Idea and instructions by @Razharas, many thanks.
This PR only implements the framework required to catalog as well as play the sounds. Their to_chat text, and icons (if any) are not included, are to be pushed in a separate PR.
This PR does not remove the old playsound_local system, it is kept for the sake of not necessitating a direct changeover of every single playsound in the code, which will surely cause a lot of merge conflicts. It does however, replace bike horns' and toy nukes' means of playback to this datum, purely as proof of concept.
Playsound_local may remain in the code to support playback of admin-uploaded sounds that do not have an inherent datum. Playsound will likely be renamed to something else in the next PR to reflect its new, more universal function. We will see.
New process for adding sounds:
Create a new datum/outputs subtype.
If you wish, write down some supporting text; this gives further meaning to the sound.
Add multiple sounds to the sounds list, and weight them as you wish. (New)
Add a sound icon if you wish, it defaults to a generic sound circle anyways though.
playsound(/datum/outputs/new_subtype, receiver), and it will deliver, icon, sound, and text to the receiver.
Maintaining implication is that from now on playsound should only be processing datum/outputs
This pr intends to gut to_chats that are added alongside playsounds in the code.
This pr eliminates the need to initialize sounds in a list so that you can weight them or have the game play them randomly from the list.
Sound Rings
Currently, only mobs with the audiolocation var may view them. Sound icons have an alpha that depends on the volume of the sound, louder sounds create a more opaque image
Sound rings are completely modular and may be changed to any image.
In addition to renaming playsound to reflect its new function. I intend to give blind people sound icons at the cost of their small view, but that is for another PR.
cl Basilman
refactor: refactored how sounds are stored and played
add: Added sound rings and supporting text
/cl
* disables the MMB exploit
* Adds a config option to set a minimum build, with the recommended minimum build for 512 users being 1421
* readds the post-block detection, and changes MMB -> Middle Mouse Button
* Makes it the standard, I guess
Co-Authored-By: nichlas0010 <nichlas00100@gmail.com>
* Update client_procs.dm
* Removes smugglers satchels
I love the cutie reading this
* remove smuggler's satchel from code
* removes all smugglers' satchel persistence code
* removes remaining things
storage component for smugglers, the miracle ruin (uses smugglers), the dme
cl Floyd / Qustinnus
tweak: You now have to be naked to get the nice shower moodlet, if you shower with clothes you get a bad moodie
add: Hygiene, you slowly become dirty over time, the more covered in blood you are the faster you will lose hygiene. When you are too dirty you will have a stink overlay. (Hygiene doesn't affect mood currently) It also spawns miasma slowly if you smell like shit.
add: adds NEET and neat traits. NEET's get 20 bucks social welfare extra and like being unhygienic, while neat people dislike being unhygienic and like being hygienic
/cl
This doesn't affect mood so plssss dont strawman in this PR about how I'm forcing you to shower or die or whatever
This PR is mostly visual and will allow for people to judge others for literaly being smelly as hell.
also NEET and neat traits which interact with being smelly. (neat likes hygiene, dislikes lack of it. NEETs like lack of hygiene and get some social welfare (20 bucks))
* You can now click on objects and mobs below flaps and signs
* Update admins.txt
* Update code/controllers/subsystem/vis_overlays.dm
Co-Authored-By: nicbn <nicolas.nattis@gmail.com>
* newquirks
* revert
* hypersensitive/light drinker
* this is a commit
* may as well
* increments + fix
* i never liked math anyway
* I really dont like math
cl coiax
add: Bartenders can now rename the generic area "Bar" to the bar name of their choice with the use of their bar sign. This will rename air alarms, doors and APCs, so everyone knows what you're calling your bar this shift. (The bar sign chosen is also now a statistic that's tracked!)
/cl
Metastation now only has one bar sign.
Bar signs start blank.
Bar signs no longer require bartender ID to repair.
Emagging now only sets the bar sign (and bar name) to the Syndi Cat, rather than changing the Barsign to syndicate access only and making them impossible to repair.
Only machinery that is normally renamed when the area is renamed will have their name changed, this means only doors originally called "Bar" will be renamed.
Area renames are split into separate procs, so we can use their renaming of machinery features.
Basic multiZ mob movement procs (Observers can always move)
Open space, showing what things are below it, and everything that entails. No complex support for dynamic generation just yet.
Decide how openspace should look :/
Atoms falling through open space (NO MOB SUPPORT/DAMAGE/ANYTHING YET.)
//CANCELLED FOR ANOTHER PR - [ ] Being able to see upwards? Downwards is going to be handled by open space.
MultiZ tile atmospherics - EDIT: Working demo! https://puu.sh/B7mUs/3f6274740f.mp4
Bugtest the heck out of this trainwreck.
GENETICS
The random hexadecimal rng game has been replaced with gene sequencing from goon.
Adds mutation activators and mutators
You can now store mutations
Everyone now has their own set of unique mutations
Limited mutations per person to 8 (including one always being monkey)
Adds race specific mutations (See fire breathing for lizads)
You can inspect discovered mutations, undiscovered mutations use an alias to recognize them by
Adds a sequence analyzer. Can be used to scan someones genes sequence. Useful for determing what mutations they can safely have and or collecting data for very difficult sequences
Adds mutation combining. It's currently only RADIOACTIVE + STRONG = HULK (So yes you will now need 2 mutations for to get hulk)
Adds several other mutations. Telepathy, firebreath, glowy, radioactive and strength
cl Time-Green
add: Goon genetics!
add: More mutations! Fire breath for lizards! Radioactive! Telepathy! Glowy! Strength, though its cosmetic and should be combined with radioactivity instead! Fiery sweat!
add: Adds void magnet mutation by @tralezab !
