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27 Commits
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c370a1a0fa |
Robotact is now at the top of Borg PDA screens (#90171)
## About The Pull Request Robotact is now at the top of borg PDAs' main screen. Same as Messenger for crew PDAs.  ## Why It's Good For The Game Robotact is just as important to borgs as Messenger is to carbons, so we should make it easier to find at a glance. ## Changelog 🆑 qol: Cyborg PDAs' home screens now have Robotact at the top of the screen. /🆑 |
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3cfde345be |
Removes SiliConnect from borg PDAs, expands their self-status app instead (#87350)
## About The Pull Request - SiliConnect is no longer a default app for cyborgs. - RoboTact, the borg self-status app now has a Network tab, which lists other borgs' status. - The Network tab will only list borgs connected to the same AI as you. If your AI goes down, you lose connection to other borgs' status info. - Your AI is also listed on the Network tab, with their own status in a very binary good/bad form. - Syndicate borgs are able to see other syndicate borgs on the Network list, even though they lack an AI. ## Why It's Good For The Game SiliConnect was recently added to the default borg apps list. But it has a lot of features that borgs can't actually use, and so feels rather messy. It was added with the goal of letting borgs see eachother's status, and so I've ported that functionality into RoboTact. SiliConnect is no longer a default borg app (though it *can* be installed if a borg and human really want it to be). Showing the AI's status is certainly a balance choice. But it's not really that much of a secret when the AI dying already adjusts the monitors across the station to a BSOD image. On the flip side, we get to shut off borg status sharing when the AI goes offline, which is neat. ## Changelog 🆑 del: SiliConnect, a tool meant for Roboticists, is no longer included by default on borgs. add: RoboTact, the borg self-status app, now shows the status of other borgs synced to the same AI. Syndicate borgs can likewise see eachother's status, even without an AI. balance: RoboTact also shows their synced AI's very basic status of functional or offline. /🆑 UI Pictures:  Dead AI:  Syndicate borgs do not see station borg status, but can see eachother's  ~~Drafting because I need to do edge-case testing, and the AI box isn't quite functioning correctly when the borg has no AI master.~~ |
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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c1f11f26ce |
Converts arbitrary energy units to the joule. Fixes conservation of energy issues relating to charging cells. (#81579)
## About The Pull Request 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. ## Why It's Good For The Game 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. ## Changelog 🆑 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> |
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f9957b0373 |
Integrated circuits for modular computers (#80530)
## About The Pull Request This PR integrates circuits for modular computers and a good bits of their programs. The peculiarity here is that modular computers have no fixed amount of unremovable components (except the base one with just a couple ports for now), instead, they're added and removed along with programs. With a few exceptions (such as the messenger and signaler), for these program circuits to work, their associated program has to be either open or in the background. For a reason or another, not all programs have a circuit associated to them, still, however the programs with a circuit are still a handful. They are: - Nanotrasen Pay System - Notepad - SiliConnect - WireCarp - MODsuit Control - Spectre Meter - Direct Messenger* - LifeConnect - Custodial Locator - Fission360 - Camera - Status Display - SignalCommander *By the by, sending messages has a cooldown, so it shouldn't be as spammy. If it turns out to not be enough, I can make it so messages from circuit will be ignored by other messenger circuits. The PR is no longer WIP. ## Why It's Good For The Game I believe modular computers could make for some interesting setups with circuits, since they're fairly flexible and stocked with features unlike many other appliances, therefore also a speck more abusable, though limits, cooldowns, logging and sanitization have been implemented to keep it in check. ## Changelog 🆑 add: Modular Computers now support integrated circuits. What can be done with them depends on the programs installed and whether they're running (open or background). add: Modular Consoles (the machinery) now have a small backup cell they draw power from if the power goes out. /🆑 |
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edbc7c5622 |
