Commit Graph

21 Commits

Author SHA1 Message Date
tonty 8c45d4466c [MDB IGNORE] Cleans up AI core structure, un-spaghettis some AI code (#93873)
## About The Pull Request

The AI core structure now fully integrates item/tool interactions and no
longer uses attackby/take_damage overrides. Construction behaviour has
been isolated into its own file.

All handling relating to the AI core's status when shunted has been
turned into signals. For this reason, helper procs for managing core
link state have been made and integrated into the relevant users (APC
shunting, mech takeover). The AI core no longer references the remote AI
mob.

/obj/structure/ai_core/deactivated has been removed from code since it
had no function after refactoring. There was only a single instance of
it being used in a map, which has been replaced with a var edit.

There may be more things I changed, but I'm h
2025-12-02 12:38:51 -06:00
Ghom 4f6727024d Crafting refactor, implementing materials (#89465)
## About The Pull Request
My original plan was to just implement materials into crafting so that
items would inherit the materials of their components, allowing for some
interesting stuff if the material flags of the item allow it. However to
my dismay crafting is a pile of old tech debt, starting from the old
`del_reqs` and `CheckParts` which still contain lines about old janky
bandaids that are no longer in use nor reachable, up to the
`customizable_reagent_holder` component which has some harddel issues
when your custom food is sliced, and items used in food recipes not
being deleted and instead stored inside the result with no purpose as
well as other inconsistencies like stack recipes that transfer materials
having counterparts in the UI that don't do that.

EDIT: Several things have come up while working on this, so I apologise
that it ended up changing over 100+ files. I managed to atomize some of
the changes, but it's a bit tedious.

EDIT: TLDR because I was told this section is too vague and there's too
much going on. This PR:
- Improves the dated crafting code (not the UI).
- replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion`
with `atom/on_craft_completion`.
- Reqs used in food recipes are now deleted by default and not stored
inside the result (they did nothing).
- Renames the customizable_reagent_holder comp and improves it (No
harddels/ref issues).
- Adds a unit test that tries to craft all recipes to see what's wrong
(it skips some of the much more specific reqs for now).
- In the unit test is also the code to make sure materials of the
crafted item and a non-crafted item of the same type are roughly the
same, so far only applied to food.
- Some mild material/food refactoring around the fact that food item
code has been changed to support materials.

## Why It's Good For The Game
Improving the backbone of the crafting system. Also materials and food
code.

## Changelog

🆑
refactor: Refactored crafting backend. Report possible pesky bugs.
balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge
different because of code standardization.
/🆑
2025-06-01 16:37:43 -07:00
Ghom 7a2927b288 Autolathes now accept alloys without disassembling them into their components (#90086)
## About The Pull Request
Custom material designs cannot be printed with plasteel and other alloys
because of this small issue. This should fix it.

## Why It's Good For The Game
See above.

## Changelog

🆑
fix: Custom material toolboxes and fishing rods can now be printed with
alloys such a plasteel and plasmaglass.
/🆑
2025-03-21 14:02:38 +01:00
Penelope Haze 4c2a76ede3 Fix a large number of typos (#89254)
Fixes a very large number of typos. A few of these fixes also extend to
variable names, but only the really egregious ones like "concious".
2025-01-28 22:16:16 +01:00
SmArtKar 95ae128c8d Prevents mech RCD from being used with mesons, doubles R-wall deconstruction time (#88589)
## About The Pull Request

Mech RCD has a unique quality of being usable at range, but does not
check for LoS which allows you to instantly bore holes in multilayered
walls with no warning. R-walls won't save you either, since they can be
deconstructed by it just fine. Now, mech RCDs need LoS on turfs you
click and deconstructs r-walls twice as slowly (the same time it'd take
a normal RCD to deconstruct a normal wall).

## Why It's Good For The Game


![mech_rcd](https://github.com/user-attachments/assets/c10a1ad1-23f4-4da7-8a65-5dc110a74099)

Screen from a recent round - this can be done in 6 seconds, as with
correct mech positioning that's as long as you need to deconstruct all
the walls and doors. This is incredibly oppressive and I won't be
surprised if this started getting abused like hell. This should prevent
further issues while still keeping it a good (but not absurdly
overpowered) option for when you need to breach into somewhere, since
its still quicker (and safer) than thermite.

## Changelog
🆑
balance: Mech-mounted RCD no longer has wallhacks
balance: Reinforced walls now take double the time to get deconstructed
when using an RCD
/🆑

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-12-21 22:41:17 +00:00
Ghom 2d7b8a5ff6 material fishing rods and material fish. (#87108)
## About The Pull Request
The reason why I refactored material effects code is here.

In this PR I add the possibility of printing fishing rods from different
materials at your nearest autolathe, though it doesn't stop there. Each
material has different values for (so far) fishing difficulty, casting
range, experience gained and foremost the chance of catching fish made
of the same material as the fishing rod used to catch it. The material
the fish is made from can either increase or decrease the weight of the
fish.

