implant from someone has a 70% chance of setting it off
instantly, but it _is_ possible. If the implant is exposed to EMP, this
value is randomised between 0 and 100%. You could also try doing surgery
while the patient is wearing a bomb suit or something, that puzzle is
for you to solve and I'm not going to tell you the answers. I'm sure
you'll think of ones I haven't.

## Why It's Good For The Game

Adds a somewhat more down-to-earth but still hopefully exciting and
threatening option which should let people mess around with the sandbox.
The mutual death element provides some roleplaying prompts; nothing
actually _forces_ you to fight apart from fear of death and it may be
possible to find other ways to survive, or perform some kind of
solidarity behaviour with your fellow contestants. Maybe you'll try that
but one of your fellow contestants just wants to be the last survivor
anyway. Maybe you'll pretend you're setting up some kind of mutual
survivorship thing in order to make sure you're the sole survivor.
Gives some people to watch on the bar TV channel.
The crew apparently love playing Deathmatch while dead so we might as
well enable doing it while alive.

Also I'm going to follow this up with a separate PR to remove the Space
Dragon objective and it felt like it'd be a good idea to do one out one
in

## Changelog

🆑
add: Adds a new Final Objective where you force your fellow crew to
fight to the death on pain of... death.
/🆑

---------

Co-authored-by: _0Steven <jaydondegenerschool@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: EnterTheJake <102721711+EnterTheJake@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Artemchik542 <32270644+Artemchik542@users.noreply.github.com>
Co-authored-by: Yaroslav Nurkov <78199449+AnywayFarus@users.noreply.github.com>
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: Skeleton-In-Disguise <49223093+Skeleton-In-Disguise@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com>
Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-04-17 22:59:33 -04:00
0b00e3437e [no gbp] Loot panel subsystem initializes now (#82680)
## About The Pull Request
Confusing error message at loading screen


![image](https://github.com/tgstation/tgstation/assets/42397676/850e5f97-f319-4f4d-b49a-ff90bb527aa8)
## Why It's Good For The Game
Less confusing
## Changelog
🆑
fix: CentCom dispatched a team of interns to fix the loot panel's
loading message. It should now load properly. It did before too, but now
the message is fixed.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-04-16 17:12:43 -06:00
d554ab7766 RPG Loot: Revisited & READY (#82533)
## About The Pull Request
Revival of #72881

A new alt click window with a tarkov-y loading spinner. Replaces the
object item window in stat panel.

## Videos
<details>
<summary>vids</summary>

toggleable grouping:

![syAA5zf6RK](https://github.com/tgstation/tgstation/assets/42397676/c89b372d-29f6-4ebe-895d-f73bbdc41c19)

now lists the floor as first obj:

![abc](https://github.com/tgstation/tgstation/assets/42397676/cd8dc962-2ac7-41bf-a5d3-b9e926116b06)

in action:

![dreamseeker_IkrPKt2QZt](https://github.com/tgstation/tgstation/assets/42397676/1f990aa0-60f0-47e7-9d93-b63e35d05273)

</details>

## features:
- search by name
- 515 image generator is much faster than alt click menu
- opening a gargantuan amount of items shouldnt freeze your screen
- groups similar items together in stacks by default, toggleable
- shows tile as first item
- <kbd>Shift</kbd> and <kbd>Ctrl</kbd> compatible with LMB
🖱️
- RMB points points at items (sry i could not get MMB working)
- key <kbd>Esc</kbd> to exit the window.


For devs:
- A new image generation tech.
- An error refetch mechanic to the Image component
- It does not "smart track" the items being added to the pile, just
reopen or refresh. This was a design decision.

## Why It's Good For The Game
Honestly I just dislike the stat panel

Fixes #53824

Fixes 

![image](https://github.com/tgstation/tgstation/assets/42397676/0e50faab-7d4d-4bf7-8c5b-4ac28547bfbd)

## Changelog
🆑
add: Added a loot window for alt-clicking tiles.
del: Removed the item browser from the stat panel.
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-04-14 17:35:03 -04:00
ZephyrandGitHub 7f8752be14 Admin Verb Datums MkIII | Now with functional command bar (#82511) 2024-04-12 12:27:09 -07:00
+3 59d74624b1 Upstream power stuff combined and shit (#27284)
* Converts arbitrary energy units to the joule. Fixes conservation of energy issues relating to charging cells. (#81579)

Removes all arbitrary energy and power units in the codebase. Everything
is replaced with the joule and watt, with 1 = 1 joule, or 1 watt if you
are going to multiply by time. This is a visible change, where all
arbitrary energy units you see in the game will get proper prefixed
units of energy.

With power cells being converted to the joule, charging one joule of a
power cell will require one joule of energy.

The grid will now store energy, instead of power. When an energy usage
is described as using the watt, a power to energy conversion based on
the relevant subsystem's timing (usually multiplying by seconds_per_tick
or applying power_to_energy()) is needed before adding or removing from
the grid. Power usages that are described as the watt is really anything
you would scale by time before applying the load. If it's described as a
joule, no time conversion is needed. Players will still read the grid as
power, having no visible change.

