Commit Graph

2660 Commits

Author SHA1 Message Date
oranges
3611eec535 Wait for db queries to finish during db shutdown (#77311) 2023-08-05 16:14:00 -06:00
LemonInTheDark
1fed91837c Adds a system for logging metadata about hard deletes (#76956)
## About The Pull Request

I'm sick of the progress bar harddel, and I've ran into this problem in
the past, so I'm just gonna do something about it

If you want to provide an individual logged bit of info about a harddel,
you can override `/datum/proc/dump_harddel_info()` and return a string
containing "whatever"

Use of this should be limited, this could potentially clutter del logs,
especially if it's used on something that fails often, like pipes

I do think it's still useful tho. It's output ingame, in the logs, and
in unit test failures. Hopefully all nicely tho I'm only really 100%
sure about in game.
2023-08-04 14:15:00 -07:00
distributivgesetz
ebbc45b161 Improved PDA Direct Messenger (#75820)
## About The Pull Request

Fixes #76708, Closes #76729 (sorry Zephyr)

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

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

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

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

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

<details>
  <summary>Screenshots</summary>
  

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

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

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

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

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

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

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

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

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

</details>

## Why It's Good For The Game

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

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

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2023-08-03 14:43:31 -07:00
Tim
83e604cbee Add "Hall of Fame" emergency shuttle (#77074)
## About The Pull Request
This adds a new emergency shuttle called the **Hall of Fame**.

![2023-07-28 06 49
58](https://github.com/tgstation/tgstation/assets/5195984/d818058c-f031-472a-8314-8e4c9054c807)

It's designed around persistence. The goal is to have the shuttle store
memories, photos, and trophies for the crew to see!

## Why It's Good For The Game
Cool way for the crew to store and share memories.

## Changelog
🆑
add: Add a new 'Hall of Fame' emergency shuttle. It even comes with it's
own nifty photo album.
/🆑
2023-07-31 18:03:02 -07:00
Watermelon914
69827604c4 Improves the RPG loot wizard event. (#77218)
## About The Pull Request
As the title says. Adds a bunch more stat changes to various different
items and a somewhat simple way of modifying them whilst minimizing
side-effects as much as possible.
Added a new negative curse of polymorph suffix that can randomly
polymorph you once you pick up the item.
Curse of hunger items won't start on items that are not on a turf.
Curse of polymorph will only activate when equipped.

Bodyparts, two-handed melees, bags, guns and grenades, to name a few,
have a bunch of type-specific stat changes depending on their quality.

Some items won't gain fantasy suffixes during the RPG loot event, like
stacks, chairs and paper, to make gamifying the stats a bit harder.
I'm sure there'll still be other ways to game the event, but it's not
that big of a deal since these are the easiest ways to game it.
High level items also have a cool unusual effect aura

## Why It's Good For The Game
Makes the RPG item event cooler. Right now, it's a bit lame since
everything only gains force value and wound bonus on attack. This makes
the statistic increases more type-based and make it interesting to use

It's okay for some items to be powerful since this is a wizard event and
a very impactful one too. By making the curse of hunger items not spawn
on people, it'll also make it a less painful event too.

## Changelog
🆑
add: Expanded the RPG loot wizard event by giving various different
items their own statistic boost.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2023-07-31 17:09:53 +00:00
Time-Green
a695a79f01 [no gbp] Fixes runtime in SSstation (#77231)
No excuse, just dumb. Random layer is the randomly generated parallax
layer, which is null 30% of the time, so this would runtime in SSstation
setup in 30% of rounds

Also another thing where I added extra params and didn't add them to the
proc, fucking parallax for some roundstart clients and latejoins

🆑
fix: fixes a runtime in SSstation setup
fix: fixes parallax not rendering correctly for latejoins
/🆑


![image](https://github.com/tgstation/tgstation/assets/7501474/650242f7-bc33-49eb-98d9-d8e3619ab808)
2023-07-30 23:58:19 -07:00
MrMelbert
298b5d3719 Doubles the time you can get the "Long shift" achievement, makes it not grant on admin restarts (#77195)
## About The Pull Request

- "Long shift" can now be earned from sub 10 minute rounds rather than
sub 5 minute rounds

- Admin restarts no longer give out "Long shift"

## Why It's Good For The Game

I do not think this achievement can *possibly* be earned right now. Like
at all.

Nuke Ops and cult are the only antags that can possibly do it and it's
incredibly infeasible (requiring that they nuke the station or summon
Nar'sie in just 3 minutes!)

So I bumped up the timer to 10 minutes. This means that ops can get it
if they nuke the station in 8 minutes, cult can get it if they REALLY
speedrun, and revs can get it if they beeline the heads.

I checked the DB for stats on this achievement and it's only been earned
in 3 rounds across the last year - `208780` (admin restart due to a bug)
`192892` (admin restart due to a bug?) `186192` (admin restart).

So I also prevented admin forcing the round to end. (I don't know if it
catches admin reboots directly I'll have to check that.)

## Changelog

🆑 Melbert
balance: The "Long Shift" achievement is now feasibly obtainable, and
admins can no longer trigger it unknowingly
/🆑
2023-07-29 13:00:16 -06:00
ArcaneMusic
72379e9e8d Arconomy: Balance Update 2023 (#77055)
## About The Pull Request
Hey everyone I've been dead and tired and distracted and wage cage'd and
hopefully you'll see why in the coming weeks but this isn't that PR this
is something slightly different

So! Changes in this Pull Request:

- I've implemented the changes in #76999 but with the commented
suggestion so that now, mechanically, the foreign species modifier is
now considered to be the floor payment amount. This means a functional
buff to human paychecks, but in game it's still represented as a
non-human nerf.

- The inflation mechanic on vending machines has been removed. This
means that vending machines will keep a consistent cost at all times.
Inflation as a mechanic is still utilized for mail, as well as kept on
the SS level in order to ensure that the market crash events still works
properly.
- Market Crash event has been improved, with some new flavor messages
added, as well as using a new formula where inflation increases for the
period of the event along a 5.5*log(time) scale.

- Tweaks have been made to the accounting computer TGUI to better follow
standard conventions and not use a labeledList. It also properly shows
the player facing paycheck modifier as well. It also looks a bit better
now!

## Why It's Good For The Game

Justification for the change on the 90% paycheck modifier change has
been discussed in #76999 already, but going with the more positive spin
angle.

The inflation mechanic in general has rather unintuitive for a number of
reasons, but the biggest one being that the mechanic doesn't really have
any bearing that players in-game can really effect. Especially with
passive paychecks, the only way to work around inflation is to make...
other players spend their money. That's hardly an easy task with a 10
player crew, let alone a 90 player crew. Plus, the outcome is that it...
punishes players for engaging with the economy if done correctly? Point
being it was a decent idea but it doesn't mash with the desired outcomes
of the player economy in it's current state.

Improvements to the accounting TGUI showcase were necessary as a result,
and just look a bit nicer (I will get a screenshot in a moment). There
is still room to potentially look into command staff being able to give
raises/pay-cuts to crew but I'd want to treat that similar to opening up
crew slots, so I'm putting that off for now.

