Commit Graph

236 Commits

Author SHA1 Message Date
SkyratBot
5cd3362b41 [MIRROR] Fixes integrated circuit speech logging [MDB IGNORE] (#25959)
* Fixes integrated circuit speech logging (#80706)

## About The Pull Request
get_creator() returns a printable string rather than a mob, so it
doesn't need key_name() here

## Why It's Good For The Game
Bugfixes

## Changelog
🆑
fix: Fixed integrated circuit speech logging
/🆑

Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>

* Fixes integrated circuit speech logging

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
2024-01-02 20:29:51 +00:00
SkyratBot
33d7bdecc2 [MIRROR] Removes material breakdown flags, traits & miscellaneous fixes. [MDB IGNORE] (#25836)
* Removes material breakdown flags, traits & miscellaneous fixes. (#80389)

## About The Pull Request
1. Removes material breakdown flags i.e. all flags with the format
`BREAKDOWN_XXX`. These flags do nothing, there are no special checks to
transform materials based on these flags, they are passed around just
because certain procs require them for syntax purposes only.

Apparently there were plans to make these flags do something special
from the comment

302247c0d1/code/__DEFINES/construction/material.dm (L43)
But nobody got any ideas for years now. The only special thing we can do
with them now is remove them and reduce code clutter, so let's do that

The only flag that ever did something was the
`BREAKDOWN_INCLUDE_ALCHEMY` flag. This only worked when coupled together
with `TRAIT_MAT_TRANSMUTED` trait(which is only used by the reagent
metalgen) and when both this trait & flag are combined together... they
still do nothing

302247c0d1/code/game/atom/atom_materials.dm (L41-L42)
Yup they cancel out each other to prevent returning an empty list, the
traits only job was to prevent materials from being recycled (like why?
what's the benefit of that? nothing) and the flag was meant to bypass
this restriction so both the trait & the flag cancel out each other
therefore doing nothing meaningful. Best remove them both and call it a
day.

2. Fixes an error in displaying number of sheets inserted into a mat
container when that sheet is made up of alloy materials. it would count
as 2 or more because it would take the sum of total material amount
inserted and not the actual sheets. That's fixed now.

3. Remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag

4. Adds helper proc to insert materials via the remote material
component with proper context

## Changelog
🆑
fix: mat container displays correct number of sheets inserted for alloy
materials.
fix: remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag.
code: removes material breakdown flags and related traits.
code: adds helper proc to insert materials via the remote material
component with proper context.
/🆑

* Removes material breakdown flags, traits & miscellaneous fixes.

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-12-25 10:13:29 +00:00
SkyratBot
b79167c173 [MIRROR] Organ movement refactor *Un-nullspaces your organs* [MDB IGNORE] (#25530)
* Organ movement refactor *Un-nullspaces your organs*

* Fix conflicts

I checked the conflicts on the two weird conflicts and no previous TG pr touches them i assume its just github being github because those shoulden't be conflicts *shrug

* Fix #1 uhh...this is going to be a long one

* Fix #2 Modular Movement Flags

* Fix #3 It builds now

* Fix #4 Oh god it builds now, I missed some things

* Fix #5 No more Runtimesplosion Now time for Synths

* Update nightmare_organs.dm

* on_mob_insert

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/25664

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/25685

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/25582

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/25686

* bro the fucking brain does not go into the chest.

* seriously? undocumented code causing shit. if it breaks ghouls, so be it.

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <somerandomowl@ratchtnet.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-12-24 19:06:09 +00:00
SkyratBot
899063da95 [MIRROR] Circuit action button refactor [MDB IGNORE] (#25798)
* Circuit action button refactor (#80379)

## About The Pull Request

This PR makes several changes to how circuit action buttons work:
- The MOD action and BCI action components have been merged into a
single component.
- MOD circuit actions can be pinned from the configuration menu. This
works the same way as pinning individual modules, and can be done both
by the wearer and a suit AI.
- Action components have an output pin for the user of the action. This
allows MOD module circuits to distinguish between the wearer and an AI.
- Creates a supertype for `/datum/action/item_action/mod/pinned_module`
named `/datum/action/item_action/mod/pinnable`, which implements common
functionality for pinned modules and pinned circuit module actions.

## Why It's Good For The Game

The prior functionality of circuit MOD actions was somewhat unintuitive,
requiring the user to select an action from a radial menu *after*
activating the module, whether from a pinned action or from the module
radial. Providing similar pinning functionality to modules themselves
makes MOD actions more readily usable.

Merging the two different types of circuit components into one was made
with the idea that adding new types of shells with equipment actions
would inflate the number of subtypes of
`/obj/item/circuit_component/equipment_action` without adding much
meaningful functionality.

## Changelog

🆑
qol: MOD wearers and internal AIs can pin the individual actions in a
MOD circuit module in a similar way to how they can pin modules. Circuit
module actions can be pinned from the configuration menu of the circuit
refactor: The MOD action and BCI action components have been merged into
one component - the Equipment Action component.
/🆑

* Circuit action button refactor

---------

Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
2023-12-23 19:26:25 -05:00
SkyratBot
3658c80e57 [MIRROR] Explodes device.dmi [MDB IGNORE] (#25523)
* Explodes device.dmi

* Demodularize these

* Update traitordevices.dm

* Update traitordevices.dm

* Modularizes hypnotic flash

* Modular dmi repath

* Modular dmi repath

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-12-09 09:48:43 -05:00
SkyratBot
6c4c965ea4 [MIRROR] Changes occurrences of recieve in code to receive [MDB IGNORE] (#25393)
* Changes occurrences of `recieve` in code to `receive`

* Fix conflict

---------

Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
Co-authored-by: SomeRandomOwl <somerandomowl@ratchtnet.com>
2023-12-02 20:40:07 -06:00
SkyratBot
c74da996c6 [MIRROR] Adds arctangent 2 component to circuits [MDB IGNORE] (#25231)
* Adds arctangent 2 component to circuits (#79892)

## About The Pull Request
Adds an arctangent 2 component (atan2)

## Why It's Good For The Game

It's made to convert offsets into angles, something thats pretty useful
in a coordinate based game
## Changelog
🆑
add: Adds an arctangent2 component to circuitry!
/🆑

* Adds arctangent 2 component to circuits

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-11-24 16:57:19 -05:00
SkyratBot
9c78808284 [MIRROR] Nukes radio.dmi, adds inhands for somewhat relevant items. [MDB IGNORE] (#25147)
* Nukes radio.dmi, adds inhands for somewhat relevant items. (#79792)

## About The Pull Request

Third /icon/ cleansing splinter 1. Comments on commits say all it does
pretty much.

![image](https://github.com/tgstation/tgstation/assets/122572637/6540e588-bed8-4e98-81f5-2a6f449c53c3)

## Why It's Good For The Game

Inhand for walkietalkie was requested in the project, gets rid of some
usecases of old 'gangtool', headset splitoff requested by Fazzie.
Inhands reflecting the items they are supposed to represent is nice.

