111 Commits

Author SHA1 Message Date
Ghom 0b0c5ea91e Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.

## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.

Currently a WIP as I slowly deal with the unit test reports.

## Changelog

🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
2025-12-02 18:29:01 -05:00
SmArtKar 4d648d016c Sleeping Carp and Cain & Abel no longer tell you about armor penetration when you reflect projectiles with them (#93275)
## About The Pull Request

Projectile refactor pulled armor check above the pre-hit comsig, this
fixes that. No need to check armor before you're hit when you
potentially will not be.

## Changelog
🆑
fix: Sleeping Carp and Cain & Abel no longer tell you about armor
penetration when you reflect projectiles with them
/🆑
2025-10-12 05:39:43 +02:00
MrMelbert 5df4de3f71 [MDB Ignore] Re-add hop console second ID slot (#92157)
## About The Pull Request

<img width="491" height="301" alt="image"
src="https://github.com/user-attachments/assets/a3b5b19f-edf5-4de9-9201-9cbfab9e8827"
/>

Mod computers with the access changing software installed have a
secondary ID slot once again. This ID slot doesn't contribute to access.
You can insert IDs into the slot with right click and remove them with
alt-right click.

Also removes the "New IDs and you" memo paper. 

Also tweaks PDA on_deconstruct so contents are dropped on when they're
deconstructed with assembly.

Fixes #92151

## Why It's Good For The Game

Changing IDs is very unnecessarily clunky with the one slot. Insert hop
id, log in, remove hop id, insert crew id, change access, remove crew
id, log out.

We had it right back when we had two slots. Insert hop ID, insert crew
id, log in. It just works.

This also allows for mobile HoPs to change access without necessitating
removing their ID from their PDA.

Other changes: 

The "New IDs and you" memo is very old. They haven't been new for 4
years now. I don't think anyone reads it and they served their purpose.

I found it odd that, if your PDA was melted or blown up, it would delete
your ID. If this is a hold-over from old PDA behavior feel free to let
me know but otherwise it seems sensible that it'd spit out the contents
as you would expect.

## Changelog

🆑 Melbert
qol: The access changing software (the HoP console) now has ID two slots
again (one for the HoP's id and one for the ID being changed). You can
insert IDs in the secondary slot via the UI or right click, and remove
them via the UI or alt-right click.
qol: If your PDA is destroyed via acid or bombs, your ID (and similar
contents such as disks) are spit out instead of being deleted
del: Deletes the "New IDs and you" memo in the HoP's office. They
haven't been new for 4 years.
fix: Engineering sub-tab in the access changing software no longer looks
messed up
fix: Fix reversed alt-click logic for mod pcs
/🆑
2025-08-11 19:08:18 +00:00
StaringGasMask 0783e99c23 Changes the description of the Modular Console machine (#92109) 2025-07-15 21:09:01 -04:00
MrMelbert 5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

## Changelog

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-19 13:32:12 +10:00
SmArtKar a2d463cdd8 Guncode Agony 4.4: Armor as an argument (#88143)
## About The Pull Request
Lil cleanup/tweak I couldn't do in the main PR because it conflicted
before and i forgot after. Yes this works with overrides that don't have
the arg, yes I tested it.

## Why It's Good For The Game
Don't run armor code thrice please thank you

## Changelog
🆑
code: Projectile impacts no longer fetch mobs' armor values thrice
/🆑
2024-11-25 03:59:21 -08:00
SmArtKar 0b99107cc2 Guncode Agony 3: Projectile code cleanup (#87628)
## About The Pull Request

Massive cleanup/pseudo-refactor of projectile and projectile-adjacent
code. One letter variables, weird logic, some runtimes, all of that.
Atomized in a separate PR from the actual refactor so we don't end up
with a 5k line PR.

## Why It's Good For The Game

Makes the code possible to work with before I nuke pixel_move and kevinz
units™️
2024-11-03 21:46:13 +00:00
tgstation-ci[bot] 9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

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

---------

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

Kept you waitin huh!

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

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

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

## Path To Merge

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

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

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

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

## What does it look like?


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

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

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

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

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

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

## Credits

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

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

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

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

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

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

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

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

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

</details>

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

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

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

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

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

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00
Andrew d1f3fc3fdf Oldstation (Charlie) experiments tweaks [NO GBP] (#84379)
## About The Pull Request

There was a feedback that the new techweb made it harder to do science
on ghost roles, namely Charlie station crew.

This PR makes a few tweaks to oldstation to lower the bar on the
experiments:

- Added a pure N2O tank for easier BZ creation
- Added one diamond to the ai sat to create artificial BS crystal
- Added research console to ai sat with frontier app pre-installed
- Added a gas compressor to Beta station atmos area

Also moved the NTNet relay back to tcomms node as it requires tcomms
parts. And moved chem pack/blood pack from tier 1 to tier 0 per players`
request.

Also fixed the dissection experiments giving the old amount of bonus
points, before the recent point denomination.

Made a few other minor changes to the map.

## Why It's Good For The Game

Charlie is supposed to be friendly for the beginner players, yet the new
experiments are hard to do with the limited resources on Charlie.

## Changelog

🆑
qol: It is easier to do some required techweb experiments on Charlie
station now
fix: Fixed experimental dissection surgeries giving too many points
balance: Techweb: Moved NTNet relay back to tcomms node
balance: Techweb: Moved blood pack and chem pack to the starting node
/🆑
2024-07-01 17:48:19 -07:00
Watermelon914 0db2a23faf Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#84079)
## About The Pull Request
As the title says. A standard power cell now only stores 10 KJ and
drains power similar to how it did before the refactor to all power
appliances.

