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mayfools
128 Commits
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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e46db99412 |
airlocks and computers are leanable (#88478)
## About The Pull Request - added a signal - `COMSIG_ATOM_DENSITY_CHANGED`, is sent when set_density is called and doesn't early return - changed all manual assignments of .density to use `set_density` so the signal is sent - airlocks get the leanable component, if the airlock opens while you are leaning on it - you will fall - computers get the leanable component ## Why It's Good For The Game can lean on more stuff, roleplay! Immersion! *John Tider leans on the airlock* ## Changelog 🆑 grungussuss add: computers and airlocks are now leanable refactor: changed how density/collision of some objects is changed, report any oddities! /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> |
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de07fe3e25 |
Computers can act like cover and will no longer never allow projectiles to pass over them (much l like barricades) (#88646)
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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cffe1da457 |
Fixes a board GPS imprintion runtime (#88329)
## About The Pull Request Fixes the runtime in #88324 ## Changelog 🆑 fix: Fixed a board GPS imprintion runtime /🆑 |
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e59d8ba64b | Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b | ||
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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94e81b1209 |
[MIRROR] Computer console sounds (#29494)
* Computer console sounds * its simple as that --------- Co-authored-by: grungussuss <96586172+Sadboysuss@users.noreply.github.com> Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com> |
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891394181f |
Computer console sounds (#85358)
## About The Pull Request https://github.com/user-attachments/assets/b756bc49-70f0-4c86-8b04-5f0566d606a2 I've made the sound really quiet (quieter than most other sounds in the game) so it shouldn't be too annoying, there is 7 variants of the clicks so ear fatigue shouldn't strike too bad. ## Why It's Good For The Game Clicky sounds release a dopamine surge for players and gives you audio feedback when you're doing something, it also triggers when someone is else working at a computer which tells you that they're using it. ## Changelog 🆑 grungussuss sound: computers now make clicky clacky sounds /🆑 |
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4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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d0d1e6ca1e |
[MIRROR] Adds a crash report to the imprint_gps proc and removes an unnecessary arg in law.dm (#28781)
* Adds a crash report to the imprint_gps proc and removes an unnecessary arg in law.dm (#84818) ## About The Pull Request As the title says ## Why It's Good For The Game if someone's using the proc and fucks up they might be able to tell easier ## Changelog 🆑 code: added a crash report and removes an arg /🆑 * Adds a crash report to the imprint_gps proc and removes an unnecessary arg in law.dm --------- Co-authored-by: Odairu <mdesisto510@gmail.com> |
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e693034477 |
Adds a crash report to the imprint_gps proc and removes an unnecessary arg in law.dm (#84818)
## About The Pull Request As the title says ## Why It's Good For The Game if someone's using the proc and fucks up they might be able to tell easier ## Changelog 🆑 code: added a crash report and removes an arg /🆑 |
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86dafd934d |
[MIRROR] Fixes computers deconstructing themselves twice (#27533)
* Fixes computers deconstructing themselves twice (#82956) ## About The Pull Request - Closes #82944 That PR was a bandage fix to the actual problem on computer deconstruction. `/obj/machinery/computer/spawn_frame()` moves the circuit board out of the computer as such https://github.com/tgstation/tgstation/blob/a57d02bf4695f6501e20ab7650f0d4fe36cac489/code/game/machinery/computer/_computer.dm#L120 But it does not first remove it from `component_parts` as a result `/obj/machinery/Exited()` still sees that circuit board is inside the machines component parts and since this machine only gets deleted at the last step of deconstruction, the `QDELETED(src)` check doesn't help either & so it sees the circuit board removal as an abnormal condition & attempts to call `deconstruct(FALSE)` again while the machine is still getting deconstructed!!. It's an recursive condition https://github.com/tgstation/tgstation/blob/a57d02bf4695f6501e20ab7650f0d4fe36cac489/code/game/machinery/_machinery.dm#L918-L921 To prevent this loop we have to first remove the circuitboard from the component parts so that ` if(gone in component_parts)` fails & does not call `deconstruct(FALSE)` while deconstruction is taking place ## Changelog 🆑 fix: computers don't deconstruct themselves twice so machines like slotmachine don't spawn excess chips upon deconstruction /🆑 * Fixes computers deconstructing themselves twice --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> |
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907c107003 |
Fixes computers deconstructing themselves twice (#82956)
