Commit Graph

24 Commits

Author SHA1 Message Date
Ghom
5d5492e111 Implements usage of the REVERSE_DIR macro throughout the code. (#77122)
## About The Pull Request
Replaces a ton of `turn(dir, 180)` calls with the aforementioned macro.

## Why It's Good For The Game
Afaik, `REVERSE_DIR` was coded to be faster than the classic `turn(dir,
180)` call, being a simple set of binary operations. To sum it up, micro
optimization.

## Changelog

N/A
2023-07-28 15:16:09 +02:00
LemonInTheDark
ae5a4f955d Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request

Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.

This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.

[Renames comp_lookup to listen_lookup, since that's what it
does](102b79694f)

[Moves signal procs over to their own
file](33d07d01fd)

[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](335ea4ad08)

[Does something similar to the attackby comsigs (PARENT ->
ATOM)](210e57051d)

[And finally passes over the examine
signals](65917658fb)

## Why It's Good For The Game

Code makes more sense, things are better teased apart, s just good imo

## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
2023-06-09 06:14:31 +00:00
san7890
ccef887efe Lints Against Unmanaged Local Defines (#74333)
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.

## About The Pull Request

Hey there,

This took a while to do, but here's the gist:

Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.

Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.

Scenarios this PR corrects:

* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*

(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game

If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).

Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.

I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.

(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
2023-03-29 10:17:03 -07:00
John Willard
dc8db27fa4 Fixes NtosNet Downloader & App themes (#73500)
## About The Pull Request

NtOS' downloading app is the only application where PC device theme is
actually used by the app directly, instead of handled by NtOS Window. I
forgot about this, and removed it from the data, breaking the TGUI page.

Also two edits;
- NtosWindow now takes their theme directly from PC_device_theme, this
means we're not relying anymore on apps to individually give the theme
they want to have, and tablets will get alerts of downloading illegal
programs if they are on any theme but the syndicate one (instead of not
getting the message if theyre on any but the nt one).
- Removes bad uses of ``as anything`` on stored files, because it holds
more than just programs (like ordnance data).

## Why It's Good For The Game

the NtOS app now works again, sorry for the issue.

Closes https://github.com/tgstation/tgstation/issues/73493
Closes https://github.com/tgstation/tgstation/issues/73507

## Changelog

🆑
fix: NtOS program downloader now works again, and will now properly
alert you of downloading illegal ROMs if you change your theme to
anything that isn't Syndicate.
fix: NtOS themes are now recognized by all windows.
/🆑
2023-02-18 22:50:40 -07:00
John Willard
c58cbb4dfb Reworked PDA menu & NtOS themes (#73070)
## About The Pull Request

This is a port/rework of
https://github.com/yogstation13/Yogstation/pull/15735 - I changed a lot
of how it acted (some themes are locked behind maintenance apps).

The original author allowed this port to happen, and I really liked how
it looked there so I'd like to add it here.

### Applications

Removes the hardware configurator application, as all it did was show
you your space and battery now that all hardware was removed. These are
things your PC does by default, so it was just a waste of space.
Adds a Theme manager application instead, which allows you to change
your PDA's theme at will.
Adds a new Maintenance application that will give a new theme, however
it will also increase the size of the theme manager app itself as it's
bloatware.

### Menu

There's now a bar at the top of the menu showing 'special' tablet apps
which, for one reason or another, should stand out from the rest of the
apps. Currently this is PDA messenger and the Theme manager

Flashlight and Flashlight color is now only an icon, and is shown on the
same line as Updating you ID


https://cdn.discordapp.com/attachments/961874788706574386/1069621173693972551/2023-01-30_09-10-52.mov


![image](https://user-images.githubusercontent.com/53777086/215501361-5ea3086e-2ff5-4ab1-bde4-8a3d14014fce.png)

### Themes

Adds a lot of themes to choose from, although SOME are hidden behind
Maintenance applications, which will give you a random theme. These are
bloatware however, so they come with some extra cost to the app's
required space storage.

