Commit Graph

54 Commits

Author SHA1 Message Date
grungussuss
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
/🆑
2024-09-23 22:24:50 -07:00
SyncIt21
0d18126348 Adds checks for mech Hydraulic clamp action (#86789)
## About The Pull Request
- Fixes #86613

## Changelog
🆑
fix: moving or rotating a mech will cancel its hydraulic clamp action
/🆑
2024-09-21 15:10:27 +02:00
John Willard
a4e7929a3b Lighters use welding fuel and can be used as welders in some cases (#85941)
## About The Pull Request

Lighters now have welding fuel which can be filled/extracted by hand,
giving a small but consistent source of welding fuel for non-chemists.
Welding fuel is now required for these lighters to work, they'll close
automatically once they're out of fuel.
They last for a minute, zippo lasts 2 minutes, before they need to be
refuelled. It can have other reagents put into it but it only checks for
welding fuel, so it won't work at all unless its got some.
They can be used as welding tools in minor cases, mostly fixing things
and welding doors shut, but can't do big things like deconstruction,
except the xenobio one because it's a lot hotter than the normal
lighter.

Also added a baseline support to check for heat to perform certain
welds, before heat is just this binary "has or doesnt have heat", which
made its value useless.

## Why It's Good For The Game

Adds a ghetto way of getting welding fuel, hiding reagents, and a ghetto
welding tool without being something that prisoners could break out of
prison with. They could weld the doors shut which is a little funny,
security still has proper welding tools to counter it.
It also currently is kinda lame that lighters could just be open 24/7,
unlike matches which has a lifespan of 10 seconds each or something.

## Changelog

🆑
add: Lighters now use and require welding fuel to work, but can be used
as a welding tool for tasks that don't require much heat.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-13 12:32:09 +00:00
Ben10Omintrix
91baa94ac5 event based incapicated and able_to_run (#86031)
## About The Pull Request
this is a revival of #82635 . i got permission from potato to reopen
this, he did almost all the work. i only just solved the conflicts and
fixed all the bugs that were preventing the original from being merged
(but it should be TMed first)

## Why It's Good For The Game
slightly improves the performance of basic mob AI

## Changelog
🆑
LemonInTheDark
refactor: able_to_run and incapacitated have been refactored to be event
based
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
2024-09-04 10:02:49 -04:00
lessthanthree
cc94918a80 Fixes tram crossing signal malfunctioning [NO GBP] (#86344)
## About The Pull Request

Fixes an early return and idle state when the signals don't bother
processing if they're broken/misconfigured/tram missing.

## Changelog

🆑 LT3
fix: Fixed malfunctioning tram crossing signals sometimes staying green
/🆑
2024-09-03 17:48:44 +02:00
tgstation-ci[bot]
9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

The following 239 (39 + Wallening Main PR excluded) PRs need to be
replayed (DO NOT EDIT THIS LIST MANUALLY, IT IS USED BY THE BOT TO TRACK
PROGRESS):

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

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
John Willard
1880003270 Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request

Currently to check for Silicon access, we do:
``if is silicon or is admin ghost or has unlimited silicon privileges or
has machine remote in hand``
What has unlimited silicon privileges? Bots, Drones, and admin ghosts.
To check for AI access, it just checks for AI instead of silicon, and
doesnt check for unlimited silicon privileges.

This was kinda silly, so I thought I should make this a little easier to
understand.
Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or
``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost,
since now instead of being a var on the client, we moved it to using the
same trait but giving it to the client instead, but since we have to
keep parity with previous functionality (admins can spawn in and not
have this on, it only works while as a ghost), I kept previous checks as
well.

No more type checks, removes a silly var on the mob level and another on
the client.

Now while I was doing this, I found a lot of tgui's ``ui_act`` still
uses ``usr`` and the wrong args, so I fixed those wherever I saw them,
and used a mass replace for the args.

Other changes:

- machinery's ``ui_act`` from
https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced
with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin
ghosts no longer get kicked off things not on cameras. This was my
fault, I overlooked this when adding Human AI.
- Human AI's wand gives AI control as long as it's in your hand, you can
swap to your offhand. I hope this doesn't end up going horribly,
otherwise I'll revert this part. It should let human AIs not have their
UI closed on them when swapping to eat food or use their door wand or
whatnot.
- Bots previously had special checks to scan reagents and be
unobservant, I replaced this with giving them the trait. I also fixed an
instance of unobservant not being used, so now statues don't affect the
basic creature, whatever that is.

## Why It's Good For The Game

This is an easier to understand way of handling silicon access and makes
these mobs more consistent between eachother.
Other than what I've mentioned above, this should have no impact on
gameplay itself.

## Changelog

🆑
fix: Statues don't count as eyes to creatures.
fix: Human AIs and Admin ghosts no longer get kicked off of machines
that aren't on cameranets.
/🆑
2024-08-19 10:43:45 +00:00
YesterdaysPromise
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.
2024-08-15 20:22:02 -07:00
LemonInTheDark
4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

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

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

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

## Path To Merge

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

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

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

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

## What does it look like?


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

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

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

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

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

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

## Credits

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

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

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

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

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

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

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

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

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

</details>

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

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

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

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

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

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00
SmArtKar
284fcbe151 Elevator music no longer restarts when you take a step (#85541)
## About The Pull Request

Closes #85533
in 2564 dubstep isn't the hype it used to be

## Changelog
🆑
fix: Elevator music no longer restarts when you take a step
/🆑
2024-08-04 21:52:22 -06:00
lessthanthree
b7a6aa20cf Update tram ignored smashthroughs (#85229)
## About The Pull Request

Adjusts the tram's ignored smashthroughs to work with the new floor
plane numbering. Fixes
https://github.com/tgstation/tgstation/issues/85171

## Why It's Good For The Game

Fixes tram smashing through stuff it shouldn't.

## Changelog

🆑 LT3
fix: Tram will no longer eat its own rails as it travels
/🆑
2024-07-26 07:26:53 +02:00
lessthanthree
93268ed3c8 Elevator fixes (#85227)
## About The Pull Request

Fixed controls not locking when elevator is moving, allowing people to
send conflicting orders. Fixed elevator moving sound being out of sync
with the actual movement.

## Changelog

🆑 LT3
fix: Fixed elevator panel allowing conflicting inputs
fix: Fixed elevator sound being out of sync with movement
/🆑
2024-07-25 22:19:08 +02:00
SmArtKar
d4fe381343 Elevator music no longer haunts you endlessly if you step off mid-transit (#85039)
## About The Pull Request

Closes #76043
Z level check in an elevator backfired. There is no case where this
check actually needs to exist, if a mob stepped off the tracked tile it
should get freed from elevator music torture no matter what.

## Changelog
🆑
fix: Elevator music no longer haunts you endlessly if you step off
mid-transit
/🆑
2024-07-19 01:38:22 +02:00
LemonInTheDark
e90a9b4b68 Flattens The Floor Plane (Camera Update Too) (#84350)
## About The Pull Request

Ok so like, side map right? It makes things higher up in the world
render above things lower down in the world.