## Changelog

🆑
qol: Improvements to the accounting console in the HOP office.
balance: Non-human species now receive a 90% racial paycut, up from 75%.
balance: The inflation mechanic affecting vending machines has been
removed, except during the market crash event.
balance: The market crash event now stands as it's own separate event,
and ramps up the cost of vendor items until finally popping and
returning to normal. Market crash now lasts longer to have more impact
while it scales with time.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-29 15:39:27 +00:00
Time-Green
8f053721a6 Starlight colors with parallax, small parallax code clean-up (#77020)
The space gas parallax now colors starlight in the color of the gas: 


![image](https://github.com/tgstation/tgstation/assets/7501474/18b5554f-6357-473e-8f43-64aad1517be0)

<details>
  <summary>Others</summary>
  

![image](https://github.com/tgstation/tgstation/assets/7501474/1599795f-f76d-479d-a1c3-aa19390ad403)

![image](https://github.com/tgstation/tgstation/assets/7501474/fb992df0-ee85-4afc-a546-f28e739ea923)

![image](https://github.com/tgstation/tgstation/assets/7501474/ed64a01c-c104-4177-bf63-b82288251aa9)

</details>

I also cleaned up parallax random code a bit, making it easier to add
new parallaxes and add minor effects to them

The radioactive nebula parallax thing has also been moved to SSparallax
to make it easier and a bit more sane to change

🆑
add: Starlight will color with space gas parallax
code: Cleans up random parallax code / radioactive nebula parallax code
/🆑

## Why it's good for the game

We can change the starlight color now (mostly thanks to @LemonInTheDark
making light code easier to work with), so I thought it'd be fun to
actually do! If people hate it, I'll turn it off and we can just call
this a code clean-up PR
2023-07-29 13:21:33 +01:00
Time-Green
61abab479b Planetary station traits: Forever Storm and Forested (#76957)
Adds two new station traits for Icebox:
**Forever Storm**
The storm on icebox never stops and is more intense. You can wear a coat
and drink coffee and be fine

 **Forested**
Icebox top exterior has a different terrain generator, including way
more grass and trees. AND DEER. Natural chasms are replaced with plasma
rivers

<details>
  <summary>Outside</summary>
  

![image](https://github.com/tgstation/tgstation/assets/7501474/8f5cf57f-9323-473f-9c9b-33192a8777f2)

![image](https://github.com/tgstation/tgstation/assets/7501474/9114fcc5-89b0-46e8-9912-67ad9edf96b8)

![image](https://github.com/tgstation/tgstation/assets/7501474/a5d2cf03-a9a6-4ecf-bbcf-11c39fcacc7d)
(the emissives on the trees have been fixed)
  
</details>

## Why It's Good For The Game

There are no icebox specific station traits, so I added them! The
exterior is very static, samey and could honestly be a lot more
interesting. Having the outside area be varied is something that
freshens up icebox a little! (3x3 icebox is inevitable...)

Forever Storm: I think storms are pretty spooky and cool, and having a
permanent storm can change the ambience a bit and make everyone feel
more isolated. Exploration is not recommended, but you can totally still
go outside at increased risk. Pretty rare and can only happen on icebox

Forested: Forests are dope. It's pretty common for a station trait, but
factoring in that this only happens on icebox, I think it's fair

I've also had to split apart turf and object generation so stuff doesn't
spawn above rivers/chasms anymore. I tested it and I didn't seem to have
broken anything, so that's pretty cool

closes #75154

🆑
add: Adds a Forested planetary station trait! Icebox exterior is now a
forest!
add: Adds a Forever Storm planetary station trait! Sometimes, the storm
never stops. Stay inside or get some coffee and warm clothes
fix: fixes stuff spawning in rivers and above chasms
fix: emissive blockers on random flora not updating
code: Splits terrain generation and terrain population in SSmapping
/🆑
2023-07-29 07:59:34 +00:00
Time-Green
ec9434ea6b Adds cliffs to icebox (#77062)
## About The Pull Request

Adds cliffs to the game! They're tiles usable for mapping to make
mountainy area's and cliffs! I don't have any sprites for them yet, so
just imagine it's a cliff really hard


![image](https://github.com/tgstation/tgstation/assets/7501474/ab0f31b6-93d7-4964-8b9c-4fb3c774647a)

THESE DO NOT REPLACE MULTI-Z AND NEVER WILL! They're just a neat way to
add more depth to the game. You can’t really add 10 different z’s for
one mountain, so this can be used to help map area’s with depth without
overusing z-levels

They've been mapped into the top part of the icebox outside. There's not
a good way to do sides of cliffs yet (will need some thinking), so
they're mapped in such a fashion where it doesn't matter much. Later,
this area above icebox can be expanded with properly done side-cliffs,
something like in stardew-valley would work for our grid-system:


![image](https://github.com/tgstation/tgstation/assets/7501474/007964cc-49d5-489c-9a43-2140f29239ce)

Longer demonstration: https://www.youtube.com/watch?v=Eig4jXNZZRQ

Eventually, I'll redo mapgen and add 3x3 icebox (definitely not coping)

## Why It's Good For The Game

The incredible flatness of icebox drives me insane. While multi-z is
great at giving it more depth, the actual terrain itself is still
completely flat. Adding cliffs let's us add 'soft-mountains', which does
wonders for making an area feel more alive

(And I absolutely adore snowy mountains)

## Changelog
🆑
add: Adds cliffs to the north of icebox. Try not to fall of of them!
/🆑
<details>
  <summary>Additional images (now outdated)</summary>


https://github.com/tgstation/tgstation/assets/7501474/572dc749-596c-4cab-9693-43c2270aca96
 

![image](https://github.com/tgstation/tgstation/assets/7501474/e12236d1-fda8-406a-858b-84a9fe5b4dc7)

![image](https://github.com/tgstation/tgstation/assets/7501474/264ae9d8-2f84-4133-8eb3-29e8df6c976e)

![image](https://github.com/tgstation/tgstation/assets/7501474/15a7f378-b595-4d7b-b948-d405916cb431)

![image](https://github.com/tgstation/tgstation/assets/7501474/b058a184-9fd5-4fa9-b0de-9f687bdf4e43)
  
</details>

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-28 14:13:43 +00:00
Ghom
6f862d107f Adds a unit test to stop elements from using identical lists for their arguments. (#76322)
## About The Pull Request
Ok, so a few days ago I made an issue report about multiple instances of
identical elements being generated because of uncached lists.
ninjanomnom (the mind being the element datums) cleared it up and said
an implementation of GetIdFromArguments() that also checks the list
contents wouldn't be worth the performance cost, while adding that a
unit test should be written to check that it doesn't happen at least
during init, which should catch a good chunk of cases.

Also, i'm stopping RemoveElement() from initializing new elements
whenever a cached element is not found. Ideally, there should be a focus
only unit test for that too, but that's something we should tackle on a
different PR.

Some of the code comments may be a tad inaccurate, as much as I'd like
to blame drowsiness for it. Regardless, the unit test takes less than
0.2 seconds to complete on my potato so it's fairly lite.

## Why It's Good For The Game
This will close #76279.

## Changelog
No player-facing change to be logged.
2023-07-27 16:04:16 -07:00
Alexander V
076bc3eb42 flame_range and flash_range autoset fix (#77118)
## About The Pull Request
From #27184 flame_range and flash_range should automatically default to
light_impact_range and devastation_range

4abf35e4a7/code/controllers/subsystem/explosions.dm (L285-L288)

But it was broken, probably after moving to subsystem, because now
functions set arguments to 0.

Please note I don't play tg and haven't tested this change. Fix changes
default behavior and may cause unwanted effects.
2023-07-27 13:27:04 -05:00
Alexis
6fc996353f Photophobia quirk (#77032)
## About The Pull Request
We already have nyctophobia, so why not have its inverse? 