The new standard megacell stock part stores 1 MJ (what cells store right
now). APCs and SMESs have had their power cells replaced with these
megacell stock parts instead. Megacells can only be used in APCs and
SMESs. It shouldn't be possible to use megacells in any typical
appliance.

This shouldn't change anything about how much 'use' you can get out of a
power cell in regular practice. Most should operate the same and you
should still get the same amount of shots out of a laser gun, and we can
look at expanding what can be switched over to megacells, e.g. if we
want mechs to require significantly more power than a typical appliance.

Thanks to Meyhazah for the megacell icon sprites.

## Why It's Good For The Game
Power cell consumption is way too high ever since the power appliance
refactor that converted most things to be in joules. It's a bit
ridiculous for most of our machinery to drain the station's power supply
this early on.

The reason it's like this is because regular appliances (laser guns,
borgs, lights) all have a cell type that is identical to the APC/SMES
cell type. And it means that if we want to provide an easy way to charge
these appliances without making it easy to charge APCs/SMESs through a
power bug exploit, we need to introduce a new cell type to differentiate
between what supplies power and regular appliances that use power. This
is primarily what the megacell stock part does.

This moves us back to what it was originally like before the power
refactor, where recharging power cells wouldn't drain an exorbitant
amount of energy. However, it maintains the goal of the original
refactor which was to prevent people from cheesing power generation to
produce an infinite amount of power, as the power that APCs and SMESs
operate at is drastically different from the power that a regular
appliance uses.

## Changelog
🆑 Watermelon, Mayhazah
balance: Drastically reduces the power consumption and max charge of
power cells
balance: Added a new stock part called the battery, used primarily in
the construction of APCs and SMESs.
add: Suiciding with a cell/battery will shock you and potentially dust
you/shock the people around you if the charge is great enough.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2024-06-25 00:32:19 +00:00
_0Steven 476973ea6b Refactor modular computer (and application) attackby into item_interaction (#84245)
## About The Pull Request

Sooooooooo I was recently notified of an issue (#84185) that popped up
from me replacing the `attackby(...)` chain on id cards, where it's no
longer possible to put money into IDs inside of PDAs by slapping it
against the PDA.
As I expected, this is because modular computers both still use
`attackby(...)`, and would call `attackby(...)` on the ID they contained
if hit with cash.

https://github.com/tgstation/tgstation/blob/24a23009e8ee4d056b6671c70c41feab1a18590b/code/modules/modular_computers/computers/item/computer.dm#L799
Now this could've been an easy one line no-gbp fix where I just replace
it with a direct call to `insert_money(...)` on the ID and call it a
day!
But hey. Might as well get rid of the `attackby(...)` altogether while
we're at it.


First off, because the `attackby(...)` proc was getting quite bloated,
we split off all the specific item behaviours into `[X]_act(...)` type
procs to clean it up.
We then make those return item interaction flags, so we can call them on
`item_interaction(...)` after the right typecheck passes and immediately
return their results.
This also involves replacing the `application_attackby(...)` on
applications with an `application_item_interaction(...)`, and making it
return the item interaction flags too.

The code of each subsection isn't significantly different, though
reorganized a bit in some cases.
Like inserting a computer disks now tries to move it into the computer
_first_ before swapping out whichever disk is already in there, so it
doesn't swap out the disk if putting the new one in fails.
## Why It's Good For The Game

Fixes #84185.
Having more stuff be updated to the proper `item_interaction(...)`
system is cool and good.
2024-06-24 16:20:14 -05:00
ArcaneMusic 4799324416 Mild QOL updates to vending machine-cargo interactions. (#83933)
## About The Pull Request

This Pull makes a few minor improvements to the features I added with
vendor cargo (#81582).
Changes are as follows:

* Vending machines, when restocked with a refill pack and while
containing a number of credits, will play a cash register sound to alert
you that there's a payout associated with the action.
* The Vending Restock app now works on all modular computer platforms,
as opposed to just laptops and tablets.
* This is actually hilarious because I even made a screen icon for
modular consoles, and it's just been unused ever since merge.
* The "cargochat" cargo modular console now has the vendor refill app
pre-installed.
* Vending machines, when determining their missing inventory during the
associated station trait, now adds from 1-5 credits per missing item, up
from 0-1. The original number was far too low to feel like a strong
incentive based on feedback I'd received, and while still lower than
providing a flat percentage of the missing item specifically (we ran
some numbers on this a few months back), it should at least incentivize
players to keep the station better stocked during regular rounds.

Also, the UI now shows a difference between if all vending machines are
stocked or not.

![image](https://github.com/tgstation/tgstation/assets/41715314/7ea762a6-25d0-4119-87cc-91c1691ba01d)

## Why It's Good For The Game

Most of these are just interfacing and ease of use improvements, as
having the app pre-installed in a place where players can actually make
some use of it's contents should help to improve it's versatility with
regards to the restocking app.

Audio feedback is always good.

In terms of the balance tweak on the stored value on vending machines,
basically it's a way to better incentivize it as an option on the
station and to better encourage players to do these kinds of minor
upkeep tasks for the crew.

