Commit Graph

3122 Commits

Author SHA1 Message Date
skylord-a52
c371232e2d Rename "Delimber" anomaly to "Bioscrambler" anomaly. (#67886)
Renames all occurrences of "delimber", "delimber_anomaly", "delimbering", etc. to "bioscrambler", "bioscrambler_anomaly", and "bioscrambling", etc.
2022-06-24 02:11:57 -04:00
Kylerace
8f0df7816b (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE (#66657)
ever see the tram take 10 milliseconds per movement to move 2100 objects? now you have
https://user-images.githubusercontent.com/15794172/166198184-8bab93bd-f584-4269-9ed1-6aee746f8f3c.mp4
About The Pull Request

fixes #66887

done for the code bounty posted by @MMMiracles to optimize the tram so that it can be sped up. the tram is now twice as fast, firing every tick instead of every 2 ticks. and is now around 10x cheaper to move. also adds support for multiz trams, as in trams that span multiple z levels.

the tram on master takes around 10-15 milliseconds per movement with nothing on it other than its starting contents. why is this? because the tram is the canary in the coal mines when it comes to movement code, which is normally expensive as fuck. the tram does way more work than it needs to, and even finds new ways to slow the game down. I'll walk you through a few of the dumber things the tram currently does and how i fixed them.

    the tram, at absolute minimum, has to move 55 separate industrial_lift platforms once per movement. this means that the tram has to unregister its entered/exited signals 55 times when "the tram" as a singular object is only entering 5 new turfs and exiting 5 old turfs every movement, this means that each of the 55 platforms calculates their own destination turfs and checks their contents every movement. The biggest single optimization in this pr was that I made the tram into a single 5x11 multitile object and made it only do entering/exiting checks on the 5 new and 5 old turfs in each movement.
    way too many of the default tram contents are expensive to move for something that has to move a lot. fun fact, did you know that the walls on the tram have opacity? do you know what opacity does for movables? it makes them recalculate static lighting every time they move. did you know that the tram, this entire time, was taking JUST as much time spamming SSlighting updates as it was spending time in SStramprocess? well it is! now it doesnt do that, the walls are transparent. also, every window and every grille on the tram had the atmos_sensitive element applied to them which then added connect_loc to them, causing them to update signals every movement. that is also dumb and i got rid of that with snowflake overrides. Now we must take care to not add things that sneakily register to Moved() or the moved signal to the roundstart tram, because that is dumb, and the relative utility of simulating objects that should normally shatter due to heat and conduct heat from the atmosphere is far less than the cost of moving them, for this one object.
    all tram contents physically Entered() and Exited() their destination and old turfs every movement, even though because they are on a tram they literally do not interact with the turf, the tram does. also, any objects that use connect_loc or connect_loc behalf that are on the same point on the tram also interact with each other because of this. now all contents of the tram act as if theyre being abstract_move()'d to their destination so that (almost) nothing thats in the destination turf or the exit turf can react to the event of "something laying on the tram is moving over you". the rare things that DO need to know what is physically entering or exiting their turf regardless of whether theyre interacting with the ground can register to the abstract entered and exited signals which are now always sent.
    many of the things hooked into Moved(), whether it be overrides of Moved() itself, or handlers for the moved signal, add up to a LOT of processing time. especially for humans. now ive gotten rid of a lot of it, mostly for the tram but also for normal movement. i made footsteps (a significant portion of human movement cost) not do any work if the human themselves didnt do the movement. i optimized has_gravity() a fair amount, and then realized that since everything on the tram isnt changing momentum, i didnt actually need to check gravity for the purposes of drifting (newtonian_move() was taking a significant portion of the cost of movement at some points along the development process). so now it simply doesnt call newtonian_move() for movements that dont represent a change in momentum (by default all movements do).

also i put effort into 1. better organizing tram/lift code so that most of it is inside of a dedicated modules folder instead of scattered around 5 generic folders and 2. moved a lot of behavior from lift platforms themselves into their lift_master_datum since ideally the platforms would just handle moving themselves, while any behavior involving the entire lift such as "move to destination" and "blow up" would be handled by the lift_master_datum.

also
https://user-images.githubusercontent.com/15794172/166220129-ff2ea344-442f-4e3e-94f0-ec58ab438563.mp4
multiz tram (this just adds the capability to map it like this, no tram does this)
Actual Performance Differences

to benchmark this, i added a world.Profile(PROFILER_START) and world.Profile(PROFILER_START) to the tram moving, so that it generates a profiler output of all tram movement without any unrelated procs being recorded (except for world.Profile() overhead). this made it a lot easier to quantify what was slowing down both the tram and movement in general. and i did 3 types of tests on both master and my branch.

also i should note that i sped up the "master" tram test to move once per tick as well, simply because the normal movement speed seems unbearably slow now. so all recorded videos are done at twice the speed of the real tram on master. this doesnt affect the main thing i was trying to measure: cost for each movement.

the first test was the base tram, containing only my player mob and the movables starting on the tram roundstart. on master, this takes around 13 milliseconds or so on my computer (which is pretty close to what it takes on the servers), on this branch, it takes between 0.9-1.3 milliseconds.