Themes are now supported on ALL APPLICATIONS! If you have a computer
theme, you will have that theme in EVERY app you enter, rather than just
a select few.
ALSO also, emagging the tablet will automatically set & unlock the
Syndicate theme, which makes your PDA obvious but you can disguise it if
you wish through just re-painting it to something else.


https://cdn.discordapp.com/attachments/828923843829432340/1069565383155122266/2023-01-30_05-29-53.mov

### Preferences

This also adds a pref for theme, reworking the ringtone code to work
with it as well. I also removed 2 entirely unused PDA prefs just 'cause.

Screenshot not up-to-date, they now have proper names.

![image](https://user-images.githubusercontent.com/53777086/215463669-0fe9951a-71f8-4b71-a97d-b79b5a2f945a.png)

### Other stuff

Made defines for device_themes
Added support for special app-side checks to download files
Fixed programs downloading themselves TWICE because defines all had the
same definition
Removes the Chemistry computer disk as it was empty due to chemistry
app's removal
Removes the 'run_emag' proc, since apps can directly refer to the
computer to check for emag status instead.
Moved over and added better documentation on data computer files, and
moved the ordnance ones to the same file as the others.

## Why It's Good For The Game

It makes PDAs a lot more customizable while adding more features to
maintenance applications. I think the themes look cool and it fits with
PDAs being "personal" anyways.

I also explained most of my other arguments in the about section, such
as the hardware configuration application.

## Changelog

🆑 Chubbygummibear & JohnFulpWillard
add: A ton of new NtOS themes, which are accessible by the new Themify
application that comes with all PCs.
add: Emagging a PC now defaults it to the Syndicate option (and adds it
to go back to it if you wish)
add: There's a new maintenance app that gives you rarer themes
qol: The NtOS Main menu was moved around, added "header" applications
that are shown where the Flashlight is, such as your Theme manager and
PDA messenger.
code: Made defines for device_themes
code: Added support for special app-side checks to download files
code: Removes the 'run_emag' proc, since apps can directly refer to the
computer to check for emag status instead.
fix: Programs no longer download twice.
del: Removes the Chemistry computer disk as it was empty due to
chemistry app's removal
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-02-17 01:14:24 +00:00
Mothblocks
e9351f6ae0 Add lints for idiomatic balloon alert usage (#72280)
Adds lints for `balloon_alert(span_xxx(...))` (which is always wrong),
and balloon alert where the first letter is a capital (which is usually
wrong). Fixes everything that failed them. As a reminder, abbreviations
like "AI" and "GPS" shouldn't be capitalized in a balloon alert.

In cases where this is intentional for flavor (there was one case), you
can `UNLINT` like so:

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2022-12-29 19:01:45 +00:00
John Willard
b8d86849c8 Removes ID computer parts (Removes computer hardware) (#71320)
## About The Pull Request

Removes the last computer part in the game: ID parts
Because this is removed, I also removed all computer hardware in the
game, and removed mentions of it in the game.
There is still 'hardware', as in Computer, Tablet, or Laptop.

Computers now all hold one ID slot by default, the only time a second ID
was needed was to use the access of both at once, and for the ID
modification application. This was now replaced with a new UI that only
has one tab, one ID slot:


https://user-images.githubusercontent.com/53777086/202801939-151b783f-75c8-46bf-a6c5-1b57b0d0da8e.mp4

## Why It's Good For The Game

Computer hardware is finally dead 🦀 

## Changelog

🆑
balance: All modular computers now only have one ID slot, and cannot be
upgraded.
qol: The HoP's access application now only has one app, logging in will
directly modify the ID that's in it, making it less confusing to swap
back and forth.
/🆑
2022-11-20 23:04:45 -08:00
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
san7890
4dfa21f534 UX Update To Saving Ordnance Log Recordings (#71052)
When saving Experiment Log Recording Data to a data disk on either
the Tachyon Doppler or the Tank Compressor, the UI will now say 'save to Disk' instead of 'Print', letting you know that it isn't printing a paper.
2022-11-06 22:10:11 -05:00
John Willard
f1f46275f0 Removes tablet hard drives entirely (HDD & SSD) (#70678)
* Removes HDD's entirely

HDDs have been removed, though the code for it is still currently lingering as it's required for portable disks. I'll have to find a solution to this one day, but as I am going to sleep, this is a problem for future me.