PDA update (Messenger works while dead, Microwave works, etc). (#80069)
## About The Pull Request This is an update that touches many more things all at once (compared to my other PRs) meant to make PDAs in general feel more consistent and not take away from one of the experiences we want to encourage: interaction between players. 1. Replaced all checks of a 'pda' with a 'modular pc'. This means technically (though not done in-game currently) other modpcs can hold an uplink, and microwaves can charge laptops. 2. Speaking of microwave, they now don't break and require deconstruction if the cell is removed mid-charge. 3. When a Mod PC is out of power, it will now allow the Messenger to work (which now also doesn't consume any additional power), if the app exists on the PC. Here's a video demonstration https://github.com/tgstation/tgstation/assets/53777086/7ae12f81-a271-49b8-95fa-2ba54d2e2d1f 4. Flashlights can't be turned on while the cell is dead 5. I replaced a bunch of program vars with ``program_flags`` and renamed ``usage_flags`` to ``can_run_on_flags``. 6. Added a debug modPC that has every app installed by default. Mafia had some issues in the past that were unknown because Mafia wasn't preinstalled with any tablet so was never in create & destroy nor in any other unit test. This was just an easy solution I had, but PDAs should get more in-depth unit tests in the future for running apps n stuff- I just wanted to make sure no other apps were broken/harddeling. ## Why It's Good For The Game Currently when a PDA dies, its only use is to reply to PDA messages sent to you, since you can still reply to them. Instead of just fixing it and telling players to cope, I thought it would be nice to allow PDA Messenger to still work, as it is a vital app. You can call it some emergency power mode or whatever, I don't really mind the reason behind why it is this way. When I made cells used more on PDAs, my main goal was to encourage upgrading your PDA and/or limiting how many apps you use at once, I did not want this to hit on players who use it as a form of interaction. This is the best of both worlds, I think. The rest of the changes is just for modularity, if some downstream wants to add tablets, phone computers, or whatever the hell else, they can still get just as far as PDAs should be able to get to, hopefully. ## Changelog 🆑 add: PDAs with a dead power cell are now limited to using their Messenger app. fix: Microwaves now stop charging PDAs if the cell was removed mid-charge. fix: Microwaves can now charge laptops. fix: PDA Flashlights can't be turned on while the PDA is dead. fix: You can now hold a laptop up to a camera (if it has a notekeeper app installed) like PDAs already could. /🆑 --------- Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
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ddd3f53943 |
PDA general maintenance (NTNet downloader rework) (#79741)
## About The Pull Request I deleted the documentation file of ModPCs because it was barebones and had no new information to give that autodoc couldn't. Just to make sure this isn't a net-negative, I improved on much of the autodoc and comments in general around ModPC code to help people understand easier what's going on around it. I also renamed vars that were too easily confused with other var names, and reworked the ntnet downloader a little; - it now has a search bar - it now has more sections to scroll through, hopefully making it more accurate and easy to find what you need. - also organized the apps that were previously shoved in 'other'. - i also upgraded it to a .tsx because why not video demonstration https://github.com/tgstation/tgstation/assets/53777086/cbba4c1c-b8a8-4ba4-8628-aea8389999fc ## Why It's Good For The Game Adds in a lot of comments that were previously missing, clears up some sources of confusion within ModPC code, and improves NTNet Downloader, something I've procrastinated on doing for a very long time now. ## Changelog 🆑 qol: NTNet Downloader now has a search bar, and programs are now better sorted. /🆑 |
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6bb2175fa5 |
[BOUNTY] Re-adds Contractors (#79737)
