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32 Commits
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baf3837ae8 |
Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts: # _maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm # _maps/RandomRuins/SpaceRuins/garbagetruck2.dmm # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # _maps/map_files/tramstation/tramstation.dmm # code/_onclick/hud/new_player.dm # code/datums/components/squashable.dm # code/datums/diseases/advance/symptoms/heal.dm # code/datums/diseases/chronic_illness.dm # code/datums/status_effects/buffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/stamcrit.dm # code/game/machinery/computer/crew.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/wall_mounted.dm # code/game/turfs/closed/indestructible.dm # code/modules/admin/view_variables/filterrific.dm # code/modules/antagonists/heretic/influences.dm # code/modules/cargo/orderconsole.dm # code/modules/client/preferences.dm # code/modules/events/space_vines/vine_mutations.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/carbon/human/death.dm # code/modules/mob/living/carbon/human/species_types/jellypeople.dm # code/modules/mob/living/damage_procs.dm # code/modules/mob/living/living.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mob_spawn/mob_spawn.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/projectiles/guns/ballistic/launchers.dm # code/modules/projectiles/guns/energy/laser.dm # code/modules/reagents/chemistry/machinery/chem_dispenser.dm # code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/medicine_reagents.dm # code/modules/surgery/healing.dm # code/modules/unit_tests/designs.dm # icons/mob/inhands/items_lefthand.dmi # icons/mob/inhands/items_righthand.dmi # tgui/packages/tgui/interfaces/ChemDispenser.tsx |
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7e31936558 | Some RHD(Rapid Hand-Held Device) Fixes (#93945) | ||
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ff8abdf09c |
Adds an RLD upgrade to engineering borgs (#3583)
## About The Pull Request Adds an RLD to the cyborg engineering upgrades, in the same techweb. No longer shall man live in darkness. ## Why It's Good For The Game PLEASE I DONT NEED TO SPEND 6000 YEARS MAKING LIGHTS!! I want FLOORLIGHTS, I want CHEMLIGHTS, let me SEE!! ## Proof Of Testing <details> <summary>Screenshots/Videos</summary>   </details> ## Changelog 🆑 add: With a new upgrade, Borgs get an RLD. Let there be light. /🆑 |
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f17d53e2f7 |
Adds installed upgrade list to RCD examine text (#89552)
## About The Pull Request Change `/obj/item/construction/examine` so that if there's any upgrades installed it will list their names in the examine text. Also add a `/datum/bitfield` entry for RCD upgrades for a little debug QOL. ## Why It's Good For The Game It sucks to accidentally print an upgrade you already have for the RCD. ## Changelog 🆑 qol: The RCD examine text now lists any upgrades it has installed. /🆑 |
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5dbb1152ec |
Makes glowstick fluid respect chosen RLD color (#89399)
## About The Pull Request Closes #89379 Dalm is close to becoming my arch nemesis ## Changelog 🆑 fix: Makes glowstick fluid respect chosen RLD color /🆑 |
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401dcf3299 |
Adds installed upgrade list to RCD examine text (#89552)
## About The Pull Request Change `/obj/item/construction/examine` so that if there's any upgrades installed it will list their names in the examine text. Also add a `/datum/bitfield` entry for RCD upgrades for a little debug QOL. ## Why It's Good For The Game It sucks to accidentally print an upgrade you already have for the RCD. ## Changelog 🆑 qol: The RCD examine text now lists any upgrades it has installed. /🆑 |
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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7735917714 |
Makes glowstick fluid respect chosen RLD color (#89399)
## About The Pull Request Closes #89379 Dalm is close to becoming my arch nemesis ## Changelog 🆑 fix: Makes glowstick fluid respect chosen RLD color /🆑 |
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28ed213197 |
[PORT] [TGUI] Color picker (#2670)
## About The Pull Request Port of the color selection TGUI interface from BeeStation/Artea-Station. https://github.com/BeeStation/BeeStation-Hornet/pull/9417 https://github.com/Artea-Station/Artea-Station-Server/pull/525 This implementation includes a port and adaptation to React, as TG has discontinued the use of Inferno. If the Input: Enable TGUI parameter is disabled in the UI Tab, the old color selection mechanism will be used instead. The new interface supports copying the color value in the #343231 format and allows entering a 6-character hexadecimal color code. Additionally, a color palette for selection is available. ## Why It's Good For The Game The TGUI color picker is more adaptable and prettier. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary>    </details> ## Changelog 🆑 itsmeow (original), RimiNosha, Phoenix404 (port) add: Added TGUI-based color palette and replaced all usages of BYOND color palettes with it (TGUI input preferences are still respected). /🆑 |
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7afed12a58 |