## Changelog

🆑
image: Following now have unique item sprites: syndicate war declaration
radio, curator and chief beacon's, chaplain beacon.
image: Following now have unique inhand sprites: radio, export scanner,
walkie-talkie, syndicate war declaration radio, curator and chief
beacon's, chaplain beacon.
/🆑

* Nukes radio.dmi, adds inhands for somewhat relevant items.

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
2023-11-20 09:05:49 -05:00
SkyratBot
2b5cfd484f [MIRROR] Adds a user type to integrated circuits, refactors the list pick component. [MDB IGNORE] (#24827)
* Adds a user type to integrated circuits, refactors the list pick component. (#79412)

## About The Pull Request
Added a user type to integrated circuits that can't be stored as a user
type but can be typecasted to entity. Useful for components that
directly ask for an input from the user, like the list pick component.

Refactored the list pick component to use this user port and to also
send failure signals whenever a success signal is not sent.
Removed the triggered port for the list pick component.

Also fixes a runtime that occurs with the list pick component if the
list passed in only contains null values.

## Why It's Good For The Game
Can't force a prompt onto people who haven't interacted with your
circuit.

## Changelog
🆑
add: Added a user type to integrated circuits
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>

* Adds a user type to integrated circuits, refactors the list pick component.

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
2023-11-06 21:21:54 -05:00
SkyratBot
3a1925b4d1 [MIRROR] fixes signal circuit not working | refactors name of timer cooldown macros to be inherent, also docs them [MDB IGNORE] (#24675)
* fixes signal circuit not working | refactors name of timer cooldown macros to be inherent, also docs them (#79367)

## About The Pull Request

Title
## Why It's Good For The Game

Less headache in the future for a macro thats not really obvious in what
it does
## Changelog
🆑
fix: signals in circuits now actually function
/🆑

* fixes signal circuit not working | refactors name of timer cooldown macros to be inherent, also docs them

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-10-31 18:31:52 -04:00
SkyratBot
807846f7d6 [MIRROR] Updates signaler investigate code | Adds some nice QOL changes for signalers | Enforces cooldown on signaler circuitry [MDB IGNORE] (#24500)
* 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
/🆑

* Updates signaler investigate code | Adds some nice QOL changes for signalers | Enforces cooldown on signaler circuitry

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-10-21 18:20:44 -04:00
SkyratBot
1dd5011776 [MIRROR] Adds pathmaps, refactors pathfinding a bit [MDB IGNORE] (#24414)
* Adds pathmaps, refactors pathfinding a bit (#78684)

## About The Pull Request

Implements /datum/pathfind/sssp, which generates /datum/path_map

/datum/path_maps allow us to very efficently generate paths to any turf
they contain from their central point.

We're effectively running the single source shortest paths algorithm.
We expand from the center turf, adding turfs as they're found, and then
processing them in order of addition.
As we go, we remember what turf "found" us first. Reversing this chain
gives us the shortest possible path from the center turf to any turf in
its range (or the inverse).

This isn't all that useful on its own, outside of a few niche cases
(Like if we wanted to get the farthest reachable turf from the center)
but if we could reuse the map more then once, we'd be able to swarm
to/from a point very easily.

Reuse is a bit troublesome, reqiures a timeout system and a way to
compare different movables trying to get paths.
I've implemented it tho. I've refactored CanAStarPass to take a datum,
/datum/can_pass_info. This is built from a movable and a list of access,
and copies all the properties that would impact pathfinding over onto
itself.

There is one case where we don't do this, pathing over openspace
requires checking if we'd fall through the openspace, and the proc for
that takes an atom.
So instead we use the weakref to the owner that we hold onto, and hold
copies of all the values that would impact the check on the datum.

When someone requests a swarmed path their pass info is compared with
the pass info of all other path_maps centered on their target turf. If
it matches and their requested timeout isn't too short, we just reuse
the map.

Timeout is a tricky thing because the longer a map exists the more out
of date it gets.
I've added a few age defines that let you modulate your level of risk
here. We default to only allowing maps that are currently
being generated, or finished generating in our tick.
Hopefully this prevents falling into trouble, but consumers will need to
allow "failed" movements.

As a part of this datumized pass info, I've refactored pathfinding to
use access lists, rather then id cards directly. This also avoids some
dumbass harddel oppertunities, and prevents an idcard from changing mid
path.

Did a few things to the zPass procs, they took args that they did NOT
need, and I thought it'd be better to yeet em.

If you'd all like I could undo the caching/can_pass_info stuff if you'd
all like. I think it's useful generally because it avoids stuff changing
mid pathfind attempt, but if it's too clunky I could nuke it.

Oh also I added optional args to jps that constricts how it handles
diagonals. I've used this to fix bot paths.

## Why It's Good For The Game

Much of this is redundant currently. I'm adding it because it could have
saved hugglebippers, and because I get the feeling it'll be useful for
"grouping" mobs like bees and such.
We're doing more basic mob work currently and I want to provide extra
tools for that work.

https://github.com/tgstation/tgstation/assets/58055496/66aca1f9-c6e7-4173-9c38-c40516d6d853

## Changelog
🆑
add: Adds swarmed pathfinding, trading accuracy for potential
optimization of used correctly
fix: Bots will no longer take diagonal paths, preventing weirdo looking
path visuals
refactor: Refactored bits of pathfinding code, hopefully easier to add
new pathfinding strategies now
/🆑

* Adds pathmaps, refactors pathfinding a bit

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-10-18 03:31:21 -04:00
SkyratBot
0c9149bf35 [MIRROR] Refactor gib code to use bitflags and have documentation [MDB IGNORE] (#24143)
* Refactor gib code to use bitflags and have documentation

* Modular updates

* Modular updates

* Modular updates

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-09 15:00:17 -04:00
SkyratBot
18fc2d9b16 [MIRROR] Oldstation now has their own RND [MDB IGNORE] (#23567)
* Oldstation now has their own RND

* Update oldstation_fluff.dm

* Update techweb_types.dm

* beaker capacity

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-09-07 22:36:11 -04:00
SkyratBot
fd1ac2de54 [MIRROR] Adds associative list manipulation to circuits, updates a few list circuit components. [MDB IGNORE] (#23362)
* Adds associative list manipulation to circuits, updates a few list circuit components. (#77803)

* Adds associative list manipulation to circuits, updates a few list circuit components.

