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403 Commits
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8eb3b51ad9 |
/icons/ folder cleansing crusade part 3 (#83420)
## About The Pull Request In my effort to make the /icons/ folder cleaner and more intuitive instead of having to rely on recalling names of stuff and looking them up in code to find them for poor sods such as myself, plus in spurt of complusion to organize stuff, here goes. I've tracked all changes in commit descriptions. A lot still to be done, but I know these waves go over dozens of files making things slow, so went lighter on it. Destroyed useless impostor files taking up space and cleaned a stray pixel on my way. ## Why It's Good For The Game Cleaner /icons/ file means saner spriters, less time spent. Stray pixels and impostor files (ones which are copies of actually used ones elsewhere) are not good. ## Changelog 🆑 image: Cleaned a single stray pixel in a single frame of a bite telegraphing accidentaly found while re-organizing the files. /🆑 |
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53a8ba74c8 |
grep's for "recieve" typos (#83369)
Just spellchecking some common mistakes. |
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a8dda646a1 |
Moves as many db related date/time operations to the db side to avoid byond bugs with dates and times. (#83193)
While we try to have the datetimes of all vms synced to within 100ms of eachother, via a cluster of time servers and intercepting all ntp traffic in the vm lan towards the cluster, this isn't perfect and so things putting time onto the database server should use the time at the database server as much as it can. To avoid confusion, i have renamed `SQLtime()` to `ISOtime()` to avoid the likely hood its cargo culted onto database code again. ISOtime is still a bad name, but there isn't a good name for this kind of time format, like ISO8601, but human readable (so no `T` between date and time and less other nonsense), with an assumption of GMT, thats not SQLtime(), and SQLtime(). Suggestions welcome. also byond's time procs can bug out because of how cursed they operate, case in point, this year 2054 item that got inserted into the legacy population table:  |
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e766f921f6 |
Code cleanup: Sorting (#83017)
## About The Pull Request 1. Removes code duplication 2. Fully documents `sortTim()` 3. Makes a define with default sortTim behavior, straight and to the point for 95% of cases 4. Migrates other sorts into the same file 5. Removes some redundancy where they're reassigning a variable using an in place sorter For the record, we only use timSort ## Why It's Good For The Game More documentation, easier to read, uses `length` over `len`, etc Should be no gameplay effect at all |
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5c652e326b |
Use defines for "General Research" where it's not used (#82785)
## About The Pull Request There is a define for it, so why not use it? ## Why It's Good For The Game Defines good |
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c403a6eccc |
Wraps lowertext() to ensure proper stringification. (#82442)
## About The Pull Request Fixes #82440 This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not lost on me) to wrap around all calls of `lowertext()` and ensure that whatever we input into that proc will be stringified using the `"[]"` (or `tostring()` for the nerds) operator. very simple. I also added a linter to enforce this (and prevent all forms of regression) because I think that machines should do the menial work and we shouldn't expect maintainers to remember this, let me know if you disagree. if there is a time when it should be opted out for some reason, the linter does respect it if you wrap your input with the `UNLINT()` function. |
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a73b77b3bb |
[MDB Ignore] Combines Cargobus consoles with Dept. Order Consoles, freeing all departments of 1 whole tile of space (#82210)
## About The Pull Request - Departmental orders are now an NTOS app - To download, they require `ACCESS_COMMAND`. - To use, they require one access from the department. - This means you cannot order things from not-your-department unless you have an ID. - When newly downloading the app, it will prompt a head of staff to insert an ID, to determine which department to be linked to. - Changes chat room overlay from the kind that AI uploads use to a new icon. - Minor refactors to department order in general.   ## Why It's Good For The Game These two computers are surprising waste spacers for two things which are tied together. So why not combine them? The lesser used cargobus chat is still there, and departmental orders are front and center. This gives mappers a ton more leeway when mapping departments out and is overall less clutter. ## Changelog 🆑 Melbert qol: Cargobus chat console and Departmental Order console are now combined into one. qol: Mod PCs active on the "chat client" apps no longer look like AI uploads (and now have their own sprite) refactor: Departmental order consoles were refactored a bit, report any oddities. /🆑 |
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0417e090cc |
Removes camera assembly structures (#81656)
## About The Pull Request Removes the camera assembly structure middleman between the camera wallframe and camera machine. All its behavior has been instead moved to the camera, and I've tried to keep as much of the behavior the same as before. This also fixes the issue that camera assemblies had where, upon the construction being finished, it would move itself into the newly finished camera machine, therefore taking itself off a wall, therefore deconstructing itself. This resulted in 2 piece of iron being in each camera machine (except roundstart ones), and because camera machines rely on the assembly inside of them for upgrades and such, upgrading didn't work at all. I've also made camera nets use defines (not in map) so it's easier to find a list of them all, and tried to add autodoc comments to nearly every var in camera code. ## Why It's Good For The Game Removes copy paste and spaghetti code between structure and machine camera, thus making it easier to work around with. Closes https://github.com/tgstation/tgstation/issues/79019 ## Changelog 🆑 fix: Cameras built in-round can be upgraded again. fix: Deconstructing cameras now more consistently return to you the upgrades inside of the camera. fix: RD's telescreen can now properly see Ordnance cameras again. fix: [Deltastation] Library art gallery no longer has an invisible camera. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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147eade9bc |
Fix robocontrol access runtime (#82242)
## About The Pull Request  `check_access` expects an item, such as an ID card, to... check access. Not a mob. We can circumvent this entirely by using `allowed`. But this has an averse effect in that `allowed` will only check the user's ID, not the ID in the mod PC. So we need to run a separate check of `check_access` for the computer ID card. ## Changelog 🆑 Melbert fix: Robocontrol should work better. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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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> |
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f95a8cdae4 |
Fix server hang in budgetordering (#81950)
fixes #81949 usr is almost always null here so this will almost always runtime the inner proc which triggers a large enough amount of error logging to soft lock the server since this happens in a proc called by a loop in a proc called multiple times a second by a high priority mc subsystem. Atm opening the budgetordering computer has the risk of causing high enough time dilation to disrupt or kill the round so this should be fast tracked to a merge |