## Changelog

🆑
qol: Vending machines now give audio feedback when you restock a vending
refill and get a payout.
qol: The Restock tracker NTOS app for tracking vending machine contents
now works on all consoles, and comes pre-installed on the cargochat
cargo computers.
balance: Vending machines now offer a bit more credits when missing
contents at the start of a round after getting restocked.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2024-06-19 22:12:05 -07:00
Jeremiah 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.
/🆑
2024-04-16 17:48:03 -06:00
san7890 c403a6eccc Wraps lowertext() to ensure proper stringification. (#82442)
## About The Pull Request

Fixes #82440

This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not
lost on me) to wrap around all calls of `lowertext()` and ensure that
whatever we input into that proc will be stringified using the `"[]"`
(or `tostring()` for the nerds) operator. very simple.

I also added a linter to enforce this (and prevent all forms of
regression) because I think that machines should do the menial work and
we shouldn't expect maintainers to remember this, let me know if you
disagree. if there is a time when it should be opted out for some
reason, the linter does respect it if you wrap your input with the
`UNLINT()` function.
2024-04-10 12:19:43 -07:00
John Willard fa31403353 LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request

I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.

This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.

Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).

## Why It's Good For The Game

I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.

## Changelog

🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑
2024-04-08 22:15:07 -06:00
MrMelbert a73b77b3bb [MDB Ignore] Combines Cargobus consoles with Dept. Order Consoles, freeing all departments of 1 whole tile of space (#82210)
## About The Pull Request

- Departmental orders are now an NTOS app
   - To download, they require `ACCESS_COMMAND`.
   - To use, they require one access from the department.
- This means you cannot order things from not-your-department unless you
have an ID.
- When newly downloading the app, it will prompt a head of staff to
insert an ID, to determine which department to be linked to.

- Changes chat room overlay from the kind that AI uploads use to a new
icon.

- Minor refactors to department order in general. 


![image](https://github.com/tgstation/tgstation/assets/51863163/605c2499-e5e9-4f91-aa2a-aa8af8b05a9f)


![image-1](https://github.com/tgstation/tgstation/assets/51863163/089d3fe1-787c-4f5a-bc3d-edb9611dfbb2)

## Why It's Good For The Game

These two computers are surprising waste spacers for two things which
are tied together.
So why not combine them?

The lesser used cargobus chat is still there, and departmental orders
are front and center.

This gives mappers a ton more leeway when mapping departments out and is
overall less clutter.

## Changelog

🆑 Melbert
qol: Cargobus chat console and Departmental Order console are now
combined into one.
qol: Mod PCs active on the "chat client" apps no longer look like AI
uploads (and now have their own sprite)
refactor: Departmental order consoles were refactored a bit, report any
oddities.
/🆑
2024-03-27 16:00:47 +00:00
Pickle-Coding c1f11f26ce Converts arbitrary energy units to the joule. Fixes conservation of energy issues relating to charging cells. (#81579)
## About The Pull Request
Removes all arbitrary energy and power units in the codebase. Everything
is replaced with the joule and watt, with 1 = 1 joule, or 1 watt if you
are going to multiply by time. This is a visible change, where all
arbitrary energy units you see in the game will get proper prefixed
units of energy.

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

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

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

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

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

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

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

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

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

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

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-03-23 16:58:56 +01:00
MrMelbert 207ffd13cc Fixes runtime from examining mod PCs (#81200)
## About The Pull Request

It's a classic

![image](https://github.com/tgstation/tgstation/assets/51863163/297cbecd-c32d-4c10-8c25-000d8a95310c)

`EXAMINE_HINT(x)` resolves to `"<b>" + x + "</b>"`

When placed in this line directly, you get: 

`["<b>" + HAS_TRAIT_FROM(...) ? "..." : "..." + "</b>"]`

You see the issue, right?

This resolves as you would expect: 
`("<b>" + HAS_TRAIT_FROM(...)) ? ("...") : ("..." + "</b>")`

Which, of course, runtimes as it's adding a string to an integer (0). 

By pulling it out to its own var we can get around this: 

`["<b>" + frame_or_pc + "</b>"]`

## Changelog

🆑 Melbert
fix: Fixed examining modular PCs
/🆑
2024-02-01 13:28:10 +01:00
Ghom f9957b0373 Integrated circuits for modular computers (#80530)
## About The Pull Request
This PR integrates circuits for modular computers and a good bits of
their programs.
The peculiarity here is that modular computers have no fixed amount of
unremovable components (except the base one with just a couple ports for
now), instead, they're added and removed along with programs. With a few
exceptions (such as the messenger and signaler), for these program
circuits to work, their associated program has to be either open or in
the background.

For a reason or another, not all programs have a circuit associated to
them, still, however the programs with a circuit are still a handful.
They are:
- Nanotrasen Pay System
- Notepad
- SiliConnect
- WireCarp
- MODsuit Control
- Spectre Meter
- Direct Messenger*
- LifeConnect
- Custodial Locator
- Fission360
- Camera
- Status Display
- SignalCommander

*By the by, sending messages has a cooldown, so it shouldn't be as
spammy. If it turns out to not be enough, I can make it so messages from
circuit will be ignored by other messenger circuits.

The PR is no longer WIP.

## Why It's Good For The Game
I believe modular computers could make for some interesting setups with
circuits, since they're fairly flexible and stocked with features unlike
many other appliances, therefore also a speck more abusable, though
limits, cooldowns, logging and sanitization have been implemented to
keep it in check.