* starts on removing SSD

* updatepaths and kills off SSD

* update path :D

* Fixes to programs and icons

* Ready for review now

I read over everything I did and tried to fix anything I saw wasn't done right. Hopefully better comments now.

* merge conflict  fix

* can't win them all

* takes viruses into account in paths, fixes it in snowcabin

* Renames the updatepaths

* removes the qdel loop

* accidentally new'ed programs twice

* Fix program's computer var

* destroy pen and disk, dont run kill program on something killed

* more fixes for pens and idle threads

* Fixes PDAs installing apps twice.

* simplifies inserted disk & PDA disk

* fuck's sake

* Use istype instead

* revert

* Revert "revert"

This reverts commit 9ede628c6fef9c7c86417234f6d8ada1ff9e2fef.

* why did that happen

* Update code/modules/modular_computers/computers/item/tablet.dm

* MC_SSD added to master lol

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2022-10-26 00:29:50 +00:00
John Willard
9bf96c7763 Misc PDA code improvements (#70555)
* How to conflict with PRs: A guide

* Removes unnecessary support for the now-removed job disks from Tablet's TGUI menu, and tablet's ui_act.
* Adds autodoc comments to computer files
* Removes the unused 'unsendable' var on computer files
* Generally improves code on tablets, now process isn't looping through every idle thread twice!
* Moves the check for program in idle_threads above checking if supported by hardware, because it's already running, so there's no need to check.

* eh

* revert a scipaper change
2022-10-19 22:16:57 -04:00
vincentiusvin
15bf520ef8 Nerfs scipaper money gain (#69410)
About The Pull Request

Title
Nerfs it by eight times

Currently papers can make several hundred thousand of credits if done right. This rectified it to be somewhat nearer the old 50k. Just take the gain amount in experiments.dm and multiply it by 125 for the money obtained for a middle of the road experiment. Multiply it again by two if the experiment is really good. Multiply it by two again if people chose the ghost writing partner.

So this means doing the absolute best experiment, hypernob, at the absolute best state (120 gain * 2 = 240), with money partner (240 * 2 = 480), will give 60k to the department. Much more sane number and happens the be similar to the old 50k.

A middle of the road experiment like BZ will give somewhere around 3-10k, doing the absolute absolute best for BZ is ~30k.
Why It's Good For The Game

Numbers are a bit wack on the original conception. This is probably a bit more in line with other methods of money generation.
Changelog

cl
balance: nerfs scipaper paper publication money across the board
balance: nerfs scipaper ghost writing partner.
/cl
2022-09-02 10:13:43 +12:00
ShizCalev
4cbdc3a2db Adds more multiz support (#69420)
* Adds more multiz support by making use of ``is_valid_z_level`` instead of simply checking if z is the same.
2022-09-01 00:07:14 -04:00
vincentiusvin
cfddfb5c8c [NO GBP] Fix NT Frontier Partner Typo & Better Experiment Descriptions For Ordnance (#69408)
* Fix typo

* Better descriptions

* Fix errant the

* Better perf hint
2022-08-24 17:38:33 -04:00
John Willard
952c3ee0d3 Removes ComponentInitialize() (#69118)
* Removes ComponentInitialize()

Completely removes ComponentInitialize() as a proc, which was called on every single atom in the game, twice in some instances (like new players), over something that can already be done with Initialize().
This is the second attempt at doing this, after the first attempt fell apart for some reason. This time it was way easier though, since storages are no longer a Component.