Most of the time this is what we want, but it is NOT what we want for
floors.
Floors are allowed to be larger then 32x32, and if they are we want them
to render based off JUST their layer.
If we don't allow this grass turfs and others get cut off on their
bottom edge, which looks WEIRD.

In order to make this happen, we can add TOPDOWN_LAYER to every layer on
the floor plane and disable sidemap.

I've added documentation for this to VISUALS.md, and have also
implemented unit test errors to prevent mixing TOPDOWN layers with non
topdown planes (or vis versa).
This new test adds ~1 second to tests, which is I think a perfectly
scrumpulent number.

EDIT:

I nerd sniped myself and implemented sidemap layering and lighting for
cameras (also larger then 32x32 icon support for getflat)
The lighting isn't perfect, we don't handle things displaying in the
void all that well (I am convinced getflat blending is broken but I have
no debugger so I can't fix it properly), but it'll do.

This came up cause I had to fix another layering issue in cameras and
thought I might as well go all in.

![image](https://github.com/tgstation/tgstation/assets/58055496/601b422c-f6aa-42ba-bcd9-b1faebe236e3)


## Why It's Good For The Game

Old:

![image](https://github.com/tgstation/tgstation/assets/58055496/d4102386-420d-4346-b05c-b819e62d98d0)

New:

![image](https://github.com/tgstation/tgstation/assets/58055496/1f5e303e-adee-427d-8fe3-76c8f2dbe098)


## Changelog
🆑
fix: Grass turfs will render properly now. Reworked how floors render,
please report any bugs!
fix: Cameras now properly capture lighting
fix: The layering seen in photos should better match the actual game
/🆑
2024-07-04 12:10:41 -07:00
SyncIt21
47be0bffc2 Ctrl click refactor (#83784)
## About The Pull Request
Same idea as #82656 but for ctrl click & ctrl shift click cause why not

- Does your signal & `can_perform_action()` checks using
`interaction_flags_click` flags before delegating the event down to
`ctrl_click()` proc.
- The one new change now is that `ctrl_click()` proc is now blocking,
meaning returning `CLICK_ACTION_SUCCESS` or `CLICK_ACTION_BLOCKING` will
stop the object from getting grabbed/pulled. So remember to return these
values if you want to stop the grab action or return `NONE` if you want
to process the click but still want the object to get grabbed as well

## Changelog
🆑
refactor: Ctrl click & Ctrl shift click has been refactored. Please
report bugs on GitHub
/🆑
2024-06-13 13:29:45 -07:00
lessthanthree
29c7d633a6 Tram crash sound (#83873)
## About The Pull Request

The tram makes a crash sound when it crashes


https://github.com/tgstation/tgstation/assets/83487515/ff688c83-b5fa-482d-bf25-8c1eca35e0cd

## Why It's Good For The Game

Ambience, no longer be silently flung into a wall

## Changelog

🆑 LT3
sound: You can now experience tram crashes in higher fidelity than ever!
/🆑
2024-06-11 22:17:22 -07:00
lessthanthree
30b9245adc Tram door fixes (#83672)
## About The Pull Request

- Fixes the emergency open spamming infinitely on bump open
- Tram doors have an associated assembly, can be repaired, rebuilt, and
constructed
- Adjusted door timings to better match the animation, no longer getting
briefly stuck on an invisible, open door

## Why It's Good For The Game

Fixing little issues that have surfaced

## Changelog

🆑 LT3
fix: Tram doors can now be constructed and assemblies built
fix: Emergency opening tram doors no longer spam balloon alerts
fix: Tram doors open faster on arrival
fix: Tram doors correctly force close on attempt 3 
/🆑
2024-06-09 18:52:04 +01:00
lessthanthree
8246e3cf8e Tram malfunction adjustments (#83706)
## About The Pull Request

Adjusts tram malfunction and the tram malfunction event to be more
straightforward and similar to other telecoms machinery.

- Tram malfunction now requires engineering, borg, or AI to visit either
the tram or the tram controller in telecoms to press 'reset'
(previously: open the tram panel and find the appropriate tool to repair
it)
- Tram malfunction event only stops the tram once per event roll
- Adjust announcement to include message that engineers need to reset
the tram
- Removed loud priority_announce when the tram is fixed. Players know
the tram is fixed because they are using it again
- Tram doors no longer force crush during malfunction, since engineers
have no method to fix this
- EMP/communications blackout event will temporarily degrade crossing
signals, otherwise the tram continues to function normally
- Loss of telecoms power will degrade crossing signals, otherwise the
tram continues to function normally

Frequency of tram malfunction event is reduced to be in line with
communications blackout and grav gen blackout, and a maximum of 3
occurrences per round

Signal failure:
Previously: Signals fail until reset has physically been done on the
controller
New: Signal failure is moved to be part of the Communications Blackout
event, lasting the duration of EMP blast that hits telecoms

Communication loss:
Previously: For the duration of the Tram Malfunction event there is a 5%
chance the tram does a degraded stop, ending when the controller is
repaired or the timer ends
New: A guaranteed 1 degraded stop per event roll. To balance the
increase in occurrences it's been made easier to reset on the
controller. If the tram is not reset by the end of the timer, it is done
automatically

New telecoms room tram controller:

![dreamseeker_AGHpKvyunZ](https://github.com/tgstation/tgstation/assets/83487515/e8269607-11c9-407a-8f6e-d20f3f1b5f56)

## Why It's Good For The Game

Making the tram friendlier for engineering to pick up/understand, it
will function more predictably in the tram malfunction and
communications blackout event.

## Changelog

🆑 LT3
add: Telecoms now has a central tram controller
add: Tram controller is now included in communications blackout event
qol: Tram malfunction event only stops tram once, requiring engineering
to reset (no tools required)
qol: Tram malfunction event no longer sends a Central Command
announcement when fixed
del: Tram doors no longer force crush you during tram malfunction event
del: Silicons can no longer control the tram when communication is lost
/🆑
2024-06-09 14:51:11 +01:00
lessthanthree
413dc66af1 Tram crossing signal logic fixes (#83610)
## About The Pull Request

Minor fixes to the tram crossing signal logic.

Reverts an earlier change I made to the subsystem, which resulted in the
signals being wildly off in their timings on a regular basis. Adjusted
the red length corresponding to the properly timed signals. Removed
define for degraded yellow, as that's now simplified into a check at
signal activation time.

## Why It's Good For The Game

Tram crossing lights better reflect tram status, staying green when the
tram is broken therefore safe to walk. Consistently turn red when tram
approaching.