ALSO in these benchmarks youll see that tram/proc/travel() will vary significantly between the master and optimized branches. this is 100% because there are 55 times more platforms moving on master compared to the master branch, and thus 55x more calls to this proc. every test was recorded with the exact same amount of distance moved

here are the master and optimized benchmark text files:
master
master base tram.txt
https://user-images.githubusercontent.com/15794172/166210149-f118683d-6f6d-4dfb-b9e4-14f17b26aad8.mp4
also this shows the increased SSlighting usage resulting from the tram on master spamming updates, which doesnt happen on the optimized branch

optimized
optimization base tram.txt
https://user-images.githubusercontent.com/15794172/166206280-cd849aaa-ed3b-4e2f-b741-b8a5726091a9.mp4

the second test is meant to benchmark the best case scaling cost of moving objects, where nothing extra is registered to movement besides the bare minimum stuff on the /atom/movable level. Each of the open tiles of the tram had 1 bluespace rped filled with parts dumped onto it, to the point that the tram in total was moving 2100 objects. the vast majority of these objects did nothing special in movement so they serve as a good base case. only slightly off due to the rped's registering to movement.

on master, this test takes over 100 milliseconds per movement
master 2000 obj's.txt
https://user-images.githubusercontent.com/15794172/166210560-f4de620d-7dc6-4dbd-8b61-4a48149af707.mp4

when optimized, about 10 milliseconds per movement
https://user-images.githubusercontent.com/15794172/166208654-bc10086b-bbfc-49fa-9987-d7558109cc1d.mp4
optimization 2000 obj's.txt

the third test is 300 humans spawned onto the tram, meant to test all the shit added on to movement cost for humans/carbons. in retrospect this test is actually way too biased in favor of my optimizations since the humans are all in only 3 tiles, so all 100 humans on a tile are reacting to the other 99 humans movements, which wouldnt be as bad if they were distributed across 20 tiles like in the second test. so dont read into this one too hard.

on master, this test takes 200 milliseconds
master 300 catgirls.txt

when optimized, this takes about 13-14 milliseconds.
optimization 300 catgirls on ram ranch.txt
Why It's Good For The Game

the tram is literally 10x cheaper to move. and the code is better organized.
currently on master the tram is as fast as running speed, meaning it has no real relative utility compared to just running the tracks (except for the added safety of not having to risk being ran over by the tram). now the tram of which we have an entire map based around can be used to its full potential.

also, has some fixes to things on the tram reacting to movement. for example on master if you are standing on a tram tile that contains a banana and the TRAM moves, you will slip if the banana was in that spot before you (not if you were there first however). this is because the banana has no concept of relative movement, you and it are in the same reference frame but the banana, which failed highschool physics, believes you to have moved onto it and thus subjected you to the humiliation of an unjust slipping. now since tram contents that dont register to abstract entered/exited cannot know about other tram contents on the same tile during a movement, this cannot happen.

also, you no longer make footstep sounds when the tram moves you over a floor
TODO

mainly opened it now so i can create a stopping point and attend to my other now staling prs, we're at a state of functionality far enough to start testmerging it anyways.

add a better way for admins to be notified of the tram overloading the server if someone purposefully stuffs it with as much shit as they can, and for admins to clear said shit.
automatically slow down the tram if SStramprocess takes over like, 10 milliseconds complete. the tram still cant really check tick and yield without introducing logic holes, so making sure it doesnt take half of the tick every tick is important
go over my code to catch dumb shit i forgot about, there always is for these kinds of refactors because im very messy
remove the area based forced_gravity optimization its not worth figuring out why it doesnt work
fix the inevitable merge conflict with master lol
create an icon for the tram_tunnel area type i made so that objects on the tram dont have to enter and exit areas twice in a cross-station traversal

    add an easy way to vv tram lethality for mobs/things being hit by it. its an easy target in another thing i already wanted to do: a reinforced concept of shared variables from any particular tram platform and the entire tram itself. admins should be able to slow down the tram by vv'ing one platform and have it apply to the entire tram for example.

Changelog

cl
balance: the tram is now twice as fast, pray it doesnt get any faster (it cant without raising world fps)
performance: the tram is now about 10 times cheaper to move for the server
add: mappers can now create trams with multiple z levels
code: industrial_lift's now have more of their behavior pertaining to "the entire lift" being handled by their lift_master_datum as opposed to belonging to a random platform on the lift.
/cl
2022-06-24 13:42:09 +12:00
antropod
e8d6d93c95 Fix for randomized recipes not working (metalgen and secret sauce) (#67904) 2022-06-23 12:16:29 -07:00
ArcaneMusic
7f52ff0e39 Arconomy expansion pack 1: Convenience and Luxury goods (#67417) 2022-06-19 09:24:46 -07:00
Watermelon914
273eac1096 Added further limitations on the sound emitter circuit component (#67540)
Added limitations on the sound emitter component

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2022-06-19 01:56:10 -07:00
LemonInTheDark
a6d4e180ad Adds a visualizer for lighting object updating. Optimizes the same (#67678)
It occured to me, we didn't have a good way to "see" what turfs were actually being updated
Figured I'd fix that

I've also added some debug vars on SSlighting to make testing with/without some checks easier

Speaking of which, I've added a second check to lighting corner updating
Basically, if our past and current cached rgb values are the same, there's no point updating

This is possible because static lighting is relative. If you've got a
TON of blue, it'll outweight the red and green you have in smaller amounts

We also do some rounding to ensure values look right

Similarly, if you've got roughly the same lighting, and a bit of something you already have a lot of is added, you're not likely to actually enter a new "bracket" of color

Anyway uh, it's hard to profile this, but I've seen it help quite a bit, mostly with things like emergency lighting that updates lighting in small amounts often, and in constricted spaces.