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
2023-08-27 10:38:13 -07:00
SkyratBot
867fa1cdc5 [MIRROR] General code maintenance for Mat container related stuff [MDB IGNORE] (#23251)
* General code maintenance for Mat container related stuff (#77671)

1. Removes `/obj/machinery/ore_silo/proc/remote_attackby()`. This proc
calls `datum/component/material_container/user_insert()` anyway which
performs all the checks necessary for inserting stuff into the ore silo
and `/obj/machinery/ore_silo/proc/remote_attackby()` was just repeating
its code & checks. So now inserting into the ore silo is directly
handled by the mat container without this proxy proc making the
operation slightly faster
2. Removed silo `attackby` code. Same operations can be done via
`screwdriver_act` & `crowbar_act` procs much cleaner
3. The ore silo now hooks onto signals
`COMSIG_MATCONTAINER_ITEM_CONSUMED` and
`COMSIG_MATCONTAINER_SHEETS_RETRIVED` and logs into silo when they are
triggered. This means when you insert/eject sheets from the silo the
connected machine performing the operation no longer has to do the
logging manually thus the proc `silo_log` has been removed from a lot of
places ,reducing overall code size
4. A lot of stuff that use materials from the ore silo follow this
pattern.

i.e. They first use the materials from the silo and then log it via
`silo_log` proc. This code pattern is repeated in a lot of places so
let's just merge these 2 lines with some extra sanity checks into a
single proc inside `remote_materials` itself. That's what was done and
the number of places where you log manually into the silo has been
removed further reducing code size everywhere.
5. Added auto doc & cleaned up some procs

Since logging is now done by the ore silo directly, we need a way to
pass the machine that is inserting items into the silo to the signal
handlers of the ore silo [via the `context` var]. So other code changes
elsewhere is because of this var

* General code maintenance for Mat container related stuff

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-08-21 23:43:04 -04:00
SkyratBot
be9b901ef5 [MIRROR] Module duplicator has cheaper costs for circuit duplication [MDB IGNORE] (#22785)
* Module duplicator has cheaper costs for circuit duplication (#77180)

## About The Pull Request
Fixes #77158

> this is pretty clearly a relic of the resource cost rebalance.

Yes it is. `cost_per_component` var had a fixed value of 1000. Now it's
value is 1 /10th of `SHEET_MATERIAL_AMOUNT `

* Module duplicator has cheaper costs for circuit duplication

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-07-30 16:03:38 -04:00
SkyratBot
6ccbd41fdc [MIRROR] [NO GBP]Mat container Final clean-up & patches [MDB IGNORE] (#22765)
* [NO GBP]Mat container Final clean-up & patches (#77092)

## About The Pull Request
1. Fixes #77177
Some things were not connecting to the ore silo round start because the
silo was not initialized yet so it went to local storage. Now it
connects with the ore silo again
3. Removed some unused code in remote materials
4. Protolathe uses `eject_sheets()` defined in remote materials and not
it's own version because that's redundant
5. Don't put the item back in the players hand when inserting it in the
material container cause we haven't even removed it yet
6. `fast_split()` is now even faster & robust and is a global proc
7. Some code cleanup for RHD silo link

## Changelog
🆑
fix: some things not connecting to the ore silo round start
/🆑

* [NO GBP]Mat container Final clean-up & patches

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-07-29 15:59:35 -04:00
SkyratBot
6a5f3c50c4 [MIRROR] Material container & related stuff ui refactors & clean-up [MDB IGNORE] (#22667)
* Material container & related stuff ui refactors & clean-up (#76220)

## About The Pull Request

**1. Material container clean-up & refactor**
- Replaced `total_amount` var with `total_amount()` proc, this var can
be easily computed by summing up all material amounts rather than
storing it as a var which is tedious to update & keep track of when
materials are added/removed
- Removed unused procs `transer_amt_to()`, `can_insert_amount_mat()`,
and `get_categories()`. These procs are not used anywhere in the
codebase so let's remove them & make some space.
- Callbacks are replaced with signals, the callbacks don't need to be
explicitly garbage collected & having macros & procs marked with
`SIGNAL_HANDLER` makes your intentions more readable & explicit.
- Fixes #76151
All material adding, removal, checking operations are "Integer"
operations, i.e. the final value is rounded & them made 1 if the final
value is 0 using the macro `OPTIMIZE_COST`[coudn't come up with a better
name]. No more dealing with decimal value materials
The problem was after the protolathe was upgraded with better parts all
the design costs were multiplied with a decimal `efficiency_coeff`
value, this means even though in the UI the cost was displayed as 60
bluespace crystals its actual cost was `60.0001` something in the
backend causing this check for materials to fail & print the error
message.
- Replaced `GetComponent(/datum/component_material_container)` with just
a simple ref to the material container when adding the component, so we
can save some overhead from calling this proc
- Gave all procs a ton of documentation with documentation having
documentation
- Fixes #76506 RCD and other devices that uses the silo link upgrade now
have the correct material usages
- Fixes #72096. It wasn't just a problem with ancient protolathe but
with all machines that used `datum/component/remote_materials` the
problem was remote materials would add an instance of
`datum/remote/material_container` if it wanted to use local storage but
this component would get added before `datum/component/remote_materials`
could be registered i.e. it comes before remote_materials in the
component list. So when the machine is destroyed it will first destroy
`material_container` & then `remote_materials` therefore destroying the
materials before they could get ejected
- Silo link is established when parent is registered with remote
materials raher than adding an external timer which is faster
- Everything that uses a material container will auto eject their sheets
when destroyed
- Moved this & remote materials into its own folder for better
organization

**2. Material UI Changes**
- Removed the x25 & x50 print buttons from the autolathe, now they just
have x5 & x10 buttons like the protolathe, These buttons were of no use
since you could just type the exact amount you want to print in the
`[Max: <some amount>]` side bar. The code to compute these buttons was
just plain right nasty & some of it unused in the UI.
- The material eject button in the material bar does not gray out when
you can eject exactly one sheet
- All material cost are integer values rounded
- Fixes #76253 Exosuit Fabricator sends the material container static
data to the UI so its material bar is not greyed out when there are
sufficient materials to eject
- Component printer material bar sends the material container static
data to the UI so its material bar is not greyed out when there are
sufficient materials to eject
- Autolathe Material bars now display number of sheets available
- Max printable amount of items are now computed & updated correctly in
the UI. They were displaying wrong values & now get updated when items
are printed, materials are removed
- Silo hold actually works now. When a machine is put on hold it calls
this proc

e929cf39cd/code/datums/components/remote_materials.dm (L78-L87)
Notice how the key is `src` so we should be consistent during checking
if a machine is on hold using the same `src` var. But for some reason we
did dumb shit like this

e929cf39cd/code/datums/components/remote_materials.dm (L150-L153)
What is category? Why do we care for the area the machine is in? None of
it made sense so i removed all that junk and just made it check for
`src` like it should
- Removed redundant `removable` & `sheets` var from the material
container ui_data. These vars are unused in the UI
- If an item does not have the required materials then upon clicking
that item you will not get any error message but instead nothing happens

## Changelog
🆑
fix: items can be printed from autolathe & protolathe when the exact
material amounts are present in them after upgrading
fix: max printable amount now shows the correct value & updates when
items are printed, materials are removed in the autolathe & protolathe
fix: component printer material bar is not greyed out when there are
sufficient materials to eject
fix: rcd and other devices that uses the silo link upgrade now have the
correct material usages
fix: silo hold actually works
fix: machines using local storage to hold materials will eject it's
materials as sheets when deconstructed/destroyed
refactor: Autolathe Material bars now display number of sheets available
refactor: printing an item that does not have enough materials will fail
silently with no error messages
refactor: Drone dispenser will eject sheets upon deconstruction
refactor: all things that store materials will auto ejects its sheets(if
there is sufficient material) when destroyed
refactor: inserting an item into the material container will display the
units consumed as sheets not absolute units
refactor: removed x25 & x50 print buttons from the autolathe

* Material container & related stuff ui refactors & clean-up

* Update ammo_workbench.dm

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-25 02:53:43 -04:00
SkyratBot
23cda1571f [MIRROR] No roundstart playable MULEs / Trampling requires hacking [MDB IGNORE] (#22585)
* No roundstart playable MULEs / Trampling requires hacking (#76837)

## About The Pull Request

Prevailing feedback has been:
- The player base cannot be trusted to control MULEbots.
- It should be clearer what bots can and can't do.

