Commit Graph
525 Commits
Author SHA1 Message Date
2b8e7196d7 Fixes baseturf helpers (#79697)
## About The Pull Request
Baseturf helpers do this:

![image](https://github.com/tgstation/tgstation/assets/42397676/f73887cc-10b1-4b24-b123-dc99c02ad45a)

And they also do this (up to 3x):
![Screenshot 2023-11-12
164334](https://github.com/tgstation/tgstation/assets/42397676/ac555d9a-785b-4e02-b85d-e90ded3b08ad)

When trying to debug `PlaceOnBottom` I couldn't help but notice it's
trying to encompass use cases that simply aren't used anywhere. YAGNI -
this makes it much more complex than it needs to be.
## Why It's Good For The Game
Fixes weird baseturf handling
FIxes #79172
## Changelog
N/A nothing player facing

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-11-13 20:09:37 -07:00
f48008411c [MIRROR] Mafia now starts without admin intervention [MDB IGNORE] (#24793)
* Mafia now starts without admin intervention (#79348)

## About The Pull Request

Mafia should now start without the need of admin intervention.
I made a unit test that should always have a PDA and a ghost spawning in
a game of Mafia and having it run through basic setup to confirm they
both successfully sign up and the game starts.

I had to change a lot of things in order to get this working, such as
giving unique ckeys to mock clients, fixing harddels in Mafia, and
plenty of minor fixes. This is the first time any of this code is put in
CI, so a lot of uncaught errors are now showing their faces.

Because loading maps mid-round runtimes due to smoothing, I have mafia
their own unit test-only map that doesn't use smoothing.

I also split the mafia ui code into its own file, and moved a single
helper that was sitting around in mafia's file into a helpers file.

I also added some comments to explain why certain things are the way
they are, because I wrote some undocumented code previously and forgot a
few things, leading to self-inflicted wasted time.

## Why It's Good For The Game

^

## Changelog

🆑
fix: Mafia games can now start properly.
/🆑

---------

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

* Mafia now starts without admin intervention

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2023-11-04 23:56:03 -04:00
88bb3afcce Mafia now starts without admin intervention (#79348)
## About The Pull Request

Mafia should now start without the need of admin intervention.
I made a unit test that should always have a PDA and a ghost spawning in
a game of Mafia and having it run through basic setup to confirm they
both successfully sign up and the game starts.

I had to change a lot of things in order to get this working, such as
giving unique ckeys to mock clients, fixing harddels in Mafia, and
plenty of minor fixes. This is the first time any of this code is put in
CI, so a lot of uncaught errors are now showing their faces.

Because loading maps mid-round runtimes due to smoothing, I have mafia
their own unit test-only map that doesn't use smoothing.

I also split the mafia ui code into its own file, and moved a single
helper that was sitting around in mafia's file into a helpers file.

I also added some comments to explain why certain things are the way
they are, because I wrote some undocumented code previously and forgot a
few things, leading to self-inflicted wasted time.

## Why It's Good For The Game

^

## Changelog

🆑
fix: Mafia games can now start properly.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-11-05 01:26:24 +00:00
5a2d9823a0 [MIRROR] Fixes Lazy Templates fucking over cables, pipes , and shuttles at random [MDB IGNORE] (#24088)
* Fixes Lazy Templates fucking over cables, pipes , and shuttles at random (#78622)

## About The Pull Request

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

If a lazy template is loaded AFTER roundstart it doesn't get included
into the global init procs, because that work is offloaded into a
subsystem
LINDA runtimes are bad, null.archive() runtime be gone.
## Changelog
🆑
fix: The Syndicate have fired their previous construction company after
poor results in recent outposts.
/🆑

* Fixes Lazy Templates fucking over cables, pipes , and shuttles at random

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-10-03 07:05:57 -04:00
ZephyrandGitHub d259cbb30d Fixes Lazy Templates fucking over cables, pipes , and shuttles at random (#78622)
## About The Pull Request

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

If a lazy template is loaded AFTER roundstart it doesn't get included
into the global init procs, because that work is offloaded into a
subsystem
LINDA runtimes are bad, null.archive() runtime be gone.
## Changelog
🆑
fix: The Syndicate have fired their previous construction company after
poor results in recent outposts.
/🆑
2023-10-03 12:26:34 +02:00
964fc99589 [MIRROR] Feature: bitrunner, a new supply role (READY) [MDB IGNORE] (#23865)
* Feature: bitrunner, a new supply role (READY)

* Delete bepis.dm

* Conflicts

* Update dynamic_rulesets_midround.dm

* Fixing this invalid icon file path

It was trying to use the aesthetics one

* Bepis is dead

* New digi sprites courtesy of CandleJaxx!!

Now in the correct branch!

* Fixing merge conflict

* bitrunning hotfixes [NO GBP]

* Modular health adjustments

* Revert "Modular health adjustments"

This reverts commit 0ff3c48d398f6c1aac51cdf8fecaf869491bbc86.

* Modular health adjustments

Only this one should be necessary

* The screenshot test

* Bitrunner den for voidraptor (FOR #23865) (#23891)

* no shower in sight

* lets bitrunners actually get to their room and spawn there

* New digi sprites courtesy of CandleJaxx!!

* Revert "New digi sprites courtesy of CandleJaxx!!"

This reverts commit eea9f47de256dd407c78450bc8f2a09b814f93e9.

---------

Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>

* Removes bitrunning unit tests (#78607)

## About The Pull Request
Removes the fraction of unit tests I thought would be safe.
Not thrilled that I have to exclude ALL unit tests now, but hey.

The issue is that atmos attempts to process on a turf which hasn't
initialized yet.
## Why It's Good For The Game
Other PRs can pass checks now
## Changelog
N/A

* Update birdshot.dmm

* Tweaks the BEPIS category of the bitrunning order console

* Adds back the flashdark that we had skyrat edited in

* Update tgstation.dme

* Fixes Voidraptor bitrunning den not being connected to the powergrid

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-09-29 20:53:36 -04:00
MrMelbertandGitHub 9e1c71f794 Reworks transformation sting to be temporarily in living mobs, forever in dead mobs (#78502)
## About The Pull Request

- Reworks transformation sting. 
- Transformation sting is now temporary, lasting 8 minutes (number not
final) in humans.
      - If used on a monkey, it lasts forever instead. 
- While the target mob is dead or in stasis, the duration will not
progress, making it functionally infinite until revived and taken off
stasis, where it will resume its timer where it left off.
   - Chemical cost reduced to 33
   - DNA cost reduced to 2

- Removes TRAIT_NO_TRANSFORMATION_STING, instead just checks for
TRAIT_NO_DNA_COPY
   - These were essentially the same traits, so I just combined the two

- Organizes some trait lists alphabetically

- Adds TRAIT_STASIS, to allow for reacting to mobs entering and exiting
stasis via COMSIGS
- Everything that checks IS_IN_STASIS now checks HAS_TRAIT TRAIT_STASIS,
which is probably more performant, so that's a bonus.

## Why It's Good For The Game

A lot of people don't like the current iteration of Transformation
Sting, me included

Right now it's only use is for a meme - you make the entire station into
felinids until you get lynched, and that's it.

It's not really a healthy ability for ling's current kit, so this pr
attempts to soft rework it to make it a bit more in line with how ling
should be acting - turning it into a source of short term confusion
between people, or using it on a body to cover your tracks.

This accomplish it two fold - One, it is now cheap enough to use twice
in rapid succession, allowing for quick on-the-spot "BE CONFUSED"
situations while you abscond. Two, as mentioned in the last paragraph,
you can poke a body of someone you murder to obfuscate the crime scene
and maybe help out in taking over someone's identity.

## Changelog

🆑 Melbert
balance: Transformation sting now lasts 8 minutes, down from permanent.
However, the effect is paused for dead and stasis mobs, making it
permanent SO LONG AS they stay dead or in stasis. The effect is also
permanent if used on a monkey.
balance: Transformation sting now costs 33 chemicals, down from 50. 
balance: Transformation sting now costs 2 dna points, down from 3. 
fix: Transformation sting works on monkeys again.
refactor: Refactored a bit of human randomization. 
/🆑
2023-09-28 13:47:39 -06:00
a3849062b8 Feature: bitrunner, a new supply role (READY) (#77259)
## About The Pull Request
[Design doc](https://hackmd.io/@shadowh4nd/r1P7atPjn) 

Adds a new supply role centered on short dungeon-esque runs with a focus
on unifying the job with the fun part. Some virtual domains are combat
related, some are silly, some focus on "objectives". Avatar health is
linked to your physical presence and retries are limited.