In a many cases, material rods can also have other small effects on
fishing, like removing the chances of duds even without a bait, or
attracting shiny-loving fish, or passing some other fish trait checks.
In a few cases, these fishing rods can have bigger, more impactful
effects on fishing. That said, here's a list of more or less the effects
(skipping very minor ones and those inherited from being items) and
modifiers across materials so far, a few things will be added later:

<details>
<summary>Huge-ass list (out-fucking-dated now that I've added 5 more
variables 😢)</summary>

- Iron: +30% fish weight, 8% chance of material fish
- Glass: +20% fish weight, +5 difficulty, +20% experience, 8% chance of
material fish
- Silver: +35% fish weight, -5 difficulty, - 15% experience, 15.5%
chance of material fish
- Gold: +50% fish weight, -10 difficulty, -25% experience, 20.5%
material fish, +1 casting range
- Diamond: +40% fish weight, -13 difficulty, -30% experience, 23%
material fish, -1 casting range
- Uranium: +100% fish weight, 8% material fish
- Plasma: +30% fish weight, 8% material fish
- Bluespace: +30% fish weight, -5 difficulty, -15% experience, 23%
material fish, +5 range
- - 33% chance of selecting a reward from (almost) any fishing source
instead of the current one.
- Bananium +20 difficulty, +60% experience, 38% material fish, +3
casting range
- - 20% chance of fishing either a clownfish, lubefish, donkfish,
soulfish or skin crab instead
- Titanium: +20% fish weight, -5 difficulty, 8% material fish, +1 range
- Runite: +50% fish weight, -18 difficulty, +220% experience, 38%
material fish, +1 range
- Plastic: -20% fish weight -5 difficulty, +20% experience, 8% material
fish, +2 range
- Wood: -50% fish weight, +8 difficulty, +30% experience, 13% material
fish, -1 range
- Adamantine: +60% fish weight, -23 difficulty, -40% experience, 33%
material fish, +1 range
- Mythril: +40% fish weight, -25 difficulty, -50% experience, 43%
material fish, +2 range
- Hot Ice: -10% fish weight, -10 diffiulty, -10% experience, 18%
material fish, +1 range
- Metal Hydrogen: -40% weight, -15 difficulty, -20% experience, 23%
material, +4 range
- Sand: +20% weight, +30 difficulty, -80% experience, 8% material, -2
range
- Sandstone: +20% weight, +25 difficulty, -70% experience, 8% material,
-2 range
- Snow: -20% weight, +25 difficulty, -70% experience, 8% material, -2
range
- Runed Metal: +50% weight, -12 diff, -10% experience, 38% material
- Bronze, +40% weight, 13% material
- Paper: -60% weight, +40 diff, -90% experience, 8% material, -2 range
- - Has a 20% chance of fishing up an aggressive stickman
- Cardboard: Same as above, but without the stickmen
- Bone: +5% weight, +15 diff, -15% experience, 8% material, -2 range
- - 20% chance of fishing up either a unmarine bonemass, a unmarine
mastodon, a hostile skellie or rarely a single-use spectral instrument
that can turn you or someone else into a spooky scary skeleton.
- Bamboo: -50% weight, -4 difficulty, +30% experience, 13% material, -1
range
- Zeukerite: 20% weight, -16 difficulty, -10% experience, 28% material
- Plasteel: +75% weihgt, +5 difficulty, +10% experience, 8% material
- Plastitanium: +10% weight, -10 difficulty, -5% experience, 8%
material, +1 range
- Plasmaglass: +20% weight, +5 difficulty, +30% experience, 8% material
- Titanium Glass: +25% weight, -5 difficulty, +25% experience 8%
material
- Plastitanium Glass: +20% weight, +50% experience, 8% material
- Alien Alloy: +140% weight, -25 difficulty, 33% material, -40%
experience, +2 range
- Hauntium (good luck using it): +40% weight, -30 difficulty, +50%
experience, 38% material, +2 range
- Meat: +13 difficulty, -20% experience, 28% material, -2 range
- Pizza: -10% weight, +13 difficulty, -20% experience, 28% material, -2
range

</details>

## Why It's Good For The Game
I think it's nice to have two features interact with each other (fishing
and materials), and it adds a layer of interesting uses to some
materials.

## Changelog

🆑
add: Autolathes can now print fishing rods of different materials, which
can increase or decrease fishing difficulty, casting range, and
experience gained, and can have other interesting effects.
/🆑
2024-11-03 11:20:39 -05:00
Ghom cdebe98a17 refactoring how materials effects are added to atoms (#86901)
## About The Pull Request
I'm "cooking" the materials system a bit, specifically the code
responsible for applying and removing effects. My goal is to move most
of the code to the objects-side, split it in smaller procs that can be
more easily overriden or called for object-specific modifiers and
effects, while also revamping things all around to better support items
made from multiple materials (the cleric mace will most likely be one in
this PR, with the handle and tip made of different materials).

PR NO LONGER WIP, TESTED AND ALL, CLERIC MACES CAN NOW BE MADE OF TWO
MATERIALS.

## Why It's Good For The Game
One of the nastiest flaws with the materials system is that it's just
unfeasable to have items made of multiple mats (with effects enabled)
right now, as they easily tend to override each other, where some of the
modifiers and effects should only be applied the main material.