Machines that dynamically use power with the use_power() proc will
directly drain from the grid (and apc cell if there isn't enough)
instead of just tallying it up on the dynamic power usages for the area.
This should be more robust at conserving energy as the surplus is
updated on the go, preventing charging cells from nothing.

APCs no longer consume power for the dynamic power usage channels. APCs
will consume power for static power usages. Because static power usages
are added up without checking surplus, static power consumption will be
applied before any machine processes. This will give a more truthful
surplus for dynamic power consumers.

APCs will display how much power it is using for charging the cell. APC
cell charging applies power in its own channel, which gets added up to
the total. This will prevent invisible power usage you see when looking
at the power monitoring console.

After testing in MetaStation, I found roundstart power consumption to be
around 406kW after all APCs get fully charged. During the roundstart APC
charge rush, the power consumption can get as high as over 2MW (up to
25kW per roundstart APC charging) as long as there's that much
available.

Because of the absurd potential power consumption of charging APCs near
roundstart, I have changed how APCs decide to charge. APCs will now
charge only after all other machines have processed in the machines
processing subsystem. This will make sure APC charging won't disrupt
machines taking from the grid, and should stop APCs getting their power
drained due to others demanding too much power while charging. I have
removed the delays for APC charging too, so they start charging
immediately whenever there's excess power. It also stops them turning
red when a small amount of cell gets drained (airlocks opening and shit
during APC charge rush), as they immediately become fully charged
(unless too much energy got drained somehow) before changing icon.

Engineering SMES now start at 100% charge instead of 75%. I noticed
cells were draining earlier than usual after these changes, so I am
making them start maxed to try and combat that.

These changes will fix all conservation of energy issues relating to
charging powercells.

Closes #73438
Closes #75789
Closes #80634
Closes #82031

Makes it much easier to interface with the power system in the codebase.
It's more intuitive. Removes a bunch of conservation of energy issues,
making energy and power much more meaningful. It will help the
simulation remain immersive as players won't encounter energy
duplication so easily. Arbitrary energy units getting replaced with the
joule will also tell people more meaningful information when reading it.
APC charging will feel more snappy.

🆑
fix: Fixes conservation of energy issues relating to charging
powercells.
qol: APCs will display how much power they are using to charge their
cell. This is accounted for in the power monitoring console.
qol: All arbitrary power cell energy units you see are replaced with
prefixed joules.
balance: As a consequence of the conservation of energy issues getting
fixed, the power consumption for charging cells is now very significant.
balance: APCs only use surplus power from the grid after every machine
processes when charging, preventing APCs from causing others to
discharge while charging.
balance: Engineering SMES start at max charge to combat the increased
energy loss due to conservation of energy fixes.
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>

* Corrects Suit Storage Unit charge rate  (#82192)

## About The Pull Request

Adjusts SSU charge rate according to the new conversion ratio. 

Betcha didn't know SSUs recharge suit and MOD cells? 

This number is actually supposed to be equal to the rate a recharger
station does it.
I don't know if we have some macro for it. 

## Changelog

🆑 Melbert
fix: Fixed Suit Storage Unit cell charging rate
/🆑

* Corrects EVA thermal regulator cell cost (#82195)

## About The Pull Request

Another unit not converted to watts / joules

## Changelog

🆑 Melbert
fix: Fixed space suit thermal regulators cell usage.
/🆑

* Fixing cell power usage (Part 1) (#82197)

## About The Pull Request
Yeah i am not about to create 30 different PR's to address 1 issue at a
time. The changes are small enough to be grouped together in bulk.

This fixes the following issues specified in #82196
- Borg & exosuit RCD (Fixes #82193)
- Motorized wheelchair
- Canister shielding
- Electrolyser
- Potato cell
- Space heater
- Microwave

## Changelog
🆑
fix: Fixed cell energy usage for a bunch of stuff(Part 1). See PR 82197
for details
/🆑

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>

* Fixing cell power usage (Part 2) (#82198)

## About The Pull Request
Continuation of #82197.

Fixes these issues in #82196
- Cyborg self repair
- Cyborg lollipop dispenser
- Mauna mug
- Plasma cutter (Initial charge not the number of laser shots so partial
fix)

## Changelog
🆑
fix: Fixed more energy usages for cells(Part 2). See PR 82198 for
details
/🆑

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>

* Fixing cell power usage (Part 3) (#82204)

## About The Pull Request
Continuation of #82198

Fixes these issues in #82196
- Borg hypo spray
- Borg projectile dampen
- Borg chameleon
- Firelance
- MODlink scryer
- Emergency light usage

## Changelog
🆑
fix: Fixed more energy usages for cells(Part 3). See PR 82204 for
details
/🆑

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>

* [NO GBP]Fixes static power usage not always drawing the remaining energy of an APC cell. (#82205)

## About The Pull Request
Makes APC static power draw consume the remaining energy of the cell if
there's not enough energy.
## Why It's Good For The Game
Prevents a niche issue where an area composed entirely of static power
users with no dynamic users from running forever with no power supply.
## Changelog
🆑
fix: Fixes static power usage from being able to not draw power.
/🆑

* Fixes recharge stations charge rates (#82191)

## About The Pull Request
- Fixes #82190

Have to now use the assigned constants and not magic number `10000`.
Also stuff will take the exact charge needed without any wastage.