<details>
<summary>Photos, WIP</summary>

Net pod stasis

![netpod](https://github.com/tgstation/tgstation/assets/42397676/d99073a4-2438-4600-83c0-cafb7b3fee55)

Server loaded

![](https://cdn.discordapp.com/attachments/1131433451841662996/1135304774976278759/dreamseeker_N14j6dwLcK.gif)

Server cooldown

![](https://cdn.discordapp.com/attachments/1131433451841662996/1135304775945179217/dreamseeker_NkIwWLJZma.gif)

the quantum console UI
![Screenshot 2023-08-05
105742](https://github.com/tgstation/tgstation/assets/42397676/3a45feaf-8c80-46b2-81c9-355932d1b014)

Cyber police antag page
![Screenshot 2023-08-16
205303](https://github.com/tgstation/tgstation/assets/42397676/fc28bcdd-2a2a-487b-927c-904f224c1b89)

A safehouse

![image](https://github.com/tgstation/tgstation/assets/42397676/c22ac115-4e00-432a-aeeb-b6afdb1ef750)

Domain info page, every domain gets this (and sometimes help text)
![Screenshot 2023-08-04
141859](https://github.com/tgstation/tgstation/assets/42397676/ba9ed6d9-a318-4466-b246-d2da0fa05676)

Me getting steamrolled in one of the missions

![syndicant](https://github.com/tgstation/tgstation/assets/42397676/3eb3099a-f9b2-4431-854d-50d8cad9b7f0)

Ghost roles getting notified that server is kicking them out
![Screenshot 2023-08-04
135454](https://github.com/tgstation/tgstation/assets/42397676/edab916c-6255-4b83-b2e7-155df2f03aab)

Players enjoying the new combat missions
![Screenshot 2023-08-05
005727](https://github.com/tgstation/tgstation/assets/42397676/e302a66f-610d-4fe1-82e0-7c8aec3913ea)

Players exploring some of the virtual maps
![Screenshot 2023-08-06
220919](https://github.com/tgstation/tgstation/assets/42397676/75a92a0b-6aa1-4bac-8fd1-c9fb47c955da)

(Not part of the PR, but)
![Screenshot 2023-08-06
221527](https://github.com/tgstation/tgstation/assets/42397676/012475ec-bfa5-4fd3-9dcb-31d222bb7bef)

New bitrunner vendor

![dreamseeker_V62h2BGdEl](https://github.com/tgstation/tgstation/assets/42397676/37ca8f69-f75e-45c9-b324-e6b31696c7b7)

</details>

## Why It's Good For The Game
Content, firstly, and moreso being supply department content.

The framework that this implements is a great (preauthorized)
replacement for two systems which are collecting dust: BEPIS and the
gateway. They integrate into this system and it's a direct upgrade.

This adds a way for the players on station to generate materials (if
that remains). The nice part about it is that I can throw balance and
believability to the wind, as unlike its unrelated predecessor VR or
away missions, bitrunning entirely washes its hands of the map and mobs
each reboot.

It offers a very expandable map framework to add content and it's all
fairly well documented.

I'd like to add a feature that represents the idea that jobs don't have
to be mundane and "external" jobs can stay tied to the main gameplay
loop.

## Changelog
jlsnow301, kinneb, mmmiracles, ical92, spockye
🆑
add: Adds Bitrunning to supply department- a semi-offstation role that
rewards teamwork.
add: Adds new machines to complement the job- net pod, quantum server,
quantum consoles, and the nexacache vendor.
add: Adds several new maps which can be loaded and unloaded at will.
add: Some flair for the new bitrunning vendor.
add: Adds a new antagonist for the virtual domain only. Short lived
ghost role that fights bitrunners.
del: Removes the BEPIS machine, moves its tech into the Bitrunning
vendor.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
Co-authored-by: Ical <wolfsgamingtips@gmail.com>
Co-authored-by: spockye <79304582+spockye@users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-09-23 11:14:12 +02:00
d9624bdf97 [MIRROR] Multi-Z Support for Lazy Templates | Cleans up some turf flag misuse [MDB IGNORE] (#23794)
* Multi-Z Support for Lazy Templates | Cleans up some turf flag misuse

* Update hilbertshotel.dm

* Modular proc ref

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-09-19 13:26:14 -04:00
1b96345e44 Multi-Z Support for Lazy Templates | Cleans up some turf flag misuse (#77786)
## About The Pull Request

Adds multi-z support for lazy templates
Also fixes some improper use and placement for turf flags
## Why It's Good For The Game

Shadow needs/wants this for bit runner maps.
Turf flags are also why lava has been generating in places it shouldnt.
(inside of ruins)
## Changelog
🆑
fix: Lava can no longer occasionally generate inside of previously
loaded templates and breach and/or destroy shit
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-09-19 01:06:08 +00:00
7845a0cde6 [MIRROR] Replace wall/indestructible/destructible typepath with mapping helper [MDB IGNORE] (#23735)
* Replace wall/indestructible/destructible typepath with mapping helper (#78365)

## About The Pull Request

#78239 is a fun mapping add but engineered in a way that
1. Creates a real eyesore of a typepath
2. Would further proliferate a hundred subtypes if it became commonly
used

Instead of using subtypes for this I put the behaviour in a component
and made a mapping helper to apply the component.
Now you can just put the mapping helper on top of any turf you want to
make into a zelda bomb wall and it will be so, rather than having to
make different subtypes for walls with different icons.

## Why It's Good For The Game

Cleaner, more maintainable.

## Changelog

not player facing

---------

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

* Replace wall/indestructible/destructible typepath with mapping helper

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-09-17 14:41:05 -04:00
4cf1f27451 Replace wall/indestructible/destructible typepath with mapping helper (#78365)
## About The Pull Request

#78239 is a fun mapping add but engineered in a way that 
1. Creates a real eyesore of a typepath
2. Would further proliferate a hundred subtypes if it became commonly
used

Instead of using subtypes for this I put the behaviour in a component
and made a mapping helper to apply the component.
Now you can just put the mapping helper on top of any turf you want to
make into a zelda bomb wall and it will be so, rather than having to
make different subtypes for walls with different icons.

## Why It's Good For The Game

Cleaner, more maintainable.

## Changelog

not player facing

---------

Co-authored-by: san7890 <the@san7890.com>
2023-09-16 19:30:30 +02:00
cf8cbc69ae [MIRROR] Morgue dead body placer guarantees 1 human to dissect if non-human cadaver config is enabled. Morgues spawn with 1 additional body (except on Birdboat). [MDB IGNORE] (#23397)
* Morgue dead body placer guarantees 1 human to dissect if non-human cadaver config is enabled. Morgues spawn with 1 additional body (except on Birdboat).  (#77816)

## About The Pull Request

- Morgue guarantees 1 human body to dissect even if
`morgue_cadaver_disable_nonhumans` config flag is set.

- All maps bar birdboat will now spawn with one additional morgue
cadaver.

- Did some minor code cleanup around the dead body placer, removes an
`in world` loop, etc.

## Why It's Good For The Game

- Morgue guarantees 1 human body to dissect even if
`morgue_cadaver_disable_nonhumans` config flag is set.
- This is mostly a downstream server issue but if your server enables
this config and has additional species enabled, the odds of you getting
a human to dissect tends to be very low.
- Why is this a problem? Well, a human is necessary to dissect to get
medical's tech.
- Why not get genetics to get you a hu-monkey? This is an option, but if
A. there's no geneticists or B. they are refusing to cooperate then you
tend to be SOL unless you want to wait for a greytide to come in after
drinking themselves to death. Given we have a role now dedicated to
performing dissections, having no job to do for the first twenty or so
minutes due to a lack of a human body is kind of sad.
- If this is an intended facet, I will revert this change and leave it
to the code improvements / bodycount uptick.

- All maps bar birdboat will now spawn with one additional morgue
cadaver.
- This was actually intended on some maps but has been stealthily
removed in some cases? Icebox and Delta used to have two dead body
spawners to place 4 cadavers. So I decided to bring this back.
- For the most part, this just gives higher population maps more bodies
to mess around with. Higher pop means more people means more people need
bodies, either for antagging, cooking, body replacements, or coron-ing.
- Also like, sometimes messing around with dead bodies are fun, and it's
nice to not have to worry that you're running out of them for actual
medical use.
- I can also make this scale on roundstart pop if we really care. But
that seems overkill. Especially as these maps had their body counts
higher for a while and were fine.

## Changelog

🆑 Melbert
balance: If your server has non-human morgue cadavers enabled, you will
be guaranteed one human cadaver no matter what.
balance: All maps (with the exception of Birdboat) now have an
additional morgue cadaver roundstart.
/🆑

* Morgue dead body placer guarantees 1 human to dissect if non-human cadaver config is enabled. Morgues spawn with 1 additional body (except on Birdboat).

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-08-30 21:44:25 -04:00
MrMelbertandGitHub 6626716e59 Morgue dead body placer guarantees 1 human to dissect if non-human cadaver config is enabled. Morgues spawn with 1 additional body (except on Birdboat). (#77816)
## About The Pull Request

- Morgue guarantees 1 human body to dissect even if
`morgue_cadaver_disable_nonhumans` config flag is set.

