Commit Graph

899 Commits

Author SHA1 Message Date
LemonInTheDark
945a0c1188 Doafter cleanup, disables stoplag dynamic sleeping in unit tests (#77868)
## About The Pull Request

[Makes the do_afters list behave as
expected](b7cd6c520f)

Half the code expected it to be a flat list of things we are acting on,
half expected it to be an assoc list of thing -> interaction count

Let's make that second dream a reality yeah?

[Disables stoplag's lag stoppage for unit
tests](88b2bb371c)

Because of the unique environment of unit tests (High cpu usage, lots of
sleeping) this risks spurious hard deletes from neverending stoplag
runs.

## Why It's Good For The Game

Less errors/guesswork in testing, better code
Potentially addresses #77865
2023-08-23 17:32:50 -06:00
necromanceranne
c8266cf0a2 Settler Quirk: Tame the Outdoors! Have trouble with tall shelves... (#77654)
## About The Pull Request

Adds the Settler quirk. This gives you bonuses to taming animals and
fishing, as well as making you gain hunger slower than others.

However, you are quite a bit slower than most people, and have trouble
with vaulting objects. You do, however, suffer significantly less from
equipment slowdown. (to the point that it is almost zero)

Settler riders are faster on their mounts than others if they're at
least sane. They start to slow down if they're less sane.

You are also shorter than most people. 

<details>
  <summary>Typical Settler encounters the typical Spacer</summary>
  

![Dr_Xr1nU0AAMsSE](https://github.com/tgstation/tgstation/assets/40847847/86ed4947-de5f-4bdf-a8ae-521dc7c30662)
  
</details>

## Why It's Good For The Game

I wanted to add a lightweight quirk that was kind of the 'opposite' of
Spacer, but a little more focused on interacting with elements of the
game world that would enjoy some attention. So, I thought 'what about an
outdoorsman quirk?'

So, I based it around being from people who lived out on the rim, under
unideal circumstances (and probably heavier gravity than Earth), and
taming the land. The slower movespeed encourages finding an animal to
tame that you can ride, and the bonuses to taming should help make that
a bit easier. The other additions just made sense for someone living it
a bit rough in the wilderness.

Having a bunch of settlers taming cows and riding around on them all
shift just kind of sounds hilarious to me.

## Changelog
🆑
add: Settler quirk! Conqueror the great outdoors....in space. Just make
sure nobody asks you to get anything from the top shelf.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-17 12:09:08 -06:00
MrMelbert
c6fe13bf6c Fix antimagic effect never expiring (#77500)
## About The Pull Request

Fixes #77499 

I messed this up resolving merge conflicts. 

## Changelog

🆑 Melbert
fix: Fix antimagic effect not expiring 
/🆑
2023-08-10 20:48:44 -06:00
distributivgesetz
ebbc45b161 Improved PDA Direct Messenger (#75820)
## About The Pull Request

Fixes #76708, Closes #76729 (sorry Zephyr)

This PR expands the Direct Messenger UI, adding a chat screen for each
available messenger that you can find, and moving message sending over
to TGUI.

This chat screen includes a message log that displays messages sent by
you as well as messages received from the recipient. This gets rid of
the previous chat log, which just had all messages thrown together that
you received or have sent, in one big list.

Furthermore, all messaging is now done inside the UI. This kills all
TGUI popups you would ever need to send messages forever (except for
quick replies). Use the input bar on the bottom, press Enter or the Send
button, and it sends your message. Spam mode is now done in the UI too,
via a text field you can find in the contacts list.

Additionally, because I have a habit of blowing things massively out of
scope, I've also completely refactored how messages and chat logs are
stored in the PDA messenger. I plan on using this in a PR that merges
the chat client with the messenger, sometime in the future. Sorry this
took so long.

Stuff left to do before I open this PR for review:
- [x] Add "recent messages"
- [x] Add "unread messages"
- [x] Add message drafts
- [x] Make photo sending not shit
- [x] Implement the edge cases for automated and rigged messages
- [x] Make sure shit isn't fucked
- [x] Profit

<details>
  <summary>Screenshots</summary>
  

![dreamseeker_HIrEfrap5X](https://github.com/tgstation/tgstation/assets/47710522/97c713b7-dda3-44d3-a8f5-d0ec11c92668)

![qIOWhVld4l](https://github.com/tgstation/tgstation/assets/47710522/3ab4e2c1-a38f-4b20-8e9f-509ea14c0434)

![dreamseeker_LIqwi05i4O](https://github.com/tgstation/tgstation/assets/47710522/c051c791-b595-4166-a4d3-82cb7568411f)

![BIYxNVjGL7](https://github.com/tgstation/tgstation/assets/47710522/b9c97eab-52b5-449f-b00f-a0d8aa5f865c)

![dreamseeker_IWdoSsUinC](https://github.com/tgstation/tgstation/assets/47710522/2a4cd76a-2bdc-4283-b642-09e92476fef5)

![L9DxzFHDEF](https://github.com/tgstation/tgstation/assets/47710522/6a5b0e29-d535-4c7e-a88e-e9b71198719b)

![rAuDgqBLNE](https://github.com/tgstation/tgstation/assets/47710522/128a0291-91da-4f9e-9bc5-a65cf411ea6d)

![dreamseeker_voui6S8MUf](https://github.com/tgstation/tgstation/assets/47710522/6e3ba044-b8df-492d-b58d-6c73ab07233d)

![image](https://github.com/tgstation/tgstation/assets/47710522/522c1d85-b9cf-4e0e-9588-9d3993eea03f)

</details>

## Why It's Good For The Game

The UI has largely stayed the same since modular tablets were added a
year ago. Even better, direct messaging has been the same since PDAs
were first added *more than a decade ago*. Imagine that.

Now we finally actually (!) make use of those brand new features that we
got from the TGUI switch in this regard.
## Changelog
🆑 distributivgesetz
add: Updated Direct Messenger to v6.5.3. Now including brand new
individual chat rooms, proper image attachments and a revolutionary
message input field!
add: Added a "Reset Imprint" option to the PDA painter.
refactor: Refactored PDA imprinting code just a bit.
fix: PDAs should now properly respond to rigged messages.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2023-08-03 14:43:31 -07:00
MrMelbert
8cc17775ec Rewrites anti-magic slightly to stop spamming anti-magic effects on the same mob to silly levels (#76616)
## About The Pull Request

Moves anti-magic effect off of the component and onto the mob. Fixes
some bugs while there.

Anti-magic effects will now only trigger on calls with a charge cost
associated.

If the user is under the effects of.. an antimagic effect, a new one
will not play. This cuts down on overlay and sound effect spam from
walking through forcewall or spacetime distortion, for example.

## Why It's Good For The Game

I just found it a little annoying to see a chaplain walk through a magic
effect and it just spams the fart sound over and over on repeat and
makes them completely impossible to see.

## Changelog

🆑 Melbert
fix: Anti-magic visual effects will no longer trigger overtop one
another
/🆑
2023-07-15 16:31:38 +01:00
MrMelbert
8c1e35e1c0 Refactors mind language holders into non-existent, fixes new languages being deleted on species swap + tests (#76612)
## About The Pull Request

This PR refactors mind language holders into non-existence

As a result, `update_atom_languages` is no longer necessary

Mind-bound languages are transferred via `/mind/proc/transfer_to`

Species changing no longer deletes and re-creates the mob's language
holder, allowing them to keep any languages they have.

Species languages are sourced from `LANGUAGE_SPECIES` now, meaning they
are removed when they change species. If the mob is not a human with a
species datum, these are effectively just atom level languages.

Makes a bunch of unit tests to ensure language transfer over certain
events works as intended

## Why It's Good For The Game

Mobs with minds having two independent language holders results in a
good few bugs, and simply doesn't make sense when we have sources
(`LANGUAGE_MIND`).

Instead of tracking two language holders, we can simply use sources
better and only track one.

This means that the language holder you start with is your language
holder, period. It doesn't get deleted or re-instantiated or whatever.

## Changelog

🆑 Melbert
refactor: Refactored language holders, making species changes not delete
all of your known languages
/🆑
2023-07-10 18:34:57 +00:00
Ghom
3b44a8b15c Adds cardboard IDs to the game: The broke man's agent ID. (#76682)
## About The Pull Request
This PR adds a new craftable item to the game that, in a way, works
somewhat like ID cards, as in it gives the wearer an identity of some
sort, and that can be modified similardly to the agent ID, but...