The former is easy to fix.
The latter is sort of a matter for policy but I'm going to investigate
giving bots a rudimentary laws system. Plus that sounds much more
controversial than this so I am going to atomise this outside of that
PR.

MULEbots can still be set to allow sentience by cargo technicians, but
don't start that way.

ADDITIONALLY this PR just changes it so that MULEbots do not crush
people unless:
- They have been emagged.
- Their safety wire has been cut.
Either means works, so it's not too hard to access for nefarious
purposes, but hard to do to yourself.
Otherwise they just slow down for a few seconds instead.

Also fixed an unrelated name bug while I was there.

Closes #76926

## Why It's Good For The Game

Players would take them, not deliver any cargo, and repeatedly ask
people to lie down in front of them.
Plus Tram has 5 of the things which is frankly too many to be wandering
around the bar.

## Changelog

🆑
balance: You can't possess a MULE as soon as the round starts, someone
will have to give you permission.
balance: MULEbots no longer crush prone characters unless they have been
hacked (or emagged).
fix: Bots can put numbers in their names, what with being robots.
admin: Adds attack logging when certain wires are cut (for instance:
MULEbot safeties)
/🆑

* No roundstart playable MULEs / Trampling requires hacking

* add missing arg

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-21 02:02:40 -04:00
SkyratBot
07fa5992a4 [MIRROR] Adds p_They (and friends) for capitalized pronoun helpers [MDB IGNORE] (#22555)
* Adds p_They (and friends) for capitalized pronoun helpers

* Fixes modular pronouns

* Merge conflict

* Update spank_related.dm

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-18 22:10:59 -04:00
SkyratBot
2f552919c1 [MIRROR] Icons folder cleaning wave two [MDB IGNORE] (#22454)
* Icons folder cleaning wave two

* Merge conflict resolution

* Modular path hell

* hmm

* Update 2022-10.yml

* Another modular thing

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-16 00:41:18 -04:00
SkyratBot
5723b1349d [MIRROR] Adds Radio Circuit Component Signaler to list-signalers [MDB IGNORE] (#22344)
* Adds Radio Circuit Component Signaler to list-signalers (#76613)

## About The Pull Request

Fixes #76503

Probably important for this stuff to be logged.
## Why It's Good For The Game

Helps admins figure out the signallers that are signalling, and who
triggered the signaller.
## Changelog
🆑
admin: If a circuit component outputs a radio signal, it should now be
logged in list-signalers.
/🆑

* Adds Radio Circuit Component Signaler to list-signalers

---------

Co-authored-by: san7890 <the@san7890.com>
2023-07-11 20:08:08 -04:00
SkyratBot
56e3a5e0db [MIRROR] MOD Complexity rebalance [MDB IGNORE] (#22226)
* MOD Complexity rebalance (#76077)

## About The Pull Request

Reduced the cost of a lot of MODules.

Pathfinder 2 -> 1
Tether 3 -> 1
Temperature Regulator 2 -> 1
DNA lock 2 -> 1
Health analyzer 2 -> 1
Sonar 2 -> 1
Microwave beam 2 -> 1
Drill 2 -> 1
All visors (including NV and thermals) 2 -> 1
Circuit Adapter 2 -> 1

The Mining MODsuit has had its complexity increased to 15 and now starts
with the eating apparatus module, with a total base complexity of 10/15
now.

The Prototype MODsuit's active slowdown has been decreased from 1.5 (!)
to 1.
## Why It's Good For The Game

> Reduced the cost of a lot of MODules.

There's lots of cute little MODules here, and they are all despite their
'small' cost far too expensive for them to ever be used. The small
little cost adds up, when you consider that two 2-complexity modules
cost FOUR, which is more than most good modules (that are 3), especially
when storage modules take up 3 complexity already. Think about it like
genetics, imagine if geladikinesis cost 40 instability. It'd be
pointless and just make it not used.

> Pathfinder 2 -> 1

Pathfinder is a little buggy, a bit janky, and still just a commodity,
so this might let captains keep it for themselves more often when
they're kitting out their MOD.

> Tether 3 -> 1

Tether costing 3 complexity is ABSURD. That's as much as the actual ion
jetpacks, and that's for something which you can replace completely with
a fire extinguisher, not even including the tiny 4 tiles tethering
range.

> Temperature Regulator 2 -> 1

This is vital for spacewalking, I really don't know why it's this
expensive. Hell it should be the norm, but whatevs.

> DNA lock 2 -> 1

Nobody's ever going to use this if it can just be EMPed and broken...
especially when it costs 2 complexity, which is the same cost as defibs,
surgical processor, holster, criminal capture..

> Health analyzer 2 -> 1

This is just a health analyzer. A small item that you're paying for the
privilege of being able to have it in your janksuit. It really shouldn't
cost 2 complexity, nobody ever takes this.

> Sonar 2 -> 1

I don't think there's much of a reason for sonar to be 2 complexity. You
might think it's nuts, but sonar really isn't that useful as it's a
windup with a screen-only range. Making it 1 might let it be seen ingame
at some point.

> Microwave beam 2 -> 1

Despite the cool name this just fries food. I don't think that should be
expensive!

> Drill 2 -> 1

The drill module is mostly redundant when by the time you get it,
chances are you have a plasma cutter already which is usually better, if
not as space-efficient. There's also the dumb issue with drilling into
gibtonite which instantly blows it up.

> All visors (including NV and thermals) 2 -> 1

Similarly to the health analyzer, chances are if you HAVE the module you
don't actually *need* it as you're already.. that job.

Additionally, and this is also part of the reason for the NV, thermal,
and even the health analyzer modules, is that traitors/nukies now have
to balance MOD economy alongside TC count, and I can't tell you just how
frustrating it is to buy something and be told I don't have enough
complexity to put it into the MODsuit. I already spent the damn TC!

> Circuit Adapter 2 -> 1

This thing seems pretty useless. All it can really do is open and close
your modsuit, which like, wow okay. No need for it to be expensive.