- All maps bar birdboat will now spawn with one additional morgue
cadaver.

- Did some minor code cleanup around the dead body placer, removes an
`in world` loop, etc.

## Why It's Good For The Game

- Morgue guarantees 1 human body to dissect even if
`morgue_cadaver_disable_nonhumans` config flag is set.
- This is mostly a downstream server issue but if your server enables
this config and has additional species enabled, the odds of you getting
a human to dissect tends to be very low.
- Why is this a problem? Well, a human is necessary to dissect to get
medical's tech.
- Why not get genetics to get you a hu-monkey? This is an option, but if
A. there's no geneticists or B. they are refusing to cooperate then you
tend to be SOL unless you want to wait for a greytide to come in after
drinking themselves to death. Given we have a role now dedicated to
performing dissections, having no job to do for the first twenty or so
minutes due to a lack of a human body is kind of sad.
- If this is an intended facet, I will revert this change and leave it
to the code improvements / bodycount uptick.

- All maps bar birdboat will now spawn with one additional morgue
cadaver.
- This was actually intended on some maps but has been stealthily
removed in some cases? Icebox and Delta used to have two dead body
spawners to place 4 cadavers. So I decided to bring this back.
- For the most part, this just gives higher population maps more bodies
to mess around with. Higher pop means more people means more people need
bodies, either for antagging, cooking, body replacements, or coron-ing.
- Also like, sometimes messing around with dead bodies are fun, and it's
nice to not have to worry that you're running out of them for actual
medical use.
- I can also make this scale on roundstart pop if we really care. But
that seems overkill. Especially as these maps had their body counts
higher for a while and were fine.

## Changelog

🆑 Melbert
balance: If your server has non-human morgue cadavers enabled, you will
be guaranteed one human cadaver no matter what.
balance: All maps (with the exception of Birdboat) now have an
additional morgue cadaver roundstart.
/🆑
2023-08-29 00:17:45 -06:00
d2a379f93e [MIRROR] Fixes TGM maploading not respecting upper_y crops [MDB IGNORE] (#23008)
* Fixes TGM maploading not respecting upper_y crops (#77495)

## About The Pull Request

I think I forgot how the numbers worked here, seems that way at least
given how the DMM stuff looks
Closes #77482

Thanks to itsmeow for pointing this out
Oh also fixes tgm using maxx for the y comp. it should never actually
matter but yaknow just in case

* Fixes TGM maploading not respecting upper_y crops

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-08-11 02:45:25 -04:00
LemonInTheDarkandGitHub 7f4f6cea80 Fixes TGM maploading not respecting upper_y crops (#77495)
## About The Pull Request

I think I forgot how the numbers worked here, seems that way at least
given how the DMM stuff looks
Closes #77482

Thanks to itsmeow for pointing this out
Oh also fixes tgm using maxx for the y comp. it should never actually
matter but yaknow just in case
2023-08-11 01:08:27 +02:00
d833cfa83b [MIRROR] Optimize mirage_border by converting it to an element and a movable [MDB IGNORE] (#22913)
* Optimize mirage_border by converting it to an element and a movable (#77137)

## About The Pull Request

Converts /datum/component/mirage_border to an element, saving init time
spent attaching components to thousands of objects. It also repaths it
from /obj/effect/abstract to /atom/movable, since it doesn't need to be
an object, as it's not a physical object within the game.

~~Also adds a case handling when world.view is not an integer.~~ This
never happens

Here it is working:

https://github.com/tgstation/tgstation/assets/10366817/c8cfe2df-275a-4c97-b063-4fd83f7f09c3

Port of https://github.com/BeeStation/BeeStation-Hornet/pull/9490/

## Why It's Good For The Game

Saves init time, approx 0.32sec on Meta on my machine.

![image](https://github.com/tgstation/tgstation/assets/10366817/f423813e-e627-44a4-b6c6-b1d6fe49e8c3)

![image](https://github.com/tgstation/tgstation/assets/10366817/ad6796c6-ff78-4140-9a5a-3572ac34f42c)

## Changelog

🆑
code: Optimized z-level transition mirages, saving ~0.32s init.
/🆑

---------

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

* Optimize mirage_border by converting it to an element and a movable

---------

Co-authored-by: itsmeow <itsmeow@itsmeow.dev>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2023-08-07 09:41:46 -04:00
5f9c772c27 Optimize mirage_border by converting it to an element and a movable (#77137)
## About The Pull Request

Converts /datum/component/mirage_border to an element, saving init time
spent attaching components to thousands of objects. It also repaths it
from /obj/effect/abstract to /atom/movable, since it doesn't need to be
an object, as it's not a physical object within the game.

~~Also adds a case handling when world.view is not an integer.~~ This
never happens

Here it is working:


https://github.com/tgstation/tgstation/assets/10366817/c8cfe2df-275a-4c97-b063-4fd83f7f09c3

Port of https://github.com/BeeStation/BeeStation-Hornet/pull/9490/

## Why It's Good For The Game

Saves init time, approx 0.32sec on Meta on my machine.


![image](https://github.com/tgstation/tgstation/assets/10366817/f423813e-e627-44a4-b6c6-b1d6fe49e8c3)

![image](https://github.com/tgstation/tgstation/assets/10366817/ad6796c6-ff78-4140-9a5a-3572ac34f42c)


## Changelog

🆑
code: Optimized z-level transition mirages, saving ~0.32s init.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-07 12:19:10 +01:00
17e20e69b0 [MIRROR] Add "Hall of Fame" emergency shuttle [MDB IGNORE] (#22808)
* Add "Hall of Fame" emergency shuttle (#77074)

## About The Pull Request
This adds a new emergency shuttle called the **Hall of Fame**.

![2023-07-28 06 49
58](https://github.com/tgstation/tgstation/assets/5195984/d818058c-f031-472a-8314-8e4c9054c807)

It's designed around persistence. The goal is to have the shuttle store
memories, photos, and trophies for the crew to see!

## Why It's Good For The Game
Cool way for the crew to store and share memories.

## Changelog
🆑
add: Add a new 'Hall of Fame' emergency shuttle. It even comes with it's
own nifty photo album.
/🆑

* Add "Hall of Fame" emergency shuttle

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
2023-07-31 21:50:56 -04:00
TimandGitHub 83e604cbee Add "Hall of Fame" emergency shuttle (#77074)
## About The Pull Request
This adds a new emergency shuttle called the **Hall of Fame**.

![2023-07-28 06 49
58](https://github.com/tgstation/tgstation/assets/5195984/d818058c-f031-472a-8314-8e4c9054c807)

It's designed around persistence. The goal is to have the shuttle store
memories, photos, and trophies for the crew to see!

## Why It's Good For The Game
Cool way for the crew to store and share memories.

## Changelog
🆑
add: Add a new 'Hall of Fame' emergency shuttle. It even comes with it's
own nifty photo album.
/🆑
2023-07-31 18:03:02 -07:00
7b4237c692 [MIRROR] Implements usage of the REVERSE_DIR macro throughout the code. [MDB IGNORE] (#22743)
* Implements usage of the REVERSE_DIR macro throughout the code. (#77122)

## About The Pull Request
Replaces a ton of `turn(dir, 180)` calls with the aforementioned macro.

## Why It's Good For The Game
Afaik, `REVERSE_DIR` was coded to be faster than the classic `turn(dir,
180)` call, being a simple set of binary operations. To sum it up, micro
optimization.

## Changelog

N/A

* Implements usage of the REVERSE_DIR macro throughout the code.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-07-28 14:32:01 -04:00
GhomandGitHub 5d5492e111 Implements usage of the REVERSE_DIR macro throughout the code. (#77122)
## About The Pull Request
Replaces a ton of `turn(dir, 180)` calls with the aforementioned macro.

## Why It's Good For The Game
Afaik, `REVERSE_DIR` was coded to be faster than the classic `turn(dir,
180)` call, being a simple set of binary operations. To sum it up, micro
optimization.

## Changelog

N/A
2023-07-28 15:16:09 +02:00
08c90f2116 [MIRROR] [MDB IGNORE] Angled Lights & Lighting Prototyping Tool [MDB IGNORE] (#22582)
* [MDB IGNORE] Angled Lights & Lighting Prototyping Tool  (#74365)

## About The Pull Request

Hello friends, I've been on a bit of a lighting kick recently, and I
decided I clearly do not have enough things to work on as it is.
This pr adds angle support to static lights, and a concepting/debug tool
for playing with lights on a map.

Let's start from first principles yeah?

### Why Angled Lights?

Mappers, since they can't actually see a light's effect in editor, tend
to go off gut.
That gut is based more off what "makes sense" then how things actually
work
This means they'll overplace light sources, and also they tend to treat
lights, particularly light "bars" (the bigger ones) as directional.
So you'll have two lights on either sides of a pillar, lights inside a
room with lights outside pointing out, etc.