Beside, the system's starting to show signs of its time, from the
several type checks used to apply different effects, the one letter
variables to the the material flags that are still being passed down as
arguments when you can access them from the atom/source arg anyway. It
would be disonhest of me if I went ahead and coded material fishing rods
or whatever fish fuckery with materials without ensuring it won't
further the technical debt the feature currently has.

## Changelog
🆑
refactor: Refactored materials code. report any issue.
add: Cleric maces (The autolathe-printable weapon design from outer
space) can now be made of two different materials.
balance: Buffed cleric maces a little.
fix: toolboxes' stats are now affected by materials again.
/🆑

---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
2024-10-06 21:56:20 +02:00
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
klorpa e1bf793264 Spelling and Grammar Fixes (#86022)
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
2024-08-23 21:49:46 +02:00
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
John Willard b34f833df9 Makes pod doors re-constructible (#82939)
## About The Pull Request

Adds the ability to reconstruct pod doors once deconstruction has been
started, and adds a pre-deconstructed pod door to the list of plasteel
crafting recipes.

Also adds context tips and some minor extra feedback during
deconstruction steps.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/68800
Door construction like airlocks are all possible this slap-crafting
rather than stuffing all of it in the crafting menu, I thought it would
be nice to have pod doors available there as well.

## Changelog

🆑
fix: You can now re-construct pod doors that had deconstruction started.
qol: You can now make pod door assemblies using plasteel in-hand.
/🆑
2024-05-01 15:04:38 +02:00
John Willard 0417e090cc Removes camera assembly structures (#81656)
## About The Pull Request

Removes the camera assembly structure middleman between the camera
wallframe and camera machine. All its behavior has been instead moved to
the camera, and I've tried to keep as much of the behavior the same as
before.
This also fixes the issue that camera assemblies had where, upon the
construction being finished, it would move itself into the newly
finished camera machine, therefore taking itself off a wall, therefore
deconstructing itself. This resulted in 2 piece of iron being in each
camera machine (except roundstart ones), and because camera machines
rely on the assembly inside of them for upgrades and such, upgrading
didn't work at all.

I've also made camera nets use defines (not in map) so it's easier to
find a list of them all, and tried to add autodoc comments to nearly
every var in camera code.

## Why It's Good For The Game

Removes copy paste and spaghetti code between structure and machine
camera, thus making it easier to work around with.
Closes https://github.com/tgstation/tgstation/issues/79019

## Changelog

🆑
fix: Cameras built in-round can be upgraded again.
fix: Deconstructing cameras now more consistently return to you the
upgrades inside of the camera.
fix: RD's telescreen can now properly see Ordnance cameras again.
fix: [Deltastation] Library art gallery no longer has an invisible
camera.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2024-03-27 15:35:07 +01:00
SyncIt21 55ef6a6219 Use a common list for acceptable silo materials (#81790)
## About The Pull Request
This list containing the same material values was copy pasted all over.
It's already cached in the subsystem so let's just use that.

Renamed ore category into silo category.

## Changelog
🆑
code: Use a common list for acceptable silo materials for some stuff.
Renamed ore category into silo category.
/🆑
2024-03-09 05:24:33 +01:00
ArcaneMusic 3a76cb27fe Arcargo: Balance Pass v2 on the Stock Market (#81580)
## About The Pull Request

Picking up where I left off on #81216. 

* Stock market stocks have had their market quantity drastically
reduced, as on both the more common and more rare material sides of
things these materials traditionally have been traded in quantities that
it would prevent bicycle like quantities of materials entering the game
while still allowing for access to rare materials at rare material rates
of credits.

* The stock market subsystem now fires once every 60 seconds, as opposed
to once every 20 seconds. To compensate for this, the subsystem now
makes much wider price changes every update, to disincentivize players
from just camping out at the stock market console all game, as this is
behavior we typically discourage (genetics/virology/etc). Material
tending times are similarly decreased to make up for that, while noting
that stock market events will still enable for a material to change
directions at any point as well.

* Material prices can drop below their minimum trading threshold,
resulting in them gaining protected purchasing status, and resulting in
them being unavailable for purchase. This means if you're watching a
price drop, and it's still trending lower, there's a distinct chance you
might want to buy before it drops below the threshold, or risk it, buy
later, and avoid the material getting locked out for another minute or
more.

* Adds 2 new stock market events to help add additional variety to the
stock market's variability, while adjusting the probability of a market
event occurring per stock market event. This should average to ~4 events
every minute, keeping things somewhat interesting if you're watching the
prices of items, but without requiring second to second updates to keep
things engaging.
* These two events include one that blocks off all material quantity
from a material for the duration of the event and resets prices when
complete, and another one that maximizes the profitability of a
material, but leaves it's market quantity up in the air.

* Stock blocks have had their freeze timer decreased from 5 minutes,
down to 3, with the warning now at 1.5 minutes. This is to encourage
players not to sit on their resources for longer periods of time if
their goal is just to sell at a specific price point and to keep items
going through the shuttle, which _also_ encourages players to receive
mail/receive regular orders from the rest of the crew.

* The UI has a number of improvements, those being:
* The time until the next stock market update is listed on the UI as an
active timer.
* The materials listed in the UI are now sorted by the value of that
resource per unit.
* The instructions are now kept within a collapsible component to cut
down on wasted space within the UI.
* A few elements are moved over to % width as opposed to a hardset x
pixels width for screen size compatibility purposes.


