* Fixing the constant poll alert runtimes, and the selector outline not being updated. (#80610)
* Fixing the constant poll alert runtimes, and the selector outline not being updated.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Micro-optimize qdel by only permitting one parameter (#80628)
Productionizes #80615.
The core optimization is this:
```patch
- var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+ var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```
We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.
* Micro-optimize qdel by only permitting one parameter
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Add system for safely manipulating JSON databases and apply it to photo albums and photo frames (#80519)
We frequently have issues with data loss in our long storage .json files
for various reasons, such as the file being completely blanked out on
write etc.
This introduces a system that tries to safely handle that by saving the
known working json file into a backup that will be loaded in the case a
write fails.
This system queues updates in order to send through to the next tick.
This is an improvement over the existing implementation of photo albums
and photo frames (I think all persistence, even) which do not save until
the end of a properly rebooted round, but not during a server crash.
Also saves the jsons in pretty prints, which make them easier to read
but especially make them easier to diff in a git repository, which MSO
wants to setup (and hopefully make public so I can make a dashboard on
bus.moth.fans for looking at photo albums and their history, which is
something I've wanted to do for a very long time).
## Changelog
🆑
refactor: Photo albums and photo frames are now more resilient to data
loss, especially when a server crashes.
/🆑
* Add system for safely manipulating JSON databases and apply it to photo albums and photo frames
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* basic bot path huds and medbot research (#80277)
## About The Pull Request
this pr integrates the bot path huds to ai controllers and move loops to
allow basic bots to display their paths in the hud.
also closes#80280 and closes#80330
## Why It's Good For The Game
basic bots now can display their path on huds
## Changelog
🆑
add: basic bots can now display their paths on huds
fix: medbots can research healing again
/🆑
* basic bot path huds and medbot research
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
* The Coupon Master PDA app (#80240)
## About The Pull Request
This PR adds a new PDA program to the supply category, which allows
users to redeems coupons for various cargo packs (mostly goodies), like
the ones also found at the bottom of cig packs.
How it works is fairly simple:
- Once installed, the modular computer subsystem will periodically, at a
3-5 minutes interval, generate a coupon code datum associated to a plain
text code, which is sent out to everyone with the program installed.
- The user can then open the program and insert the text into an input
box to redeem the coupon code, which is then associated with their bank
account.
- He will then have to find a photocopier, and tap it with the PDA to
print the coupon. Only one coupon can be printed. Photocopier fees
apply, so it'd cost 5 creds to the average assistant to print the
coupon.
- He can then insert the coupon in a cargo console and order/reuest the
associated pack (same deal as cig coupons).
- Some coupon codes however, especially those with juicer discounts,
will expire after a while if not printed.
Albeit mostly innocuous, the program provides negative Detomatix
resistance, slowly fills the computer file storage with trash files with
each redeemed coupon, and halves the download speed of new apps. Not
really the cleanest ware out there.
This PR also extends coupons to several non-goody packs, since they have
been privately buyable for over the last couple years now. Some packs
get discounts less frequently however, with those in the uncommon
category being roughly 1 in a 12 chance and the rare being 1 in 50.
Here's a screenshot of the UI (outdated, I've reduced the height from
500 to 400 and the notice box tip to specify the right click):

Fun fact: Right now, the odds of a 75% discount coming from the Coupon
Master for the 1.000.000 credits bycycle pack are roughly 0.0012%, while
that of a 50% for the same pack, from a cig pack coupon are 0.0042%.
## Why It's Good For The Game
These last couple days I've been wanting to test myself at making simple
UIs, as well as contributing to the modular computers feature, which has
started to become pretty neat ever since PDAs were reworked into a
subtype of it.
Beside, coupons are a very small feature limited to the bottom of
cigarette packs (also possibly cursed) in the current state of affairs.
Cargo is filled with packs that are niche or fluff. Modular computers
also has those little things that, while interesting, do not contribute
a whole lot. Maybe this is one of them, but I guess free* coupons are
always a big W.