Fixes RHD storage interaction (#87679)
## About The Pull Request - Fixes #87568 Not just for RLD but for RCD, RPLD & RTD. They don't touch storage atoms ## Changelog 🆑 fix: RLD won't try to put lights on storage objects like bags & such /🆑 |
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bb70889f6e |
TG Upstream Part 1
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff |
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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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56d42cfbcd |
[MIRROR] lights placed on walls with the RLD now face the correct direction. (#29414)
* lights placed on walls with the RLD now face the correct direction. (#85875) ## About The Pull Request They ought to face away from the wall, not toward it. ## Why It's Good For The Game This will fix #85681. ## Changelog 🆑 fix: lights placed on walls with the RLD now face the correct direction. /🆑 * lights placed on walls with the RLD now face the correct direction. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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cab4a7580a |
lights placed on walls with the RLD now face the correct direction. (#85875)
## About The Pull Request They ought to face away from the wall, not toward it. ## Why It's Good For The Game This will fix #85681. ## Changelog 🆑 fix: lights placed on walls with the RLD now face the correct direction. /🆑 |
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fec946e9c0 |
/Icon/ Folder cleansing crusade part, I think 4; post-wallening clean-up. (#85823)
Hello everybuddy, your number three rated coder-failure here to clean up some mess. This PR accomplishes some of the more major structural clean up changes I wanted to do with /obj/ folder, but decided to wait on until wallening gets merged, and so, time has come. Several things to still be done, although I know these cleaning PR's are quite a load, so will wait for this one to get done with first. ## Why It's Good For The Game Saner spriters, better sprites, less annoyance. Also deleted a whole load of redundancy this time around, a lot of sprites which existed simultaniously in two places now got exit their quantum superposition. |
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ffe5ae7172 |
Manual pull 83910 (#28201)
After Attack Fixes (#83910) Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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b540aaf8ab |
[MIRROR] Afterattack is dead, long live Afterattack (#28128)
* Afterattack is dead, long live Afterattack * wew * fixes --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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4c536fa5e2 | After Attack Fixes (#83910) | ||
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ff6b41aa07 |
Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑 |
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35c16b0753 |
[MIRROR] Fixes RLD glowsticks not actually glowing (#28015)
* Fixes RLD glowsticks not actually glowing (#83725) ## About The Pull Request So apparently RLD glowsticks just straight up didn't glow, but also thought they were on. Looking into it, this seemed to be an issue of it using `G.light_on = TRUE` rather than `G.turn_on()`. Replacing it with the latter fixes our issue. We then also just, replace the single letter variable `G`. ## Why It's Good For The Game Y'know I think glowsticks should probably like, actually glow, right? ## Changelog 🆑 fix: RLD glowsticks actually glow again. /🆑 * Fixes RLD glowsticks not actually glowing --------- Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> |
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078a4a21b7 |
Fixes RLD glowsticks not actually glowing (#83725)
## About The Pull Request So apparently RLD glowsticks just straight up didn't glow, but also thought they were on. Looking into it, this seemed to be an issue of it using `G.light_on = TRUE` rather than `G.turn_on()`. Replacing it with the latter fixes our issue. We then also just, replace the single letter variable `G`. ## Why It's Good For The Game Y'know I think glowsticks should probably like, actually glow, right? ## Changelog 🆑 fix: RLD glowsticks actually glow again. /🆑 |
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7bb2f5055e |
[MIRROR] 81182 81367 81399 (#26492)