![image](https://github.com/tgstation/tgstation/assets/41715314/b8c7b00a-947e-421b-aa18-2b77f0b9bb50)

## Why It's Good For The Game

Stock market has been known to create bike levels of wealth with near
negligible amounts of effort and was going to need a balance pass
eventually. This is being accomplished by slowing down the system, but
also making it more unpredictable by expanding on the stock market event
system a bit further. Naturally, it could use a few more wacky events to
keep the system fresh and active, but for now this helps to keep the
system from being a screen simulator while also making game-health
changes like lowering material quantities that were capable of allowing
the player to double, quadruple, octuple, etc. their wealth every few
minutes by just buying low and selling high.

Makes a few QOL changes to the UI to compensate for a few of these
changes, like the new update timer on the UI in the case we change the
time per update any further, as well as to give incentive to players to
not just camp the console for new updates, just to glance at how their
investments are doing.

These tweaks also keep cargo moving as opposed to just trying to power
game iron and glass for maximum returns, while giving them extra
opportunities to send the shuttle to keep packages flowing for other
purchases/getting mail.

This has a chance to stop #79978, but I'll edit this appropriately after
a TM has confirmed if it was effective or not.

## Changelog

🆑
balance: The stock market now fires slower, has stock market events
occur more often, and the stock market has fewer minerals that are
available to buy in a single purchase before restocking.
balance: Materials sold on the stock market may be protected from being
bought if their prices drop too low, so make sure you watch your prices
before they run the risk of getting shut out!
balance: Stock blocks now freeze the price of materials for 3 minutes,
down from 5.
qol: Tweaks to the Galactic Material Market UI, with materials sorted
based on their rarity and a timer to show how long until it updates.
add: New Stock market events, one locks a material from being purchased,
the other maximizes the value and quantity of a material for sale.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-03-06 23:54:37 +00:00
SyncIt21 9bea7cbb8b General maintenance for frames (#81473)
## About The Pull Request
Builds upon the changes in
https://github.com/tgstation/tgstation/pull/81477

**1. Qol**
- Adds detailed examines & screentips for building & deconstructing both
machine & computer frames
- Adding a circuitboard from a rped to a computer frame will
automatically screw it in place like before

**2. Code Improvements**
- Merged procs like `update_path_names()` , `get_requested_amt()` etc
into their required places to reduce proc calls
- Autodocs procs like `add_cable()`, `add_glass()` etc. makes them
private
- Moved code for machine frame into its own file
2024-02-26 12:11:47 -06:00
MrMelbert 0a03741a35 Comprehensive frame refactor to fix being unable to thwack frames with brute force to break them (#81477) 2024-02-21 12:35:23 -07:00
SapphicOverload 8bf3c1a953 Exosuit-mounted RCD now works like the handheld version (#81162)
## About The Pull Request

This gives the mounted RCD the same functionality as the handheld
version, from upgrades to destruction scanning. Upgrades can be
installed by using them on either the mech or the equipment item, and
both the scanner and RCD menu can be accessed in the equipment's menu.
Because mechs don't have different left/right click actions,
deconstructing is toggled in the menu as well.


![image](https://github.com/tgstation/tgstation/assets/93578146/8cdc4ddb-4741-4128-8f95-167c165fd670)

## Why It's Good For The Game

Gives exosuits more things to do that aren't combat-related, which I
feel is lacking currently.

## Changelog
🆑
add: Exosuit-mounted RCDs now have the same functionality as the
handheld version.
/🆑
2024-02-01 15:02:55 +01:00
ArcaneMusic 002051a3d5 ArcMining Pr Beta: Version 1.2 (#78524)
This one's not like the last one, so much so that I'm not even going to
outsource the PR description to a robot this time!
Basically, **You should read the PR body before assuming that everything
is the same as last time. It's not.**

## Video Summary
Click the link below to see a video summary of the main features of this
pull request.
https://youtu.be/Aho2omR0mjY?feature=shared

## About The Pull Request
This pull request serves as a large rework of minerals produced by
mining, and by extension mining itself. I'll try and list each change
and it's associated nuance here.

### Ore Vents
The biggest addition to the game with ArcMining is **Ore Vents**. Ore
vents spawn as a ruin on the map, placing a randomized ore vent onto map
generation. Ore vents spawn in 3 different sizes, **Small, Medium, and
Large**. These vents will pick from a pool of materials they can
generate, and will hang out across the map. A player can use a mining
scanner to discover an ore vent, granting a small quantity of **mining
points** to begin with. Once scanned, ore vents will show what minerals
that ore vent will generate after they're fully tapped.

Scanning the vent again will trigger the extraction process. A small
drone will fly down, called the NODE drone, and buckle onto the vent.
Your job during wave defense is to protect the drone and to defeat waves
of randomly spawning mobs (dependent on if you're on lavaland or on
icebox). The quantity, duration, and time between waves is scaled to the
size of the vent you're protecting. Starting by scanning and protecting
lower tier vents earlier in the shift is a safer bet than doing a large
vent in the first few minutes. The drone has 500 health, and can take a
good few hits, but leaving it alone will cause it to meet an unfortunate
end quite quickly.