It doesn't provide access.
It doesn't trick security bots and turrets.
It doesn't work with chameleon masks.
It doesn't have a bank account.
It doesn't fit inside wallets or PDAs.
It doesn't show a trim (it's just cosmetic) on the security HUD.
It doesn't look like an ID card.

(It does however, synergizes well with sign language and face-covering
mask, but in the face of all the things id doesn't do, should I change
that? idk)

Basically, it's not an ID, it's just a piece of cardboard with name and
job written on it.

![aww](https://github.com/tgstation/tgstation/assets/42542238/b33ddb38-a11d-41d9-8085-2c719a2c4d48)

![(null)scrnshot1](https://github.com/tgstation/tgstation/assets/42542238/00a53379-70f6-4105-9cca-cff75d0e4144)

## Why It's Good For The Game
Often, player shenanigeans rely on ID cards with gimmicky names and jobs
to advertise themselves or provide a (feeble) disguise for it.
The idea is to provide players a cheap tool for their tomfoolery, that
doesn't get much in the way of balance. Compared to actual IDs,
cardboard IDs' only advantage is the fact they're more easily
produceable.

Also this PR converts a bit of snowflakey code into signals, and fixes
the name part in hallucination messages being shown "Unknown" while the
speaker is wearing a mask but also an ID.

## Changelog

🆑
add: Added cardboard IDs to the game. They can be crafted with a
cardboard sheet and wirecutters and modified with a writing tool. While
worn, these will modify the visible name of the wearer just like actual
IDs, though they aren't real IDs and won't work as such.
/🆑
2023-07-10 17:45:34 +01:00
ChungusGamer666
4f2227baf3 Implements a macro for checking mind traits (#76548)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/82850673/f85d0556-1806-40bf-92b8-597e46ccb4af)
Seeing this pattern repeated over various sections of code was starting
to piss me off

## Why It's Good For The Game

Lessens chance to cause errors with mind traits, ensures consistent
behavior, makes it easier to change how mind traits work if necessary.

## Changelog

hopefully not player facing

---------

Co-authored-by: san7890 <the@san7890.com>
2023-07-06 11:45:46 -06:00
LemonInTheDark
8c2c72b0ed Duiffel Spotfix (#76442)
## About The Pull Request

Gives duffelbags their proper slot count
They inherited this from backpacks, but I sorta just forgot about that

[Creates "levels" of locked objects, uses that to make locked duffels
work](c613c00f62)

[c613c00](c613c00f62)

Turns locked into something that holds defines, this makes life a lot
easier.
Requires a lot of boilerplate because of how many uses of these procs
there are and all the passthrough and shit.

Adds a few outfit subtypes to avoid this class of failure in future.

Renames the args in a few but not all touched procs, one thing at a time

Closes #76407
Closes #76430 Had the lock check in the wrong place
Closes #76441 GOD I HATE TK SO MUCH

Wrote half the pr without glasses so if it's weird gimme some grace
yeah?

## Changelog
🆑
fix: Fixes some fuck with duffelbags, them not holding enough + issues
with spawning gear in them (job shit and all)
/🆑
2023-07-01 15:36:26 +01:00
ChungusGamer666
6da96bef84 SPECIES NUKING 2023: Mein leber! Allows livers to handle reagents in special ways, instead of the species datum doing it (#76184)
## About The Pull Request

Refactors livers so special chemical handling can be done by them,
instead of the species datum.
Plasmamen, skeletons and golems all use the liver for all their species
specific chem handling now.

## Why It's Good For The Game

SPECIES DATUM I HATE YOU!
Also, being able to handle reagents like any species if you have their
liver is REALLY FREAKING COOL and allows for emergent gameplay by mixing
various organs from various sources.

## Changelog

🆑
refactor: Mutant livers can now handle chemicals in special ways.
Currently, only plasmaman, skeleton and golem livers do it. Every other
species is the same.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-06-24 21:05:29 +02:00
larentoun
036cfc84c8 feat: Respawn delay (optional) (#75544)
## About The Pull Request
Adds optional (disabled by default) respawn delay. If the player is
observer and have a body, it will firstly check the body. If the body is
destroyed or if there was none, then it will check observer's login
time.

## Why It's Good For The Game
Optional respawn delay is good, when you want players to comeback not
only as a midround event, but don't want them to not care about their
life. Also, if respawn is enabled, removes "money dupe" and other
problems with 0 respawn delay.

This proc can also be used for ghost-roles or anything else, where we
need to check how much time has elapsed since their death, but is not
implemented here.

## Changelog
🆑
add: Added optional respawn delay (disabled by default), which prevents
returning to lobby while dead.
/🆑
2023-06-08 23:28:45 -06:00
tattle
9f70308931 Restores mob tags to mob tag logging (#75850)
## About The Why It's Good For The Game Pull Request Why It's Good For
The Game

These were accidentally removed from the log

## Changelog
🆑 Tattle
admin: mob tags are now part of the mob tag log again
/🆑

---------

Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-06-05 01:31:18 +00:00
LemonInTheDark
cb4a836d41 Removes all uses of text() (#75766)
## About The Pull Request

Apperantly it's deprecated. Also people misunderstand how to use it,
which leads to silly looking code and redundant wraps.

It is potentially useful to do a sort of format style string embedding,
but we don't have anything that really warrents it IMO.

## Why It's Good For The Game

Maybe byond will break on version upgrade slightly less now.
Also the code's less cluttered, and boomer posting has been excised.


![image](https://github.com/tgstation/tgstation/assets/58055496/c630e522-962c-4344-80f7-36d5df00a8b5)

![image](https://github.com/tgstation/tgstation/assets/58055496/f4cb3eb5-f07f-4489-8813-f59b19406bda)

![image](https://github.com/tgstation/tgstation/assets/58055496/6df7eb62-dae8-43b5-a511-1130ab4a2870)
2023-06-01 16:13:33 -04:00
Watermelon914
569d8f5a72 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>
2023-05-22 13:29:20 +00:00
Zephyr
fbec9c14e9 JSON Logging Take Two (#73604)
## About The Pull Request

Converts all logging, excluding perf and investigate, to json.
I focused on making the system as easy to use and as easy to add new
categories as possible.

Due to issues related to logging to world at global creation logger is
now a byond real, which is created directly before Master

Log categories support versioning, secret flagging, and sub-category
filtering. Although all of this is entirely optional for coders.
If you ever want to add a new category and use it, all you need to do is
make the barebones category datum and the define.
I've kept existing procs such as log_game, and simply turned them into a
wrapper for Logger.Log(xxx, ...)
## Why It's Good For The Game

Makes processing and filtering logs much easier in the future, while
only minimally downgrading log crawling experience.
I am also working on a log viewer frontend for admin usage however that
will take a little bit longer to finish up.
Also makes special logging and data tracking much easier thanks to a
data list processing implementation and handling
## Changelog
🆑
server: All logs are now formatted in json, excluding perf and
investigations
/🆑

---------

Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-05-22 14:51:00 +12:00
John Willard
c8c977989a Mimes can no longer write without breaking their vow. (#74674)
## About The Pull Request

I feel this is gonna be unpopular with the lazy mime players.

Also, this is an idea I had in my backlog for a while now

![image](https://user-images.githubusercontent.com/53777086/231355622-2c5d5d5a-813d-420c-ae42-c1bdc657f3ba.png)

This removes the Mime's ability to write on paper while they're on their
vow of silence.
This can be compared to hand language, which doesn't let you speak
despite not being considered "talking", and PDA messaging, which does
the same.

Mimes can still write with their pen, which is a nice invisible white
color. I thought I would keep it in as I find that interaction funny to
have a Mime give someone just a blank paper, unknowing that there's text
on it.
Spraycans/Telekinesis/Circuits are also left unaffected because they
require actual effort to obtain (doing genetics, doing circuits, or
printing spraycans which take a lot of inventory space and is limited),
compared to paper which you can carry hundreds of papers around and is
bountiful across the station.

I thought this was attempted at least once, but I can't find any PR that
mentions it, so I'm shooting my shot to see if this is something we'd
want.

## Why It's Good For The Game

Mimes using paper is a lazy way to bypass their one job gimmick: Emoting
over talking.

If they get a job change, they can simply break their vow to access
paper writing abilities, so this doesn't affect that really. It more-so
hits the Mimes who uses the job for the free spells/healing
abilities/etc, and bypasses the downsides (im aware its harder to get
people to read paper than it is to talk to them, but you can literally
get the mute quirk and itll have the same effect without being the whole
job).