## Changelog
🆑
add: Added the 'Coupon Master' program for the PDA. Install it to
receive periodical, redeemable coupons for several cargo packs. Requires
NTnet connection and the messenger enabled to work.
add: Coupons are no longer only limited to goodies, but may also apply
discount to some other packs as well.
/🆑
<sup>*minus the photocopier fee</sup>
---------
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
* The Coupon Master PDA app
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
* Change quirks_taken from nested tally to tally (#80479)
Nested tally is overkill and requires that this be handled especially in
Superset. Version is not updated as the data for this is the exact same.
I recommend running this query after merge (CC @ MrStonedOne):
```sql
UPDATE feedback SET key_type = 'tally' WHERE key_name = 'quirks_taken'
```
* Change quirks_taken from nested tally to tally
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* PDA update (Messenger works while dead, Microwave works, etc). (#80069)
This is an update that touches many more things all at once (compared to
my other PRs) meant to make PDAs in general feel more consistent and not
take away from one of the experiences we want to encourage: interaction
between players.
1. Replaced all checks of a 'pda' with a 'modular pc'. This means
technically (though not done in-game currently) other modpcs can hold an
uplink, and microwaves can charge laptops.
2. Speaking of microwave, they now don't break and require
deconstruction if the cell is removed mid-charge.
3. When a Mod PC is out of power, it will now allow the Messenger to
work (which now also doesn't consume any additional power), if the app
exists on the PC. Here's a video demonstration
https://github.com/tgstation/tgstation/assets/53777086/7ae12f81-a271-49b8-95fa-2ba54d2e2d1f
4. Flashlights can't be turned on while the cell is dead
5. I replaced a bunch of program vars with ``program_flags`` and renamed
``usage_flags`` to ``can_run_on_flags``.
6. Added a debug modPC that has every app installed by default. Mafia
had some issues in the past that were unknown because Mafia wasn't
preinstalled with any tablet so was never in create & destroy nor in any
other unit test. This was just an easy solution I had, but PDAs should
get more in-depth unit tests in the future for running apps n stuff- I
just wanted to make sure no other apps were broken/harddeling.
Currently when a PDA dies, its only use is to reply to PDA messages sent
to you, since you can still reply to them. Instead of just fixing it and
telling players to cope, I thought it would be nice to allow PDA
Messenger to still work, as it is a vital app.
You can call it some emergency power mode or whatever, I don't really
mind the reason behind why it is this way.
When I made cells used more on PDAs, my main goal was to encourage
upgrading your PDA and/or limiting how many apps you use at once, I did
not want this to hit on players who use it as a form of interaction.
This is the best of both worlds, I think.
The rest of the changes is just for modularity, if some downstream wants
to add tablets, phone computers, or whatever the hell else, they can
still get just as far as PDAs should be able to get to, hopefully.
🆑
add: PDAs with a dead power cell are now limited to using their
Messenger app.
fix: Microwaves now stop charging PDAs if the cell was removed
mid-charge.
fix: Microwaves can now charge laptops.
fix: PDA Flashlights can't be turned on while the PDA is dead.
fix: You can now hold a laptop up to a camera (if it has a notekeeper
app installed) like PDAs already could.
/🆑
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* ok
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Change datum.vars warning to use MIN_COMPILER_VERSION (#80515)
We can't change this line of code until we require 515.1620, so it
shouldn't warn.
* Change datum.vars warning to use MIN_COMPILER_VERSION
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Replaces cyborg lover with transhumanist (#80509)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
This reworks cyborg lover to be more interesting. Taking this quirk will
start the user off with a robotic limb. The user gains mood buffs by
being around silicon based lifeforms and loses mood by being around
organic based lifeforms.
Additionally, they can gain mood buffs by replacing all of their limbs
to their silicon counterparts but can also gain a massive mood debuff if
they lose or replace their starting robotic limb with an organic one.
The idea being here that they hate organics and seek to become robotic
Also, transhumanists won't be scared of people who have two or more
augments.
## Why It's Good For The Game
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
Cyborg lover isn't really all that interesting since it's just a basic
mood buff upon clicking on a silicon.