![image](https://user-images.githubusercontent.com/58055496/228785032-63b86120-ea4c-4e52-b4e8-40a4b61e5bbc.png)

This has annoying side effects. A lot of our map is overlit, to the
point that knocking out a light does.... pretty much nothing.
I find this sad, and would like to work to prevent it. I think dark and
dim, while it does not suit the normal game, is amazing for vibes, and I
want it to be easier to see that.

Angled lights bring how lights work more in line with how mappers expect
lights work, and avoids bleedover into rooms that shouldn't be bled
into, working towards that goal of mine.

### How Angled Lights?

This is more complex then you'd first think so we'll go step by step

![image](https://user-images.githubusercontent.com/58055496/228786117-d937b408-9bc2-4066-9aee-aae21b047151.png)

Oh before we start, some catchup from the last time I touched lighting
code.
Instead of doing a lighting falloff calculation for each lighting corner
(a block that represents the resolution of our lights) in view we
instead generate cached lightsheets. These precalculate and store all
possible falloffs for x and y distances from a source.

This is very useful for angle work, since it makes it almost totally
free.

Atoms get 2 new values. light_angle and light_dir
Light angle is the angle the light uses, and light_dir is a cardinal
direction it displays in

We take these values, and inside sheetbuilding do some optional angle
work. getting the center angle, the angle of a pair of coords, and then
the delta between them.
This is then multiplied against the standard falloff formula, and job
done.

We do need some extra fenangling to make this all work nicely tho.

We currently use a pixel turf var stored on the light source to do
distance calculations.
This is the turf we pretend the light source is on for visuals, most
often used to make wall lights work nice.
The trouble is it's not very granular, and doesn't always have the
effect you might want.

So, instead of generating and storing a pixel turf to do our distance
calculations against, we store x and y offset variables.
We use them to expand our working range and sheet size to ensure things
visually make sense, and then offset any positions by them.

I've added a way for sources to have opinions on their offsets too, and
am using them for wall lights.
This ensures the angle calculations don't make the wall behind a light
fulldark, which would be silly.

### Debug Tool?

In the interest of helping with that core problem, lights being complex
to display, I've added a prototyping tool to the game.
It's locked behind mapping verbs, and works about like this.

Once the verb is activated, it iterates over all the sources in the
world (except turfs because those are kinda silly), outlining and
"freezing" them, preventing any future changes.
Then, it adds 3 buttons to the owners of a light source.

![image](https://user-images.githubusercontent.com/58055496/228776539-4b1d82af-1244-4ed6-8754-7f07e3e47cda.png)
The first button toggles the light on and off, as desired.
The third allows you to move the source around, with a little targeting
icon replacing your mouse
The second tho, that's more interesting.

The second button opens a debug menu for that light

![image](https://user-images.githubusercontent.com/58055496/228777811-ae620588-f08a-4b50-93a0-beea593aea77.png)
There's a lot here, let's go through it.

Bit on the left is a list of templates, which allow you to sample
existing light types (No I have no idea why the background is fullwhite,
need to work on that pre merge)
You can choose one by clicking it, and hitting the upload button.

This replaces your existing lighting values with the template's,
alongside replacing its icon and icon state so it looks right.
There are three types as of now, mostly for categorization. Bar, which
are the larger typically stronger lights, Bulb, which are well, bulbs,
and Misc which could be expanded, but currently just contains floor
lights.

Alongside that you can manually edit the power, range, color and angle
of the focused light.
I also have support for changing the direction of the light source,
since anything that uses directional lighting would also tie light dir
to it.
This isn't *always* done tho, so I should maybe find a way to edit light
dir too.

My hope is this tool will allow for better concepting of a room's
lights, and easier changing of individual object's light values to suit
the right visuals.

### Lemon No Why What

Ok so I applied angle lights to bars and bulbs, which means I am
changing the lighting of pretty much every map in the codebase.
I'm gonna uh, go check my work.

Alongside this I intend to give lighting some depth. So if there's room
to make a space warmer, or highlight light colors from other sources, I
will do that.

(Images as examples)

![image](https://user-images.githubusercontent.com/58055496/228786801-111b6493-c040-4199-ab99-ac1c914d034c.png)

I also want to work on that other goal of mine, making breaking lights
matter. So I'll be doing what I can to ensure you only need to break one
light to make a meaningful change in the scene.

This is semi complicated by one light source not ever actually reaching
fullbright on its own, but we do what we must because we can.

![image](https://user-images.githubusercontent.com/58055496/228786483-b7ad6ecd-874f-4d90-b5ca-6ef78cb70d2b.png)

I'm as I hope you know biased towards darker spaces, I think contrast
has vibes.
In particular I do not think strong lights really suit maintenance.

Most of what is used there are bulbs, so I'm planning on replacing most
uses with low power bulbs, to keep light impacts to rooms, alongside
reducing the amount of lights placed in the main tunnels

![image](https://user-images.githubusercontent.com/58055496/228786594-c6d7610c-611e-478b-bcba-173ebf4c4b12.png)

**If you take issue with this methodology please do so NOW**, I don't
want to have to do another pass over things.
Oh also I'm saving station maps for last since ruins are less likely to
get touched in mapping march and all.

### Misc + Finishing Thoughts

Light templates support mirroring vars off typepaths using a subtype,
which means all the templates added here do not require updating if the
source type changes somehow. I'd like to expand the template list at
some point, perhaps in future.

I've opened this as a draft to make my intentions to make my changes to
lights known, and to serve as motivation for all the map changes I need
to do.

### Farish Future

I'm unhappy with how we currently configure lights. I would like a
system that more directly matches the idea of drawing falloff curves,
along with allowing for different falloffs for different colors,
alongside extending the idea to angle falloff.
This would make out of engine lighting easier, allow for nicer looking
lights (red to pink, blue to purple, etc), and improve accessibility by
artists.

This is slightly far off, because I have other obligations and it's
kinda complicated, but I'd like to mention it cause it's one of my many
pipedreams.

## Changelog
🆑
add: Added angle lighting, applies it to most wall lights!
add: Adds a lighting prototyping tool, mappers go try it out (it's
locked behind the mapping verb)
/🆑

---------

Co-authored-by: MMMiracles <lolaccount1@ hotmail.com>

* [MDB IGNORE] Angled Lights & Lighting Prototyping Tool

* Update north_star.dmm

* Revert "Update north_star.dmm"

This reverts commit bb5b8b5a549f7edc3e23a369a147ed96bab41991.

* Updatepaths

* Update nukie_base.dmm

* Newer version of northstar with the penguins

* Update northstar_cryo.dmm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: MMMiracles <lolaccount1@ hotmail.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-21 00:43:21 -04:00
41f20bc3ce [MDB IGNORE] Angled Lights & Lighting Prototyping Tool (#74365)
## About The Pull Request

Hello friends, I've been on a bit of a lighting kick recently, and I
decided I clearly do not have enough things to work on as it is.
This pr adds angle support to static lights, and a concepting/debug tool
for playing with lights on a map.

Let's start from first principles yeah?

### Why Angled Lights?

Mappers, since they can't actually see a light's effect in editor, tend
to go off gut.
That gut is based more off what "makes sense" then how things actually
work
This means they'll overplace light sources, and also they tend to treat
lights, particularly light "bars" (the bigger ones) as directional.
So you'll have two lights on either sides of a pillar, lights inside a
room with lights outside pointing out, etc.


![image](https://user-images.githubusercontent.com/58055496/228785032-63b86120-ea4c-4e52-b4e8-40a4b61e5bbc.png)

This has annoying side effects. A lot of our map is overlit, to the
point that knocking out a light does.... pretty much nothing.
I find this sad, and would like to work to prevent it. I think dark and
dim, while it does not suit the normal game, is amazing for vibes, and I
want it to be easier to see that.

Angled lights bring how lights work more in line with how mappers expect
lights work, and avoids bleedover into rooms that shouldn't be bled
into, working towards that goal of mine.

### How Angled Lights?

This is more complex then you'd first think so we'll go step by step


![image](https://user-images.githubusercontent.com/58055496/228786117-d937b408-9bc2-4066-9aee-aae21b047151.png)

Oh before we start, some catchup from the last time I touched lighting
code.
Instead of doing a lighting falloff calculation for each lighting corner
(a block that represents the resolution of our lights) in view we
instead generate cached lightsheets. These precalculate and store all
possible falloffs for x and y distances from a source.

This is very useful for angle work, since it makes it almost totally
free.
 
Atoms get 2 new values. light_angle and light_dir
Light angle is the angle the light uses, and light_dir is a cardinal
direction it displays in

We take these values, and inside sheetbuilding do some optional angle
work. getting the center angle, the angle of a pair of coords, and then
the delta between them.
This is then multiplied against the standard falloff formula, and job
done.

We do need some extra fenangling to make this all work nicely tho.