Cooperation can be your best asset, as mining with allies can greatly
help with wave defense, and mineral points are granted to anyone who
helps with defending the ore vent equally (So 500 * size tier,
regardless of how much help you receive). Once complete, the ore vent
will have a mining machine constructed on top of it, and will start to
dredge up **Boulders** from the earth automatically. More on boulders
later.

Ore vents can be located based on your mining scanner, and will provide
an appropriate audio cue based on if the ore vent has been discovered or
not, and once processed will no longer alert you to it's presence.

**Each station comes with a free vent that produces exclusively iron and
glass, free of charge.** This is to help with shifts where the station
may not have shaft miners to produce minerals, and to provide the
station with a baseline amount of minerals where none may exist
otherwise.

### Mineral Generation
Mineral generation has been completely reworked. Previously, Mineral
Generation had a flat 13% spawn rate in-game. Once minerals spawned,
they would also have a chance to propagate their minerals to nearby
tiles, resulting in a rather massive pool of minerals that could spawn
throughout lavaland on the whole.

This tweaks that, by making minerals in walls spawn based on their
proximity to ore vents on maps that use cave generation. Both the
probability, and quantity of ores spawning in walls is scaled based on
distance, with ore vents looking like large caches of ores found in
walls. This makes following ores found in walls and checking their
quantity of minerals spawned a good indicator of how close you are to a
nearby vent in-round.

This means you can collect some points form both discovering ore vents
first, as well as collecting their surrounding ores, turn those in for
mining points, and then trading them in for gear upgrades to more
effectively take on ore vents. As a result of tweaking the balance of
this, the total amount of ores spawned in walls overall has been
decreased. However, by making more of the process time based, we still
result in a mostly balanced finished product.

### Boulder Processing
On station, there are now three new machines. These are the BRM, the
Refinery, and the Smelter.

- The BRM acts as a teleporter. Instead of needing to carry boulders
back to the station, you can activate the BRM, and it will automatically
pick boulders to teleport back to itself. You can use this to teleport
boulders dredged up from lavaland onto the station for processing. **The
BRM will only lock on to boulders that are resting on an ore vent.**
Moving boulders back by hand will mean you'll have to haul it back by
hand.
- The refinery processes the non-metallic materials out of boulders.
This process sends the materials straight to the ORM, and collects
mining points from the ores smelted in the machine. Swiping with an ID
card lets you withdraw those points for your own personal account, but
remember that these points are for your whole team to share from. The
**Mining points obtained from this process is only 75% of the amount an
equivalent amount of ores would provide.**
- The smelter works nearly identically, however the smelter produces
metallic materials out of boulders instead.
- Once a boulder has had all of it's materials extracted, it's broken
down and deleted from the line. Otherwise, the boulder is spat out for
the next machine to process it (either the refinery or smelter).
- Once there's no minerals left in a boulder of any type, the refinery
or smelter will break the boulder down.
- Boulders **do not stack onto tiles with each other**, so they'll block
each other when pulled or when moving on a conveyor belt.

Boulders can also be processed by hand. Using a mining tool on a boulder
with right click will allow you to break down a boulder into it's
composite ores, but limits you to a maximum of 10 ore per boulder, where
the full amount can be extracted using the proper processing machines.
Also, processing by hand does deal small amounts of stamina damage over
time, do breaking a full large boulder can be particularly taxing.

Additional Boulder Processing Machines can be built, with the BRM board
being obtained from the Protolathe, while the Smelter and Refinery
boards being obtainable from the Autolathe instead. A _boulder
processing beacon_ can also be obtained from the mining points vendor as
a reward to assist with boulder processing. Boulder processing beacons
can be used to spawn in a new BRM, refinery, and smelter on the tile the
user is standing on, however **you'll still need to link them to the
ORM**!

All three machines can be upgraded with Stock Parts, allowing for **more
boulders to be processed at a time**. It does not, however, increase the
amount of minerals received from boulders, or points earned.

### Mining Borg Tweaks
Mining borgs have been given some minor adjustments to compensate for
the changes to mining. Their mineral scanner, which now has an active
component to gameplay, is now a module as opposed to built into the mob.
This module allows for the same ability to discover and start waves of
monsters to fight.

Mining modules will find that their PKA now has a total of 90% mod
capacity as compared to the 80% they had before, to allow for more
robust defense of ore vents.

In addition, all borgs and AIs can interact with the BRM for boulder
collection.

### Mining Mech Tweaks
Mining Mechs have had their utility tweaked as a result of these changes
as well. Mineral scanners to be used on mining mechs now have a larger
radius by comparison to their handheld cousins. Similarly, it now has an
active scanning button, which will actively discovery nearby ore vents.
To begin wave defense, you will need to hop out and scan a second time
however, so that you can properly accept the risks of drawing a horde of
bloodthirsty wildlife towards you and your companions.

Mechs can also manually process boulders, similar to mining tools using
their drill.

