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9 Commits
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ba5c112a86 |
Huge Mirror fixes (#27488)
* Fixes incorrect operator usage in mecha code (#82570)
## About The Pull Request
I completely screwed up and told the original PR author of #82415
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7aa6664021 |
Mirror (#27453)
* Fix Conflicts * Change COGBAR_ANIMATION_TIME to seconds and not deciseconds (#82530) Most people should not be using this define * New Battle Arcade (#81810) Remakes Battle Arcade from just about the ground up, with exceptions taken for emagged stuff since I didn't really want to touch its behavior. The Battle Arcade now has stages that players can go through, unlocking a stage by beating 2 enemies and the boss of the previous one, but this must all be done in a row. You can choose to take a break between each battle and there's a good chance you'll sleep just fine but there's also a chance it can go wrong either through an ambush or robbery. The Inn lets you restore everything for 15 gold and you can buy a sword and armor, each level you unlock is a new sword and armor pair you can buy that's better than the last, it's 30 gold each but scales up as you progress through levels. They are really worth getting so it's best to try to not lose your money early in. The battle system is nearly the same as how it was before but I removed the poor combo system that plagued the old arcade as one big knowledge lock, now it's more just turn based. The game is built on permadeath so dying means you restart from the beginning, but if you are going to lose you can try to escape instead which costs you half of your gold. Getting to higher levels increases the difficulty of enemies but also increases the gaming exp rewards which could make this a better way to get exp if you can get good at it. Gaming EXP is used to increase chances of counterattacking but doesn't give any extra health to the player. I also removed the exploit of being able to screwdriver arcade cabinets because people would do that if they thought they were on the verge of losing to bypass the effects of loss. I instead replaced it with a new interaction that the Curator's display case key can be used to reset arcade cabinets (there's several keys on the chain so it made sense to me), which I added solely because I thought Curators would be the type of person to have run an actual arcade. This is some gameplay https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede As a misc sidenote, I also split up the arcade file just like how Orion Trail was before, just for neat code organization. The Inn keeper is straight up just a photo of my localhost dude, he's not a player reference or anything it's not my actual character. I also have no idea how well balanced this is cause I suck at it lol. Battle Arcade is one of 3 last machines in my hackmd here to turn into TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view I've always thought the current version of battle arcade is quite lame and lacks any progression, like Orion Trail I thought that since I was moving this to TGUI, it would also be a perfect opportunity to revamp it and try to improve on where it failed before, especially since the alternative (NTOS Arcade) is also lame as hell and is even lamer than HTML battle arcade (spam mana, then spam health, then just spam attack, rinse and repeat). This will hopefully be more entertaining and give players sense that they are getting through a series of tasks rather than doing one same one again and again. 🆑 JohnFulpWillard, Zeek the Rat add: Battle Arcade has been completely overhauled in a new progression system, this time using TGUI. add: The Curator's keys can now reset arcade cabinets. balance: You now need to be literate to play arcade games, except for Mediborg's Amputation Adventure. fix: You can no longer screwdriver emagged arcade consoles. Accept your fate. fix: Silicons can no longer play Mediborg's Amputation Adventure. /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> * Change setting item weight class to a setter to patch some weight class related shenanigans (#82494) ## About The Pull Request Fixes #81052 Fixes #58008 Setting weight class of items is now done via `update_weight_class`. I updated as many occurrences of manually setting `w_class` as I could find but I may have missed some. Let me know if you know of any I missed. This is done to allow datums to react to an item having its weight class changed. Humans and atom storage are two such datums which now react to having an item in its contents change weight class, to allow it to expel items that grow to a weight class beyond what is normally allowed. ## Changelog 🆑 Melbert fix: You can't fit items which are normally too large for a storage by fitting it in the storage when it is small, then growing it to a larger size. /🆑 * Material datum color update, plus touching up some material items (knight armor, tiles) (#82500) ## About The Pull Request Tries to bring the material datum colors in closer approximation to the stacks they're attached too. I literally used the colors on the stacks. some might need to be lighter or darker, but for the most part they'll look...closer to their actual material hues.  I've also tweaked the sprites of both the tile object and the actual material tile turf to give it the right shading.  In addition to the tiles, I've also updated the knight armor and helmet to look closer to the much higher quality plate armor already in the game. ## Why It's Good For The Game It bothered me that the material datum coloring was inconsistent with the actual colors used for the material stacks. When they were updated, and even before they were updated, material datum stuff just never looked _right_. I wanted to change that so that it looks just right. I did not like the old material knight armor whatsoever. It was a dithered mess, and seemed to already use parts of the standard plate armor but with all the actual shading removed or replaced with the wrong colors. This fixes that so that the armor is actually readable for what it is. ## Changelog 🆑 image: Updates the colors of various material datum to bring them closer in-line with their actual material stacks image: Improves the sprites for the material knight armor and helmet. /🆑 * LateInitialize is not allowed to call parent anymore (#82540) ## About The Pull Request I've seen a few cases in the past where LateInitialize is done cause of the init return value being set to do so for no real reason, I thought I should try to avoid that by ensuring LateInitialize isn't ever called without overriding. This fixes a ton of machine's LateInitialize not calling parent (mechpad, door buttons, message monitor, a lot of tram machines, abductor console, holodeck computer & disposal bin), avoiding having to set itself up to be connected to power. If they were intended to not connect to power, they should be using ``NO_POWER_USE`` instead. Also removes a ton of returns to LateInit when it's already getting it from parent regardless (many cases of that in machine code). ## Why It's Good For The Game I think this is better for coding standard reasons as well as just making sure we're not calling this proc on things that does absolutely nothing with them. A machine not using power can be seen evidently not using power with ``NO_POWER_USE``, not so much if it's LateInitialize not calling parent. ## Changelog 🆑 fix: Mech pads, door buttons, message monitors, tram machines, abductor consoles & holodeck computers now use power. /🆑 * Fix table top deconstruction (#82508) ## About The Pull Request Edited: updated changelog, read comments for changes in implementation details So previously, tables would let you use a wrench to fully deconstruct them, or a screwdriver to take off only their top. This, however, broke in two different ways in #82280, when their deconstruction logic got changed. First off, deconstructed tables would only drop the materials for their top and not their frame. For this, the primary culprit seems to be on line 307: https://github.com/tgstation/tgstation/blob/c34d56a45b0461f5e0fad3cc75e81580c3357119/code/game/objects/structures/tables_racks.dm#L300-L307 Where `new framestack(target_turf, framestackamount)` accidentally got an extra indent, and ended up in the less common half of the if-else chain. Just moving this outside of the if-else chain again fixes it. Secondly, tables had their own special deconstruction logic, which got 'standardized'. Issue. This was special to accommodate for having two different deconstruction logics: full or top only. With `deconstruct(...)` no longer being overridable, I feel it's awkward to attempt to proxy that information to the new `atom_deconstruct(...)` So we introduce a new method, `deconstruct_top`, for the screwdriver to use, which handles deconstructing only the top. ```dm /obj/structure/table/proc/deconstruct_top() var/obj/table_frame = new frame(loc) if(obj_flags & NO_DECONSTRUCTION) table_frame.obj_flags |= NO_DECONSTRUCTION else // Mimic deconstruction logic, only drop our materials without NO_DECONSTRUCTION var/turf/target_turf = get_turf(src) drop_top_mats(target_turf) qdel(src) ``` Mimicking the `NO_DECONSTRUCTION` logic of normal deconstruction, and copying over the flag onto its frames if need be. This fixes screwdriver deconstruction. ## Why It's Good For The Game Fixes #82503. We can now deconstruct the table top separately again, AND get the right materials back too. ## Changelog 🆑 00-Steven, SyncIt21 fix: Wrench table deconstruction gives the right materials again. fix: Screwdriver table deconstruction only deconstructs the top again. /🆑 * [NO GBP] Reagent grinders display reagents on examination (#82535) ## About The Pull Request - Fixes #82531 Somehow omitted this during the general maintenance thing ## Changelog 🆑 fix: Reagent grinders display reagents of its beaker on examination /🆑 * Monkeys now use height offset (and monkey tail works) (#81598) This PR adds the ability for monkeys to wear any jumpsuit in the game, and adds support for them to wear things like coats, gloves, and shoes (though this cannot be obtained in-game and is solely achieved through admins, which I also improved a bit upon by adding a defined bitfield for no equip flags). This reverts a lot of changes from https://github.com/tgstation/tgstation/pull/73325 - We no longer check height from limbs and such to bring sprites down, instead monkeys now work more similarly to humans, so the entire PR was made irrelevant, and I didn't really want to leave around dead code for the sake of having a human with longer legs. I've now also added support for Dwarfism, which makes monkeys look even smaller. Very minor change but at least now the mutation doesn't feel like it does literally nothing to monkeys (since they can already walk over tables). Here's a few examples of how it can appear in game (purely for demonstration, as it is currently intentionally made