## About The Pull Request - Closes #82944 That PR was a bandage fix to the actual problem on computer deconstruction. `/obj/machinery/computer/spawn_frame()` moves the circuit board out of the computer as such https://github.com/tgstation/tgstation/blob/a57d02bf4695f6501e20ab7650f0d4fe36cac489/code/game/machinery/computer/_computer.dm#L120 But it does not first remove it from `component_parts` as a result `/obj/machinery/Exited()` still sees that circuit board is inside the machines component parts and since this machine only gets deleted at the last step of deconstruction, the `QDELETED(src)` check doesn't help either & so it sees the circuit board removal as an abnormal condition & attempts to call `deconstruct(FALSE)` again while the machine is still getting deconstructed!!. It's an recursive condition https://github.com/tgstation/tgstation/blob/a57d02bf4695f6501e20ab7650f0d4fe36cac489/code/game/machinery/_machinery.dm#L918-L921 To prevent this loop we have to first remove the circuitboard from the component parts so that ` if(gone in component_parts)` fails & does not call `deconstruct(FALSE)` while deconstruction is taking place ## Changelog 🆑 fix: computers don't deconstruct themselves twice so machines like slotmachine don't spawn excess chips upon deconstruction /🆑 |
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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
(
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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:  Coeurl (FFXIV Miqo'te style):  Fold:  Lynx:  Round:  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  🆑 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.   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  Hides under runechat  </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.  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:  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.  ## Why It's Good For The Game Messing with components/elements on mobs are such a pain, in this case was broken entirely.  ## 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.    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> |
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8e3f635b98 |
Alt click refactor (#82656)
## About The Pull Request Rewrites how alt click works. Based heavily on #82625. What a cool concept, it flows nicely with #82533. Fixes #81242 (tm bugs fixed) Fixes #82668 <details><summary>More info for devs</summary> Handy regex used for alt click s&r: `AltClick\((.*).*\)(\n\t.*\.\.\(\))?` `click_alt($1)` (yes I am aware this only copies the first arg. there are no other args!) ### Obj reskins No reason for obj reskin to check on every single alt click for every object. It applies to only a few items. - Moved to obj/item - Made into signal - Added screentips ### Ventcrawling Every single atmospherics machine checked for ventcrawling capability on alt click despite only 3 objects needing that functionality. This has been moved down to those individual items. </details> ## Why It's Good For The Game For players: - Alt clicking should work more logically, not causing double actions like eject disk and open item window - Added context menus for reskinnable items - Removed adjacency restriction on loot panel For devs: - Makes alt click interactions easier to work with, no more click chain nonsense and redundant guard clauses. - OOP hell reduced - Pascal Case reduced - Glorious snake case ## Changelog 🆑 add: The lootpanel now works at range. add: Screentips for reskinnable items. fix: Alt click interactions have been refactored, which may lead to unintentional changes to gameplay. Report any issues, please. /🆑 |
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40beaad0b3 |
[MIRROR] Moves the GPS component from the upload computers and communications console to the boards themselves when used (#27291)
* Moves the GPS component from the upload computers and communications console to the boards themselves when used (#82574) ## About The Pull Request Moves the GPS component on Upload computers and Communications Console to be handled from the board, not the machine, when a board is used to modify the AI or used to login. ## Why It's Good For The Game Quite frankely, the mechanic already exists. But it does not work due to the component being attatched to the computer. Currently it's intended for these critical computers to give GPS signals because they can be taken, and built extremely easily, anywhere, and deconstructed. Especially the upload boards, since the AI and borgs are directly in the center of it when people keep subverting and fixing laws. This is extremely annoying for the silicons. On top of that, you building a communications console to hack in maint somewhere will leave some sort of a trace to justify the reward. Yes, they have a computer that sends out the GPS signal. But anyone with a brain could realize all that's needed to circumvent this mechanic is the use of a screwdriver. Now, the GPS is registered on the boards themselves. The boards get stored in the contents of the computer. You can't circumvent this now. ## Changelog 🆑 balance: The upload and communication boards directly have trackers installed, activated only when authenticated. /🆑 --------- Co-authored-by: Jacquerel <hnevard@ gmail.com> * Moves the GPS component from the upload computers and communications console to the boards themselves when used --------- Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> |
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f5dd89ba00 |
Moves the GPS component from the upload computers and communications console to the boards themselves when used (#82574)
## About The Pull Request Moves the GPS component on Upload computers and Communications Console to be handled from the board, not the machine, when a board is used to modify the AI or used to login. ## Why It's Good For The Game Quite frankely, the mechanic already exists. But it does not work due to the component being attatched to the computer. Currently it's intended for these critical computers to give GPS signals because they can be taken, and built extremely easily, anywhere, and deconstructed. Especially the upload boards, since the AI and borgs are directly in the center of it when people keep subverting and fixing laws. This is extremely annoying for the silicons. On top of that, you building a communications console to hack in maint somewhere will leave some sort of a trace to justify the reward. Yes, they have a computer that sends out the GPS signal. But anyone with a brain could realize all that's needed to circumvent this mechanic is the use of a screwdriver. Now, the GPS is registered on the boards themselves. The boards get stored in the contents of the computer. You can't circumvent this now. ## Changelog 🆑 balance: The upload and communication boards directly have trackers installed, activated only when authenticated. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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6dc40ca522 |
Standardizes object deconstruction throughout the codebase. (#82280)