## Changelog

🆑 LT3
fix: Fixed timing issue where tram crossing signals would be out of sync
with the moving tram
fix: Tram crossing signals consistently show green when safe, blue when
broken
fix: Tram crossing signals show red instead of yellow when degraded
/🆑
2024-06-06 10:17:04 +01:00
jimmyl
c57afc4689 Wawastation (#82298)
- [x] #82282
- [x] map in aux base how the hell did i forget it
- [x] fill out maints
- [x] properly test the goddamn thing
- [x] fix major cameranets
- [ ] fix any issues
- [x] write a proper pr body

## About The Pull Request

adds this map to the map rotation

bottom level (24.5.2024)
![StrongDMM-2024-05-24 06 59
36](https://github.com/tgstation/tgstation/assets/70376633/6ca7cbef-88cb-4225-9814-8e521447a7f2)


upper level (24.5.2024)

![image](https://github.com/tgstation/tgstation/assets/70376633/8de5e61d-73a8-453d-8b87-025e5ab0b26a)





## general map details and department stuff
- the station is more focused on the bottom level, so falling in doesnt
roundremove you
- this is an asteroid station, so assistants can larp as dorfs and mine
towards the sweet loot
- there is plenty multiz usage
- service is the center of the station

**Service** - Is the center of the station. Arrivals docks directly in
the middle of the station next to Upper Service, so bar might get more
traffic. Not much different than normal Service, but janitors closet is
also present here, he sleeps on the floor. We do not talk about the
janitor. Above Bar is Library and Hydroponics with an overlook to look
at bar. The Theater has a big curtain and a podium directly in the bar.

29.3.2024

![ezgif-1-4549df2db8](https://github.com/tgstation/tgstation/assets/70376633/eb0d7b41-3bd9-444d-b74a-ec99ac6be649)


**Civilian** - Also in the center of the station, next to bar. There
isnt much to talk about dorms, its pretty normal.

**Cargo** - Absence of chutes that go to departments, reminder that mail
sorting is a thing. Cargo bay is a big open area with a boutique/shop
facing primary hall that starts closed, and Cargo has its own crate
elevator. Theres upper Cargo where mining, bitrunning and a secure
warehouse is located (There may be a murder scene). The quartermasters
office spans two z-levels and is relatively compact. Not much else
different from regular cargo. ~~Oh also the QM starts with an empty
PML-9 and a mostly functional rocket~~

29.3.2024

![ezgif-1-4d6bfe6c07](https://github.com/tgstation/tgstation/assets/70376633/cdac216c-2587-41d8-8ffd-5064378347eb)


**Medical** - Large centralized medbay, also two z-levels. There is a
public waiting room with triage and a reception. There is also an inner
elevator for the crippled. There are two medbay-access patient rooms
that are unrestricted from the inside, and two operating rooms. Medbay
has its own rad shelter. The virologist does not get their own
satellite, but is still relatively secure.

29.3.2024
https://i.ibb.co/hs9kKbV/ezgif-1-f7b697b067.gif (large gif)

**Command** - AI Sat transit tube access is here. HoP has an open stall
facing primary hall, ~~and maybe a piano trapdoor~~ pretty classic
bridge, Captain does not get his own office but gets a really
comfortable quarters with his own emergency mass ejection for abandoning
ship. The council meeting room is present above bridge, with ERT Ferry
dock docking inside adjacent to the council room.

**Security** - Mostly bottom z level security. Very compact brig cells,
and a meeting room that everyone that is related to security may spawn
in if youre lucky. Warden has a weapon handout point facing the inner
security hall and the equipment room. Reeducation chamber has a shocked
grille treadmill. HoS and Warden Room and armory are on the upper
z-level, and warden has a VERY good overlook over permabrig. Armory is
seperated into nonlethal to mostly nonlethal and lethal.

29.3.2024

![ezgif-1-d833de73fc](https://github.com/tgstation/tgstation/assets/70376633/860d4d7e-c250-4ad2-a2d6-4ae126defab5)


**Science** - Also pretty centralized, breakroom with a smoking corner,
two z levels and a big overlook. RD office overlooks toxins and bomb
site. Genetics and RD Office is on the upper floor, with a science
exclusive monkey exhibit. Xenobio is thick due to proximity to bomb
site, otherwise normal.

29.3.2024

![ezgif-1-4f8814ece9-1](https://github.com/tgstation/tgstation/assets/70376633/73afd9da-f37b-402b-aead-84f81c13cf7b)


**AI Sat** - Okay at this point assume any department is multiz. The
antechamber is an elevator and the turrets are on said elevator. The
elevator may be sent to the top level by engineers, where the AI core
is. Telecomms is on the bottom level, and AI core is above it. Contains
a borg entertainment room, and also the upload. The elevator being
raised is necessary to properly enter AI Room.

**Engineering** - Contains a less stale but still average and less than
optimal SM setup. Prone to catastrophic disaster. The SM Room is two
levels and very open, and CE has a trapdoor directly into the shard.
Turbine is above atmospherics, so is the crystallizer. The HFR and main
atmos and distribution room are on the bottom level. Piped by **Kendra
Hunter**. Contains a built in electrolyzer corner so atmos mains stop
gutting the aesthetics to place down some dumb machine.

## Why It's Good For The Game

another interesting map into the roster, different from the other multiz
maps in the form that you dont get stuck in hell by falling down a hole

todo write better section

## Changelog
🆑
add: wawastation, the station map
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2024-06-04 07:11:13 -07:00
lessthanthree
2b7c86103f Fixes being permanently attached to tram (#83606)
## About The Pull Request

Verifies transport contents at time of tram departure, removing any
invalid movables

Fixes https://github.com/tgstation/tgstation/issues/77722

## Why It's Good For The Game

Movables no longer get invisibly, permanently attached to the tram in
rare event transport moves before contents are updated.

## Changelog

🆑 LT3
fix: Fixed bug where players could be invisibly attached to the tram
forever
/🆑
2024-06-01 15:58:29 -06:00
Afevis
6933307eea Fixes tram malfuction event not ending properly (#83200)
these lists only contains text, not anything qdeletable. 
```
[18:10:26] Runtime in code/controllers/subsystem/garbage.dm, line 349: bad del
proc name: qdel (/proc/qdel)
src: null
call stack:
qdel(null, 0)
the tram controller (/obj/machinery/transport/tram_controller): clear repair signals()
/datum/transport_controller/li... (/datum/transport_controller/linear/tram): end malf event()
/datum/round_event/tram_malfun... (/datum/round_event/tram_malfunction): end()
/datum/round_event/tram_malfun... (/datum/round_event/tram_malfunction): process(2)
Events (/datum/controller/subsystem/events): fire(0)
Events (/datum/controller/subsystem/events): ignite(0)
Master (/datum/controller/master): RunQueue()
Master (/datum/controller/master): Loop(2)
Master (/datum/controller/master): StartProcessing(0)
```
2024-05-13 08:50:30 -07:00
Jeremiah
8e3f635b98 Alt click refactor (#82656)
## About The Pull Request
Rewrites how alt click works. 
Based heavily on #82625. What a cool concept, it flows nicely with
#82533.

Fixes #81242 
(tm bugs fixed)
Fixes #82668

<details><summary>More info for devs</summary>

Handy regex used for alt click s&r:
`AltClick\((.*).*\)(\n\t.*\.\.\(\))?`
`click_alt($1)` (yes I am aware this only copies the first arg. there
are no other args!)