This makes it more interesting by making it a dynamic between silicons
and organics and may adapt the playstyle of anyone choosing to take this
perk as they will need to stay away from organics to avoid mood debuffs.
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
balance: Cyborg lover has been replaced with Transhumanist.
Transhumanists start with a robotic limb and get mood buffs by being
near to silicon-based lifeforms. However, they get mood debuffs by being
near organics, so there is a tradeoff to taking this quirk. The cost for
this quirk has been reduced from 2 to 0.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Replaces cyborg lover with transhumanist
---------
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Combine roundstart intercept and security level announcements (#80475)
## About The Pull Request
At roundstart when the intercept report is sent, two announcements are
created at the same time. It's loud and overlaps. This combines them
into a single announcement.
Before:

After:

## Why It's Good For The Game
Two Centcom or any other announcements playing at the same time
(especially with two different sound files) can be annoying and the
sounds distort each other.
## Changelog
🆑 LT3
qol: Roundstart intercept report and security level announcements are
combined into a single announcement
/🆑
* Combine roundstart intercept and security level announcements
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Votes now show the percentage of total votes each choice got | Adds weighted random vote type | Map votes are now weighted random (#80362)
## About The Pull Request
See the title.
## Why It's Good For The Game
Mothblocks wanted map votes to not be simple winner take all and wanted
it to be randomly chosen based on votes.

## Changelog
🆑
add: Map Votes are now weighted random.
add: Custom Votes can now take advantage of Weighted Random winner
selection
del: Removed Herobrine from the game
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Votes now show the percentage of total votes each choice got | Adds weighted random vote type | Map votes are now weighted random
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Attack chain refactoring: Broadening `tool_act` into `item_interact`, moving some item interactions to... `atom/item_interact` / `item/interact_with_atom`
* Patches up merge skew (#80197)
## About The Pull Request
Yeah #79968 (1e76fd70b4) was not
compatible with master but no one said anything on the PR so i got
jebaited into merging it. The code should be up to the same standards
per the documentation I read (preventing thwacking the target in certain
situations while not returning anything in other situations)
master will definitely compile now though
* Patches up merge skew
* Merge conflicts
* Modular adjustments
* Removes this entirely duplicated proc...
* Update tool_override.dm
* Update weldingtool.dm
* Update tool_override.dm
* Update tool_override.dm
* Nope. Copy paste begone.
A skyrat edit is so much easier to deal with here
* Update brand_intelligence.dm
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Fixes the AI painting manager showing invalid choices and the search function (doesn't fix lag) (#80114)
## About The Pull Request
Exactly what it reads on the tin.
## Why It's Good For The Game
#79495 broke more than a few things alas. This will fix#79619.
## Changelog
🆑
fix: Fixed the AI painting manager showing invalid choices.
fix: Fixed the painting manager search function.
/🆑
* Fixes the AI painting manager showing invalid choices and the search function (doesn't fix lag)
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Micros bucketJoin with operator"" (#79949)
## About The Pull Request
We make timers a lot. Making a unique string for each of them wastes
time (string churn).
It also means we have to do an extra ref() in the bucketJoin proc.
If we instead throw all the shit we care about in a list and just read
off it later, we get pretty decent savings ((0.013 | 0.022) -> (0.009,
0.012)) (It was way worse when ref() was hyper expensive) It's not much,
but since timers are hot I think it's worthwhile.
It also lets us add further debug information, if we want it.
Could optimize this further if we had less stuff in the list, depends on
what we want displayed as it was on insertion and what we want displayed
as it was at moment of print.
Also also this is 100% the reason I did 515 in the first place and I
need to be free
## Why It's Good For The Game
Uhhhhhhhh more flexability in timer readouts? Cost I was worried about
is mostly gone cause ref() got better I think
* Micros bucketJoin with operator""
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Bumps compile to 515 (#79134)
## About The Pull Request
LSP supports it, let's GOOOOOO
I've removed the 515 tests since they're stable, alongside the libcall
wrapper. left the rustgcall wrapper cause yaknow memes
Just removed all the 515 and 514 particular define wrappers. gaming
## Changelog
🆑
server: Minimum compile version has been bumped to 515. clients still
support 514 but we're gonna start using 515 restricted features for
serverside now.