Adds the photophobia quirk which causes you to get a negative moodlet
while in light and increases flash sensitivity (makes regular eyes as
sensitive to flashes as moth eyes and makes moth eyes as sensitive to
flashes as maint-adapted chaplain eyes)
Sunglasses, welding masks, and things of that nature will negate the
negative moodlet

Thanks to _distrilul, Eton, and Hardly for helping me with this agony.
## Why It's Good For The Game
It's good for quirk variety and adds to roleplay potential.
## Changelog
🆑
add: Photophobia as a negative quirk.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-27 18:09:57 +01:00
Ghom
5ff475afbc Sets a saner length limit to ID assignments and paintings' titles. (#76723) 2023-07-27 05:31:53 -04:00
Ghom
d9677e39be Converting crabs to basic mobs (#77109)
## About The Pull Request
Exactly what it reads on the tin. As a bonus, they will flee from
attacking targets, hunt tiny critters (crabs are now small-sized) and
actually move sideways (it's an element that covers both client and
basic movement)


## Why It's Good For The Game
Another simple to basic mob refactor.

## Changelog

🆑
refactor: Crabs refactored into basic mobs. They now hunt tiny critters
and flee from attackers.
fix: Fixed crabs not crab-walking.
/🆑
2023-07-26 17:52:18 -06:00
MrMelbert
27b00ddbbc Adds a runtime protection check to play_tts (#77106)
## About The Pull Request
I see this stack trace on occasion
```
[2023-07-25 19:04:56.970] RUNTIME: runtime error: get_language_holder() called on a QDELing atom, this will try to re-instantiate the language holder that's about to be deleted, which is bad.
 - proc name: get language holder (/atom/movable/proc/get_language_holder)
 -   source file: code/game/atoms_movable.dm,1458
 -   usr: null
 -   src: AdipemDragon (/mob/dead/new_player)
 -   src.loc: null
 -   call stack:
 - AdipemDragon (/mob/dead/new_player): get language holder()
 - Text To Speech (/datum/controller/subsystem/tts): play tts(L.E.M.O.N. (/mob/living/silicon/robot), /list (/list), /sound (/sound), /sound (/sound), /datum/language/common (/datum/language/common), 7, 0)
 - Text To Speech (/datum/controller/subsystem/tts): fire(0)
 - Text To Speech (/datum/controller/subsystem/tts): ignite(0)
 - Master (/datum/controller/master): RunQueue()
 - Master (/datum/controller/master): Loop(2)
 - Master (/datum/controller/master): StartProcessing(0)
```

Evidently, the list of listeners is *somehow* getting new players or
observers that are being qdeleted (maybe hard deleting?)

That might be a little hard to track down so until then I figure it's
fine to throw in a stack trace and continue so it doesn't brick the
message for everyone else

## Why It's Good For The Game

Prevents the proc from runtiming and cancelling execution, ergo not
playing to everyone else

## Changelog

🆑 Melbert
fix: Fixes some occasions which result in TTS messages not playing
/🆑
2023-07-26 17:24:04 -06:00
AnturK
ef836f8aa2 Fixes tgui_open_uis tracking (#77101)
Fixes https://github.com/tgstation/tgstation/issues/77097

This breaks uis for everyone with fancy-tgui off and in cases where the
window is closed by external action (byond closing it) which is pretty
bad.
2023-07-26 19:10:55 +02:00
MrMelbert
8850e657fa Dehardcodes HR core blacklist (#77075)
## About The Pull Request

Alternative to / closes #77069 

Their PR reminded me I wanted to de-hardcode this list at some point and
make it rely on a flag set on the jobs. So this pr does that.

I also made a combination flag of the flags copied across all station
jobs. Makes it easier to see at a glance which jobs have a unique flag
set and which are just copied across everything.

## Why It's Good For The Game

Makes it more maintainable for future us / downstreams to add new jobs
which may potentially be in this blacklist.

## Changelog

🆑 Melbert
fix: Prisoner slots can no longer be controlled by Plexagon HR Core.
(special things to distributivgesetz)
fix: HoPs can open more assistant job slots if a non-assistant job is
the overflow role
code: Dehardcode the HR core blacklist for jobs which cannot have more
slots opened by the HoP
/🆑
2023-07-25 15:07:42 -06:00
Mothblocks
8cda8dd95a Rename digital clock subsystem (#77028)
Renames digital clock subsystem to be better alongside other player
facing names
2023-07-23 22:21:43 -06:00
thebleh
99d5ae2d13 Fix APC related issues (#77005)
## About The Pull Request
Fixes a bunch of stuff broken by #76822, including APC control console,
malf blackout ability, shunted malf pinpointing, Admin APC recharge and
others.
## Why It's Good For The Game
Yes.
## Changelog
:cl:Thebleh
fix: Fixed several APC related issues.
/🆑
2023-07-22 17:16:22 +02:00
John Willard
ec6b206ac5 Makes TTS blips/enabled into one pref (#76558)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/53777086/6b06c212-060e-415f-b1fd-a6ac9f651627)

I actually do not know how to test this locally as I don't know how to
set TTS up, hope it works.

## Why It's Good For The Game

It's 2 buttons, one only works depending on the other, I don't think it
makes sense.

## Changelog

🆑
qol: The TTS and TTS Blips option is now one choiced preference.
/🆑
2023-07-22 04:50:07 -07:00
Time-Green
42543ac141 NEW STATION TRAIT: Radioactive Nebula (#76825)
## About The Pull Request

Adds a new station trait: Radioactive Nebula!

The station is located inside a radioactive nebula. Space background and
lighting is different shades of green. Objects in space will also glow
green. (This is kinda lying, since the glowing stuff isn't radioactive,
you just get an element that slowly irradiates you, though people and
certain objects that get the 'IRRADIATED' status may still double-whammy
you)

Do not go into space without rad-protected gear, or you will get very
sick very fast. RAD-protection MODsuit modules spawn in robotics and are
also immediately researched.

The nebula does protect against external threats, like pirates, ninja's
and nukies. They can still get to the station pretty well, but they
can't stay in space for extended periods of time

To make it more livable, public rad protection gear will spawn in
lockers around the station. Everyone will also spawn with potassium
iodide pills in their emergency box. Dynamics threat is also reduced by
30, so there's a proclivity towards more lower threat rounds when the
radioactive nebula is present. Radioactive resonance virus cannot be
generated though, since it kinda obliterates any and all challenge and
threat


![image](https://github.com/tgstation/tgstation/assets/7501474/8eedcb85-1bb8-4e87-a794-d6781fee680d)

**Shielding**


![image](https://github.com/tgstation/tgstation/assets/7501474/ae1b25d7-6fbd-4a86-8c95-5947b1122632)

In order to protect the station from radiation, nebula shielding units
need to be constructed. Five spawn ready-to-built in engineering, and
more can be bought pretty cheap from cargo. (Normal radstorms are
disabled)

The gravity generator has 20 minutes of innate shielding, where every
nebula shielding unit adds another 20 minutes. 5 are needed to
completely block all radiation even when the gravity gen is down, but
constructing more is recommended in-case of sabotage/destructions/power
outtages.

Active nebula shielding will passively generate tritium. You can either
vent/ignore this, or use it for something. I'm not an atmos tech but I'm
sure you can do something with it

_What happens when no shielding units are constructed/they all fail?_
The station will suffer a 5 minute long radiation storm, with only
shuttles being excempt. The storm is nerfed strongly, and you can tank
the 5 minutes, but you'll be pretty sick. After the 5 minutes are over,
central command will send an emergency shielding unit which will block
the radiation for 10 minutes and warn the station to set up nebula
shielding.


## Why It's Good For The Game
The station being inside a radioactive nebula shakes up a pretty major
aspect of the game (that being the 'space' in space station 13). Hallway
decals are colored green, display screens will display radiation
markings, carps blend with the nebula, etc. Putting the station inside a
radioactive nebula shakes up the rules of the game and what people can
expect. Suddenly, you can no longer just go outside without taking meds
or getting proper radiation protection, encouraging people to stay cozy
and inside.


![image](https://github.com/tgstation/tgstation/assets/7501474/40112936-8514-47f7-b3e0-b1c782b6a0a6)

Inside, the crew gets the goal to set-up radiation shielding to defend
themselves against the nebula, rewarding a creative engineering
department with passive resource income and protecting the station
against massive radiation storms. I think it's nice to give engineering
something to set up. Even if they don't care, they can just plop it down
somewhere in a closed room and be done with it.