## About The Pull Request 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. ## Why It's Good For The Game 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 ## Changelog 🆑 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> |
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8f5d050bab |
[MIRROR] Comprehensive frame refactor to fix being unable to thwack frames with brute force to break them (#26596)
* Comprehensive frame refactor to fix being unable to thwack frames with brute force to break them (#81477) * There we go? --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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0a03741a35 | Comprehensive frame refactor to fix being unable to thwack frames with brute force to break them (#81477) | ||
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806f038524 |
[MIRROR] Refactors how machines are deconstructed (#26466)
* Refactors how machines are deconstructed (#81291) ## About The Pull Request This refactors how machines are deconstructed in the following ways - You can no longer override `obj/machinery/deconstruct()`. If you want customized behaviour then override `on_deconstruction()` instead. This comes with the added benifit of no longer needing to check for the `NO_DECONSTRUCTION` flag because the machine base proc does that for us & if it finds that flag it won't proceed to call `on_deconstruction()` meaning no machine will have a chance to spawn anything which is the current behaviour. This is required to make #81290 work for all machines at least so that machine can send the `COMSIG_OBJ_DECONSTRUCT` signal without subtypes overriding & forgetting to call the parent proc - `dump_contents()` only gets called when the machine is deconstructed not destroyed thus not leaving behind any of its contents inside. Fixes https://github.com/tgstation/tgstation/pull/81290#issuecomment-1925752583 ## Changelog 🆑 fix: machines that should not drop contents when deleted no longer do. refactor: refactors how machines are deconstructed. report bugs on github. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> * Refactors how machines are deconstructed * is this it? --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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4495ea2e4d |
Refactors how machines are deconstructed (#81291)
## About The Pull Request This refactors how machines are deconstructed in the following ways - You can no longer override `obj/machinery/deconstruct()`. If you want customized behaviour then override `on_deconstruction()` instead. This comes with the added benifit of no longer needing to check for the `NO_DECONSTRUCTION` flag because the machine base proc does that for us & if it finds that flag it won't proceed to call `on_deconstruction()` meaning no machine will have a chance to spawn anything which is the current behaviour. This is required to make #81290 work for all machines at least so that machine can send the `COMSIG_OBJ_DECONSTRUCT` signal without subtypes overriding & forgetting to call the parent proc - `dump_contents()` only gets called when the machine is deconstructed not destroyed thus not leaving behind any of its contents inside. Fixes https://github.com/tgstation/tgstation/pull/81290#issuecomment-1925752583 ## Changelog 🆑 fix: machines that should not drop contents when deleted no longer do. refactor: refactors how machines are deconstructed. report bugs on github. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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41ea46d5f2 |
[MIRROR] Scopes NODECONSTRUCT_1 from flags_1 to obj_flags [MDB IGNORE] (#25496)
* Scopes `NODECONSTRUCT_1` from `flags_1` to `obj_flags` * Update bitfields.dm * Modular * Update rack.dm --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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5ce9d5806d |
Scopes NODECONSTRUCT_1 from flags_1 to obj_flags (#80104)
This flag only worked on the `/obj/structure` and `/obj/machinery` level, so let's rescope it from `flags_1` and put it where it belongs - `obj_flags`. Bitflag operators should be scoped to their subtype specific bitfield, not really useful to have this take up a spot on the `/atom` level if absolutely nothing other than `/obj`s use it. |
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aa3e795e36 |
[MIRROR] Cuts down on unnecessary non-TGUI stuff [MDB IGNORE] (#24896)
* Cuts down on unnecessary non-TGUI stuff (#79590) ## About The Pull Request Removes INTERACT_MACHINE_SET_MACHINE on machines that don't use a non-TGUI UI. Removes set_machine from TGUI things that forgot to remove them previously. Decouples advanced camera consoles from UI procs since it doesn't actually use one. ## Why It's Good For The Game TGUI machines don't need to be using these procs and vars, and this makes it more clear what does and doesn't use a TGUI menu from a glance. I explain it a bit better [here](https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA) if you're interested. ## Changelog No player-facing changes. * Cuts down on unnecessary non-TGUI stuff --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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b52ce868bc |
Cuts down on unnecessary non-TGUI stuff (#79590)