> The Mining MODsuit has had its complexity increased to 15 and now
starts with the eating apparatus module, with a total base complexity of
10/13 now.

The complexity increase is because for some reason the MODsuit is
already filled to the brim by default, which means that actually
interacting with robotics in any way is thoroughly disincentivized as
you'd need to take so many modules out to do so that it makes the
purchase and interaction pointless. Now you CAN go and ask robotics for
anything you need, though there isn't much a miner would want and value
enough to trek across the station, for now.

Also, it starts with the eating apparatus because it really looked like
it should! The flavor text even talks about miners, it's strange for
that to be there if miners won't use it. It'll also encourage it to
actually be bought more by allowing you to eat through it.

> The Prototype MODsuit's active slowdown has been decreased from 1.5
(!) to 1.

1.5 is a lot, A LOT, of slowdown. For such an incredibly rare mod, it
completely kills the damn thing, even for the charlie station crew! You
can't fight xenos with 1.5 slowdown! Having Kinesis isn't enough of a
reason to cripple it so thoroughly and pointlessly. It's 0.4 now, which
is a nice middleground between 'fast' suits like the medical and
security ones, and the 'slow' ones like civilian, engineering, science.
## Changelog
🆑
balance: Reduced the complexity cost of a lot of MODules.
balance: Pathfinder 2 -> 1
balance: Tether 3 -> 2
balance: Temperature Regulator 2 -> 1
balance: DNA lock 2 -> 1
balance: Health analyzer 2 -> 1
balance: Sonar 2 -> 1
balance: Microwave beam 2 -> 1
balance: Drill 2 -> 1
balance: All visors (including NV and thermals) 2 -> 1
balance: Circuit Adapter 2 -> 1
balance: The Mining MODsuit has had its complexity increased to 13 and
now starts with the eating apparatus module, with a total base
complexity of 10/13 now.
balance: The Prototype MODsuit's active slowdown has been decreased from
1.5 (!) to 1.
spellcheck: Fixed a type on the energy net module.
/🆑

* MOD Complexity rebalance

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2023-07-08 17:32:07 -04:00
SkyratBot
db35fc9a89 [MIRROR] Fixes some stupid airlock sleeps [MDB IGNORE] (#21931)
* Fixes some stupid airlock sleeps

* Fixes the conflicts before checking the merge conflicts

* Converts another wires = to set_wires() and removes another issue

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-07-01 15:33:12 -04:00
SkyratBot
8f2c771b5f [MIRROR] Autolathe, protolathe, mech fab and comp printer now use defines for matter bins values. Also some production ui do. [MDB IGNORE] (#21953)
* Autolathe, protolathe, mech fab and comp printer now use defines for matter bins values. Also some production ui do. (#76020)

Changed hardcoded matter bins values to use defined
`SHEET_MATERIAL_AMOUNT` for following stuff: autolathe, protolathe, mech
fabricator and component printer.

`Material Access Bar` and `MaterialIcon` used for protolathes, circuit
printers and etc. now also use defined `SHEET_MATERIAL_AMOUNT`, via
static ui data, to prevent same issues in future.

Also changed some notes in /// parts just because why not.

* Autolathe, protolathe, mech fab and comp printer now use defines for matter bins values. Also some production ui do.

---------

Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
2023-06-23 15:34:52 -07:00
SkyratBot
6dfe17306c [MIRROR] Pulls apart the vestiges of components still hanging onto signals [MDB IGNORE] (#21738)
* Pulls apart the vestiges of components still hanging onto signals

* update modular

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-06-18 13:18:23 +00:00
SkyratBot
fcacccc459 [MIRROR] Fixes bypassing integrated circuit cooldowns with module components. [MDB IGNORE] (#21374)
* Fixes bypassing integrated circuit cooldowns with module components. (#75581)

## About The Pull Request
See title.
In order for this change to work, these components will not work if
there is no shell, but this will change nothing user-facing because all
player-facing circuits require shells to function in the first place
anyways.

## Why It's Good For The Game
Fixes a cooldown bypass bug.

Closes #75580

## Changelog
🆑
fix: Fixed bypassing component cooldowns with module components.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>

* Fixes bypassing integrated circuit cooldowns with module components.

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
2023-05-23 11:54:18 +01:00
SkyratBot
724d407af6 [MIRROR] Refactored the TTS subsystem to more properly handle message garbling. Added a volume preference for TTS. [MDB IGNORE] (#21353)
* Refactored the TTS subsystem to more properly handle message garbling. Added a volume preference for TTS. (#75559)

TTS subsystem refactor.
---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
Co-authored-by: Iamgoofball <iamgoofball@ gmail.com>
Co-authored-by: Kyle Spier-Swenson <kyleshome@ gmail.com>

* Refactored the TTS subsystem to more properly handle message garbling. Added a volume preference for TTS.

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
Co-authored-by: Iamgoofball <iamgoofball@ gmail.com>
Co-authored-by: Kyle Spier-Swenson <kyleshome@ gmail.com>
2023-05-22 14:06:38 -04:00
SkyratBot
14b2529d28 [MIRROR] Makes the component menu in the integrated circuit interface more intuitive. [MDB IGNORE] (#21181)
* Makes the component menu in the integrated circuit interface more intuitive. (#75364)

## About The Pull Request
Added a notice box to the component menu in the integrated circuit
interface explaining how to link an integrated circuit to a component
printer to allow for integrated circuit programming away from the
component printer.

![image](https://github.com/tgstation/tgstation/assets/37270891/6a7ed31a-7d45-49a6-8025-09564ef099d2)

Last sentence in the above image has been removed. Integrated circuits
will now update their static data once linked so closing and re-opening
the UI is unnecessary.

## Why It's Good For The Game
It wasn't clear anywhere in game that you could link integrated circuits
to component printers. I've run into players being completely unaware of
this feature, so this should help to make it more clear that players
don't need to print out components manually from the component printer
and slap them into an integrated circuit each time.

## Changelog
🆑
qol: Added a message to the component menu in the integrated circuit
interface that explains how to link an integrated circuit to a component
printer.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>

* Makes the component menu in the integrated circuit interface more intuitive.

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
2023-05-14 19:20:30 -07:00
SkyratBot
5e9d2379bf [MIRROR] Stock Part Resprite [MDB IGNORE] (#21014)
* Stock Part Resprite

* wew

* alright

---------

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-09 04:10:18 +01:00
SkyratBot
c4d4e1da63 [MIRROR] Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. [MDB IGNORE] (#20916)
* Minerals have been refactored so costs and minerals in items are now in terms of mineral defines.

* AI GEN RUN ONE

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-03 22:48:10 +01:00
SkyratBot
fe47d6ba35 [MIRROR] Refactors sheet crafting to better support directional construction [MDB IGNORE] (#20594)
* Refactors sheet crafting to better support directional construction (#74572)

## About The Pull Request

0426f7ddba/code/game/objects/items/stacks/stack.dm (L449)

Ok, but can we not?