### Golem Tweaks
Golems, being more gentle and less aggressive than humans, while being
made out of LITERAL ROCKS, have a greater need to secure access to ores
and minerals to eat. As such, they have adapted to be able to do two new
things:

- Golems may now right click ore vents to be able to manually haul a
boulder out of the vent. This costs a hefty amount of stamina, but it
allows for golems to avoid combat during regular gameplay.
- Golems may now left click a boulder with an open hand in order to
manually process a boulder like a pickaxe. While not faster, it is
consistent and prevents golems from starving if they have access to a
vent, but no ores, somehow.

### Gulag Tweaks
The labor camp, being a camp for rehabilitation and ~~excessive manual
labor~~ has been tweaked. Boulders now replace the random minerals
located on their island, and to acquire their prizes inside, much be
excavated and then broken out of the rock. Now YOU TOO can excavate
minerals and become a true mineral hero by working your way to freedom.

### Mining Point Changes
As a result of fewer mining points being available across the map due to
the new ore spawning mechanics, and the shift in how and when ores will
be coming in, almost every progress based mining point cost has been
reduced by around 10-20%. Many numbers are still subject to change at
present, but the idea is that core progress unlocks should be made a bit
more available earlier in the round before players can start to solo or
duo larger or more difficult ore vents, after which they'll be rolling
in ores.

### Rarities
Every once in awhile, an unusual boulder will get hauled up from the
mineral rich depths of lavaland. These **Artifact boulders** can
occasionally produce rare items, but for now they've mostly just been
pulling up **Strange objects** for science. Nanotrasen Natural Sciences
department will reward you extra points to be collected by boulder
processing machines for successfully extracting one. In the future, this
opens up a passive reward space that mining can reward to the station,
like providing cytology DNA samples, ancient seeds, or other artifacts.

### Misc notes

- Boulders can be stored in all varieties of ore boxes (ground, mech)
should you choose, however as mentioned it's best to leave them where
they spawn and teleport them to the station for convenience.
- Maps that are not subject to cave generation will find that they are
largely untouched in terms of mineral balance.
- Future or existing ruins can now be tweaked to have a mineral balance
cost, as the ore vent ruin does. This will allow us to spawn in more
interesting ruins for pre-made combat challenges.
- There are unique ore vents that spawn across the map, that will summon
a boss mob relevant to that map. If the boss mob is defeated, that vent
will spawn large boulders pulling from every possible ore type that can
spawn. Not for the faint of heart!
- Similarly, the number of ore vents and mineral budget is now
adjustable in the cave generation procs, so maps may spawn with more or
less ore vents as desired for balance.
- Artifact boulders opens up a LOT of room for possible future content
like archaeology, xenoarch, artisci, and other design spaces!
- Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in
addition to boss ore vents.
- **I'll add more to this as I get asked questions and remember things,
this is a huge PR and I'm confident I've missed at least something**

## Why It's Good For The Game

I outlined a lot of this in #78040, so I'll try and keep this relatively
snappy this time, while noting that I've made some concessions to make
the whole system a lot more playable while not trying to break out
design decisions that are at the end of the day, better for the game and
the overall resource balance in round.

Minerals are a very poorly balanced system, and have been since their
inception many years ago. We heavily rely on mineral balance in round,
and yet we've really only balanced it by introducing so much supply that
there's no equivalent exchange for materials that doesn't just heavily
flood the exchanged material. For example, items printed from materials
that are otherwise considered "rare" on master exist in such quantities
and they'll never practically run out in our allotted 90 minute time
slot design. This PR adjusts how ores spawn to a point where we can
minimize the amount of ores that need to exist on the map for mining to
be able to progress, while still providing enough resources for the
station that it covers the needs of the station adequately.

Miners will need to be more strategic about what resources they've
collected, and be able to make decisions about which vents are worth the
risk of attempting to fight, how to prepare for a wave defense, and when
to head back up for upgrades, while finally giving them at least some
kind of incentive to work together and use different equipment.
Resonators make cleaning up the caves around vent easy, sandbags set up
easy defenses for your vent, mechs can serve as a wider range radar
while mining, all while still providing a new gameplay loop to mining.

By limiting the amount of ores that can enter the round from the
massive, massive amounts that were coming into the round beforehand (see
#78346 ), we can make ore processing more meaningful by adding more
gameplay to the processing of minerals. I have some plans for that,
however this PR already got bloated really REALLY badly due to scope
creep and the number of intersecting systems that rammed into each other
to make this PR possible. So that'll be next. Plus, as I've mentioned,
we open up places for ore processing to find fossils, relics, and other
things that can implemented down the line.

Overall, I don't expect this PR to save or kill ore balance, but we gain
a LOT more control over it through the use of our mining defines
attached to this PR, and at the end of the day, that's a great place to
start off of.