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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> |
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53517057a6 |
Fix access management program not updating on ID authentication (#81845)
## About The Pull Request While doing my other ID/manifest-related prs, I noticed that the access management program doesn't update properly when you authenticate, causing it to not show which templates you can apply until you manually refresh the UI (close&open, yadayada). This seemed to be because it calls `update_static_data(user)` on the program itself, which attempts to find a UI attached to the program for that user which it then can't find. Calling such on the *computer* lets it actually find and update the UI. We then decide to replace it with `update_static_data_for_all_viewers()` as multiple people could be looking at the consoles in which this happens most commonly. ## Why It's Good For The Game It was getting *really* annoying, this fixes that. ## Changelog 🆑 fix: Plexagon Access Management actually updates the shown template list on authentication, avoiding needing to refresh/reopen/somesuch the program manually. /🆑 |
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d7cf8309c5 |
Arcargo: Vendor Cargo and Vending Machine Update (#81582)
Another one. ## About The Pull Request This pull request originally had a design doc that @Fikou and I worked on, but that was never really polished up for publishing quality so I'll forgo it for now and be as descript as possible here. ### Core changes - This pull request adds a new NTOS app to the game, the restock tracker. The restock tracker shows a comprehensive list of vending machines across the station, as long as there is a need for that vending machine to get restocked. - This has also been pre-installed into the cargo data disks. (`/obj/item/computer_disk/quartermaster`) - Vending machines now store a total of 20% of the cost of any purchase made within themselves into a small pool of cash. This only applies to premium and normal purchases, not to contraband, as they're technically not sanctioned by the company. - The restock tracker app will also track which vending machines have the most credits stored internally inside them. - By refilling a vending machine, the stored credits within are paid out to any crewmember who goes and restocks the station, while also paying out *half that amount to the cargo budget*, serving as a basic but otherwise easy tertiary money making method on the same level of complexity as doing bounties, with the added benefit of actually helping to assist the station for jobs like... assistant.  ### Break Stuff - Anyway, when you try and smash a vending machine open with a melee weapon of choice, it can now pay out 50 credits at a time as a way to make money at zero risk to yourself. - ~~Except for the horrible risk to yourself.~~  ### Cargo Specific Changes - Restock units may now be sold for a small profit as well, to incentivize cargo to keep the station stocked further. - The `STATION_TRAIT_VENDING_SHORTAGE` trait will now add a small amount of existing credits into the vending machines on station, to incentivize cargo to fix the issue during the round and not just push for an early shuttle call. Or, more accurately, provide the crew with a money making scheme to engage better with the station trait as it stands. ### This also refactors behavior on vending machines - This pull request also finally changes it so that vending machines now use the payment component, which as a consequence allows for the following improvements: * Vending machines may now pull from physical credits on your person, not just requiring you to have money on your ID card. * Vending machines may also use credits being pulled by the player interacting with the vending machine, allowing for handless mobs to be able to purchase items from a vending machine. * Finally makes the "use-for-everything buying things component" used by the most utilized component of the in-game economy, to reduce the quantity of unique implementations of purchasing things in the code. - Existing vending specific checks are retained on before handing off behavior to the payment component, for behavior such as purchasing cigarettes/alcohol under the age of 18/21. Notes: - Vending machines will lose their internal credits stored when deconstructed, as a security measure. - Vending machines will now show the total amount of credits that a mob has on their person, combining physical credits as well as credits held in their ID card to accurately portray their total wealth across the mob in question. ## Why It's Good For The Game First off, this is largely an excuse to move vending machine behavior over to the payment component for the purposes to less code copy-paste, and to try and make the implementation more wide-spread. Second, this implements a new tertiary economy method to the game, in the same design space as bounties, which serve as common methods of making money without necessarily being specific to their job in question, with the primary goal of providing small amounts of work to the crew and a basic interaction with the economy system. Additionally, it gives cargo more things they can do to assist the station, and a way to know which parts of the station need support as a result. It improves the interaction between the vending shortage station trait as well, making it a challenge with depth as opposed to a more oppressive round change that players would rather reroll the game over. Additionally, this makes a few price tweaks to vending restock modules as well to help incentivize buying some of the more minor restock kits, and a few select bumps on restocks that cover wide enough territory to necessitate fewer restocks. |
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fcc87b4801 |
virtual pets (#81342)
players can now download their very own virtual pet through a new PDA app. this pet is called orbie and u can interact with him in alot of unique ways happiness can be increased by regularly grooming ur pet, feeding him, or u can arrange with other players playdates for ur pets, they can play with each other and both their happiness will increase u can get food from ur pet through ur pda, it will assign u a random drop zone location in the station u need to go to, after which u can obtain ur pet's food then ur PDA will spawn a virtual chocolate bar that ur pet loves to eat. it wont assign u dropzone locations that are restricted or hard to reach, however if the area it assigns u is a bit difficult to get to, u can reroll the location after a small cooldown u can also level up ur pet to make it gain new helpful abilities and more cosmetic options. the main way to level up ur pet is by walking it, so u can have it follow u while u are doing ur job on the station and it will passively get exp. u get an increased exp modifier per step if ur pet is happy and not hungry. At level 2, ur pet will gain an ability to toggle lights and will also read outloud to u any PDA messages u recieve. at level 3, ur pet gains a camera ability. u can command it to take a photo afterwhich the picture will be saved directly in ur pda u also have alot of customization options for ur pet! u can change its color, name, gender, and u can make it wear hats! u can unlock more hats for ur pet if u level it up further. these customizations change ur pet's hologram appearance as well as its profile picture on the pet network. u can view how other player's virtual pets are progressing through the pet network. each time ur pet reaches a new milestone, an update will automatically be sent out on the network if ur pet's milestones gets likes from other players, it will become happier this app also allows u to program new tricks for ur pet. U can create a custom trick sequence, and change the trick's name. If u say the trick's name outloud to ur pet it will do the sequence u programmed. |