## Changelog

🆑
add: Modular Computers now support integrated circuits. What can be done
with them depends on the programs installed and whether they're running
(open or background).
add: Modular Consoles (the machinery) now have a small backup cell they
draw power from if the power goes out.
/🆑
2024-01-20 21:21:42 +01:00
san7890 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.
2023-12-08 08:49:14 +00:00
John Willard ddd3f53943 PDA general maintenance (NTNet downloader rework) (#79741)
## About The Pull Request

I deleted the documentation file of ModPCs because it was barebones and
had no new information to give that autodoc couldn't. Just to make sure
this isn't a net-negative, I improved on much of the autodoc and
comments in general around ModPC code to help people understand easier
what's going on around it.
I also renamed vars that were too easily confused with other var names,
and reworked the ntnet downloader a little;
- it now has a search bar
- it now has more sections to scroll through, hopefully making it more
accurate and easy to find what you need.
- also organized the apps that were previously shoved in 'other'.
- i also upgraded it to a .tsx because why not

video demonstration


https://github.com/tgstation/tgstation/assets/53777086/cbba4c1c-b8a8-4ba4-8628-aea8389999fc

## Why It's Good For The Game

Adds in a lot of comments that were previously missing, clears up some
sources of confusion within ModPC code, and improves NTNet Downloader,
something I've procrastinated on doing for a very long time now.

## Changelog

🆑
qol: NTNet Downloader now has a search bar, and programs are now better
sorted.
/🆑
2023-11-19 19:00:18 -05:00
John Willard aaff861c90 pdas now use their cells more (#78580)
## About The Pull Request

So one aspect of PDAs that I quite liked previously was managing and
upgrading your power.
This was lost when all cell parts got removed, mostly, and now I'd like
to re-add it.
PDAs and Tablets now use more power each second it's on
Programs being active/idle now take charge too.
And all this now takes ``seconds_per_tick`` into account.

Screenshots of APC use before and after having 6 programs open at once

![image](https://github.com/tgstation/tgstation/assets/53777086/14699ae7-19a7-4eb6-a211-5944cc1867d0)

![image](https://github.com/tgstation/tgstation/assets/53777086/804fedde-0d5a-43a9-9e61-34139257a16f)

PDA default power cells have a max charge of 1000, each cell use is
around ``1.00970340315`` power, which is ``1.01013789399`` w/ 2 programs
in idle and 1 active program (which is what PDAs are capable of). This
means it takes about 990 ticks to fully drain your power, or about 50
minutes, at max use.

This is completely blasted away the moment you put anything beyond a t1
cell inside of it, which is unfortunate but what can you do about tiered
parts being so poor.

The problem of no public PDA chargers are alleviated by
https://github.com/tgstation/tgstation/pull/78600

### Update

The PDA flashlight being on now also drains the battery 25% times
faster. PDA running out of charge now also turns the flashlight off.

## Why It's Good For The Game

You may or may not have to actually charge your PDA once in a round now,
maybe. I liked this part of tablets and would like to see it brought
back, managing your power to use your apps is important to ensure you're
not just using all apps 24/7

Because this also adds the functionality to add/remove power cells
again, it opens up to some minor little pranks/messing with people that
isn't completely destroying their tools, as well as some minor
upgradeability.

## Changelog

🆑
balance: You can now remove and replace power cells from PDAs (with
screwdriver).
balance: PDAs now drain their power cells harder, and also take into
account active programs & their flashlight being on.
balance: PDAs running out of charge now turn their flashlights off.
/🆑
2023-09-27 21:15:19 -04:00
GPeckman b2995cbd6e Fixes Intellicards in computers being deleted when the computer is destroyed (#78475)
## About The Pull Request

As described in #78467, if an Intellicard is inserted into a laptop or
stationary modular computer, and said computer is destroyed, then the
Intellicard (as well as any AI on it) is instantly deleted. This PR
makes the Intellicard get dropped instead. Closes #78467.
## Why It's Good For The Game

Bugs are bad.
## Changelog
🆑
fix: Intellicards in computers are no longer deleted when the computer
is destroyed.
fix: Modular consoles can now be deconstructed by right clicking with a
wrench.
/🆑
2023-09-25 08:53:35 +00:00
Zephyr f71ea26f72 Machine list is now stored in SSmachines | Remove excessive use of global lists for specific machine types (#76822)
## About The Pull Request

Removes all of the duplicate global lists for specific machine types
where the only thing they do is store all machines of that type.
Adds machine tracking to SSmachines in the form of a list for all
machines, and then an associative list for machines by their type.
Previously we have machines in multiple global lists, such as airlocks
being in GLOB.doors, GLOB.airlocks, GLOB.machines.
This makes that not a thing, and also means that iterating through
GLOB.machines looking for a specific type is no longer as expensive.
2023-07-15 16:17:46 -04:00
nikothedude ccf547c142 Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts (#76669)
## About The Pull Request

New malf AI upgrade

Remote safety overrides: Mid-cost, Mid-supply. Allows the AI to remotely
emag things it can see and can access.
1. Very useful for psychological warfare (Emagging APCs to throw the
crew off their trail)
2. Logically makes sense - why, of all things, can the AI not emag
anything when it's fundumentally integrated with the station's
electronics?
3. Generally speaking can only access things that make sense for it to
access - it cannot emag ethereals, sadly

In order for this to work, emag_act now returns a boolean, designating
if the emag had any effect.
While I was in there, I also added args to every single emag_act I could
find and added far more feedback/converted a lot of things to balloon
alerts to allow the AI to see if its emag had any effect.
## Why It's Good For The Game

It just makes sense that the AI, the most electronically-sensitive
entity in the game, would be able to emag things. Plus, more options
given to malf that aren't strictly MURDER KILL MURDER are always a plus,
especially if they allow for fancier plays.
## Changelog
🆑
add: New malf ability: Remote safety overrides. Allows the AI to
remotely emag things it has access to.
code: emag_act() now returns a boolean designating it's success in
emagging
code: All instances of emag_act() now have the proper arguments
qol: Most usecases of emagging now have some kind of feedback, and
existing feedback has been sanity checked and converted to balloon
alerts.
/🆑
2023-07-15 15:35:14 +01:00
YesterdaysPromise fb10121022 Icons folder cleaning wave two (#76788)
## About The Pull Request

Further continous organizing and cleaning the Icons folder. There are
still some minior nitpicks left to do, but I reached my daily sanity
expenses limit again, and the faster these get in the less issues for
both me and others later. Also cleans some mess I caused by my blindness
last PR.