* update icon blocker added before calling parent

* Update code/game/machinery/porta_turret/portable_turret.dm

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

* adds a mapload while I'm here

* moves human mood

* Does some UNRELATED thing to the PR

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-08-11 19:01:32 -04:00
John Willard
ee21cf88a5 Merges ordnance data disks (#68376)
JohnFulpWillard
Member
JohnFulpWillard commented 23 days ago
About The Pull Request

Merges ordnance data disk and frontier data disk, since the ordnance data disk's description says it is for ordnance-related stuff, yet doesnt have the main app people need to do Ordnance, which I found weird.

I additionally moved the NT Frontier app to the rest of the programs folder, and renamed it Frontier so it is easier to find.
Why It's Good For The Game

This allows the semi-public ordnance data disk (as they are found in vending machines) to actually contain the ordnance app it claims it provides, making it easier for an Atmospherics Technician (or anyone, really) to get the app needed to upload gasses they make, as experiments for their nodes.

This makes it easier for Engineering to do Engineering-related experiments to get Engineering-related tech nodes, much like Medical can by doing Dissection surgeries, while also giving more use to the Frontier's ability to put authors, since now Science and Atmospherics can see eachother completing experiments and maybe even try to outdo the other.
Changelog

cl
balance: Ordnance data disks now have the Frontier app on them, and has entirely replaced Frontier data disks.
/cl
2022-08-05 09:16:43 +12:00
distributivgesetz
9c0ac84ba6 PDAs open their messenger when replying to messages through chat (#68355)
* Clicking Reply in PDA messages now opens your PDA messenger app.

* Additionally does a ton of PDA code improvement.
2022-07-17 23:53:33 -04:00
vincentiusvin
cd294e9040 Scipaper rebalancing: Nitrium and halon shell removal. Nitrous added. Emphasis on BZ. (#66738)
Similar in spirit to #65707, with some more changes.

Restructured the gaseous experiments to:

    Nitrous (practice experiment)
    BZ (mainstay experiment)
    Hyper-Nob (lategame/once-in-a-while experiment)

Added a mining partner.

Moved adv weaponry lock to normal weaponry under reactionless. Toned down t3 reactionless.

BZ locks adv engi. Medbay unbridled by toxin gasses now.

Removed Xenobio's BZ Can.
Why It's Good For The Game

My original intent with papers was expanding the difficulty range of toxins. Both to things harder than tritium (nob, nitrium, etc) and also to things easier than tritium (bz, reactionless, etc).

In that process, I feel that i strayed a bit to the harder side, this PR is an attempt to tone down the overall difficulty of some of the gaseous experiments a notch.

Nitrous now takes place of the old BZ, BZ takes place of old nitrium/halon, and noblium stays because it's difficulty is in a pretty good spot for a relatively unimportant but nice to have tech.

While we're at it, I also added more emphasis to BZ production to toxins instead of tritium. This will hopefully incentivize people to try the department out. There is a risk of this being a bit of a chore, but I believe that the relevant atmos gameplay loop is strong enough to have it be fun. You need to check on the chamber, turn on pipes, adjust the input rate, and many more that makes it significantly more fun to do.

We do this by:

    Locking advanced engineering with BZ (organs and implants lock lifted). Depending on feedback i wont mind changing this around if you want to suggest another node as long as it's of similar or very slightly less importance.

    Getting rid of xeno's BZ can. Some xeno players need it for making slimes sleep, with their roundstart supply removed there should be a significant demand for the BZ production in toxins to go online asap.

If you have been paying attention to our PRs, i have been working to make BZ production as seamless and quick as possible in toxins. My five map prs #66454 #66198 #66064 #66010 #65857 have been building up to this. You can make BZ relatively quickly with the new freezer chamber in place. Probably even faster than ordering it in cargo, which is a fine ballpark to use if you want to make changes to it.