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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. /🆑 |
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700b188cbb |
Fix lifeline not respecting suit sensors (#81517)
## About The Pull Request - Lifeline app now respect suits sensors again. - The proc always `return .`'d if the target mob was not on suit sensors, so if `.` was `RADAR_TRACKABLE`, well, it would rack sensorless mobs. - Cleaned up a bit of trackable. - Use the `is_valid_z_level` helper. - Respect all possible returns for a signal. ## Changelog 🆑 Melbert fix: Lifeline can no longer track mobs with suit sensors off /🆑 |
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5c927e406b |
Makes AI tracking more snappy, improves API (AI movement change) (#81401)
## About The Pull Request Ok so tracking (from the datum) worked, but when used to follow someone it had a noticable delay from the datum needing to wait for process to fire to do its work This would be an expensive proc to run constantly, but we don't really have to (there are not that many ai eyes in the world). So rather then only processing to keep step, let's track the target mob by its movement, and then fall back on a process loop to handle rechecking in case of camera memes. This does technically mean you won't "break" the track if the cameras go out until the tracked mob moves, but I think that's a reasonable price to pay for more responsive movement. I think I could make our current system work with it too, though it would be a bit more wasteful. John if you have opinions just lay into me. I've also renamed/pulled apart the helper procs for the trackable datum, with the hope of making how they are used more understandable at a glance Oh and rather then holding a weakref since I needed MOVED anyway I just use QDELETING to free the ref if the mob goes away ### Edit: #### Glide size touchups Implements glide size mirroring so we move at the same speed as our target Also moves the existing signal to send to the trackable datum itself, as appears intended from the doc comment #### AI behavior changes Rewrites ai movement to be less dumb OK so 2 things here. One is a behavior change, the other is a visual QOL thing. The way ai movement works is we move graduated "steps". Either moving 1, 2, or 3 steps per tick. We do this by, so long as input is held down, incrementing a number called "sprint" Currently it'll go from 10 to 50 (formula effectively looks like steps = (sprint / 20) + 1)) Anyway, this is... not fine but ok, but the way we handle deceleration is ass IMO. It's literally just wait 0.5 seconds and sprint resets. I think this feels crummy, so instead I've made it decay depending on how long you go between inputs, at 7x greater rate then it increases. That's the behavior change. Visual change is a lot easier. Ais were not gliding properly. They assumed they had 4 ticks to move a tile, rather then 1. This meant they'd jump around constantly, to catch up to where we expect them to be. I've fixed this by giving them 1 tick instead. Should feel a lot better ## Why It's Good For The Game Snappier response times, cleaner code ## Changelog 🆑 add: AI's acceleration now smoothly decays, instead of just falling back down to 0 after 0.5 seconds fix: AI's standard movement (non accelerated) is smooth now, instead of constantly jumping around fix: AIs will now follow their targets more closely, shouldn't have any issues with them lagging behind anymore /🆑 |
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0207210990 |
MuleBOT UI/ID Fixes (#81380)
## About The Pull Request - Fixes https://github.com/tgstation/tgstation/issues/81363 - Fixes unable to set MuleBOT home from control panel - Fixes missing MuleBOT ID from Botkeeper PDA app - Adds input validation for changing MuleBOT ID from control panel - Removes hardcoding of MuleBOT IDs and home destinations - MuleBOT will now automatically set its home to the navigation beacon on its initialization turf ## Changelog 🆑 LT3 fix: MULEbot will correctly display its loaded cargo on BotKeeper fix: MULEbot home beacon can be set from control panel code: MULEbot home location is automatically set on init /🆑 |
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b2712386e8 |
Fix some copy paste UI errors (#81325)
## About The Pull Request One day we will have opendream lint to catch this. (WYCI I guess) |
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233fdcdea7 |
Makes point_types not be dumb (#81202)
## About The Pull Request We currently have a list of point types that is meant to be list(``DEFINE`` = name) but it's completely useless since the define is just the name anyways. It's not used for anything, it has no purpose to be this way. It seems more like a holdover from when there were multiple types of research points (it was made for that purpose, even before nanite points were a thing) but even for that, it serves no purpose. I reworked it now to be the abbreviated name of the research point type, de-hardcoding techwebs a little bit and removing the need for downstreams to edit the techweb UI. ## Why It's Good For The Game This at least looks better and makes more sense at people just looking over it. ## Changelog No player-facing changes. |
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2b1670a08d |
Fixes copy pasted arg in robocontrol app (#81199)
## About The Pull Request Classic copy paste error Open dream lint would catch this I think ## Changelog 🆑 Melbert fix: Robocontrol app maybe works better now. /🆑 |
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e4b0a99542 |
Small oversight with the wirecarp circuit (#81107)
## About The Pull Request Thanks Elli-Skala for pointing it out. ## Why It's Good For The Game The port is meant for modular computers and station relays, both of which are objects. ## Changelog N/A, it's a very small thing. |
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3f1c159904 |
[NO GBP] Fixing issues with modular computer and circuits. (#81076)
## About The Pull Request It turns out the messenger circuit wasn't working as intended, because list components tend to convert datum keys into weakrefs, creating incoherence between composite datum/atom and simple datum/atom datatypes, which at least just spares us from the headache of clearing the refs on del from lists too. So, taking the shortest path, I decided to adapt the messenger to the weak ref usage. Another thing, instead of refusing altogether to send message that trigger the pda filter regexes, the messenger circuit will instead replace the matches with grawlix, since we have no way to inform whoever's responsible for said message about the filters in an orthodox way. Beside that, I've noticed several of the circuits from my PR were lacking trigger outputs or similar when needed, pretty making them only as half as functional, at least to a noob like me. And another small issue with missing ports from the status display circuit. One more suggestion from moocow is to add a cooldown to the ringtone trigger for the messenger circuit, because he said it's pretty spammy and some admins are fickle. ## Why It's Good For The Game Bugfixing and improvements. ## Changelog 🆑 fix: Fixed the messenger circuit not sending messages. fix: Added several ports to modpc circuits that were missing or needing them. fix: Fixes ever-expanding ports whenever circuits are re-inserted in a modular computer. /🆑 |
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f9957b0373 |