This PR refactors sheet crafting to generalize all the cases that were
previously locked behind grille/window type checks and such. In their
stead there are bitflags that can be set to achieve certain behaviors.

All the behavior from before should be preserved, but now it can be
extended to other items. E.g. if you want a railing that can be crafted
underneath directional windows, or an item that behaves like a grille
does--it's just a matter of setting the right obj_flags for it now.

This makes it very simple and painless to add new recipes that use
directional crafting! It's all modular now.

<details><summary>Details</summary>

---

### What I've done:

-Eliminated all the type checks, instead it will now be handled by
object flags and recipe vars, making for a much more configurable
system.

-Added two new obj_flags: `BLOCKS_CONSTRUCTION_DIR` and
`IGNORE_DENSITY`.
-Additionally, I renamed the existing flag `NO_BUILD` to
`BLOCKS_CONSTRUCTION`.

-Changes the proc `valid_window_location` to `valid_build_direction`,
and makes it work for things other than windows.

-Removed a deprecated `window_checks` var from the stack_recipe datum.
-Added three more vars to the stack_recipe datum: `check_direction` and
`check_density`, `is_fulltile`

-Decoupled `on_solid_ground` from the object density check. Now you can
set those separately, allowing you to make recipes that forbid/allow
building things over other things while in space.

---

### What the new flags do:

`BLOCKS_CONSTRUCTION` works as before---prevents objects from being
built on the object. I felt that the previous name was not descriptive
enough, you should know exactly what it does just from looking at the
name.
_example: dna scanner_

`BLOCKS_CONSTRUCTION_DIR` -- setting this on an object will prevent
objects from being built on it when their directions are the same.
_example: directional windows, windoors, railings_

`IGNORE_DENSITY` -- setting this on an object will cause its density to
be ignored when performing the construction density check. This could
have other potential uses as well in the future.
_example: grilles, directional windows, tables_

These three flags cover all the bases for the types of items that are
currently craftable, so there is no more need for any type checking or
weird snowflake window checks. Simply set the appropriate flag and it'll
work as you would expect.

---

### What the recipe vars do:
`check_direction` tells the recipe to check if there's something in that
direction with the `BLOCKS_CONSTRUCTION_DIR` flag set.

`check_density` tells the recipe to run the density check when set. This
is true by default. There are very few items in the game that currently
have this set to false--namely grilles. Setting this to false will make
it so that the object can be constructed regardless of what is in that
tile (unless `one_per_turf` is also set, which will make it so that you
can't craft the same thing twice in the same turf).

`is_fulltile` is used for fulltile windows, but it doesn't necessarily
have to be--you can give this to any recipe and it will adopt the same
properties as that of the fulltile window. Basically they have a special
case where they shouldn't be able to be built over directional
constructions, where normally things would be able to be. Setting this
makes check_direction true as well.

---

### In summary:

Sheet crafting still works just as it did before. But the backend of it
has gotten a glow up and will be able to more easily support new
behaviors.

</details>

## Why It's Good For The Game

This makes the crafting system much more flexible to add recipes to, and
will prevent bad code practices of stacking more conditionals down the
line whenever someone wants to add an item that behaves like grilles or
directional windows in how they are constructed.

It had to be done. Those window checks were a mess.

## Changelog

🆑
qol: added fifty stack versions of remaining glass sheet stacks for ease
of debugging
refactor: refactored sheet crafting to better support directional
constructions that aren't windows
/🆑

---------

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

* Refactors sheet crafting to better support directional construction

* fex

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/20636

---------

Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-21 02:14:10 +01:00
SkyratBot
9a594755f3 [MIRROR] Renames delta time to be a more obvious name [MDB IGNORE] (#20507)
* Renames delta time to be a more obvious name

* updates to our code

---------

Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:45:43 +01:00
SkyratBot
3464b6bfb2 [MIRROR] Refactors Regenerate Organs, and a few organ helpers [MDB IGNORE] (#20094)
* Refactors Regenerate Organs, and a few organ helpers

* MERGE CONFLICTS

* GETORGANSLOT > GET_ORGAN_SLOT

* GETORGAN > get_organ_by_type

* lint repairs

* more lint

* Update tgstation.dme

* Update surgery_step.dm

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-01 02:51:06 +01:00
Gandalf
e4b4d4d3c0 MISSED MIRROR [Lints Against Unmanaged Local Defines] (#20204)
* https://github.com/tgstation/tgstation/pull/74333

https: //github.com/tgstation/tgstation/pull/74333
Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* var stuff

Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* vars

* Update sol_fed.dm

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2023-04-01 01:15:22 +01:00
SkyratBot
63feb20ef0 [MIRROR] Organ Unit Tests & Bugfixes [MDB IGNORE] (#19968)
* Organ Unit Tests & Bugfixes

* e

Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

* e

Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com>

---------

Co-authored-by: Dani Glore <fantasticdragons@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2023-03-31 04:04:45 +01:00
SkyratBot
b1067980e0 [MIRROR] Fixes ntnet circuits [MDB IGNORE] (#20191)
* Fixes ntnet circuits (#74338)

## About The Pull Request

I underestimated SEND_GLOBAL_SIGNAL and assumed it worked differently to
SEND_SIGNAL, as in I thought it would not be sending the source as the
first arg.
Because it does, it meant that the list of data was actually just ntnet
sending circuit. This fixes it and makes the args work properly.

I've shamelessly stolen the circuit in the screenshot of the issue to
test it in-game

![image](https://user-images.githubusercontent.com/53777086/228451819-4ffdb2e4-542e-46c1-9947-6266d8550f4a.png)

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/74327

## Changelog

🆑
fix: NtNet receive/send circuits should work now.
/🆑

* Fixes ntnet circuits

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-03-31 02:59:36 +01:00
SkyratBot
79bb4facfc [MIRROR] Removes networks from the game [MDB IGNORE] (#20083)
* Removes networks from the game (#74142)

## About The Pull Request

This is a continuation of
https://github.com/tgstation/tgstation/pull/74085 - I announced in the
comments there that this would be my next PR, and this is it.

Removes SSnetwork, ``/datum/ntnet``,
``/datum/component/ntnet_interface``, ``var/network_root_id``, the
network unit test, and a lot of other things related to networks.

- NTNet circuits now check for an Ntnet relay, and uses signals to
operate.
- Logs in Wirecarp is now only for PDA and Ntnet Relay things, so you
can no longer see what ruins exist using it (why should Wirecarp know
that Oldstation spawned? The flavor is that they dont know its there).
- Removed it from MULEbots entirely, I don't think it even did anything
for them? Botkeeper seems to work without it, so it's possibly there
from pre-tgui PDAs.
- Moves assigning random names to a base proc instead of being tied to
network, this is things like random-naming scrubbers/vents. The behavior
hasn't changed at all.
- Makes Ntos work for consoles when relays are down, as the comments
said they're supposed to (because they're wired). I think this was an
accidental change on my part, so this is a revert of that.