/🆑
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Bumps compile to 515
* Fixes a TGS regression in its API
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* [NO GBP]Gives the singularity more processing time (#80004)
## About The Pull Request
Sets rhe singulo SS processing weight to 350, from 50.
## Why It's Good For The Game
The round is going to end, and the singularity is the center of
attention. No one cares about the simplemobs in lavaland or whatever.
Lets the singularity have more opportunity to say fuck.
## Changelog
🆑
code: The singularity processing is a bit more important than the other
subsystems.
/🆑
* [NO GBP]Gives the singularity more processing time
---------
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
* Removes some done todos (and ones that I think are dumb) (#80017)
## About The Pull Request
Most of these are mine that I just forgot about, only one I think anyone
cares about is the one in mobs.dm about making delta time match
subsystem yielding, but I think it's a bad idea so it's gone
Oh also, replaces an old comment of mine with an actual explanation
(it's about the icon cache and shit)
* Removes some done todos (and ones that I think are dumb)
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fixes failure state indication message (#79988)
This is actually determining if the item was deleted before it had a
chance to Initialize.
* Fixes failure state indication message
---------
Co-authored-by: oranges <email@oranges.net.nz>
* rolls Heavy Sleeper into the new All Nighter quirk, which carries extra... baggage (#79725)
## About The Pull Request
Removes the Heavy Sleeper quirk and rolls its effects into the brand new
All Nighter! On top of the effects of sleeping longer, All Nighter gives
you permanent bags under your eyes as well as a permanent -3 moodlet.
## Why It's Good For The Game
I've been wanting for a way to get bags under your eyes for a while, I
think it'd be a fun visual aspect that can aid with RP and whatnot. I
rolled heavy sleeper into all nighter because the two are both quite
similar, and I didn't feel heavy sleeper quite justified itself on it's
own.
Here's what the bags look like currently on a variety of skin tones and
species:

## Room for Improvement
Currently drafting for a few reasons. looking for input on all this
stuff
- [x] bag sprites could be improved
- [x] bags don't work well on moths/grayer skin tones. cest la vie?
- [x] should heavy sleeper stay? ultimately all I want is bags here, is
there a better way of doing this?
- [x] all quirk elements are not properly applied and removed via VV (no
need for input, i can figure this out myself)
## Changelog
🆑
add: the All Nighter quirk!
remove: Heavy Sleeper (functionality has been rolled into All Nighter)
/🆑
* rolls Heavy Sleeper into the new All Nighter quirk, which carries extra... baggage
* Adds back heavy sleeper
* Reorganizes these quirks
* Fixes same icon being used for both quirks
---------
Co-authored-by: wesoda25 <37246588+wesoda25@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* makes verb callbacks not execute if the original client disconnected (#79964)
## About The Pull Request
currently verb callbacks still execute if the usr at the time of their
creation got deleted or had their client disconnected before they got
invoked. this can cause issues if the verb being deferred assumes usr
exists, now the callback will return instead of calling its proc if its
invoked after usr is deleted or disconnected.
## Why It's Good For The Game
less runtimes
## Changelog
🆑
code: verb callbacks will no longer execute if the original client
disconnected
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* makes verb callbacks not execute if the original client disconnected
---------
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
* Removes some code soul (`IF YOU ARE COPY PASTING THIS...`), replaces it with a macro (#79935)
## About The Pull Request
Replaces all instances of `SSblackbox.record_feedback\("tally",
"admin_verb", 1, (.+)\)` with `BLACKBOX_LOG_ADMIN_VERB($1)`
This makes so the funny comment isn't necessary.
It also reveals one location which someone did not heed the comment, the
`debug_controller` proc copy+pasted the line but did not change the
fourth argument. PEOPLE DON'T READ!