If you want to know how to operate it, here is a wiki guide in place https://tgstation13.org/wiki/User:Vincentius_vin/Sandbox#BZ_Synthesis. We will move it to the main toxins page once the rest of the page is finished, pictures are added, 

Made adv engi tech node require bz shells as an experiment, organs no longer need it.
Adv mining no longer requires adv engi.
Removed nitrium and halon shell, implant experiment lock lifted because of the former.
Relocked sec 1 tech node to need pressure bombs, sec 2 no longer needs tritium bomb.
Made advanced pressure bombs easier to do without funny fusion gases.
Added a new mining partner that accepts smaller (even non-atmos/non-ordnance related) bombs
Added more options to purchase nodes in the paper partners. Your point gain stays the same though.
Removed roundstart BZ can from xenobio.
2022-05-27 16:49:03 -07:00
RandomGamer123
58338c0a9d Fix tank compressor rotation-related bugs (#66998) 2022-05-15 23:54:11 -07:00
Ghilker
b135d002af tank compressor qol (#66481)
Change the color of the input port from blue to green to be more in line with the current machine color coding for input and output.
Put in the examine message how to rotate the machine and what each pipe is (input or output) for more clarity
Increased by one atmosphere the max ejection pressure for tanks so that toxins can use the machine for their bombs preparations.
Cleaned up some atmos code for connecting and disconnecting pipes, clear some repeated code

Makes it easier for new players to know what each pipe does and allows a little more flexibility when compressing gases inside the tank with the small increased window of pressure.
2022-05-06 01:36:11 -07:00
vincentiusvin
814ce8ec37 Changes it into a list (#66739)
Fix good.

Fix good.

fixed NT frontier being downloadble by non scientists.
2022-05-06 01:34:00 -07:00
John Willard
2db00c7dc5 standardizes default unfasten wrench (#65425)
I'll do more in the future but I'll limit myself to this because I'm tired, bored, and don't want to make so many PRs touching the same things that I have to deal with conflicts each time one is merged.
Just as an example, screwdriver's gotta be done as well, does the exact same thing wrenches do, I believe.
Standardizes (and touches) each time default_unfasten_wrench is used.

Fixes tool logs, since it relies on tool acts to exist, I'm trying to move as many tool acts to its proper proc. Like a spiritual successor to the tool superpack PRs.

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
2022-04-04 12:44:14 -07:00
vincentiusvin
d396328d03 Small improvements to scipapers (#65420)
* cats can have a little tooltips

* woops
2022-03-14 23:54:47 +08:00
vincentiusvin
eeb5465931 Ordnance Content Update: Scientific Papers (#62284)
How do I play/test/operate this?

Download NT Frontier on any modular computers. It should debrief you on what experiments are available and how to publish.
If you want to do a bomb experiment, make sure it's captured by the doppler array (as usual) and then print the experiments into a disk and publish it.
If you want to do a gas experiment, make the gas and either pump it into a tank and 1) overpressurize it with a "clear" gas like N2 or 2) overpressurize tanks with the gas itself. Make sure you do the overpressurizing in the compressor machine. When tanks are destroyed/ejected leaked gas will get recorded. Print it into a disk and publish it.
For publication, the file needs to be directly present inside the computer's HDD. This means you need to copy it first with the file manager.
Fill the data (if desired, it will autofill with boiler plate if you dont) and send away!
Doing experiments unlock nodes, while doing them well unlocks boosts (which are discounts but slightly more restrictive) which are purchaseable with NT Frontier.
If you are testing this and have access to admin tools, there are various premade bombs under obj/effect/spawner/newbomb

A doc I wrote detailing the why and what part of this PR.
https://hackmd.io/JOakSYVMSh2zU2YL5ju_-Q

---

# Intro

## The Problem(s)

Ordnance, (previously toxins) seems to lack a lot of content and things to do. The gameplay loop consists of making a bomb and then sending it off for credits or using it to refine cores. Ordnance at it's inception originally relies on players experimenting and finding the perfect mix over multiple rounds, but once the recipe for a "do-everything" mix got out, the original charm of individual discoveries becomes meaningless.

Another issue with ordnance is the odd difficulty curve. As a new player, ordnance is almost impossible to decipher, but once you watch a tutorial or read a wiki and can mail a 50k into space, there pretty much isn't anything else to do. Most players will be satisfied at this point without the gameplay loop encouraging them to understand or play more. The only thing you can do afterwards is to sink your teeth in and understand why that particular mix explodes the way it does. This again has a significant difficulty curve, but if you do that, the department doesn't acknowledge or reward that in any way. There are pretty much two huge spikes, with the latter one not really existing inside the department.