## About The Pull Request Removes INTERACT_MACHINE_SET_MACHINE on machines that don't use a non-TGUI UI. Removes set_machine from TGUI things that forgot to remove them previously. Decouples advanced camera consoles from UI procs since it doesn't actually use one. ## Why It's Good For The Game TGUI machines don't need to be using these procs and vars, and this makes it more clear what does and doesn't use a TGUI menu from a glance. I explain it a bit better [here](https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA) if you're interested. ## Changelog No player-facing changes. |
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18fc2d9b16 |
[MIRROR] Oldstation now has their own RND [MDB IGNORE] (#23567)
* Oldstation now has their own RND * Update oldstation_fluff.dm * Update techweb_types.dm * beaker capacity --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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aa820c08fe |
Oldstation now has their own RND (#78132)
## About The Pull Request This PR does many things and I expect to be asked to atomize some stuff. ### Oldstation Additions Oldstation now has their own research server, generating their own points. To help alleviate major concerns, they have a few stuff to help with this: - They now have a pre-built operating computer - They now have an Autopsy scanner - They now have access to Experimental Dissection Experimental Dissection is the old dissection, giving research points in the form of paper notes on completion. They must be turned in to the RND server (only works on the Oldstation one, so you can't abuse this) for points. This was an idea I've had for some time, as Oldstation is used somewhat as a representation of how ss13 used to be (through its use of directional windows (before they got removed, but I'd like to bring them back), old IDs, RTGs, and old engines before they got removed from the game fully) Considering there are 11 alien mobs in Oldstation, there is 27.5k research points to get from alien corpses, enough to bring them up to speed with whatever they wish to do. This is their 'alternative' for experiments (which they can still do if they want, but it is very hard to do, outside of dissection which is needed for the node). This surgery isn't repeatable, isn't upgradable, and isn't removed by being healed. It is not mutually exclusive with autopsy (so you can't ruin yourself doing the wrong surgery). ### Other stuff - Ninjas now drain RND points from the server they drain from, rather than always hitting science - Syncing machines to research roundstart is now a macro, and now immediately syncs to a server on your Z-level. Machines will automatically connect to the Science servers if none else are available. ### non-player facing - Science, Admin, and Oldstation techwebs are now no longer vars on research, but stored in research's list of techwebs. - ``get_available_servers`` and ``find_valid_servers`` are now procs on the research subsystem, rather than the experisci component. - Oldstation code has been split into separate files. ## Why It's Good For The Game Oldstation is one of my favorite ruins, but it is also one of the largest complaints for RND (along with Golems) because they use the station's Science nodes & points (I recently tried de-hardcoding Science stuff to help prepare for this, but I didn't get everything in advance). The complaint stems from these ghost roles, who are meant to be a fun activity to do while waiting for the next round, using the station's research points for their own stuff, completely untrackable unless someone goes out of their way to grief a ghost spawn just for using points to get things they need. These roles make their own servers to drain the station, and I find that unfun and quite boring for everyone- it's also not very flavorful, why would Charliestation know of the station's RND to take advantage of it? This hopes to fix those issues, make Charliestation more worthwhile, and more flavorful. ## Changelog 🆑 fix: Getting a node researched now properly makes it no longer hidden. fix: Ninjas draining RD servers now drains it from the connected techweb, rather than sniping Science. balance: Machines will first try to connect to a techweb with servers on their z-level, with the Science techweb remaining as fallback. add: Oldstation RND, comes with their own Techweb and special surgery to gain research points through dissecting Xenomorphs. /🆑 |
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2f552919c1 |
[MIRROR] Icons folder cleaning wave two [MDB IGNORE] (#22454)
* Icons folder cleaning wave two * Merge conflict resolution * Modular path hell * hmm * Update 2022-10.yml * Another modular thing --------- Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: Giz <vinylspiders@gmail.com> |
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fb10121022 |
Icons folder cleaning wave two (#76788)
## About The Pull Request Further continous organizing and cleaning the Icons folder. There are still some minior nitpicks left to do, but I reached my daily sanity expenses limit again, and the faster these get in the less issues for both me and others later. Also cleans some mess I caused by my blindness last PR. ## Why It's Good For The Game Saner spriters = better sprites |
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f8f2abb11f |
[MIRROR] Refactor, improve, and rename canUseTopic to be can_perform_action [MDB IGNORE] (#19391)
* Refactor, improve, and rename canUseTopic to be can_perform_action * updoot * https://github.com/tgstation/tgstation/pull/72876 https://github.com/tgstation/tgstation/pull/72876 --------- Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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c040ddb857 |
[MIRROR] A few records-related manual mirrors (so I don't have to deal with annoying conflicts) (#19588)