* Removes some code soul (`IF YOU ARE COPY PASTING THIS...`), replaces it with a macro
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Refactors Parrots into Basic Mobs (ft. Ben10Omintrix/Kobsamobsa)
* UpdatePaths
* Modular, cleanup, porting parrot commands into the new system
* makes poly slightly less of a dick
* Update parrot.dm
* Update parrot.dm
* Update tgstation.dme
* Revert "Update tgstation.dme"
This reverts commit a8b40c4aba524c271db02c271089664649dea1eb.
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Fixes the admin painting manager (#79842)
## About The Pull Request
I mucked this up a few weeks ago, wrote the fix, then got busy and
forgot about it. This fixes the bluescreen that appears when admins try
to look at the painting manager.
## Changelog
🆑 Tattle
fix: admin painting manager works again
/🆑
---------
Co-authored-by: tattle <article.disaster@ gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Fixes the admin painting manager
---------
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@ gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Add Avian Traits perk, allowing characters to sound like birds
* Ensure only one racial speech quirk is taken to prevent weirdness
* Add racial trait definitions for canine & avians, plus species helper macros
* Remove duplicate trait & tidy up defines
* Proper overload
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Fixes sending stuff to "Old" Chat (#79819)
## About The Pull Request
This functionality was removed in #79479
(e1c6cfdce8), and we should still be
supporting the old chat anyways because it contains a plethora of useful
BYOND information that we still can really leverage (such as the
built-in profiler and stuff like that) and it's going to be painful to
do that if you have to keep spamming `fix-chat` to see OOC/ASAY while
alternating every damn time.
## Why It's Good For The Game
It's ugly but we still need it. There's a reason why we still have it.
## Changelog
🆑
fix: "Old Chat" (AKA: The old-styled non-TGUI raw-HTMLesque chat that
you might see when it prods you with the "Failed to load fancy chat!"
issue) should now get all text messages as expected.
/🆑
* Fixes sending stuff to "Old" Chat
---------
Co-authored-by: san7890 <the@san7890.com>
* Adds a Chat Reliability Layer (#79479)
## About The Pull Request
Everyone knows that chat will just eat your messages now and then, isn't
that annoying?
What if SSchat was smart enough to keep track of your messages and
notice when you didn't get one?
Well, now it can!
## Why It's Good For The Game
Chat messages poofing into the aether is bad, really bad.
## Changelog
🆑
add: Chat Reliability Layer
code: TGUI chat messages now track their sequence and will be resent if
the client notices a discrepenency
/🆑
---------
Co-authored-by: Kyle Spier-Swenson <kyleshome@ gmail.com>
* Adds a Chat Reliability Layer
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Kyle Spier-Swenson <kyleshome@ gmail.com>
* Fixes to the Galactic Material Market regarding market quantity. (#79307)
## About The Pull Request
This PR makes a fix to market quantity of materials on the GMM. In
short, when you buy sheets, they get removed from the market's pool of
available resources.
When buying resources, they now shift up and down based on a fraction of
their inherent base_market_quantity, and not their current quantity,
preventing situations where a material can fully deplete all its stock
forever. I've also tweaked the numbers to try and keep those changes
from swinging too far wide as a result of this change.
Respecting quantity of materials should additionally help to decrease
the quantity of bike rounds in-game as well as the rare but horrifying
billion credit round.
## Why It's Good For The Game
Respecting quantity of materials should additionally help to decrease
the quantity of bike rounds in-game as well as the rare but horrifying
billion credit round. Also, I namely just completely missed this during
the original PR and I've been out of state for a few weeks so I've been
meaning to get around to fixing this.
Fixes#79116. Fixes#79247.
## Changelog
🆑
fix: The Galactic Material Market now respects quantity of materials
purchased, removing them from the market when bought and preventing you
from ordering more than are available at a given time.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Fixes to the Galactic Material Market regarding market quantity.
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Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* TGUI Destructive Analyzer (#79572)
## About The Pull Request
I made this to help me move more towards my goals [laid out
here](https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA) which currently doesn't
have much interest.
This makes the Destructive Analyzer use a little neat TGUI menu instead
of its old HTML one. I also touch a lot of science stuff and a little
experimentor stuff, so let me explain a bit:
Old iterations of Science had different items that you can use to boost
nodes through deconstruction. This has been removed, and its only
feature is the auto-unlocking of nodes (that is; making them visible to
the R&D console). I thought that instead of keeping this deprecated code
around, I would rework it a little to make it clear what we actually use
it for (unhiding nodes).
