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11 Commits
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20d0d8827e |
Department orders credit reward and cooldown time now use a logarithmic scale (#88797)
## About The Pull Request This PR makes the reward and cooldown for departmental orders scale with crate cost using a logarithmic scaling, instead of comparing the price to preset thresholds for time, or awarding the same amount as the crate's cost. Previously, to calculate the cooldown time, the code was calculated via the following manner: ``` credits = clamp(credits, min, max) time_y = 10 MINUTES * ((credits - min)/(max - min) + 1) ``` Minimum was 320 credits, max was 3000, thus, all crates slid around between 10 minutes to 20 minutes. The reward for delivering the crates was the same as the crate's value. This meant ordering egregiously expensive crates, far beyond 3000 was way too desirable. This PR changes both to use logarithmic scaling. Cooldown time uses `60* log(price)^2.2`, and reward uses `140 * log(price)^1.4`. **Cooldown analysis** At 320 it's 7.54 minutes, at 1400 it's 12.44 minutes, at 3000 (around gun crates) it's 15.5 minutes, at 8000 (hat crate) 20 minutes, at 9000 (expensive atmos cans) it's 20.58 minutes, and at the 20k crate it's 24.76 minutes. **Crate rewards analysis** At 320 it's 475 credits, at 1400 it's 669 credits, at 3000 (around gun crates) its 778, at 8000 (hat crate) it's 925 credits, at 9000 (expensive atmos cans) it's 943 credits, and at the 20k crate it's 1070 credits. Up to 540 credits, you are actually getting a higher reward than what the crate costs, but this is okay, as its a reward for delivering simpler orders. A little surplus for you. For the console UI, I have made items costing 3000 or more display Moderate, and items costing 8000 or more, Long cooldowns. ## Why It's Good For The Game Ordering really expensive crates should be a luxury, not a way to generate money. The money is supposed to be a bonus, in addition to the free crate to sell. Using a logarithmic scale, the credit bonus is reigned in more evenly, making it more predictable for economy tweaking, and avoids players double dipping credits in their free purchase. Decreasing the rewards also give space for other new ways to generate rewards in relation to departmental orders, such as stamping the manifest with the correct head's stamp being worth more money and such. <details> <summary>Old PR Text, which was using a price cap instead</summary> ## About The Pull Request Departmental orders are a neat feature, but some of the available packs had problems economywise. The cooldown of range from 10 to 20 minutes, with 10 minutes being the base for anything costing less than 320 credits, and 20 minutes at 3000 credits. I have no problem with the lower cap, but the upper cap has issues, as recently, a 20k crate was added to cargo, which means it is possible to dump quite a large amount of funds into cargo every 20 minutes. Departmental orders probably need a bigger overhaul, and this solution is imperfect, but I have talked with @ArcaneMusic about this as an interim stop gap measure. This PR also autodocs a proc, and moves some values to global defines, for ease of balancing. This PR affects the following crates, with the uncapped crate values in brackets. Armoury - Combat Shotguns (3500 credits) - Energy Guns (3600 credits) - NT BR-38 Crate (20,000 credits) Engineering - BSA parts (6000 credits) - DNA Vault Parts (4800 credits) Engine Construction - HFR Crate (4800) - Supermatter Shard Crate (4000) Materials - BZ Crate (9000 credits) - Nitrous Oxide (9000 credits) - Water Vapor Crate (3010 credits) Toys - Collectible Hats Crate (8000 credits) ## Why It's Good For The Game Instantly awarding 20k to cargo every 20 minute, in addition to 27k from the other consoles (if both engineering and science orders BZ, service orders collectible hats, and medical orders something around 1000), is a bit too much. The money gained should be along a much more predictable and expected value. With this chance, the most they can get is 13k every 20 minutes across all departments. </details> ## Changelog 🆑 balance: Rewards from departmental orders use a logarithmic scale, resulting in less rewards for high tier crates. The cooldown time is also logarithmic now, which has slightly decreased cooldown values on cheaper crates. /🆑 |
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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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 /🆑 |
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2068ea9ab5 |
Crate, Closet Refactors & Access Secured Stuff (#74754)