* Records: Clerical expansion (#73022) A few changes to sec records geared towards making it obvious how and why someone is wanted. - You can no longer set someone to arrest via console unless they have a valid prior. - Setting players to arrest via HUD creates a crime entry for that person. - Priors can be edited by the author and qualified personnel (armory access). - Priors can be invalidated by qualified personnel. This redacts the info from huds and rapsheets. - Invalidating the last crime sets a player to discharged - Much like real life, you can no longer outright delete crimes. This prevents gaming the arrest system by adding/deleting. - Deleting an individual record in a sec console removes it from the manifest (@JohnFulpWillard) this was previous behavior - Purging records in sec requires higher access Have you ever brought a wanted person into the brig only to find there's no reasons listed and no one in sec will explain why they're wanted? 🆑 fix: Deleting a sec record removes it from the manifest again qol: It's now easier to see security notes via HUD. qol: It's now easier to see why someone is set to arrest. qol: Crime authors and armory access can edit crimes. balance: Setting players to arrest requires a valid crime. balance: Armory access can invalidate priors. balance: Setting players to arrest via HUD creates a crime for the suspect. /🆑 --------- Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: san7890 <the@san7890.com> * Records hotfix [NO GBP] (#73363) A remake of #73169 Repaths records consoles to their own subtype Fixes some weirdness with observers logging into sec/med consoles Fixes security notes not being able to be set etc Bug fixes and cleaner code 🆑 fix: Security can set notes through consoles again fix: Observers are now properly logged out of record consoles /🆑 --------- Co-authored-by: Jeremiah <jlsnow301@pm.me> * Fixes the map merge conflicts, hopefully. * Fixes player created security records being unprintable for wanted/missing posters. (#73666) ## About The Pull Request If a player created a security record during a round and attempted to print it the printing process would runtime and result in the printer being unusable. As a side effect of fixing this I've discovered an annoying bug with posters with them defaulting to the bottom left corner of a record. So currently mugshot uploads has been restricted to 32x32 pixels with approval from @jlsnow301 . Ideally at some point a player exposed photo cropping system can be implemented to make it easier to create mugshots using larger photos. ## Why It's Good For The Game Fixes a bug. ## Changelog 🆑 fix: You can now create wanted/missing posters using player created security records. Due to a visual bug and usability issue photos above 1 by 1 meters in size will no longer work for mugshots in records. /🆑 * Fixes ui_data on ntosrecords [NO GBP] (#73670) ## About The Pull Request Missed this while redoing records, this makes it match what the UI is expecting ## Why It's Good For The Game Bug fixes ## Changelog 🆑 fix: Fixes NTOS records program receiving bad medical disability data /🆑 Co-authored-by: Jeremiah <jlsnow301@pm.me> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * Updates all of our maps with the new records computer paths * Actually I don't know where this came from but I think it'll fix the linters * Okay now it should work properly, hopefully * mapas --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Jeremiah <jlsnow301@pm.me> Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com> Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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1f753d5d4c |
[MIRROR] Refactors crew records (#72725) + Medical/Security records now use the max/min age. [MDB IGNORE] (#19078)
* Medical/Security records now use the max/min age. * merge conflict * Refactors crew records (#72725) I have attempted or otherwise started this project at least 4 times. I am sick of it being on my calendar. The code needs it. I need it. - This makes crew records a proper datum rather than assigning properties record.fields. - General, medical, and security records are merged. - Did some slight refactoring here and there for things that looked obvious. - Wanted states are now defined (and you can suspect someone through sechud) - pAI (unrelated but annoying) had some poorly named exported types that i made more specific - Job icons are moved back to the JS side (I wanted to get icons for initial rank without passing trim) <details> <summary>previews</summary> Editable fields & security console  Medical records  Look and feel of the more current version  </details> TGUI'd some of the worst UIs in the game. Creating new records is made much simpler. Manifest_inject is made readable. Probably bug fixes 🆑 refactor: Crew records have been refactored. refactor: Medical records -> TGUI refactor: Security records -> TGUI refactor: Warrants console -> TGUI qol: Players are now alerted when their fines are paid off. qol: Cleaned up sec hud examination text. qol: Adding and deleting crimes is easier. qol: Writing crimes in the console sets players to arrest. qol: You can now mark someone as a suspect through sec hud. /🆑 Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * I've got something that now actually works Just got to incorporate the records into what players can actually see. * Turns out that client has already been transferred after all * Adds the past records in the TGUI records (they're kinda ugly but it works, so y'know) * Whoops * Hate you too sometimes Prettier * Fixes ghost roles using LITERAL records, which caused problems * Fixes the leaks caused by ghost roles not getting their name right because of the stupid freaking special() proc * I hate list operations man they're so stupid * Fixes the stars on the crew manifest! --------- Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com> Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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a1ada2c9ef |
Refactor, improve, and rename canUseTopic to be can_perform_action (#73434)
This builds on what #69790 did and improved the code even further. Notable things: - `Topic()` is a deprecated proc in our codebase (replaced with Javascript tgui) so it makes sense to rename `canUseTopic` to `can_perform_action` which is more straightforward in what it does. - Positional and named arguments have been converted into a easier to use `action_bitflag` - The bitflags adds some new checks you can use like: `NEED_GRAVITY | NEED_LITERACY | NEED_LIGHT` when you want to perform an action. - Redundant, duplicate, or dead code has been removed. - Fixes several runtimes where `canUseTopic` was being called without a proper target (IV drips, gibber, food processor) - Better documentation for the proc and bitflags with examples |