## About The Pull Request Adds Contractors back to the game as a kit that Infiltrators (Only midround/latejoin Traitors, not roundstart) can buy. Buying this will give you access to the new Contractor items in the uplink (which replaces the Contractor shop). I've also refactored things about contractor and how it's handled, such as removed its sleep calls, swapping its UI to tsx, making it actually functional within more modern TG code and the reworked Traitors as a whole, among other things. I also fixed the contractor guide paper (the text was broken) and made contractor kit boxes no longer empty. Contractor items only appear once the contractor kit is purchased, but they can't be bought until you make an account. Video demonstration https://github.com/tgstation/tgstation/assets/53777086/c6aed4e8-bbd4-4ba0-b6a2-9f58fd308d09 Regular Traitors can't access it  The Contractor UI (Modified to not have a shop anymore) - Ignore the Invalid Targets, those appear when there's no possible targets  Roundend report  ## Why It's Good For The Game Contractor was a fun way of playing Traitor that isn't relying on RNG objectives to pop up, this is instead constant stream of content for the contractor that encourages non-lethal play, and is now a viable alternative now that Infiltrators don't have Reputation anymore. Link to bounty: https://tgstation13.org/phpBB/viewtopic.php?f=5&t=35160 Relevant image from bounty  ## Changelog 🆑 add: Infiltrators (Latejoin/Midround traitors) can now buy and use Contract kits again. del: Contractor baton can now only be purchased once. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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1c4166c81c |
Tablet UI update (mostly fixes) (#74844)
## About The Pull Request Tablet UIs are now changed when opening/closing an app, instead of constantly checking for a UI change every ui update. Program UI acts no longer call parent, as it was unnecessary, Computers are the ones that should be calling it. Fixes a ton of problems with static data not updating, such as in Messenger, ID management, Siliconnect, and Chat client Chat Client's Admin mode also works again, which was broken when accesses to check was turned into a list. Turns a few lists in Robocontrol into static ones when we aren't changing anything, and makes it actually scan your ID's access. Fixes budget ordering being unable to show the cart/call the cargo shuttle. ## Why It's Good For The Game While I can't seem to find a single issue report on any of the above, these are still problems that should be fixed. ## Changelog 🆑 fix: SiliConnect can download borg logs again. fix: The RD can once again enable Admin mode on Wirecarp fix: NT IRN can once again see the shopping cart and call the cargo shuttle. fix: Chat Client, ID Management and Messenger should now update their UIs properly. code: PDAs will hopefully not lag as much when clicking on buttons (such as in ID management). /🆑 |
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5b63228b9a |
Tablets don't close their UI when changing program (and some fixes) (#73635)
## About The Pull Request - Tablets now refresh their page when changing programs, this means the UI will no longer close and reopen itself several times (or even have several UIs open if shit broke hard enough). - Removed tablet's attack self because interact already does everything it had to do. - Header programs now close when minimized (as there's no button to close them in the main menu. - Removed a lot of program UI stuff, it's now handled by the PC itself, such as header data and ui host. - Cut off asset sending from TGUI into it's own proc so I can re-send assets when changing programs - Added an ejection button for machine computers - Fixed ID not ejecting into the user's hand when using 'Eject ID' - Fixes a minor runtime when opening the MODsuit application without a MODsuit already connected. ## Why It's Good For The Game Fixes some bugs that I found with tablets UIS now won't be flickering as bad in front of them, or have inconsistent placement (like when you move your main menu UI, go to Messenger, then it's back to the center of the screen). Video of it in action https://user-images.githubusercontent.com/53777086/221301417-78321149-0c10-475e-bd29-79f5a4ba0597.mp4 ## Changelog 🆑 fix: Being in an application now properly uses the tablet's battery. fix: Messenger and Themify apps now close when minimized, so don't count towards the running app limit. fix: Tablet UIs will now no longer spam open/close the UI when changing applications fix: Using the Eject ID button on tablets now ejects into your hand. fix: Computers now have an Eject ID button refactor: Cut down a lot of copy paste in tablet & program code, now it's mostly done by the tablet. /🆑 |
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c58cbb4dfb |
Reworked PDA menu & NtOS themes (#73070)