Integrated circuits for modular computers (#80530)
## About The Pull Request This PR integrates circuits for modular computers and a good bits of their programs. The peculiarity here is that modular computers have no fixed amount of unremovable components (except the base one with just a couple ports for now), instead, they're added and removed along with programs. With a few exceptions (such as the messenger and signaler), for these program circuits to work, their associated program has to be either open or in the background. For a reason or another, not all programs have a circuit associated to them, still, however the programs with a circuit are still a handful. They are: - Nanotrasen Pay System - Notepad - SiliConnect - WireCarp - MODsuit Control - Spectre Meter - Direct Messenger* - LifeConnect - Custodial Locator - Fission360 - Camera - Status Display - SignalCommander *By the by, sending messages has a cooldown, so it shouldn't be as spammy. If it turns out to not be enough, I can make it so messages from circuit will be ignored by other messenger circuits. The PR is no longer WIP. ## Why It's Good For The Game I believe modular computers could make for some interesting setups with circuits, since they're fairly flexible and stocked with features unlike many other appliances, therefore also a speck more abusable, though limits, cooldowns, logging and sanitization have been implemented to keep it in check. ## Changelog 🆑 add: Modular Computers now support integrated circuits. What can be done with them depends on the programs installed and whether they're running (open or background). add: Modular Consoles (the machinery) now have a small backup cell they draw power from if the power goes out. /🆑 |
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3f5d6e7262 |
Fixes the contractor program being on the syndicate store (#80888)
## About The Pull Request Syndicate contractor program can no longer be bought from an emagged computer. ## Why It's Good For The Game This is most definitely a bug. The pull request that introduced this bug can be found at #80069 Description or the changelog does not mention that the contractor program can now be downloaded when a computer is emagged. Image below shows that the contractor program was not meant to be downloadable from the syndie store or ntnet.  ## Changelog 🆑 fix: Fixed being able to download the contractor program on the syndie store. /🆑 Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com> |
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926d000d76 |
Some Processing improvements (#80693)
## About The Pull Request Got the idea from #80682. A lot of parent procs don't do anything, some are just formatted in a bad way, and others early return and do no ops, it's bad in general but this should give us a head start. Some good overhead saved here |
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fec7ccc6fd |
The Coupon Master PDA app (#80240)
## About The Pull Request This PR adds a new PDA program to the supply category, which allows users to redeems coupons for various cargo packs (mostly goodies), like the ones also found at the bottom of cig packs. How it works is fairly simple: - Once installed, the modular computer subsystem will periodically, at a 3-5 minutes interval, generate a coupon code datum associated to a plain text code, which is sent out to everyone with the program installed. - The user can then open the program and insert the text into an input box to redeem the coupon code, which is then associated with their bank account. - He will then have to find a photocopier, and tap it with the PDA to print the coupon. Only one coupon can be printed. Photocopier fees apply, so it'd cost 5 creds to the average assistant to print the coupon. - He can then insert the coupon in a cargo console and order/reuest the associated pack (same deal as cig coupons). - Some coupon codes however, especially those with juicer discounts, will expire after a while if not printed. Albeit mostly innocuous, the program provides negative Detomatix resistance, slowly fills the computer file storage with trash files with each redeemed coupon, and halves the download speed of new apps. Not really the cleanest ware out there. This PR also extends coupons to several non-goody packs, since they have been privately buyable for over the last couple years now. Some packs get discounts less frequently however, with those in the uncommon category being roughly 1 in a 12 chance and the rare being 1 in 50. Here's a screenshot of the UI (outdated, I've reduced the height from 500 to 400 and the notice box tip to specify the right click):  Fun fact: Right now, the odds of a 75% discount coming from the Coupon Master for the 1.000.000 credits bycycle pack are roughly 0.0012%, while that of a 50% for the same pack, from a cig pack coupon are 0.0042%. ## Why It's Good For The Game These last couple days I've been wanting to test myself at making simple UIs, as well as contributing to the modular computers feature, which has started to become pretty neat ever since PDAs were reworked into a subtype of it. Beside, coupons are a very small feature limited to the bottom of cigarette packs (also possibly cursed) in the current state of affairs. Cargo is filled with packs that are niche or fluff. Modular computers also has those little things that, while interesting, do not contribute a whole lot. Maybe this is one of them, but I guess free* coupons are always a big W. ## Changelog 🆑 add: Added the 'Coupon Master' program for the PDA. Install it to receive periodical, redeemable coupons for several cargo packs. Requires NTnet connection and the messenger enabled to work. add: Coupons are no longer only limited to goodies, but may also apply discount to some other packs as well. /🆑 <sup>*minus the photocopier fee</sup> --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> |
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971bc2611b |
The Spectre-Meter App, also a bootleg data disk item for the black market. (#80188)
## About The Pull Request This PR adds in a new app that scans the nearby area for "spookiness" (e.g. presence of ghosts, mobs with the spirit biotype, objects made with hauntium or containing hauntium). A bit clunky by all means. It's a maintenance app, and as such is more often found in the rare maintenance computer disks, or downloadable from emagged PDAs (IIRC), or perhaps the black market item which I've also added here as well, that might contain it amongst other things. Oh, if you also have the camera app, it'll let you take pictures of ghosts like the 'camera obscura' does. Oh, and there's also a maintenance version of the arcade program too; just , like, lazier and easier. ## Why It's Good For The Game Mostly a shower thought, 'cause I felt the idea maintenance disks to be quite interesting yet lackluster, almost too niche. As for the remote thought of using the app for validhunting, it isn't something you can reliably get every and every other round, and if someone's got enough ghosts circling them, chances are they're some big, loud antag or doing something so cheeky, that they kinda deserve it. Also, yeah, more black market stuff. Except for the misc section, it's pretty lacking in uniqueness. Screenshot of the UI, taken at the distance of one tile from a revenant:  ## Changelog 🆑 add: The Spectre-Meter modular computer app. A little, amatuerishly coded app that, as the name implies, scan an area for spectral presence. It can be found amongst other apps in maintenance computer disks. add: An easier, lazier version of the Arcade app, also found in maintenance. add: Black market computer disks, which contains programs not readily available to the average assistant. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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edbc7c5622 |
PDA update (Messenger works while dead, Microwave works, etc). (#80069)