TLDR:
* The content being same-y over rounds.
* Odd difficulty curve: 
    1. A new player is oblivious to everything. 
    2. Those in the middle can repeat the final goal consistently without needing to understanding why
    3. There is nothing to justify spending more time in the department after reaching the midgame.

## Abstract

Scientific Papers aim to add a framework to run multiple experiments in ordnance. Adding more experiments scattered across various atmospheric aspects might allow players of various knowledge levels to still have something engaging to do. A new player should have an easier challange than to mail a 50K. While those that already can make bombs should have an easier time understanding why their bombs explode the way it does. Once they fully understand why, they can set their sights on taking advantage of another reaction to set their bomb off or hone one particular reaction down.

## Goals

* Have some intro-level challanges for new players.
* Have some semblance of late-game challanges for more experienced players.
* Explain the mechanics better for those in the middle of the road.
* Incentivize trying new things out in the department.
* Better integrate Ordnance with Experisci

## Boundaries / Dont's

* Do not incentivize people to learn ordnance by using PvP loots.
* Do not shake or change the reaction system by a huge amount.
* Disincentivize having a single god-mix that does everything.
****

# Main design pillars

## A. Framework surrounding the experiments

### A.1. New experiments

Add new experiments to the ExperiSci module. These will come in two flavours: New explosions to do, and various gas synthesis experiments. Both of these are actually supported by the map layout of ordnance right now, but there is no reason to do anything outside of making a 50k as fast as possible.

### A.2. Rewards for experiments: Cash and Techweb Boosts.

Scientific papers will add a separate experiment handling system. A single experiment will be graded into various tiers, each tier corresponding to the explosion size or amount of gas made.  Doing any tier of a specific experiment will unlock the discount for that specific reactions. A single explosion **WILL NOT** do multiple experiments (or even tiers) at once.

On publication, a partner can be selected. A single partner only has a specific criteria of experiments they want. The experiments will then be graded on "how good they are done", with the criteria being more punishing as tier increases. Publication will then reward scientific cooperation with the partnered partner. Players can spend this cooperation on techweb boosts. Techweb boosts are meant to be subservient to discount from experiments and will not shave a node's price to be lower than 500 points.

**Experiments will only unlock nodes, discounts are handled through this boost system.**
This is more for maintainability than anything.

### A.3. On Tedium

*This is a note on implementation more than anything, but I think this helps explains why several things are done.*

Due to the nature of atmospheric reactions in the game (they're all linear), tedium is a very important thing to consider. An experiment should have a sweet spot to aim for, but there should not be a point where further mastery is stopped dead on it's track with a reward cap.

Scientific Papers attempts to discourage this behaviour by having the "maximum score" scale off to infinity but with the rewards being smaller and smaller. The sweet spot is always there to aim for and should be well communicated with players, but on their last submission of an experiment topic players should be encouraged to do their best. There should always be a reward for pushing the system to it's limit as long as it doesn't completely nullify the other subdepartments. This is the reason why there is a hard limit on the number of publications and why the score calculation is a bit more complex than it needed to be.

## B. Gas Synthesis (Early-Mid Game)

Scientific papers will add one new machine that requests a tank to release x amounts of y gas. This will be accomplished by adding a tank pumping machine which will either burst or explode a tank, releasing the gas inside. The gas currently requested are BZ, Nitryl, Halon and Nob.

The overarching goal of this compressor machine is to present a gas synthesis challange for the players and to get them more accustomed to how a tank explodes. The gas synthesis part can always be changed in order to reflect the current state of atmospheric reactions.

## C. Explosion Changes (Mid-Late Game)

### C.1 Cause and effect.

The main theme of the explosion changes is establishing cause and effect of explosions. Reactions that happens inside a tank that's going to explode will be recorded and forwarded to a doppler array. Some experiments will require only a single cause to be present (think of it as isolating a variable). This is currently implemented for nobliumformation and pressure based bombs. Having other reactions occuring besides noblium formation will fail the first one, while having any reactions at all will fail the second one. 