## Changelog
🆑
fix: recharge stations draw the same amount of power as before but
directly from grid(without using apc cell power) and won't waste any
excess power
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>

* Fixes space heater power usage (#82208)

## About The Pull Request

Related to https://github.com/tgstation/tgstation/issues/82196 fixes the
space heater power cell usage relating to power per tile heated.

Space heater calculates the amount of power required to heat a tile, but
only uses power at the end of the processing loop. Fixes so the power
consumption matches the calculated usage per tile.

Reverts changes to space heater power efficiency in
https://github.com/tgstation/tgstation/pull/82197 that causes the heater
to instantly drain the cell.

Fixes https://github.com/tgstation/tgstation/issues/82228

## Changelog

🆑 LT3
fix: Fixes Schrödinger's space heater, where a space heater both
consumes a power cell instantly while also not consuming power when
heating adjacent tiles
/🆑

* General maintenance for reagent grinder (#82161)

## About The Pull Request

**1. Qol**
  - Adds examines & screentips for screwdriver, crowbar & wrench acts.
- Adds examines & screentips for inserting, replacing & removing beaker,
Also for inserting items from bags or directly
- Adds an off icon overlay for when the reagent grinder is either
screwed open or loses power,
 
**2. Code Improvements**
- Replaced `attackby()` with `item_interaction()` so we can end the
attack chain early for non combat operations like inserting beakers/
ingredients for grinding etc.
- Removed custom shake animations & replaced it with the global
`Shake()` proc cause it did the same thing
- Removed constructed version of reagent grinder. We instead just check
`mapload` to see if we need the beaker to be created or not for round
start reagent grinders
- Grinding & Juicing use the same `operate_for()` rather than having
seperate procs for each operation
- Removed trait `TRAIT_MAY_CONTAIN_BLENDED_DUST`. Why do we have this?
Its just used to change the grinder description to warn it may contain
dust. It's a waste.
  
**3. Fixes**
- You cannot insert hologram items into the grinder. Rather than
destroying that item & making it vanish you simply won't be allowed to
put it inside the grinder so you can save that item
- You can hit the grinder with items like screwdriver, wrench, crowbar,
beaker & even with stuff you would normally put in the grinder when in
combat mode
  - Adds `can_interact()` checks for using the UI & other stuff 
- Fixes #46356. All items of type `obj/item/grown` can be put from any
bag into the grinder
- The item "and its contents" are now grinded/juiced recursively to get
all the reagents it has to offer just like a real grinder would
- An AI/Human with AI access examining the reagent grinder now actually
works.
 
**4. Refactors**
- The grinder now measures its available capacity based on the "total
weight" of all items present & not its number. This is more realistic
because the grinder has limited space inside & so inserting huge items
should have greater impact rather than deciding on an arbitrary number
like 10(The grinder having the capacity for 10 items of any size inside
its small compartment makes no sense). Examines are displayed to show
how much capacity of the grinder has been filled. Upgrading the grinder
with better matter bins will allow for higher storage capacities.
- Total power consumed is measured based on the duration & weight of all
items grinded cause you know its realistic.


🆑
qol: adds examines & screentips for tool acts & other operations for
reagent grinder
qol: adds an off icon for when the grinder panel is open/not powered
code: auto docs vars & procs. Shared common proc for grinding or juicing
code: removed trait for blended dust, changed some item interactions to
end the attack chain early & save time
fix: no inserting hologram items into the reagent grinder
fix: you can hit the reagent grinder tools like screwdriver, wrench,
crowbar & even beakers/ingredients etc when in combat mode
fix; adds sanity checks for when & how mobs interact with the reagent
grinder
fix: examining a reagent grinder by an AI/Human with AI access now
actually works.
fix: you can insert Nova flowers & other food items from any bag type
fix: reagent grinder now grinds all the contents of an item recursively
to produce maximum reagents like a real grinder would
refactor: reagent grinder now measures available capacity to store items
as total weight of stored items & not number. Capacity can be increased
with upgraded matter bin
refactor: reagent grinder power usage is now a function of duration &
total weight of items blended, meaining blending more number of
items/larger items will consume more power
refactor: reagent grinder code has been optimized overall. Report bugs
on github
/🆑

---------

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>

* Suit Storage Units / Inducers can charge MODsuits without necessitating them be screwdrivered opened  (#82194)

## About The Pull Request

So MODsuits do this thing here with `get_cell` in that they don't return
anything when they're closed


![image](https://github.com/tgstation/tgstation/assets/51863163/416f8ef5-3bfc-4d2c-a12f-029f051d6692)

And I... can't tell why they do this. 

I looked through every use of `get_cell` and the only things affected by
this are
A. Suit Storage Units, which I believe have always been intended to
charge MODsuits?
and
B. Inducers

So I removed the `open` check. Allowing both Inducers and Suit Storage
Units to charge mods without needing you screwdriver their panel open
first.