We currently use a pixel turf var stored on the light source to do
distance calculations.
This is the turf we pretend the light source is on for visuals, most
often used to make wall lights work nice.
The trouble is it's not very granular, and doesn't always have the
effect you might want.

So, instead of generating and storing a pixel turf to do our distance
calculations against, we store x and y offset variables.
We use them to expand our working range and sheet size to ensure things
visually make sense, and then offset any positions by them.

I've added a way for sources to have opinions on their offsets too, and
am using them for wall lights.
This ensures the angle calculations don't make the wall behind a light
fulldark, which would be silly.

### Debug Tool?

In the interest of helping with that core problem, lights being complex
to display, I've added a prototyping tool to the game.
It's locked behind mapping verbs, and works about like this.

Once the verb is activated, it iterates over all the sources in the
world (except turfs because those are kinda silly), outlining and
"freezing" them, preventing any future changes.
Then, it adds 3 buttons to the owners of a light source.

![image](https://user-images.githubusercontent.com/58055496/228776539-4b1d82af-1244-4ed6-8754-7f07e3e47cda.png)
The first button toggles the light on and off, as desired.
The third allows you to move the source around, with a little targeting
icon replacing your mouse
The second tho, that's more interesting.

The second button opens a debug menu for that light

![image](https://user-images.githubusercontent.com/58055496/228777811-ae620588-f08a-4b50-93a0-beea593aea77.png)
There's a lot here, let's go through it.

Bit on the left is a list of templates, which allow you to sample
existing light types (No I have no idea why the background is fullwhite,
need to work on that pre merge)
You can choose one by clicking it, and hitting the upload button.

This replaces your existing lighting values with the template's,
alongside replacing its icon and icon state so it looks right.
There are three types as of now, mostly for categorization. Bar, which
are the larger typically stronger lights, Bulb, which are well, bulbs,
and Misc which could be expanded, but currently just contains floor
lights.

Alongside that you can manually edit the power, range, color and angle
of the focused light.
I also have support for changing the direction of the light source,
since anything that uses directional lighting would also tie light dir
to it.
This isn't *always* done tho, so I should maybe find a way to edit light
dir too.

My hope is this tool will allow for better concepting of a room's
lights, and easier changing of individual object's light values to suit
the right visuals.

### Lemon No Why What

Ok so I applied angle lights to bars and bulbs, which means I am
changing the lighting of pretty much every map in the codebase.
I'm gonna uh, go check my work.

Alongside this I intend to give lighting some depth. So if there's room
to make a space warmer, or highlight light colors from other sources, I
will do that.

(Images as examples)

![image](https://user-images.githubusercontent.com/58055496/228786801-111b6493-c040-4199-ab99-ac1c914d034c.png)

I also want to work on that other goal of mine, making breaking lights
matter. So I'll be doing what I can to ensure you only need to break one
light to make a meaningful change in the scene.

This is semi complicated by one light source not ever actually reaching
fullbright on its own, but we do what we must because we can.


![image](https://user-images.githubusercontent.com/58055496/228786483-b7ad6ecd-874f-4d90-b5ca-6ef78cb70d2b.png)

I'm as I hope you know biased towards darker spaces, I think contrast
has vibes.
In particular I do not think strong lights really suit maintenance. 

Most of what is used there are bulbs, so I'm planning on replacing most
uses with low power bulbs, to keep light impacts to rooms, alongside
reducing the amount of lights placed in the main tunnels


![image](https://user-images.githubusercontent.com/58055496/228786594-c6d7610c-611e-478b-bcba-173ebf4c4b12.png)

**If you take issue with this methodology please do so NOW**, I don't
want to have to do another pass over things.
Oh also I'm saving station maps for last since ruins are less likely to
get touched in mapping march and all.

### Misc + Finishing Thoughts

Light templates support mirroring vars off typepaths using a subtype,
which means all the templates added here do not require updating if the
source type changes somehow. I'd like to expand the template list at
some point, perhaps in future.

I've opened this as a draft to make my intentions to make my changes to
lights known, and to serve as motivation for all the map changes I need
to do.

### Farish Future

I'm unhappy with how we currently configure lights. I would like a
system that more directly matches the idea of drawing falloff curves,
along with allowing for different falloffs for different colors,
alongside extending the idea to angle falloff.
This would make out of engine lighting easier, allow for nicer looking
lights (red to pink, blue to purple, etc), and improve accessibility by
artists.

This is slightly far off, because I have other obligations and it's
kinda complicated, but I'd like to mention it cause it's one of my many
pipedreams.

## Changelog
🆑
add: Added angle lighting, applies it to most wall lights!
add: Adds a lighting prototyping tool, mappers go try it out (it's
locked behind the mapping verb)
/🆑

---------

Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2023-07-19 04:39:55 +00:00
b674e72ef1 [MISSED MIRROR] Macros multi-z code, removes the false premise of manual offsets (#76248) (#22531)
* Macros multi-z code, removes the false premise of manual offsets (#76248)

## About The Pull Request

[Removes the pretense of relative multiz
levels](https://github.com/tgstation/tgstation/pull/76248/commits/0293fdc2bd8c8af7a0d18da33265e060789c71f7)

Our multiz system does not support having a z level that is only
connected one way, or which goes down backwards or anything like that.

That's a fiction of the trait system, the actual backend has never
really supported this.

This pr removes the assumptions we were making backend around this, and
uses that to save cpu time.

I am also converting multiz_levels from an assoc list to a pure one,
which saves significantly on access times and cleans up the code
somewhat.

Also I'm making the get_below/get_above procs into macros, for the sake
of cpu time.

[Converts the starlight disease to use BYOND's directional defines
instead of our
own](https://github.com/tgstation/tgstation/commit/7d698f02d991eb4e1bde56314c657cf6e48ceb5d)

To some extent spurred on by
https://github.com/DaedalusDock/daedalusdock/pull/298, tho it was known
before

## Why It's Good For The Game

Faster multiz code, faster init, etc etc etc

* modular files how very dare you

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-07-18 02:28:15 +00:00
LemonInTheDarkandGitHub 4d1e34322f Macros multi-z code, removes the false premise of manual offsets (#76248)
## About The Pull Request

[Removes the pretense of relative multiz
levels](https://github.com/tgstation/tgstation/pull/76248/commits/0293fdc2bd8c8af7a0d18da33265e060789c71f7)

Our multiz system does not support having a z level that is only
connected one way, or which goes down backwards or anything like that.

That's a fiction of the trait system, the actual backend has never
really supported this.

This pr removes the assumptions we were making backend around this, and
uses that to save cpu time.

I am also converting multiz_levels from an assoc list to a pure one,
which saves significantly on access times and cleans up the code
somewhat.

Also I'm making the get_below/get_above procs into macros, for the sake
of cpu time.

[Converts the starlight disease to use BYOND's directional defines
instead of our
own](https://github.com/tgstation/tgstation/commit/7d698f02d991eb4e1bde56314c657cf6e48ceb5d)

To some extent spurred on by
https://github.com/DaedalusDock/daedalusdock/pull/298, tho it was known
before

## Why It's Good For The Game

Faster multiz code, faster init, etc etc etc
2023-07-05 18:31:27 -06:00
2ade62ff93 [MIRROR] Fixes a runtime in atom init management [MDB IGNORE] (#21984)
Fixes a runtime in atom init management

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-06-26 16:47:07 -04:00
a669e9ad6e [MIRROR] Fully fixes atom init desyncs [MDB IGNORE] (#21973)
* Fully fixes atom init desyncs (#76179)

## About The Pull Request

The old system was... ok, but the stack trace was unfortuante, and the
potential to double remove was silly.
Let's use a list of source, value instead, to block overremovals and
properly support different load states

## Why It's Good For The Game

Prevents a bug a goodhearted bagilmin showed me where shuttles would
randomly just fail to load.
Calling clear twice should not be a failure

## Changelog
🆑
fix: Maps loaded post init will no longer randomly enter a failed state.
Hopefully.
/🆑

* Fully fixes atom init desyncs

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-06-23 16:13:07 -07:00
LemonInTheDarkandGitHub cf92862daf Fixes a runtime in atom init management (#76241)
## About The Pull Request

The issue was map verification calling build_cache, which uses the
define which enables/disables init values on sleep. We avoid this by
using a var on map datums and using that to enable the init value
modification only when we are actually loading stuff.

Also fixes a bug in clear_tracked_initialize() where it being called
with no values lead to bad values/potentially overriding initialized on
accident.