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1677257dd9 |
Records hotfix [NO GBP] (#73363)
## About The Pull Request A remake of #73169 Repaths records consoles to their own subtype Fixes some weirdness with observers logging into sec/med consoles Fixes security notes not being able to be set etc ## Why It's Good For The Game Bug fixes and cleaner code ## Changelog 🆑 fix: Security can set notes through consoles again fix: Observers are now properly logged out of record consoles /🆑 --------- Co-authored-by: Jeremiah <jlsnow301@pm.me> |
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3715cae41d |
Records: Clerical expansion (#73022)
## About The Pull Request A few changes to sec records geared towards making it obvious how and why someone is wanted. - You can no longer set someone to arrest via console unless they have a valid prior. - Setting players to arrest via HUD creates a crime entry for that person. - Priors can be edited by the author and qualified personnel (armory access). - Priors can be invalidated by qualified personnel. This redacts the info from huds and rapsheets. - Invalidating the last crime sets a player to discharged - Much like real life, you can no longer outright delete crimes. This prevents gaming the arrest system by adding/deleting. - Deleting an individual record in a sec console removes it from the manifest (@JohnFulpWillard) this was previous behavior - Purging records in sec requires higher access ## Why It's Good For The Game Have you ever brought a wanted person into the brig only to find there's no reasons listed and no one in sec will explain why they're wanted? ## Changelog 🆑 fix: Deleting a sec record removes it from the manifest again qol: It's now easier to see security notes via HUD. qol: It's now easier to see why someone is set to arrest. qol: Crime authors and armory access can edit crimes. balance: Setting players to arrest requires a valid crime. balance: Armory access can invalidate priors. balance: Setting players to arrest via HUD creates a crime for the suspect. /🆑 --------- Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: san7890 <the@san7890.com> |
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5e80257423 |
Refactors crew records (#72725)
## About The Pull Request I have attempted or otherwise started this project at least 4 times. I am sick of it being on my calendar. The code needs it. I need it. - This makes crew records a proper datum rather than assigning properties record.fields. - General, medical, and security records are merged. - Did some slight refactoring here and there for things that looked obvious. - Wanted states are now defined (and you can suspect someone through sechud) - pAI (unrelated but annoying) had some poorly named exported types that i made more specific - Job icons are moved back to the JS side (I wanted to get icons for initial rank without passing trim) <details> <summary>previews</summary> Editable fields & security console  Medical records  Look and feel of the more current version  </details> ## Why It's Good For The Game TGUI'd some of the worst UIs in the game. Creating new records is made much simpler. Manifest_inject is made readable. Probably bug fixes ## Changelog 🆑 refactor: Crew records have been refactored. refactor: Medical records -> TGUI refactor: Security records -> TGUI refactor: Warrants console -> TGUI qol: Players are now alerted when their fines are paid off. qol: Cleaned up sec hud examination text. qol: Adding and deleting crimes is easier. qol: Writing crimes in the console sets players to arrest. qol: You can now mark someone as a suspect through sec hud. /🆑 Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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011fefdd81 |
[MIRROR] Refactors armor into dedicated subtypes [MDB IGNORE] (#18291)
* Refactors armor into dedicated subtypes * start * most tg things * pain (#18584) * shit * non-mod changes * compile Co-authored-by: John Doe <gamingskeleton3@gmail.com> * #18291 * compile fix * ??? Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: John Doe <gamingskeleton3@gmail.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> |
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72add64520 |
Refactors armor into dedicated subtypes (#71986)
## About The Pull Request See title. ## Why It's Good For The Game Code is cleaner, and more readable/intuitive Technically closes https://github.com/tgstation/dev-cycles-initiative/issues/8 ## Changelog 🆑 refactor: armor, from the ground up basically /🆑 Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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3cac3f1ca4 |
[MIRROR] adds a variable to let computer keyboards render the same icon off as on [MDB IGNORE] (#18164)
* adds a variable to let computer keyboards render the same icon off as on (#72001) ## About The Pull Request what the title says also makes the code better a bit ## Why It's Good For The Game i need this for my map ## Changelog doesnt affect players * adds a variable to let computer keyboards render the same icon off as on Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
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51639d85ac |
adds a variable to let computer keyboards render the same icon off as on (#72001)
## About The Pull Request what the title says also makes the code better a bit ## Why It's Good For The Game i need this for my map ## Changelog doesnt affect players |
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6756631e75 | [MIRROR] The Mining vendor now works like the Chef produce console (has to go through Cargo) [MDB IGNORE] (#17852) | ||
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fd19f6d5a0 |