The radiation storm is pretty aggressive, but very survivable if you use
your potassium iodide pills, the extra radiation suits or whatever
chemistry has whipped up.

Most importantly, it gives the entire station a common enemy: the
nebula. Everyone is encouraged to prepare against the mechanics.
Chemistry can make meds, viro can make protective virusses, robotics
gets encouraged to make radprotected MODsuits, engineering gets to
set-up radiation shielding, assistants can look at space or whatever
assistants do.


<details>
  <summary>Cool images</summary>


![image](https://github.com/tgstation/tgstation/assets/7501474/387f2d75-8ba6-425b-8f0f-9423cf7aab19)


![image](https://github.com/tgstation/tgstation/assets/7501474/eb65de97-13ce-4ce9-8902-4144994d217f)


![image](https://github.com/tgstation/tgstation/assets/7501474/60b915a5-8549-4a3b-afe6-f0e823207883)


![image](https://github.com/tgstation/tgstation/assets/7501474/239ae614-8d26-4b77-936f-1d2baa38d32c)

  
</details>

## Changelog

🆑
add: Adds a new rare radioactive nebula station trait! Get ready and
PREPARE, before it gets in...
tweak: Nearstation space area lighting may look slightly different
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-21 16:51:15 +01:00
LemonInTheDark
68184a2e50 Stabilizes code that flicks overlays to view/all clients (#76937)
## About The Pull Request

Rather then using images and displaying them with client.images, we can
instead simply make an object, give it the passed in image/MA's
appearance, and then vis_contents it where we want.

If you want to animate things, you can just use the atom we return from
the proc call.

This ends up costing about 25% of the best case scenario (one guy
online)
It will save more time with more users, but it also allows us to avoid
the hypersuffering that is passing GLOB.clients into the flick proc. So
I think I'm happy enough with this.

For context, here's average per call cost for flick_overlay_view() right
now.
It winds between 5e-5 and 1e-4. With these changes we should pretty
consistently hit the low end of this, because none of our work really
varies all that much.


![flick_avg](https://github.com/tgstation/tgstation/assets/58055496/3483e022-9cc5-490a-be5e-eb79f4e2110b)

(I was using sswardrobe for this, but it ends up being a lot slower so
like, why yaknow)
```
/atom/movable/flick_visual
        New: 3.65625ms
        Provide: 7.4375ms
        Qdel: 9.4375ms
        Stash: 9.46875ms
```

## Why It's Good For The Game

Using our tools should not make your code eat cpu time for no reason.
Hearers is expensive, iterating clients is expensive, let's not be
expensive.
2023-07-20 13:00:52 -06:00
LemonInTheDark
41f20bc3ce [MDB IGNORE] Angled Lights & Lighting Prototyping Tool (#74365)
## About The Pull Request

Hello friends, I've been on a bit of a lighting kick recently, and I
decided I clearly do not have enough things to work on as it is.
This pr adds angle support to static lights, and a concepting/debug tool
for playing with lights on a map.

Let's start from first principles yeah?

### Why Angled Lights?

Mappers, since they can't actually see a light's effect in editor, tend
to go off gut.
That gut is based more off what "makes sense" then how things actually
work
This means they'll overplace light sources, and also they tend to treat
lights, particularly light "bars" (the bigger ones) as directional.
So you'll have two lights on either sides of a pillar, lights inside a
room with lights outside pointing out, etc.


![image](https://user-images.githubusercontent.com/58055496/228785032-63b86120-ea4c-4e52-b4e8-40a4b61e5bbc.png)

This has annoying side effects. A lot of our map is overlit, to the
point that knocking out a light does.... pretty much nothing.
I find this sad, and would like to work to prevent it. I think dark and
dim, while it does not suit the normal game, is amazing for vibes, and I
want it to be easier to see that.

Angled lights bring how lights work more in line with how mappers expect
lights work, and avoids bleedover into rooms that shouldn't be bled
into, working towards that goal of mine.

### How Angled Lights?

This is more complex then you'd first think so we'll go step by step


![image](https://user-images.githubusercontent.com/58055496/228786117-d937b408-9bc2-4066-9aee-aae21b047151.png)

Oh before we start, some catchup from the last time I touched lighting
code.
Instead of doing a lighting falloff calculation for each lighting corner
(a block that represents the resolution of our lights) in view we
instead generate cached lightsheets. These precalculate and store all
possible falloffs for x and y distances from a source.

This is very useful for angle work, since it makes it almost totally
free.
 
Atoms get 2 new values. light_angle and light_dir
Light angle is the angle the light uses, and light_dir is a cardinal
direction it displays in

We take these values, and inside sheetbuilding do some optional angle
work. getting the center angle, the angle of a pair of coords, and then
the delta between them.
This is then multiplied against the standard falloff formula, and job
done.

We do need some extra fenangling to make this all work nicely tho.

We currently use a pixel turf var stored on the light source to do
distance calculations.
This is the turf we pretend the light source is on for visuals, most
often used to make wall lights work nice.
The trouble is it's not very granular, and doesn't always have the
effect you might want.

So, instead of generating and storing a pixel turf to do our distance
calculations against, we store x and y offset variables.
We use them to expand our working range and sheet size to ensure things
visually make sense, and then offset any positions by them.

I've added a way for sources to have opinions on their offsets too, and
am using them for wall lights.
This ensures the angle calculations don't make the wall behind a light
fulldark, which would be silly.

### Debug Tool?

In the interest of helping with that core problem, lights being complex
to display, I've added a prototyping tool to the game.
It's locked behind mapping verbs, and works about like this.

Once the verb is activated, it iterates over all the sources in the
world (except turfs because those are kinda silly), outlining and
"freezing" them, preventing any future changes.
Then, it adds 3 buttons to the owners of a light source.

![image](https://user-images.githubusercontent.com/58055496/228776539-4b1d82af-1244-4ed6-8754-7f07e3e47cda.png)
The first button toggles the light on and off, as desired.
The third allows you to move the source around, with a little targeting
icon replacing your mouse
The second tho, that's more interesting.

The second button opens a debug menu for that light

![image](https://user-images.githubusercontent.com/58055496/228777811-ae620588-f08a-4b50-93a0-beea593aea77.png)
There's a lot here, let's go through it.

Bit on the left is a list of templates, which allow you to sample
existing light types (No I have no idea why the background is fullwhite,
need to work on that pre merge)
You can choose one by clicking it, and hitting the upload button.

This replaces your existing lighting values with the template's,
alongside replacing its icon and icon state so it looks right.
There are three types as of now, mostly for categorization. Bar, which
are the larger typically stronger lights, Bulb, which are well, bulbs,
and Misc which could be expanded, but currently just contains floor
lights.

Alongside that you can manually edit the power, range, color and angle
of the focused light.
I also have support for changing the direction of the light source,
since anything that uses directional lighting would also tie light dir
to it.
This isn't *always* done tho, so I should maybe find a way to edit light
dir too.

My hope is this tool will allow for better concepting of a room's
lights, and easier changing of individual object's light values to suit
the right visuals.

### Lemon No Why What

Ok so I applied angle lights to bars and bulbs, which means I am
changing the lighting of pretty much every map in the codebase.
I'm gonna uh, go check my work.

Alongside this I intend to give lighting some depth. So if there's room
to make a space warmer, or highlight light colors from other sources, I
will do that.

(Images as examples)

![image](https://user-images.githubusercontent.com/58055496/228786801-111b6493-c040-4199-ab99-ac1c914d034c.png)

I also want to work on that other goal of mine, making breaking lights
matter. So I'll be doing what I can to ensure you only need to break one
light to make a meaningful change in the scene.

This is semi complicated by one light source not ever actually reaching
fullbright on its own, but we do what we must because we can.