The point is, you don't get invisible walls for free; it comes at a cost
of not being able to talk to people. If you want to talk, then break
your vow, lose access to your Mime abilities, and remake it later when
the cooldown is over. You're not meant to do both.

## Changelog

🆑
balance: Mimes can no longer write on paper without breaking their vow.
/🆑
2023-04-30 12:26:37 +12:00
Tim
b779460d89 Fix not being able to read in full bright areas (#73843)
## About The Pull Request
Fixes #73830
Fixes #74107

There seems to be a problem when the map template reloads for full
bright areas, but only for thunderdome specifically. Very strange and my
fix feels like a band-aid but it's a niche bug report.

Also deleted an area that was not used anywhere in the codebase.

## Why It's Good For The Game
Silly bug go bye bye.

## Changelog
🆑
fix: Fix not being able to read in full bright areas
/🆑
2023-03-19 12:53:32 -04:00
LemonInTheDark
33d9a0338f Reworks trashbags slightly (#73761)
## About The Pull Request

I'm a bit sad about the state of trashbags. 
They're very clunky to use, so they almost never get touched. S
depressing. Let's try and fix that.

Let's make em fit in the belt slot (again), but as a tradeoff we'll make
it harder to pull one thing from your bag.
We'll give it a say, 1.5 second delay, so you can't quickdraw from em.
If you try and dump them out into something else, we'll throw any
spillover on the ground below you

I'm also doing some general code cleanup here. Making procs more
readable, vars more direct, removing some old legacy stuff.
I've added a remove_single proc to hook into via subtype, which takes a
mob as input. this has required placing extra requirement on some helper
procs, but fortunately it's not something they're unable to meet.

My hope is this will make garbage bags usable without being stupid.

## Why It's Good For The Game

I don't see these get used at all, cause they're a pain to carry around.
They got gimped because people were using them as infinite storage for
shotgun shells and other small items.
I've made using them for this sort of thing hard and slow, so I think we
oughta be fine. If not I'll do some more touching, maybe give the
autodrop a delay.

## Changelog
🆑
balance: The janitor's trashbag now fits on his belt. In exchange,
taking something out of it sends a visible message, and has a delay.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-03-14 16:39:24 -06:00
LemonInTheDark
db7534d6da Lowers nightvision threshold to work for mesons, fixes not being able to examine stuff lit by overlay lights (#73712)
## About The Pull Request

Might be a bit low, but part of that is because it's kinda bad at
figuring color, rgb isn't really balanced in that respect

Fixes not being able to see stuff under the light of a lamp

Overlay lights don't set lumen, which leads to stupid when you try and
check with ONLY it
It worked before because the mob has THEIR luminosity set, which then
"glowed" out

That doesn't work here cause yaknow I removed our uses of byond lighting
(except for errant view() calls) so this is the best I've got

## Why It's Good For The Game

Closes #73548 

## Changelog
🆑
fix: Examining in the dark is less wonk now, sorry bout that
/🆑
2023-03-06 20:49:04 -07:00
LemonInTheDark
dde3477830 Fixes another case of broken huds on z level work (Also a runtime for ghosts) (#73520)
## About The Pull Request

[Fixes another case of broken huds on z level
work](eed4336c71)

This is I think new, but returning inside these loops is stupid and
breaks shit bad.

[Fixes a runtime in nightvision
checking](c183fef185)

That list defaults to null, it can be null, be nice to it 📰

## Why It's Good For The Game

Huds are more stable, less runtimes

## Changelog
🆑
fix: Moving up and down z levels will break hud stuff slightly less
often
/🆑
2023-02-19 13:59:10 -07:00
LemonInTheDark
ab307032ed Nightvision Rework (In the name of color) (#73094)
## About The Pull Request

Relies on #72886 for some render relay expansion I use for light_mask
stuff.

Hello bestie! Night vision pissed me off, so I've come to burn this
place to the ground.
Two sections to discuss here. First we'll talk about see_in_dark and why
I hate it, second we'll discuss the lighting plane and how we brighten
it, plus introducing color to the party.

### `see_in_dark` and why it kinda sucks

https://www.byond.com/docs/ref/#/mob/var/see_in_dark

See in dark lets us control how far away from us a turf can be before we
hide it/its contents if it's dark (not got luminosity set)
We currently set it semi inconsistently to provide nightvision to mobs.

The trouble is stuff that produces light != stuff that sets luminosity.
The worst case of this can be seen by walking out of escape on icebox,
where you'll see this


![image](https://user-images.githubusercontent.com/58055496/215683654-587fb00f-ebb8-4c83-962d-a1b2bf429c4a.png)

Snow draws above the lighting plane, so the snow will intermittently
draw, depending on see_in_dark and the luminosity from tracking lights.
This would in theory be solvable by modifying the area, but the same
problem applies across many things in the codebase.
As things currently stand, to be emissive you NEED to have a light on
your tile. People are bad at this, and honestly it's a bit much to
expect of them. An emissive overlay on a canister shouldn't need an
element or something and a list on turfs to manage it.
This gets worse when you factor in the patterns I'm using to avoid
drawing lights above nothing, which leads to lights that should show,
but are misoffset because their parent pixel offsets.

It's silly. We do it so we can have things like mesons without just
handing out night vision, but even there the effect of just hiding
objects and mobs looks baddddddd when moving. It's always bothered me.
I'll complain about mesons more later, but really just like, they're too
bright as it is.

I'm proposing here that rather then manually hiding stuff based off
distance from the player, we can instead show/hide using just the
lighting plane. This means things like mesons are gonna get dimmer, but
that's fine because they suck.

It does have some side effects, things like view() on mobs won't hide
stuff in darkness, but that's fine because none actually thinks about
view like that, I think.

Oh and I added a case to prevent examining stuff that's in darkness, and
not right next to you when you don't have enough nightvision, to match
the old behavior `see_in_dark` gave us.

Now I'd like to go on a mild tangent about color, please bare with me

### Color and why `lighting_alpha` REALLY sucks

You ever walk around with mesons on when there's a fire going, or an
ethereal or firelocks down.
You notice how there isn't really much color to our lights? Doesn't that
suck?

It's because the way we go about brighting lighting is by making
everything on the lighting plane transparent.
This is fine for brightening things, but it ends up looking kinda crummy
in the end and leads to really washed out colors that should be bright.
Playing engineer or miner gets fucking depressing.

The central idea of this pr, that everything else falls out of, is
instead of making the plane more transparent, we can use color matrixes
to make things AT LEAST x bright.

https://www.byond.com/docs/ref/#/{notes}/color-matrix

Brief recap for color matrixes, fully expanded they're a set of 20
different values in a list
Units generally scale 0-1 as multipliers, though since it's
multiplication in order to make an rgb(1,1,1) pixel fullbright you would
need to use 255s.

A "unit matrix" for color looks like this:
```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     0, 0, 0, 0
)
```

The first four rows are how much each r, g, b and a impact r, g, b and
well a.
So a first row of `(1, 0, 0, 0)` means 1 unit of r results in 1 unit of
r. and 0 units of green, blue and alpha, and so on.
A first row of `(0, 1, 0, 0)` would make 1 red component into 1 green
component, and leave red, blue and alpha alone, shifting any red of
whatever it's applied to a green.

Using these we can essentially color transform our world. It's a fun
tool. But there's more.

That last row there doesn't take a variable input like the others.
Instead, it ADDS some fraction of 255 to red, green, blue and alpha.

So a fifth row of `(1, 0, 0, 0)` would make every pixel as red as it
could possibly be.

This is what we're going to exploit here. You see all these values
accept negative multipliers, so we can lower colors down instead of
raising them up!
The key idea is using color matrix filters
https://www.byond.com/docs/ref/#/{notes}/filters/color to chain these
operations together.

Pulling alllll the way back, we want to brighten darkness without
affecting brighter colors.
Lower rgb values are darker, higher ones are brighter. This relationship
isn't really linear because of suffering reasons, but it's good enough
for this.
Let's try chaining some matrixes on the lighting plane, which is bright
where fullbright, and dark where dark.

Take a list like this

```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     -0.2, -0.2, -0.2, 0
)
```
That would darken the lighting a bit, but negative values will get
rounded to 0
A subsequent raising by the same amount
```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     0.2, 0.2, 0.2, 0
)
```
Will essentially threshold our brightness at that value.
This ensures we aren't washing out colors when we make things brighter,
while leaving higher values unaffected since they basically just had a
constant subtracted and then readded.