## About The Pull Request This PR is actually 2 parts, one that fixes runtimes with crates & the other that allows secured closets to be crafted along with a secured suit storage unit **Crate Fixes** Fixes #74708 The problem starts here https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/crates.dm#L31-L34 Not only does this if condition look ugly but it's highly error prone because one single call to `update_appearance()` can cause this to fail, and sure enough if you look at the parent `Initialize()` proc it calls just that https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/closets.dm#L81-L88 Since we know the appearance is guaranteed to be changed in some way before the if condition gets executed let's check what the final state of the crate would be before this if check https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/crates.dm#L54-L56 We see that the final icon state depends on the variable `opened` so if we want to place/spawn a crate that is opened at round start we have to ensure that `opened = TRUE` so the `if(icon_state == "[initial(icon_state)]open")` succeeds and does its job correctly. Sadly we did dum shit like this ``` /obj/structure/closet/crate{ icon_state = "crateopen" } ``` throughout the entire code base, we thought backwards and were only concerned in making the closet look open rather than setting its correct variables to actually say that it is opened. because none of these crates actually set `opened = TRUE` the final icon state becomes just "crate" NOT "crateopen" therefore the if condition fails and we add the component https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/crates.dm#L36-L37 with the wrong parameters, so when closing the closet after_close() removes the component with the wrong arguments https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/crates.dm#L81-L84 that is does not unregister the signals and readds the component i.e. re-registers the signals causing runtime. The solution just do this ``` /obj/structure/closet/crate/open[mapping helper] ``` To clearly state that you want the closet to be open, that way you don't have to memorize the icon_state for each different type of crate, it's consistent across all crates & you don't get runtimes. And that's exactly what i did everywhere Another issue that is fixed is "Houdini crates" i.e. crates which are open & appear empty but when you close & reopen them magical loot appears, Go ahead walk upto to cargo and find any empty crate that is open and do this Fixes #69779 https://user-images.githubusercontent.com/110812394/232234489-0193acde-22c8-4c19-af89-e897f3c23d53.mp4 You will be surprised, This is seriously harmful to players because they can just walk by a crate that appears to be open & empty only to realize later that it had some awesome loot. Just mean The reason this happens is because of the Late Initialization inside closets https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/closets.dm#L85-L86 What late initialization does is suck up all stuff on its turf https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/closets.dm#L97-L100 In theory this is supposed to work perfectly, if the closet is closed move everything on the turf into the closet and so when the player opens it, they all pop back out. But what happens if the closet is opened before ` LateInitialize()` is called? This breaking behaviour is caused by object spawners https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/effects/spawners/random/structure.dm#L94-L100 And maint crates https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/crates.dm#L141-L143 These 2 spawners open up the crate based on random probability before ` LateInitialize()` is called on the crate and so what happens is the crate is first opened and then stuff on the turf is sucked in causing an open but empty crate to appear. The solution is simple just check again in ` LateInitialize()` if our crate is still closed before we proceed.That's fixed now too **Code Refactors** 1. Introduced 2 new signals COMSIG_CLOSET_PRE/POST CLOSE which are the counter parts for the open signals. hook into them if you ever need to do stuff before & after closing the closet while return BLOCK_CLOSE for COMSIG_CLOSET_PRE_CLOSE if you want to block closing the closet for some reason 2. 2 new procs `before_open()` & `before_close()` which are the counter parts for `after_open()` & `after_close()`. If you need to write checks and do actions before opening the closet or before closing the closet override these procs & not the `open()` & `close()` procs directly **Secured Craftables** This is just a reopened version of #74115 after i accidently merged another branch without resolving the conflicts first so i'll just repaste everything here, since crates & closets are related might as well do all in one 1. **Access secured closets** - **What about them?** **1. Existing System** If you wanted to create a access secured closet with the existing system its an 4 step process - First construct a normal closet - Weld it shut so you can install the airlock electronics - Install the electronics [4 seconds] - Unweld This is a 4 step process which takes time & requires a welding tool **2. New system** Combine the 4 steps into 1 by crafting the secure closet directly  - **Bonus Features** **1. Card reader** The card reader acts as an interface between the airlock electronics & the player. Usually if you want to change access on a locker you have to - Weld the closet shut - Screw driver out the electronics - Change the settings - Install it back - Unweld With a card reader there is no need of a welder & screwdriver. You can change the access of the locker while its operational **How do i install the card reader?** 1. Weld the closet shut 3. Insert card reader with hand 4. To remove the card reader use crowbar or just deconstruct the whole closet with a welding tool 5. Unweld closet **How to change its access?