![image](https://user-images.githubusercontent.com/58055496/228786483-b7ad6ecd-874f-4d90-b5ca-6ef78cb70d2b.png)

I'm as I hope you know biased towards darker spaces, I think contrast
has vibes.
In particular I do not think strong lights really suit maintenance. 

Most of what is used there are bulbs, so I'm planning on replacing most
uses with low power bulbs, to keep light impacts to rooms, alongside
reducing the amount of lights placed in the main tunnels


![image](https://user-images.githubusercontent.com/58055496/228786594-c6d7610c-611e-478b-bcba-173ebf4c4b12.png)

**If you take issue with this methodology please do so NOW**, I don't
want to have to do another pass over things.
Oh also I'm saving station maps for last since ruins are less likely to
get touched in mapping march and all.

### Misc + Finishing Thoughts

Light templates support mirroring vars off typepaths using a subtype,
which means all the templates added here do not require updating if the
source type changes somehow. I'd like to expand the template list at
some point, perhaps in future.

I've opened this as a draft to make my intentions to make my changes to
lights known, and to serve as motivation for all the map changes I need
to do.

### Farish Future

I'm unhappy with how we currently configure lights. I would like a
system that more directly matches the idea of drawing falloff curves,
along with allowing for different falloffs for different colors,
alongside extending the idea to angle falloff.
This would make out of engine lighting easier, allow for nicer looking
lights (red to pink, blue to purple, etc), and improve accessibility by
artists.

This is slightly far off, because I have other obligations and it's
kinda complicated, but I'd like to mention it cause it's one of my many
pipedreams.

## Changelog
🆑
add: Added angle lighting, applies it to most wall lights!
add: Adds a lighting prototyping tool, mappers go try it out (it's
locked behind the mapping verb)
/🆑

---------

Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2023-07-19 04:39:55 +00:00
LemonInTheDark
74892ae7ec Optimization pass focused on foam code (saves about 30% of cpu usage I think) (#76104)
## About The Pull Request

Foam is crummy at high load rn, both because it runs on a low priority
background subsystem, and because it wastes a bit of time.
Let's reduce usage (while speeding up a bunch of other stuff too), and
give it more cpu generally.

[Optimizes reagent processing
somewhat](d409bd4afc)

Turns out most of the cost of foam is the reagents it carries, and the
varying effects they have
I'm doing my best here to optimize them without touching "user space"
too much

That means doing things like prechecking if we're gonna spawn on top of
an existing decal (from glitter, flour, etc), and using that same proc
to also avoid spawning on unacceptable turfs (I had to convert
inheritance to a bitflag system to make this work, but I think that's ok
since we want it imparative anyhow)

It's actually nice for code quality too, since it lets me clean up code
that was using raw locates and weird var pong.
god I wish I had implied types man

[Optimizes foam spreading in its most accursed aspect, reagent
copying](5cc56a64ad)

Holy shit reagent code is a lot.

I'm doing a bunch of small things here. istype in init -> typecache,
removing procs that are called once and loop over a list we JUST looped
over (ph and the caching for reactions in particular)

I am mainly trying to optimize copy_to here, since that's what foam
spams
As a part of this, I removed a pair of update_total and handle_reactions
calls that were done on the reagents we are copying FROM

I have no god damn idea why you would want to do that, but if anything
is relying on the copy proc modifying the source, then that code
deserves to break

Speaking of, I cleaned up handle_reaction's main filter loop a lot,
removed a lot of redundant vars and changed it from a full loop w
tracker vars to an early exit pattern

This meant using a loop label, which is unfortunate, but this is the
fastest method, and it does end up cleaning up the code significantly,
Which is nice

Oh also I made the required_other var function even if there is no atom
attached to the reaction, since I don't see why it wouldn't

This last bit is gonna get a bit esoteric so bear with me

Failing calls (which are most of them) to handle_reactions are going to
be fastest if they need to check as few reactions as possible

One reagent in a reaction's required list is marked as the "primary",
and thus gets to trigger checking it.
We need all the reagents to react anyhow, so we might as well only check
if we have one particular one to avoid double checking

Anyhow, in order to make most calls the fastest, we want these reactions
distributed as evenly as possible across all our reagents.
The current way of doing this is just taking the first reagent in the
requirements list and using it, which is not ideal

Instead of that, lets figure out how many reactions each reagent is in,
then divy reactions up based off that and the currently divvied
reactions

This doubles the reagent index count, and takes the most common reagent,
water, from 67 reactions to I think like 22

Does some other general cleaning in reagent code too, etc etc etc

[Fixes runtimes from the forced gravity element being applied more then
once](941d067611)

I feel like this element should take a trait source or something to make
them potentially unique, it's too easy to accidentally override one with
another

[Removes connect_loc usage in atmos_sensitive, replaces it with direct
reg/unreg](de1c76029d)

I only really used it because I liked the componentization, but it costs
like 0.2 seconds off init alone which is really stupid, so let's just do
this the very slightly harder way

[Micros foam code slightly by inlining a LinkBlockedWithAccess
call](744da3694c)

This is in the space of like 0.05 seconds kinda save so I can put it
back if you'd like, the double loop just felt silly

[Changes how foam processes
slightly](ee5e633e32)

Rather then treating spreading and processing as separate actions, we do
both in sync.
This makes foam fade faster when spreading, which is good cause the
whole spread but unclearing foam thing looks silly.
It also avoids the potential bad ending of foam spreading into itself,
backwards and forwards. This is better I promise.

[Bumps fluid priority closer to heavy eaters, moves it off
background](811797f09d)

Also fixes a bug where foam would travel under public access airlocks.

## Why It's Good For The Game

Saves a lot of cpu just in general, from both init and live.
In theory makes foam faster, tho I'd have to test that on live at
highpop to see if I've actually succeeded or not. Guess we'll see.
2023-07-17 08:56:24 -07:00
MrMelbert
a8e0d7c8d2 Adds a new positive quirk, "Spacer Born". (#76809)
## About The Pull Request

Adds a new 7 point positive quirk, "Spacer Born". Totally not inspired
by The Expanse, don't look at the branch name.

You were born in space, rather than on a planet, so your physiology has
adapted differently.
You are more comfortable in space, and way less comfortable on a planet.

Benefits:
   - You are slightly taller. (No mechanical effect)
   - You take 20% less damage from pressure damage.
   - You take 20% less damage from cold environments. 
- You move 10% faster while floating (NOT drifting, this is zero gravity
movement while beside a wall).
- You drift 20% faster (Drifting through zero gravity, untethered to
anything)
- While in space (z-level-wise, not turf wise), you lose some disgust
overtime.
- While experiencing no-gravity for an extended period of time, you will
start regenerating stamina and reduce stuns at a very low rate.
- If you are assigned to shaft miner (or the map is Icebox), you are
awarded with a 25% wage bonus (hazard pay).

Downsides:
- While on a planet (Yes, this includes Icebox and planetary maps), you
gain gravity sickness:
- Passive accrue disgust (slightly lessened on Icebox) (Capped at low
levels)
      - Choking, after extended periods (disabled on Icebox)
      - Slower movement 
      - Weaker stamina (disabled on Icebox)
- Suffocation from extended periods (disabled on Icebox) (Lungs aren't
adapted)
      - Mood debuff

(Effects not final)

## Why It's Good For The Game

I'd figure I throw my hat in with the Positive Quirk Curse. 

This is a quirk that improves your ability in a niche circumstance (low
gravity / dangerous pressure), with some downsides that are only
generally in effect if you play a few roles (or it's Icebox).

Because of this I think it'll provide an interesting niche, where Spacer
Born engineers are slightly better than their counterparts due to their
origin (moving faster in space without a jetpack, withstanding
pressure). However, at the same time, if the mining outpost sustains
damage and needs repairs... suddenly your buff over your cohorts
disappears, and you have to brave somewhere hostile to your body.