### But wait, there's more

You may have noticed, we gain access to individual color components
here.
This means not only can we darken and lighten by thresholds, we can
COLOR those thresholds.
```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     0.1, 0.2, 0.1, 0
)
```
Something like the above, if applied with its inverse, would tint the
darkness green.
The delta between the different scalars will determine how vivid the
color is, and the actual value will impact the brightness.

Something that's always bothered me about nightvision is it's just
greyscale for the most part, there isn't any color to it.
There was an old idea of coloring the game plane to match their lenses,
but if you've ever played with the colorblind quirk you know that gets
headachey really fast.
So instead of that, lets color just the darkness that these glasses
produce.
It provides some reminder that you're wearing them, instead of just
being something you forget about while playing, and provides a reason to
use flashlights and such since they can give you a clearer, less tinted
view of things while retaining the ability to look around things.

I've so far applied this pattern to JUST headwear for humans (also those
mining wisps)
I'm planning on furthering it to mobs that use nightvision, but I wanted
to get this up cause I don't wanna pr it the day before the freeze.

Mesons are green, sec night vision is red, thermals orange, etc.

I think the effect this gives is really really nice. 
I've tuned most things to work for the station, though mesons works for
lavaland for obvious reasons.

I've tuned things significantly darker then we have them set currently,
since I really hate flat lighting and this system suffers when
interacting with it.

My goal with these is to give you a rough idea of what's around you,
without a good eye for detail.
That's the difference between say, mesons, and night vision. One helps
you see outlines, the other gives you detail and prevents missing
someone in the darkness.

It's hard to balance this precisely because of different colored
backgrounds (looking at you icebox)
More can be done on this front in future but I'm quite happy with things
as of now

### **EDIT**

I have since expanded to all uses of nightvision, coloring most all of
them.

Along the way I turned some toggleable nightvision into just one level. 
Fullbright sucks, and I'd rather just have one "good" value.

I've kept it for a few cases, mostly eyes you rip out of mobs.
Impacted mobs are nightmares, aliens, zombies, revenants, states and
sort of stands.

I've done a pass on all mobs and items that impact nightvision and added
what I thought was the right level of color to them. This includes stuff
like blobs and shuttle control consoles
As with glasses much of this was around reducing vision, though I kept
it stronger here, since many of these mobs rely on it for engaging with
the game

<details>
<summary>
Technical Changes
</summary>

#### Adds filter proc (the ones that act like templates) support to
filter transitions.
Found this when testing this pr, seemed silly.

#### Makes our emissive mask mask all light instead
This avoids dumbass overlay lighting lighting up wallmounts.
We switch modes if some turfflags are set, to accomplish the same thing
with more overhead, and support showing things through the darkness.

Also fixes a bug where you'd only get one fullscreen object per mob, so
opening and closing a submap would take it away

Also also fixes the lighting backdrop not actually spanning the screen. 
It doesn't actually do anything anymore because of the fullscreen light
we have, but just in case that's unsued.
Needs cleanup in future.

#### Moves openspace to its own plane that doesn't draw, maxing its
color with a sprite

This is to support the above
We relay this plane to lighting mask so openspace can like, have
lighting

#### Changes our definition of nightvision to the light cutoff of night
vision goggles and such
Side affect of removing see_in_dark. This logic is a bit weak atm, needs
some work.

#### Removes the nightvision spell
It's a dupe of the nightvision action button, and newly redundant since
I've removed all uses of it

#### Cleans up existing plane master critical defines, ensures
trasnparent won't render

These sucked
Also transparent stuff should never render, if it does you'll get white
blobs which suck

</details>

## Why It's Good For The Game

Videos! (Github doesn't like using a summary here I'm sorry)
<details>

Demonstration of ghost lighting, and color


https://user-images.githubusercontent.com/58055496/215693983-99e00f9e-7214-4cf4-a76a-6e669a8a1103.mp4

Engi-glass mesons and walking in maint (Potentially overtuned, yellow is
hard)


https://user-images.githubusercontent.com/58055496/215695978-26e7dc45-28aa-4285-ae95-62ea3d79860f.mp4

Diagnostic nightvision goggles and see_in_dark not hiding emissives


https://user-images.githubusercontent.com/58055496/215692233-115b4094-1099-4393-9e94-db2088d834f3.mp4

Sec nightvision (I just think it looks neat)


https://user-images.githubusercontent.com/58055496/215692269-bc08335e-0223-49c3-9faf-d2d7b22fe2d2.mp4

Medical nightvision goggles and other colors


https://user-images.githubusercontent.com/58055496/215692286-0ba3de6a-b1d5-4aed-a6eb-c32794ea45da.mp4

Miner mesons and mobs hiding in lavaland (This is basically the darkest
possible environment)


https://user-images.githubusercontent.com/58055496/215696327-26958b69-0e1c-4412-9298-4e9e68b3df68.mp4

Thermal goggles and coloring displayed mobs


https://user-images.githubusercontent.com/58055496/215692710-d2b101f3-7922-498c-918c-9b528d181430.mp4

</details>

I think it's pretty, and see_in_dark sucks butt.

## 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
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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
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🆑
add: The darkness that glasses and hud goggles that impact your
nightvision (think mesons, nightvision goggles, etc) lighten is now
tinted to match the glasses. S pretty IMO, and hopefully it helps with
forgetting you're wearing X.
balance: Nightvision is darker. I think bright looks bad, and things
like mesons do way too much
balance: Mesons (and mobs in general) no longer have a static distance
you can see stuff in the dark. If a tile is lit, you can now see it.
fix: Nightvision no longer dims colored lights, instead simply
thresholding off bits of darkness that are dimmer then some level.
/🆑
2023-02-17 18:10:39 -07:00
Tim
a1ada2c9ef Refactor, improve, and rename canUseTopic to be can_perform_action (#73434)
This builds on what #69790 did and improved the code even further.
Notable things:
- `Topic()` is a deprecated proc in our codebase (replaced with
Javascript tgui) so it makes sense to rename `canUseTopic` to
`can_perform_action` which is more straightforward in what it does.
- Positional and named arguments have been converted into a easier to
use `action_bitflag`
- The bitflags adds some new checks you can use like: `NEED_GRAVITY |
NEED_LITERACY | NEED_LIGHT` when you want to perform an action.
- Redundant, duplicate, or dead code has been removed.
- Fixes several runtimes where `canUseTopic` was being called without a
proper target (IV drips, gibber, food processor)
- Better documentation for the proc and bitflags with examples
2023-02-16 20:22:14 -05:00
Mothblocks
d67555a0b5 the inevitable Revert "Refactors admin verbs from giant ass lists into datums" in case stuff breaks (#73206)
Reverts tgstation/tgstation#72407
2023-02-05 11:44:38 +13:00
Zephyr
7f25d7f17b Refactors admin verbs from giant ass lists into datums (#72407)
## About The Pull Request

See title.
## Why It's Good For The Game

Makes it easier for people to add new admin buttons, and also removes
the giant ass ugly lists that are an affront to my eyes.

Yes you are still able to call them manually via the verb bar

![image](https://user-images.githubusercontent.com/12817816/210163285-2ecb4b59-67b4-47d2-b324-77048ce852fe.png)

![image](https://user-images.githubusercontent.com/12817816/210163288-5a0ec98c-9589-4cab-8a6b-1ab5151aa040.png)
## Changelog
🆑
refactor: Admin verbs are now datums with a dedicated panel handler
admin: Admin verbs now come with a handy description when you hover over
them!
/🆑

---------

Signed-off-by: GitHub <noreply@github.com>
2023-02-03 16:32:37 -08:00
Timberpoes
882e7db58f Stack traces when a cliented or ckeyed mob is Destroy()ed. (#72797)
## About The Pull Request

One thing that repeatedly pops up in admin channels is investigating
causes of death when a player just vanishes from the game. These are
almost universally qdeletion issues.

9 years ago `/mob/Destroy()` was commented with:
`//This makes sure that mobs with clients/keys are not just deleted from
the game.`

Whatever code may have existed back then has long since been replaced.

**I consider that Destroy()ing a cliented or ckeyed mob is a runtime
error case.**

Code which may result in deleting a mob should handle removing and/or
reassigning any client or ckey - or call generic procs that do so -
prior to destruction. This should ideally result in a clear log trail
that allows admins to see what happened. Where this isn't the case, a
stack trace will now be available to help narrow down the cause of
qdeletion so an issue report can be made, and so admins have SOME info
to investigate on.