## About The Pull Request This is a port/rework of https://github.com/yogstation13/Yogstation/pull/15735 - I changed a lot of how it acted (some themes are locked behind maintenance apps). The original author allowed this port to happen, and I really liked how it looked there so I'd like to add it here. ### Applications Removes the hardware configurator application, as all it did was show you your space and battery now that all hardware was removed. These are things your PC does by default, so it was just a waste of space. Adds a Theme manager application instead, which allows you to change your PDA's theme at will. Adds a new Maintenance application that will give a new theme, however it will also increase the size of the theme manager app itself as it's bloatware. ### Menu There's now a bar at the top of the menu showing 'special' tablet apps which, for one reason or another, should stand out from the rest of the apps. Currently this is PDA messenger and the Theme manager Flashlight and Flashlight color is now only an icon, and is shown on the same line as Updating you ID https://cdn.discordapp.com/attachments/961874788706574386/1069621173693972551/2023-01-30_09-10-52.mov  ### Themes Adds a lot of themes to choose from, although SOME are hidden behind Maintenance applications, which will give you a random theme. These are bloatware however, so they come with some extra cost to the app's required space storage. Themes are now supported on ALL APPLICATIONS! If you have a computer theme, you will have that theme in EVERY app you enter, rather than just a select few. ALSO also, emagging the tablet will automatically set & unlock the Syndicate theme, which makes your PDA obvious but you can disguise it if you wish through just re-painting it to something else. https://cdn.discordapp.com/attachments/828923843829432340/1069565383155122266/2023-01-30_05-29-53.mov ### Preferences This also adds a pref for theme, reworking the ringtone code to work with it as well. I also removed 2 entirely unused PDA prefs just 'cause. Screenshot not up-to-date, they now have proper names.  ### Other stuff Made defines for device_themes Added support for special app-side checks to download files Fixed programs downloading themselves TWICE because defines all had the same definition Removes the Chemistry computer disk as it was empty due to chemistry app's removal Removes the 'run_emag' proc, since apps can directly refer to the computer to check for emag status instead. Moved over and added better documentation on data computer files, and moved the ordnance ones to the same file as the others. ## Why It's Good For The Game It makes PDAs a lot more customizable while adding more features to maintenance applications. I think the themes look cool and it fits with PDAs being "personal" anyways. I also explained most of my other arguments in the about section, such as the hardware configuration application. ## Changelog 🆑 Chubbygummibear & JohnFulpWillard add: A ton of new NtOS themes, which are accessible by the new Themify application that comes with all PCs. add: Emagging a PC now defaults it to the Syndicate option (and adds it to go back to it if you wish) add: There's a new maintenance app that gives you rarer themes qol: The NtOS Main menu was moved around, added "header" applications that are shown where the Flashlight is, such as your Theme manager and PDA messenger. code: Made defines for device_themes code: Added support for special app-side checks to download files code: Removes the 'run_emag' proc, since apps can directly refer to the computer to check for emag status instead. fix: Programs no longer download twice. del: Removes the Chemistry computer disk as it was empty due to chemistry app's removal /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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2425531eb2 |
Removes tablets (not PDAs) entirely. (#71507)
## About The Pull Request **Comes with an UpdatePaths!** Removes the tablet subtype, PDAs now replaces them entirely. Nukie and Silicon tablets are now subtypes of the PDA instead, while contractor ones were removed entirely as they didn't do anything and were unused (though it wouldn't be hard to re-add). Nukie PDAs are now the only type of PDA that uses modular_tablets.dmi, which is just larger icons of modular_pda. Each application requires an icon state in both of these, for 2 different sizes, which makes it annoying to make new applications, especially if it can also run on computers/laptops. ### Icons Because Silicon tablets are now a subtype of PDA, they use PDA icons instead of tablet ones. Luckily for us, they already exist in code.  AI's don't use a tablet icon though, so they aren't affected. ## Why It's Good For The Game There's very little difference between tablets and PDAs, PDAs overshadow them in every single way, so at this point I don't see why we should have both of these, and if you compare the two in usefulness and actual in-game use by players, it's a no-brainer than the item all players get roundstart and comes with a messenger should be the one we go with. Also as said in the about section, when making an app you would need to make icon states for the program running for all hardware it can run on, which is Computer, Laptop, PDA, and Tablet. Laptop is just a smaller computer icon PDA is just a smaller tablet icon However, you can't simply shrink the size of the icon, instead you have to completely resprite the same app icon FOUR TIMES for it to not bluescreen on all these different devices. <details> <summary> Here's