Ultimately, the goal of the quirk is to encourage people to approach
situations a bit differently.
Or take it as a challenge and play shaft miner. 

## Changelog

🆑 Melbert
add: Adds a new 7 point positive quirk, "Spacer Born". You were born in
space, and as a result your body's adapted to life in artificial
gravity, making you much more effective and comfortable in lower
gravity. However, travelling planet-side is quite a chore, especially if
you're assigned to work there.
add: Adds a chemical: Ondansetron, created by Oil + Nitrogen + Oxygen +
Ethanol catalyst. A powerful Antiemetic (lowers disgust).
/🆑
2023-07-16 18:54:38 -06:00
Zephyr
f71ea26f72 Machine list is now stored in SSmachines | Remove excessive use of global lists for specific machine types (#76822)
## About The Pull Request

Removes all of the duplicate global lists for specific machine types
where the only thing they do is store all machines of that type.
Adds machine tracking to SSmachines in the form of a list for all
machines, and then an associative list for machines by their type.
Previously we have machines in multiple global lists, such as airlocks
being in GLOB.doors, GLOB.airlocks, GLOB.machines.
This makes that not a thing, and also means that iterating through
GLOB.machines looking for a specific type is no longer as expensive.
2023-07-15 16:17:46 -04:00
MrMelbert
8c1e35e1c0 Refactors mind language holders into non-existent, fixes new languages being deleted on species swap + tests (#76612)
## About The Pull Request

This PR refactors mind language holders into non-existence

As a result, `update_atom_languages` is no longer necessary

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

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

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

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

## Why It's Good For The Game

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

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

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

## Changelog

🆑 Melbert
refactor: Refactored language holders, making species changes not delete
all of your known languages
/🆑
2023-07-10 18:34:57 +00:00
Lufferly
b8b7f4c71d Random Station Smuggler Satchel Rebalance (#76621)
## About The Pull Request

Rebalances the smuggler satchels that were randomly replaced around the
station.
Now only two are spawned, down from 10

## Why It's Good For The Game

Though I think these are cool, currently with 10 spawning roundstart
they feel like they are everywhere, especially if you are walking around
with t-ray vision. The smugglers satchel is powerful item, powerful
enough to be in the traitor uplink. It makes inventory management a lot
easier, as you essentially have another backpack in your backpack. I
feel like this is a fine reward for being lucky or actively looking for
them, but with how they are currently, you can pretty much guarantee
your chances of getting 5 with a t-ray scanner and a couple minutes of
walking around, invalidating the inventory system. Now if you want this
reward, you have to make a choice to look for one, with the knowledge
that you still may not find it.

## Changelog

🆑 Seven
balance: Only 2 smugglers satchels will spawn on the station at
roundstart, down from 10
/🆑
2023-07-10 10:35:02 +02:00
ChungusGamer666
ca401b57a7 Bargain bin organ quirks: Prosthetic organ and Tin Man (#76498)
## About The Pull Request

Basically, the organ equivalents of prosthetic limb and quadruple
amputee.
These replace your organs with absolutely terrible cybernetic
counterparts which also have absolutely no resistance against EMPs.

![image](https://github.com/tgstation/tgstation/assets/82850673/1e4a4abc-8871-41fc-b2f7-a2e626f1fdfb)

### ADDITIONAL FUN
Surplus organs are so awful that if surgically removed while not EMPed
nor failing, they *explode*!

## Why It's Good For The Game

More character customization, and more suffering for hardcore random
players.

## Changelog

🆑
add: Added two new quirks, prosthetic organ and tin man. Essentially,
they replace organs with bad bad not good cybernetic counterparts.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2023-07-08 00:31:43 +01:00
John Willard
a2c8cce535 Bilingual can now choose their language (#76609)
## About The Pull Request

This was one of the tradeoffs for removing other, more consistent
sources of languages, and was requested by Melbert among many others.
This does go against my wanted goal of decreasing the risk of
eavesdropping by other players through just magically knowing a
language, but it is an expensive quirk and it is in their medical
records, which makes it better than language encryption keys or silicon
just innately knowing them.

This also limits Bilingual to only roundstart languages (+Uncommon),
rather than being randomly selected from a list (that had very useless
ones like monkey, podpeople, and beachbum). This is mostly just for
modularity, I didn't want to make it look terrible code-wise and thought
this may be the optimal way to handle it.

This is also me going back on
https://github.com/tgstation/tgstation/pull/71773 - which I had closed
myself.

## Why It's Good For The Game

If we're gonna keep the Bilingual quirk, it might as well be something
players can choose the language of, it's their character and they should
be allowed to decide how their character is, and it is my fault that
this stupid compromise of "getting a random language" was made in the
first place. It never should've happened.
It now actually limits it to roundstart-only languages, so there's no
way you can spy on people who prepare in advance through becoming
podpeople, or monkeys, etc.

## Changelog

🆑
balance: Bilingual quirk now lets you choose your language between ones
given to roundstart species.
balance: Foreigner and Bilingual are now mutually exclusive languages.
/🆑
2023-07-08 00:26:35 +01:00
san7890
ed59cdd458 Stop stack tracing if ezdb daemon is already running (#76555)
## About The Pull Request

This is an annoyance for me because I often kill the game but not the
EZDB daemon (leaving the cmd window open), and it just triggers this
stack trace while I have a debugger running. It's still able to connect
to the daemon in-game and functions perfectly fine, just hate dealing
with a completely needless stack_trace() every single time.


![image](https://github.com/tgstation/tgstation/assets/34697715/f8ae3cec-1cf6-4e70-b9bc-c7088121b85c)


![image](https://github.com/tgstation/tgstation/assets/34697715/a13774b8-addf-43fd-82f0-3d0e644d2dc1)
## Why It's Good For The Game

LET ME WORK!!! PLEASE!!!
## Changelog
Nothing that players should care about.
2023-07-07 06:30:47 -04:00
BlueMemesauce
f9279f67a0 Sends AI VOX messages over announcement instead of radio (#76327)
## About The Pull Request
Fixes #76310

`sound_override = TRUE` makes it so that no sound is played for the
announcement since "TRUE" isn't a sound file, but that might be bad code
let me know

## Why It's Good For The Game

Sending the message over the radio makes the AI "speak" it, so TTS plays
from AI at the same time as the VOX sounds, which makes the announcement
sound bad for the AI and anyone around them. This turns it from being
sent over the radio to an announcement so that TTS doesn't apply. It
also just makes more sense having the VOX announcement sent as an
announcement rather than just a normal radio message.
## Changelog
🆑
qol: AI VOX messages are sent over announcement instead of radio
fix: AI VOX messages work properly on multi-Z stations
/🆑
2023-07-07 18:13:47 +08:00
Ghom
d4cdd6b63e Replaces lava and chasm's "safeties" and ignoring turf slowdown on catwalks with traits and a new element. (#76376)
## About The Pull Request
This adds a new element for movables that grants turfs they're in
traits, changes lava and the chasm component to check for traits
instead, ditto for turf slowdown. It also implements another trait that
prevents wet floor from slipping people, as well as some other changes
(feel free to opine on them really):
- Tables and conveyor belts now stop turf slowdown, much like catwalks,
as I imagine people walking on them are not really touching the floor.
(I'd include protection against lava too... until they melt, but that'd
mean finding a way to have these objects burn in the first place, and
lava code is still stupid despite a years old refactor I did)
- Tables also stop slippery turfs from slipping (bananas, soaps etc.
still apply). I wish there were a way to make some objects slippery by
coating them in water vapor or splashing water/lube, but that's outside
the scope of this PR.
- Fixed an edge case in which a mob standing on a lava turf would be
left permanently visually on fire if the lava is changed to another kind
of turf.
- Removed unused code from stone tiles.