Also also I forgot how for loops worked so this would not have worked
regardless

## Why It's Good For The Game

Code should like, function
2023-06-21 20:20:49 -07:00
LemonInTheDarkandGitHub 61d046d2b6 Fully fixes atom init desyncs (#76179)
## About The Pull Request

The old system was... ok, but the stack trace was unfortuante, and the
potential to double remove was silly.
Let's use a list of source, value instead, to block overremovals and
properly support different load states

## Why It's Good For The Game

Prevents a bug a goodhearted bagilmin showed me where shuttles would
randomly just fail to load.
Calling clear twice should not be a failure

## Changelog
🆑
fix: Maps loaded post init will no longer randomly enter a failed state.
Hopefully.
/🆑
2023-06-21 15:08:45 -04:00
94aff1857c [MIRROR] Gives Fugitive Hunters credible IDs, access restricts the hunter shuttles, minor hunter shuttle improvements [MDB IGNORE] (#21872)
* Gives Fugitive Hunters credible IDs, access restricts the hunter shuttles, minor hunter shuttle improvements (#75913)

## About The Pull Request

This standardizes fugitive hunter IDs, making all hunter packs use the
same subtype and giving them to hunters who would spawn with no ID at
all.

The badass flaming ID color that the OG Bounty Hunter team got are now
the standard for fugitive hunter IDs. Additionally, these IDs now come
with a radical skull trim.

(Spacepol Officers don't get the badass flaming skull ID, and instead
get a more modest Police Officer ID).

**These IDs come with access, too. Airlocks, bolt buttons, shuttle
controls, and shutters on all of the hunter shuttles now require a
hunter's ID to operate.**

While I was in the area doing mapping stuff to get the accesses in
place, I made a few other very minor changes to the shuttles. These
include:

- The Bounty Hunter shuttle now has an oxygen dispenser. Two walls have
been moved to make space.
- The Russian Hunter shuttle now gets enough oxygen tanks to share with
everyone.
- The Psyker Hunter spawners now have proper spawner menu text. This was
due to duplicate-but-not-really subtypes existing, and me mistakenly
putting the wrong ones there in a previous PR.
- The cut ai wire helpers from the Russian/Psyker shuttles have been
extended to the Bounty/Spacepol shuttles.
- Every hunter shuttle now has a shuttle pinpointer on it somewhere, and
is no longer exclusive to a single Bounty Hunter's loadout.
## Why It's Good For The Game

Some of the hunter IDs would spawn without trims or coloration, and some
hunters wouldn't spawn with IDs at all. Now, everyone gets a credible,
cool-looking ID that lets everyone know what you're here to do at a
glance.

One of these is a crazed larper with an unregistered firearm, the other
is a certified bounty hunter.

As for the hunter access, it's pretty nonsensical that anyone can just
walk into the hunter ship and set up shop. At least the pirates get
turrets! Not to mention, it's hard to balance or give hunters new
equipment in good conscience when their entire domain is public-access
and anything they can't carry is considered forfeit to the crew. Now it
can be used as a base of operations, storage area, etc. more securely.

Locking down the shuttle with accesses isn't going to stop a determined
gamer with a toolset, but it'll at least make it more interesting and an
actual risk. If the fugitives want to try and loot/hijack the shuttle,
it will require the effort of taking down one of their hunters first.

While hunters stand out for the differences/imbalances between each
group, I don't see the shuttle pinpointer as something that contributes
positively to the OG bounty hunter's uniqueness. There's no reason why
the other hunters shouldn't also be able to track their ship.

* Gives Fugitive Hunters credible IDs, access restricts the hunter shuttles, minor hunter shuttle improvements

---------

Co-authored-by: Rhials <Datguy33456@gmail.com>
2023-06-18 15:21:47 +01:00
6dfe17306c [MIRROR] Pulls apart the vestiges of components still hanging onto signals [MDB IGNORE] (#21738)
* Pulls apart the vestiges of components still hanging onto signals

* update modular

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-06-18 13:18:23 +00:00
8b7bdc4959 [MIRROR] Shuttle events [MDB IGNORE] (#21917)
Shuttle events

Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-06-18 15:02:04 +02:00
8788e48378 Shuttle events (#76008)
## About The Pull Request


https://github.com/tgstation/tgstation/assets/7501474/a2d83ce8-eba1-42d9-a1f8-9d73f7c40b21

Adds shuttle events! Stuff can now start to happen outside the shuttle,
either benign or spicy (but usually just fun to watch)!
## Why It's Good For The Game

The shuttle escape sequence is an important part of the game, uniting
about every player surviving player. Recently, #71906 has made the
escape sequence more forgiving as well as more interesting by
conditionally doubling the playing field. The area outside the shuttle
is still mostly empty though, except for the few people being spaced,
daredevils and the occasional epic space fight.

This PR adds adds some space events to spice up the outside of the
shuttle! This both gives people something too look at, making the escape
sequence feel less static and more lively, as well as give people a
reason to go outside and get the full experience of ~being decapitated
by a meteor~ swimming with the fishes!

<details>
  <summary>Shuttle Events</summary>

**Friendly carp swarm**
Spawns a group of carp that flies past the shuttle, completely friendly
unless provoked.

**Friendly meteors**
Spawns a lot of strong meteors, but they all miss the shuttle.
Completely safe as long as you don't go EVA

**Maintenance debris**
Picks random stuff from the maintenance spawn pool and throws it at the
shuttle. Completely benign, unless you get hit in the head by a toolbox.
Could get you some cool stuff though!

**Dust storm**
Spawns a bunch of dust meteors. Has a rare chance to hit the shuttle,
doing minimal damage but can damage windows and might need inflight
maintenance

**Alien queen**
One in every 250 escapes. Spawns a player controlled alien queen and a
ripley mech. RIP AND TEAR!! Really not that dangerous when you realize
the entire crew is on the shuttle and the queen is fat as fuck, but can
still be fun to throw people around a bit before being torn to shreds.

**ANGRY CARP**
Once in every 500 escapes. Spawns 12 normal carp and 3 big carps, who
may just decide to go through the shuttle or try and bust through the
window if you look at them wrong. Somewhat dangerous, you could stay
away from the windows and try to hide, or more likely shoot at them and
weld the windows

**Fake TTV**
Lol

**Italian Storm**
Once in every 2000 rounds. Throws pasta, pizza and meatballs at the
shuttle. Definitely not me going off the rails with a testing event

**Player controlled carp trio**
Once in every 100 escapes. Spawns three player controlled carp to harass
the shuttle. May rarely be a magicarp, megacarp or chaos carp. I can't
honestly see them do anything other than be annoying for 3 seconds and
die

There are some other admin only ones: a group of passive carps going
directly through the shuttle and just being little shits, and a magic
carp swarm
</details>

Events are selected seperately, there isn't a crazy weighting system,
each just has a chance to run, and multiple could run at once. They also
don't immediately trigger, so people can get settled a bit, and to make
sure just waiting out the more dangerous ones is still a valid strategy.

## Changelog
🆑
add: Adds shuttle events! If shuttle escapes weren't exciting before
(doubtful), they definitely are now! I'm joking it's mostly an
atmosphere thing.
admin: Adds an admin panel to interact with shuttle events, under the
Events tab: Change Shuttle Events
fix: Objects spawned in hyperspace will properly catch hyperspace drift
/🆑

There's a few things I'd like to do later (another PR) (honestly anyone
can do them because I suck at follow-ups), because this is too big as
is:
- Hijack triggered shuttle events
- More events (got a lot of cool suggestions, but I'm putting most of
them on hold)
- Maybe stration announcements if some more dangerous ones get added
- Structures appearing next to the escape shuttle???

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-06-18 08:14:05 -04:00
RhialsandGitHub abc0820466 Gives Fugitive Hunters credible IDs, access restricts the hunter shuttles, minor hunter shuttle improvements (#75913)
## About The Pull Request

This standardizes fugitive hunter IDs, making all hunter packs use the
same subtype and giving them to hunters who would spawn with no ID at
all.

The badass flaming ID color that the OG Bounty Hunter team got are now
the standard for fugitive hunter IDs. Additionally, these IDs now come
with a radical skull trim.

(Spacepol Officers don't get the badass flaming skull ID, and instead
get a more modest Police Officer ID).

**These IDs come with access, too. Airlocks, bolt buttons, shuttle
controls, and shutters on all of the hunter shuttles now require a
hunter's ID to operate.**

While I was in the area doing mapping stuff to get the accesses in
place, I made a few other very minor changes to the shuttles. These
include:

- The Bounty Hunter shuttle now has an oxygen dispenser. Two walls have
been moved to make space.
- The Russian Hunter shuttle now gets enough oxygen tanks to share with
everyone.
- The Psyker Hunter spawners now have proper spawner menu text. This was
due to duplicate-but-not-really subtypes existing, and me mistakenly
putting the wrong ones there in a previous PR.
- The cut ai wire helpers from the Russian/Psyker shuttles have been
extended to the Bounty/Spacepol shuttles.
- Every hunter shuttle now has a shuttle pinpointer on it somewhere, and
is no longer exclusive to a single Bounty Hunter's loadout.
## Why It's Good For The Game

Some of the hunter IDs would spawn without trims or coloration, and some
hunters wouldn't spawn with IDs at all. Now, everyone gets a credible,
cool-looking ID that lets everyone know what you're here to do at a
glance.