I also took the opportunity to allow SSUs to charge multiple items at
once (divvying charge accross all items)

## Why It's Good For The Game

I asked Fikou and they said it was "probably not" intended that you need
to screwdriver them open so yeah.

I think I remember charging my MODs during the original test merges
years back but I can't remember if I opened the suit first when I did or
not.

Either way, it's not super intuitive. Though it's already not very
intuitive that SSUs charge things.

## Changelog

🆑 Melbert
qol: Suit Storage Units charge MODsuits while their cell panel is closed
or open, rather than only when screwed open
qol: Inducers can charge MODsuits while their cell panel is closed or
open, rather than only when screwed open
qol: Suit Storage Units will charge all items within simultaneously (if
possible)
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>

* Fixes modular computer boot-up (#82254)

## About The Pull Request

Fixes a bug where modular computers (specifically PDAs) will fail to
start up if there is zero required application power draw.

PDA will now consume base active power usage during startup.

Related https://github.com/tgstation/tgstation/issues/82196
Fixes https://github.com/tgstation/tgstation/issues/82245
Fixes https://github.com/tgstation/tgstation/issues/82229

## Changelog

🆑 LT3
fix: Fixed modular computers failing to boot up using cell power (eg:
contractor tablet)
/🆑

* Fixing cell power usage (Part 4) (#82227)

## About The Pull Request
Continuation of #82204

Fixes these issues in #82196
- Cyborg Electroadaptive Pseudocircuit
- Defib EMP
- Cell EMP
- `/datum/action/cooldown/mob_cooldown/charge_apc` stuff
- Mecha movement, melee, light ,weapon & tool energy drains
- Ninja drain

## Changelog
🆑
fix: Fixed more energy usages for cells(Part 4). See PR 82227 for
details
/🆑

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>

* Fixing cell power usage (Part 5) (#82296)

## About The Pull Request
Continuation of #82227

Fixes these issues in
https://github.com/tgstation/tgstation/issues/82196 and others that
weren't noticed.
- Batton emp protection
- Cyborg stun arm
- Cyborg energy sword
- Cyborg hug attack
- Mechanical god religious sect charge check
- Mecha fixes
  - Phasing energy drain
  - Short circuit energy drain
  - Durand shield damage energy drain
  - Plasma engine recharge rate
- Mechbay recharge power rate
- Recharge station charge rate

Stuff that was already working & didn't require fixing.
- Plasma cutter energy shots
- Botany cell charging

## Changelog
🆑
fix: Fixed cell energy usage for a bunch of stuff(Part 5). See PR 82296
for details
/🆑

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>

* Ties power limit of anchored circuits to 20 * standard cell charge to make it consistent with power changes. (#82287)

## About The Pull Request
It just makes the power requirement 20 * standard cell charge instead of
20000
## Why It's Good For The Game
This is too restrictive to make anything with.



https://github.com/tgstation/tgstation/assets/62126254/e39dcf27-8793-42b0-84a0-7f747e95efcc
## Changelog
🆑
fix: anchored circuits no longer blow up after 2 components are used.
/🆑

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>

* Space heater power and heating tweaks (#82344)

## About The Pull Request
- Fixes #82342
- Space heater computes total power for heating adjacent turfs and uses
cell energy once rather multiple times per turf
- Improvised space heater actually works & uses beaker heat capacity and
not a constant of 200 for heating beaker contents

## Changelog 
🆑 SyncIt21,Pickle-Coding
fix: space heater(including improvised) turns off when cell is drained
fix: optimized power usage for both improvised and main space heater.
Improvised heater now works & uses beaker heat capacity
/🆑

* Improved lathe error message (#82260)

## About The Pull Request

Improves the auto/protolathe low charge error message. Instead of simply
saying low power, it will tell you how long until it has enough charge
to print.


![image](https://github.com/tgstation/tgstation/assets/83487515/a2aebd3e-b7bf-4a13-ae7a-6c1cc14c9057)

## Why It's Good For The Game

Less mashing the lathe over and over with no idea how much APC charge it
needs to start printing again

## Changelog

🆑 LT3
code: APCs can now calculate time-to-charge
qol: Overloaded lathes will now tell you the wait time until they're
ready to print again
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>

* Fixes issues with multitools on power objects (#82389)

## About The Pull Request

So at some point the power object's `multitool_act(...)` proc was set to
_always_ block, for what I could find to be no discernable reason.

### The Main Thing


https://github.com/tgstation/tgstation/blob/d38f9385b863e49f83455a227764d302629e2867/code/modules/power/power.dm#L62-L74
Now, of course, it shouldn't, because this cuts the entire chain short
and thus blocks any other multitool interactions. Like opening the wires
panel with a multitool, in this case. Even if `can_change_cable_layer`
were to be false and thus the object would never actually care about
having this interaction, it'd _still_ block it.