The Mining vendor now works like the Chef produce console (has to go through Cargo) (#71023)
## About The Pull Request Now comes with a Hackmd: https://hackmd.io/ImTe5FLeTgmI7spTWKBaFQ?view In-game screenshots:    Removes the old Mining vendor console and all its bad code. Instead, the chef produce console was generalized and a NEW mining vendor is a subtype of it. If they try to Express this console, it will be 1.5x the mining points (compared to 2x for the Chef produce console atm), so it is technically possible, but it is still better to order it through Cargo. Different to the Kitchen crate, this one is a private order by the Shaft Miner, using mining points instead of Credits. Cargo CAN emitter it open, but I think that's an acceptable risk with all crates. As shown in the screenshot, Cargo will immediately know who ordered the items so knows who to call to pick it up when needed. This also means Shaft Miner's vendor is now categorized somewhat. I tried my best to make sense out of it but some items really don't make sense (laser pointer, soap...) I split the different sections of orderable items into different files for better management, and de-hardcoded it and its TGUI to make it easier for anyone who wants to add more to it. I also made the produce console use paths and added ways 'categories' to produce consoles, which indicates which sections you should and shouldn't be allowed to see. https://github.com/tgstation/tgstation/pull/71007 already did part of this but it isn't merged yet so :/ Free golems are mostly unaffected by this. Their console only works in express mode and doesn't increase the prices for it. The only downside is the cooldown. I still have some things to finish on this PR so it'll be left as draft until at least tomorrow. ## Why It's Good For The Game https://hackmd.io/ImTe5FLeTgmI7spTWKBaFQ?view 1. A large problem currently with Miners is that they don't interact with the station, this will at least help integrate them more into their own department, by making the cost of their equipment cheaper if they bother to actually go through Cargo for their gear. 2. It also means that a non functional Cargo would affect Shaft Miners too, and as they have access to the shuttle, maybe we can expect some Miners to pick up the slack if needed. 3. The old mining vendor was the ONLY vendor in the game that had infinite stock. It doesn't need a refill or anything like any other vendor, and every other vendor uses credits, mining points is just shaft miner credits. Why are they an exception? At least being ordered through the shuttle makes sense. 4. It opens the QM being able to see easier what Miners are doing, and prevents miners from hiding on Lavaland to do nothing but hunt fauna if they were meant to be demoted or something by the QM. Basically, gives the QM more control over the people working in their department. ## Changelog 🆑 add: Shaft Miner's equipment vendor now orders their equipment through the Cargo shuttle, though you can spend 1.5x the points to express it, making it a Mining version of the Chef's produce console, with a weakened express tax. /🆑 |
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e6337947bd |
[MODULAR] Traditional computers and modular computers now visually connect (#16963)
Traditional computers and modular computers now visually connect |
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9bf006d189 |
[MIRROR] Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) [MDB IGNORE] (#16472)
* Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) * skyrat changes * bodyparts merge * unres door floorlight fix * Future upstream fix for blindness * upcoming upstream airlock fix * fix button emissive * Fix FOV markings? Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: tastyfish <crazychris32@gmail.com> |
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1ce77983df |
[MIRROR] canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE [MDB IGNORE] (#16586)
* canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE * etes * eyes Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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91f02f2a6b |
canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE (#69790)
* canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE The most idiotic thing I've seen is canUseTopic's defines, they literally just define TRUE, you can use it however you want, it doesn't matter, it just means TRUE. You can mix and match the args and it will set that arg to true, despite the name. It's so idiotic I decided to remove it, so now I can reclaim a little bit of my sanity. |
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23bfdec8f4 |
Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) (#69115)
About The Pull Request I've reworked multiz. This was done because our current implementation of multiz flattens planes down into just the openspace plane. This breaks any effects we attach to plane masters (including lighting), but it also totally kills the SIDE_MAP map format, which we NEED for wallening (A major 3/4ths resprite of all wall and wall adjacent things, making them more then one tile high. Without sidemap we would be unable to display things both in from of and behind objects on map. Stupid.) This required MASSIVE changes. Both to all uses of the plane var for reasons I'll discuss later, and to a ton of different systems that interact with rendering. I'll do my best to keep this compact, but there's only so much I can do. Sorry brother. Core idea OK: first thing. vis_contents as it works now squishes the planes of everything inside it down into the plane of the vis_loc. This is bad. But how to do better? It's trivially easy to make copies of our existing plane masters but offset, and relay them to the bottom of the plane above. Not a problem. The issue is how to get the actual atoms on the map to "land" on them properly. We could use FLOAT_PLANE to offset planes based off how they're being seen, in theory this