** This will overwrite the settings on your airlock electronics. To do this 1. make sure the closet is first unlocked. This is important so that no random person who doesn't have access to the closet can change its access while its locked. It would be like giving the privilege of changing your current password without first confirming if you know the old password 2. attack/swipe the closet with your PDA. Make sure your ID card is inside the PDA for this to work. You can also just use your ID card directly without a PDA 3. You will get 3 options to decide the new access levels  They work as follows - **Personal**: As the name implies only you can access this locker and no one else. Make sure to have your ID on you at all times cause if you loose it then no one can open it - **Departmental**: This copies the access levels of your ID and will allow people having those exact same access levels. Say you want to create a closet accessible to only miners. Then have an miner choose this option and now only miners can open this closet. If the Hop sets custom access on your ID then only people with those specific access levels can open this closet - **None**: No access, free for all just like a normal closet **Security:** After you have set the access level it is important to lock the access panel with a "multi-tool", so no one else can change it. Unlock the panel again with the "multi-tool" to set the new access type **2. Give your own name & description** To rename the closet or change its description you must first make the closet access type as personel i.e. make it yours, then use an pen to complete the job. You cannot change names of departmental or no access closets because that's vandelism **3. Custom Paint Job** Use airlock painter. Not intuitive but does the job.  **4. Personal closets** Round start personal closets can have their access overridden by a new ID when in it's unlocked state. This is useful if the last person has no use for the closet & someone else wants to use it. - **Why its good for the game?** 1. Having your own personal closet with your own name & description gives you more privacy & security for your belongings so people don't steal your stuff. Personal access is more secure because it requires you to have the physical ID card you used to set this access and not an ID which has the same access levels as your previous ID 2. Make secure closets faster without an welding tool & screw driver 3. Bug fix where electronics could be screwed out from round start secured closets countless times spawning a new airlock electronic each time 2. **Access secured freezers** - **What about them?** The craftable freezer from #73942 has been modified to support secure access. These can be deconstructed with welders just as before  - **How does it work?** The access stuff works exactly the same as secure closets described above. You can rename & change description with pen just like the above described secure closets. No paint job for this. Install card reader with the same steps described above. - **Why it's good for the game?** 1. Make access secured freezers faster without a welder and screwdriver 2. Your own personally named & locked freezer for storing dead bodies is always a good thing 4. **Access secured suit storage unit** - **What about them?** Suit storage units now require airlock electronics for construction. The access levels you set on it will be used to decide 1. If a player can unlock the unit 2. If the player can open the unit after unlocking 3. If the player can disinfect whatever is inside By default all round start suit storage units have free access - **Install card reader** Provides the same functionality as secured closets described above. To install it 1. Open its panel with a screw driver 2. Add a card reader to it with hand 3. Close the panel When you deconstruct the machine the card reader pops back out - **Why it's good for the game?** 1. Having your own access protected and named suit storage unit so random people don't steal your mod suits? Who wouldn't want that.? Provides security for department storage units. 2. If you have the unit locked then you cannot deconstruct the machine with a crowbar providing additional security 3. Fixes #70552 , random people can't open/unlock the suit storage unit without access. You can set personal access to make sure only you can access the unit ## Changelog 🆑 add: Access secured closets. Personal closets can have their access overwritten by an new id in it's unlocked state add: Access secured freezers. add: Access secured suit storage units. fix: Suit storage unit not having access restrictions. fix: airlock electronics not properly getting removed after screwing them out from round start lockers fix: round spawned open crates run timing when closed fix: open crates hiding stuff in plain sight fix: open closets/crates sucking up contents during late initialize causing them appear empty & open /🆑 --------- Co-authored-by: Tim <timothymtorres@gmail.com> |
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74e43bc556 |
Improve the naming of the element argument hash index selector (#71319)
So confusing name |
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4d6a8bc537 |