An example of where this would help catch bugs is #72782 - It was
clearly unintended behaviour to qdel the mob in the first place and this
stack trace would have immediately highlighted exactly where the death
came from.
```
[2023-01-18 12:44:40.415] runtime error: Mob with client has been deleted. (code/modules/mob/mob.dm:29)
 - proc name:  stack trace (/proc/_stack_trace)
 -   source file: stack_trace.dm,4
 -   usr: Julia Watson (/mob/living/carbon/human)
 -   src: null
 -   usr.loc: the floor (111,143,2) (/turf/open/floor/iron)
 -   call stack:
 -  stack trace("Mob with client has been delet...", "code/modules/mob/mob.dm", 29)
 - Julia Watson (/mob/living/carbon/human): Destroy(0)
 - Julia Watson (/mob/living/carbon/human): Destroy(0)
 - Julia Watson (/mob/living/carbon/human): Destroy(0)
 - Julia Watson (/mob/living/carbon/human): Destroy(0)
 - qdel(Julia Watson (/mob/living/carbon/human), 0)
 - the mouse (/mob/living/basic/mouse): try consume cheese(Julia Watson (/mob/living/carbon/human))
 - the mouse (/mob/living/basic/mouse): tamed(the mouse (/mob/living/basic/mouse), Julia Watson (/mob/living/carbon/human))
 - /datum/callback (/datum/callback): Invoke(the mouse (/mob/living/basic/mouse), Julia Watson (/mob/living/carbon/human))
 - /datum/component/tameable (/datum/component/tameable): on tame(the mouse (/mob/living/basic/mouse), Julia Watson (/mob/living/carbon/human))
 - the mouse (/mob/living/basic/mouse):  SendSignal("simplemob_sentiencepotion", /list (/list))
 - the intelligence potion (/obj/item/slimepotion/slime/sentience): attack(the mouse (/mob/living/basic/mouse), Julia Watson (/mob/living/carbon/human), "icon-x=16;icon-y=7;left=1;butt...")
 - the mouse (/mob/living/basic/mouse): attackby(the intelligence potion (/obj/item/slimepotion/slime/sentience), Julia Watson (/mob/living/carbon/human), "icon-x=16;icon-y=7;left=1;butt...")
 - the intelligence potion (/obj/item/slimepotion/slime/sentience): melee attack chain(Julia Watson (/mob/living/carbon/human), the mouse (/mob/living/basic/mouse), "icon-x=16;icon-y=7;left=1;butt...")
 - Julia Watson (/mob/living/carbon/human): ClickOn(the mouse (/mob/living/basic/mouse), "icon-x=16;icon-y=7;left=1;butt...")
 - the mouse (/mob/living/basic/mouse): Click(the floor (112,143,2) (/turf/open/floor/iron), "mapwindow.map", "icon-x=16;icon-y=7;left=1;butt...")
 - 
```
See also #67300.

An example of where this would help identify causes of death where
previously there were none - Scenarios that were fixed by #62949 and
#66104 caused administrative headaches figuring out causes of death when
players in exploding crates just got literally fucking qdeleted. Which
was pretty trivial for players to do to other players.

Issue reports can be made and bugs can be fixed as we go along.

There are examples of quote "false positives" unquote.

Right click -> Delete, which can be used on any atom.
```
[2023-01-18 11:40:54.597] runtime error: Mob without client but with associated ckey has been deleted. (code/modules/mob/mob.dm:32)
 - proc name:  stack trace (/proc/_stack_trace)
 -   source file: stack_trace.dm,4
 -   usr: Norah Rader (/mob/dead/observer)
 -   src: null
 -   usr.loc: the floor (109,143,2) (/turf/open/floor/iron)
 -   call stack:
 -  stack trace("Mob without client but with as...", "code/modules/mob/mob.dm", 32)
 - Fulton Enderly (/mob/dead/observer): Destroy(0)
 - Fulton Enderly (/mob/dead/observer): Destroy(0)
 - qdel(Fulton Enderly (/mob/dead/observer), 0)
 - Timberpoes (/client): admin delete(Fulton Enderly (/mob/dead/observer))
 - Timberpoes (/client): Delete(Fulton Enderly (/mob/dead/observer))
```
 
Admin gibself
```
[2023-01-18 11:41:17.635] runtime error: Mob with client has been deleted. (code/modules/mob/mob.dm:29)
 - proc name:  stack trace (/proc/_stack_trace)
 -   source file: stack_trace.dm,4
 -   usr: Norah Rader (/mob/living/carbon/human)
 -   src: null
 -   usr.loc: the floor (109,145,2) (/turf/open/floor/iron)
 -   call stack:
 -  stack trace("Mob with client has been delet...", "code/modules/mob/mob.dm", 29)
 - Norah Rader (/mob/living/carbon/human): Destroy(0)
 - Norah Rader (/mob/living/carbon/human): Destroy(0)
 - Norah Rader (/mob/living/carbon/human): Destroy(0)
 - Norah Rader (/mob/living/carbon/human): Destroy(0)
 - qdel(Norah Rader (/mob/living/carbon/human), 0)
 - Norah Rader (/mob/living/carbon/human): gib(1, 1, 1, 0)
 - Norah Rader (/mob/living/carbon/human): gib(1, 1, 1, 0)
 - Timberpoes (/client): Gibself()
```

Over time these stack traces can be checked for how well the true cause
of death is logged, and whether there is a better procedure for deleting
cliented/ckeyed mobs than just qdel(target).
## Why It's Good For The Game

qdeletion of cliented or ckeyed mobs is death and often lacks any
specific logging.

This obfuscates bugs and hinders admin investigation.

stack_tracing highlights where this happens, revealing the previously
obfuscated bugs more clearly. It also provides relevant information on a
cause of death that can allow admin investigation to take place despite
the absence of logging.
## Changelog
🆑
admin: When a player-owned mob is deleted from the game world, a stack
trace is now dropped in the runtime logs. This allows admins and coders
to investigate these issues easier.
/🆑
2023-01-29 19:53:40 +08:00
Jeremiah
5e80257423 Refactors crew records (#72725)
## About The Pull Request
I have attempted or otherwise started this project at least 4 times. I
am sick of it being on my calendar. The code needs it. I need it.

- This makes crew records a proper datum rather than assigning
properties record.fields.
- General, medical, and security records are merged.
- Did some slight refactoring here and there for things that looked
obvious.
- Wanted states are now defined (and you can suspect someone through
sechud)
- pAI (unrelated but annoying) had some poorly named exported types that
i made more specific
- Job icons are moved back to the JS side (I wanted to get icons for
initial rank without passing trim)

<details>
<summary>previews</summary>

Editable fields & security console

![CM6d74brnC](https://user-images.githubusercontent.com/42397676/213950290-af6cfd76-eb8b-48e9-b792-925949311d9a.gif)

Medical records

![bFJErsvOaN](https://user-images.githubusercontent.com/42397676/214132534-59af1f8c-9920-4b51-8b27-297103649962.gif)

Look and feel of the more current version

![cxGruQsJpP](https://user-images.githubusercontent.com/42397676/214132611-0134eef0-e74c-4fad-9cde-328ff7c06165.gif)

</details>

## Why It's Good For The Game
TGUI'd some of the worst UIs in the game.
Creating new records is made much simpler. 
Manifest_inject is made readable.
Probably bug fixes

## Changelog

🆑
refactor: Crew records have been refactored.
refactor: Medical records -> TGUI
refactor: Security records -> TGUI
refactor: Warrants console -> TGUI
qol: Players are now alerted when their fines are paid off.
qol: Cleaned up sec hud examination text.
qol: Adding and deleting crimes is easier.
qol: Writing crimes in the console sets players to arrest.
qol: You can now mark someone as a suspect through sec hud.
/🆑

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-01-24 18:34:27 +00:00
Jeremiah
872e64fb05 Adds spaces around logical operators (#72603)
## About The Pull Request
Part of a prior PR that was closed (#72562). This version does not add
the check in CI.
## Why It's Good For The Game
The work is already done, so I figured why not.
## Changelog
N/A Nothing player facing

Co-authored-by: Jeremiah Snow <jlsnow301@pm.me>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-01-16 16:56:35 -08:00
MrMelbert
c3a1f21c1a Converts blindness and nearsightedness to status effects, scratches some VERY dumb blindness handling that resulted in mobs becoming "incurably" blind (#72267)
## About The Pull Request