## Changelog

🆑
add: Added ore vents. Scanning them with mining scanners shows what
minerals they contain. Scan again to fight off a horde of beasts as your
drone assistant excavates the vent, so the ore vent will produce mineral
boulders!
bal: Ores that spawn in walls now spawn based on their proximity to ore
vents, with their chance to spawn and their minerals contained scaling
from low to high.
add: Added the BRM, Refinery, and Smelter. These pieces of equipment are
used to process ore boulders into minerals for the station. Stock Part
upgrades allow more boulders to be processed at one time. They collect
mining points as well, to be redeemed with an ID card swipe.
add: Boulders are teleported to the station via the BRM if left
untouched. Boulders can also be cracked open for a reduced amount of ore
using pickaxes or golems hands.
add: All stations come equipt with a pre-excavated ore vent, which
produces a basic supply of iron and glass only. Scan other vents for
your critical resources!
add: Look there's a shit ton of changes on mining, for more detail check
out the Pull Request: https://github.com/tgstation/tgstation/pull/78524.
sound: New sounds and noises for your high octane factorio-like
gameplay!
image: All new boulder sprites for the new minerals and rocks added to
the mining gameplay loop, as well as mining machines!
image: Overlays appear over vents when scanned to let you know their
contents at a glance when actively scanned with any mining scanners.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-01-21 11:32:05 -05:00
SyncIt21 d36a5af64f Removes material breakdown flags, traits & miscellaneous fixes. (#80389)
## About The Pull Request
1. Removes material breakdown flags i.e. all flags with the format
`BREAKDOWN_XXX`. These flags do nothing, there are no special checks to
transform materials based on these flags, they are passed around just
because certain procs require them for syntax purposes only.

Apparently there were plans to make these flags do something special
from the comment

https://github.com/tgstation/tgstation/blob/302247c0d1e980478f59d9c497169290ee259887/code/__DEFINES/construction/material.dm#L43
But nobody got any ideas for years now. The only special thing we can do
with them now is remove them and reduce code clutter, so let's do that
    
The only flag that ever did something was the
`BREAKDOWN_INCLUDE_ALCHEMY` flag. This only worked when coupled together
with `TRAIT_MAT_TRANSMUTED` trait(which is only used by the reagent
metalgen) and when both this trait & flag are combined together... they
still do nothing

https://github.com/tgstation/tgstation/blob/302247c0d1e980478f59d9c497169290ee259887/code/game/atom/atom_materials.dm#L41-L42
Yup they cancel out each other to prevent returning an empty list, the
traits only job was to prevent materials from being recycled (like why?
what's the benefit of that? nothing) and the flag was meant to bypass
this restriction so both the trait & the flag cancel out each other
therefore doing nothing meaningful. Best remove them both and call it a
day.

2. Fixes an error in displaying number of sheets inserted into a mat
container when that sheet is made up of alloy materials. it would count
as 2 or more because it would take the sum of total material amount
inserted and not the actual sheets. That's fixed now.

3. Remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag

4. Adds helper proc to insert materials via the remote material
component with proper context

## Changelog
🆑
fix: mat container displays correct number of sheets inserted for alloy
materials.
fix: remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag.
code: removes material breakdown flags and related traits.
code: adds helper proc to insert materials via the remote material
component with proper context.
/🆑
2023-12-25 02:29:26 +01:00
lessthanthree 7626c3bd6c Tram v6/Transport Subsystem (#78230)
Co-authored-by: Unit0016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2023-10-17 10:52:38 -07:00
SyncIt21 66f726dfe3 General code maintenance for rcd devices and their DEFINE file (#78443)
## About The Pull Request
The changes made can be best summarized into points

**1. Cleans up `code/_DEFINES/construction.dm`**

Looking at the top comment of this file 

https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/__DEFINES/construction.dm#L1

One would expect stuff related to materials, rcd, and other construction
related stuff. Well this file is anything but

Why is there stuff related to food & crafting over here then?

https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/__DEFINES/construction.dm#L91-L94

It gets worse why are global lists declared here?

https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/__DEFINES/construction.dm#L115
There is a dedicated folder to store global lists i.e.
`code/_globalvars/lists` for lists like these. These clearly don't
belong here

On top of that a lot of construction related defines has been just
dumped here making it too large for it's purposes. which is why this
file has been scraped and it's
1. crafting related stuff have been moved to its
`code/_DEFINES/crafting.dm`
2. global lists for crafting moved to
`code/_globalvars/lists/crafting.dm`
3. Finally remaining construction related defines split apart into 4
file types under the new `code/_DEFINES/construction` folder
- `code/_DEFINES/construction/actions.dm` -> for wrench act or other
construction related actions
- `code/_DEFINES/construction/material.dm` -> contains your sheet
defines and cable & stack related values. Also merged
`code/_DEFINES/material.dm` with this file so it belongs in one place
- `code/_DEFINES/construction/rcd.dm` -> dedicated file for everything
rcd related
- `code/_DEFINES/construction/structures.dm` -> contains the
construction states for various stuff like walls, girders, floodlight
etc

By splitting this file into multiple meaningful define file names will
help in reducing merge conflicts and will aid in faster navigation so
this is the 1st part of this PR

**2. Debloats the `RCD.dm` file(Part 1)**

This uses the same concepts as above. i.e. moving defines into their
appropriate files for e.g.

https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/game/objects/items/rcd/RCD.dm#L170

1. Global vars belong in the `code/_globalvars` folder so these vars and
their related functions to initialize them are moved into the
`code/_globalvars/rcd.dm` file
2. See this proc

https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/game/objects/items/rcd/RCD.dm#L200
This proc does not belong to the `obj/item/construction/rcd` type it's a
global "helper function" this is an effect proc as it creates rcd
holograms so it has been moved to the `code/game/objects/effects/rcd.dm`
file which is a global effect that can be used by anyone