impossible to obtain in-game, though if someone wants to change that post-this PR now that support is added, feel free): Tails have been broken for a while now, the only reason you see them in-game is because they are baked into the monkey sprites. This fixes that, which means humans can now get monkey tails implanted into them (hell yeah) and monkeys can have their tails removed (also hell yeah) * Gets [weird] with (spies) by adding protect and deuteragonist-flavored objectives. (#82447) ## About The Pull Request What are their goals? Why are they doing this? gets weird with Spy objectives - namely by adding a lot more ways spies might be asked to affect various targets around the station. the first of these is by several flavors of Protecting targets (these do NOT print a success at roundend in keeping with Spy design:) - Protect (get a humanoid target off alive) - Protect Nonhuman (get an entity off alive) - Jailbreak (make sure a humanoid target escapes free) - Detain (make sure a humanoid target gets taken out arrested) the second of this is by a new escape condition: - Exile (get off-station or off the Z-level by the end of the shift - sometimes it's not just pods, you need to fuck off to space to win.) the third is through a massive increase in the number of possible: - objective templates - departments to target (Command + Service added) - specific locations to target - general classes of objects to target (medicines, floor tiles, critical infrastructure, etc.) - efforts to target (such as meals, mechs, public supplies) - ways to leave (you can be asked to abscond from the scene of your crimes?) ## Why It's Good For The Game More goofy and weird prompts to do more interesting things with Spies. One thing I think we're sorely missing in our lineup is antagonists that can act a bit more as deuteragonists - very possibly helping the crew under certain conditions and frustrating the Hell out of them in others. Since there's no way to check their objectives, and they get their gear/progression through stealing shit, they're still very much an antagonist and exist under the suspicion of doing bad... but, just going by their objectives, introducing more varied (and in some cases even benign) goals for them creates suggestions pointing to a lot more varied and interesting stories if people choose to run with it. * Adds anosmia quirk (#82206) ## About The Pull Request Adds anosmia quirk. Anosmia, also known as smell blindness, is the loss of the ability to detect one or more smells. I tried to find all smells action and (most likely) update all of them, unfortunately I can't change descriptions for this quirk. ## Why It's Good For The Game Some characters will be able to not feel smells That affect: * Gases feelings and alerts (CO2, Plasma, miasm) - you don't feel them * Bakery and cooking * Changeling ability to feel other changelings by smell * Some unimportant spans * Explosions Part I - Directional Explosions (#82429) ## About The Pull Request Adds the ability for explosions to be directional. This is achieved by adding an angle check to `prepare_explosion_turfs()` to drop any turfs outside the cone of the explosion. If the arc covers a full 360 degrees, as is the default, it will accept all the turfs without performing the angle check. Uses this functionality to rework both rocket launcher backblast and X4 explosions. Rocket launcher backblast has been changed from a shotgun of indendiary bullets to a directional explosion of similar length. X4 now uses a directional explosion to "ensure user safety". Apparently the old method of moving the explosion one tile away didn't even work, as it blew up `target` before trying to check its density for the directional behaviour. https://youtu.be/Mzdt7d7Le2Y ## Why It's Good For The Game Directional explosions - Useful functionality for a range of potential use cases, which can be implemented with minimal extra processing cost (Worst case scenario being very large directional explosions) Backblast - Looks way cooler than a bunch of projectiles, and should be significantly more functional in high-lag situations where projectile code tends to get fucky X4 - More predictable for players wanting to use it as a breaching charge, you can actually stand near the charge and not have to worry about being hoist upon your own petard. ## Changelog 🆑 add: Added support for directional explosions. add: Rocket launcher backblast is now 271% more explosive, check your six for friendlies! add: X4 charges now explode in a cone away from the user when placed on a sufficiently solid object. fix: X4 charges will now behave correctly when placed on dense atoms (note: don't try to read a variable from an atom you just blew up) /🆑 * Add balloon alerts to plunging (#82559) ## About The Pull Request Makes all plunging actions (pretty much anything using `plunger_act`) have a visible balloon alert. ## Why It's Good For The Game Makes sense that others would easily notice you plunging the shit out of something. Also, more people might finally learn that you can plunge the vent clogs instead of welding them. ## Changelog 🆑 qol: Added balloon alerts whenever you start plunging something (i.e ) /🆑 * Fixes spurious runtime on Icemoon caused by turf calling unimplemented LateInitialize() (#82572) ## About The Pull Request As of https://github.com/tgstation/tgstation/pull/82540 this runtime was happening,  `/turf/open/openspace/icemoon/` can be changed to `/turf/open/misc/asteroid/snow/icemoon/do_not_chasm` before `Initialize()` returns, which resulted in it `INITIALIZE_HINT_LATELOAD` getting returned on a turf that does not have an implementation of that proc. This should fix that. ## Why It's Good For The Game Fixes CI error * Blueprints tgui (#82565) Blueprints now use a TGUI panel instead of the old HTML one. Also did general code improvement and maintaining to blueprints in general and also destroyed the ``areaeditor`` level, repathing it to just 'blueprints'. Also adds a sound when you look at structural data cause why not Video demonstration: https://github.com/tgstation/tgstation/assets/53777086/861773fd-3d57-472d-bc94-d67b0d4f1dbd The 4 blueprint types:  Another HTML menu dead underground. This is more responsive and doesn't require constant updating to see which area you're in, feels less OOC (instead of saying "the blueprints say", just say it, you ARE the blueprints). Like, come on  Look at all this wasted space  🆑 refactor: Blueprints now use TGUI. qol: Blueprints can now be used while lying down. /🆑 * General maintenance for chem master (#82002) **1. Qol** - Adds screen tips & examines for screwdriver, wrench, crowbar & beaker insertion, removal & replacing actions - Analyzing reagents is now a client side feature & not a back end mode, meaning one person can see details of a reagent while the other can print stuff and do other operations so it's a non blocking operation. This also means 2 players can see information of 2 different reagents in their own screens, With that the overlay for analysis mode has been removed - You cannot do any tool acts on machines while printing. Balloon alerts will be displayed warning you of that. - The preferred container for the master reagent in the beaker is now showed in both condiment & chem master. It can be enabled/disabled via a CheckBox **2. Code Improvements** - Removed defines like `TARGET_BEAKER` , `TARGET_BEAKER` etc. ther functionality is implemented as params in the `transfer_reagent()` proc directly - Removed all variables relating to analyzing reagents like `reagent_analysis_mode`, `has_container_suggestion` etc. all memory savings - `printable_containers` now stores static values that can be shared across many chem masters - Updates only overlays and not the whole icon during operations for efficiency **3. Fixes** - You can hit the chem master with the screwdriver, wrench, crowbar & beaker when in combat mode - You cannot insert hologram items into the chem master - Deconstructing a condiment master will give you the circuit board already pre-programmed with that option selected so you don't need to use a screwdriver to re program it - `printing_amount` is now the maximum number of containers that can be printed at a time. Presently this number with upgraded parts would print out empty containers especially for patches. This is because `volume_per_item` does not take into consideration this var. Also this var would not give control to the player on exactly how many containers to print as whatever amount the player entered would be multiplied with this value producing a lot of waste & worse empty containers. Now this var determines exactly how many containers you can print and is imposed on the client side UI as well **4. Refactors (UI performance)** - Beaker data is compressed into a single entity & sent to the UI. This is set to null if no beaker is loaded thus saving data sent - Reuses Beaker props from chem synthesizer to reduce code - reagent REF replaced with direct type converted to text and later converted with `text2path()` cause its much faster 🆑 qol: Adds screen tips & examines for screwdriver, wrench, crowbar & beaker insertion, removal & replacing actions qol: Analyzing reagents no longer blocks other players from doing other operations. Multiple players can analyze different reagents on the same machine qol: You cannot do any tool acts on the machine while printing to prevent any side effects. qol: The preferred container for the master reagent in the beaker is now showed in both condiment & chem master. The feature can be enabled/disabled via a check box code: removed defines for reagent transfer, vars for reagent analyzis to save memory. Autodoc for other vars & procs fix: You can hit the chem master with tools like screwdriver, crowbar, wrench & beaker in combat mode fix: You cannot insert hologram items into the chem master fix: Deconstructing a condiment master will give you the circuit board already pre-programmed with that option fix: You now print the exact amount of containers requested even with upgraded parts without creating empty containers. Max printable containers is 13 with tier 4 parts able to print 50 containers. refactor: Optimized client side UI code & chem master as a whole. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Wraps `lowertext()` to ensure proper stringification. (#82442) Fixes #82440 This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not lost on me) to wrap around all calls of `lowertext()` and ensure that whatever we input into that proc will be stringified using the `"[]"` (or `tostring()` for the nerds) operator. very simple. I also added a linter to enforce this (and prevent all forms of regression) because I think that machines should do the menial work and we shouldn't expect maintainers to remember this, let me know if you disagree. if there is a time when it should be opted out for some reason, the linter does respect it if you wrap your input with the `UNLINT()` function. * Clowns can now make balloon... toys. And also mallets and hats. (#82288) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> Clowns will now start with a box of 24 random long balloons and a skillchip in their noggin allowing them to create balloon animals by combining two of them of different colour together. Owners of the skillchip also gain access to crafting recepies of balloon mallets, vests, helmets and tophats, all created from long balloons. A crate of long balloons, with a box of balloons inside, can be bought at cargo, in case the clown runs out. I might edit this once I wake up, its 3 in the morning right now. Oh also, resprited how balloons look in inventory.  