- Nearsighted is now a grouped status effect.
- Blindness is now a grouped status effect.
   - Eye handling of blindness has improved. 
- When eyes are removed, they now cause you to become blind, rather than
handling it in `update_tint`.
- Being ahealed no longer blinds you for one tick, meaning that black
overlay on aheal is gone.
- Temporary Blindness is now a status effect.
- Both Nearsightedness and Blindness have been exorcised from mob vars
and life chains. This means that we've finally cut 2 procs from life,
`handle_status_effect` and `handle_traits`, and moved both to event
based processing. Wooo optimizations.
- Swapped pacifism status effect to use apply and set helpers. 
- Removed an unused admin toggle that disabled welding helmet tint but
also tint from every clothing item and also blindness from losing your
eyes.
- Clothes now generally all blind their mob more consistently.
- Oculine, eye surgery, and sensory restoration are now no longer the
only way to fix blindness from eye damage. If your eyes are healed
through any other means, it will also heal your blindness.
- Some things that made you blind, such as ling blind sting, no longer
just flat made you blind from eye damage forever. They now cause eye
damage directly, which in turn makes you blind from eye damage, as
expected.
- Pacifists can't eyestab anymore. Eyestabs now have a limit on the
amount of blur applied.
- Refactored some `is_x_covered` procs to accept flags rather than have
a lot of arguments for some silly reason.
- Unit tests for blindness. 

## Why It's Good For The Game

Blindness was exceptionally poorly handled prior, primarily due to the
fact that it was tied to the mob instead of separated out

On top of that the system put a LOT of faith in proper handling of
blindness on the coder's end which was misplaced evidently. Many places
didn't update or handle blindness correctly, or just let people
perma-blind.

Deferring it to a status effect improves this a lot

## Changelog

🆑 Melbert
refactor: Refactored blindness and nearsightedness. Important to note is
that all mobs are naturally blind until their eyes are actually created.
refactor: Refactored "is covered" procs
fix: Less sources of blindness now cause permanent blindness. Includes
the "Blind" Spell and "Blind Sting" from changelings.
admin: Ahealing someone no longer flashes the blind overlay for 1 tick.
admin: I removed an unused (sort of) inaccessible admin verb that
allowed you to toggle the tint from all welding helmets (and clothing)
(and lack of eyes) in existence, let me know if you want similar back
balance: Changeling "Blind Sting" now causes eye damage (enough to
blind) rather than arbitrarily forcing blindness.
balance: Visionloss virus symptom now causes eye damage (enough to
blind) rather than arbitrarily forcing blindness.
balance: Oculine has been reworked slightly. Prior, Oculine arbitrarily
healed blindness and nearsightedness from eye damage reagrdless of how
damaged the eyes were, and applied blur on success. Now, Oculine just
heals eye damage, and blindness / nearsightedness is restored in the
process. There is now a probability every tick that eye blur is applied
based on how pure the oculine is while healing very damaged eyes.
balance: Pacifists can no longer eyestab.
balance: Any clothing item that covers your eyes contributes to getting
the bonus while sleeping, and to removing temporary blindness faster
/🆑
2023-01-15 23:01:40 -08:00
Mothblocks
9740f104d0 Contextual tutorials for swapping hands and dropping items (#72292)
# Requires https://github.com/tgstation/tgstation/pull/72320

## About The Pull Request


https://user-images.githubusercontent.com/35135081/209700892-e54be6cf-d18c-4d12-acd1-e5eb46e9d82d.mp4


https://user-images.githubusercontent.com/35135081/209700911-751b8a0e-d770-49fa-a6eb-ce50aa0fa670.mp4

---

Adds a system for tutorials that:

- Are contextually given
- Are not given again after completion
- Can optionally not trigger for anyone who first played before a
certain date

Uses this system for a tutorial for switching hands/dropping items. This
tutorial is triggered when you try to click on an item with another
item, and `afterattack` return FALSE. In order for this to work as
smoothly as possible, I'm going to open a separate PR that cleans up the
`afterattack` on everything to either return TRUE/FALSE.

## Why It's Good For The Game

SS13 is an extremely confusing game, being able to do tutorials in a
non-intrusive way (like a separate tutorial mode) is nice.

The system in place is going to be perfectly usable for introducing
mechanics to both fresh players and experienced players alike (such as
for future content).

## Changelog
🆑
qol: New players will now get a contextual tutorial for how to switch
hands and drop items.
/🆑

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-01-09 01:29:18 +01:00
MrMelbert
0d4b56435b Converts drowsy and eye blur to status effects, striking yet another two carbon level status vars (#71950)
## About The Pull Request

You know the deal by now.

- Drowsiness is now tracked via status effect.
- Eye blue is now tracked via status effect.

In converting these over, cleaned up a bit of code relating to some
other effects. Attempts to unify behavior between some of them, namely
certain biotypes or mob types shouldn't be experiencing certain effects.

## Why It's Good For The Game

More stuff moved to status effects, slightly more cleaner and better to
work with code. Allows for all mobs that can sleep to be able to get
drowsy, too.

## Changelog

🆑 Melbert
refactor: Drowsiness and Blurred Eyes are now tracked via status effect.
/🆑
2022-12-26 19:58:21 +01:00
Fikou
febdb61e01 makes status tab use signals, thirds the delay between updates (#72002)
## About The Pull Request
status panel for carbons and humans instead of hardcoding stuff, uses
signals (borg material storage too)
removes combat mode indicator in status tab from xenomorphs which have a
button for it, but adds it to simplemobs, since they dont have a visual
indicator
adds status tab stuff to basic mobs, i think they were missing
everything by accident
offsets unique status tab stuff for all mobs by a single line
the delay between updates is a third of what it was before, mainly to
make shuttle timers more accurate (approved by kyler)

## Why It's Good For The Game
much cleaner code, makes future implementations easy

## Changelog
🆑
qol: you can see your combat mode status as a simple or basic mob, and
you can see your health as a basic mob
qol: status panel updates three times as fast
/🆑
2022-12-16 09:56:49 -05:00
DragonTrance
82d825c3cd Respawn Verb now alerts if respawning is disabled (#71874)
I'm not sure how it was before, but pressing the respawn verb if it's
disabled will now alert non-admins if it's disabled.
I suggested for the verb to be unavailable completely if you can't
respawn like this to avoid confusion with new players, but it was
shrugged off.

Also fixes the grammorr a bit with admins trying to use it instead to
bypass the config.
2022-12-11 04:54:16 -05:00
John Willard
2425531eb2 Removes tablets (not PDAs) entirely. (#71507)
## About The Pull Request

**Comes with an UpdatePaths!**

Removes the tablet subtype, PDAs now replaces them entirely.

Nukie and Silicon tablets are now subtypes of the PDA instead, while
contractor ones were removed entirely as they didn't do anything and
were unused (though it wouldn't be hard to re-add).

Nukie PDAs are now the only type of PDA that uses modular_tablets.dmi,
which is just larger icons of modular_pda. Each application requires an
icon state in both of these, for 2 different sizes, which makes it
annoying to make new applications, especially if it can also run on
computers/laptops.

### Icons

Because Silicon tablets are now a subtype of PDA, they use PDA icons
instead of tablet ones. Luckily for us, they already exist in code.

![image](https://user-images.githubusercontent.com/53777086/203876575-56eb1593-774c-47c6-8e7d-491a7805f28c.png)

AI's don't use a tablet icon though, so they aren't affected.

## Why It's Good For The Game

There's very little difference between tablets and PDAs, PDAs overshadow
them in every single way, so at this point I don't see why we should
have both of these, and if you compare the two in usefulness and actual
in-game use by players, it's a no-brainer than the item all players get
roundstart and comes with a messenger should be the one we go with.

Also as said in the about section, when making an app you would need to
make icon states for the program running for all hardware it can run on,
which is Computer, Laptop, PDA, and Tablet.

Laptop is just a smaller computer icon
PDA is just a smaller tablet icon

However, you can't simply shrink the size of the icon, instead you have
to completely resprite the same app icon FOUR TIMES for it to not
bluescreen on all these different devices.