So we don't do that. But what _do_ we do?
I decided to just split off the actual cable changing part into its own
proc, `cable_layer_act(...)`.
```dm
/obj/machinery/power/proc/cable_layer_act(mob/living/user, obj/item/tool)
	var/choice = tgui_input_list(user, "Select Power Line For Operation", "Select Cable Layer", GLOB.cable_name_to_layer)
	if(isnull(choice))
		return ITEM_INTERACT_BLOCKING

	cable_layer = GLOB.cable_name_to_layer[choice]
	balloon_alert(user, "now operating on the [choice]")
	return ITEM_INTERACT_SUCCESS
```
Which is then called on `multitool_act(...)`, if
`can_change_cable_layer` is true.
```dm
/obj/machinery/power/multitool_act(mob/living/user, obj/item/tool)
	if(can_change_cable_layer)
		return cable_layer_act(user, tool)
```
Which continues with the chain if we can't change layers by default, and
otherwise lets `cable_layer_act(...)` work out whether we should block
or continue.
Notably, we've removed the `cable_layer_change_checks(...)` proc from
the equation, and just let inheritors override it to add their own
preconditions and what flags they should return.
On its own this fixes the APC wire panel interactions, but also lets us
just return `NONE` when we need to.
```dm
/obj/machinery/power/emitter/cable_layer_act(mob/living/user, obj/item/tool)
	if(panel_open)
		return NONE
	if(welded)
		balloon_alert(user, "unweld first!")
		return ITEM_INTERACT_BLOCKING
	return ..()
```

### The OTHER Things

While doing this I noticed there's actually very little sanity checks
after we close our input list.
```dm
var/choice = tgui_input_list(user, "Select Power Line For Operation", "Select Cable Layer", GLOB.cable_name_to_layer)
if(isnull(choice))
	return ITEM_INTERACT_BLOCKING
```
We only care about whether we made a choice!
Testing this, lo and behold, this can cause runtimes if the power object
gets qdeleted before you close the menu.
As a funny side, it _also_ doesn't care about whether you're on the
other side of the station, while your multitool is on a different
z-level, or just doesn't exist anymore.
So we just add a few basic sanity checks while we're at it.
```dm
var/choice = tgui_input_list(user, "Select Power Line For Operation", "Select Cable Layer", GLOB.cable_name_to_layer)
if(isnull(choice) || QDELETED(src) || QDELETED(user) || QDELETED(tool) || !user.Adjacent(src) || !user.is_holding(tool))
	return ITEM_INTERACT_BLOCKING
```
That's all. Having done some basic testing, I believe the behaviour is
otherwise unaffected.
## Why It's Good For The Game

It's annoying to need to swap to an empty hand or wirecutters to
interact with APC, emitter, or tesla coil wires.
This fixes that. (Fixes #81745.)
...and then a few other tidbits I realized existed.
## Changelog
🆑
fix: Fix using a multitool on a power object with wires not actually
opening the wires menu when it should.
fix: Fix a runtime from a power object being deleted before selecting
what cable layer to put it at.
fix: Fix power object cable changing not caring about whether you were
still adjacent, still holding your multitool, or whether it even still
existed after the selection menu was closed.
/🆑

* Updates cyborg cells created from borgifier to the SI standard (#82437)

## About The Pull Request

Unchanged value in transformer.dm resulted in borg charge draining to
zero immediately after forced conversion in the borgifer. Changing the
value of robot cell charge to 5 MJs to fix this.
## Why It's Good For The Game

Fixes #82426
## Changelog
🆑
fix: changed value of cell charge from 5000 to 5 megajoules
/🆑

* cell chargers now bypass APCs (#82309)

## About The Pull Request
This makes cell chargers and suit storage units draw from the grid
before the local apc

## Why It's Good For The Game
Upgraded Cell chargers have a charging power of 1MW leading to them
instantly draining the apc of any room they are in,
this Pr makes them draw from the grid preventing immediate blackout. 
This is a stopgap until someone smarter than me changes power values so
a pocket-sized battery won't require the same power to charge then over
600 average suburban homes.

## Changelog
🆑
balance: suit and cell chargers should draw from grid preventing instant
apc blackouts in most cases.
/🆑

* Let ethereals starve again (#82308)

## About The Pull Request

Ethereals use energy as 'food', so of course #81579 had to touch them.
To bring them in line with the new standard, the Ethereal charge levels
were updated to be in megajoules.

https://github.com/tgstation/tgstation/blob/466b3df0483162c3900e411c25dfe15c2320786e/code/__DEFINES/mobs.dm#L292-L299

https://github.com/tgstation/tgstation/blob/7fa8daad63f49a11e22ab64a984d29b35619852c/code/__DEFINES/mobs.dm#L285-L292
However! This forgot to update the rate at which Ethereals passively
discharge.

https://github.com/tgstation/tgstation/blob/7fa8daad63f49a11e22ab64a984d29b35619852c/code/modules/surgery/organs/internal/stomach/stomach_ethereal.dm#L11-L14

https://github.com/tgstation/tgstation/blob/7fa8daad63f49a11e22ab64a984d29b35619852c/code/__DEFINES/mobs.dm#L437
Meaning it's effectively a thousand times less with the new charge
levels.