examples of it </summary> Computer (NOTE: *They share the same icon file as regular computers*) <img src="https://user-images.githubusercontent.com/53777086/203876801-486a8054-489a-4983-bdad-a2599b4dc379.png"/> Laptop <img src="https://user-images.githubusercontent.com/53777086/203876333-58e5d135-f4c6-4a02-8948-1df771e294a4.png"/> Tablet <img src="https://user-images.githubusercontent.com/53777086/203876352-816c7fb1-c681-40b9-99e0-052f49632c7f.png"/> PDA <img src="https://user-images.githubusercontent.com/53777086/203876358-1cf7253d-3c6a-456a-8133-ebf7f0351637.png"/> </details> If we wish to help in simplifying this, we should remove tablet icons entirely, which means 1 less icon to worry about. To do this, we'd need to resprite nukie PDAs, however I am very much not a spriter and never tried GAGS, so I'll leave it to someone else to do. ## Changelog 🆑 del: Tablets are now removed, PDAs are now the base 'tablet'. Silicon and nukie tablets are now PDAs. /🆑 |
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9bf96c7763 |
Misc PDA code improvements (#70555)
* How to conflict with PRs: A guide * Removes unnecessary support for the now-removed job disks from Tablet's TGUI menu, and tablet's ui_act. * Adds autodoc comments to computer files * Removes the unused 'unsendable' var on computer files * Generally improves code on tablets, now process isn't looping through every idle thread twice! * Moves the check for program in idle_threads above checking if supported by hardware, because it's already running, so there's no need to check. * eh * revert a scipaper change |
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7c990173e0 | Removes network cards and printers from tablets (#70110) | ||
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9c0ac84ba6 |
PDAs open their messenger when replying to messages through chat (#68355)
* Clicking Reply in PDA messages now opens your PDA messenger app. * Additionally does a ton of PDA code improvement. |
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e55d72680b | The Science Hub app for research is now available for science employees in addition to heads of staff. (#65035) | ||
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eeb5465931 |
Ordnance Content Update: Scientific Papers (#62284)
How do I play/test/operate this? Download NT Frontier on any modular computers. It should debrief you on what experiments are available and how to publish. If you want to do a bomb experiment, make sure it's captured by the doppler array (as usual) and then print the experiments into a disk and publish it. If you want to do a gas experiment, make the gas and either pump it into a tank and 1) overpressurize it with a "clear" gas like N2 or 2) overpressurize tanks with the gas itself. Make sure you do the overpressurizing in the compressor machine. When tanks are destroyed/ejected leaked gas will get recorded. Print it into a disk and publish it. For publication, the file needs to be directly present inside the computer's HDD. This means you need to copy it first with the file manager. Fill the data (if desired, it will autofill with boiler plate if you dont) and send away! Doing experiments unlock nodes, while doing them well unlocks boosts (which are discounts but slightly more restrictive) which are purchaseable with NT Frontier. If you are testing this and have access to admin tools, there are various premade bombs under obj/effect/spawner/newbomb A doc I wrote detailing the why and what part of this PR. https://hackmd.io/JOakSYVMSh2zU2YL5ju_-Q --- # Intro ## The Problem(s) Ordnance, (previously toxins) seems to lack a lot of content and things to do. The gameplay loop consists of making a bomb and then sending it off for credits or using it to refine cores. Ordnance at it's inception originally relies on players experimenting and finding the perfect mix over multiple rounds, but once the recipe for a "do-everything" mix got out, the original charm of individual discoveries becomes meaningless. Another issue with ordnance is the odd difficulty curve. As a new player, ordnance is almost impossible to decipher, but once you watch a tutorial or read a wiki and can mail a 50k into space, there pretty much isn't anything else to do. Most players will be satisfied at this point without the gameplay loop encouraging them to understand or play more. The only thing you can do afterwards is to sink your teeth in and understand why that particular mix explodes the way it does. This again has a significant difficulty curve, but if you do that, the department doesn't acknowledge or reward that in any way. There are pretty much two huge spikes, with the latter one not really existing inside the department. TLDR: * The content being same-y over rounds. * Odd difficulty curve: 1. A new player is oblivious to everything. 