## Why It's Good For The Game

Saner spriters = better sprites
2023-07-14 18:36:41 +00:00
John Willard 8229972398 Tablet apps are now deleted when necessary & removes console preset. (#75863)
## About The Pull Request

Apps now properly delete themselves when removed, so they don't exist in
nullspace anymore.
Chat client now actually updates the uid, because its New() didn't call
parent.
Deletes the 'console' subtype of modular computer
Updates how downloading and transferring files are handled
Fixes being able to infinitely upload apps to a disk

## Why It's Good For The Game

Fixes some more bugs I found with apps and prevents spamming apps in a
disk.

## Changelog

🆑
fix: Maintenance data disks now properly transfer from PC to disk
fix: Disks can no longer be flooded with the same app repeatedly.
/🆑
2023-06-19 22:59:09 -07:00
John Willard 4ffef6be6d Fixes issues with closing apps on tablets (#75117)
## About The Pull Request

- Fixes background apps not reloading the UI
- Standardizes opening/closing/backgrounding apps
- Simplifies the way apps are closed instead of having 2 procs, one on
the PC and one on the program, being named the same thing (wtf)
- Removes program states. They existed so computers can know to update
their UI every process tick, but since we now do this event based, this
is no longer needed, which is good.
- Replaces the 'forced' arg from kill_program as it was completely
unused, with ``reload_ui``, which is now used to open the UI on close,
and not to when we don't want it to.
- Closing background apps no longer reloads the entire UI
- Responding to an NT Message will no longer open the UI on your face.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/75046
Closes https://github.com/tgstation/tgstation/issues/75108

Makes tablet UIs more responsive and lag less, not checking if a program
is closed every process to close it, and makes responding to messages
not a hassle every time.
Also makes the code easier to understand/read,

## Changelog

🆑
fix: Tablets' minimize apps feature works again.
/🆑
2023-05-06 01:56:14 -07:00
John Willard b8d86849c8 Removes ID computer parts (Removes computer hardware) (#71320)
## About The Pull Request

Removes the last computer part in the game: ID parts
Because this is removed, I also removed all computer hardware in the
game, and removed mentions of it in the game.
There is still 'hardware', as in Computer, Tablet, or Laptop.

Computers now all hold one ID slot by default, the only time a second ID
was needed was to use the access of both at once, and for the ID
modification application. This was now replaced with a new UI that only
has one tab, one ID slot:


https://user-images.githubusercontent.com/53777086/202801939-151b783f-75c8-46bf-a6c5-1b57b0d0da8e.mp4

## Why It's Good For The Game

Computer hardware is finally dead 🦀 

## Changelog

🆑
balance: All modular computers now only have one ID slot, and cannot be
upgraded.
qol: The HoP's access application now only has one app, logging in will
directly modify the ID that's in it, making it less confusing to swap
back and forth.
/🆑
2022-11-20 23:04:45 -08:00
John Willard ad5ceb5583 Removes tablet cell parts (#71078)
## About The Pull Request

Removes cell parts and cell part cells, now tablets directly stole a
power cell in them, and uses regular stock cells like every other
machine in the game. This also makes it less confusing because people
are more used to stock cells over computer cells. Because cells
generally hold more power than computer ones, I bumped up the active
power usage from 50 to 75.

## Why It's Good For The Game

We are nearly finished removing all parts, holy cr*p

## Changelog

🆑
balance: Tablets now use regular cells instead of computer cells.
balance: Tablets no longer need a power cell component to hold power
cells.
/🆑
2022-11-15 23:43:44 -08:00
John Willard 6202f65661 Fixes & Improves ntnrc client & ntnet conversations (#70854)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-10-29 08:40:36 +00:00
John Willard f1f46275f0 Removes tablet hard drives entirely (HDD & SSD) (#70678)
* Removes HDD's entirely

HDDs have been removed, though the code for it is still currently lingering as it's required for portable disks. I'll have to find a solution to this one day, but as I am going to sleep, this is a problem for future me.

* starts on removing SSD

* updatepaths and kills off SSD

* update path :D

* Fixes to programs and icons

* Ready for review now

I read over everything I did and tried to fix anything I saw wasn't done right. Hopefully better comments now.

* merge conflict  fix

* can't win them all

* takes viruses into account in paths, fixes it in snowcabin

* Renames the updatepaths

* removes the qdel loop

* accidentally new'ed programs twice

* Fix program's computer var

* destroy pen and disk, dont run kill program on something killed

* more fixes for pens and idle threads

* Fixes PDAs installing apps twice.

* simplifies inserted disk & PDA disk

* fuck's sake

* Use istype instead

* revert

* Revert "revert"

This reverts commit 9ede628c6fef9c7c86417234f6d8ada1ff9e2fef.