Balloon animals funny. Silly features are my favourite kind of features, and this one's open-ended too. Someone on the coder chat recommended someone would do it that one time, here it goes. <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Added long balloon box to the clown's starting inventory, and a skill-chip of long lost honk-motherian knowledge to their brain. add: Added long balloons. Consequently, added balloon animals to make from such balloons. Also, balloon top hat, vest, helmet, and a mallet. Don't ask about the mallet. add: A long balloons box harvested fresh from the farms on the clown planet will be able to be shipped in a crate to the cargo department near you! add: As per requests; water balloons can now be printed at service lathe, and entertainment modsuit can now blow long balloons! image: Balloons will now have an unique sprite when in the inventory, compared when to on the ground. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Jacquerel <hnevard@gmail.com> * Quick spellcheck 'steall' (#82560) ## About The Pull Request https://github.com/tgstation/tgstation/pull/82447 quick followup to this, caught it while glancing through the code. * Fix * merge conflicts * Revert "Monkeys now use height offset (and monkey tail works) (#81598)" This reverts commit 5cfdc5972d16c6b509220e8874a927696249d36a. * fix * Fixed lateinitialize * This should cut it * Oh right * There? * Damn, here? * There * [NO GBP] Fixes spurious runtime caused by icemoon (again) (#82582) ## About The Pull Request https://github.com/tgstation/tgstation/pull/82572 I tried to fix this but there was an unaccounted race condition which just caused a separate runtime...  Since the type is being changed mid-execution `replacement_turf` will become out of scope. My bad--this should fix it now for good. --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Higgin <cdonny11@yahoo.com> Co-authored-by: NeonNik2245 <106491639+NeonNik2245@users.noreply.github.com> Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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59d74624b1 |
Upstream power stuff combined and shit (#27284)
* Converts arbitrary energy units to the joule. Fixes conservation of energy issues relating to charging cells. (#81579) Removes all arbitrary energy and power units in the codebase. Everything is replaced with the joule and watt, with 1 = 1 joule, or 1 watt if you are going to multiply by time. This is a visible change, where all arbitrary energy units you see in the game will get proper prefixed units of energy. With power cells being converted to the joule, charging one joule of a power cell will require one joule of energy. The grid will now store energy, instead of power. When an energy usage is described as using the watt, a power to energy conversion based on the relevant subsystem's timing (usually multiplying by seconds_per_tick or applying power_to_energy()) is needed before adding or removing from the grid. Power usages that are described as the watt is really anything you would scale by time before applying the load. If it's described as a joule, no time conversion is needed. Players will still read the grid as power, having no visible change. Machines that dynamically use power with the use_power() proc will directly drain from the grid (and apc cell if there isn't enough) instead of just tallying it up on the dynamic power usages for the area. This should be more robust at conserving energy as the surplus is updated on the go, preventing charging cells from nothing. APCs no longer consume power for the dynamic power usage channels. APCs will consume power for static power usages. Because static power usages are added up without checking surplus, static power consumption will be applied before any machine processes. This will give a more truthful surplus for dynamic power consumers. APCs will display how much power it is using for charging the cell. APC cell charging applies power in its own channel, which gets added up to the total. This will prevent invisible power usage you see when looking at the power monitoring console. After testing in MetaStation, I found roundstart power consumption to be around 406kW after all APCs get fully charged. During the roundstart APC charge rush, the power consumption can get as high as over 2MW (up to 25kW per roundstart APC charging) as long as there's that much available. Because of the absurd potential power consumption of charging APCs near roundstart, I have changed how APCs decide to charge. APCs will now charge only after all other machines have processed in the machines processing subsystem. This will make sure APC charging won't disrupt machines taking from the grid, and should stop APCs getting their power drained due to others demanding too much power while charging. I have removed the delays for APC charging too, so they start charging immediately whenever there's excess power. It also stops them turning red when a small amount of cell gets drained (airlocks opening and shit during APC charge rush), as they immediately become fully charged (unless too much energy got drained somehow) before changing icon. Engineering SMES now start at 100% charge instead of 75%. I noticed cells were draining earlier than usual after these changes, so I am making them start maxed to try and combat that. These changes will fix all conservation of energy issues relating to charging powercells. Closes #73438 Closes #75789 Closes #80634 Closes #82031 Makes it much easier to interface with the power system in the codebase. It's more intuitive. Removes a bunch of conservation of energy issues, making energy and power much more meaningful. It will help the simulation remain immersive as players won't encounter energy duplication so easily. Arbitrary energy units getting replaced with the joule will also tell people more meaningful information when reading it. APC charging will feel more snappy. 🆑 fix: Fixes conservation of energy issues relating to charging powercells. qol: APCs will display how much power they are using to charge their cell. This is accounted for in the power monitoring console. qol: All arbitrary power cell energy units you see are replaced with prefixed joules. balance: As a consequence of the conservation of energy issues getting fixed, the power consumption for charging cells is now very significant. balance: APCs only use surplus power from the grid after every machine processes when charging, preventing APCs from causing others to discharge while charging. balance: Engineering SMES start at max charge to combat the increased energy loss due to conservation of energy fixes. /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * Corrects Suit Storage Unit charge rate (#82192) ## About The Pull Request Adjusts SSU charge rate according to the new conversion ratio. Betcha didn't know SSUs recharge suit and MOD cells? This number is actually supposed to be equal to the rate a recharger station does it. I don't know if we have some macro for it. ## Changelog 🆑 Melbert fix: Fixed Suit Storage Unit cell charging rate /🆑 * Corrects EVA thermal regulator cell cost (#82195) ## About The Pull Request Another unit not converted to watts / joules ## Changelog 🆑 Melbert fix: Fixed space suit thermal regulators cell usage. /🆑 * Fixing cell power usage (Part 1) (#82197) ## About The Pull Request Yeah i am not about to create 30 different PR's to address 1 issue at a time. The changes are small enough to be grouped together in bulk. This fixes the following issues specified in #82196 - Borg & exosuit RCD (Fixes #82193) - Motorized wheelchair - Canister shielding - Electrolyser - Potato cell - Space heater - Microwave ## Changelog 🆑 fix: Fixed cell energy usage for a bunch of stuff(Part 1). See PR 82197 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Fixing cell power usage (Part 2) (#82198) ## About The Pull Request Continuation of #82197. Fixes these issues in #82196 - Cyborg self repair - Cyborg lollipop dispenser - Mauna mug - Plasma cutter (Initial charge not the number of laser shots so partial fix) ## Changelog 🆑 fix: Fixed more energy usages for cells(Part 2). See PR 82198 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Fixing cell power usage (Part 3) (#82204) ## About The Pull Request Continuation of #82198 Fixes these issues in #82196 - Borg hypo spray - Borg projectile dampen - Borg chameleon - Firelance - MODlink scryer - Emergency light usage ## Changelog 🆑 fix: Fixed more energy usages for cells(Part 3). See PR 82204 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * [NO GBP]Fixes static power usage not always drawing the remaining energy of an APC cell. (#82205) ## About The Pull Request Makes APC static power draw consume the remaining energy of the cell if there's not enough energy. ## Why It's Good For The Game Prevents a niche issue where an area composed entirely of static power users with no dynamic users from running forever with no power supply. ## Changelog 🆑 fix: Fixes static power usage from being able to not draw power. /🆑 * Fixes recharge stations charge rates (#82191) ## About The Pull Request - Fixes #82190 Have to now use the assigned constants and not magic number `10000`. Also stuff will take the exact charge needed without any wastage. ## Changelog 🆑 fix: recharge stations draw the same amount of power as before but directly from grid(without using apc cell power) and won't waste any excess power /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fixes space heater power usage (#82208) ## About The Pull Request Related to https://github.com/tgstation/tgstation/issues/82196 fixes the space heater power cell usage relating to power per tile heated. Space heater calculates the amount of power required to heat a tile, but only uses power at the end of the processing loop. Fixes so the power consumption matches the calculated usage per tile. Reverts changes to space heater power efficiency in https://github.com/tgstation/tgstation/pull/82197 that causes the heater to instantly drain the cell. Fixes https://github.com/tgstation/tgstation/issues/82228 ## Changelog 🆑 LT3 fix: Fixes Schrödinger's space heater, where a space heater both consumes a power cell instantly while also not consuming power when heating adjacent tiles /🆑 * General maintenance for reagent grinder (#82161) ## About The Pull Request **1. Qol** - Adds examines & screentips