I'm going to include these traits in that global list for admin-added
traits... tomorrow perhaps. 💤

## Why It's Good For The Game
Replacing some hard-coded mechanics with easier to use traits and an
element, which I also need for the submerge element PR.

## Changelog

🆑
refactor: Replaced hardcoded "safeties" for lava, chasms and ignoring
turf slowdowns on catwalks with traits.
balance: much like catwalks, tables and conveyors also disable turf
slowdowns.
balance: slippery turfs won't slip you when walking on a table.
fix: Fixed an edge case in which a mob standing on a lava turf would be
left visually but permanently on fire if the lava is changed to another
kind of turf.
/🆑
2023-07-07 10:04:33 +01:00
san7890
755fa4db6d Loads Away Missions for Unit Testing (#76245)
## About The Pull Request

Hey there,

A pretty bad bug (#76226) got through, but it was fixed pretty quickly
in #76241 (cf92862daf). I realized that if
we were testing all the away missions, that this could theoretically get
caught and not happen again. Regardless, unit testing gateway missions
has been on my to-do list for a while now, and I finally got it nailed
down.

Basically, we just have a really small "station" map with the bare bones
(_teeny_ bit of fluff, maploading is going to take 30 seconds tops
anyways let me have my kicks) with a JSON map datum flag that causes it
to load all away missions in the codebase (which are all in one folder).
Just in case some admins were planning on invoking the proc on
`SSmapping`, I also decided to gate a `tgui_alert()` behind it because
you never can be too sure of what people think is funny these days (it
really does lock up your game for a second or so at a time).

I also alphabetized the maps.txt config because that was annoying me.
## Why It's Good For The Game

Things that break on production could(?) be caught in unit testing? I
don't know if the linked issue I mentioned above would have been caught
in retrospect, but it's likely to catch more than a few upcoming bugs
(like the UO45 atmospherics thing at the very top) and ensure that these
gateway missions, which tend to be the most neglected part of mapping,
stay bug-free.

This is also helpful in case someone makes a new away mission and wants
to see if stuff's broken. Helps out maptainers a bit because very, very
technically broken mapping will throw up runtimes. Neato.
## Changelog
Nothing that players should be concerned about.

Let me know if there's a better way to approach this, but I really think
that having a super-duper light map with the bare basics to load up
gateway missions and then all nine-ish gateway missions can sequentially
load during init. I can't think of a better way to do it aside from some
really ugly `#ifdef` shit. Also also, it has the added benefit of being
a map that will always load your away mission without touching a single
shred of config (and it's not likely to break if you follow sane
practices such as making your own areas)
2023-07-05 19:40:24 -07:00
ChungusGamer666
1f9bc21fc5 Hemiplegic quirk (#76526)
## About The Pull Request

Like paraplegic, but instead of a horizontal half of your body being
fucked, it's a vertical half!

![image](https://github.com/tgstation/tgstation/assets/82850673/aab1059e-9f5a-4778-a72a-c55c9fe75403)

![image](https://github.com/tgstation/tgstation/assets/82850673/2edf1a76-906f-41f5-984c-4260b65a279d)

## Why It's Good For The Game

Character customization and pure, undistilled human suffering.

## Changelog
🆑
add: Added Hemiplegic quirk.
/🆑

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2023-07-05 19:09:38 -06:00
LemonInTheDark
4d1e34322f Macros multi-z code, removes the false premise of manual offsets (#76248)
## About The Pull Request

[Removes the pretense of relative multiz
levels](0293fdc2bd)

Our multiz system does not support having a z level that is only
connected one way, or which goes down backwards or anything like that.

That's a fiction of the trait system, the actual backend has never
really supported this.

This pr removes the assumptions we were making backend around this, and
uses that to save cpu time.

I am also converting multiz_levels from an assoc list to a pure one,
which saves significantly on access times and cleans up the code
somewhat.

Also I'm making the get_below/get_above procs into macros, for the sake
of cpu time.

[Converts the starlight disease to use BYOND's directional defines
instead of our
own](7d698f02d9)

To some extent spurred on by
https://github.com/DaedalusDock/daedalusdock/pull/298, tho it was known
before

## Why It's Good For The Game

Faster multiz code, faster init, etc etc etc
2023-07-05 18:31:27 -06:00
san7890
d8058f1245 Datumizes out jobconfig.toml (extensibility edition) (#76102)
## About The Pull Request

Hey there,

#75992 (fc54fd6a60) made me realize just
how wacky the job config system is to people trying to add more new
stuff to it, so I finally got the motivation to fix it up.

The gist is that it does all of the same stuff on the front-end as you
would expect, but instead of having to modify core generation code to
create/recreate the files, it instead uses a robust series of getters
and setters. It's much better to use these getters and setters because
we can apply needed game logic (like ensuring that the age that the
server operator puts in is actually sane, and not completely out of
bounds (if you want to permanently price people out of a position, just
set it to 0)). The getters are also nifty too, because they let me atone
for an early mistake I made with how assistants are meant to work with
"unlimited" nonsense.

All a new coder who wants to add stuff to the config needs to do now is
create the define, create the datum, add the procs for the datums, and
that's it! They don't have to do any of the wacky stuff or account for
weird stuff or do any weird copypasta, it's all handled by the system.
One datum is all you need, quite neat.

This also fixes some issues in #75992 that probably weren't discovered
in testing, but the only good way to fix it was a retune+refactor, which
is included in this PR.
## Why It's Good For The Game

Much more extensible, ensuring this system actually works as fully
intended, etc.

I fixed up the documentation (they didn't regenerate the job config
after they updated the code-side documentation) and some weird spacing
stuff that I missed in my review of that aforementioned PR. Everything
should work as expected, it's been tested quite a bit. It's also in its
own folder now, which is neat because we can share the local defines and
split all this stuff out of the already-quite-large SSjob file.
## Changelog
🆑
server: job_config.toml should now comply with reload-configuration
verb, meaning you can hot-reload the configuration from disk and have it
apply ingame automatically.
config: The documentation for setting Minimum Character Age on a per-Job
basis has been altered to be more explicit.
fix: The Minimum Character Age configuration entry is now sanitized to
ensure that it's within the codebase-defined ages, since there's no
(legitimate) way to get a character outside of those ages anyways.
Invalid values will log to the config log.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-04 23:57:16 +00:00
LemonInTheDark
8c2c72b0ed Duiffel Spotfix (#76442)
## About The Pull Request

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

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

[c613c00](c613c00f62)

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

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

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

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

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

## Changelog
🆑
fix: Fixes some fuck with duffelbags, them not holding enough + issues
with spawning gear in them (job shit and all)
/🆑
2023-07-01 15:36:26 +01:00
Iamgoofball
a159b52e85 TTS Improvements: Improved Audio Quality, Pitch Adjustment, Preference Silicon Voices, Per-Character Voice Disable Toggle, Tongue Voice Filters, Reworked Silicon and Vending Machine Filters (#76129)
## About The Pull Request


https://github.com/tgstation/tgstation/assets/4081722/5ca8e015-21f9-4159-9953-bc370152d01f

Improves the audio quality and speaker fidelity by implementing
Retrieval Voice Conversion as an intermediary layer, utilizing the
repository at https://github.com/ddPn08/rvc-webui.
Leverages RVC to allow players to set a pitch for their voice.


https://github.com/tgstation/tgstation/assets/4081722/0eb76ed7-ad67-4da2-9ceb-02605eea2c83

Makes silicons utilize a player's chosen voice preference on their
character slot, and adds a preview button to hear the voice as a silicon
on character creation.
Adds a toggle on character creation to disable having a voice on a
specific character slot.
Adds support for per-tongue voice filters.
Reworks the silicon voice effect to be a special effect done on the TTS
server level instead of via normal filters.
Reworks the vending machine effect to use the new robotic voicebox
effect.