Adding more explosions here will be a slight challange because as of now the game has only two reactions that can reliably make an explosion.

### C.2 Tools upgrade.

Doppler array has now been retrofitted to state the probable cause of an explosion, be it reactions or just overpressurization on gas merging. These should help intermediate players figure out what is causing an explosion.

Added a new functionality to the implosion compressor:
Basically performs the gas merging and reaction that TTV does in a machine and reports the results back as if someone uses an analyzer on them. Here to give players feedback so they can try and understand what is actually going on in a bomb.

## D. Player Interaction

There should be more room for more than 1 player to play ordnance simultaneously. Previously players are also able to split tasks, but this rarely happens because tritium synthesis needs only the gas chamber to be reconfigured. Now, different players can pick different experiments and work on them. Players can also do joint tasks on one single experiment. Gases like noblium will need tritium production and also a cooling module online.

Ordnance can also coordinate with their parent department on what they really need, be it money or research bonuses.

# Potential Changes

The best-case changes that can be implemented if the current roster of content isn't enough is more reactions that can be used in bombs. Eliminating bombs entirely goes against the spirit of the subdepartment, while adding new ones will need a lot of care and consideration.

Another possible change is to implement a "gas payload" bomb. Bombs that has a set number of unreacting gas inside that will increase the heat capacity, reduce the payload, and neccesitates more bespoke mixes.

Adding more gas synthesis experiments is discouraged. The main focus of ordnance should be bombs, with gas synthesis being a side project for ordnance. These are present to ease the introduction to bombs and provide some side content. 
There should be a somewhat well-justified goal in adding new synthesis experiments: e.g. BZ is there as a "tutorial" gas, Nitryl to introduce players to cooling/heating mixes, Halon to a more efficient tritium production, and Nob as a nudge to nobformation bombs and mastery over other aspects.

# Conclusion / Summary

Add more experiments to ordnance that players can take, accomplish this by:
1. Making the players perform gas synthesis or make bombs.
2. Have them collect the data, see if it fits the criteria. Explain why if it fits and why if it doesn't.
3. Have the player publish a paper.

Reward them based on how well did they do, give players agency both on the experiment phase and also publication phase.


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TLDR: Added new experiment to toxins, added the framework for those experiments existing. Experiments comes in gas synthesis and also bombs but with more parameters. Experiments needs to be published through papers, various choices to be made there.

Implementation notes:

Because of how paper works, ordnance experiments are handled outside of experiment_handler components. My reasoning for this is twofold:

The experiments will be completed manually on publication and if the experiment isn't unlocked yet it will still be completed.
Experiment handler datums have several procs which require an atom-level parent, and I figured this is the most sensible and cleanest way to implement this without changing the experiment handler datum too much.

Small change to /obj/machinery/proc/power_change() signal ordering to adjust the state first and then send the signal. Didn't found any other usage of this signal except mine but barge down my door if it broke something.

Rewrote the ttv merge_gases() code to be slightly more readable.
A small code improvement for thermomachine to use tofixed (my fault).

Ordnance have been updated to enable the publication of papers
Several new explosive and gas synthesis experiments have been added to ordnance
Anomaly compressor has been TGUIzed and now supports simulating the reaction of the gases inside the ttv.
New tank compressor machine for toxins. You can overpressurize tanks with exotic gases and complete experiments.
Several techweb nodes are locked and require toxin experiments to complete.
Toxins can purchase boosts for various techweb nodes.
You no longer need to anchor doppler arrays for it to work.
Doppler array and implosion compressor now supports deconstruction, implosion compressor construction added.
Doppler now emits a red light to denote it's direction and it being on. Doppler not malf.
Implosion compressor renamed to anomaly refinery.
Created a new program tab "Science" for the downloader app. Removed Robotics.
Reworked the code for bombspawner (used in the cuban pete arcade game)
2022-03-03 03:05:37 -08:00