## About The Pull Request This is an update that touches many more things all at once (compared to my other PRs) meant to make PDAs in general feel more consistent and not take away from one of the experiences we want to encourage: interaction between players. 1. Replaced all checks of a 'pda' with a 'modular pc'. This means technically (though not done in-game currently) other modpcs can hold an uplink, and microwaves can charge laptops. 2. Speaking of microwave, they now don't break and require deconstruction if the cell is removed mid-charge. 3. When a Mod PC is out of power, it will now allow the Messenger to work (which now also doesn't consume any additional power), if the app exists on the PC. Here's a video demonstration https://github.com/tgstation/tgstation/assets/53777086/7ae12f81-a271-49b8-95fa-2ba54d2e2d1f 4. Flashlights can't be turned on while the cell is dead 5. I replaced a bunch of program vars with ``program_flags`` and renamed ``usage_flags`` to ``can_run_on_flags``. 6. Added a debug modPC that has every app installed by default. Mafia had some issues in the past that were unknown because Mafia wasn't preinstalled with any tablet so was never in create & destroy nor in any other unit test. This was just an easy solution I had, but PDAs should get more in-depth unit tests in the future for running apps n stuff- I just wanted to make sure no other apps were broken/harddeling. ## Why It's Good For The Game Currently when a PDA dies, its only use is to reply to PDA messages sent to you, since you can still reply to them. Instead of just fixing it and telling players to cope, I thought it would be nice to allow PDA Messenger to still work, as it is a vital app. You can call it some emergency power mode or whatever, I don't really mind the reason behind why it is this way. When I made cells used more on PDAs, my main goal was to encourage upgrading your PDA and/or limiting how many apps you use at once, I did not want this to hit on players who use it as a form of interaction. This is the best of both worlds, I think. The rest of the changes is just for modularity, if some downstream wants to add tablets, phone computers, or whatever the hell else, they can still get just as far as PDAs should be able to get to, hopefully. ## Changelog 🆑 add: PDAs with a dead power cell are now limited to using their Messenger app. fix: Microwaves now stop charging PDAs if the cell was removed mid-charge. fix: Microwaves can now charge laptops. fix: PDA Flashlights can't be turned on while the PDA is dead. fix: You can now hold a laptop up to a camera (if it has a notekeeper app installed) like PDAs already could. /🆑 --------- Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
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af67bd7490 |
basic cleanbots refactor and new janitor skillchip (#80128)
## About The Pull Request this pr refacotrs cleanbots into basic bots. also adds a new skillchip for janitrs. this skillchip will allow janitors to communicate with cleanbots and order them around, like pointing at something and telling them to clean it. also now the cleanbot has an inbuilt mop which it will use to smack mice and cockroaches ## Why It's Good For The Game refactors cleanbots into basic bots and fixes them getting stuck sometimes while patrolling. also janitors being able to order them around can make them a bit more useful as tools for the janitor ## Changelog 🆑 refactor: cleanbots are refactored into basic bots. please report all bugs fix: fixes cleanbots getting stuck sometimes while patrolling add: janitors get a new skillchip which allow them to communicate with cleanbots /🆑 |
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f7cb0f8018 |
Rename notify_ghost_cloning to notify_revival (#80096)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Renames - `/mob/proc/notify_ghost_cloning` to `/mob/proc/notify_revival` - `/mob/dead/observer/proc/notify_cloning` to `/mob/dead/observer/proc/send_revival_notification` - `/atom/movable/screen/alert/notify_cloning` to `/atom/movable/screen/alert/revival`. I could have found a way to merge both procs together but default parameters keep me up at night. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Conciseness, code that is named after a removed feature is silly. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> nothing playerfacing <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
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ddd3f53943 |
PDA general maintenance (NTNet downloader rework) (#79741)
## About The Pull Request I deleted the documentation file of ModPCs because it was barebones and had no new information to give that autodoc couldn't. Just to make sure this isn't a net-negative, I improved on much of the autodoc and comments in general around ModPC code to help people understand easier what's going on around it. I also renamed vars that were too easily confused with other var names, and reworked the ntnet downloader a little; - it now has a search bar - it now has more sections to scroll through, hopefully making it more accurate and easy to find what you need. - also organized the apps that were previously shoved in 'other'. - i also upgraded it to a .tsx because why not video demonstration https://github.com/tgstation/tgstation/assets/53777086/cbba4c1c-b8a8-4ba4-8628-aea8389999fc ## Why It's Good For The Game Adds in a lot of comments that were previously missing, clears up some sources of confusion within ModPC code, and improves NTNet Downloader, something I've procrastinated on doing for a very long time now. ## Changelog 🆑 qol: NTNet Downloader now has a search bar, and programs are now better sorted. /🆑 |
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6bb2175fa5 |
[BOUNTY] Re-adds Contractors (#79737)
## About The Pull Request Adds Contractors back to the game as a kit that Infiltrators (Only midround/latejoin Traitors, not roundstart) can buy. Buying this will give you access to the new Contractor items in the uplink (which replaces the Contractor shop). I've also refactored things about contractor and how it's handled, such as removed its sleep calls, swapping its UI to tsx, making it actually functional within more modern TG code and the reworked Traitors as a whole, among other things. I also fixed the contractor guide paper (the text was broken) and made contractor kit boxes no longer empty. Contractor items only appear once the contractor kit is purchased, but they can't be bought until you make an account. Video demonstration https://github.com/tgstation/tgstation/assets/53777086/c6aed4e8-bbd4-4ba0-b6a2-9f58fd308d09 Regular Traitors can't access it  The Contractor UI (Modified to not have a shop anymore) - Ignore the Invalid Targets, those appear when there's no possible targets  Roundend report  ## Why It's Good For The Game Contractor was a fun way of playing Traitor that isn't relying on RNG objectives to pop up, this is instead constant stream of content for the contractor that encourages non-lethal play, and is now a viable alternative now that Infiltrators don't have Reputation anymore. Link to bounty: https://tgstation13.org/phpBB/viewtopic.php?f=5&t=35160 Relevant image from bounty  ## Changelog 🆑 add: Infiltrators (Latejoin/Midround traitors) can now buy and use Contract kits again. del: Contractor baton can now only be purchased once. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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5175ae0637 |
TGUI Destructive Analyzer (#79572)