### Obj reskins
No reason for obj reskin to check on every single alt click for every
object. It applies to only a few items.
- Moved to obj/item
- Made into signal
- Added screentips

### Ventcrawling
Every single atmospherics machine checked for ventcrawling capability on
alt click despite only 3 objects needing that functionality. This has
been moved down to those individual items.
</details>

## Why It's Good For The Game
For players: 
- Alt clicking should work more logically, not causing double actions
like eject disk and open item window
- Added context menus for reskinnable items
- Removed adjacency restriction on loot panel

For devs:
- Makes alt click interactions easier to work with, no more click chain
nonsense and redundant guard clauses.
- OOP hell reduced
- Pascal Case reduced
- Glorious snake case

## Changelog
🆑
add: The lootpanel now works at range.
add: Screentips for reskinnable items.
fix: Alt click interactions have been refactored, which may lead to
unintentional changes to gameplay. Report any issues, please.
/🆑
2024-04-16 17:48:03 -06:00
LemonInTheDark
37aad4720d Reworks targeting behavior to fall back onto proximity monitors. Refactors ai cooldowns a bit (#82640)
## About The Pull Request

Nother bit ripped out of #79498
[Implements a get_cooldown() proc to get around dumb manual overrides
and empower me to optimize the findtarget
logic](7047d294dd)

[Adds modify_cooldown, uses it to optimize find_potential_targets
further](4ebc8cedce)

No sense running the behavior if we're just waiting on its output, so
let's run it once a minute just in case, then push an update instantly
if we find something

[Optimizes connect_range and
promxity_monitors](bcf7d7c5b3)

We know what turfs exist before and after a move
We can use this information to prevent trying to update turfs we don't
care about.

This is important because post these changes mobs with fields will be
moving a lot more, so it's gotta be cheap

[Implements a special kind of field to handle ai
targeting](80b63b3445)

If we run targeting and don't like, find anything, we should setup a
field that listens for things coming near us and then handle those
things as we find them.

This incurs a slight startup cost but saves so much time on the churn of
constant costs

Note:
We should also work to figure out a way to avoid waking ais if none is
near them/they aren't doing anything interesting

We don't need to do that immediately this acts as somewhat of a stopgap
(and would be good regardless) but it is worth keeping in mind)

## IMPORTANT

I am unsure whether this is worth it anymore since #82539 was merged. As
I say it was done as a stopgap because ais didn't know how to idle.
If not I'll rip er out and we'll keep the other
refactoring/optimizations.

## Why It's Good For The Game

Cleaner basic ai code, maybe? faster basic ai code, for sure faster
proximity monitors (significantly)
2024-04-16 17:37:46 -06:00
Zephyr
7f8752be14 Admin Verb Datums MkIII | Now with functional command bar (#82511) 2024-04-12 12:27:09 -07:00
SyncIt21
227cdd2c7c [NO GBP] Patches & renaming for NO_DECONSTRUCTION flag (#82547)
## About The Pull Request

1. Renames `NO_DECONSTRUCTION` -> `NO_DEBRIS_AFTER_DECONSTRUCTION`. As
the name suggests when the object is deconstructed it won't drop any
items/debris. After my last refactor for this flag it now serves a new
purpose so its name has been changed to match that

2. Fixes objects that are now using `NO_DECONSTRUCTION` incorrectly.
Some of these changes include
- Removing the flag in objects where there are no means to deconstruct
them (e.g. jukebox, hydroponics soil, flora etc)
- Replacing the flags old purpose by overriding its tool procs so that
it regains its old behaviour(e.g. You once again cannot deconstruct ctf
reinforced tables, survival pods, indestructible windows etc)

## Changelog
🆑
code: renamed `NO_DECONSTRUCTION` to `NO_DEBRIS_AFTER_DECONSTRUCTION` so
its name matches its intended purpose
fix: fixes some items that incorrectly used `NO_DECONSTRUCTION` prior to
its refactor, meaning makes some objects non deconstructable again
/🆑
2024-04-10 18:58:11 -07:00
John Willard
611c48be40 Monkeys now use height offset (and monkey tail works) (#81598)
This PR adds the ability for monkeys to wear any jumpsuit in the game,
and adds support for them to wear things like coats, gloves, and shoes
(though this cannot be obtained in-game and is solely achieved through
admins, which I also improved a bit upon by adding a defined bitfield
for no equip flags).

This reverts a lot of changes from
https://github.com/tgstation/tgstation/pull/73325 - We no longer check
height from limbs and such to bring sprites down, instead monkeys now
work more similarly to humans, so the entire PR was made irrelevant, and
I didn't really want to leave around dead code for the sake of having a
human with longer legs.

I've now also added support for Dwarfism, which makes monkeys look even
smaller. Very minor change but at least now the mutation doesn't feel
like it does literally nothing to monkeys (since they can already walk
over tables).

Here's a few examples of how it can appear in game (purely for
demonstration, as it is currently intentionally made impossible to
obtain in-game, though if someone wants to change that post-this PR now
that support is added, feel free):

Tails have been broken for a while now, the only reason you see them
in-game is because they are baked into the monkey sprites. This fixes
that, which means humans can now get monkey tails implanted into them
(hell yeah) and monkeys can have their tails removed (also hell yeah)
2024-04-09 02:36:31 -05:00
John Willard
fa31403353 LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request

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

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

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

## Why It's Good For The Game

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

## Changelog

🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑
2024-04-08 22:15:07 -06:00
Jeremiah
9723b4b317 Replaces even more deciseconds with SECONDS (#82438)
## About The Pull Request
Using these search regexes:

Ending in 0:
`addtimer\((.*),\s?(\d{1,3})0\b\)`
replacement:
`addtimer($1, $2 SECONDS)`

Two digit ending in odd:
`addtimer\((.*), (\d)([1-9])\)$`
replacement:
`addtimer($1, $2.$3 SECONDS)`

Single digit ending odd:
`addtimer\((.*), ([1-9])\)$`
replacement:
`addtimer($1, 0.$2 SECONDS)`

## Why It's Good For The Game
Code readability

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-04-06 15:18:49 -06:00
SyncIt21
6dc40ca522 Standardizes object deconstruction throughout the codebase. (#82280)
## About The Pull Request
When it comes to deconstructing an object we have `proc/deconstruct()` &
`NO_DECONSTRUCT`

Lets talk about the flag first. 

**Problems with `NO_DECONSTRUCTION`**
I know what the comment says on what it should do

b5593bc693/code/__DEFINES/obj_flags.dm (L18)

But everywhere people have decided to give their own meaning/definition
to this flag. Here are some examples on how this flag is used

**1. Make the object just disappear(not drop anything) when
deconstructed**
This is by far the largest use case everywhere. If an object is
deconstructed(either via tools or smashed apart) then if it has this
flag it should not drop any of its contents but just disappear. You have
seen this code pattern used everywhere

b5593bc693/code/game/machinery/constructable_frame.dm (L26-L31)

This behaviour is then leveraged by 2 important components.