<details>
<summary>
Here's examples of it
</summary>
Computer (NOTE: *They share the same icon file as regular computers*)
<img
src="https://user-images.githubusercontent.com/53777086/203876801-486a8054-489a-4983-bdad-a2599b4dc379.png"/>
Laptop
<img
src="https://user-images.githubusercontent.com/53777086/203876333-58e5d135-f4c6-4a02-8948-1df771e294a4.png"/>
Tablet
<img
src="https://user-images.githubusercontent.com/53777086/203876352-816c7fb1-c681-40b9-99e0-052f49632c7f.png"/>
PDA
<img
src="https://user-images.githubusercontent.com/53777086/203876358-1cf7253d-3c6a-456a-8133-ebf7f0351637.png"/>
</details>

If we wish to help in simplifying this, we should remove tablet icons
entirely, which means 1 less icon to worry about. To do this, we'd need
to resprite nukie PDAs, however I am very much not a spriter and never
tried GAGS, so I'll leave it to someone else to do.

## Changelog

🆑
del: Tablets are now removed, PDAs are now the base 'tablet'. Silicon
and nukie tablets are now PDAs.
/🆑
2022-12-02 00:15:14 -08:00
LemonInTheDark
24d795b354 Adds a preference that disables intensive rendering on different multiz layers (#71218)
## About The Pull Request

It's kinda hacky, but it is nearly the same as just rendering one z
layer.
We allow people to ENTIRELY REMOVE most plane masters from their screen.
This has the side effect of disabling most visual effects (AO is a big
one) which saves a LOT of gpu.

We rely on planes being essentially layers to ensure things render in
the proper order. (outside of some hackyness required to make parallax
work)

I've kept parallax and lighting enabled, so visuals will still look
better then multiz pre plane cube.
It does also mean that things like FOV don't work, but honestly they
didn't work PRE plane cube, and FOV's implementation makes me mad so I
have a hard time caring.

Reduces gpu usage on my machine on tram from 47% to 32%, just above the
27% I get on meta.

I'm happy with this.

Oh also turns out the parallaxing had almost no cost. Need to remove it
as a side effect of what I'm doing but if I could keep it I would.

There's still room for in between performance options, like disabling
things like AO on lower z layers, but I didn't expect it to make a huge
impact, so I left things as is

Also fixes a bug with paper bins not respecting z layer. It came up in
testing and annoyed me

## Why It's Good For The Game

Ensures we can make multiz maps without running into client performance
issues, allows users to customize performance and visual quality.

## Changelog
🆑
add: Adds a new rendering option to the gameplay preferences. You can
now limit the rendering intensity of multiz levels. This will make
things look a bit worse, but run a LOT better. Try it out if your
machine chokes on icebox or somethin.
/🆑

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-24 20:31:36 -08:00
AnturK
84f69359a0 More horrible 515 proc compatibility. (#71333)
So i left over some basic `/whatever/proc/format` uses in the original
PR this fixes it.

Notable exceptions to the rule:
- Paths in add_verb/remove_verb, we need full path instead of a name
there to access verb metadata so we can't use proc ref macros there.
- regex.Replace, found out that it does not accept call by name. Instead
i added new REGEX_REPLACE_HANDLER so we can at least try to mark these.

There's still leftover global procs that do not use GLOBAL_PROC_REF but
they functionally equivalent so that's for later.

I don't see any reasonable way to grep for this. But if you got any
ideas please share.
2022-11-22 07:55:43 +00:00
AnturK
4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00
Gamer025
677827e87d Expands mob_tags logging (#70259)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-10-03 04:37:42 +00:00
John Willard
91f02f2a6b canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE (#69790)
* canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE

The most idiotic thing I've seen is canUseTopic's defines, they literally just define TRUE, you can use it however you want, it doesn't matter, it just means TRUE. You can mix and match the args and it will set that arg to true, despite the name.

It's so idiotic I decided to remove it, so now I can reclaim a little bit of my sanity.
2022-10-01 09:47:52 -07:00
LemonInTheDark
23bfdec8f4 Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) (#69115)
About The Pull Request

I've reworked multiz. This was done because our current implementation of multiz flattens planes down into just the openspace plane. This breaks any effects we attach to plane masters (including lighting), but it also totally kills the SIDE_MAP map format, which we NEED for wallening (A major 3/4ths resprite of all wall and wall adjacent things, making them more then one tile high. Without sidemap we would be unable to display things both in from of and behind objects on map. Stupid.)

This required MASSIVE changes. Both to all uses of the plane var for reasons I'll discuss later, and to a ton of different systems that interact with rendering.

I'll do my best to keep this compact, but there's only so much I can do. Sorry brother.
Core idea

OK: first thing.
vis_contents as it works now squishes the planes of everything inside it down into the plane of the vis_loc.
This is bad. But how to do better?

It's trivially easy to make copies of our existing plane masters but offset, and relay them to the bottom of the plane above. Not a problem. The issue is how to get the actual atoms on the map to "land" on them properly.

We could use FLOAT_PLANE to offset planes based off how they're being seen, in theory this would allow us to create lens for how objects are viewed.
But that's not a stable thing to do, because properly "landing" a plane on a desired plane master would require taking into account every bit of how it's being seen, would inherently break this effect.

Ok so we need to manually edit planes based off "z layer" (IE: what layer of a z stack are you on).

That's the key conceit of this pr. Implementing the plane cube, and ensuring planes are always offset properly.
Everything else is just gravy.
About the Plane Cube

Each plane master (except ones that opt out) is copied down by some constant value equal to the max absolute change between the first and the last plane.
We do this based off the max z stack size detected by SSmapping. This is also where updates come from, and where all our updating logic will live.

As mentioned, plane masters can choose to opt out of being mirrored down. In this case, anything that interacts with them assuming that they'll be offset will instead just get back the valid plane value. This works for render targets too, since I had to work them into the system as well.

Plane masters can also be temporarily hidden from the client's screen. This is done as an attempt at optimization, and applies to anything used in niche cases, or planes only used if there's a z layer below you.
About Plane Master Groups

BYOND supports having different "maps" on screen at once (IE: groups of items/turfs/etc)
Plane masters cannot cover 2 maps at once, since their location is determined by their screen_loc.
So we need to maintain a mirror of each plane for every map we have open.

This was quite messy, so I've refactored it (and maps too) to be a bit more modular.

Rather then storing a list of plane masters, we store a list of plane master group datums.
Each datum is in charge of the plane masters for its particular map, both creating them, and managing them.

Like I mentioned, I also refactored map views. Adding a new mapview is now as simple as newing a /atom/movable/screen/map_view, calling generate_view with the appropriate map id, setting things you want to display in its vis_contents, and then calling display_to on it, passing in the mob to show ourselves to.

Much better then the hardcoded pattern we used to use. So much duplicated code man.

Oh and plane master controllers, that system we have that allows for applying filters to sets of plane masters? I've made it use lookups on plane master groups now, rather then hanging references to all impacted planes. This makes logic easier, and prevents the need to manage references and update the controllers.

image

In addition, I've added a debug ui for plane masters.
It allows you to view all of your own plane masters and short descriptions of what they do, alongside tools for editing them and their relays.

It ALSO supports editing someone elses plane masters, AND it supports (in a very fragile and incomplete manner) viewing literally through someone else's eyes, including their plane masters. This is very useful, because it means you can debug "hey my X is yorked" issues yourself, on live.

In order to accomplish this I have needed to add setters for an ungodly amount of visual impacting vars. Sight flags, eye, see_invis, see_in_dark, etc.

It also comes with an info dump about the ui, and plane masters/relays in general.

Sort of on that note. I've documented everything I know that's niche/useful about our visual effects and rendering system. My hope is this will serve to bring people up to speed on what can be done more quickly, alongside making my sin here less horrible.
See https://github.com/LemonInTheDark/tgstation/blob/multiz-hell/.github/guides/VISUALS.md.
"Landing" planes

Ok so I've explained the backend, but how do we actually land planes properly?
Most of the time this is really simple. When a plane var is set, we need to provide some spokesperson for the appearance's z level. We can use this to derive their z layer, and thus what offset to use.

This is just a lot of gruntwork, but it's occasionally more complex.
Sometimes we need to cache a list of z layer -> effect, and then use that.
Also a LOT of updating on z move. So much z move shit.

Oh. and in order to make byond darkness work properly, I needed to add SEE_BLACKNESS to all sight flags.
This draws darkness to plane 0, which means I'm able to relay it around and draw it on different z layers as is possible. fun darkness ripple effects incoming someday

I also need to update mob overlays on move.
I do this by realiizing their appearances, mutating their plane, and then readding the overlay in the correct order.

The cost of this is currently 3N. I'm convinced this could be improved, but I've not got to it yet.
It can also occasionally cause overlays to corrupt. This is fixed by laying a protective ward of overlays.Copy in the sand, but that spell makes the compiler confused, so I'll have to bully lummy about fixing it at some point.
Behavior changes

We've had to give up on the already broken gateway "see through" effect. Won't work without managing gateway plane masters or something stupid. Not worth it.
So instead we display the other side as a ui element. It's worse, but not that bad.