2. Those in the middle can repeat the final goal consistently without needing to understanding why 3. There is nothing to justify spending more time in the department after reaching the midgame. ## Abstract Scientific Papers aim to add a framework to run multiple experiments in ordnance. Adding more experiments scattered across various atmospheric aspects might allow players of various knowledge levels to still have something engaging to do. A new player should have an easier challange than to mail a 50K. While those that already can make bombs should have an easier time understanding why their bombs explode the way it does. Once they fully understand why, they can set their sights on taking advantage of another reaction to set their bomb off or hone one particular reaction down. ## Goals * Have some intro-level challanges for new players. * Have some semblance of late-game challanges for more experienced players. * Explain the mechanics better for those in the middle of the road. * Incentivize trying new things out in the department. * Better integrate Ordnance with Experisci ## Boundaries / Dont's * Do not incentivize people to learn ordnance by using PvP loots. * Do not shake or change the reaction system by a huge amount. * Disincentivize having a single god-mix that does everything. **** # Main design pillars ## A. Framework surrounding the experiments ### A.1. New experiments Add new experiments to the ExperiSci module. These will come in two flavours: New explosions to do, and various gas synthesis experiments. Both of these are actually supported by the map layout of ordnance right now, but there is no reason to do anything outside of making a 50k as fast as possible. ### A.2. Rewards for experiments: Cash and Techweb Boosts. Scientific papers will add a separate experiment handling system. A single experiment will be graded into various tiers, each tier corresponding to the explosion size or amount of gas made. Doing any tier of a specific experiment will unlock the discount for that specific reactions. A single explosion **WILL NOT** do multiple experiments (or even tiers) at once. On publication, a partner can be selected. A single partner only has a specific criteria of experiments they want. The experiments will then be graded on "how good they are done", with the criteria being more punishing as tier increases. Publication will then reward scientific cooperation with the partnered partner. Players can spend this cooperation on techweb boosts. Techweb boosts are meant to be subservient to discount from experiments and will not shave a node's price to be lower than 500 points. **Experiments will only unlock nodes, discounts are handled through this boost system.** This is more for maintainability than anything. ### A.3. On Tedium *This is a note on implementation more than anything, but I think this helps explains why several things are done.* Due to the nature of atmospheric reactions in the game (they're all linear), tedium is a very important thing to consider. An experiment should have a sweet spot to aim for, but there should not be a point where further mastery is stopped dead on it's track with a reward cap. Scientific Papers attempts to discourage this behaviour by having the "maximum score" scale off to infinity but with the rewards being smaller and smaller. The sweet spot is always there to aim for and should be well communicated with players, but on their last submission of an experiment topic players should be encouraged to do their best. There should always be a reward for pushing the system to it's limit as long as it doesn't completely nullify the other subdepartments. This is the reason why there is a hard limit on the number of publications and why the score calculation is a bit more complex than it needed to be. ## B. Gas Synthesis (Early-Mid Game) Scientific papers will add one new machine that requests a tank to release x amounts of y gas. This will be accomplished by adding a tank pumping machine which will either burst or explode a tank, releasing the gas inside. The gas currently requested are BZ, Nitryl, Halon and Nob. The overarching goal of this compressor machine is to present a gas synthesis challange for the players and to get them more accustomed to how a tank explodes. The gas synthesis part can always be changed in order to reflect the current state of atmospheric reactions. ## C. Explosion Changes (Mid-Late Game) ### C.1 Cause and effect. The main theme of the explosion changes is establishing cause and effect of explosions. Reactions that happens inside a tank that's going to explode will be recorded and forwarded to a doppler array. Some experiments will require only a single cause to be present (think of it as isolating a variable). This is currently implemented for nobliumformation and pressure based bombs. Having other reactions occuring besides noblium formation will fail the