So we simply update this define to be in kilowatts.
```dm
#define ETHEREAL_CHARGE_FACTOR (0.8 KILO WATTS) //factor at which ethereal's charge decreases per second
```
## Why It's Good For The Game

Fixes issue with ethereal hunger caused by #81579.
## Changelog
🆑
fix: Ethereal starvation has been updated to the new joules/watts
standard. Congratulations Ethereals! You can starve again!
/🆑

* [NO GBP]Fixes ethereal charging and recharge station charge speed. (#82483)

## About The Pull Request
Fixes many instances of things not charging ethereals properly. Scales
all things that are meant for charging/taking from the ethereal stomach
by STANDARD_CELL_CHARGE, so we never run into this issue again. Ethereal
stomachs now store a cell inside them, and uses that for the charge
instead of tracking a variable. Fixes recharging stations not being able
to charge ethereal stomachs. The ethereal signal proc attempted to feed
a callback datum to adjust_charge(), which caused a runtime. Changes
that by invoking the charge_cell callback instead.

Also fixes recharge station charging speed. They weren't converted
correctly. Also formats their charging speed in their description, and
displays power rather than referencing cycles.
## Why It's Good For The Game
So ethereals charge properly.

Closes #82470
## Changelog
🆑
fix: Fixes many instances of energy sources for ethereals supplying a
thousand times less energy than intended.
fix: Fixes recharging stations not being able to charge ethereals.
fix: Fixes recharge stations charging too fast.
qol: Recharge stations display their recharging speed in formatted
power, rather than unformatted energy per cycle.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>

* Update lead acid batteries charge values (#82510)

## About The Pull Request

So during the whole power consistency update thing, it seems lead acid
batteries were entirely forgotten about.
Which, well, is easy, because they never actually used
`STANDARD_CELL_CHARGE`.

https://github.com/tgstation/tgstation/blob/c34d56a45b0461f5e0fad3cc75e81580c3357119/code/game/objects/items/maintenance_loot.dm#L32-L33
Looking into it, the previous value for `STANDARD_CELL_CHARGE` seemed to
have been 1000, so we convert it directly:
```dm
maxcharge = STANDARD_CELL_CHARGE * 20
chargerate = STANDARD_CELL_CHARGE * 1.4
```
But, comparing this to the normal power cells, it seems their charge
rates got _halved_ during the update.
So, we do that too.
```dm
maxcharge = STANDARD_CELL_CHARGE * 20
chargerate = STANDARD_CELL_CHARGE * 0.7
```
And that fixes it.
## Why It's Good For The Game

Fixes lead acid batteries still using the old power amounts, and not
being relative to `STANDARD_CELL_CHARGE`.
## Changelog
🆑
fix: Lead acid batteries have had their power values fixed.
/🆑

* This should do for modular code, for now.

* Fixing cell power usage (Part 5) (#82296)

Continuation of #82227

Fixes these issues in
https://github.com/tgstation/tgstation/issues/82196 and others that
weren't noticed.
- Batton emp protection
- Cyborg stun arm
- Cyborg energy sword
- Cyborg hug attack
- Mechanical god religious sect charge check
- Mecha fixes
  - Phasing energy drain
  - Short circuit energy drain
  - Durand shield damage energy drain
  - Plasma engine recharge rate
- Mechbay recharge power rate
- Recharge station charge rate

Stuff that was already working & didn't require fixing.
- Plasma cutter energy shots
- Botany cell charging

🆑
fix: Fixed cell energy usage for a bunch of stuff(Part 5). See PR 82296
for details
/🆑

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>

* [NO GBP]Fixes some mapped SMES starting with low energy. (#82203)

## About The Pull Request
Scales them all by up to 20 to account for removing the dumb SMESRATE
define. This isn't a 100% conversion for every SMES because it would go
beyond their capacity (old SMES use to duplicate cell energy, so they
had a higher capacity than their cell parts imply). Also removes
instances of varediting their capacity to fucking 1e+600 and replaces
them with magical SMES.
## Why It's Good For The Game
So lavaland and crap don't instantly run out of power. Also I don't
think we should be varediting anything to 1e+600.
## Changelog
🆑
fix: Fixes lavaland SMES and other crap from not starting with enough
energy.
fix: The pirate SMES are now magical instead of secretly infinite.
/🆑

* Mechbay & modsuit recharger tweaks (#82337)

## About The Pull Request
- Both mechbay & modsuit rechargers now waste a small amount of energy
as heat like it did before
- Fixes #82332. Mechbay recharger displays the energy of the mech in
joules & charges the cell with the exact energy required directly from
the grid thus not causing the room to blackout

## Changelog
🆑
fix: Mechbay & modsuit rechargers waste a small amount of energy as heat
fix: Mechbay recharger console displays mech charge as joules & charges
directly from the grid thus sparing the rooms apc cell from huge loads
/🆑

* Refactor APCs interaction chain from attackby to item_interaction (#82390)

## About The Pull Request

For how many lines this is, there's not a lot to really say.
In general, we simply move all item interactions from `attackby(...)` to
`item_interaction(...)`, split each item interaction off into a separate
proc, and make them all return the proper item interaction flags.
We _do_ kill some probably dead code, and remove a call to
`attackby(...)` elsewhere. Then, for clarity, we move the cell check
below the ID check so it can be next to the other item type checks, as
the priority between cell and ID is unlikely to matter anyway.
Other than what's described above and detailed below, each section's
functionality should be the same.