* why did that happen

* Update code/modules/modular_computers/computers/item/tablet.dm

* MC_SSD added to master lol

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2022-10-26 00:29:50 +00:00
John Willard 1619a5fe84 Fixes some inconsistencies with computers (#70679)
* Modular computers now have their initial name if they don't have an idenfitication and job, which previously meant they would have the name ()
* Removes MACHINE modular computer's process, because all it did was update the name, then call computer's process. Now it just does what every computer does, BUT UpdateDisplay on ITEM modular computers will now update the machine's name.
* Additionally, I moved the modular computer processor's New to an Initialize, and removed the shutdown_computer code, because we already register update_icon signal to update the computer's appearance, why do we need to do it twice?
2022-10-21 18:09:54 -04:00
John Willard 218a153464 Removes a ton of unused tablet vars, re-organizes the rest (#70344)
* Removes a ton of unused vars, re-organizes the rest

Removes a ton of unused vars from Modular computers
Re-organizes the rest, and adds autodoc comments to most of them
Moved 2 vars (saved_image and invisible) from the tablet to the messenger app, since that's where it was used. I didn't see the point of having these vars be on every computer anyways, only PDAs have the app.
Renames Clown's honk virus var
Makes Messenger app's saved image, actually used.

* static list and NODECONSTRUCT_1 check

* oops
2022-10-19 20:34:08 -04:00
GoblinBackwards 89beb98495 Modular computer fixes (#70606)
* Moves a lot of modular computer attackbys to the cpu instead, which is what handles it all. This allows their parts to be removed and the console deconstructed/repaired once again.
2022-10-18 20:21:28 -04:00
John Willard 7c990173e0 Removes network cards and printers from tablets (#70110) 2022-09-26 11:18:58 -07:00
John Willard ca229574f6 Removes AI and Charge parts from tablets, adds support for more later. (#70012)
* Removes recharger tablet parts

Removes 'advanced' tablet subtypes that we used before PDAs were added, in some jobs.
Replaces Roboticist's advanced tablet mail with a laptop
Moves the notepad's note var from the tablet, to the note app
Moves modular computer's defines into their own file

Machine computers now directly use power from the machine they're in, while the rest uses power cells.
Silicon tablets don't use power at all.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-09-22 20:58:20 -07:00
John Willard c61d6dc3cb Removes CPU, Sensors and Identify ModPC parts. (#66924)
Removes CPU, Sensors and Identify parts from modulra computers.
This is in effort to simplify how tablets and tablet apps are, while removing barriers to download specific apps. Limiting apps needed for your job, through hardware, is a terrible idea, and just limits departmental stuff to being there roundstart/latejoin, punishing people who job change through the in-game HoP system, devaluing the job as a whole.
2022-05-13 14:50:35 -04:00
Ghilker ffd1ae5fc0 Rebalanced Power consumption, increase for machines (#66059)
Machinery power consumption rebalance.
2022-04-20 09:50:54 +02:00
vincentiusvin eeb5465931 Ordnance Content Update: Scientific Papers (#62284)
How do I play/test/operate this?

Download NT Frontier on any modular computers. It should debrief you on what experiments are available and how to publish.
If you want to do a bomb experiment, make sure it's captured by the doppler array (as usual) and then print the experiments into a disk and publish it.
If you want to do a gas experiment, make the gas and either pump it into a tank and 1) overpressurize it with a "clear" gas like N2 or 2) overpressurize tanks with the gas itself. Make sure you do the overpressurizing in the compressor machine. When tanks are destroyed/ejected leaked gas will get recorded. Print it into a disk and publish it.
For publication, the file needs to be directly present inside the computer's HDD. This means you need to copy it first with the file manager.
Fill the data (if desired, it will autofill with boiler plate if you dont) and send away!
Doing experiments unlock nodes, while doing them well unlocks boosts (which are discounts but slightly more restrictive) which are purchaseable with NT Frontier.
If you are testing this and have access to admin tools, there are various premade bombs under obj/effect/spawner/newbomb

A doc I wrote detailing the why and what part of this PR.
https://hackmd.io/JOakSYVMSh2zU2YL5ju_-Q

---

# Intro

## The Problem(s)

Ordnance, (previously toxins) seems to lack a lot of content and things to do. The gameplay loop consists of making a bomb and then sending it off for credits or using it to refine cores. Ordnance at it's inception originally relies on players experimenting and finding the perfect mix over multiple rounds, but once the recipe for a "do-everything" mix got out, the original charm of individual discoveries becomes meaningless.

Another issue with ordnance is the odd difficulty curve. As a new player, ordnance is almost impossible to decipher, but once you watch a tutorial or read a wiki and can mail a 50k into space, there pretty much isn't anything else to do. Most players will be satisfied at this point without the gameplay loop encouraging them to understand or play more. The only thing you can do afterwards is to sink your teeth in and understand why that particular mix explodes the way it does. This again has a significant difficulty curve, but if you do that, the department doesn't acknowledge or reward that in any way. There are pretty much two huge spikes, with the latter one not really existing inside the department.

TLDR:
* The content being same-y over rounds.
* Odd difficulty curve: 
    1. A new player is oblivious to everything. 
    2. Those in the middle can repeat the final goal consistently without needing to understanding why
    3. There is nothing to justify spending more time in the department after reaching the midgame.

## Abstract

Scientific Papers aim to add a framework to run multiple experiments in ordnance. Adding more experiments scattered across various atmospheric aspects might allow players of various knowledge levels to still have something engaging to do. A new player should have an easier challange than to mail a 50K. While those that already can make bombs should have an easier time understanding why their bombs explode the way it does. Once they fully understand why, they can set their sights on taking advantage of another reaction to set their bomb off or hone one particular reaction down.