To some extent just comes down to map design
2022-06-18 19:50:18 -05:00
Jeremiah
acfa5e4fdd TGUI Say: Upgrades chat input with modern features (#67116)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Co-authored-by: KubeRoot <6917698+KubeRoot@users.noreply.github.com>
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: Iamgoofball <4081722+Iamgoofball@users.noreply.github.com>
Co-authored-by: DomitiusKnack <56321744+DomitiusKnack@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
2022-06-16 17:21:21 -07:00
SmArtKar
7ba5baaa47 [NO GBP] Locate weakpoint hotfixes (#67386)
Fixed locate weakpoint do_after being 3 seconds instead of intended 30. Also you can no longer roll locate weakpoint until you get at least 20 minutes of progression via objectives - these two were commented out for testing reasons and I just forgot to uncomment them.

Also moves station_weakpoints from SStraitor to the objectives themselves.
2022-06-16 17:25:42 +01:00
distributivgesetz
763a10d1cc Resonance cascade polishening, bugfixes and better logging (#67488)
This PR rewrites almost all messages related to cascade events. Some messages felt kinda clunky to read or could have been written better. Overall, the new messages add to the experience as a cascade being a terrifying event in a way that I felt the old ones missed, and they make the event feel overall a lot sharper.

While looking at the resonance cascade code, I noticed that there a lot of stuff about cascades in the air which was not touched on. So, as I do, this PR evolved into a polish and roundup PR for cascades. There was a lot of stuff still hanging out relating to the event, and although the big backend of it sits, there was still a bit left to be completed. Therefore this PR deserves more the title of the "Resonance cascade POLISHENING" instead of the "REFLAVAHRING". But yeah, you ever go on a massive tangent before?
2022-06-16 16:22:22 +01:00
san7890
c16443c8c6 Makes Playing Lobby Music A Config (#67455)
* Makes Playing Lobby Music A Config

Hey there,

Apparently some people don't like listening to the soulful lobby music we have to offer. How unfortunate. This adds a config flag to disable said title screen music. I've heard people who like debugging a lot don't want to get their ears-bleeding via flipflap, but I find it hard to agree.

* ALLOW to DISALLOW

whoops

* FUCK

* MSO's suggestions

I also added a small portion in regards to player preferences in case people weren't aware of that.

* lol

physics burned my brain out on parentheses

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-06-09 19:42:04 -07:00
MrMelbert
3c584fd8d7 Fixes / makes it more clear about why research servers might not be generating research points. (#67458)
* Fixes research severs a bit, adds text for missing hard drives, and removes a ton of unused code.
2022-06-07 22:24:12 -04:00
Iamgoofball
aebd156a43 CARGONIA THE FREE: The Quartermaster is now a head of staff. (#67518)
* The Quartermaster is officially a head of staff, with new accesses, a silver ID, ect ect.
* The HoP lost their cargo-related equipment and access, including the Vault monitor, and frequency.
2022-06-07 21:38:02 -04:00
Son-of-Space
3dd6524ea7 [MDB IGNORE] Big Access Tweaks and Organization (#67512)
* Reorganizes some of the access and jobs access code for readability.
* Engineers get access to minisat and tcomms, atmos techs get it on skeleton crew.
* Service jobs that used to have morgue access without reason (bartender/botanist/hop) had it moved to skeleton crew.
* RD lost access to Mining, Mining station, and Medbay (holdover from Genetics), but gained Construction access to easily access the AI.
* Roboticist has had their skeleton crew access to ordnance revoked to align with the geneticist's skeleton crew access
* Miners no longer have SHIPPING access (renamed from Mail Sorting)
* The HoS and Paramedics have proper access to the basics in each department again
* Minisats across all maps now require Minisat access to access.
* Secure tech storage now once again requires both Command and Tech storage access again.
2022-06-07 00:46:05 -04:00
LemonInTheDark
345d1e71d5 Adds logging to overlay overflow errors (#67497)
So we've got this overlay cap of like 100 right? Prevents OOMs
But right now if you overrun it we have no way of knowing how you got
there, so we just end up with no info.

This pr solves that, by adding a printout of icon-icon_state-dir =
amount for each apperance.

Note, we are basically cheating by typing these overlay members as
mutable apperance, they can be just normal appearances, which we don't
have an accessible type for. Fortunately we can cheat.