And with that we have moved these vars & procs into their correct places
& reduced the size of this file . We can go even further

**3. Debloats the `RCD.dm` file(Part 2)**
This deals with the large list which contains all the designs supported
by the RCD

https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/game/objects/items/rcd/RCD.dm#L42

This list contains a lot of local defines. We can scrape some of them
and reduce the overall bulkiness & memory requirements of this list and
so the following defines

```
#define WINDOW_TYPE "window_type"
#define COMPUTER_DIR "computer_dir"
#define WALLFRAME_TYPE "wallframe_type"
#define FURNISH_TYPE "furnish_type"
#define AIRLOCK_TYPE "airlock_type"
#define TITLE "title"
#define ICON "icon"
#define CATEGORY_ICON_STATE  "category_icon_state"
#define CATEGORY_ICON_SUFFIX "category_icon_suffix"
#define TITLE_ICON "ICON=TITLE"
```

Have all been removed making this list a lot more cleaner. Why? because
a lot of these are just semantic sugar, we can infer the value of a lot
of these defines if we just know the type path of the structure the rcd
is trying to build for e.g. take these 2 defines

https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/game/objects/items/rcd/RCD.dm#L13-L15

These defines tell the rcd UI the name and the icon it should display.
Rather than specifying these manually in the design we can infer them
like this

```
var/obj/design = /obj/structure/window  //let's say the rcd is trying to build an window
var/name = initial(design.name)         //we have inferred the name of the design without requiring TITLE define
var/icon = initial(design.icon_state)   //we have inferred the icon of the design without requiring ICON define
```

And so by using similar logic to the remaining defines we can eliminate
a lot of these local defines and reduce the overall size of this list.

The same logic applies to the different modes of construction, the
following defines

https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/__DEFINES/construction.dm#L186-L192
Have all been removed and replaced with a single value `RCD_STRUCTURE`

All these modes follow the same principle when building them
1. First check the turf if the structure exists. If it does early return
2. If not create a new structure there and that's it

So rather than creating a new construction mode every time you want to
add a new design we can use this mode to apply this general approach
every time

The design list has also now been made into a global list rather than a
private static list. The big advantage to this is that the rcd asset
cache can now access this list and load the correct icons from the list
directly. This means you no longer have to manually specify what icons
you want to load which is the case currently.

https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/modules/asset_cache/assets/rcd.dm#L8-L9
This has lead to the UI icons breaking twice now in the past
- #74194
- #77217

Hopefully this should never repeat itself again

**4. Other RCD like device changes**
- Fixed the broken silo link icon when the radial menu of the RLD was
opened
- replaced a lot of vars inside RLD with defines to save memory
- Small changes to `ui_act` across RCD, Plumbing RCD and RTD
- Removed unused vars in RCD and snowflaked code
- Moved a large majority of `ui_data()` to `ui_static_data()` making the
experience much faster

Just some general clean up going on here

**5. The Large majority of other code changes**
These are actually small code changes spread across multiple files.
These effect the `rcd_act()` & the `rcd_vals()` procs across all items.
Basically it
- Removes a large majority of `to_chat()` & `visible_message()` calls.
This was done because we already have enough visual feedback of what's
going on. When we construct a wall we don't need a `to_chat()` to tell
us you have a built a wall, we can clearly see that
- replaces the static string `"mode"` with a predefined constant
`RCD_DESIGN_MODE` to bring some standard to use across all cases

Should reduce chat spam and improve readability of code. 

**6. Airlock & Window names**
The rcd asset cache relies on the design name to be unique. So i filled
in the missing names for some airlocks & windows which are subjective
and open to change but must have some value

**7 Removes Microwave PDA upgrade**
The RCD should not be allowed to build this microwave considering how
quickly it can spawn multiple structures and more importantly as it's a
special multipurpose machine so you should spend some effort in printing
it's parts and acquiring tools to complete it. This upgrade makes
obsolete the need to carry an
- A RPED to install the parts
- A screwdriver to complete the frame
- The circuit board for the microwave 

The most important point to note here is that whenever an RPED/circuit
board is printed at an lathe it charges you "Lathe Tax". The RCD with
this upgrade would essentially bypass the need to "Pay Taxes" at these
lathes as you are just creating a circuit board from thin air. This
causes economy imbalance(10 cr per print) which scales up the more of
these machines you make so to avoid this let's end the problem here

Not to mention people would not find the need to print the circuit board
for a regular microwave now if they have an RCD because they can just
make this microwave type making the need for a regular microwave
completely pointless.

Just build a machine frame with the RCD and complete the microwave from
there

## Changelog
🆑
code: moved global vars, lists and helper procs for construction related
stuff to their appropriate files
code: reduced overall code size & memory of rcd design list and removed
unused defines
refactor: removed a ton of chat alerts for rcd related actions to help
reduce chat spam
refactor: some airlock & window default names have changed
fix: broken icon in radial menu of rld silo link
remove: removes microwave pda upgrade from RCD. It's a special machine
so spend some time in building it rather than shitting them out for free
with the RCD. Use the RCD upgrade to spawn a machine frame instead & go
from there
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-10-12 19:46:41 +02:00