## Goals

* Have some intro-level challanges for new players.
* Have some semblance of late-game challanges for more experienced players.
* Explain the mechanics better for those in the middle of the road.
* Incentivize trying new things out in the department.
* Better integrate Ordnance with Experisci

## Boundaries / Dont's

* Do not incentivize people to learn ordnance by using PvP loots.
* Do not shake or change the reaction system by a huge amount.
* Disincentivize having a single god-mix that does everything.
****

# Main design pillars

## A. Framework surrounding the experiments

### A.1. New experiments

Add new experiments to the ExperiSci module. These will come in two flavours: New explosions to do, and various gas synthesis experiments. Both of these are actually supported by the map layout of ordnance right now, but there is no reason to do anything outside of making a 50k as fast as possible.

### A.2. Rewards for experiments: Cash and Techweb Boosts.

Scientific papers will add a separate experiment handling system. A single experiment will be graded into various tiers, each tier corresponding to the explosion size or amount of gas made.  Doing any tier of a specific experiment will unlock the discount for that specific reactions. A single explosion **WILL NOT** do multiple experiments (or even tiers) at once.

On publication, a partner can be selected. A single partner only has a specific criteria of experiments they want. The experiments will then be graded on "how good they are done", with the criteria being more punishing as tier increases. Publication will then reward scientific cooperation with the partnered partner. Players can spend this cooperation on techweb boosts. Techweb boosts are meant to be subservient to discount from experiments and will not shave a node's price to be lower than 500 points.

**Experiments will only unlock nodes, discounts are handled through this boost system.**
This is more for maintainability than anything.

### A.3. On Tedium

*This is a note on implementation more than anything, but I think this helps explains why several things are done.*

Due to the nature of atmospheric reactions in the game (they're all linear), tedium is a very important thing to consider. An experiment should have a sweet spot to aim for, but there should not be a point where further mastery is stopped dead on it's track with a reward cap.

Scientific Papers attempts to discourage this behaviour by having the "maximum score" scale off to infinity but with the rewards being smaller and smaller. The sweet spot is always there to aim for and should be well communicated with players, but on their last submission of an experiment topic players should be encouraged to do their best. There should always be a reward for pushing the system to it's limit as long as it doesn't completely nullify the other subdepartments. This is the reason why there is a hard limit on the number of publications and why the score calculation is a bit more complex than it needed to be.

## B. Gas Synthesis (Early-Mid Game)

Scientific papers will add one new machine that requests a tank to release x amounts of y gas. This will be accomplished by adding a tank pumping machine which will either burst or explode a tank, releasing the gas inside. The gas currently requested are BZ, Nitryl, Halon and Nob.

The overarching goal of this compressor machine is to present a gas synthesis challange for the players and to get them more accustomed to how a tank explodes. The gas synthesis part can always be changed in order to reflect the current state of atmospheric reactions.

## C. Explosion Changes (Mid-Late Game)

### C.1 Cause and effect.

The main theme of the explosion changes is establishing cause and effect of explosions. Reactions that happens inside a tank that's going to explode will be recorded and forwarded to a doppler array. Some experiments will require only a single cause to be present (think of it as isolating a variable). This is currently implemented for nobliumformation and pressure based bombs. Having other reactions occuring besides noblium formation will fail the first one, while having any reactions at all will fail the second one. 

Adding more explosions here will be a slight challange because as of now the game has only two reactions that can reliably make an explosion.

### C.2 Tools upgrade.

Doppler array has now been retrofitted to state the probable cause of an explosion, be it reactions or just overpressurization on gas merging. These should help intermediate players figure out what is causing an explosion.

Added a new functionality to the implosion compressor:
Basically performs the gas merging and reaction that TTV does in a machine and reports the results back as if someone uses an analyzer on them. Here to give players feedback so they can try and understand what is actually going on in a bomb.

## D. Player Interaction

There should be more room for more than 1 player to play ordnance simultaneously. Previously players are also able to split tasks, but this rarely happens because tritium synthesis needs only the gas chamber to be reconfigured. Now, different players can pick different experiments and work on them. Players can also do joint tasks on one single experiment. Gases like noblium will need tritium production and also a cooling module online.

Ordnance can also coordinate with their parent department on what they really need, be it money or research bonuses.

# Potential Changes

The best-case changes that can be implemented if the current roster of content isn't enough is more reactions that can be used in bombs. Eliminating bombs entirely goes against the spirit of the subdepartment, while adding new ones will need a lot of care and consideration.

Another possible change is to implement a "gas payload" bomb. Bombs that has a set number of unreacting gas inside that will increase the heat capacity, reduce the payload, and neccesitates more bespoke mixes.

Adding more gas synthesis experiments is discouraged. The main focus of ordnance should be bombs, with gas synthesis being a side project for ordnance. These are present to ease the introduction to bombs and provide some side content. 
There should be a somewhat well-justified goal in adding new synthesis experiments: e.g. BZ is there as a "tutorial" gas, Nitryl to introduce players to cooling/heating mixes, Halon to a more efficient tritium production, and Nob as a nudge to nobformation bombs and mastery over other aspects.

# Conclusion / Summary

Add more experiments to ordnance that players can take, accomplish this by:
1. Making the players perform gas synthesis or make bombs.
2. Have them collect the data, see if it fits the criteria. Explain why if it fits and why if it doesn't.
3. Have the player publish a paper.