Oh and if you overflow the limit you get the error overlay applied to
you, for sniks
2022-06-04 03:00:07 -07:00
vincentiusvin
ef036eb869 Assorted Ordnance Code+Map Quality Pass and QoL (#67097)
Three main things I do:

Reinforce the remap that i have made with code changes, making the atmos control devices sane and easy to put if someone else stumbles upon this part of the code again. (a4aea1e - f16e620)

Splits the ordnance areas and renames them, kills ordnance misc and things that have nothing to do with ordnance (anymore?) moves them to exp_lab (useful stuff here) and aux_lab (fluff stuff here like laser range in delta or second circuit lab in tram). (0c99f9f- 3c82a88)

Adds a roundstart program disk containing nt frontier to the ordnance office table. Added a hint to file manager there too to help give players a nudge on how to publish papers. (fd747dc)

First one: Makes mapping these things not require varedit, nicer for other people that dont know how the atmos control stuffs works.

Second one: Misc lab has nothing to do with ordnance jesus christ. Also ord hallway is now irrelevant, our ordnance labs are very far from box now. Will probably make downstreams a bit angry for a while though since they might not be fully up to date on the ordnance maps.

Third one: Pretty much justified it in the about section.

Why is this not atomic: This touches all five maps and needs code backing, so I might as well combine them into one maintenance PR instead of giving my peers merge conflict three times.
2022-06-02 17:15:17 -06:00
GoldenAlpharex
0a4a5d2afd Fixes map votes not happening when the ALLOW_MAP_VOTING config flag was disabled (#67394)
Fixes map votes not happening when allow map voting was disabled by config
2022-05-30 15:05:59 -04:00
SmArtKar
7544e865d0 3(or 4) new traitor objectives (#67287)
This PR introduces 3 new kind of traitor objectives:
Eyesnatcher objective, you'll need to remove your victim's eyes by any means. You will be given a device that you can use to pull out someone's eyes after 3 5 second delays. This would be quite loud and painful to the victim, so make sure you got them restrained or knocked out.

"Public" Sleeper protocol - this is a high progression(30+ minutes) objective. It's basically Sleeper Protocol, but availible for everyone instead of only med personnel.

Locate Structural Weakpoint - a high progression(45+ minutes) objectives that can be only completed once. You will recieve a device that you'll need to use in 2 different (somewhat secure) areas in order to triangulate the structural weakpoint of the station, you'll need to stay in the area for 30 seconds and station AI will be alerted about your attempt. After triangulating it, you will be given a location-locked explosive which will also create from 5 to 8 minor explosions in a 17-25 tile area.

Kidnap personnel - Basically old contractor kidnap. Down someone, get them to the extraction location, call in a pod, stuff them into it and send it back. Additional TCs if you bring them alive.
2022-05-28 00:43:39 -07:00
LemonInTheDark
dd974f3738 Fixes simple animals getting stuck in ai lists (#67273)
DO NOT ADD US TO A LIST OF AI PROCESSING MOBS IF WE ARE QDELETING
hhhhhhhhhhhhhhhhhhh

Oh also lets add more deets to the warning, and upgrade it to an error
I want to actually have to fix these, or just remove them if they become
redundant
2022-05-26 16:07:21 -04:00
Ghilker
6f62ff1d57 improves SM cascade performances and fixes announcement text (#67240)
Changes the cascade walls from turfs to objects to improve the performances of the roundending cascade.
The issue was that ChangeTurf() was a pretty expensive proc to be called that many times so i moved the cascade wall into an object. It doesn't delete anything other than living mobs and the portal to prevent edge case runtimes.
Plus remove a span_bold() from the announcement text since it wasn't making the text bold but was leaving behind
2022-05-26 08:06:11 +01:00
Jolly
cfc2330528 [MDB IGNORE] More /area/ typepath organization and cleanup (#67107)
This further continues what I did in b4fb8f3ed1 (but instead of just stations, its now every (most) applicable area in the game
2022-05-23 13:01:19 -06:00
MNarath
e44df2bf9e ports moveloop comparison from bee(and fixes goliaths not chasing people) (#67145)
This is a port of my PR from the beestation downstream BeeStation/BeeStation-Hornet#6845.
This basically adds a proc that will check if the arguments forwarded to generate the new moveloop are identical with the ones on maybe an old loop before it allows it to overwrite it that way we won't endlessly make new loops and destroy old ones even trough there is no reason to.
closes #64510 (Goliaths don't move after you shoot them)

Now the reason why this fixes goliaths chasing others is because goliaths have a movement delay of like 4 seconds enough time for the proc adding the moveloop to chase the target to fire again and add a new moveloop with the same arguments basically overwriting the old moveloop before that one could move the goliath even once this then basically resets the timer for the goliath to move and this goes on pretty much forever the only times the goliath can move is if lag somehow allows the moveloop to move the parent atom before it can get overwritten again (very rare but happened like once during testing).
Now my PR simply stops new identical moveloops (identical in terms of arguments) to get created and to overwrite old moveloops and thus allows the moveloop to continue normally and actually fire for goliaths.

stops unnecessary moveloop datums from beeing created and also fixes a bug as a bonus
2022-05-22 12:44:16 -07:00
LemonInTheDark
7e9ff85f2a [NO GBP] Jetpack and spacedrift: Fixes and niceties (#66628)
* Jetpack and spacedrift: Fixes and niceties

Ok so when I ported spacemovement onto movement loop,
I neglected to port this behavior that existed to support jetpacks.

Basically, if something that lets you move while spacedrifing
completes a move while you're spacedrifting, the
drift should "disable" to let it complete, and then later restart.