/cl
cl XDTM
add: Added the Vegetarian quirk, which costs 0 points and makes you dislike meat.
/cl
Because why not? Also, it could give a reason for the chef to prepare vegetarian dishes instead of the usual stuff.
* Nuclear operatives have a christmas tree during the festive season
🆑 coiax
add: Nuclear operatives have a Christmas tree during the festive season.
/🆑
Minor buff to nuke ops during the Christmas period when trees have presents,
as they'll have access to random items just like the crew.
* Adds a second lightbulb to the bathroom
* Christmas tree SPAWNERS rather than LANDMARKS
Spiritual successor and extension to #17798, an almost entire rebuild of the SQL ban system backend and interface.
Bantypes are removed per #8584 and #6174. All bans are now 'role bans', server bans are when a ban's role is server. Admin bans are a column, meaning it's possible to ban admins from jobs.
Bans now have only an expiry datetime, duration is calculated from this when queried.
unbanned column is removed as it's superfluous, checking unban status is now done through checking unban_datetime. unban_round_id column added. Each ip and computerid columns rearranged so ip is always first, like in other tables. Bans now permit a null ckey, ip and computerid.
Ban checking is split into two procs now is_banned_from() does a check if a ckey is banned from one or more roles and returns true or false. This effectively replaces jobban_isbanned() used in simple if() statements. If connected a client's ban cache is checked rather than querying the DB. This makes it possible for a client connected to two or more servers to ignore any bans made on one server until their ban cache is rebuilt on the others. Could be avoided with cross-server calls to update ban caches or just the removal of the ban cache but as is I've done neither since I think it's enough of an edge case to not be worth it.
The second proc is is_banned_from_with_details(), this queries the DB for a role ban on a player's ckey, ip or CID and returns the details. This replaces direct queries in IsBanned.dm and the preferences menu.
The legacy ban system is removed.
The interfaces for banning, unbanning and editing bans have been remade to require less clicking and easier simultaneous operations. The banning and jobban panel are combined. They also store player connection details when opened so a client disconnecting no longer stops a ban being placed.
New banning panel:
Key, IP and CID can all be toggled to allow excluding them from a ban.
Checking Use IP and CID from last connection lets you enter only a ckey and have the DB fill these fields in for you, if possible.
Temporary bans have a drop-menu which lets you select between seconds, minutes, hours, days, weeks, months and years so you don't need to calculate how many minutes a long ban would be. The ban is still converted into minutes on the DB however.
Checking any of the head roles will check both of the boxes for you.
The red role box indicates there is already a ban on that role for this ckey. You can apply additional role bans to stack them.
New unbanning panel:
Unbanning panel is now separate from the banning panel but otherwise functionally the same.
Ban editing panel:
Actually just a modified banning panel, all the features from it work the same here.
You can now edit almost all parameters of a ban instead of just the reason.
You can't edit severity as it's not really part of the ban.
The panels have been tested but I've not been able to get my local server to be accessible so ban functionality isn't properly confirmed. Plenty of testing will be required as I'd rather not break bans.
cl
admin: Ban interface rework. The banning and unbanning panels have received a new design which is easier to use and allows multiple role bans to be made at once.
prefix: Ban search and unbanning moved to unbanning panel, which is now a separate panel to the old banning panel.
/cl
* Allows floats on all config entries that have no valid reason to disallow them
Needed for run speed changes, but I'm allowing them on any config that has no bonafide reason to disallow them.
The criteria used was "Is there a technical reason why floats should not be allowed or is there a technical/logical reason why floats would never mean anything more compared to a integer".
For instance: The cloning timer was made to allow floats because 0.5 ds increments are valid at our current fps and more would be valid at other fpses. Yes, from a practical standpoint nobody would ever want to have cloning be valid for 30 minutes and 50 milliseconds after death, but from a technical standpoint there is no reason not to let them.
* Update general.dm
* Initial stage
* final changes?
* Tweaks
* removed bad variables
* Fixed more bad vars
* is this map merged?
* spelling fix
* spelling fix
Co-Authored-By: TheDreamweaver <austin.j.rickli@gmail.com>
* Map fix?
* now this is map merger
* Fixed summoning edge cases
* Fixed spelling mistakes, Added better handling of sphere removal, Added sphere to the cargo shuttle blacklist, Made the "mystery" more dynamic
* Added better handling of stored mob summoning
* Removed redundant code.
* Made the jukebox actually accessible
* Tweaked it so that no maps would need to be loaded on Init
* comment commit
* No src
* Fixed spelling and getting trapped in rocks
* Fixed spawned-in hotel checks
* Blacklisted hotel are from blueprints and migrated storage handling from door to area.
* Prevents observing mobs (ghosts, camera entities) from getting stored.
* Condensed an if statement
* The hotel can now be used on another mob to invite them to the hotel. All living mob types can now exit out the hotel door.
* Fixed wrong user getting prompted when hotel was used on someone else.
* Added peepholes to hotel doors that can be used via AltClick.
* For the grammar lovers.
Also improves the code for anomalies a bit
cl MrDoomBringer
tweak: Random Events now have a follow link for ghosts!
/cl
Untested, and anomalies are broken right now but that takes like 2 seconds to fix
fixes#41106 since it'll have it's own fucking location.
cl ShizCalev
add: Admins can now personalize their asay message color on servers with the feature enabled.
tweak: Moved some admin only preference verbs out of the Preferences tab and to a new admin preferences tab to help unclutter it / prevent accidental toggling of fun things.
/cl
Note that the start of the admin message will still use the default formatting just so it can be quickly recognized as an admin message and not an OOC one.