About The Pull Request
Overhauls the gui for the Research Sever controller (see below), and adds a bit more info about each server. Allows the RD, or anyone with related access, to shut off servers and thus disable point generation (emag to bypass access restriction). Adds temperature readout for each server, for fluff and possibly future relevance. Servers are listed as "Offline" if they are under EMP effects or have no power. Servers now have a random four-digit hex number following their name, to help tell them apart.
Adds a full list of all research history in a table below the server readout on the server controller, sorted with the newest on top. Lists the name of tech, cost, name of the researcher, and the location they researched from.
Adds in code to mark servers without power as not working. This seems like an unnoticed bug, to be honest.
Animates the working server sprite, and adds a disabled and powered-off sprite.
The "research_log" list variable for /datum/techweb is commented as being meant for IC use, and was being updated already, but as far as I can tell was never used anywhere. So I have re-organized it a bit to feed the prior-mentioned table of research history.
Why It's Good For The Game
Gives the RD a light bit more control over research, allows them to cut off passive point generation if people piss them off, and gives purpose to the server controller console.
Changelog
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add: The R&D Server Controller console now lists the entire research history, including names of people who researched each item and locations it was done from.
add: The R&D Server Controller console can now be used to disable the servers if someone makes the RD upset.
fix: Fixed the R&D servers working without power.
imageadd: R&D server sprites are now slightly animated, and new sprites have been added for when the server is disabled or off.
/cl
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
Yeah yeah I know no opening too many WIP PRs but this one's [ready] and I want to make sure any furthur techweb development doesn't keep using the old reference system which will make refactoring it harder, and this makes it easier for coders to do stuff in theory (at least for me), standardizes getting a node/design, and makes stuff actually GC properly.
add: The vault now contains an ore silo where the station's minerals are stored.
add: The station's ORM, recycling, and the labor camp send materials to the silo via bluespace.
add: Protolathes, techfabs, and circuit imprinters all pull materials from the silo via bluespace.
add: Those with vault access can view mineral logs and pause or remove any machine's access, or add machines with a multitool.
tweak: The ORM's alloy recipes are now available in engineering and science protolathes.
The total number of assets to be sent has been reduced from 1532 to 76, with time between first asset and last going from about 112s to about 7s (a 93% reduction) by my measure. The following assets have been coalesced:
705 pipe images (used by RPD) -> 1 spritesheet + css
595 research design icons (used by R&D console) -> 3 spritesheets + css
116 OOC emoji + 15 language icons -> 1 spritesheet + css
27 PDA icons -> 1 spritesheet + css
11 paperwork stamps -> 1 spritesheet + css
* sucessfully fixes some grammar
/🆑
grammar:fix
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* fixes kevin spelling words in albanian
* tfffaerfvvjjewwaazcb
* does this work
* what if this works
* sdad
* ok
Doing my little update piece by piece because I'm lazy and because storage PR is going to conflict everything ever.
Techfabs do not link to RND consoles, and have their own interface for producing things.
RND production machinery code refactored.
Techwebs have categories views instead of just a goddamn design list.
Old machinery will be kept in, as some places will keep them. Read: Engineering, robotics, etc.
experimental: Protolathes and circuit imprinters combined/changed to techfabs. All departments can now print related circuit boards. Engineering and science will keep their lathe/imprinter design by default at roundstart because they have specialized labs for those.
* It works, but is it worth it?
* bitfield helpers take 1
* Would this work?
* remove dangling debug code
* rebase & fixes
* vv bitfield stuff, reading
* DNM oceans of shitcode DNM
* honk
* honk2
* plonk
* rebase & fix
The technologies which unlock the design are shown. Lathe types are
shown visually. If the design is constructible, a button to go to the
lathe search screen is shown.
The header has been made tighter, shows current research production, and
doesn't show disk status. Researchable technologies in the overview show
their point cost. Tech summaries are tighter, and unlocked designs are
represented visually with tooltips.
* wip
* wip2
* makes code actually compile on 511 + fixes
* versioning
* s
* adds python conversion script, schema change and removes 'force ' from item_used_for_combat
* fix to compile
* forgot to actually commit this
* Ports /vg/'s component system
* Fix component signalling itself for addition
* Fix the list arrangement for removal
* Whoops
* Return the existing component if the created one was deleted
* These can't be ints
* ,
* returning TRUE from a callback will mark the event as handled
* Small refactor
* Add powered components
* R e f a c t o r
* More wip
* Fixes et al
* Pure pain
* When bae tells you she was tabs but she was actually spaces
* RReee
* Needs arglist
* Fax
* Fax
* More better
* You fail me yet again git commit
* Some kajiggering, but there we go
* No more 3rd param = variadic
* fix
* Sanity
* Whoops
* Minor thing
* Whoops
* fax
* Better describe the function, + add ..()s
* Fix
* Port to Initialize
* fuk in git