would allow us to create lens for how objects are viewed. But that's not a stable thing to do, because properly "landing" a plane on a desired plane master would require taking into account every bit of how it's being seen, would inherently break this effect. Ok so we need to manually edit planes based off "z layer" (IE: what layer of a z stack are you on). That's the key conceit of this pr. Implementing the plane cube, and ensuring planes are always offset properly. Everything else is just gravy. About the Plane Cube Each plane master (except ones that opt out) is copied down by some constant value equal to the max absolute change between the first and the last plane. We do this based off the max z stack size detected by SSmapping. This is also where updates come from, and where all our updating logic will live. As mentioned, plane masters can choose to opt out of being mirrored down. In this case, anything that interacts with them assuming that they'll be offset will instead just get back the valid plane value. This works for render targets too, since I had to work them into the system as well. Plane masters can also be temporarily hidden from the client's screen. This is done as an attempt at optimization, and applies to anything used in niche cases, or planes only used if there's a z layer below you. About Plane Master Groups BYOND supports having different "maps" on screen at once (IE: groups of items/turfs/etc) Plane masters cannot cover 2 maps at once, since their location is determined by their screen_loc. So we need to maintain a mirror of each plane for every map we have open. This was quite messy, so I've refactored it (and maps too) to be a bit more modular. Rather then storing a list of plane masters, we store a list of plane master group datums. Each datum is in charge of the plane masters for its particular map, both creating them, and managing them. Like I mentioned, I also refactored map views. Adding a new mapview is now as simple as newing a /atom/movable/screen/map_view, calling generate_view with the appropriate map id, setting things you want to display in its vis_contents, and then calling display_to on it, passing in the mob to show ourselves to. Much better then the hardcoded pattern we used to use. So much duplicated code man. Oh and plane master controllers, that system we have that allows for applying filters to sets of plane masters? I've made it use lookups on plane master groups now, rather then hanging references to all impacted planes. This makes logic easier, and prevents the need to manage references and update the controllers. image In addition, I've added a debug ui for plane masters. It allows you to view all of your own plane masters and short descriptions of what they do, alongside tools for editing them and their relays. It ALSO supports editing someone elses plane masters, AND it supports (in a very fragile and incomplete manner) viewing literally through someone else's eyes, including their plane masters. This is very useful, because it means you can debug "hey my X is yorked" issues yourself, on live. In order to accomplish this I have needed to add setters for an ungodly amount of visual impacting vars. Sight flags, eye, see_invis, see_in_dark, etc. It also comes with an info dump about the ui, and plane masters/relays in general. Sort of on that note. I've documented everything I know that's niche/useful about our visual effects and rendering system. My hope is this will serve to bring people up to speed on what can be done more quickly, alongside making my sin here less horrible. See https://github.com/LemonInTheDark/tgstation/blob/multiz-hell/.github/guides/VISUALS.md. "Landing" planes Ok so I've explained the backend, but how do we actually land planes properly? Most of the time this is really simple. When a plane var is set, we need to provide some spokesperson for the appearance's z level. We can use this to derive their z layer, and thus what offset to use. This is just a lot of gruntwork, but it's occasionally more complex. Sometimes we need to cache a list of z layer -> effect, and then use that. Also a LOT of updating on z move. So much z move shit. Oh. and in order to make byond darkness work properly, I needed to add SEE_BLACKNESS to all sight flags. This draws darkness to plane 0, which means I'm able to relay it around and draw it on different z layers as is possible. fun darkness ripple effects incoming someday I also need to update mob overlays on move. I do this by realiizing their appearances, mutating their plane, and then readding the overlay in the correct order. The cost of this is currently 3N. I'm convinced this could be improved, but I've not got to it yet. It can also occasionally cause overlays to corrupt. This is fixed by laying a protective ward of overlays.Copy in the sand, but that spell makes the compiler confused, so I'll have to bully lummy about fixing it at some point. Behavior changes We've had to give up on the already broken gateway "see through" effect. Won't work without managing gateway plane masters or something stupid. Not worth it. So instead we display the other side as a ui element. It's worse, but not that bad. Because vis_contents no longer flattens planes (most of the time), some uses of it now have interesting behavior. The main thing that comes to mind is alert popups that display mobs. They can impact the lighting plane. I don't really care, but it should be fixable, I think, given elbow grease. Ah and I've cleaned up layers and plane defines to make them a bit easier to read/reason about, at least I think. Why It's Good For The Game <visual candy> Fixes #65800 Fixes #68461 Changelog cl refactor: Refactored... well a lot really. Map views, anything to do with planes, multiz, a shit ton of rendering stuff. Basically if you see anything off visually report it admin: VV a mob, and hit View/Edit Planes in the dropdown to steal their view, and modify it as you like. You can do the same to yourself using the Edit/Debug Planes verb /cl |