I neglected to add support for that, so that's what this does.

There's some other stuff going on here, mostly things to let jetpacks
ignore some of drift's extra behavior, since when a jetpack is not on
stablized, we want both to coexist.

It's a bit of a mess, I'm sorry about that.

Oh and at temporal's suggestion I've moved the visual_delay set from
newtonian move to an istype on the drift component, that was a good
idea, thanks quiet

* Makes dropping a pull while drifting carry the momentum into the pulled thing\

* Adds some extra context to Process_Spacemove, fixes a bunch of stupid
space bugs

It used to be, if you called Process_Spacemove with a direction, it
assumed you were an "action", so a client or mob trying to move in a
direction.

Unfortuantely for it, I needed to be able to use direction to make mob
pull drifting work. So we now actually pass in a second variable
called continuous_move, which tracks if this Process_Spacemove is on
behalf of a continuous move or not

In addition to this, I've added logic to bumping "off" someone to
prevent backbumping if that makes sense, since the bump is in the form
of a newtonian move that's run before the thing that's bumping actually
moves, we need some way to exclude it from holding the other object in
place.

* Adds a jetpack component, uses it to unify all three versions of
jetpacking

I hate you fikou
There were three copies of the same behavior, which made it hard to fix
stuff. Let's just componentize it

* Fixes jetpacks stabalizing even without fuel

This is mildly hacky. The real fix is to do this with events, but I
really don't wanna bend my brain like that. This'll do

* Ensures turn_off always has a user)

* Shut pu

* Bulky drags no longer effect your movespeed in space, fixing a consistency issue between them and all other forms of drags

* Removes some redundant code, cleans up some messy stuff

* Removes redundant safety checking from jetpack code

* see above

* Removes redundant signals
2022-05-20 00:54:00 -07:00
Son-of-Space
8440d20981 [MDB IGNORE] Reformats Access IDs for accessibility and futureproofing (#67002)
* [DRAFT] Reformats Access IDs for accessibility and futureproofing

* replaced all the old defines and IDs everywhere

* replaced ID integers with strings, cleaned up a couple tram helpers

* replaces req_access_txt with req_access and fixes a few of my mistakes

Co-authored-by: san7890 <the@san7890.com>
2022-05-20 02:43:02 -04:00
LemonInTheDark
7fdab697d0 [s] Revert "[s] Removes protected variable exploit" (#67095)
Revert "[s] Removes protected variable exploit (#67071)"

This reverts commit f2dfb59ba5.
2022-05-19 10:10:27 -04:00
Kylerace
affbd54d5c updates documentation for how the oranges_ear mob optimization works (#67056)
fixes documentation for how the oranges_ear mob optimization works
2022-05-18 12:13:59 -04:00
magatsuchi
7bf9d4fe1f [NO GBP] changes the turf tab update speed (#67067)
i originally changed the refresh rate of the turf tab in the stat panel from 10, to 2, because i felt like it wouldn't be that intensive on clients. apparently it is. now we know!
2022-05-18 11:54:15 -04:00
Matt Headley
f2dfb59ba5 [s] Removes protected variable exploit (#67071)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-05-17 22:04:44 -07:00
san7890
33c56a9cac Purges Mentions/Related Code of Virtual Reality From Config and Mapping (#67031)
Purges Virtual Reality From Config and Mapping

This shit has been gone from the game since 2019, it's time to bid adieu to bloat.
2022-05-17 12:25:07 -04:00
san7890
a5dd1c9019 Adds more instructions on finding Active Turfs (#66959)
Hey there,

That little portion that says (debug verbs required) is not helpful at all to anyone who isn't already familiar with the aforementioned debug verbs. It's a pretty buried feature in the codebase as of this PR, so I think it's best to add some more verbosity on actually getting these debug verbs enabled.

Escaping newlines seems to work with logging without any noted downsides, helps readability if it's not all smashed on that one line.
2022-05-16 00:40:01 -04:00
magatsuchi
bea9387458 refactors statpanel to use tgui API (#66971)
refactors the status panel to utilize the tgui/byond communication APIs instead of passing along href data, as well as converts the entirety of it into a datum/tgui_window

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2022-05-16 07:12:05 +03:00
John Willard
b0c8eb5a3a Fixes Cook CQC + job change config fixes (#66876)
Allows configs to once again change job positions of jobs, and additionally allows them to completely disable some jobs. In the past, Pubby didn't have Lawyers and Curators, I doubt this would be the case in the future, but I find having this as an option for config is still good.

I also properly logged jobs not loading due to removal from mapping config, to be in job debug instead of testing.