for screwdriver, crowbar & wrench acts. - Adds examines & screentips for inserting, replacing & removing beaker, Also for inserting items from bags or directly - Adds an off icon overlay for when the reagent grinder is either screwed open or loses power, **2. Code Improvements** - Replaced `attackby()` with `item_interaction()` so we can end the attack chain early for non combat operations like inserting beakers/ ingredients for grinding etc. - Removed custom shake animations & replaced it with the global `Shake()` proc cause it did the same thing - Removed constructed version of reagent grinder. We instead just check `mapload` to see if we need the beaker to be created or not for round start reagent grinders - Grinding & Juicing use the same `operate_for()` rather than having seperate procs for each operation - Removed trait `TRAIT_MAY_CONTAIN_BLENDED_DUST`. Why do we have this? Its just used to change the grinder description to warn it may contain dust. It's a waste. **3. Fixes** - You cannot insert hologram items into the grinder. Rather than destroying that item & making it vanish you simply won't be allowed to put it inside the grinder so you can save that item - You can hit the grinder with items like screwdriver, wrench, crowbar, beaker & even with stuff you would normally put in the grinder when in combat mode - Adds `can_interact()` checks for using the UI & other stuff - Fixes #46356. All items of type `obj/item/grown` can be put from any bag into the grinder - The item "and its contents" are now grinded/juiced recursively to get all the reagents it has to offer just like a real grinder would - An AI/Human with AI access examining the reagent grinder now actually works. **4. Refactors** - The grinder now measures its available capacity based on the "total weight" of all items present & not its number. This is more realistic because the grinder has limited space inside & so inserting huge items should have greater impact rather than deciding on an arbitrary number like 10(The grinder having the capacity for 10 items of any size inside its small compartment makes no sense). Examines are displayed to show how much capacity of the grinder has been filled. Upgrading the grinder with better matter bins will allow for higher storage capacities. - Total power consumed is measured based on the duration & weight of all items grinded cause you know its realistic. 🆑 qol: adds examines & screentips for tool acts & other operations for reagent grinder qol: adds an off icon for when the grinder panel is open/not powered code: auto docs vars & procs. Shared common proc for grinding or juicing code: removed trait for blended dust, changed some item interactions to end the attack chain early & save time fix: no inserting hologram items into the reagent grinder fix: you can hit the reagent grinder tools like screwdriver, wrench, crowbar & even beakers/ingredients etc when in combat mode fix; adds sanity checks for when & how mobs interact with the reagent grinder fix: examining a reagent grinder by an AI/Human with AI access now actually works. fix: you can insert Nova flowers & other food items from any bag type fix: reagent grinder now grinds all the contents of an item recursively to produce maximum reagents like a real grinder would refactor: reagent grinder now measures available capacity to store items as total weight of stored items & not number. Capacity can be increased with upgraded matter bin refactor: reagent grinder power usage is now a function of duration & total weight of items blended, meaining blending more number of items/larger items will consume more power refactor: reagent grinder code has been optimized overall. Report bugs on github /🆑 --------- Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk> * Suit Storage Units / Inducers can charge MODsuits without necessitating them be screwdrivered opened (#82194) ## About The Pull Request So MODsuits do this thing here with `get_cell` in that they don't return anything when they're closed  And I... can't tell why they do this. I looked through every use of `get_cell` and the only things affected by this are A. Suit Storage Units, which I believe have always been intended to charge MODsuits? and B. Inducers So I removed the `open` check. Allowing both Inducers and Suit Storage Units to charge mods without needing you screwdriver their panel open first. I also took the opportunity to allow SSUs to charge multiple items at once (divvying charge accross all items) ## Why It's Good For The Game I asked Fikou and they said it was "probably not" intended that you need to screwdriver them open so yeah. I think I remember charging my MODs during the original test merges years back but I can't remember if I opened the suit first when I did or not. Either way, it's not super intuitive. Though it's already not very intuitive that SSUs charge things. ## Changelog 🆑 Melbert qol: Suit Storage Units charge MODsuits while their cell panel is closed or open, rather than only when screwed open qol: Inducers can charge MODsuits while their cell panel is closed or open, rather than only when screwed open qol: Suit Storage Units will charge all items within simultaneously (if possible) /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fixes modular computer boot-up (#82254) ## About The Pull Request Fixes a bug where modular computers (specifically PDAs) will fail to start up if there is zero required application power draw. PDA will now consume base active power usage during startup. Related https://github.com/tgstation/tgstation/issues/82196 Fixes https://github.com/tgstation/tgstation/issues/82245 Fixes https://github.com/tgstation/tgstation/issues/82229 ## Changelog 🆑 LT3 fix: Fixed modular computers failing to boot up using cell power (eg: contractor tablet) /🆑 * Fixing cell power usage (Part 4) (#82227) ## About The Pull Request Continuation of #82204 Fixes these issues in #82196 - Cyborg Electroadaptive Pseudocircuit - Defib EMP - Cell EMP - `/datum/action/cooldown/mob_cooldown/charge_apc` stuff - Mecha movement, melee, light ,weapon & tool energy drains - Ninja drain ## Changelog 🆑 fix: Fixed more energy usages for cells(Part 4). See PR 82227 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Fixing cell power usage (Part 5) (#82296) ## About The Pull Request Continuation of #82227 Fixes these issues in https://github.com/tgstation/tgstation/issues/82196 and others that weren't noticed. - Batton emp protection - Cyborg stun arm - Cyborg energy sword - Cyborg hug attack - Mechanical god religious sect charge check - Mecha fixes - Phasing energy drain - Short circuit energy drain - Durand shield damage energy drain - Plasma engine recharge rate - Mechbay recharge power rate - Recharge station charge rate Stuff that was already working & didn't require fixing. - Plasma cutter energy shots - Botany cell charging ## Changelog 🆑 fix: Fixed cell energy usage for a bunch of stuff(Part 5). See PR 82296 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Ties power limit of anchored circuits to 20 * standard cell charge to make it consistent with power changes. (#82287) ## About The Pull Request It just makes the power requirement 20 * standard cell charge instead of 20000 ## Why It's Good For The Game This is too restrictive to make anything with. https://github.com/tgstation/tgstation/assets/62126254/e39dcf27-8793-42b0-84a0-7f747e95efcc ## Changelog 🆑 fix: anchored circuits no longer blow up after 2 components are used. /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Space heater power and heating tweaks (#82344) ## About The Pull Request - Fixes #82342 - Space heater computes total power for heating adjacent turfs and uses cell energy once rather multiple times per turf - Improvised space heater actually works & uses beaker heat capacity and not a constant of 200 for heating beaker contents ## Changelog 🆑 SyncIt21,Pickle-Coding fix: space heater(including improvised) turns off when cell is drained fix: optimized power usage for both improvised and main space heater. Improvised heater now works & uses beaker heat capacity /🆑 * Improved lathe error message (#82260) ## About The Pull Request Improves the auto/protolathe low charge error message. Instead of simply saying low power, it will tell you how long until it has enough charge to print.  ## Why It's Good For The Game Less mashing the lathe over and over with no idea how much APC charge it needs to start printing again ## Changelog 🆑 LT3 code: APCs can now calculate time-to-charge qol: Overloaded lathes will now tell you the wait time until they're ready to print again /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fixes issues with multitools on power objects (#82389) ## About The Pull Request So at some point the power object's `multitool_act(...)` proc was set to _always_ block, for what I could find to be no discernable reason. ### The Main Thing https://github.com/tgstation/tgstation/blob/d38f9385b863e49f83455a227764d302629e2867/code/modules/power/power.dm#L62-L74 Now, of course, it shouldn't, because this cuts the entire chain short and thus blocks any other multitool interactions. Like opening the wires panel with a multitool, in this case. Even if `can_change_cable_layer` were to be false and thus the object would never actually care about having this interaction, it'd _still_ block it. So we don't do that. But what _do_ we do? I decided to just split off the actual cable changing part into its own proc, `cable_layer_act(...)`. ```dm /obj/machinery/power/proc/cable_layer_act(mob/living/user, obj/item/tool) var/choice = tgui_input_list(user, "Select Power Line For Operation", "Select Cable Layer", GLOB.cable_name_to_layer) if(isnull(choice)) return ITEM_INTERACT_BLOCKING cable_layer = GLOB.cable_name_to_layer[choice] balloon_alert(user, "now operating on the [choice]") return ITEM_INTERACT_SUCCESS ``` Which is then called on `multitool_act(...)`, if `can_change_cable_layer` is true. ```dm /obj/machinery/power/multitool_act(mob/living/user, obj/item/tool) if(can_change_cable_layer) return cable_layer_act(user, tool) ``` Which continues with the chain if we can't change layers by default, and otherwise lets `cable_layer_act(...)` work out whether we should block or continue. Notably, we've removed the `cable_layer_change_checks(...)` proc from the equation, and just let inheritors override it to add their own preconditions and what flags they should return. On its own this fixes the APC wire panel interactions, but also lets us just return `NONE` when we need to. ```dm /obj/machinery/power/emitter/cable_layer_act(mob/living/user, obj/item/tool) if(panel_open) return NONE if(welded) balloon_alert(user, "unweld first!") return ITEM_INTERACT_BLOCKING return ..