515 Compatibility (#71161)
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
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60ee087b16 |
Remove ELEMENT_DETACH on everything that doesn't need it, rename to ELEMENT_DETACH_ON_HOST_DESTROY + a PSA (about 0.2s init time savings) (#70972)
ELEMENT_DETACH is **not** a requirement to having `Detach` called. Detach is always called when the element itself is destroyed. ELEMENT_DETACH is a flag that when set, makes sure Detach is called when the atom destroys. Sometimes you want this, for instance: ```dm /datum/element/point_of_interest/Detach(datum/target) SSpoints_of_interest.on_poi_element_removed(target) return ..() ``` This Detach cleans up a reference that would have hung if target was destroyed without this being called. However, most uses of Detach are cleaning up signals. Signals are automatically cleaned up when something is destroyed. You do not need ELEMENT_DETACH in this case, and it slows down init. This also includes somewhat more complex stuff, like removing overlays on the source object. It's getting deleted anyway, you don't care! I have removed all uses of ELEMENT_DETACH that seemed superfluous. I have also renamed it to `ELEMENT_DETACH_ON_HOST_DESTROY` to make its purpose more clear, as me and a lot of other maintainers misunderstood what it did, --- An update to this, ELEMENT_DETACH *is* needed for anything that can register to a turf, as turfs do not clear their signals on destroy. |
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cdc50e27eb |
Fixes some cases which references are used in trait sources, potentially causing hard deletes (#67974)
About The Pull Request Fixes some cases in which actual references were used in trait sources instead of keys (or ref() keys). This can cause some rare and difficult to find hard deletes. Trait sources should be a string key relating to the source of it, not an actual reference to what added it. References within trait sources are never handled in Destroy(), because it's not expected behavior, meaning it can cause hanging references. So, I went through with a regex to find some cases and replaced them. I used the following and just picked through the few by hand to find erroneous ones. ADD_TRAIT\(.+, .+, [a-z]+\) REMOVE_TRAIT_TRAIT\(.+, .+, [a-z]+\) Why It's Good For The Game Less hard deletes, probably. Changelog cl Melbert code: Some traits which mistakenly were sourced from a hard reference are no longer. /cl |
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a2be06be9e |
Adds a cooldown to the deliver_first crates deny sound (#65443)
This is really annoying, byond sound sucks, etc |
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684eab3d31 |
Converts SFX keys into DEFINES (#65146)
About The Pull Request Simply converts all instances of soundkeys that use get_sfx from strings into defines. E.g. "sparks" is now SFX_SPARKS Why It's Good For The Game It makes life a lot easier when you're looking for a sound effect. You just type SFX_ and you get suggestions in VSC. Plus, it looks better. image Changelog Not player facing. |
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bb7638f114 |
Routine Cargo Departmental Deliveries (#61992)
About The Pull Request Document: https://hackmd.io/@bazelart/HkY-SO9VF Each department's request console is upgraded. Instead of making requests, they are only able to see crates related to their department that helps the department. They can order one for free (so not out of anyone's wallet) and it will arrive at cargo. Cargo gets the price of the ordered crate for bringing it to the department that ordered it (via an area check, of which the crate will remain locked until satisfied, emitter cracking aside). Ordering a crate puts the console on a cooldown depending on the price of the crate ordered. The time ranges from 10 minutes at the lowest value, to capped at 20 minutes at 4x the default crate's price. the price in time follows a ease in out circular function, where the time increases slowly as the time goes up, but a lot in the middle. towards the higher end it slows down again. Cargo will start with far less money, but this is countered by the new source of income. Finish Mapping it Finish tgui panel for department orders Testmerge it for balance and feedback who cares Maybe give multiple destination areas, just in case one area gets obliterated who cares! Why It's Good For The Game Cargo starts with a budget to spend on themselves, which lets them order their department rewards before doing anything. There is no inherent reward to delivering to other departments other than social expectations of filling the job, which means cargo will simply ignore deliveries and requests if there are more self-important things going on, since those deliveries both cost cargo and do not help cargo in any way Changelog cl add: replaced the request consoles in each department with department order consoles, which order for free on a cooldown. cargo gets these orders and delivers the crates, which are locked until delivery. upon delivery, cargo gets paid the value of the crate, and can then sell the crate back on the shuttle. balance: cargo doesn't start with a budget, other departments get what their budget was split up amongst them /cl |