## About The Pull Request I made this to help me move more towards my goals [laid out here](https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA) which currently doesn't have much interest. This makes the Destructive Analyzer use a little neat TGUI menu instead of its old HTML one. I also touch a lot of science stuff and a little experimentor stuff, so let me explain a bit: Old iterations of Science had different items that you can use to boost nodes through deconstruction. This has been removed, and its only feature is the auto-unlocking of nodes (that is; making them visible to the R&D console). I thought that instead of keeping this deprecated code around, I would rework it a little to make it clear what we actually use it for (unhiding nodes). All vars and procs that mentioned this have been renamed or reworked to make more sense now. Experimentor stuff shares a lot with the destructive analyzer, so I had to mess with that a bit to keep its decayed corpse of deprecated code, functional. I also added context tips to the destructive analyzer, and added the ability to AltClick to remove the inserted item. Removing items now also plays a little sound because it was kinda lame. Also, balloon alerts. ## Why It's Good For The Game Moves a shitty machine to TGUI so it is slightly less shitty, now it's more direct and compact with more player-feedback. Helps me with a personal project and yea ### Video demonstration I show off connecting the machine to R&D Servers, but I haven't changed the behavior of that and the roundstart analyzers are connected to servers by default. https://github.com/tgstation/tgstation/assets/53777086/65295600-4fae-42d1-9bae-eccefe337a2b ## Changelog 🆑 refactor: Destructive Analyzers now have a TGUI menu. /🆑 |
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78f04be9f8 |
Renames vars on pdas and removes ntnet_relays glob (#79595)
## About The Pull Request - replaces the ntnet_relays global list with ``get_machines_by_type`` - renames ``transfer_access`` var on PDA to ``download_access`` & ``required_access`` to ``run_access`` to better describe what they do, because on more than one ocassion I've confused myself with the two terms and ended up doing something unintentional (see: https://github.com/tgstation/tgstation/pull/74269) ## Why It's Good For The Game Kills a useless global list and makes pda code a little less confusing. ## Changelog Nothing player-facing. |
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06583a6684 |
Makes notepad available for laptops and consoles (#79475)
## About The Pull Request Makes it so that notepad can be used on consoles and laptops ## Why It's Good For The Game Now everyone have more places to write important information. Also someone who doesn't have PDA (ghost-role for example) will be able to use laptop's notepad. ## Proof of Testing <details> <summary>Screenshots/Videos</summary>  </details> ## Changelog 🆑 qol: Make notepad available for everyone, who has only laptop or console. /🆑 |
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88bb3afcce |
Mafia now starts without admin intervention (#79348)
## About The Pull Request Mafia should now start without the need of admin intervention. I made a unit test that should always have a PDA and a ghost spawning in a game of Mafia and having it run through basic setup to confirm they both successfully sign up and the game starts. I had to change a lot of things in order to get this working, such as giving unique ckeys to mock clients, fixing harddels in Mafia, and plenty of minor fixes. This is the first time any of this code is put in CI, so a lot of uncaught errors are now showing their faces. Because loading maps mid-round runtimes due to smoothing, I have mafia their own unit test-only map that doesn't use smoothing. I also split the mafia ui code into its own file, and moved a single helper that was sitting around in mafia's file into a helpers file. I also added some comments to explain why certain things are the way they are, because I wrote some undocumented code previously and forgot a few things, leading to self-inflicted wasted time. ## Why It's Good For The Game ^ ## Changelog 🆑 fix: Mafia games can now start properly. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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1b8bcd0365 |
Basic drones (#79109)
## About The Pull Request Fixes #68825 Fixes #72249 Fixes #70184 Converts maintenance drones to use the basic mob framework. As drones don't use AI, this was mostly a perfunctory conversion, but I took the opportunity to clean up drone code a bit and fixed a few bugs. Noteworthy changes: - Drones now have a `can_unhack` field. This is set to FALSE on syndrones, because unhacking them doesn't make them stop being evil but does cause some weirdness. Syndrones are unused right now, but you never know. - Drones use the Dextrous component for hand-having. - Drones no longer have an internal ID card, instead being given all-access with the `simple_access` component. - Picking up drones now works the same as for other mobs, instead of pointlessly copying the code into `attack_hand`. As a consequence, it is now possible to punch drones if you want to for some reason. - Drones can now reboot/cannibalize dead drones without being in combat mode. - Cannibalizing a drone that contains a client no longer runtimes - the client is ghosted ahead of time. - Drones now have TRAIT_ADVANCEDTOOLUSER, allowing them to properly interact with machines. - Trying to screwdriver a dead drone now gives a balloon alert about why you can't do that. In addition to these changes, I cleaned up the code quite a bit, organizing things better and placing more useful comments throughout. And removing a hell of a lot of single-letter variable names. I will note that this PR does _not_ address #72129. The issue there is that sprites for drones-as-hats are entirely nonexistent, and I'm not a spriter. It shouldn't be too hard to fix if someone makes dronehat sprites, though! ## Why It's Good For The Game Kills 8 more simple animals. In addition to that, drones were clearly a bit neglected, so this fixes them up a bit and makes the code a little bit clearer. Maybe not that much clearer, but it's something. It certainly leaves them in a better place for further work if anyone wants to do that. Plus, a bunch of bugs and other jankiness are fixed now, which is nice. ## Changelog 🆑 refactor: Maintenance Drones now use the basic mob framework. This shouldn't come with any noticeable gameplay changes, but please report any bugs. fix: Drones can now interact normally with electrified doors. fix: Drones' built-in tools can no longer be placed in storage objects and/or thrown on the floor. fix: Drones can now perform right-click interactions correctly, such as deconstructing reinforced windows. fix: Drones can now reboot or cannibalize other drones without being in combat mode. /🆑 |
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e9448ad37d |
Updates signaler investigate code | Adds some nice QOL changes for signalers | Enforces cooldown on signaler circuitry (#78974)