() ``` ### The OTHER Things While doing this I noticed there's actually very little sanity checks after we close our input list. ```dm var/choice = tgui_input_list(user, "Select Power Line For Operation", "Select Cable Layer", GLOB.cable_name_to_layer) if(isnull(choice)) return ITEM_INTERACT_BLOCKING ``` We only care about whether we made a choice! Testing this, lo and behold, this can cause runtimes if the power object gets qdeleted before you close the menu. As a funny side, it _also_ doesn't care about whether you're on the other side of the station, while your multitool is on a different z-level, or just doesn't exist anymore. So we just add a few basic sanity checks while we're at it. ```dm var/choice = tgui_input_list(user, "Select Power Line For Operation", "Select Cable Layer", GLOB.cable_name_to_layer) if(isnull(choice) || QDELETED(src) || QDELETED(user) || QDELETED(tool) || !user.Adjacent(src) || !user.is_holding(tool)) return ITEM_INTERACT_BLOCKING ``` That's all. Having done some basic testing, I believe the behaviour is otherwise unaffected. ## Why It's Good For The Game It's annoying to need to swap to an empty hand or wirecutters to interact with APC, emitter, or tesla coil wires. This fixes that. (Fixes #81745.) ...and then a few other tidbits I realized existed. ## Changelog 🆑 fix: Fix using a multitool on a power object with wires not actually opening the wires menu when it should. fix: Fix a runtime from a power object being deleted before selecting what cable layer to put it at. fix: Fix power object cable changing not caring about whether you were still adjacent, still holding your multitool, or whether it even still existed after the selection menu was closed. /🆑 * Updates cyborg cells created from borgifier to the SI standard (#82437) ## About The Pull Request Unchanged value in transformer.dm resulted in borg charge draining to zero immediately after forced conversion in the borgifer. Changing the value of robot cell charge to 5 MJs to fix this. ## Why It's Good For The Game Fixes #82426 ## Changelog 🆑 fix: changed value of cell charge from 5000 to 5 megajoules /🆑 * cell chargers now bypass APCs (#82309) ## About The Pull Request This makes cell chargers and suit storage units draw from the grid before the local apc ## Why It's Good For The Game Upgraded Cell chargers have a charging power of 1MW leading to them instantly draining the apc of any room they are in, this Pr makes them draw from the grid preventing immediate blackout. This is a stopgap until someone smarter than me changes power values so a pocket-sized battery won't require the same power to charge then over 600 average suburban homes. ## Changelog 🆑 balance: suit and cell chargers should draw from grid preventing instant apc blackouts in most cases. /🆑 * Let ethereals starve again (#82308) ## About The Pull Request Ethereals use energy as 'food', so of course #81579 had to touch them. To bring them in line with the new standard, the Ethereal charge levels were updated to be in megajoules. https://github.com/tgstation/tgstation/blob/466b3df0483162c3900e411c25dfe15c2320786e/code/__DEFINES/mobs.dm#L292-L299 https://github.com/tgstation/tgstation/blob/7fa8daad63f49a11e22ab64a984d29b35619852c/code/__DEFINES/mobs.dm#L285-L292 However! This forgot to update the rate at which Ethereals passively discharge. https://github.com/tgstation/tgstation/blob/7fa8daad63f49a11e22ab64a984d29b35619852c/code/modules/surgery/organs/internal/stomach/stomach_ethereal.dm#L11-L14 https://github.com/tgstation/tgstation/blob/7fa8daad63f49a11e22ab64a984d29b35619852c/code/__DEFINES/mobs.dm#L437 Meaning it's effectively a thousand times less with the new charge levels. So we simply update this define to be in kilowatts. ```dm #define ETHEREAL_CHARGE_FACTOR (0.8 KILO WATTS) //factor at which ethereal's charge decreases per second ``` ## Why It's Good For The Game Fixes issue with ethereal hunger caused by #81579. ## Changelog 🆑 fix: Ethereal starvation has been updated to the new joules/watts standard. Congratulations Ethereals! You can starve again! /🆑 * [NO GBP]Fixes ethereal charging and recharge station charge speed. (#82483) ## About The Pull Request Fixes many instances of things not charging ethereals properly. Scales all things that are meant for charging/taking from the ethereal stomach by STANDARD_CELL_CHARGE, so we never run into this issue again. Ethereal stomachs now store a cell inside them, and uses that for the charge instead of tracking a variable. Fixes recharging stations not being able to charge ethereal stomachs. The ethereal signal proc attempted to feed a callback datum to adjust_charge(), which caused a runtime. Changes that by invoking the charge_cell callback instead. Also fixes recharge station charging speed. They weren't converted correctly. Also formats their charging speed in their description, and displays power rather than referencing cycles. ## Why It's Good For The Game So ethereals charge properly. Closes #82470 ## Changelog 🆑 fix: Fixes many instances of energy sources for ethereals supplying a thousand times less energy than intended. fix: Fixes recharging stations not being able to charge ethereals. fix: Fixes recharge stations charging too fast. qol: Recharge stations display their recharging speed in formatted power, rather than unformatted energy per cycle. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Update lead acid batteries charge values (#82510) ## About The Pull Request So during the whole power consistency update thing, it seems lead acid batteries were entirely forgotten about. Which, well, is easy, because they never actually used `STANDARD_CELL_CHARGE`. https://github.com/tgstation/tgstation/blob/c34d56a45b0461f5e0fad3cc75e81580c3357119/code/game/objects/items/maintenance_loot.dm#L32-L33 Looking into it, the previous value for `STANDARD_CELL_CHARGE` seemed to have been 1000, so we convert it directly: ```dm maxcharge = STANDARD_CELL_CHARGE * 20 chargerate = STANDARD_CELL_CHARGE * 1.4 ``` But, comparing this to the normal power cells, it seems their charge rates got _halved_ during the update. So, we do that too. ```dm maxcharge = STANDARD_CELL_CHARGE * 20 chargerate = STANDARD_CELL_CHARGE * 0.7 ``` And that fixes it. ## Why It's Good For The Game Fixes lead acid batteries still using the old power amounts, and not being relative to `STANDARD_CELL_CHARGE`. ## Changelog 🆑 fix: Lead acid batteries have had their power values fixed. /🆑 * This should do for modular code, for now. * Fixing cell power usage (Part 5) (#82296) Continuation of #82227 Fixes these issues in https://github.com/tgstation/tgstation/issues/82196 and others that weren't noticed. - Batton emp protection - Cyborg stun arm - Cyborg energy sword - Cyborg hug attack - Mechanical god religious sect charge check - Mecha fixes - Phasing energy drain - Short circuit energy drain - Durand shield damage energy drain - Plasma engine recharge rate - Mechbay recharge power rate - Recharge station charge rate Stuff that was already working & didn't require fixing. - Plasma cutter energy shots - Botany cell charging 🆑 fix: Fixed cell energy usage for a bunch of stuff(Part 5). See PR 82296 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * [NO GBP]Fixes some mapped SMES starting with low energy. (#82203) ## About The Pull Request Scales them all by up to 20 to account for removing the dumb SMESRATE define. This isn't a 100% conversion for every SMES because it would go beyond their capacity (old SMES use to duplicate cell energy, so they had a higher capacity than their cell parts imply). Also removes instances of varediting their capacity to fucking 1e+600 and replaces them with magical SMES. ## Why It's Good For The Game So lavaland and crap don't instantly run out of power. Also I don't think we should be varediting anything to 1e+600. ## Changelog 🆑 fix: Fixes lavaland SMES and other crap from not starting with enough energy. fix: The pirate SMES are now magical instead of secretly infinite. /🆑 * Mechbay & modsuit recharger tweaks (#82337) ## About The Pull Request - Both mechbay & modsuit rechargers now waste a small amount of energy as heat like it did before - Fixes #82332. Mechbay recharger displays the energy of the mech in joules & charges the cell with the exact energy required directly from the grid thus not causing the room to blackout ## Changelog 🆑 fix: Mechbay & modsuit rechargers waste a small amount of energy as heat fix: Mechbay recharger console displays mech charge as joules & charges directly from the grid thus sparing the rooms apc cell from huge loads /🆑 * Refactor APCs interaction chain from attackby to item_interaction (#82390) ## About The Pull Request For how many lines this is, there's not a lot to really say. In general, we simply move all item interactions from `attackby(...)` to `item_interaction(...)`, split each item interaction off into a separate proc, and make them all return the proper item interaction flags. We _do_ kill some probably dead code, and remove a call to `attackby(...)` elsewhere. Then, for clarity, we move the cell check below the ID check so it can be next to the other item type checks, as the priority between cell and ID is unlikely to matter anyway. Other than what's described above and detailed below, each section's functionality should be the same. Now, for the parts that _do_ need to be explained more. ### Killing Probably Dead Code Alright, so, the first part that does not have the cleanest transition. https://github.com/tgstation/tgstation/blob/d38f9385b863e49f83455a227764d302629e2867/code/modules/power/apc/apc_attack.dm#L22-L23 Whatever the fuck this is. Asking around, this seems to just be dead code. For sanity's sake removing it and testing, silicon interactions with it seem to work just fine. So we kill it. We just kill it. We Just Kill It. Closest we could find requires the distance check there to be false, so it wouldn't apply. But it _does_ bring us to the second bit of weird code. ### Calling APC Attackby Elsewhere? So wallframes let you screwdriver them to put them up, which from a comment seems to be because of cyborgs. APC wallframes of course override this with their own implementation, that allows you to also replace a damaged cover or frame like that! https://github.com/tgstation/tgstation/blob/d38f9385b863e49f83455a227764d302629e2867/code/game/objects/items/apc_frame.dm#L29-L39 ...By just calling the wholeass `attackby(...)` proc on the APC and calling it a day. But hey, this is where our previous splitting up comes in handy, because we just have a `wallframe_act(...)` proc! So we just call that instead. ```dm var/obj/machinery/power/apc/mounted_apc = locate(/obj/machinery/power/apc) in get_turf(user) mounted_apc.wallframe_act(user, src) return ITEM_INTERACT_SUCCESS ``` ...And not use single letter variables, while we're at it. That should be all. Remember to get snacks and drinks. ## Why It's Good For The Game Split off 178 line `attackby(...)` item interaction chain into separate procs called in `item_interaction(...)`. Screwdrivering APC wallframes no longer calls the wholeass `attackby(...)` on the APC, but just call the new sub-proc for the specific interaction it cares about. ## Changelog 🆑 refactor: APCs have had their item interaction chain refactored. This should functionally be the same, but please report any issues. /🆑 * [NO GBP]Cells will only consider 0.1% of their charge when shocking a user. (#82456) ## About The Pull Request Makes cells only consider 0.1% of their charge when calculating the damage for shocking someone. This makes the minimum damage 20, and goes up to 22 (previous behaviour, even though that's a shockingly small difference) with a 50 MJ cell, which is the highest capacity crew can get. This makes it inversely scale with the standard cell charge define, so if that gets changed, cells will use a different composition of their charge to consider. ## Why It's Good For The Game Airlocks instantly critting people when shocked regardless of what's in the grid wasn't previous behaviour. * Oops. There we go. * Oh, these two too. --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk> Co-authored-by: moocowswag <62126254+moocowswag@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: Archie700 <archie712@hotmail.com> Co-authored-by: Blacklist897 <149209377+Blacklist897@users.noreply.github.com> |