first one, while having any reactions at all will fail the second one. Adding more explosions here will be a slight challange because as of now the game has only two reactions that can reliably make an explosion. ### C.2 Tools upgrade. Doppler array has now been retrofitted to state the probable cause of an explosion, be it reactions or just overpressurization on gas merging. These should help intermediate players figure out what is causing an explosion. Added a new functionality to the implosion compressor: Basically performs the gas merging and reaction that TTV does in a machine and reports the results back as if someone uses an analyzer on them. Here to give players feedback so they can try and understand what is actually going on in a bomb. ## D. Player Interaction There should be more room for more than 1 player to play ordnance simultaneously. Previously players are also able to split tasks, but this rarely happens because tritium synthesis needs only the gas chamber to be reconfigured. Now, different players can pick different experiments and work on them. Players can also do joint tasks on one single experiment. Gases like noblium will need tritium production and also a cooling module online. Ordnance can also coordinate with their parent department on what they really need, be it money or research bonuses. # Potential Changes The best-case changes that can be implemented if the current roster of content isn't enough is more reactions that can be used in bombs. Eliminating bombs entirely goes against the spirit of the subdepartment, while adding new ones will need a lot of care and consideration. Another possible change is to implement a "gas payload" bomb. Bombs that has a set number of unreacting gas inside that will increase the heat capacity, reduce the payload, and neccesitates more bespoke mixes. Adding more gas synthesis experiments is discouraged. The main focus of ordnance should be bombs, with gas synthesis being a side project for ordnance. These are present to ease the introduction to bombs and provide some side content. There should be a somewhat well-justified goal in adding new synthesis experiments: e.g. BZ is there as a "tutorial" gas, Nitryl to introduce players to cooling/heating mixes, Halon to a more efficient tritium production, and Nob as a nudge to nobformation bombs and mastery over other aspects. # Conclusion / Summary Add more experiments to ordnance that players can take, accomplish this by: 1. Making the players perform gas synthesis or make bombs. 2. Have them collect the data, see if it fits the criteria. Explain why if it fits and why if it doesn't. 3. Have the player publish a paper. Reward them based on how well did they do, give players agency both on the experiment phase and also publication phase. --- TLDR: Added new experiment to toxins, added the framework for those experiments existing. Experiments comes in gas synthesis and also bombs but with more parameters. Experiments needs to be published through papers, various choices to be made there. Implementation notes: Because of how paper works, ordnance experiments are handled outside of experiment_handler components. My reasoning for this is twofold: The experiments will be completed manually on publication and if the experiment isn't unlocked yet it will still be completed. Experiment handler datums have several procs which require an atom-level parent, and I figured this is the most sensible and cleanest way to implement this without changing the experiment handler datum too much. Small change to /obj/machinery/proc/power_change() signal ordering to adjust the state first and then send the signal. Didn't found any other usage of this signal except mine but barge down my door if it broke something. Rewrote the ttv merge_gases() code to be slightly more readable. A small code improvement for thermomachine to use tofixed (my fault). Ordnance have been updated to enable the publication of papers Several new explosive and gas synthesis experiments have been added to ordnance Anomaly compressor has been TGUIzed and now supports simulating the reaction of the gases inside the ttv. New tank compressor machine for toxins. You can overpressurize tanks with exotic gases and complete experiments. Several techweb nodes are locked and require toxin experiments to complete. Toxins can purchase boosts for various techweb nodes. You no longer need to anchor doppler arrays for it to work. Doppler array and implosion compressor now supports deconstruction, implosion compressor construction added. Doppler now emits a red light to denote it's direction and it being on. Doppler not malf. Implosion compressor renamed to anomaly refinery. Created a new program tab "Science" for the downloader app. Removed Robotics. Reworked the code for bombspawner (used in the cuban pete arcade game) |