## Why It's Good For The Game

Vastly improves the audio quality and speaker fidelity of our TTS
system.
Allows players to further customize their voice per character, naturally
pitching the voice up or down with cutting edge machine learning based
pitch adjustment.
Allows silicon players to have a consistent voice that's also audible
and understandable regardless of the voice or pitch of the speaker.
Improves vending machine audio quality.
Enhances the immersion of snail tongues and robotic voiceboxes.
Adjusts how Poly's pitch adjustment works based on if RVC is available
or not.
Allows players who feel that a voice doesn't fit their character to
disable having TTS on their specific character.
Provides server operators a way to disable specific voices in situations
with a shared voice server.

## Changelog

🆑 Iamgoofball, Nadare, ddPn08, Mangio621, the rest of the RVC dev
team
add: Improves the audio quality and speaker fidelity by implementing
Retrieval Voice Conversion as an intermediary layer, utilizing the
repository at https://github.com/ddPn08/rvc-webui.
add: Leverages RVC to allow players to set a pitch for their voice.
add: Makes silicons utilize a player's chosen voice preference on their
character slot, and adds a preview button to hear the voice as a silicon
on character creation.
add: Adds a toggle on character creation to disable having a voice on a
specific character slot.
add: Adds support for per-tongue voice filters.
add: Reworks the silicon voice effect to be a special effect done on the
TTS server level instead of via normal filters.
add: Reworks the vending machine effect to use the new robotic voicebox
effect.
/🆑

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
2023-06-28 20:43:13 +00:00
LemonInTheDark
63c365909e Removes per z level station relays, allows tcomms to reach across interconnected zs (#76360)
## About The Pull Request

The second layer of tram does not need its own relay, it is like 10 feet
max above the first.
Feels wrong in game, mappers tend to just sneak these off in corners, it
sucks.
Shouldn't need to do it.

Instead, tcomms z levels will be filled based off the z stack, rather
then just the layer itself.

Adds a list/helper to make this more efficient/more easily duplicable

## Why It's Good For The Game

Matches what people expect better, removes redundant map bits, better
vibes.

## Changelog
🆑
balance: Tcomms now works across connected (vertically) zlevels. No more
hunting in maint for the relay.
/🆑
2023-06-27 22:14:32 -06:00
carlarctg
98837dcd0a Adds digital clocks (#75751) 2023-06-23 19:30:21 -07:00
LemonInTheDark
49b72fdebe Fixes some spurious runtimes in SStgui procs (#76251)
## About The Pull Request

src_object is NOT guaranteed to be passed in. HHHHHHHHHHH
Closes #76249
2023-06-23 20:04:55 -06:00
lessthanthree
b3d040fb2f Enhanced delam/tram counter (#75699)
## About The Pull Request

Gives a makeover to the delam and tram hit counters and adds some new
functionality.


![image](https://github.com/tgstation/tgstation/assets/83487515/cbbeb0df-d205-47ed-be6e-e49cea8c4f12)


![image](https://github.com/tgstation/tgstation/assets/83487515/e042d5e8-cb8b-4feb-b3f0-02365cd8fdbf)


![image](https://github.com/tgstation/tgstation/assets/83487515/c2831f7f-639d-40a8-a74f-d4894a4f67c6)


https://github.com/tgstation/tgstation/assets/83487515/871fb0fd-8b92-45c5-877b-c122a034608c

- The signs now remember your last 'best' score and show the crew if
they're trending in the right or wrong direction since the last
incident.
- Safety Moth PSA panel. In the future this will dynamically change
based on the current events, or function as a status display.
- Tram hit counters no longer waste processing every tram hit.
Previously each sign independently managed tracking, which meant that
deconstructing or constructing a sign would reset it to 0 and it would
become out of sync with the other signs.
- Can be repaired, EMP'd

## Why It's Good For The Game

Provide a little motivation to reach for that high score. The PSA
changing to for example, find a locker during a delam event.

## Changelog

🆑 LT3
image: Delam and tram flipsigns have been replaced with information
displays
fix: Tram hit count is centrally managed instead of independently on
each sign, so they won't get out of sync
/🆑
2023-06-23 19:29:34 +01:00
LemonInTheDark
d93e81c2fc Emergency Profile Dumps (#75924)
## About The Pull Request

Adds some hooks to the MC that detect if something ate a ton of real
time last tick, and reacts by dumping our current profile into a file

It's really frustrating to see a spike in td in our performance logs,
but see no reason in the profile because it's only taken every 5
minutes. This resolves that

I'm throwing this up so mso can give it a look over, not sure if I want
to use defines or configs here, taking suggestions

🆑
server: Adds a system to emergency dump profiles if too much time passes
between ticks
config: Added configs that control how often emergency profiles are
allowed to dump, alongside the threshold for what counts as too much
time between ticks
/🆑
2023-06-23 10:35:43 +02:00
LemonInTheDark
be6b3cf330 Moves ui references from the tgui subsystem to datums themselves (#76215)
## About The Pull Request

Unused vars have 0 memory cost, and the ref and list lookup here is
REALLY expensive, for both init and foam spreading.

## Why It's Good For The Game

Saves 0.2s off a station flood on meta, and 0.17s off init. More time in
other qdel heavy areas
Pulled off #76104 for the sake of cleanliness
2023-06-21 23:55:04 -06:00
LemonInTheDark
a8e16030f8 Optimizes timer insertion by 80% (W QDEL_IN micro) (#76214)
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## About The Pull Request

[Reduces timer insertion cost by
80%](c9e5b285ed)

Timer name generation involved a LOT of string shit, some in ways where
the string only existed for a moment.
This costs a good bit of time, and can be reduced with only minimal
impacts on the end product, so let's do that. Includes a compile flag to
flip it back if we ever have trouble in future.

This is about 0.1s off init, since we do a lot of timer stuff then too

[Removes STOPPABLE flag from QDEL_IN, moves it to a bespoke
macro](e7a5d7f2a7)

Its a waste most of the time, tho I would LOVE to analyze at compile
time to work out if we care
## Why It's Good For The Game

I like it when we don't spend all of our cpu time just setting the name
var on timers. that's good and not bad.
This saves time fucking everywhere. 15% off explosions, 0.1 seconds off
init, bunch of time off foam. it's just good.

Cherry picked out of #76104 since that was too cluttered (sannnnnn)

<!-- Argue for the merits of your changes and how they benefit the game,
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<!-- Both 🆑's are required for the changelog to work! You can put
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2023-06-21 23:54:20 -06:00
LemonInTheDark
cf92862daf Fixes a runtime in atom init management (#76241)
## About The Pull Request

The issue was map verification calling build_cache, which uses the
define which enables/disables init values on sleep. We avoid this by
using a var on map datums and using that to enable the init value
modification only when we are actually loading stuff.

Also fixes a bug in clear_tracked_initialize() where it being called
with no values lead to bad values/potentially overriding initialized on
accident.

Also also I forgot how for loops worked so this would not have worked
regardless

## Why It's Good For The Game

Code should like, function
2023-06-21 20:20:49 -07:00
LemonInTheDark
61d046d2b6 Fully fixes atom init desyncs (#76179)
## About The Pull Request

The old system was... ok, but the stack trace was unfortuante, and the
potential to double remove was silly.
Let's use a list of source, value instead, to block overremovals and
properly support different load states

## Why It's Good For The Game

Prevents a bug a goodhearted bagilmin showed me where shuttles would
randomly just fail to load.
Calling clear twice should not be a failure

## Changelog
🆑
fix: Maps loaded post init will no longer randomly enter a failed state.
Hopefully.
/🆑
2023-06-21 15:08:45 -04:00