Now, for the parts that _do_ need to be explained more.

### Killing Probably Dead Code

Alright, so, the first part that does not have the cleanest transition.

https://github.com/tgstation/tgstation/blob/d38f9385b863e49f83455a227764d302629e2867/code/modules/power/apc/apc_attack.dm#L22-L23
Whatever the fuck this is.

Asking around, this seems to just be dead code.
For sanity's sake removing it and testing, silicon interactions with it
seem to work just fine.
So we kill it. We just kill it. We Just Kill It.

Closest we could find requires the distance check there to be false, so
it wouldn't apply. But it _does_ bring us to the second bit of weird
code.

### Calling APC Attackby Elsewhere?
So wallframes let you screwdriver them to put them up, which from a
comment seems to be because of cyborgs.
APC wallframes of course override this with their own implementation,
that allows you to also replace a damaged cover or frame like that!

https://github.com/tgstation/tgstation/blob/d38f9385b863e49f83455a227764d302629e2867/code/game/objects/items/apc_frame.dm#L29-L39
...By just calling the wholeass `attackby(...)` proc on the APC and
calling it a day.

But hey, this is where our previous splitting up comes in handy, because
we just have a `wallframe_act(...)` proc!
So we just call that instead.
```dm
var/obj/machinery/power/apc/mounted_apc = locate(/obj/machinery/power/apc) in get_turf(user)
mounted_apc.wallframe_act(user, src)
return ITEM_INTERACT_SUCCESS
```
...And not use single letter variables, while we're at it.

That should be all.
Remember to get snacks and drinks.
## Why It's Good For The Game

Split off 178 line `attackby(...)` item interaction chain into separate
procs called in `item_interaction(...)`.
Screwdrivering APC wallframes no longer calls the wholeass
`attackby(...)` on the APC, but just call the new sub-proc for the
specific interaction it cares about.
## Changelog
🆑
refactor: APCs have had their item interaction chain refactored. This
should functionally be the same, but please report any issues.
/🆑

* [NO GBP]Cells will only consider 0.1% of their charge when shocking a user. (#82456)

## About The Pull Request
Makes cells only consider 0.1% of their charge when calculating the
damage for shocking someone. This makes the minimum damage 20, and goes
up to 22 (previous behaviour, even though that's a shockingly small
difference) with a 50 MJ cell, which is the highest capacity crew can
get. This makes it inversely scale with the standard cell charge define,
so if that gets changed, cells will use a different composition of their
charge to consider.

## Why It's Good For The Game

Airlocks instantly critting people when shocked regardless of what's in
the grid wasn't previous behaviour.

* Oops. There we go.

* Oh, these two too.

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: moocowswag <62126254+moocowswag@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Archie700 <archie712@hotmail.com>
Co-authored-by: Blacklist897 <149209377+Blacklist897@users.noreply.github.com>
2024-04-12 06:33:40 +02:00
a15a1b88ed Basic mobs now use z-level turnoff instead of simple (#82469)
## About The Pull Request

On one compile of MetaStation, I saw that there's 45 basic mobs on the
station, 256 on lavaland (the number growing from tendrils), and 59 in
all other z levels combined.

While we do expect Lavaland to be visited every round, at least it won't
be running during the times when no one is there, but even more
importantly, space exploration is something not done every round, so we
don't have any reason to waste our resources on AIs that will never be
interacted with.

Simple animals had an easy solution to this:
If no one is on the Z level, their AI turns off
If someone is on the Z level, they are idle unless needed.

The last simple animals that exists right now are bots, megafauna,
geese, gondolas, and some minor ones like mimic, zombie, dark wizard,
soulscythe, etc.
Point is, we're very much nearly done going through all simple animals,
so this code is being wasted just to ensure things like cleanbots won't
work if no one is on the z level, something I doubt happens often, so I
took their code and made it work for basic mobs instead. I could've done
both but I thought it would look very bad, and maybe this is a good
incentivize to get more basic mob conversions.

There's one major change here and it's that we're missing the "Idle"
mode, some basic mobs like the Lavaland village seems to be made with
intent that they'll be running even if players aren't around, so this
sets up a future PR that makes idle AI easier to add, and I want to make
sure those cases are taken into account.

## Why It's Good For The Game

We don't need to always be processing these basic mobs, and sets us in
the future to hopefully also implement idle AIs.

## Changelog

🆑
balance: Basic mob AIs with no mobs on the Z level now stop.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2024-04-06 15:17:53 -06:00
c1f11f26ce Converts arbitrary energy units to the joule. Fixes conservation of energy issues relating to charging cells. (#81579)
## About The Pull Request
Removes all arbitrary energy and power units in the codebase. Everything
is replaced with the joule and watt, with 1 = 1 joule, or 1 watt if you
are going to multiply by time. This is a visible change, where all
arbitrary energy units you see in the game will get proper prefixed
units of energy.

With power cells being converted to the joule, charging one joule of a
power cell will require one joule of energy.