## About The Pull Request See title. If someone was abusing signalers previously to cause server lag, going into list signalers would actually cause even worse lag as byond sat there and processed thousands of items into a string over and over, which would cause string format operations on longer and longer strings, resulting in more and more overhead. This is bad. So instead there is now a limit to the size of the list, currently I have that set to 500 although I am open to increasing and even reducing the number. I have also made signalers slightly more intuitive by having the cooldown actually displayed in the ui as a tooltip instead of just being a secret feature you didnt know about unless you code dived. Also made the cooldown actually respected by things such as circuitry where it didnt even implement the cooldown and would happily send as many signals as you had items connected to your proximity circuit. ## Why It's Good For The Game Admins won't accidentally kill the server by trying to parse a lag machines signal list. Players lagging the server? No, how about the admins trying to fix it! ## Changelog 🆑 qol: signalers now tell you their cooldown and also use balloon alerts /🆑 |
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26e3ea1e0d |
Mafia can be played on your PDA (#78576)
## About The Pull Request Mafia is now friggin playable from the PDA, I also changed other stuff too - You can't use abilities on dead people if you're not supposed to (cant kill the same person over and over) - Changelings cant kill other Changelings - Changelings can now only talk to eachother at night, rather than using :j - Everyone starts spawned in the center of the map, since people playing on PDA can't move their characters. This is so everyone can hear PDA users in person, as I don't want the chat log to be mandatory. To do this, all messages you are meant to be able to see, is now logged for you to see in your Mafia panel. This essentially means that people playing through the PDA get a downgraded version of it, but I don't know how much larger I want this UI to be. Playing Mafia through the PDA will not tell you of other players ahead of time when signing up (as it shows ckeys + pdas), but they can see the names in-game. Unfortunately this means we'll have to remove your customization coming with you, to prevent using it to tell who is dead in round. Things I am missing - Program overlays on PDA/Laptop/Computer - Icon for the app's header while a game is active I'm not a spriter and can't make either of these This is the new UI  I also fixed alert calls for PDAs and stuff  and removed the X at the top on computers since they had no battery  Looks a little better now hopefully 👍 ## Why It's Good For The Game - The current Arcade app sucks, and is a solo game. This is much more entertaining and you can talk to others in it, which is swag as fuck. - There's a larger potential playerbase for the Minigame making it more likely to be played. - Sets groundwork for a better version of https://github.com/tgstation/tgstation/pull/75879 - Adds more suspense and teamwork in the minigame. ## Changelog 🆑 JohnFulpWillard, sprites by CoiledLamb add: You can now play Mafia on your PDA. balance: Mafia changelings can now only talk to eachother during the night. fix: Mafia abilities can't be repeatedly used on people. /🆑 |
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57df597138 |
Fixes runtime on initalizing science programs (#78842)
Datums don't have location, so there's no z level to search here. |
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36a41f584d |
Camera consoles no longer constantly check camera list (#78822)
## About The Pull Request I would like camera sorting to be handled without having to constantly get the entire list of cameras and sorting itself, but this occasion it isn't even necessary, and was only added because I wanted to keep it consistent with old behavior. This wasn't the best idea, and this is trying to make amends with that. Instead of getting the entire list of cameras when swapping cameras, it instead gets that specific camera from the list and sets your active camera to that. To do so, camera consoles now have a ref to the camera, rather than going by name alone. ## Why It's Good For The Game Explained in the about section mostly, we're no longer checking through and sorting the entire list of cameras every single time you swap from one camera to another. ## Changelog Nothing player-facing. |
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f5188c9c4d |
Security Officers can now Download the Plexagon Crew Manifest PDA App (#78678)
## About The Pull Request Despite starting with the Plexagon app, security officers did not have sufficient access to actually download the app onto new machines. Now they do. ## Why It's Good For The Game Its weird and unintuitive to start with an app but not be able to download it if you have to get a new PDA. ## Changelog 🆑 fix: Security officers can now download the crew manifest PDA app that they start with. /🆑 |
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dd87788877 |
TTS: Gas Mask muffling, Hailer Mask voice effects, support for more filters that use samplerate, voice effects for lizards, ethereals, and xenomorphs. (#78567)
## About The Pull Request https://github.com/tgstation/tgstation/assets/4081722/7c8df2e2-8795-4048-b11e-e831f749a097 https://github.com/tgstation/tgstation/assets/4081722/d0bec7fd-25b1-4bdd-98a6-0ebfea749551 https://github.com/tgstation/tgstation/assets/4081722/31c0259a-2bd4-4575-a758-a2044ccf17b0 ## Why It's Good For The Game Improves TTS audio immersion. ## Changelog 🆑 qol: Gas masks now muffle your voice with TTS. qol: Security Hailer masks now disguise your voice to protect your right to brutalize greytiders. qol: Lizards, Ethereals, and Xenomorphs now have a vocal effect. qol: Security Records now show someone's voice name. /🆑 |
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b23b1dd310 |
The notepad app now includes basic nautical directions in its default message. (#78241)
## About The Pull Request Based on an old PR from citadel: Citadel-Station-13/Citadel-Station-13/pull/7690 It also comes with a tip. Screenshot of what it looks like more or less (a smidge outdated):  ## Why It's Good For The Game This should help new players and not learn and memorize these five simple terms often used in station area names. ## Changelog 🆑 Ghommie (Based on an old PR by Trilbyspaceclone from Citadel) qol: The notepad app now includes basic nautical directions in its default message. qol: A tip about nautical directions, too. /🆑 |
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9fc5a95503 |
You can now send PDA messages when resting (#78154)
## About The Pull Request No longer must you stand up when sending messages over the PDA! Do it all comfortably, laying down in your bed! Computers are automatically inaccessible when resting, so this only affects PDA's, TABLETS, and LAPTOPS ## Why It's Good For The Game Why wouldn't I be able to use a PDA laying down, heck everyone uses their phone laying on their back, using your PDA like that only makes sense ## Changelog 🆑 fix: The messenger app can now be used when laying down. /🆑 Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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aa820c08fe |
Oldstation now has their own RND (#78132)