Reward them based on how well did they do, give players agency both on the experiment phase and also publication phase.


---
TLDR: Added new experiment to toxins, added the framework for those experiments existing. Experiments comes in gas synthesis and also bombs but with more parameters. Experiments needs to be published through papers, various choices to be made there.

Implementation notes:

Because of how paper works, ordnance experiments are handled outside of experiment_handler components. My reasoning for this is twofold:

The experiments will be completed manually on publication and if the experiment isn't unlocked yet it will still be completed.
Experiment handler datums have several procs which require an atom-level parent, and I figured this is the most sensible and cleanest way to implement this without changing the experiment handler datum too much.

Small change to /obj/machinery/proc/power_change() signal ordering to adjust the state first and then send the signal. Didn't found any other usage of this signal except mine but barge down my door if it broke something.

Rewrote the ttv merge_gases() code to be slightly more readable.
A small code improvement for thermomachine to use tofixed (my fault).

Ordnance have been updated to enable the publication of papers
Several new explosive and gas synthesis experiments have been added to ordnance
Anomaly compressor has been TGUIzed and now supports simulating the reaction of the gases inside the ttv.
New tank compressor machine for toxins. You can overpressurize tanks with exotic gases and complete experiments.
Several techweb nodes are locked and require toxin experiments to complete.
Toxins can purchase boosts for various techweb nodes.
You no longer need to anchor doppler arrays for it to work.
Doppler array and implosion compressor now supports deconstruction, implosion compressor construction added.
Doppler now emits a red light to denote it's direction and it being on. Doppler not malf.
Implosion compressor renamed to anomaly refinery.
Created a new program tab "Science" for the downloader app. Removed Robotics.
Reworked the code for bombspawner (used in the cuban pete arcade game)
2022-03-03 03:05:37 -08:00
tralezab 6c01cc2c01 every case of initialize that should have mapload, does (#61623)
## About The Pull Request

stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it

for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

![](https://media.discordapp.net/attachments/823293417186000909/875122648605147146/image0.gif)

## Regex used:

procs without args, not even regex

`/Initialize()`

procs with args
`\/Initialize\((?!mapload)((.)*\w)?`

cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
2021-09-24 17:56:50 -04:00
小月猫 62cf2ef21b small refactor to can_interact() so that borg range is fully respected (#60693)
Its a relatively small refactor that changes the previous machinery "can_interact()" proc that literally did a full override despite half of their checks already existing in not one, but TWO parent procs, so i removed the redundant checks, added callbacks to its parents and then added the cyborg range check on the can_interact_with() itself. in doing so i also moved the interaction range var from silicons only, to mobs as a whole and defaulted it to a single tile, silicons override it to 7 (so pAIs and borgs like before) but then set AI and AI.eye to "null", because i have a check in can_interact that if there is no range set, then the range is effectively unlimited. and i even added code for when AI is carded and their wireless transmission is disabled it sets their range to "0" aka, it has no range to do anything even if it could

this was really complicated for me so despite my extensive testing it probably would be a bad thing if any of you want to test my code yourself to ensure there isnt a bug with this (theres no runtimes ive come across)

note: i did a lot of searching and going through machinery to ensure i caught all the little snowflake overrides and added can_interact() checks to them, but i may have missed one or two things, especially maybe a altclick or ctrlclick somewhere, however i believe i caught most of them

one nice side effect of this refactor is that you can actually set another mobs range to something other than 1 tile and they can interact at range, rather than only silicons getting this ability, an admin could VV a human to have a 3 tile arm reach as a meme if they want
2021-08-31 13:59:39 -04:00
zxaber 891d7bb363 Sets RD consoles to have two ID card slots (#59830) 2021-06-27 18:10:35 -07:00
Watermelon914 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00
LemonInTheDark f90e8cf7a3 Fixes a bunch of harddels that are sourced from player action (#59371)
Sourced from #59118 and a cursed project I'll pr later, This pr contains a lot of harddel fixes for stuff that pops up after a player interacts with something. I'm not gonna list them all here because there's something like 60 130, check the commit log if you're curious

Oh and I moved ref tracking screaming to a separate define, and made some optimizations to the thing in general. I think that's it, this pr is a bit of a frankenstine
2021-06-10 21:44:23 -03:00
Emmett Gaines 43c5dc8bfa Makes obj_integrity only updated through procs (#59474)
Having things updating integrity directly is just going to cause more problems down the line as more elements and components depend on being notified of integrity changes. It's an easy mistake to make so making it private should deal with the problem.

get_integrity() might be useful in the future but is mainly a side effect of making obj_integrity private as that also disallows reads.
2021-06-04 11:48:05 -03:00
tralezab 67a3ce53af Gives curators a console for printing portraits not in the round onto canvases (#59146) 2021-05-20 03:05:15 -07:00
tralezab fa83a686c4 Add #cargobus and gauntlets (also modernizes ntchat) (#58609)
* cargobus, start of gloves

* basics of the HAUL gauntlets

* fully mapped in

* almost forgot the gauntlets

* ntnet improvements

* cargo gaunts, tablet cargobus

* excludes body bags

* dmis and map back

* readd icons
2021-05-05 05:56:39 +03:00
TemporalOroboros fb488fdfff Some explosions code cleanup (#57493)
Clears out two deprecated explosions systems (explosion ids and explosion levels)
Refactors a bunch of contents_explosions procs to be maybe slightly faster.
Cleans up a bunch of ex_act code.
Slightly cleaner code
A few less unused vars on /atom and /turf
2021-03-20 16:03:59 -07:00