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571fd77b39 |
[MIRROR] Minor cleanup for machine frames & boulder machines (#26810)
* Minor cleanup for machine frames & boulder machines (#81706) ## About The Pull Request - Moves call to `update_appearance(UPDATE_ICON_STATE)` to `/obj/structure/frame/Initialize()` for both computer & machine frames cause both do that anyway - Fixes wrench screentip for machine frames - Screw driving an incomplete machine frame won't display the "you need to unsecure it first" along with "missing components" balloon alerts - Moved boulder refinery code to `item_interaction()` - Autodoc some golem procs for refineries - Gives the secured machine frame an icon state of `box_1` so it looks wired in the rcd menu as well - Fixes screentips(like wrench act) for boulder machines ## Changelog 🆑 fix: fixes toolact screentips & balloon alerts for boulder machines & machine frame /🆑 * Minor cleanup for machine frames & boulder machines --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> |
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755a3be445 |
[MIRROR] Boulder refineries can process golems (#26777)
* Boulder refineries can process golems (#81849) ## About The Pull Request Golems (if lying down) can enter (and be processed by) boulder refineries. ## Why It's Good For The Game Rocks are rocks ## Changelog 🆑 Melbert add: Boulder refineries and smelters can refine Golems. /🆑 --------- Co-authored-by: jimmyl <70376633+mc-oofert@ users.noreply.github.com> * Boulder refineries can process golems --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: jimmyl <70376633+mc-oofert@ users.noreply.github.com> |
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677afadade |
[MIRROR] General maintenance for all things boulder related. (#26557)
* General maintenance for all things boulder related. (#81358) ## About The Pull Request **1. Qol** - Adds screen tips & examines for screwdriver & crowbar acts on BRM, Refinery & Smelter - Adds examines to display number of boulders stored inside a refinery & maximum number of boulders it can hold. Right click screentip to remove boulders - Adds examines to display maximum number of boulders than can be teleported by a BRM & screentips for interacting with wires - More audio & visual feedback for refinery processing. If a boulder requires multiple steps you will get a balloon alert saying "crushing" for refineries & "smelting" for smelters along with a sound per process tick(which is every 2 seconds so no need for cooldown) giving you a better idea of what's happening in the pipeline - BRM now will display all lights when the "Automatic boulder retrieval" is on & turn off the lights when disabled along with examines giving you a visual indicator of its state **2. Code Improvements** - Splits types of boulders into its own file `boulder_types.dm` for easy maintainability - Moves beacon for refinery machines into its own file `boulder_processing/beacon.dm` for easy maintainability - Moves the cooldown for processing a boulder `processing_cooldown` into the refinery machine itself. Since 100's of boulders can be created per round this var can take up memory quickly so by moving them into the refinery machine it gives us some savings - Compressed & merged procs such as `create_mineral_contents()` , `flavour_boulder()` etc with the vent code. These procs were only used by the vent 1 time & by merging the code we removed if conditions to check if a parent vent was passed or not(since now that's always the case). Helped in removing boilder plate code **3. Fixes** - **Fixes vents always spawning "Small size boulders" & not medium, nor large boulders.** Once a vent generates a boulder it calls `flavour_boulder()` https://github.com/tgstation/tgstation/blob/084f56938c0169aeeee0b5f41453f31d072f3f67/code/game/objects/structures/lavaland/ore_vent.dm#L385 however this proc also accepts 2 more params `size` which would always default to `BOULDER_SIZE_SMALL` and `is_artifact` which is simply unused in the proc https://github.com/tgstation/tgstation/blob/fb83617ff94d6294b0d48c8c6c57488237508d11/code/modules/mining/boulder_processing/boulder.dm#L219 Therefore vents would always generate small boulders giving us no varity. Now the boulder size is set depending on the vent size & durability for each boulder is set to a random value between 2 & the boulder max size giving us the flavour we actually wanted - **Fixes "Expanded Gulag boulders" using "normal gulag material list" when setting its custom materials.** If you look at the `add_gulag_minerals()` proc it always picks from the `gulag_minerals` list & accepts no params https://github.com/tgstation/tgstation/blob/fb83617ff94d6294b0d48c8c6c57488237508d11/code/modules/mining/boulder_processing/boulder.dm#L235-L236 So when we try to pass params to this proc which in reality doesn't accept any we were wasting our time doing this https://github.com/tgstation/tgstation/blob/fb83617ff94d6294b0d48c8c6c57488237508d11/code/modules/mining/boulder_processing/boulder.dm#L274 And for our case `expanded_gulag_minerals` list was simply unused because our proc doesn't care about it and it went back to just using `gulag_minerals` list thus ignoring our list https://github.com/tgstation/tgstation/blob/fb83617ff94d6294b0d48c8c6c57488237508d11/code/modules/mining/boulder_processing/boulder.dm#L282 As i said in the "Code Improvement` section when i moved boulder types into it's own unique file this was fixed & now expanded gulag boulders actually has a chance to spawn with bluespace crystals inside them - **Fixes manual tapping of ore vents by hand not using a cooldown** `produce_boulder()` accepts a cooldown var for when you need to manually tap the vent by hand. https://github.com/tgstation/tgstation/blob/e8b5b52d54a60b651d72e610cfb35a237aef6efe/code/game/objects/structures/lavaland/ore_vent.dm#L374 This var was always set to FALSE because we never passed `TRUE` into it. Not once here https://github.com/tgstation/tgstation/blob/e8b5b52d54a60b651d72e610cfb35a237aef6efe/code/game/objects/structures/lavaland/ore_vent.dm#L124 Nor here https://github.com/tgstation/tgstation/blob/e8b5b52d54a60b651d72e610cfb35a237aef6efe/code/game/objects/structures/lavaland/ore_vent.dm#L131 Now we just pass `TRUE` so tapping these vents by hand have a cooldown - **Fixes BRM off icon state never being used** When the room ran out of power it would still look on. Now we use that state correctly - **Fixes Automatic Boulder Retrieval by the BRM not actually being automatic** You must have noticed that once you do "Right click" and wait for all the boulders it can teleport (determined by `boulder_processing_max`) to be teleported it stops permanently after that. Even if more boulders get generated it won't do anything, You have to again "Right click" & retoggle automatic boulder retrieval on again, thus forcing someone to stand there & monitor the BRM Now once you set Automatic Boulder Retrieval on you can leave & forget. It will teleport boulders as & when available thus enabling automation properly. - **Fixes boulders ejected from refineries via right click from getting teleported back into the machines loc** Fixes https://github.com/tgstation/tgstation/pull/78524#issuecomment-1911666995. The problem is refinery machines & the BRM keep track of all the boulders that entered into it via the `boulders_contained` list. Now we directly check `contents` for boulders so we don't have to maintain 2 seperate lists to keep track of boulders. It also now uses `processed_by` var of boulders to ensure refinerries don't retake in the same boulder it just processed. Not sure where exactly the problem got fixed but implementing these 2 measures fixed it regardless. - **Fixes boulders with 0 durability[a.k.a steps] from getting ejected out** Fixes https://github.com/tgstation/tgstation/pull/78524#issuecomment-1914551952. So inside `process()` we constantly decrease the durability of the boulder till it becomes 0. https://github.com/tgstation/tgstation/blob/0a496f180c627b9de26d3982d775cbf323fbc459/code/modules/mining/boulder_processing/_boulder_processing.dm#L159 When it reaches 0 it calls `breakdown_boulder()` https://github.com/tgstation/tgstation/blob/0a496f180c627b9de26d3982d775cbf323fbc459/code/modules/mining/boulder_processing/_boulder_processing.dm#L164-L165 This proc has a chance to reject the boulder if it could not process any materials https://github.com/tgstation/tgstation/blob/0a496f180c627b9de26d3982d775cbf323fbc459/code/modules/mining/boulder_processing/_boulder_processing.dm#L219-L222 **"Without resetting its durability"** over here https://github.com/tgstation/tgstation/blob/0a496f180c627b9de26d3982d775cbf323fbc459/code/modules/mining/boulder_processing/_boulder_processing.dm#L241 So it ends up rejecting a "0" or worse -1 durability boulder. Now we set the durability in `remove_boulder()` so regardless of what circumstances the boulder is ejected it always gets a positive durability - **Fixes BRM & Refinery from rapidly spitting out boulders in their loc which causes lag in the long terms** Fixes #81404. Basically even if there is 1 boulder sitting at a BRM's loc or an refineries loc. Operations are haulted i.e. the BRM will not teleport any more boulders & the refinery will keep their already processed boulders inside till their locs are cleared from boulders. This prevents large number of boulders from pilling up in long rounds - **[Priority : High] Fixes refineries incorrectly removing materials from processed boulders** Fixes #81109. This bug is quite serious because it can't literarily affect any random item with custom materials in game. This one line of code over here can break the entire material economy as we know it https://github.com/tgstation/tgstation/blob/0a496f180c627b9de26d3982d775cbf323fbc459/code/modules/mining/boulder_processing/_boulder_processing.dm#L217 **"DONT DO THIS"**. The `custom_materials` list is a **"read only"** list & if you ever want to change it call the `set_custom_materials()` proc with your new values but do not edit this list manually as it is done here. All lists related to materials are cached by the `SSmaterials` subsystem. List values are cached & shared across multiple objects so when you edit those values like here, you might end up effecting an item/multiple items in some random corner of the map that shares this list. This also causes boulders with empty list of materials to get spawned at random so yeah again plzz don't do this **4. Refactors** - Repathes `obj/machinery/boulder_processing/brm` -> just `obj/machinery/brm`. Even though semantically it looks nice that the brm is a subtype of `obj/machinery/boulder_processing` from a code & operation perspective they have 0 similarities. 