Finally, I removed the old config_job, and made all configs use title instead. It was suggested I use typepath instead of title, but I am against doing it for the time being, as I don't expect Mappers to look for typepaths if all they want to do is make mapping stuff, though arguments can be made against that (like how its case sensitive so it's easy to break).
2022-05-13 11:15:27 -04:00
dragomagol
6525ca4472 Removes log_cloning (#66912)
Right now there is only 1 source of cloning: pod cloning-- and pod cloning is exceedingly rare. I don't think this warrants its own file anymore with the death of regular cloning a few years back.
2022-05-12 22:55:46 -07:00
Ghilker
26e7cf546a fix delimber anomaly making not being made in refinery (#66835)
* fix delimber anomaly in refinery
2022-05-10 15:07:30 -04:00
Ghilker
5713b4fb77 improve speed of cascade walls, better description for them + CL for cascade antag (#66800)
Cascade walls were processing on object subsystem, they are now in their own subsystem that ticks once per second and should be more reliable even in case of high td
better description for the walls to be more interesting
2022-05-10 19:52:50 +01:00
Tim
aaef545968 Revert "Add stamped requisition forms now give bonus credits (#66230)" (#66851)
This reverts commit f021767645.

This reverts commit f021767 from:

    Add stamped requisition forms now give bonus credits #66230

This bug was encountered when we were testing this PR but I thought it got fixed.
Why It's Good For The Game

Cargo crates will now reappear.
2022-05-10 15:28:10 +12:00
MrMelbert
b9ba2d2dae Removes (now unused) sandbox related config and variable (#66803)
I don't know when we removed sandbox but this datum doesn't exist anymore and this var is unused

Also the config does nothing anymore so might as well throw that out
2022-05-09 18:53:39 -07:00
Y0SH1M4S73R
572d273ff6 Supermatter Cascades are not Universe-Destroying Events (#66804) 2022-05-09 18:45:22 -07:00
LemonInTheDark
230d399671 Ventcrawling improvements, performance and visual (#66709)
* Initial pipecrawl work

Ok so pipecrawl images were updating EVERY TIME YOU MOVED
This was not good mojo

What I've done here is twofold
First, I ensured pipecrawl updates only when the net changes. This
breaks the current implementation, but I intend on fixing that

Second, I moved our method of getting pipes to the spatial grid
This isn't that great at the moment, but I intend on adding support for
tracking entered/exited cells, which should make this much better

* Much faster pipecrawling processing, niceties

Adds a concept called a cell tracker datum.
It manages a list of cells a passed in bound is "inside", and when
queried will return a list of new cells, and old cells.

Because we only really care about maintaining an absolute window of
"CELLS WE ARE IN" and less about always removing cells we're not in, we
can manage a second window to prevent moving up and down on a cell line
causing a ton of updates.

Uses this concept to optimize pipecrawling significantly, from 3ms per
call before to roughly 0.03ms per call.

Also moves pipecrawl images to their own plane, so they don't overlap ui
elements

* Pipecrawling effects niceties, direction help

You can now move in more then one direction when pipecrawling
This works as expected, if you hold up and left, move up for a while,
and come to a fork, you'll go left

Added some effects to pipecrawling. It'll darken the lighting plane
slightly, so you get a nice effect instead of just fullbright.
Also added a color matrix and drop shadow to the pipe images, this way
they stand out a bit more.

You now glide between pipe moves, rather then moving instantly. This
doesn't effect your actual move rate, but it no longer feels jittery
with say, 60fps

* Bounds

* Fixes runtimes, cache something somethign sonic speed

* Reworks how being interested in the spatial grid is tracked

Rather then checking multiple variables on the atom to consider, we
instead check for the existence of a string key.

This key is used by a list on the spatial grid subsystem to retrive a
cached list of all of the atoms "types"

Doing this requires doing a bit of extra work in
important_recursive_contents code, but it allows us to separate being a
part of the spatial grid from using important recursive contents, which
is very nice.

As a consequence, I've had to unroll some lazylist macros in important
recursive contents logic. It's not ""that"" bad but it's not great
either.

Oh and this adds a slight cost to enter/exit cell, but it's minimal.
Basically, rather then checking for different features of a grid member,
we just iterate the list their string key points to. Very handy

So there's an added cost of a list copy and all, but we save the
headache of more types technically increasing the cost of
addition/removal.

I also made adding/removing from the grid into one "pulbic" proc rather then two
different ones for each operation, because it was starting to get silly

* waaa waa it doesn't compile

* chord -> coord

* Ensures important_recursive_contents is actually emptied on removal

* Removes soul

* Kyler's review

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

* Kyler's review 2

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

* Kyler's review 3

Moves some procs around, improves some documentation, catches a few
small issues

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-05-08 21:04:44 -07:00
MrMelbert
6e098e2dba Refactors SSvote, makes votes into datums, also makes vote ui Typescript (#66772)
Makes vote into their own singleton datums.
Refactors the voting subsystem to accommodate.
Refactors the vote UI from JS to TSX (probably badly).
2022-05-08 11:52:29 -07:00
Tim
f021767645 Add stamped requisition forms now give bonus credits (#66230)
Requisition forms now grant bonus credits when they are stamped by the appropriate stamp listed under "Authorization Required:" on the form. Initially I was just going to have the req forms give the same amount of credits as the manifest but I was convinced to lower both of them so it doesn't unbalance crate returns too much.
2022-05-08 11:28:26 -07:00
Ghilker
c8f27896c0 Supermatter cascade round-end (#66659)
This PR adds the resonance cascade to the SM (idea ported from vg but with total rewrite)

The resonance cascade will turn reality into crystals that devours and destroy everything.
It can be triggered by delaminating the SM when is in contact with hypernoblium and antinoblium, both at over 40% and with as many moles to trigger a singulo delamination. The cascade can't be triggered if the SM is already under 80% integrity and if at any point any of the gases gets under 40% or the total gets lower than the amount for singulo, it will stop the cascade and can't be retriggered unless you reset the SM to over 80% integrity.
2022-05-08 10:27:49 -07:00
TemporalOroboros
068a3be859 Makes smoke and foam attempt to fill the available space. (#65281)
Have you ever noticed that the chemical smoke and chemical foam reactions are a lot less effective in confined spaces? This is because they currently attempt to spread to all tiles within n steps of their origin. If they can't expand onto a tile they get blocked and the expanding cloud/flood misses out on all the tiles that would be in range, but that can't be reached.