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f8aad14ae8 |
Harddel Fix Pack #42 + Better Live Reftracking Support (#63877)
* Hard Del Fixes, Ref Tracking Changes |
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6c0aba5da4 |
removes double spaces AFTER symbols (#62515)
* removes double spaces AFTER symbols * found more |
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75981a9533 |
Allows emagged and syndicate borgs to self-detonate (#61915)
Once upon a time, when borgs could access machines from any distance once the window was open, borgs could self-detonate as a combat strategy. At some point, machine access for borgs was confined to being nearby the device, which removed self-detonation (except when near the console) as a side effect. This PR re-adds the ability for emagged and syndicate borgs by placing a confirm-type button into their RoboTact app (Actions section, under the Status tab). Stunned or locked borgs cannot self-destruct. Additionally, logging for borg detonations has been moved out of the robot console and into the borg self_destruct() proc, to avoid duplicate code, and emagged borgs now have their tablet theme and icon changed to syndicate versions. |
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375a20e49b |
Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such) |
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1ff541b829 |
NTDownloader UI revamp (#56704)
Revamp of the software downloader program for modular computers. Changes: - Programs are now sorted alphabetically with incompatible ones in the end of the list. - Installed programs are now displayed in the list. - Added program icons. - Moved the error messages in place of the download button. - Only the most important error message is displayed now. Priority: compatibility, access, free space. - Syndicate programs are now displayed in the same list, but have a warning message from NT (There are no warning messages on syndicate OS). - Added program categories to improve navigation. The default option "All" contains items from all categories. - Download progress bar moved in place of the Disk usage bar. Disk usage is updated only after the download is complete, so the information was inaccurate during download. And the download bar now always visible regardless of selected category. - The old download progress bar (next to the corresponding program) is replaced with "Downloading" indicator with a spinner. Co-authored-by: Aleksej Komarov <stylemistake@gmail.com> |
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f837ce4397 |
Cyborg modules renamed to models (#56312)
Changes the references of borg module (type) to model, adds a file for robot declarations and one for model declarations. Basically trying to make the code layout a little more sane. Initially changed them to 'configurations' but I prefer model; its meaning is closer to module than configuration and avoids confusion with actual config. |
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0eaab0bc54 |
Grep for space indentation (#54850)
#54604 atomizing Since a lot of the space indents are in lists ill atomize those later |
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3bbec8a6e9 |
Fixes some borg tablet bugs (#54339)
fix: Borg tablets now correctly work when the borg is out of power (though you'll get no networking until you get that power issue sorted out). fix: Borgs that are synced to AIs can correctly view and print photos once more. |
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c03c4f364c |
Unhardcodes Modular PC icons (#54158)
* Changes modPC program icons to not be hardcoded * icons * tgui.bundle.js, we meet again |
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8e98391dfb |
tgui: Borg tablets and RoboTact as a borg self-management app (#53373)
* Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * take one * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * part 2 * Automatic changelog compile [ci skip] * part 3 * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * part three I think * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * who even knows what step I'm on anymore * and another one * Automatic changelog compile [ci skip] * PR time * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Automatic changelog compile [ci skip] * Forward Progress * Automatic changelog compile [ci skip] * Merge remote-tracking branch 'upstream/master' into SiliScreen * more foward progress * RoboTact * bad tab * Improvements all around Plus some changes to vis_overlay to allow for color * Lights and things * borg network card borg tablets lose networking when borg is locked or has no power * hud changes not done yet, but getting close * better modPC screen button * updoot * more useful colors * linter * Do I finally get a green ✓ * better law sync catching * hate linters Co-authored-by: Changelogs <action@github.com> |