* Implements rgb2num, uses it to replace all our manual rgb reading. Redoes HSV management (#81182) [Converts all manual extraction of rbg with rgb2num. It's just better](https://github.com/tgstation/tgstation/commit/ae798eabd5aa94dd577169553905d3efd7a7136d) [Yanks out old HSV management, replaces it with list stuff](https://github.com/tgstation/tgstation/commit/4997e86051d6388e495524dccba1f3258a47bb48) There's this old lummy era clunky code that passed HSV as text We can now cleanly replace it with passing hsv as lists from a rgb2hsv proc So let's just do that. Also, cleans up spraytan code (and ethereal lighting) Code better * Refactors fire overlays once again to make it not get stuck so often (#81367) Maybe finally fixes #77701 A big reason why this kept happening is because fire uses standing overlays. But fire isn't managed by mobs anymore. Meaning in some situations, fire can cease to exist but the overlay can still be on the mob. So it gets stuck. So like, why use standing overlays anymore? We can just hook `update_overlays` signal. Isn't that neat. 🆑 Melbert refactor: Fire effects get added to mobs in a different way now. Maybe it will get stuck less. Report any oddities. /🆑 * Fix Flaky Failure From Fire (#81399) ## About The Pull Request Closes #81396 , Closes #81391 , Closes #81403, Closes #81402 I don't know why but I thought this proc was only called once, when the mob entered the turf. That was silly. And going back at it, I'm not entirely sure why I tied `TRAIT_NO_EXTINGUISH` to the element anyways, rather than the lava like it originally was. While going back over this, I cleaned up the proc a bit. ## Changelog Not necessary * There we go? * Bruh moment --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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18075704e9 |
Implements rgb2num, uses it to replace all our manual rgb reading. Redoes HSV management (#81182)
## About The Pull Request [Converts all manual extraction of rbg with rgb2num. It's just better](https://github.com/tgstation/tgstation/commit/ae798eabd5aa94dd577169553905d3efd7a7136d) [Yanks out old HSV management, replaces it with list stuff](https://github.com/tgstation/tgstation/commit/4997e86051d6388e495524dccba1f3258a47bb48) There's this old lummy era clunky code that passed HSV as text We can now cleanly replace it with passing hsv as lists from a rgb2hsv proc So let's just do that. Also, cleans up spraytan code (and ethereal lighting) ## Why It's Good For The Game Code better |
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476bdd1ac4 |
[MIRROR] Light-Eaten objects can no longer emit light after being turned off and then back on [MDB IGNORE] (#24644)
* Light-Eaten objects can no longer emit light after being turned off and then back on (#79240) ## About The Pull Request #67676 described a bug where PDAs can apparently emit a small amount of light after being affected by the light eater. As it turns out, the bug is even worse than that. It doesn't work for just PDAs, it works for basically any light source that can be turned off and on. Even flashlights. In the following pictures, a flashlight has been light-eaten and then turned off and on again:  Observe how the nightmare jaunt is available, as it should be. However, one step closer to the flashlight:  The nightmare jaunt can no longer be used, because the flashlight is still emitting light. This PR just fixes that behavior. Light-eaten objects will now be totally dark again, even after being power cycled. Closes #67676. ## Why It's Good For The Game Bugs bad. ## Changelog 🆑 fix: Light-Eaten objects can no longer emit light after being turned off and then back on. code: Flashlights now use light_on instead of defining their own variable. Please report buggy behavior. /🆑 * Light-Eaten objects can no longer emit light after being turned off and then back on * updatepaths --------- Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
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5f923b097f |
Light-Eaten objects can no longer emit light after being turned off and then back on (#79240)
## About The Pull Request #67676 described a bug where PDAs can apparently emit a small amount of light after being affected by the light eater. As it turns out, the bug is even worse than that. It doesn't work for just PDAs, it works for basically any light source that can be turned off and on. Even flashlights. In the following pictures, a flashlight has been light-eaten and then turned off and on again:  Observe how the nightmare jaunt is available, as it should be. However, one step closer to the flashlight:  The nightmare jaunt can no longer be used, because the flashlight is still emitting light. This PR just fixes that behavior. Light-eaten objects will now be totally dark again, even after being power cycled. Closes #67676. ## Why It's Good For The Game Bugs bad. ## Changelog 🆑 fix: Light-Eaten objects can no longer emit light after being turned off and then back on. code: Flashlights now use light_on instead of defining their own variable. Please report buggy behavior. /🆑 |
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e6d08225d2 |
[MIRROR] General code maintenance for rcd devices and their DEFINE file [MDB IGNORE] (#24300)
* General code maintenance for rcd devices and their DEFINE file * Update window.dm * Update window.dm * Update window.dm --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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66f726dfe3 |
General code maintenance for rcd devices and their DEFINE file (#78443)