All vars and procs that mentioned this have been renamed or reworked to
make more sense now.
Experimentor stuff shares a lot with the destructive analyzer, so I had
to mess with that a bit to keep its decayed corpse of deprecated code,
functional.
I also added context tips to the destructive analyzer, and added the
ability to AltClick to remove the inserted item. Removing items now also
plays a little sound because it was kinda lame.
Also, balloon alerts.
## Why It's Good For The Game
Moves a shitty machine to TGUI so it is slightly less shitty, now it's
more direct and compact with more player-feedback.
Helps me with a personal project and yea
### Video demonstration
I show off connecting the machine to R&D Servers, but I haven't changed
the behavior of that and the roundstart analyzers are connected to
servers by default.
https://github.com/tgstation/tgstation/assets/53777086/65295600-4fae-42d1-9bae-eccefe337a2b
## Changelog
🆑
refactor: Destructive Analyzers now have a TGUI menu.
/🆑
* TGUI Destructive Analyzer
* Modular
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Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Lemon fixes ci (#79384)
## About The Pull Request
Sets up moveloops to better catch issues with duplicated loops
Letting people modify the timer var AND have it track what bucket we're
in was a bad idea.
So instead let's store the queued time separate. Also makes
allowed_to_move return true/false instead of flags
This fixed? the null loop issue locally, I honestly have no damn idea
why. I'm gonna be working on the rest of ci here, left trackers so if it
pops up between now and merge I'll know what the issue is.
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Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@ gmail.com>
* Lemon fixes ci
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Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@ gmail.com>
* Code cleanup for qdel (#79568)
## About The Pull Request
I want to put my hands in the engine. If you don't want me touching this
I am not hurt if its closed
Added 2 early returns and removes single letter vars
## Why It's Good For The Game
Code improvement
## Changelog
N/A nothing player facing
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Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Code cleanup for qdel
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Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
* Fixes Mock Clients Leaking Into Production (#79640)
Basically, every time we made a new client interface, we would add it to
`GLOB.directory` (new behavior introduced in (#79348
(88bb3afcce)).
This would mean that we would pass in junk mock clients into the vote
processing feature instead of actual legitimate clients, as well as a
slew of unintended consequences elsewhere wherever we access
`GLOB.directory`.
We would create mock clients in stuff like
`randomize_human_appearance()`, which is legitimately used and called in
a slew of places where we want random humans, which allows junk to enter
in directory per the aforementioned point.
Anyways, let's just... not let's add it to the directory if we aren't
running unit tests. I also made the vote processing code a bit more
strict juuuuuuuust in case
* Fixes Mock Clients Leaking Into Production
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Co-authored-by: san7890 <the@san7890.com>
* Targeting Datums Renamed (and global) (#79513)
## About The Pull Request
[Implements the backend required to make targeting datums
global](6901ead12e)
It's inconsistent with the rest of basic ai for these to have a high
degree of state, plus like, such a waste yaknow?
[Implements
GET_TARGETING_STRATEGY](d79c29134d)
Regexes used:
new.*(/datum/targetting_datum[^,(]*)\(*\)* -> GET_TARGETING_STRATEGY($1)
Renamed all instances of targetting to targeting (also targetting datum
-> targeting strategy)
I've used GET_TARGETING_STRATEGY at the source where the keys are
actually used, rather then in the listing. This works out just fine.
## Why It's Good For The Game
Not a misspelled name through the whole codebase, very slightly less
memory load for basically no downside (slight cpu cost maybe but not a
significant one.
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Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Targeting Datums Renamed (and global)
* Update dogs.dm
* Modular
* Modular
* Modular
* Merge skew?
* Revert "Merge skew?"
This reverts commit 0889389ab5cb5c56655f1860d9173ba87efe9a22.
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Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* 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
/🆑
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Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Adds a user type to integrated circuits, refactors the list pick component.
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Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>