When an object is frozen, if it is deconstructed it should just
disappear without leaving any traces behind

b5593bc693/code/datums/elements/frozen.dm (L66-L67)

By hologram objects. Obviously if you destroy an hologram nothing real
should drop out

b5593bc693/code/modules/holodeck/computer.dm (L301-L304)

And there are other use cases as well but we won't go into them as they
aren't as significant as these.

**2. To stop an object from being wrenched ??**
Yeah this one is weird. Like why? I understand in some instances (chair,
table, rack etc) a wrench can be used to deconstruct a object so using
the flag there to stop it from happening makes sense but why can't we
even anchor an object just because of this flag?

b5593bc693/code/game/objects/objs.dm (L368-L369)
This is one of those instances where somebody just decided this
behaviour for their own convenience just like the above example with no
explanation as to why

**3. To stop using tools to deconstruct the object** 
This was the original intent of the flag but it is enforced in few
places far & between. One example is when deconstructing the a machine
via crowbar.

b5593bc693/code/game/machinery/_machinery.dm (L811)

But machines are a special dual use case for this flag. Because if you
look at its deconstruct proc the flag also prevents the machine from
spawning a frame.

b5593bc693/code/game/machinery/_machinery.dm (L820-L822)

How can 1 flag serve 2 purposes within the same type?

**4. Simply forget to check for this flag altogether**
Yup if you find this flag not doing its job for some objects don't be
surprised. People & sometimes even maintainers just forget that it even
exists

b5593bc693/code/game/objects/items/piggy_bank.dm (L66-L67)

**Solution**
These are the main examples i found. As you can see the same flag can
perform 2 different functions within the same type and do something else
in a different object & in some instances don't even work cause people
just forget, etc.

In order to bring consistency to this flag we need to move it to the
atom level where it means the same thing everywhere. Where in the atom
you may ask? .Well, I'll just post what MrMelbert said in
https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862

> ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION
handling as it wants,

Yup that's the ideal case now. This flag is checked directly in
`deconstruct()`. Now like i said we want to give a universal definition
to this flag and as you have seen from my examples it is used in 3 cases
1) Make an object disappear(doesn't dropping anything) when
deconstructed
2) Stop it from being wrenched
3) Stop it from being deconstructed via tools

We can't enforce points 2 & 3 inside `deconstruct()` which leaves us
with only case 1) i.e. make the object disappear. And that's what i have
done. Therefore after more than a decade or since this flag got
introduced `NO_DECONSTRUCT` now has a new definition as of 2024

_"Make an object disappear(don't dropping anything) when deconstructed
either via tools or forcefully smashed apart"_

Now i very well understand this will open up bugs in places where cases
2 & 3 are required but its worth it. In fact they could even be qol
changes for all we know so who knows it might even benefit us but for
now we need to give a universal definition to this flag to bring some
consistency & that's what this PR does.

**Problem with deconstruct()**
This proc actually sends out a signal which is currently used by the
material container but could be used by other objects later on.

3e84c3e6da/code/game/objects/obj_defense.dm (L160)

So objects that override this proc should call its parent. Sadly that
isn't the case in many instances like such

3e84c3e6da/code/game/machinery/deployable.dm (L20-L23)

Instead of `return ..()` which would delete the object & send the signal
it deletes the object directly thus the signal never gets sent.

**Solution**
Make this proc non overridable. For objects to add their own custom
deconstruction behaviour a new proc has been introduced
`atom_deconstruct()` Subtypes should now override this proc to handle
object deconstruction.

If objects have certain important stuff inside them (like mobs in
machines for example) they want to drop by handling `NO_DECONSTRUCT`
flag in a more carefully customized way they can do this by overriding
`handle_deconstruct()` which by default delegates to
`atom_deconstruct()` if the `NO_DECONSTRUCT` flag is absent. This proc
will allow you to handle the flag in a more customized way if you ever
need to.

## Why It's Good For The Game
1) I'm goanna post the full comment from MrMelbert
https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862

> ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION
handling as it wants, but there's a shocking lack of consistency around
NO_DECONSTRUCTION, where some objects treat it as "allow deconstruction,
but make it drop no parts" and others simply "disallow deconstruction at
all"

This PR now makes `NO_DECONSTRUCTION` handled by `deconstruct()` & gives
this flag the consistency it deserves. Not to mention as shown in case 4
there are objects that simply forgot to check for this flag. Now it
applies for those missing instances as well.

2) No more copying pasting the most overused code pattern in this code
base history `if(obj_flags & NO_DECONSTRUCTION)`. Just makes code
cleaner everywhere

3) All objects now send the `COMSIG_OBJ_DECONSTRUCT` signal on object
deconstruction which is now available for use should you need it

## Changelog
🆑
refactor: refactors how objects are deconstructed in relation to the
`NO_DECONSTRUCTION` flag. Certain objects & machinery may display
different tool interactions & behaviours when destroyed/deconstructed.
Report these changes if you feel like they are bugs
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2024-04-04 18:55:51 -06:00
jimmyl
be20e62d0e prevent linear transports from picking up underfloor objects during movement (#82282)
## About The Pull Request

prevent linear transports from picking up underfloor objects during
movement

as this checks the trait, this doesnt work during map load because
underfloor objects tend to not have the trait before theyre picked up
during init by transports but idk how to fix that

## Why It's Good For The Game

its a bug and bugs are bad

## Changelog
🆑
fix: elevators may no longer pick up things from under the floor during
movement
/🆑
2024-03-30 02:33:45 +01:00
Pickle-Coding
c1f11f26ce Converts arbitrary energy units to the joule. Fixes conservation of energy issues relating to charging cells. (#81579)
## About The Pull Request
Removes all arbitrary energy and power units in the codebase. Everything
is replaced with the joule and watt, with 1 = 1 joule, or 1 watt if you
are going to multiply by time. This is a visible change, where all
arbitrary energy units you see in the game will get proper prefixed
units of energy.

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

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

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

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

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

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

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

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

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

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

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-03-23 16:58:56 +01:00
John Willard
9ac81e1a64 New station trait job: Human AI (#81681)
## About The Pull Request

This PR does many things, I'll try to explain the basic/background stuff
to the main thing first:

1. Adds a new remote that allows a human to function like an AI. It
controls a fly that will fly around the station slowly, and when it
reaches a machine then the person can interact with it as if they were
an AI. This required changing a lot of silicon/AI checks with one that
also checks for this remote, and some messing with shared ui state.
2. Moves req_access from the obj and bot to ``/atom/movable`` which lets
it be shared between the two, no more copy-paste and one side lacking
features/checks/signals the other has.
3. Adds a check for AI config for AI-related station traits, which was
lacking prior

Now for the good part...
Adds a new station trait that replaces the AI with a Human.
This person is equipped with an AI headset (including Binary), an
advanced camera console, an omni door wand, the machine controller, and
their laws.
They are immune to the SAT's turrets (even if set to target borgs) and
are slow outside of the SAT, mimicing the actions of the AI.