## About The Pull Request The changes made can be best summarized into points **1. Cleans up `code/_DEFINES/construction.dm`** Looking at the top comment of this file https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/__DEFINES/construction.dm#L1 One would expect stuff related to materials, rcd, and other construction related stuff. Well this file is anything but Why is there stuff related to food & crafting over here then? https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/__DEFINES/construction.dm#L91-L94 It gets worse why are global lists declared here? https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/__DEFINES/construction.dm#L115 There is a dedicated folder to store global lists i.e. `code/_globalvars/lists` for lists like these. These clearly don't belong here On top of that a lot of construction related defines has been just dumped here making it too large for it's purposes. which is why this file has been scraped and it's 1. crafting related stuff have been moved to its `code/_DEFINES/crafting.dm` 2. global lists for crafting moved to `code/_globalvars/lists/crafting.dm` 3. Finally remaining construction related defines split apart into 4 file types under the new `code/_DEFINES/construction` folder - `code/_DEFINES/construction/actions.dm` -> for wrench act or other construction related actions - `code/_DEFINES/construction/material.dm` -> contains your sheet defines and cable & stack related values. Also merged `code/_DEFINES/material.dm` with this file so it belongs in one place - `code/_DEFINES/construction/rcd.dm` -> dedicated file for everything rcd related - `code/_DEFINES/construction/structures.dm` -> contains the construction states for various stuff like walls, girders, floodlight etc By splitting this file into multiple meaningful define file names will help in reducing merge conflicts and will aid in faster navigation so this is the 1st part of this PR **2. Debloats the `RCD.dm` file(Part 1)** This uses the same concepts as above. i.e. moving defines into their appropriate files for e.g. https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/game/objects/items/rcd/RCD.dm#L170 1. Global vars belong in the `code/_globalvars` folder so these vars and their related functions to initialize them are moved into the `code/_globalvars/rcd.dm` file 2. See this proc https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/game/objects/items/rcd/RCD.dm#L200 This proc does not belong to the `obj/item/construction/rcd` type it's a global "helper function" this is an effect proc as it creates rcd holograms so it has been moved to the `code/game/objects/effects/rcd.dm` file which is a global effect that can be used by anyone And with that we have moved these vars & procs into their correct places & reduced the size of this file . We can go even further **3. Debloats the `RCD.dm` file(Part 2)** This deals with the large list which contains all the designs supported by the RCD https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/game/objects/items/rcd/RCD.dm#L42 This list contains a lot of local defines. We can scrape some of them and reduce the overall bulkiness & memory requirements of this list and so the following defines ``` #define WINDOW_TYPE "window_type" #define COMPUTER_DIR "computer_dir" #define WALLFRAME_TYPE "wallframe_type" #define FURNISH_TYPE "furnish_type" #define AIRLOCK_TYPE "airlock_type" #define TITLE "title" #define ICON "icon" #define CATEGORY_ICON_STATE "category_icon_state" #define CATEGORY_ICON_SUFFIX "category_icon_suffix" #define TITLE_ICON "ICON=TITLE" ``` Have all been removed making this list a lot more cleaner. Why? because a lot of these are just semantic sugar, we can infer the value of a lot of these defines if we just know the type path of the structure the rcd is trying to build for e.g. take these 2 defines https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/game/objects/items/rcd/RCD.dm#L13-L15 These defines tell the rcd UI the name and the icon it should display. Rather than specifying these manually in the design we can infer them like this ``` var/obj/design = /obj/structure/window //let's say the rcd is trying to build an window var/name = initial(design.name) //we have inferred the name of the design without requiring TITLE define var/icon = initial(design.icon_state) //we have inferred the icon of the design without requiring ICON define ``` And so by using similar logic to the remaining defines we can eliminate a lot of these local defines and reduce the overall size of this list. The same logic applies to the different modes of construction, the following defines https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/__DEFINES/construction.dm#L186-L192 Have all been removed and replaced with a single value `RCD_STRUCTURE` All these modes follow the same principle when building them 1. First check the turf if the structure exists. If it does early return 2. If not create a new structure there and that's it So rather than creating a new construction mode every time you want to add a new design we can use this mode to apply this general approach every time The design list has also now been made into a global list rather than a private static list. The big advantage to this is that the rcd asset cache can now access this list and load the correct icons from the list directly. This