## Why It's Good For The Game

Ntnet is ancient code that hasn't given us much that we can't do with
already existing alternatives, we've been slowly moving away from it for
init times, and though a large portion of that was limited to airlocks,
I still don't think this is a system worth keeping around.
It's way too complex to expect feature coders to do anything with it,
and too old with better alternatives for anyone to want to improve any
of it.

## Changelog

🆑
fix: Computers are now properly connected to Ethernet, and can use Ntos
when Relays are down.
refactor: Removes Ntnet and Ntnet interfaces, which was only used by
Ntnet circuits (which now directly checks for a Relay to work) and
MULEbots, which did nothing with it.
balance: Wirecarp no longer tells you what ruins spawned in a round,
instead it's limited to PDA logs, and tells you the source too. This
means the RD can catch someone running illegal programs if they don't
make any attempt at hiding it.
qol: Wirecarp logs is now set to save 300 at once, instead of 100 and
being increased to 300 by the RD during the round. This is pretty
insignificant, since there's no reason to NOT want as many logs as
possible.
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>

* Removes networks from the game

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
2023-03-27 03:28:18 +01:00
SkyratBot
6d08ad8984 [MIRROR] Machines can now be pried open multiple times and maintain their initial densities [MDB IGNORE] (#20044)
* Machines can now be pried open multiple times and maintain their initial densities (#74163)

## About The Pull Request
These changes fix how machines are pried open with crowbars. Currently,
most machines can be pried open, but many of them have no method for
being closed again. This means they can be pried once, and then never
again (as their internal logic has them stuck in an "open" state).

Additionally, the densities of these machines is also inconsistent, as
density is tied to the procs for opening/closing machines (open =
non-dense, closed = dense). Thus, these new changes allow desired
densities to be passed to `open_machine()` and `close_machine()`, as
well as `default_pry_open()`, meaning that atypical machine densities
can be maintained (e.g. machines that should remain dense when open, or
non-dense when closed).

I've also added a `close_after_pry` boolean parameter to the
`default_pry_open()` proc, which determines whether to immediately close
a machine after opening it. This is useful for machines that don't
really have a use case for remaining open, often lacking a sprite to
represent this state as well.
* Note: Opening and immediately closing machines with this boolean will
still drop their contents onto the floor, but will now immediately
"close" in their logic, allowing for further prying attempts in the
future.

It's worth noting that this implements default density values for these
procs, which match the existing behavior for machines, so as to
(hopefully) not disrupt existing or expected machine behavior.

Two caveats to these changes currently exist:
1. On machines that immediately close after prying, the prying action
can now be spammed to the chat with repeated clicking. I'm uncertain if
this needs some sort of spam protection or if it's fine as is.
2. I've only been able to manually test this code. I'd love to write
unit tests for it, as it affects a lot of different machines, but don't
know where to begin with DM Unit Testing (or which files would be good
examples to reference in the code base).
* Note: I did manually test each and every machine that calls
`default_pry_open()` and they all seem to be working correctly. (Except
for `obj/machinery/plumbing/sender`, but that doesn't seem to need
prying, as it has no contents to drop, only reagents.)

As always, let me know if any improvements/changes should be made.

This closes #26833.

## Why It's Good For The Game
These changes allow crowbar prying to correctly occur multiple times on
any machine, which is intended behavior. It prevents player confusion
that could occur when a machine couldn't be pried open a second time
during a shift, even though it had previously been pried before, forcing
players to question themselves. (Are they missing something? Did they
perform the action a different way last time? Is the machine actually
still powered on instead of off? Etc.)

These changes also maintain the correct density for machines after
prying, preventing scenarios where a machine might behave differently
once it had been pried open. (An example of this was being able to walk
through a smartfridge after prying it open.) Additionally, players are
no longer required to know/use workarounds (such as machine disassembly)
to retrieve a powered-off machine's contents.

Overall, these changes improve consistency around machines, creating
more scenarios where they behave as players would expect.

## Changelog
🆑
fix: machines can now be pried open more than once.
fix: machines now have the correct density when pried open.
/🆑

---------

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

* Machines can now be pried open multiple times and maintain their initial densities

* wew

---------

Co-authored-by: Antonio Tosti <5588048+atosti@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-27 02:36:29 +01:00
lessthanthree
0d983be692 [MANUAL MIRROR] Fix: DNA Infuser & Unit Tests, Organs Bugfixes (#19211)
* Fix: DNA Infuser & Unit Tests, Organs Bugfixes (#73003)

>_"I don't remember buying tickets to Mutants on Ice."_
>-Duke Nukem

This PR is (hopefully the final) part of a series of my continuing
refactors of the DNA Infuser. This PR represents a "quality pass" which
should also iron-out the rest of the most impactful bugs.

Granular list of changes:
- This PR adds unit tests for the DNA Infuser organs and
`/datum/status_effect/organ_set_bonus` as recommended by @AnturK
- I noticed that the base `/datum/infuser_entry` was being used in the
machine for the Fly and "rejected" infusions, whereas usually we would
expect it to be a base type used only as a development template. I
corrected this issue and created `/datum/infuser_entry/fly` to be used
for that use-case instead.
- Added `/mob/proc/can_mutate()` and `/mob/living/carbon/can_mutate()`
to replace a few copied lines across several files. The proc is normally
used in the context of mutating a Human via their DNA.
- I fixed a ton of typos in organ-related code, specifically where
"receiver" was typo'd as "reciever". There are far more of those typos,
but I limited the scope of my changes to organs.
- I noticed a bug in `/datum/species/proc/regenerate_organs` wherein a
race condition caused an organ to remove itself before it's done
inserting itself. This happens because the Fly organ set bonus runs
`regenerate_organs` which calls `Remove` on the organ while `Insert` is
still in the call-stack. I added `INVOKE_ASYNC` as a workaround, and
also changed the order the signals are emitted to prevent future bugs.
This bug primarily only impacted the flyperson species transformation,
which was part of the DNA Infuser's flyperson infusion organ set bonus.
- In my last refactor PR #72745 I also introduced a bug in
`/obj/machinery/dna_infuser/proc/infuse_organ` wherein I forgot to add
the usage of `new` when attempting to implant new organs, and this PR
fixes the erroneous code.
- Fxed a bug which causes the organ set bonus to activate when mixing
organs from different sources, which is caused by a developer oversight
wherein all `/datum/status_effect/organ_set_bonus` had identical IDs.
- Added a cleaner `replacetext`-based way of handling pronouns in
`/datum/element/noticable_organ/proc/on_receiver_examine`, using custom
macros `%PRONOUN_S` and `%PRONOUN_ES` as advised by @MrMelbert
- This PR also fixes #72767

With the changes in this PR the machine will finally work as we expect
it to. By adding unit tests we will also be able to ensure that it works
as expected from now on. I feel confident saying that the completeness,
algorithmic correctness, and code health of the DNA Infuser is much
better than it was before.