1) The BRM does not accept boulders feed into it from a conveyer belt unlike a refinery but instead picks boulders from `SSore` subsystem & put it on the conveyer belt. This means procs for accepting boulders such `CanAllowThrough()`, `breakdown_boulder()`, `accept_boulder()` etc have no use in the BRM. Their just code clutter at this point 2) The BRM overrides `process()` & does not call its parent proc making that code wasted 3) It has no use for silo materials & mining points making those vars go to waste With so much wasted code its better to just let go off all of it & just make it a basic instance of `obj/machinery` making maintainence easy - BRM now teleports boulders in a batch (batch size determined by `boulders_processing_max` max value from upgraded parts is 7) with a boulder appearing every 1.5 seconds rather than spawning all at once. After a batch is processed it has a cooldown of 3 seconds before repeating the process if automatic boulder retrieval is on. This stops the conveyer belt from getting crowded with boulders and makes the refining process more efficient. With this BRM wires are removed because only it had only 1 wire responsible for toggling boulder retrieval but now since this process is automatic, we have true control over the timing of boulders spawned & don't want to leave it in the hands of players ## Changelog 🆑 qol: adds examines & screentips for crowbar, screwdriver acts to BRM & refinery machines qol: adds examines about the number of boulders stored & processed to BRM & refinery machines qol: BRM now has its lights turn on/off depending on wether automatic boulder retrieval is on/off for visual clarity along with examines qol: refinery machines now display ballon alerts & plays sounds more frequently when processing boulders for better feedback fix: vents now spawn boulders of all sizes & not just small ones fix: expanded gulag boulders now have correct materials in them. fix: manual tapping of vents now has a cooldown applied as intended. fix: BRM has its light turned off when area power goes off fix: boulders ejected from refineries by hand no longer teleport all over the place occasionally. fix: refineries no longer eject boulders with 0 durability fix: Boulders & refineries no longer pile up on top of BRM's & refineries in long rounds. Their locs have to be clear of boulders before they spit out more boulders to prevent a large pile of boulders from causing lag fix: sheets ejected from lathes no longer get rejected when inserted back which could happen at random, no more boulders with empty materials code: splits boulder types into its own file along with other items code: merges & autodocs procs, vars related to boulders refactor: repaths BRM to a simpler subtype refactor: BRM now spawns boulders in batches(batch size can be increased with upgraded parts) with a boulder appearing every second. After a batch is processed a 3 second cooldown is applied to stop the conveyer belt from clogging up, With this BRM wires are removed as there is no need for timers to be attached to wires which intefers without our batch processing timings. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * [NO GBP]Some BRM Fixes (#81551) ## About The Pull Request - The time from which the boulder is picked to when it's teleported onto the conveyer belt is 1.5 seconds. During that time the boulder could get deleted due to many factors and we lose our materials. No one like's that that so now both steps are combined into 1 proc so we no longer loose boulders during teleportation. - Batch processing cooldown was not working when `boulder_processing_max` is > 1. Now it does ## Changelog 🆑 fix: boulders are no longer lost when teleported by the BRM fix: batch processing cooldown works when teleporting multiple boulders /🆑 * Path replacements in maps --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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806f038524 |
[MIRROR] Refactors how machines are deconstructed (#26466)
* Refactors how machines are deconstructed (#81291) ## About The Pull Request This refactors how machines are deconstructed in the following ways - You can no longer override `obj/machinery/deconstruct()`. If you want customized behaviour then override `on_deconstruction()` instead. This comes with the added benifit of no longer needing to check for the `NO_DECONSTRUCTION` flag because the machine base proc does that for us & if it finds that flag it won't proceed to call `on_deconstruction()` meaning no machine will have a chance to spawn anything which is the current behaviour. This is required to make #81290 work for all machines at least so that machine can send the `COMSIG_OBJ_DECONSTRUCT` signal without subtypes overriding & forgetting to call the parent proc - `dump_contents()` only gets called when the machine is deconstructed not destroyed thus not leaving behind any of its contents inside. Fixes https://github.com/tgstation/tgstation/pull/81290#issuecomment-1925752583 ## Changelog 🆑 fix: machines that should not drop contents when deleted no longer do. refactor: refactors how machines are deconstructed. report bugs on github. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> * Refactors how machines are deconstructed * is this it? --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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46bf09daeb |
[MIRROR] Fixes boulder processing mining point gain. (#26228)
* Fixes boulder processing mining point gain. (#81067) ## About The Pull Request Due to a misplaced multiplier, arcmining machines were eating their own point totals. Now, the refinery and smelter should correctly only take the MINING_POINT_MACHINE_MULTIPLIER define on the amount being added to the points held, not on the total resting in the machine. ## Why It's Good For The Game Simple, easy fix. Fixes #81057. ## Changelog 🆑 fix: The smelter and refinery now properly hold mining points, only taking a small amount out of net gained points. /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@ users.noreply.github.com> * Fixes boulder processing mining point gain. --------- Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@ users.noreply.github.com> |
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5543a44882 |
[MIRROR] ArcMining Pr Beta: Version 1.2 (#26205)
ArcMining Pr Beta: Version 1.2 (#78524) This one's not like the last one, so much so that I'm not even going to outsource the PR description to a robot this time! Basically, **You should read the PR body before assuming that everything is the same as last time. It's not.** Click the link below to see a video summary of the main features of this pull request. https://youtu.be/Aho2omR0mjY?feature=shared This pull request serves as a large rework of minerals produced by mining, and by extension mining itself. I'll try and list each change and it's associated nuance here. The biggest addition to the game with ArcMining is **Ore Vents**. Ore vents spawn as a ruin on the map, placing a randomized ore vent onto map generation. Ore vents spawn in 3 different sizes, **Small, Medium, and Large**. These vents will pick from a pool of materials they can generate, and will hang out across the map. A player can use a mining scanner to discover an ore vent, granting a small quantity of **mining points** to begin with. Once scanned, ore vents will show what minerals that ore vent will generate after they're fully tapped. Scanning the vent again will trigger the extraction process. A small drone will fly down, called the NODE drone, and buckle onto the vent. Your job during wave defense is to protect the drone and to defeat waves of randomly spawning mobs (dependent on if you're on lavaland or on icebox). The quantity, duration, and time between waves is scaled to the size of the vent you're protecting. Starting by scanning and protecting lower tier vents earlier in the shift is a safer bet than doing a large vent in the first few minutes. The drone has 500 health, and can take a good few hits, but leaving it alone will cause it to meet an unfortunate end quite quickly. Cooperation can be your best asset, as mining with allies can greatly help with wave defense, and mineral points are granted to anyone who helps with defending the ore vent equally (So 500 * size tier, regardless of how much help you receive). Once complete, the ore vent will have a mining machine constructed on top of it, and will start to dredge up **Boulders** from the earth automatically. More on boulders later. Ore vents can be located based on your mining scanner, and will provide an appropriate audio cue based on if the ore vent has been discovered or not, and once processed will no longer alert you to it's presence. **Each station comes with a free vent that produces exclusively iron and glass, free of charge.** This is to help with shifts where the station may not have shaft miners to produce minerals, and to provide the station with a baseline amount of minerals where none may exist otherwise. Mineral generation has been completely reworked. Previously, Mineral Generation had a flat 13% spawn rate in-game. Once minerals spawned, they would also have a chance to propagate their minerals to nearby tiles, resulting in a rather massive pool of minerals that could spawn throughout lavaland on the whole. This tweaks that, by making minerals in walls spawn based on their proximity to ore vents on maps that use cave generation. Both the probability, and quantity of ores spawning in walls is scaled based on distance, with ore vents looking like large caches of ores found in walls. This makes following ores found in walls and checking their quantity of minerals spawned a good indicator of how close you are to a nearby vent in-round. This means you can collect some points form both discovering ore vents first, as well as collecting their surrounding ores, turn those in for mining points, and then trading them in for gear upgrades to more effectively take on ore vents. As a result of tweaking the balance of this, the total amount of ores spawned in walls overall has been decreased. However, by making more of the process time based, we still result in a mostly balanced finished product. On station, there are now three new machines. These are the BRM, the Refinery, and the Smelter. - The BRM acts as a teleporter. Instead of needing to carry boulders back to the station, you can activate the BRM, and it will automatically pick boulders to teleport back to itself. You can use this to teleport boulders dredged up from lavaland onto the station for processing. **The BRM will only lock on to boulders that are resting on an ore vent.