They interact with the world through their advanced camera console,
which allows them to do most AI stuff needed, and the holopad they can
connect to without having to ring first (like Command can).

They are given a paper with the laws they must follow, but since they
are human they are able to bend it. Cyborgs that run the default lawset
are "slaved" to them via an unremovable law 0, so the Human AI can bend
the laws if they really need to (for their own survival n such), and
make the cyborgs obey their commands above laws, but in general this
shouldn't be a frequent occurrence. This does take into account the
unique AI trait, so it's not guaranteed Asimov.

When this station trait rolls, all Intellicards, AI uploads, and AI core
boards are destroyed and are unresearchable. They can be spawned by
admins in-game if necessary. Maybe in the future we can also exclude
Oldstation from this but I haven't really decided.

Extra perks:

Human AI spawns with a Robotic voicebox (unless they are a body purist)
and teleport blocking implant, so they can't use teleporters to bypass
their on-station slowdown.
They also have an infinite laser pointer that can be used to blind
through their camera console. This is unfortunately nerfed from the
recent borg balance PR that removed its stun. This was meant to be the
alternative to no longer being able to permanently lock borgs down like
AIs can (or more than one, for that matter).
They aren't affected by Roburgers, Acid, and Fuel's toxicity.
Bots salute them like they do Beepsky (which is now a trait)
They spawn with SyndEye to replace the AI's tracking ability
They do not have a bank account

### The machine remote

The machine remote has a little fly in it that flies to the machines it
is pointed to, working as the arms and legs of the Human AI. It scans
the machine and punches in the action the AI does, and is how the AI
accesses basically anything. This fly slowly moves from one machine to
the next, and can be recalled with Alt Click.
It works on machines and bots.

### Video (Low quality to fit Github)


https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8

## Why It's Good For The Game

I've seen a funny screenshot one day of a person replacing the AI by
using a bunch of door remotes, camera console, crew monitoring console,
and a few other things. I've been thinking about that for a few years
and really wanted to make it official if not easier to make possible,
because it is an incredibly funny interaction.
This makes it a reality, and while they aren't as powerful as regular
AIs, I think it makes for better and funnier in-game moments. With the
same weight as Cargorilla (1), I hope this wouldn't be rolling too often
and ruin rounds, but instead show off the different capabilities that
Humans and AIs can do, to do the job of an AI. You win some you lose
some.

## Changelog

🆑 JohnFulpWillard, Tattax
add: Adds a new station trait job: The Human AI.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-03-09 23:48:39 +01:00
lessthanthree
760c85ad90 Tram tile/bench fixes (#81798)
## About The Pull Request

- Tram benches can be rebuilt after deconstruction
- Tram tiles build the correct amount inhand
- Tram tiles available in the engineering protolathe with other items
- Tram tiles create the right stack type when pulled up
- Tram tiles have inhand/obj icons for both types

## Changelog

🆑 LT3
fix: Tram floor tiles constructed inhand provides 4 instead of 1
fix: Tram floor tiles provide correct stack item when pulled up
image: Tram floor tiles have their own inhand icons
qol: Tram floor tiles available in the engineering protolathe
fix: You can reconstruct deconstructed tram benches
/🆑
2024-03-04 02:19:49 +01:00
lessthanthree
9ec0cfc36a Tram icon cleanup (#81797)
## About The Pull Request

- Deletes an unused tram_wall.dmi
- Renames tram frame to tram girder
- Tram girder looks like girder, not lattice


![image](https://github.com/tgstation/tgstation/assets/83487515/328c2455-def0-41a1-be9a-87a3ec0dcee7)

## Why It's Good For The Game

More straightforward for players. Since it acts like a girder, it should
look like a girder not a lattice.

## Changelog

🆑 LT3
image: Tram frame is now tram girder, because it acts like one
/🆑
2024-03-03 19:04:50 -05:00
lessthanthree
73733d44cf Tram mob throwing adjustments (#81617)
## About The Pull Request

- Corrects grille breaking related to PR
https://github.com/tgstation/tgstation/pull/81594
- Throw chance moved to a var on the controller instead of hardcoded
- Corrects a bit of documentation on tram controller landmarks
- Fixes the collision multiplier being set to a static value during
malfunction instead of the intended multiplier
- Includes throw chance in tram malfunction
- Cursed mobs now guaranteed to be thrown

## Changelog

🆑 LT3
code: Tram throwing now breaks grilles consistently
code: Tram malfunction lethality/throw chance are now a multiplier
instead of flat value
code: Tram throw chance can be adjusted
code: Unlucky trait is now used in tram throw calculation 
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-27 01:33:12 +00:00
John Willard
aace5f46f4 You can do more things while floored (#81641)
## About The Pull Request

While on the floor, you can:
- Use the UIs of Atmos machinery (except thermomachine and bluespace gas
vendor), Holopads, Crayons (spray cans too), radios, and Disposal bins
- Close extinguisher cabinets with Right-Click
- Click and drag yourself onto a photocopier to climb onto it.

I also changed all instances of ``ui_status`` to have all the args it's
being passed, I was messing with it a bit but it's gonna be for a later
PR.

## Why It's Good For The Game

It's an extra layer of harmless realism, also nice QoL for people who do
not have functional legs and do not have a wheelchair.

## Changelog

🆑
qol: You can use atmos machines, holopads, crayons, spray cans, and
disposal bins while floored.
fix: You can close extinguisher cabinets while floored.
fix: You can climb onto a photocopier from the floor.
/🆑
2024-02-26 18:34:20 +01:00
lessthanthree
909a1a692a Adds tram throwing mobs through glass windows (#81284)
## About The Pull Request

- Adds a PASSWINDOW flag so that you can throw mobs through window
panes, smashing them
- Being thrown into the tram window by event only (not player thrown)
has a chance to break through the window
- Reduced throw range of tram emergency stop

## Why It's Good For The Game

Sometimes you don't want them to bounce off the window when they hit,
rather comically fly through it.

## Changelog

🆑 LT3
add: The tram has been equipped with enhanced safety glass to reduce the
severity of crew injuries
/🆑
2024-02-18 02:52:36 +00:00
SyncIt21
4495ea2e4d Refactors how machines are deconstructed (#81291)
## About The Pull Request
This refactors how machines are deconstructed in the following ways

- You can no longer override `obj/machinery/deconstruct()`. If you want
customized behaviour then override `on_deconstruction()` instead.

This comes with the added benifit of no longer needing to check for the
`NO_DECONSTRUCTION` flag because the machine base proc does that for us
& if it finds that flag it won't proceed to call `on_deconstruction()`
meaning no machine will have a chance to spawn anything which is the
current behaviour.

This is required to make #81290 work for all machines at least so that
machine can send the `COMSIG_OBJ_DECONSTRUCT` signal without subtypes
overriding & forgetting to call the parent proc

- `dump_contents()` only gets called when the machine is deconstructed
not destroyed thus not leaving behind any of its contents inside. Fixes
https://github.com/tgstation/tgstation/pull/81290#issuecomment-1925752583

## Changelog
🆑
fix: machines that should not drop contents when deleted no longer do.
refactor: refactors how machines are deconstructed. report bugs on
github.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-02-11 14:52:19 +01:00
jimmyl
fbe6e2ebba museum away mission (#81208)
## About The Pull Request

adds a new gateway map, the Nanotrasen Museum it is filled with
""""Mannequins"""" and Common Core lore
im not putting the preview here because you really should explore it
yourself but if youre that curious i think the Checks tab in mapdiffbot
would have it
this gateway map contains no combat unless you count falling into chasms
because you did not carry a light
or going into the boarded room with no loot or any incentive with
obvious signs that there is the sole enemy on the map in there
the loot is the lore ok thanks

also makes mines detonate if theyre detonated by a non-mob im pretty
sure this couldnt have been intentional
trams stop chasms
and also the relevant items

<details>
  <summary>on second thought if you want spoilers check this</summary>


![image](https://github.com/tgstation/tgstation/assets/70376633/41ab2db1-55ce-4371-8594-a1d8961c37c3)

</details>

## Why It's Good For The Game

more gateway maps = good

## Changelog
🆑
add: nanotrasen museum gateway map
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-11 03:17:55 +01:00
lessthanthree
d8729bb829 Fixes tram alt-click interactions (#81255)
## About The Pull Request

A part of https://github.com/tgstation/tgstation/issues/81242

## Why It's Good For The Game

Don't interact with things you shouldn't be

## Changelog

🆑 LT3
fix: Fixed alt-click validation for tram interactions
/🆑
2024-02-02 20:01:30 -08:00
lessthanthree
1c0c0805a2 Fixes the tram's schrodinger-like power consumption (#81122)
## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/81106. The tram's
dynamic power use does not get recalculated when leaving an area because
the powernet between areas is made for static loads, This leads to APCs
being drained quickly consuming too much power, or consuming negative
energy leading to an APC being charged.

The amount of times use_power is called on tram crossing signals during
processing also leads to unexpected power consumption.

This moves tram power to a rectifier machinery object in each area,
controlled by signals from the tram. Tram crossing signals are fixed in
how they consume power, changing between power use states instead of
consuming during processing, and moved from the transport subsystem to
fastprocess because they don't need to be running at 20fps.

## Why It's Good For The Game

Tram draining an APC in a matter of seconds is bad. Tram having negative
power draw at other times is also bad.


![image](https://github.com/tgstation/tgstation/assets/83487515/e49cbabe-1b21-4af2-b940-c3ab9fcdbcda)

## Changelog

🆑 LT3
fix: Tram power consumption will no longer will randomly drain APCs
fix: Tram power moved to area based rectifiers
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-01-31 00:05:58 +01:00
MrMelbert
f1a3fc839f Replaces /obj:: -> parent_type:: (#81146)
## About The Pull Request

This just seemed like a minor error with the new syntax that popped up:

The intent of these seem to be "take our obj flags and add
`NO_DECONSTRUCTION` to it", which was perfectly serviceable in a
majority of places, as the parent type had the same obj flags as `/obj`.
But in a small handfull of places (such as any table subtypes) this was
not the case, and it caused some objects to have missing flags that they
were otherwise intended(?) to inherit.

So I replaced `/obj::` with `parent_type::` meaning rather than using
the base obj flags and then adding `NO_DECONSTRUCTION`, they use their
parent type's obj flags and then add `NO_DECONSTRUCTION`.

## Changelog

🆑 Melbert
fix: You can build on some niche tables again, such as the Wabbajack
Altar.
/🆑
2024-01-29 11:37:04 -05:00
Ghom
260b98c277 Alien nests and some other stuf can be hit again. (#80418)
## About The Pull Request
Another small issue fixed. Thanks Melbert for telling us what's wrong
with it.

EDIT: other objects were rendered unhittable by that flags refactor PR.

## Why It's Good For The Game
Fixes #80311. I made the xmas tree indestructible because the comment to
the `NO_DECONSTRUCTION` flag didn't make a load of sense since that
doesn't stop it from getting destroyed anyway.

## Changelog

🆑 MrMelbert, Ghommie
fix: Alien nests, and some other stuff, can be physically attacked
again.
balance: x-mas trees (the ones with presents), are indestructibles.
Truly protected by a yuletide spirit.
/🆑
2023-12-19 20:06:34 +00:00
LemonInTheDark
0638b11dad Fire Alarm Lights (Lit version) (Also lumin cleanup) (#80384)
## About The Pull Request
[Removes redundant uses of
luminosity](dd4ec1fc73)

I had a bunch of these left over from an old pr, sweep sweep (Made
redundant because mobs can see through all byond darkness now)

[Starts working on the fire alarm
lighting](b555ba00c6)

Dimmer but wider fire alarms, dimmer but MUCH wider lights. The idea is
to highlight fire alarms while providing a not pitchblack but vibey
space.

## Why It's Good For The Game


https://github.com/tgstation/tgstation/assets/58055496/5058bab4-0b04-4891-82d7-e3130711e5d0

Looks nice

## Changelog
🆑
fix: Fire alarms no longer cause pitch blackness, instead creating a
dark but not black red light.
/🆑
2023-12-17 10:44:59 +01:00
LemonInTheDark
f03084c1ca FOV is Dead (Long Live FOV) (#80062)
## About The Pull Request

FOV as it is currently implemented is incompatible* with wallening.
I'm doin wallening, so we gotta redo things here.

The issue is the masking of mobs. Wallening relies on sidemap (layering
based off physical position), which only works on things on the same
plane (because planes are basically sheets we render down onto)
So rather then masking mobs, let's reuse the masking idea from old fov,
and use it to cut out a bit of the game render plane, and
blur/over-saturate the bit that's masked out.

My hope is this makes things visible in light, but not as much in
darkness, alongside making more vivid shit more easily seen (just like
real life)

Here's some videos, what follows after is the commits I care about
(since I had to rip a bunch of planes to nothing, so the files changed
tab might be a bit of a mess)

Oh also I had to remove the darkness pref since the darkness is doing a
lot of the heavy lifting now. I'm sorry.

Edit:
NEW FOV SPRITES! Thanks dongle your aviator glasses will guide us to a
better future.


https://github.com/tgstation/tgstation/assets/58055496/afa9eeb8-8b7b-4364-b0c0-7ac8070b5609


https://github.com/tgstation/tgstation/assets/58055496/0eff040c-8bf1-47e4-a4f3-dac56fb2ccc8

## Commits I Care About

[Implements something like fov, but without the planes as layers
hell](a604c7b1c8)

Rather then masking out mobs standing behind us, we use a combo color
matrix and blur filter to make the stuff covered by fov harder to see.

We achive this by splitting the game plane into two, masking both by fov
(one normally and one inversely), and then applying effects to one of
the two.

I want to make the fov fullscreens more gradient, but as an effect this
is a good start

[Removes WALL_PLANE_UPPER by adding a WALL_PLANE overlay to material
walls (init cost comes
here)](2548933739)

@Mothblocks see this. comment in commit explains further but uh, we need
to draw material walls to the light mask plane so things actually can be
seen on them, but we can't do that and also have them be big, so they
get an overlay. Sorry, slight init time bump, about 0.5 seconds. I can
kill it with wallening.

[Moves SEETHROUGH_PLANE above
ABOVE_GAME_PLANE](beec4c00e0)

I don't think it actually wants to draw here
@Time-Green I think this was you so pinging for opinion

[Resprites FOV masks to be clean (and more
consistent)](f02ad13696)

[f02ad13](f02ad13696)

This is 100% donglesplonge's work, he's spent a week or so going back
and forth with me sharpening these to a mirror shine, real chill

## Why It's Good For The Game

Walls are closing in

## Changelog
🆑 LemonInTheDark, Donglesplonge
image: Redoes fov "mask" sprites. They're clean, have a very pleasant
dithering effect, and look real fuckin good!
del: Changed FOV, it no longer hides mobs, instead it blurs the hidden
area, and makes it a bit darker/oversaturated
/🆑

###### * It's technically possible if we start using render targets to
create 2 sets of sources but that's insane and we aren't doing it
2023-12-13 15:52:24 +01:00
YesterdaysPromise
71a1fee2f1 Explodes device.dmi (#80025)
## About The Pull Request

I woke up today and thought 'what would be easy thing to do today so I
can say I've done something?'. Then I remembered I saw several gangtool
usages the time I split radio up, and I could remedy those. 7 hours
later, device.dmi is split in a folder of its own, and I've also given
unique sprites to door remotes and landing desginators.


## Why It's Good For The Game

The device.dmi was kind of a mess.

## Changelog

🆑
/🆑
2023-12-09 13:31:50 +01:00
MrMelbert
1e76fd70b4 Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom (#79968)
## About The Pull Request

Implements half of this (with some minor changes): 


![image](https://github.com/tgstation/tgstation/assets/51863163/bf5cc4bb-5a1f-42e3-921d-9a57bc6096cc)

The ultimate goal of this is to split our attack chain in two: 
- One for non-combat item interactions
  - Health analyzer scanning
  - using tools on stuff
  - surgery
  - Niche other interactions
- One for combat attacking
  - Item hit thing, item deal damage. 
  - Special effects on attack would go here.  

This PR begins this by broadining tool act into item interact. 

Item interact is a catch-all proc ran at the beginning of attack chain,
before `pre_attack` and such, that handles the first part of the chain.

This allows us to easily catch item interaction and cancel the attack
part of the chain by using deliberate bitflag return values, rather than
`TRUE` / `FALSE`*.

*Because right now, `TRUE` = `cancel attack`, no matter what, which is
unclear to people.

Instead of moving as much as possible to the new proc in this PR, I
started by doing some easy, obvious things. More things can be moved in
the future, or technically they don't even need to move in a lot of
cases.

## Changelog

🆑 Melbert
refactor: Refactored some methods of items interacting with other
objects or mobs, such as surgery and health analzyers. Report if
anything seems wrong
/🆑
2023-12-08 23:50:19 -07:00
san7890
5ce9d5806d Scopes NODECONSTRUCT_1 from flags_1 to obj_flags (#80104)
This flag only worked on the `/obj/structure` and `/obj/machinery`
level, so let's rescope it from `flags_1` and put it where it belongs -
`obj_flags`.
Bitflag operators should be scoped to their subtype specific bitfield,
not really useful to have this take up a spot on the `/atom` level if
absolutely nothing other than `/obj`s use it.
2023-12-08 08:49:14 +00:00
LemonInTheDark
b8fc9b367e Icon Autoslicing (#79659)
## About The Pull Request

Ok so you know all the dmis we have that are made to work with the
smoothing system? carpets, walls, etc.

The proper way to edit those is to convert them into a png with 5
"states' it in (one for 0 connections, one for horizontal, one for
vertical, one for all cardinals and one for all directions) and then
modify THAT, then run it through [the cutter
tool.](https://github.com/tgstation/icon-cutter)

But none ever does that, because we explain it fucking nowhere. So
instead, let's keep all those "base" files in the repo, alongside the
configs they work with, and "cut" the pngs into dmis as a part of the
build process.

I wrote a guide for how to interact with this system as a spriter, you
can find it
[HERE](https://github.com/LemonInTheDark/tgstation/blob/slice-the-sky/icons/Cutter.md).

[Adds a icon cutter build
task](52143d2e96)

This relies on action ninja's hypnagogic (find more
[here](https://github.com/actioninja/hypnagogic)), a rust based icon
cutter.
It operates inline with the file structure, searching the codebase for
templates and resource files and compiling them down to dmis.

It can do way more then just bitmask stuff, but that is what we are
using it for rn.

Hope is to prevent for eternity the "I'm just gonna edit each of these
255 icon states that's how this carpet was made right?" meme, and allow
more expansive use of smoothing in future

[Adds a lint that ensures config files work
right](21eeab9cf8)

Checks to ensure they have a paired png and dmi, and also avoids issues
with uncompiled changes by double checking that nothing happens
before/after a cutter run

[Pulls all non smoothed states out of structures into bespoke
dmis](a730e0cb47)

This is required because the cutter cannot output named icon states,
only the actual cut icon

[Does something similar to
walls](40780e9481)

Moves reinforced walls decon stuff from their icon to a var on the type
and a set of states in the reinforced_states dmi

Moves falsewalls into their own dmi, this involved some changes to
gamecode to ensure falsewalls knew which dmi to use and what key.
Makes falsewalls display as such in editor rather then just walls

Moves smoothrock's gibonite overlays into their own file for similar
reasons

[Same thing different day
(Floors)](9a3da3b697)

Pulls bespoke floor icon states into their own file, splits up neon
carpets into multiple files to make cutting possible

[Actually adds the cut templates and their matching png
files](1bd8920dc9)

Not much to report here, outside of I changed the prefix for bamboo
walls to bamboo_wall so it works with false_walls

## Why It's Good For The Game


![image](https://github.com/tgstation/tgstation/assets/58055496/7c3ac7fb-873c-481b-8667-082e39432876)

None should have to manually edit cut dmis. Ever.
Also this makes adding a new smoothed thing trivial, don't even need to
know what tool you're using to do it. V good v good.
Sets us up nicely for wallening's well, wall of sprites.

Some structural decisions, we are essentially committing build artifacts
here. That's the best way of handling it because otherwise mappers could
need to run build.bat before opening a map, and that is stupid!

## Changelog
🆑
refactor: (Almost) all smoothed icons can now be edited in their pre cut
forms
/🆑
2023-12-07 16:43:00 +13:00