One of these is a crazed larper with an unregistered firearm, the other
is a certified bounty hunter.

As for the hunter access, it's pretty nonsensical that anyone can just
walk into the hunter ship and set up shop. At least the pirates get
turrets! Not to mention, it's hard to balance or give hunters new
equipment in good conscience when their entire domain is public-access
and anything they can't carry is considered forfeit to the crew. Now it
can be used as a base of operations, storage area, etc. more securely.

Locking down the shuttle with accesses isn't going to stop a determined
gamer with a toolset, but it'll at least make it more interesting and an
actual risk. If the fugitives want to try and loot/hijack the shuttle,
it will require the effort of taking down one of their hunters first.

While hunters stand out for the differences/imbalances between each
group, I don't see the shuttle pinpointer as something that contributes
positively to the OG bounty hunter's uniqueness. There's no reason why
the other hunters shouldn't also be able to track their ship.
2023-06-15 22:27:19 -05:00
LemonInTheDarkandGitHub ae5a4f955d Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request

Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.

This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.

[Renames comp_lookup to listen_lookup, since that's what it
does](https://github.com/tgstation/tgstation/commit/102b79694fa8eb57ecf7b36032616a9e368ccced)

[Moves signal procs over to their own
file](https://github.com/tgstation/tgstation/commit/33d07d01fd336726b4f6f6f1b61bb0b3f11a00dc)

[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](https://github.com/tgstation/tgstation/commit/335ea4ad081ec63c42cfa05856e582cca833af6e)

[Does something similar to the attackby comsigs (PARENT ->
ATOM)](https://github.com/tgstation/tgstation/commit/210e57051df63f88dac3dd83321236da825aae5e)

[And finally passes over the examine
signals](https://github.com/tgstation/tgstation/commit/65917658fb8a1e7d28ae23c9437a583d646f0302)

## Why It's Good For The Game

Code makes more sense, things are better teased apart, s just good imo

## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
2023-06-09 06:14:31 +00:00
fb36a93537 [MIRROR] Fixes cases where doors do not bolt correctly [MDB IGNORE] (#21695)
* Fixes cases where doors do not bolt correctly (#75882)

## About The Pull Request
Some things, like door control buttons, set locked directly instead of
calling lock() or unlock(). This fixes that, which should make sound
effects play. Also annotates some code where we *don't* want that to
happen with an explanation of why we just set locked directly.

## Why It's Good For The Game
Fixes Skyrat-SS13/Skyrat-tg/issues/21510, which also applies to
upstream.

* Fixes cases where doors do not bolt correctly

---------

Co-authored-by: Penelope Haze <out.of.p.haze@proton.me>
2023-06-07 17:07:46 +02:00
Penelope HazeandGitHub f15a971193 Fixes cases where doors do not bolt correctly (#75882)
## About The Pull Request
Some things, like door control buttons, set locked directly instead of
calling lock() or unlock(). This fixes that, which should make sound
effects play. Also annotates some code where we *don't* want that to
happen with an explanation of why we just set locked directly.

## Why It's Good For The Game
Fixes Skyrat-SS13/Skyrat-tg/issues/21510, which also applies to
upstream.
2023-06-06 17:34:03 -06:00
3e0cbe3850 [MIRROR] Makes warehouses have lights turned off from roundstart. Also adds mapping helper for turning off lightswitch. [MDB IGNORE] (#21487)
* Makes warehouses have lights turned off from roundstart. Also adds mapping helper for turning off lightswitch. (#75666)

## About The Pull Request
Warehouse is roundstart closed with shutters and doesn't meant to spawn
in, as far as i know. Logic is simple: why do you have turned on lights
in a room that is barely used.

Basically every warehouse with a lightswitch now has lights turned off.
Northstar has all the lights broken in it, so i don't know if i should
add one to it.

I added a lightswitch on Birdshot so it looks like this:

![image](https://github.com/tgstation/tgstation/assets/93882977/8fc8dc44-517e-4491-8d97-98ef411d18e5)
And a lightswitch to Tram's warehouse:

![image](https://github.com/tgstation/tgstation/assets/93882977/c3f43629-ea8a-4f62-830c-498b0ed55121)
Also added some lights on Metastation so it looks like this:

![image](https://github.com/tgstation/tgstation/assets/93882977/754d1970-0888-4564-b99c-42d93c237357)

![image](https://github.com/tgstation/tgstation/assets/93882977/3f18d30f-2d7f-4f3b-9845-9da61d1f6e77)

I made lights to turn off with mapping helper. Suggestions accepted.

I also forgot to make a fridge free accessed on the Beach, so i'm
changing it with this pr.
## Why It's Good For The Game
Less electricity spending for no4raisin.
## Changelog
🆑
add: [Birdshot], [Tram] Added a lightswitch to warehouse.
add: [Birdshot], [Deltastation], [Metastation], [Tram] and [Icebox]
warehouses now have lights off roundstart.
fix: [Metastation] Warehouse now has lights. Finally.
/🆑

* Makes warehouses have lights turned off from roundstart. Also adds mapping helper for turning off lightswitch.

---------

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-05-30 09:01:38 -04:00
Helg2andGitHub 770712f4cc Makes warehouses have lights turned off from roundstart. Also adds mapping helper for turning off lightswitch. (#75666)
## About The Pull Request
Warehouse is roundstart closed with shutters and doesn't meant to spawn
in, as far as i know. Logic is simple: why do you have turned on lights
in a room that is barely used.

Basically every warehouse with a lightswitch now has lights turned off.
Northstar has all the lights broken in it, so i don't know if i should
add one to it.

I added a lightswitch on Birdshot so it looks like this:

![image](https://github.com/tgstation/tgstation/assets/93882977/8fc8dc44-517e-4491-8d97-98ef411d18e5)
And a lightswitch to Tram's warehouse:

![image](https://github.com/tgstation/tgstation/assets/93882977/c3f43629-ea8a-4f62-830c-498b0ed55121)
Also added some lights on Metastation so it looks like this:

![image](https://github.com/tgstation/tgstation/assets/93882977/754d1970-0888-4564-b99c-42d93c237357)

![image](https://github.com/tgstation/tgstation/assets/93882977/3f18d30f-2d7f-4f3b-9845-9da61d1f6e77)

I made lights to turn off with mapping helper. Suggestions accepted.

I also forgot to make a fridge free accessed on the Beach, so i'm
changing it with this pr.
## Why It's Good For The Game
Less electricity spending for no4raisin.
## Changelog
🆑
add: [Birdshot], [Tram] Added a lightswitch to warehouse.
add: [Birdshot], [Deltastation], [Metastation], [Tram] and [Icebox]
warehouses now have lights off roundstart.
fix: [Metastation] Warehouse now has lights. Finally.
/🆑
2023-05-27 18:20:07 -04:00
b553846893 [MIRROR] [NO GBP] Runtimes in mapping helpers [MDB IGNORE] (#21288)
* [NO GBP] Runtimes in mapping helpers (#75473)

## About The Pull Request

There were some attempts to get an area of an object that is confirmed
to be null in the condition, which resulted in runtimes when the helper
couldn't find an object.

Also ensures that the window spawner places window before the helper
tries to find it.

And updates damaged window integrity roll thresholds to guarantee
cracks.

## Why It's Good For The Game

No runtimes

## Changelog

🆑
fix: fixed possible issues with apc, airalarm and damaged
machinery/windows helpers
/🆑

* [NO GBP] Runtimes in mapping helpers

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
2023-05-20 22:31:39 +01:00
d26bcb56f9 [MIRROR] Connect air alarm to air sensor [MDB IGNORE] (#21235)
* Connect air alarm to air sensor (#75187)

## About The Pull Request

To control vents and scrubbers in ordinance, burn and engine chambers,
mappers extend the area outside of the walls towards a tile where they
place the air alarm.

With this PR, they can now assign `chamber_id` to an air alarm and
connect to the chamber with an air sensor. There is a new map helper for
this.

Also, this connection can be done manually. You need to click on a
sensor with a multi-tool, then unlock certain air alarm, and click with
a multi-tool on it. This action will link sensor to an air alarm,
reporting gas mixture from the sensor tile and giving control over the
vents and scrubbers of the sensor's area.

### TLDR

Before:
<img width="718" alt="ordnance_before"
src="https://user-images.githubusercontent.com/3625094/236577769-5d79871f-2dce-43be-a20a-e6669bfbc1c6.PNG">

After:
<img width="638" alt="ordnance_after"
src="https://user-images.githubusercontent.com/3625094/236577786-3c7e9c9f-1501-4747-bbe1-292fc4947b0d.PNG">

This is how the area is setup on meta station right now vs if it was
setup with a link

![image](https://user-images.githubusercontent.com/3625094/236578327-531cfb6f-e0ac-4c03-927f-f5b05b9c74ab.png)

This is also true for the supermatter chamber - you can make the air
alarm display the gas mix in the actual chamber and avoid using mapping
area hack there too.
<img width="954" alt="supermatter_after"
src="https://user-images.githubusercontent.com/3625094/236578528-4650b426-6bf0-4634-a5b0-cad7a50d5b01.PNG">

## Why It's Good For The Game

The area hack is no longer needed and you can place air alarm to control
certain remote area wherever you want when you design a map. Even 3 air
alarms next to each other controlling 3 different burn chambers.