## About The Pull Request This PR does many things and I expect to be asked to atomize some stuff. ### Oldstation Additions Oldstation now has their own research server, generating their own points. To help alleviate major concerns, they have a few stuff to help with this: - They now have a pre-built operating computer - They now have an Autopsy scanner - They now have access to Experimental Dissection Experimental Dissection is the old dissection, giving research points in the form of paper notes on completion. They must be turned in to the RND server (only works on the Oldstation one, so you can't abuse this) for points. This was an idea I've had for some time, as Oldstation is used somewhat as a representation of how ss13 used to be (through its use of directional windows (before they got removed, but I'd like to bring them back), old IDs, RTGs, and old engines before they got removed from the game fully) Considering there are 11 alien mobs in Oldstation, there is 27.5k research points to get from alien corpses, enough to bring them up to speed with whatever they wish to do. This is their 'alternative' for experiments (which they can still do if they want, but it is very hard to do, outside of dissection which is needed for the node). This surgery isn't repeatable, isn't upgradable, and isn't removed by being healed. It is not mutually exclusive with autopsy (so you can't ruin yourself doing the wrong surgery). ### Other stuff - Ninjas now drain RND points from the server they drain from, rather than always hitting science - Syncing machines to research roundstart is now a macro, and now immediately syncs to a server on your Z-level. Machines will automatically connect to the Science servers if none else are available. ### non-player facing - Science, Admin, and Oldstation techwebs are now no longer vars on research, but stored in research's list of techwebs. - ``get_available_servers`` and ``find_valid_servers`` are now procs on the research subsystem, rather than the experisci component. - Oldstation code has been split into separate files. ## Why It's Good For The Game Oldstation is one of my favorite ruins, but it is also one of the largest complaints for RND (along with Golems) because they use the station's Science nodes & points (I recently tried de-hardcoding Science stuff to help prepare for this, but I didn't get everything in advance). The complaint stems from these ghost roles, who are meant to be a fun activity to do while waiting for the next round, using the station's research points for their own stuff, completely untrackable unless someone goes out of their way to grief a ghost spawn just for using points to get things they need. These roles make their own servers to drain the station, and I find that unfun and quite boring for everyone- it's also not very flavorful, why would Charliestation know of the station's RND to take advantage of it? This hopes to fix those issues, make Charliestation more worthwhile, and more flavorful. ## Changelog 🆑 fix: Getting a node researched now properly makes it no longer hidden. fix: Ninjas draining RD servers now drains it from the connected techweb, rather than sniping Science. balance: Machines will first try to connect to a techweb with servers on their z-level, with the Science techweb remaining as fallback. add: Oldstation RND, comes with their own Techweb and special surgery to gain research points through dissecting Xenomorphs. /🆑 |
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fe104cf8da |
pAIs control a PDA they're inserted into (#78103)
## About The Pull Request This PR lets pAIs inserted into a PDA to control the PDA of their owner. They can see their own pAI configurations but cannot edit any of it. They also can't eject themselves from it. This means they can receive and send PDA messages as their owner, acting like a personal secretary This also adds support for multiple people using a PDA and its UI updating for all of them and PDA messages being received and responded to from multiple people under the same PDA It also removes pAI camera in favor of using siliconcamera, which is the same thing; this just cuts down on some copy paste. I also reverted PDA's ringer being off preventing messages from being sent to your chat, silent mode was meant to prevent only the ringing sound. ## Why It's Good For The Game pAIs can now do a little bit more to help their owners on a personal level, and adds support for more stuff like this in the future (an idea I had was being able to hack into PDAs in the same way the CE can hack into APCs remotely) This is a re-PR of https://github.com/tgstation/tgstation/pull/76445 but it's a little better this time and does not remove the PDA Messenger app from pAIs. ## Changelog 🆑 fix: PDAs being on silent no longer prevents PDAs from being sent to your chat, again. add: pAIs inserted into a PDA can now control the PDA, and will receive PDA messages sent to it (and can respond under the PDA's name). /🆑 |
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a49b804ab3 |
Better alert/announcment sounds and Status displays (#78047)
## About The Pull Request **Simplified version of #72179** ### SOUNDS Changes next sound files: - airraid.ogg - bloblarm.ogg - alert.ogg Adds next sound files: - notice3.ogg - announce_syndi.ogg Now `announce.ogg` plays when a Captain joins round, and `announce_dig.ogg` for Requests Console announcements. The `announce_syndi.ogg` plays when an announcement is made through an emagged communications console. It also plays when the evacuation shuttle is fully hijacked or Cultists fully corrupt the evacuation shuttle. You can listen to them all here: https://github.com/tgstation/tgstation/assets/42353186/10c5e597-6db7-464a-b693-f5a2672dc3d0 _All of the sound files are either made by me from existing sounds in the game or taken from freesound.org and properly credited._ ### STATUS DISPLAYS Status displays are fully replaced with the addition of a few new ones. <details> <summary>Status display monitor</summary>   </details> <details> <summary>Misc displays</summary>    </details> <details> <summary>Alert displays</summary>     </details> Now the communications console Status Display menu replaced the "Red Alert" display option with the "Current Alert" which showcases the current alert display. Also, the Status Display menu has an additional "Radiation" display option. ## Why It's Good For The Game I believe this Pull Request is a good game for a couple of reasons: 1. It better conveys the gravity of emergency situations, such as Code Red, by utilizing a more intimidating and recognizable sound. This gives more weight to these situations, making them feel more urgent and important in the game. Players always tend to not notice that it's in action. 2. The replacement of the old and outdated Status Display sprites with newer, more eye-catching ones is a great improvement. This helps to emphasize the importance of emergency situations even further by making them more noticeable. Status Displays was one of the last wall-mounts using ancient sprites. 3. The Captain's arrival using another sound effect from other announcements gives more status to the Captain as the ultimate head of the station. 4. Heads announcement using `announce_dig.ogg` makes the sound itself more used outside of SM cascade, and also makes Head announcements more noticeable. 5. Emagged console using `announce_syndi.ogg` making Traitor announcements more noticeable. Also, it is played after evac shuttle is fully hijacked or corrupted by Cultists giving a more ominous effect ## Changelog 🆑 sound: Adds/modifies next sound files: airraid.ogg, bloblarm.ogg, alert.ogg, notice3.ogg, announce_syndi.ogg sound: Code Red, Delta, and other extreme emergencies now possess more unique alarm sound effect sound: Captain's arrival now is announced by Captain's announcement sound, but not for Acting Captain's sound: Making Captain announcement through emagged console; hijacking or fully corrupting evacuation shuttle now plays more ominous sound sound: Making announcements through Requests Console now plays a more noticeable sound image: Status Displays sprites have been fully changed. Now they include displays for every Security Level qol: The "Red Alert" button in the Communications console status display menu has been replaced with a "Current Alert" button showing the current station Security Level display on Status Displays qol: Communications console status display menu got a new "Radiation" button which shows radiation symbol on Status Displays /🆑 |