Because vis_contents no longer flattens planes (most of the time), some uses of it now have interesting behavior.
The main thing that comes to mind is alert popups that display mobs. They can impact the lighting plane.
I don't really care, but it should be fixable, I think, given elbow grease.

Ah and I've cleaned up layers and plane defines to make them a bit easier to read/reason about, at least I think.
Why It's Good For The Game
<visual candy>

Fixes #65800
Fixes #68461
Changelog

cl
refactor: Refactored... well a lot really. Map views, anything to do with planes, multiz, a shit ton of rendering stuff. Basically if you see anything off visually report it
admin: VV a mob, and hit View/Edit Planes in the dropdown to steal their view, and modify it as you like. You can do the same to yourself using the Edit/Debug Planes verb
/cl
2022-09-27 20:11:04 +13:00
ShizCalev
5c9d863998 Demoralization fixes (#69924)
* Demoralization fixes

Blind mobs will no longer be demoralized by posters and graffiti.
Illiterate mobs will no longer be demoralized by the words on posters.
Mobs will no longer be demoralized by posters & graffiti if it's too dark to see them.

Also makes can_read use reading check flags, one for literacy and one for light.
2022-09-24 03:26:31 -04:00
John Willard
a0442ee002 Removes persistence of items through changing species when not allowed to (#70008)
* Removes persistence of species-restricted items through changing

Makes use of item's mob_can_equip instead of mob's can_equip, making it take the item's restrictions into account.

Also, fixes the inventory's color, so it's properly red when you can't equip such an item, by making it also use mob_can_equip.

Finally, expands the species clothing unit test to take that into account, to prevent it breaking in the future.
2022-09-21 10:32:33 -07:00
LemonInTheDark
930c5e635e Moves "catch this var/flag" code from obj/init and datum/new into the types that use it (#69634)
* Optimizes away /obj/Initialize

We were spending like 0.15 seconds just checking for blueprints, obj
flags and network ids
All these things can just be applied where they're wanted, saves time

Oh and I replaced object flags with an emag injector. I'll give it a
sprite and name later I promise

* Requires a GenerateTag() call to set DF_USE_TAG, rather then doing a check in atom New

This is technically harder to use, but I don't really want people using
tags, and it saves 0.15 seconds

* Moves generatetag to /datum

* I am dumb

* Saves 0.5 seconds, makes init emissive blockers actually work

Ok so background. If an overlay is added with add_overlay, and not
"managed" somehow, it will effectively never be removed, because
nothing's tracking it.

Update_overlays uses the managed_overlays list/var (one of those) to do
this.
I'm gonna piggyback off this to make emissive overlays actually like,
respect overlay updates.

Oh and uh, I've saved maybe 0.5 seconds by caching the new emissive, and
not using add_overlay. There's a chance this will lead to overlay
corruption, but since we never readd the flattened, I think we'll be
safe

* Fixes plane not being set right, changes color logic too, since alpha will override past color sets

* Makes it actually work. also makes rand posters update appearance to clear away the overlay, since it shows on right click and looks bad

* Fixes blockers showing as emissives. It turns out alpha sets override the color list we use. Not sure why we pretend to support them

* Makes the injector support traits, adds an amazing sprite
2022-09-06 03:17:17 -07:00
Seth Scherer
f1a363c825 Converts a shitload of istypes to their more concise macros (#69260)
* Converts a lot of istypes() to use their istype macro helpers.
2022-08-18 22:08:44 -04:00
Kapu1178
2eccf3cea0 Cleans up update_icons, makes the update_icon_updates_onmob element bespoke, updates CODEOWNERS (#69179)
* I just realised this is all one commit.

* hail marry

* fix.

* FIXES IT FOR REAL

* Update code/datums/elements/update_icon_updates_onmob.dm
2022-08-16 13:50:21 -04:00
Mooshimi
b09f3868f8 individual LOG_GAME (#68683)
About The Pull Request

    replaces a ton of log_game with user.log_message so the log is added to individual and global logs.
    adds a few logs for individual LOG_VICTIM, LOG_ATTACK etc logging.
    adds logging for bluespace launchpad's tele coords being changed.
    took the word "has" out of log_combat, as it's extra and just lengthens the log.

Why It's Good For The Admins

It's extremely laggy to open game.txt so an alternative is individual game logs
Changelog

cl
admin: A lot of game logs will now also be in individual game logs, for convenience in log diving.
admin: Added logging for bluespace launchpad x and y offset changes, which go to individual game logs.
admin: Attack logs will now be slightly shorter, one useless word was removed.
/cl
2022-08-05 09:32:02 +12:00
Timberpoes
786ac5c855 [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition> (#68612)
Papercode refactor
2022-08-02 19:27:42 +02:00
Kylerace
77c2b7f50c Biddle Verbs: Queues the Most Expensive Verbs for the Next Tick if the Server Is Overloaded (#65589)
This pr goes through: /client/Click(), /client/Topic(), /mob/living/verb/resist(), /mob/verb/quick_equip(), /mob/verb/examinate(), and /mob/verb/mode() and makes them queue their functionality to a subsystem to execute in the next tick if the server is overloaded. To do this a new subsystem is made to handle most verbs called SSverb_manager, if the server is overloaded the verb queues itself in the subsystem and returns, then near the start of the next tick that verb is resumed with the provided callback. The verbs are called directly after SSinput, and the subsystem does not yield until its queue is completely finished.

The exception are clicks from player input since they are extremely important for the feeling of responsiveness. I considered not queuing them but theyre too expensive not to, suffering from a death of a thousand cuts performance wise from many many things in the process adding up. Instead clicks are executed at the very start of the next tick, as the first action that SSinput completes, before player movement is processed even.

A few months ago, before I died I was trying to figure out why games at midpop (40-50 people) had non zero and consistent time dilation without maptick being consistently above 28% (which is when the MC stops yielding for maptick if its overloaded). I found it out, started working on this pr, then promptly died. luckily im a bit less dead now

the current MC has a problem: the cost of verbs is completely and totally invisible to it, it cannot account for them. Why is this bad? because verbs are the last thing to execute in the tick, after the MC and SendMaps have finished executing.
tick diagram2
If the MC is overloaded and uses 100% of the time it allots itself this means that if SendMaps uses the amount its expected to take, verbs have at most 2% of the tick to execute in before they are overtiming and thus delaying the start of the next tick. This is bad, and im 99% sure this is the majority of our overtime.

Take Click() for example. Click isnt listed as a verb but since its called as a result of client commands its executed at the end of the tick like other verbs. in this random 80 pop sybil round profile i had saved on my computer sybil 80 pop (2).txt /client/Click() has an overtime of only 1.8 seconds, which isnt that bad. however it has a self cpu of 2.5 seconds meaning 1.8/2.5 = 72% of its time is overtiming, and it also is calling 80.2 seconds worth of total cpu, which means that more than 57.7 seconds of overtime is attributed to just /client/Click() executing at the very end of a tick. the reason why this isnt obvious is just because the verbs themselves typically dont have high enough self cpu to get high enough on the rankings of overtiming procs to be noticed, all of their overtime is distributed among a ton of procs they call in the chain.

Since i cant guarantee the MC resumes at the very start of the next tick due to other sleeping procs almost always resuming first: I time the duration between clicks being queued up for the next tick and when theyre actually executed. if it exceeds 20 milliseconds of added latency (less than one tenth the average human reaction time) clicks will execute immediately instead of queuing, this should make instances where a player can notice the added latency a vanishingly small minority of cases. still, this should be tm'd
2022-07-31 14:56:18 -07:00
Matt
53cee6635f Fix: #41250 You can't use a tablet while inside a locker (#68171) 2022-07-24 17:20:51 -07:00
Mothblocks
99fb15a462 Pointing at something on yourself now shows the item (#68642)
Why It's Good For The Game

Further reducing reliance on reading the chat box. Previously it wasn't obvious someone pointing at themselves was pointing at something on them, and not just, them.
Changelog

cl
qol: Pointing at something on yourself now shows the item.
/cl
2022-07-25 10:16:55 +12:00
zxaber
c2a029a6f2 Fixes airlock shock indicators not being removed when the airlock is unshocked (#68112)
shocking development
2022-07-07 20:00:38 -07:00