The grid will now store energy, instead of power. When an energy usage
is described as using the watt, a power to energy conversion based on
the relevant subsystem's timing (usually multiplying by seconds_per_tick
or applying power_to_energy()) is needed before adding or removing from
the grid. Power usages that are described as the watt is really anything
you would scale by time before applying the load. If it's described as a
joule, no time conversion is needed. Players will still read the grid as
power, having no visible change.

Machines that dynamically use power with the use_power() proc will
directly drain from the grid (and apc cell if there isn't enough)
instead of just tallying it up on the dynamic power usages for the area.
This should be more robust at conserving energy as the surplus is
updated on the go, preventing charging cells from nothing.

APCs no longer consume power for the dynamic power usage channels. APCs
will consume power for static power usages. Because static power usages
are added up without checking surplus, static power consumption will be
applied before any machine processes. This will give a more truthful
surplus for dynamic power consumers.

APCs will display how much power it is using for charging the cell. APC
cell charging applies power in its own channel, which gets added up to
the total. This will prevent invisible power usage you see when looking
at the power monitoring console.

After testing in MetaStation, I found roundstart power consumption to be
around 406kW after all APCs get fully charged. During the roundstart APC
charge rush, the power consumption can get as high as over 2MW (up to
25kW per roundstart APC charging) as long as there's that much
available.

Because of the absurd potential power consumption of charging APCs near
roundstart, I have changed how APCs decide to charge. APCs will now
charge only after all other machines have processed in the machines
processing subsystem. This will make sure APC charging won't disrupt
machines taking from the grid, and should stop APCs getting their power
drained due to others demanding too much power while charging. I have
removed the delays for APC charging too, so they start charging
immediately whenever there's excess power. It also stops them turning
red when a small amount of cell gets drained (airlocks opening and shit
during APC charge rush), as they immediately become fully charged
(unless too much energy got drained somehow) before changing icon.

Engineering SMES now start at 100% charge instead of 75%. I noticed
cells were draining earlier than usual after these changes, so I am
making them start maxed to try and combat that.

These changes will fix all conservation of energy issues relating to
charging powercells.
## Why It's Good For The Game
Closes #73438
Closes #75789
Closes #80634
Closes #82031

Makes it much easier to interface with the power system in the codebase.
It's more intuitive. Removes a bunch of conservation of energy issues,
making energy and power much more meaningful. It will help the
simulation remain immersive as players won't encounter energy
duplication so easily. Arbitrary energy units getting replaced with the
joule will also tell people more meaningful information when reading it.
APC charging will feel more snappy.
## Changelog
🆑
fix: Fixes conservation of energy issues relating to charging
powercells.
qol: APCs will display how much power they are using to charge their
cell. This is accounted for in the power monitoring console.
qol: All arbitrary power cell energy units you see are replaced with
prefixed joules.
balance: As a consequence of the conservation of energy issues getting
fixed, the power consumption for charging cells is now very significant.
balance: APCs only use surplus power from the grid after every machine
processes when charging, preventing APCs from causing others to
discharge while charging.
balance: Engineering SMES start at max charge to combat the increased
energy loss due to conservation of energy fixes.
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-03-23 16:58:56 +01:00
0eff73e892 Prompt for declaration of a player's date of birth + autobanning (#26041)
* Initial commit, not even half-done yet

* A second commit as I stumble towards a working solution

* Theeere we go, another step , I suppose

* fixes and one prompt per player

* yaya

* a

* okaaay, a step further

* not done yet but soon

* Theeere we go...

* feeex

* no interact till ss done

* Update maturity_subsystem.dm

* Okay, maybe it works now

* Ready for tests

* At last... now to test with a db.

* oh well, it's not like it needs to be the first one to init

* undoes the changelog clusterfuck

* now undoes it for real

* autoformatter-b-gone

* okay we don't want it on by default

* Well, it is ambiguous now that I look at it.

* Okay, now it should work 95%

* Oh well

* This should be straight up faster

* y u no auto tick

---------

Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2024-01-27 19:22:35 -05:00
UserothandGitHub de559e1a2c Added jukebox in bars via automapper; Ported BurgerLUA's jukebox overhaul from Bubber (#26111)
* Adds jukebox to the automapper, to be spawned in bar lobbies on each map (that adheres to the standarized areas)

* Changes the bar lounge area on Kilo from /area/station/service/bar/atrium to /area/station/commons/lounge

* Makes a variant of jukebox without access requirements

* Ports BurgerLUA's jukebox sound overhaul from Bubber https://github.com/Bubberstation/Bubberstation/pull/552

* Polishing the automapper thing

* right, this is not used anymore

* Let's give it a bit of special touch for it to be usable both on our end and not mess things for our downstreams if they don't want it

* Covered birdshot in this thing

* Hope this will make songs load proper and more consistently.
Also re-ordered lines in subsystems.dm

* oops

* Can't reproduce the problem locally. Also removed track's New() arguments because they weren't used anyway.

* Removed a var that wasn't really used anywhere.

* Let's simplify it further then...
2024-01-27 19:22:04 -05:00