Obviously smoke and foam getting blocked by walls and the like makes intuitive sense, but it seemed a bit nonsensical that walls would basically delete a significant chunk of an expanding, amoebic mass. The solution I came up with is making smoke and foam expand until they cover a certain area, with a shared tracker for the target size and total size of the flood. The flood will simply expand as normal until it covers the desired target area. Blocked expansions just don't count and will be made up for with expansion elsewhere.

Attendant to these changes are a whole bunch of minor code improvement to smoke, foam, and one for wizard spells because I was already in the area and :pain:.

There have been some minor balance changes to the chemical smoke and foam reactions:

I converted them over to passing the desired area of the resulting smoke cloud/foam flood. The old equation for the resulting area was along the lines of 2sqrt(x)(sqrt(x) + 1) + 1 given reaction volume x and given unobstructed expansion. I've made them just pass around 2x instead. This is actually less than they used to try for, but now they're guaranteed to reach that unless the flood is fully contained. Not entirely certain if buff or nerf. Probably buff on the station.
Also, foam dilution is now based on covered area instead of target expansion range. Since this scales faster than it used to foam has been effectively nerfed at high volumes. To compensate for this I removed the jank 6/7 effect multiplier and increased the base reagent scaling a bit. Again, not certain if buff or nerf.
2022-05-07 13:10:37 -07:00
LemonInTheDark
0504c0a2b4 Improper forced qdel cleanup, some expanded del all verbs (#66595)
* Removes all supurfolus uses of QDEL_HINT_LETMELIVE

This define exists to allow abstract, sturucturally important things to
opt out of being qdeleted.
It does not exist to be a "Immune to everything" get out of jail free
card.
We have systems for this, and it's not appropriate here.

This change is inherently breaking, because things might be improperly
qdeling these things. Those issues will need to be resolved in future,
as they pop up

* Changes all needless uses of COMSIG_PARENT_PREQDELETED

It exists for things that want to block the qdel. If that's not you,
don't use it

* Adds force and hard del verbs, for chip and break glass cases
respectively

The harddel verb comes with two options before it's run, to let you
tailor it to your level of fucked

* Damn you nova

Adds proper parent returns instead of . = ..()

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>

* Ensures immortality talismans cannot delete their human if something goes fuckey. Thanks ath/oro for pointing this out

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
2022-05-06 17:52:45 -07:00
Jolly
b4fb8f3ed1 [MDB IGNORE] You can have your cake and eat it too. Remake of #66406 (Splitting up areas.dmi + code related stuff) (#66726)
Areas.dmi right now houses all of our mapped turfs icons (which is roughly 400 icons). Not an issue, but it's incredibly large and clunky to navigate right now. This isn't an issue for the average coder and/or player code diving, but it is for mappers wanting to add new turfs. Currently, the file has some organization, but its still an overall mess. This PR aims to slice the behemoth with multiple .dmi files corresponding to specific areas.

I also plan to repath /area/* -> /area/station/* for station turf only. This is to clean it up, as most other turfs follow this format (that being /area/turf_zone/*).

I'm also writing an update paths file as I go along.
2022-05-06 12:09:53 -06:00
ArcaneMusic
ff74afaf4b Applying templates now changes a job's payment department. (#66677)
So, unbeknownst to me, the refactor to ID cards and trims from a few months ago also changed how setting your payment department is handled. In that it doesn't, you COULDN'T change your payment department. Now, this made sense at the time because it wasn't a player facing change and I don't imagine that specific circumstance mattered to anyone whose played the game in the last few months. However, as a direct consequence of the changes to paychecks and economy, it made it so that going and getting a new job DIDN'T change your paycheck department, and prevented you from being able to meaningfully avoid the lathe tax by changing jobs, which was a clear part of the previous PR's intent.

The best way I could imagine to handle this was to have it compare against the job of the trim/id set and change that value on the job stored within the account on the ID, since we can now count on IDs always having a registered account.

Having a job change should ideally change the department that is paying you, and by making you a formal member of your department you can change who you get discounts from in the future.