🆑 A.C.M.O.
fix: Fully fixed the DNA Infuser, which will now infuse organs as
expected.
fix: Fixed flyperson species transformation and organ set bonus, which
was throwing a runtime.
fix: Fixed many typos in organ-related source code.
/🆑

---------

Co-authored-by: Time-Green <timkoster1@hotmail.com>

* *shrug

* Uncommented the line Gandalf wanted uncommented

* Properly fixes CI on this one, hopefully.

---------

Co-authored-by: Dani Glore <fantasticdragons@gmail.com>
Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-03-17 18:29:15 -04:00
SkyratBot
89f88d3470 [MIRROR] Fixes admins having access to admin functions within normal integrated circuits whilst spawned in as a player. [MDB IGNORE] (#19816)
* Fixes admins having access to admin functions within normal integrated circuits whilst spawned in as a player.  (#73904)

## About The Pull Request
Admins can currently save circuits and spawn components in whilst
adminned in integrated circuits that are not considered admin only. This
has been changed so that they can only access these functions when in
admin AI mode or when the integrated circuit is admin only.

Closes #71173

## Why It's Good For The Game
Playmins shouldn't have access to admin functions when playing the game
normally.

## Changelog
🆑
fix: Fixed playmins having access to admin functions within normal
integrated circuits.
/🆑

* Fixes admins having access to admin functions within normal integrated circuits whilst spawned in as a player.

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
2023-03-13 04:41:12 +00:00
SkyratBot
4912b160a8 [MIRROR] Removes bad nodamage var from projectiles, fixes Juggernaut / Rust Walker projectiles doing zero damage [MDB IGNORE] (#19768)
* Removes bad `nodamage` var from projectiles, fixes Juggernaut / Rust Walker projectiles doing zero damage

* wew

* Update drinks.dm

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-11 04:19:58 +00:00
SkyratBot
f8f2abb11f [MIRROR] Refactor, improve, and rename canUseTopic to be can_perform_action [MDB IGNORE] (#19391)
* Refactor, improve, and rename canUseTopic to be can_perform_action

* updoot

* https://github.com/tgstation/tgstation/pull/72876

https://github.com/tgstation/tgstation/pull/72876

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 04:19:25 +00:00
SkyratBot
5df645a0f0 [MIRROR] Adds clarity to the associative list data type in wiremod [MDB IGNORE] (#19498)
* Adds clarity to the associative list data type in wiremod (#73536)

## About The Pull Request

Once pulled, these changes will adjust how the associative list data
type is shown like on circuits and the description of the index table
component.

![assoclists1](https://user-images.githubusercontent.com/72105993/219969642-e9d76aa7-4f8e-40e5-a864-ae473b78c34e.png)

![assoclists2](https://user-images.githubusercontent.com/72105993/219969644-00b570ea-0c43-4190-9eb9-c8ac97bd1522.png)
## Why It's Good For The Game

Given the entry difficulty level of the circuits system, some players
may find themselves overwhelmed and frustrated seeing that their index
table component's output is not connecting to the index list component's
input, despite there being an index associative list component they may
not be aware of. These changes should hopefully lead players to learn
more about associative lists and how different they are from normal
lists. Just adding "assoc." to the descriptor should lead players to
search the term in the component printer and find the index associative
table.
## Changelog
🆑
qol: Made associative lists more apparent in circuits.
/🆑

* Adds clarity to the associative list data type in wiremod

---------

Co-authored-by: CesarBaylina <72105993+CesarBaylina@users.noreply.github.com>
2023-02-22 14:40:14 -08:00
SkyratBot
d6f1a76dea [MIRROR] Don't initialize stack components inside machines [MDB IGNORE] (#19043)
Don't initialize stack components inside machines (#72863)

## About The Pull Request

An attempt at the
[Initiative](https://github.com/tgstation/dev-cycles-initiative/issues/29)
all types/subtypes of `obj/item/stack` no longer exist inside any
machine. Only during deconstruction is the stack created from the
circuit boards requested components.

Also moved the component printer & module duplicator circuitboards into
`machine_circuitboards.dm` so they all are in one place

I was unable to do this for circuitboards because that still needs to
exist so we can use `apply_default_parts()` on the machine. I tried to
do the whole datum circuitboard approach just like with stock parts but
i'm unsure about it so maybe next time

## Changelog
🆑
refactor: stack components no longer exist inside a machine's
component_parts
refactor: move component printer & module duplicator circuitboards into
machine_circuitboards.dm
/🆑

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-02-03 15:26:01 -05:00
SkyratBot
3ec8063b1e [MIRROR] Checks if a machine has no research before connecting techweb [MDB IGNORE] (#19032)
Checks if a machine has no research before connecting techweb (#72944)

## About The Pull Request

Currently all machines, if the config to not have a techweb link is on,
will set their node to science even if they were meant to be connected
to another (like through subtypes). This fixes that by checking to
ensure they don't have a techweb connected already before giving them a
new one.

Also as a minor fix, RD consoles will now properly add themselves to the
list of accessing RD consoles if they aren't linking to the default.
This list currently does nothing but I can see good uses of it in the
future.

## Why It's Good For The Game

Fixes an error that was found on a downstream, it's a worthwhile fix
that thankfully was caught this early.

## Changelog

Nothing player-facing.

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-01-31 02:07:05 +00:00
SkyratBot
3954fd1a94 [MIRROR] Adds the 2 new components to the techweb [MDB IGNORE] (#18953)
Adds the 2 new components to the techweb (#72910)

## About The Pull Request

Adds the 2 new components I made in my prior PR to the basic circuit
research

also fix an issue with associative pick list

## Why It's Good For The Game

 Being able to print them would be usefull

Reason I didn't notice was properly since I ran on debug station and it
never crossed my mind that they where research thingy

## Changelog
🆑
fix: You can print the new list pick and associative list pick
components
fix: Associative list pick works as intended now
/🆑

Co-authored-by: Autisem <36102060+Autisem@users.noreply.github.com>
2023-01-26 14:29:38 -05:00
SkyratBot
c5ca08fd01 [MIRROR] Adds spaces around logical operators [MDB IGNORE] (#18776)
* Adds spaces around logical operators

* Update code/modules/admin/verbs/admingame.dm

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-01-21 22:16:43 -08:00
SkyratBot
902caab964 [MIRROR] Stock Part Datumization Complete [MDB IGNORE] (#18639)
* Stock Part Datumization Complete (#72559)

So i accidently reverted all my commits in #72511 when resolving a merge
conflict So ummm yeah fuck my bad anyway

Finishes what was started in #71693 and completes the
[initiative](https://github.com/tgstation/dev-cycles-initiative/issues/1)

Except for `obj/item/stock_parts/cell` and its subtypes. All machines
now use `datum/stock_part` for its requested components & component
parts

Not sure if i caught every machine & stuff in the game so merge with
caution
🆑
code: datum stock part for every obj stock part
refactor: all machines & dependent experiments to use datum stock parts
/🆑

* Fixes a teeny tiny Funce mistake :)

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-01-19 17:09:19 -05:00