means you no longer have to manually specify what icons you want to load which is the case currently. https://github.com/tgstation/tgstation/blob/0fb8b8b218400b3f1805ae81e9bb0364d7a4e9c6/code/modules/asset_cache/assets/rcd.dm#L8-L9 This has lead to the UI icons breaking twice now in the past - #74194 - #77217 Hopefully this should never repeat itself again **4. Other RCD like device changes** - Fixed the broken silo link icon when the radial menu of the RLD was opened - replaced a lot of vars inside RLD with defines to save memory - Small changes to `ui_act` across RCD, Plumbing RCD and RTD - Removed unused vars in RCD and snowflaked code - Moved a large majority of `ui_data()` to `ui_static_data()` making the experience much faster Just some general clean up going on here **5. The Large majority of other code changes** These are actually small code changes spread across multiple files. These effect the `rcd_act()` & the `rcd_vals()` procs across all items. Basically it - Removes a large majority of `to_chat()` & `visible_message()` calls. This was done because we already have enough visual feedback of what's going on. When we construct a wall we don't need a `to_chat()` to tell us you have a built a wall, we can clearly see that - replaces the static string `"mode"` with a predefined constant `RCD_DESIGN_MODE` to bring some standard to use across all cases Should reduce chat spam and improve readability of code. **6. Airlock & Window names** The rcd asset cache relies on the design name to be unique. So i filled in the missing names for some airlocks & windows which are subjective and open to change but must have some value **7 Removes Microwave PDA upgrade** The RCD should not be allowed to build this microwave considering how quickly it can spawn multiple structures and more importantly as it's a special multipurpose machine so you should spend some effort in printing it's parts and acquiring tools to complete it. This upgrade makes obsolete the need to carry an - A RPED to install the parts - A screwdriver to complete the frame - The circuit board for the microwave The most important point to note here is that whenever an RPED/circuit board is printed at an lathe it charges you "Lathe Tax". The RCD with this upgrade would essentially bypass the need to "Pay Taxes" at these lathes as you are just creating a circuit board from thin air. This causes economy imbalance(10 cr per print) which scales up the more of these machines you make so to avoid this let's end the problem here Not to mention people would not find the need to print the circuit board for a regular microwave now if they have an RCD because they can just make this microwave type making the need for a regular microwave completely pointless. Just build a machine frame with the RCD and complete the microwave from there ## Changelog 🆑 code: moved global vars, lists and helper procs for construction related stuff to their appropriate files code: reduced overall code size & memory of rcd design list and removed unused defines refactor: removed a ton of chat alerts for rcd related actions to help reduce chat spam refactor: some airlock & window default names have changed fix: broken icon in radial menu of rld silo link remove: removes microwave pda upgrade from RCD. It's a special machine so spend some time in building it rather than shitting them out for free with the RCD. Use the RCD upgrade to spawn a machine frame instead & go from there /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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2399e88e7b |
[MIRROR] Gives engineers the RCD round start and nerfs its base abilities to compensate [MDB IGNORE] (#23158)
* Gives engineers the RCD round start and nerfs its base abilities to compensate (#77641) ## About The Pull Request - Gives engineers an RCD as part of their round start equipment - RCD by default will build/deconstruct slower if you already have another one in progress. This can be upgraded with the new cooling upgrade disk. Reconstructing (anything that was there roundstart as per the destructive scan) doesn't have this downside, only construction/deconstruction. - RCD construction effects can now be attacked in order to cancel them. This can be deterred with the anti-disruption upgrade disk. - RCDs for nukies and whatever don't have these downsides - The CE's roundstart RCD also doesn't have these downsides ## Why It's Good For The Game Construction and reconstruction are currently one of the worst aspects of SS13--they are so slow and tedious that any sort of mass destruction goes unfixed for 10-30+ minutes, if fixed at all. This limits us because it means people don't want traitors to create large explosions, for instance--I do and so I think it's crucial that we fix construction. Reconstruction has already been improved on the RCD with the destructive scans, but I see no reason to limit this to something so out of the way. Ideally the RCD even gets more functionalities, like the ability to print stock parts (or having stock parts removed), etc, in order to lessen this burden. ## Changelog 🆑 add: Engineers now have an RCD round start. balance: RCD construction/deconstruction effects can now be attacked in order to cancel them. You can get the anti-disruption upgrade disk to prevent this. balance: RCD construction/deconstruction is now slower if you already have another effect up. This does not effect reconstruction. balance: Both of the above effects do not effect the CE's roundstart RCD, nor any other RCDs such as combat RCDs. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com> * Gives engineers the RCD round start and nerfs its base abilities to compensate --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com> |
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766144a443 |
Gives engineers the RCD round start and nerfs its base abilities to compensate (#77641)
## About The Pull Request - Gives engineers an RCD as part of their round start equipment - RCD by default will build/deconstruct slower if you already have another one in progress. This can be upgraded with the new cooling upgrade disk. Reconstructing (anything that was there roundstart as per the destructive scan) doesn't have this downside, only construction/deconstruction. - RCD construction effects can now be attacked in order to cancel them. This can be deterred with the anti-disruption upgrade disk. - RCDs for nukies and whatever don't have these downsides - The CE's roundstart RCD also doesn't have these downsides ## Why It's Good For The Game Construction and reconstruction are currently one of the worst aspects of SS13--they are so slow and tedious that any sort of mass destruction goes unfixed for 10-30+ minutes, if fixed at all. This limits us because it means people don't want traitors to create large explosions, for instance--I do and so I think it's crucial that we fix construction. Reconstruction has already been improved on the RCD with the destructive scans, but I see no reason to limit this to something so out of the way. Ideally the RCD even gets more functionalities, like the ability to print stock parts (or having stock parts removed), etc, in order to lessen this burden. ## Changelog 🆑 add: Engineers now have an RCD round start. balance: RCD construction/deconstruction effects can now be attacked in order to cancel them. You can get the anti-disruption upgrade disk to prevent this. balance: RCD construction/deconstruction is now slower if you already have another effect up. This does not effect reconstruction. balance: Both of the above effects do not effect the CE's roundstart RCD, nor any other RCDs such as combat RCDs. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
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6ee8dbb9c7 |
[MIRROR] Code clean-up & refactor for all RCD related & like devices. [MDB IGNORE] (#20394)
* Code clean-up & refactor for all RCD related & like devices. (#74527) ## About The Pull Request 1. Debloats the RCD.dm file i.e. renames it to RHD[Rapid handheld device the base for all rcd like devices] and moves its subtypes into their respective files `/obj/item/construction/rcd` moved to RCD.dm `/obj/item/construction/rld` moved to RLD.dm `/obj/item/construction/plumbing` moved to RPLD.dm `/obj/item/construction/rtd` stays in RTD.dm Other rcd like device i.e. RPD, RFC, RWD, along with the above mentioned files are now all moved into 1 folder called "rcd" majority of the `to_chat()` are now replaced with `balloon_alert()` to reduce spam 2. Adds early returns, optimizes & adds extra resource sanity checks before and after the `do_after()` proc for the RLD. RLD silo links now works again. - RLD now uses an ammo bar just like the RCD for updating only its overlays & not its entire icon state, it also has a blinking yellow icon state when low on ammo - Remove unused empty blinking yellow icon state for plumbing RCD. nobody designed the ammo bars for them so having`has_ammobar = TRUE` caused the unit tests to fail 4. Adds extra structure placement & resource sanity checks for RCD, RTD & Plumbing RCD before & after the `do_after()` proc RCD Patches - removes unused vars window_type & window_glass, these can be infered from window_type directly - removes furnish type & cost and let the rcd_vals() proc decide those for consistency - copies the rcd stuff from turf/floor to turf/open/misc with some exceptions, It wasen't updated in a long time - rcd vals i.e. cost & delay for window types are set for each directional, full-tile, reinforced types. These all used constant values & now they are adjusted accordingly RTD patches - Fixes #74526 RTD can lay floor tiles on all types of plating's - The cost of deconstructing tiles was not calculated correctly i.e. it always used the cost of the selected design & not the cost of the actual floor type we are trying to deconstruct - The construction & deconstruction time was constant & very fast for all tile types, now the delay is adjusted based on the cost of the type of tile in question - RTD now has a blinking yellow empty icon state just like the RCD when low on ammo 6. Fixes #73479 RCL now updates its pipe cleaning coil appearance when changing colours & selecting white colour no longer yields a random coil colour 7. makes sure `useResource() ` actually succeeds before doing any action. The return value of this proc was not previously checked for some devices ## Why It's Good For The Game 1. rcd like devices all moved into 1 folder for better organization 2. splits the original RCD.dm file into more logical & manageable files for better maintainability 3. removes unused code & adds some extra sanity checks for everything 4. adds missing sprites for RLD & RTD ## Changelog 🆑 code: RCD & all its subtypes and other devices like it[RTD, RLD, Plumbing RCD, RWD, RFC, RPD] now moved into 1 folder, removes unused vars refactor: RCD window type cost & delay are set based on the window type selected. refactor: RLD, RCD & plumbing RCD now has extra resource & target placement sanity checks, optimizes RLD and code readability. refactor: RTD now sets the correct delay with the cost of the tile type currently being constructed/deconstructed taken into account refactor: large majority of to_chat() replaced with balloon alerts fix: RLD silo link now works again fix: RTD can place tiles on any subtype of plating fix: RCL now lays the correct colour of pipe cleaner when its colour is changed imageadd: empty blinking yellow icon states for RTD & RLD & an ammo bar for RLD /🆑 * Code clean-up & refactor for all RCD related & like devices. * Update RHD.dm --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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add6d49951 |
Code clean-up & refactor for all RCD related & like devices. (#74527)
## About The Pull Request
1. Debloats the RCD.dm file i.e. renames it to RHD[Rapid handheld device
the base for all rcd like devices] and moves its subtypes into their
respective files
`/obj/item/construction/rcd` moved to RCD.dm
`/obj/item/construction/rld` moved to RLD.dm
`/obj/item/construction/plumbing` moved to RPLD.dm
`/obj/item/construction/rtd` stays in RTD.dm
Other rcd like device i.e. RPD, RFC, RWD, along with the above mentioned
files are now all moved into 1 folder called "rcd"
majority of the `to_chat()` are now replaced with `balloon_alert()` to
reduce spam
2. Adds early returns, optimizes & adds extra resource sanity checks
before and after the `do_after()` proc for the RLD. RLD silo links now
works again.
- RLD now uses an ammo bar just like the RCD for updating only its
overlays & not its entire icon state, it also has a blinking yellow icon
state when low on ammo
- Remove unused empty blinking yellow icon state for plumbing RCD.
nobody designed the ammo bars for them so having`has_ammobar = TRUE`
caused the unit tests to fail
4. Adds extra structure placement & resource sanity checks for RCD, RTD
& Plumbing RCD before & after the `do_after()` proc
RCD Patches
- removes unused vars window_type & window_glass, these can be infered
from window_type directly
- removes furnish type & cost and let the rcd_vals() proc decide those
for consistency
- copies the rcd stuff from turf/floor to turf/open/misc with some
exceptions, It wasen't updated in a long time
- rcd vals i.e. cost & delay for window types are set for each
directional, full-tile, reinforced types. These all used constant values
& now they are adjusted accordingly
RTD patches
- Fixes #74526 RTD can lay floor tiles on all types of plating's
- The cost of deconstructing tiles was not calculated correctly i.e. it
always used the cost of the selected design & not the cost of the actual
floor type we are trying to deconstruct
- The construction & deconstruction time was constant & very fast for
all tile types, now the delay is adjusted based on the cost of the type
of tile in question
- RTD now has a blinking yellow empty icon state just like the RCD when
low on ammo
6. Fixes #73479 RCL now updates its pipe cleaning coil appearance when
changing colours & selecting white colour no longer yields a random coil
colour
7. makes sure `useResource() ` actually succeeds before doing any
action. The return value of this proc was not previously checked for
some devices
## Why It's Good For The Game
1. rcd like devices all moved into 1 folder for better organization
2. splits the original RCD.dm file into more logical & manageable files
for better maintainability
3. removes unused code & adds some extra sanity checks for everything
4. adds missing sprites for RLD & RTD
## Changelog
🆑
code: RCD & all its subtypes and other devices like it[RTD, RLD,
Plumbing RCD, RWD, RFC, RPD] now moved into 1 folder, removes unused
vars
refactor: RCD window type cost & delay are set based on the window type
selected.
refactor: RLD, RCD & plumbing RCD now has extra resource & target
placement sanity checks, optimizes RLD and code readability.
refactor: RTD now sets the correct delay with the cost of the tile type
currently being constructed/deconstructed taken into account
refactor: large majority of to_chat() replaced with balloon alerts
fix: RLD silo link now works again
fix: RTD can place tiles on any subtype of plating
fix: RCL now lays the correct colour of pipe cleaner when its colour is
changed
imageadd: empty blinking yellow icon states for RTD & RLD & an ammo bar
for RLD
/🆑
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