The air alarm will also report the gas mix on the actual tile of a
sensor, instead of the gas mix before the air alarm, which is usually a
normal habitable environment.

Also, now you can build such chambers manually because there are no
precise area editing tools available in-game to repeat the area hack.

## Changelog

🆑
add: Air alarms can be connected to an area remotely via air sensor with
multi-tool and corresponding access
qol: Mapping: Added air alarm helper to link air alarm with certain
chamber_id on map load
/🆑

* Connect air alarm to air sensor

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-05-20 21:18:27 +00:00
AndrewandGitHub f992460a2f [NO GBP] Runtimes in mapping helpers (#75473)
## About The Pull Request

There were some attempts to get an area of an object that is confirmed
to be null in the condition, which resulted in runtimes when the helper
couldn't find an object.

Also ensures that the window spawner places window before the helper
tries to find it.

And updates damaged window integrity roll thresholds to guarantee
cracks.

## Why It's Good For The Game

No runtimes

## Changelog

🆑
fix: fixed possible issues with apc, airalarm and damaged
machinery/windows helpers
/🆑
2023-05-18 18:51:49 -06:00
937e12116d [MIRROR] Requests console helpers [MDB IGNORE] (#21231)
* Requests console helpers (#75224)

## About The Pull Request

This PR adds mapping helpers for requests consoles. Two of them set up
if the console can receive ore updates, and if it can make
announcements, flipping their relevant variables to TRUE. The other
three adds the consoles to their relevant department console lists
during late initialize. This allowed me to remove three variables
directly from the consoles themselves.

![image](https://user-images.githubusercontent.com/2676196/236959062-11db7db5-3e7d-452a-a6c6-153901354b20.png)
New sprites by CoiledLamb!

~~This PR also anchors mapping helpers, to prevent effects like the
roundstart crate initialization from moving them.~~ This was fixed by a
different PR.

## Why It's Good For The Game

Less var edits, easier to see a console's type at a glance.

## Changelog

🆑 Profakos, sprites by CoiledLamb
qol: Most request console varedits have been moved to mapping helpers.
/🆑

* Requests console helpers

* updatepaths

---------

Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2023-05-16 10:24:29 -04:00
AndrewandGitHub 4b01dbe5d4 Connect air alarm to air sensor (#75187)
## About The Pull Request

To control vents and scrubbers in ordinance, burn and engine chambers,
mappers extend the area outside of the walls towards a tile where they
place the air alarm.

With this PR, they can now assign `chamber_id` to an air alarm and
connect to the chamber with an air sensor. There is a new map helper for
this.

Also, this connection can be done manually. You need to click on a
sensor with a multi-tool, then unlock certain air alarm, and click with
a multi-tool on it. This action will link sensor to an air alarm,
reporting gas mixture from the sensor tile and giving control over the
vents and scrubbers of the sensor's area.

### TLDR

Before:
<img width="718" alt="ordnance_before"
src="https://user-images.githubusercontent.com/3625094/236577769-5d79871f-2dce-43be-a20a-e6669bfbc1c6.PNG">

After: 
<img width="638" alt="ordnance_after"
src="https://user-images.githubusercontent.com/3625094/236577786-3c7e9c9f-1501-4747-bbe1-292fc4947b0d.PNG">

This is how the area is setup on meta station right now vs if it was
setup with a link

![image](https://user-images.githubusercontent.com/3625094/236578327-531cfb6f-e0ac-4c03-927f-f5b05b9c74ab.png)

This is also true for the supermatter chamber - you can make the air
alarm display the gas mix in the actual chamber and avoid using mapping
area hack there too.
<img width="954" alt="supermatter_after"
src="https://user-images.githubusercontent.com/3625094/236578528-4650b426-6bf0-4634-a5b0-cad7a50d5b01.PNG">

## Why It's Good For The Game

The area hack is no longer needed and you can place air alarm to control
certain remote area wherever you want when you design a map. Even 3 air
alarms next to each other controlling 3 different burn chambers.

The air alarm will also report the gas mix on the actual tile of a
sensor, instead of the gas mix before the air alarm, which is usually a
normal habitable environment.

Also, now you can build such chambers manually because there are no
precise area editing tools available in-game to repeat the area hack.

## Changelog

🆑
add: Air alarms can be connected to an area remotely via air sensor with
multi-tool and corresponding access
qol: Mapping: Added air alarm helper to link air alarm with certain
chamber_id on map load
/🆑
2023-05-15 20:10:08 -06:00
ProfakosandGitHub f61dc7fd9d Requests console helpers (#75224)
## About The Pull Request

This PR adds mapping helpers for requests consoles. Two of them set up
if the console can receive ore updates, and if it can make
announcements, flipping their relevant variables to TRUE. The other
three adds the consoles to their relevant department console lists
during late initialize. This allowed me to remove three variables
directly from the consoles themselves.


![image](https://user-images.githubusercontent.com/2676196/236959062-11db7db5-3e7d-452a-a6c6-153901354b20.png)
New sprites by CoiledLamb!

~~This PR also anchors mapping helpers, to prevent effects like the
roundstart crate initialization from moving them.~~ This was fixed by a
different PR.

## Why It's Good For The Game

Less var edits, easier to see a console's type at a glance.

## Changelog

🆑 Profakos, sprites by CoiledLamb
qol: Most request console varedits have been moved to mapping helpers.
/🆑
2023-05-15 23:08:45 +00:00
97a69b1e2f [MIRROR] Anchors mapping helpers so they don't get put inside crates [MDB IGNORE] (#21117)
* Anchors mapping helpers so they don't get put inside crates (#75387)

## About The Pull Request

Persistent Birdshot CI failure was caused by broken floor helper sharing
a tile with a random loot spawner, which would sometimes spawn a
maintenance crate which deletes itself, but only after the crate eats
the mapping helper. This causes the mapping helper to delete before it
has initialised.

There's no reason for a mapper to assume this would cause a problem so
the fix isn't to edit the map, instead I just anchored all mapping
helpers so that closets won't try to contain them.

## Why It's Good For The Game

I'm really tired of birdshot failing CI
This probably fixes some other really niche bug nobody has noticed

## Changelog

Not player facing

* Anchors mapping helpers so they don't get put inside crates

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-05-14 16:01:13 -07:00
JacquerelandGitHub 7b756d9057 Anchors mapping helpers so they don't get put inside crates (#75387)
## About The Pull Request

Persistent Birdshot CI failure was caused by broken floor helper sharing
a tile with a random loot spawner, which would sometimes spawn a
maintenance crate which deletes itself, but only after the crate eats
the mapping helper. This causes the mapping helper to delete before it
has initialised.

There's no reason for a mapper to assume this would cause a problem so
the fix isn't to edit the map, instead I just anchored all mapping
helpers so that closets won't try to contain them.

## Why It's Good For The Game

I'm really tired of birdshot failing CI
This probably fixes some other really niche bug nobody has noticed

## Changelog

Not player facing
2023-05-12 20:42:18 -06:00
88e4c08a98 [MIRROR] New Medical job: The Coroner [MDB IGNORE] (#20963)
* New Medical job: The Coroner

* Fixes coroner (code-side) (#21005)

* Fixes coroner

* Update jobs.dm

* trailing newline

* wew

* VR Replacements

* w

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-08 03:44:11 +01:00
8e675c7dbc [MIRROR] Damaged window and broken machine helpers [MDB IGNORE] (#20943)
* Damaged window and broken machine helpers (#75132)

## About The Pull Request

Added a helper that makes it possible to spawn broken machines without
var-editing.

Removed the damaged reinforced window spawner and added a general
damaged window helper working on any first window found on a tile.

<img width="787" alt="2"
src="https://user-images.githubusercontent.com/3625094/235808169-c6143606-52e8-4bb7-bab4-e7ce3d359eb2.PNG">

<img width="787" alt="1"
src="https://user-images.githubusercontent.com/3625094/235808160-688f56eb-269a-4019-8c1c-2819cc3a4432.PNG">

## Why It's Good For The Game

Less var edits, better tools for mappers, more immersive ruins.

## Changelog

🆑
qol: Mapping: Added broken machine map helper
qol: Mapping: Replaced damaged window spawner with a universal helper
/🆑

* Damaged window and broken machine helpers

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Co-authored-by: Andrew <mt.forspam@gmail.com>
2023-05-06 18:04:54 +01:00