Ideally, we should probably make this work on making your payment department adjusted within the card program and computer, but for the moment this is a serviceable middle ground since I'm already a bit out of my depth with regard to IDs/Trims/Cards.
2022-05-06 01:25:35 -07:00
magatsuchi
a9d8be4d16 adds new z-level trait to disable parallax (#66637)
* first push woohoo

* more stuff

* Update code/datums/components/z_parallax.dm

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* mothblockification

* fuck

* fuck 2

* uh

* uh yeah style stuff ig

* more changes

* last changes

* fuck

* fuck 2

* i hate potatopotato

* i hate potato * 2

* a

* god

* woops

* Update code/modules/mapping/space_management/traits.dm

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

* Update code/modules/mapping/space_management/traits.dm

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

* Update code/modules/mapping/space_management/traits.dm

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-05-05 23:02:42 -07:00
LemonInTheDark
24326bc649 Hud Image Culling By Z Level: Theft edition (#65189)
* makes hud images only apply by z level

* makes some of the atom_hud procs have better names

* fixes warning with the hud_user list and adds better documentation

* better docs for hud_images

* removes TODOs

* docs for hud_list

* adds support for linked z levels so mobs can see lower ones

* fixes merge conflict and shittily makes only shocked airlocks get added

* adds support for setting images in the hud as active and inactive

* gets rid of unatomic spatial grid change

* maybe i should actually try COMPILING my changes

* fixes merge skew and makes it compile again

* fixes huds refusing to remove from users who changed z level

* improves z level and registration logic

* fixes antag huds not appearing

* Fixes antag huds not properly setting. We now use hud_list in init, so it needs to be set before the new call, not after. Not sure why the use of appearance key was split like this, but none else knows either so none can stop me

* Ensures that hiding a basic appearance also hides the atom's active list too

* Fixes antag huds going poof

Ensures that remove_atom_from_hud will return false if the passed atom
isn't managed by it

This fixes antag huds disappearing randomly, since they assumed that if
the parent call of remove_atom_from_hud returned true, we should delete
ourselves. This is a safe assumption for them to make, since they should
only ever have one atom.

Does kinda bork if we call remove_atom_from_hud in a way that is unsure
if the passed atom is actually in that list. We were forced into doing
this by how atom huds use the qdeleting signal.

* makes basic alternate_appearance's only update themselves when setting their hud image to active and makes them not add themselves to the global huds_by_category list

* fixes mistake with hud_users list being set non associatively (bad)

* as anything in bot path loops

* Fixes merge skew problems

* Makes bot paths non global

This way they can show themselves to only the bot that "owns" them, ya
feel me?

* Fixes huds not showing up sometimes, cleans up some code

Post Kapu's limb refactor, we were calling prepare_huds twice in a human
init call chain. What was happening was this:

call prepare_huds() // Human
I gained a new hud image
I set active hud icons to mirror it
call prepare_huds() // Living
I overwrote the new hud image
I attempted to set active hud icons, which failed because it assumes
this can never happen

*cries*

* Renames add_hud_to_atom to show_to

My hope is this will make understanding hud code a bit easier, by tying
the behavior to a "verb" more closely. Also renamed a few vars

* remove_hud_from_mob -> hide_from

* Nitpicks a few comments

* Whoops/fuck/shit/damn it all/hhhhhhhhhhhh

* Moves check down, improves stack trace a bit

Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
2022-05-04 22:15:10 -07:00
LemonInTheDark
dfa6977f6e Enables out of order moveloop removal (#66532)
Two things going on here.
First, a stupid clerical error I made in the dequeue_loop proc that
prevented loops from removing themselves from a queue.
This was easy to resolve.

Second and more complex.
pour_bucket makes this assumption that when it's done with a bucket, it
can just pop the first one that's sitting in the queue.

This is unfortunately not always true, because the bucket can be already
cleared by a dequeue_loop called under loop.process().

The fix for this is to do some sanity checking on the index and
bucket_time arguments.

It's not perfect, but a second assoc lookup and a length check isn't
that bad.

The alternative would be merging buckets and sorted_buckets into one
list, but that requires doing quite a few text2num calls on insertion,
which I am not a fan of.

Thank you to DamianX and MNarath1 for mentioning this issue, and discussing it with me
You guys are real cool
2022-05-04 23:10:17 -04:00
Pickle-Coding
9c186ed3aa Radiation pulse changes. The chance of getting irradiated decreases the further you are from the source, and from objects that block radiation. (#66305)
* Radiation.

Replaces radiation chance with radiation intensity on radiation pulses. Radiation intensity determines the chance of getting irradiated, and diminishes over range or getting blocked by objects.

Getting close to the radioactive source will give you a high chance to get irradiated, while being far but still in range will give you a low chance to get irradiated.

* I suck at spelling.

Balances some atmos related radiation stuff. Changes supermatter radiation stuff, though I would probably need to adjust the threshold to adjust for the new changes.

Calling radiation pulse without intensity parameter filled will now set the intensity to be the value where it will give an object a 5% chance to get irradiated from the max range of the pulse, assuming there are no objects between it that absorb radiation. The same will happen if you call radiation pulse without max range parameter filled.
2022-05-03 19:47:44 -07:00
Ghilker
abb095886d Anomaly expansion - part 1 - Hallucination anomaly (#66392)
New anomaly, the hallucination anomaly. It has small bursts of hallucinations while alive followed by a big one in the moment of the end.

More anomalies are fun, i'm planning to add more of these

added the hallucination anomaly, spawnrate similar to the flux one, can spawn from the SM if eer are over 5000, can spawn when the SM delams (higher rate than the grav one), you can make the hallucination reactive armor
2022-04-30 00:56:33 -07:00