** Moving boulders back by hand will mean you'll have to haul it back by hand. - The refinery processes the non-metallic materials out of boulders. This process sends the materials straight to the ORM, and collects mining points from the ores smelted in the machine. Swiping with an ID card lets you withdraw those points for your own personal account, but remember that these points are for your whole team to share from. The **Mining points obtained from this process is only 75% of the amount an equivalent amount of ores would provide.** - The smelter works nearly identically, however the smelter produces metallic materials out of boulders instead. - Once a boulder has had all of it's materials extracted, it's broken down and deleted from the line. Otherwise, the boulder is spat out for the next machine to process it (either the refinery or smelter). - Once there's no minerals left in a boulder of any type, the refinery or smelter will break the boulder down. - Boulders **do not stack onto tiles with each other**, so they'll block each other when pulled or when moving on a conveyor belt. Boulders can also be processed by hand. Using a mining tool on a boulder with right click will allow you to break down a boulder into it's composite ores, but limits you to a maximum of 10 ore per boulder, where the full amount can be extracted using the proper processing machines. Also, processing by hand does deal small amounts of stamina damage over time, do breaking a full large boulder can be particularly taxing. Additional Boulder Processing Machines can be built, with the BRM board being obtained from the Protolathe, while the Smelter and Refinery boards being obtainable from the Autolathe instead. A _boulder processing beacon_ can also be obtained from the mining points vendor as a reward to assist with boulder processing. Boulder processing beacons can be used to spawn in a new BRM, refinery, and smelter on the tile the user is standing on, however **you'll still need to link them to the ORM**! All three machines can be upgraded with Stock Parts, allowing for **more boulders to be processed at a time**. It does not, however, increase the amount of minerals received from boulders, or points earned. Mining borgs have been given some minor adjustments to compensate for the changes to mining. Their mineral scanner, which now has an active component to gameplay, is now a module as opposed to built into the mob. This module allows for the same ability to discover and start waves of monsters to fight. Mining modules will find that their PKA now has a total of 90% mod capacity as compared to the 80% they had before, to allow for more robust defense of ore vents. In addition, all borgs and AIs can interact with the BRM for boulder collection. Mining Mechs have had their utility tweaked as a result of these changes as well. Mineral scanners to be used on mining mechs now have a larger radius by comparison to their handheld cousins. Similarly, it now has an active scanning button, which will actively discovery nearby ore vents. To begin wave defense, you will need to hop out and scan a second time however, so that you can properly accept the risks of drawing a horde of bloodthirsty wildlife towards you and your companions. Mechs can also manually process boulders, similar to mining tools using their drill. Golems, being more gentle and less aggressive than humans, while being made out of LITERAL ROCKS, have a greater need to secure access to ores and minerals to eat. As such, they have adapted to be able to do two new things: - Golems may now right click ore vents to be able to manually haul a boulder out of the vent. This costs a hefty amount of stamina, but it allows for golems to avoid combat during regular gameplay. - Golems may now left click a boulder with an open hand in order to manually process a boulder like a pickaxe. While not faster, it is consistent and prevents golems from starving if they have access to a vent, but no ores, somehow. The labor camp, being a camp for rehabilitation and ~~excessive manual labor~~ has been tweaked. Boulders now replace the random minerals located on their island, and to acquire their prizes inside, much be excavated and then broken out of the rock. Now YOU TOO can excavate minerals and become a true mineral hero by working your way to freedom. As a result of fewer mining points being available across the map due to the new ore spawning mechanics, and the shift in how and when ores will be coming in, almost every progress based mining point cost has been reduced by around 10-20%. Many numbers are still subject to change at present, but the idea is that core progress unlocks should be made a bit more available earlier in the round before players can start to solo or duo larger or more difficult ore vents, after which they'll be rolling in ores. Every once in awhile, an unusual boulder will get hauled up from the mineral rich depths of lavaland. These **Artifact boulders** can occasionally produce rare items, but for now they've mostly just been pulling up **Strange objects** for science. Nanotrasen Natural Sciences department will reward you extra points to be collected by boulder processing machines for successfully extracting one. In the future, this opens up a passive reward space that mining can reward to the station, like providing cytology DNA samples, ancient seeds, or other artifacts. - Boulders can be stored in all varieties of ore boxes (ground, mech) should you choose, however as mentioned it's best to leave them where they spawn and teleport them to the station for convenience. - Maps that are not subject to cave generation will find that they are largely untouched in terms of mineral balance. - Future or existing ruins can now be tweaked to have a mineral balance cost, as the ore vent ruin does. This will allow us to spawn in more interesting ruins for pre-made combat challenges. - There are unique ore vents that spawn across the map, that will summon a boss mob relevant to that map. If the boss mob is defeated, that vent will spawn large boulders pulling from every possible ore type that can spawn. Not for the faint of heart! - Similarly, the number of ore vents and mineral budget is now adjustable in the cave generation procs, so maps may spawn with more or less ore vents as desired for balance. - Artifact boulders opens up a LOT of room for possible future content like archaeology, xenoarch, artisci, and other design spaces! - Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in addition to boss ore vents. - **I'll add more to this as I get asked questions and remember things, this is a huge PR and I'm confident I've missed at least something** I outlined a lot of this in #78040, so I'll try and keep this relatively snappy this time, while noting that I've made some concessions to make the whole system a lot more playable while not trying to break out design decisions that are at the end of the day, better for the game and the overall resource balance in round. Minerals are a very poorly balanced system, and have been since their inception many years ago. We heavily rely on mineral balance in round, and yet we've really only balanced it by introducing so much supply that there's no equivalent exchange for materials that doesn't just heavily flood the exchanged material. For example, items printed from materials that are otherwise considered "rare" on master exist in such quantities and they'll never practically run out in our allotted 90 minute time slot design. This PR adjusts how ores spawn to a point where we can minimize the amount of ores that need to exist on the map for mining to be able to progress, while still providing enough resources for the station that it covers the needs of the station adequately. Miners will need to be more strategic about what resources they've collected, and be able to make decisions about which vents are worth the risk of attempting to fight, how to prepare for a wave defense, and when to head back up for upgrades, while finally giving them at least some kind of incentive to work together and use different equipment. Resonators make cleaning up the caves around vent easy, sandbags set up easy defenses for your vent, mechs can serve as a wider range radar while mining, all while still providing a new gameplay loop to mining. By limiting the amount of ores that can enter the round from the massive, massive amounts that were coming into the round beforehand (see gameplay to the processing of minerals. I have some plans for that, however this PR already got bloated really REALLY badly due to scope creep and the number of intersecting systems that rammed into each other to make this PR possible. So that'll be next. Plus, as I've mentioned, we open up places for ore processing to find fossils, relics, and other things that can implemented down the line. Overall, I don't expect this PR to save or kill ore balance, but we gain a LOT more control over it through the use of our mining defines attached to this PR, and at the end of the day, that's a great place to start off of. 🆑 add: Added ore vents. Scanning them with mining scanners shows what minerals they contain. Scan again to fight off a horde of beasts as your drone assistant excavates the vent, so the ore vent will produce mineral boulders! bal: Ores that spawn in walls now spawn based on their proximity to ore vents, with their chance to spawn and their minerals contained scaling from low to high. add: Added the BRM, Refinery, and Smelter. These pieces of equipment are used to process ore boulders into minerals for the station. Stock Part upgrades allow more boulders to be processed at one time. They collect mining points as well, to be redeemed with an ID card swipe. add: Boulders are teleported to the station via the BRM if left untouched. Boulders can also be cracked open for a reduced amount of ore using pickaxes or golems hands. add: All stations come equipt with a pre-excavated ore vent, which produces a basic supply of iron and glass only. Scan other vents for your critical resources! add: Look there's a shit ton of changes on mining, for more detail check out the Pull Request: https://github.com/tgstation/tgstation/pull/78524. sound: New sounds and noises for your high octane factorio-like gameplay! image: All new boulder sprites for the new minerals and rocks added to the mining gameplay loop, as well as mining machines! image: Overlays appear over vents when scanned to let you know their contents at a glance when actively scanned with any mining scanners. /🆑 --------- Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |