Commit Graph

100 Commits

Author SHA1 Message Date
SyncIt21
55ef6a6219 Use a common list for acceptable silo materials (#81790)
## About The Pull Request
This list containing the same material values was copy pasted all over.
It's already cached in the subsystem so let's just use that.

Renamed ore category into silo category.

## Changelog
🆑
code: Use a common list for acceptable silo materials for some stuff.
Renamed ore category into silo category.
/🆑
2024-03-09 05:24:33 +01:00
Ghom
88bdabe53b Adds a small cafeteria behind the right wing shutters of the museum. (#81465)
## About The Pull Request
I was thinking to contribute something to the new away mission map to
make it better. Mapping and all takes too much time for me, so I could
do little. Though it comes with its own unique gimmicks.

To reach the cafeteria, one has to complete a couple puzzles.
The first set is opened by inputing the correct PIN on the password
panel beside it. There're several clues to help you guess this fairly
easy puzzle, in the form of several number graffitis, a scrapped piece
of paper full of numbers, and a board filled with colored dots also
found just beside the panel.
The second one is opened by a keycard, and is generally lazier. To find
it, you'll need to do a bit of (toilet) searching.

As for the unique things this PR adds:
- A fire extinguisher... that actually contains welding fuel
- A (dirt-cheap) hotdog vending machine*
- A completely ornamental maneki-neko (that's the name of the
luck-bringing, paw-waving cat figurine)
- A piggy bank that carries money between rounds. It has a cap of 10k
credits worth of holochips, cash and coins, which is pretty high, but
I'm confident people will just destroy it for its contents the moment
they find it. His name is Pigston Swinelord VI.
- More, totally legit and not actually fake bombable walls :^)

*By the by, you can also find it during the national hotdog day.

Screenshots of the new location:
![museum
cafe](https://github.com/tgstation/tgstation/assets/42542238/1c0d93b7-90d5-4459-a48d-81430f0d3613)
![museum
restrooms](https://github.com/tgstation/tgstation/assets/42542238/5a9e049d-6acc-464b-998d-901e43154bae)


## Why It's Good For The Game
You know how most away missions are not that special at all? Yeah,
@mc-oofert set an example of a pretty decent one actually, if not a tad
small. I thought it could use a touch of another mind actually
contributing to it too, because it deserves it.

Also, this sets the basis for other persistent piggy banks. I don't
think they should all have that 10k cap like this one, perhaps 1k is
enough. Beside, the code that mothblocks did for json database datum is
pretty good, so there is not a whole lot of shitcode here.

## Changelog

🆑
add: Added a cafeteria to the museum away mission, with a few special
things to it. To reach it, you'll have to complete a couple puzzles
however.
map: The museum away mission now has a couple restrooms.
add: Hotdog vending machines may spawn during the National Hot Dog Day.
/🆑
2024-03-05 18:19:39 -07:00
ArcaneMusic
002051a3d5 ArcMining Pr Beta: Version 1.2 (#78524)
This one's not like the last one, so much so that I'm not even going to
outsource the PR description to a robot this time!
Basically, **You should read the PR body before assuming that everything
is the same as last time. It's not.**

## Video Summary
Click the link below to see a video summary of the main features of this
pull request.
https://youtu.be/Aho2omR0mjY?feature=shared

## About The Pull Request
This pull request serves as a large rework of minerals produced by
mining, and by extension mining itself. I'll try and list each change
and it's associated nuance here.

### Ore Vents
The biggest addition to the game with ArcMining is **Ore Vents**. Ore
vents spawn as a ruin on the map, placing a randomized ore vent onto map
generation. Ore vents spawn in 3 different sizes, **Small, Medium, and
Large**. These vents will pick from a pool of materials they can
generate, and will hang out across the map. A player can use a mining
scanner to discover an ore vent, granting a small quantity of **mining
points** to begin with. Once scanned, ore vents will show what minerals
that ore vent will generate after they're fully tapped.

Scanning the vent again will trigger the extraction process. A small
drone will fly down, called the NODE drone, and buckle onto the vent.
Your job during wave defense is to protect the drone and to defeat waves
of randomly spawning mobs (dependent on if you're on lavaland or on
icebox). The quantity, duration, and time between waves is scaled to the
size of the vent you're protecting. Starting by scanning and protecting
lower tier vents earlier in the shift is a safer bet than doing a large
vent in the first few minutes. The drone has 500 health, and can take a
good few hits, but leaving it alone will cause it to meet an unfortunate
end quite quickly.

Cooperation can be your best asset, as mining with allies can greatly
help with wave defense, and mineral points are granted to anyone who
helps with defending the ore vent equally (So 500 * size tier,
regardless of how much help you receive). Once complete, the ore vent
will have a mining machine constructed on top of it, and will start to
dredge up **Boulders** from the earth automatically. More on boulders
later.

Ore vents can be located based on your mining scanner, and will provide
an appropriate audio cue based on if the ore vent has been discovered or
not, and once processed will no longer alert you to it's presence.

**Each station comes with a free vent that produces exclusively iron and
glass, free of charge.** This is to help with shifts where the station
may not have shaft miners to produce minerals, and to provide the
station with a baseline amount of minerals where none may exist
otherwise.

### Mineral Generation
Mineral generation has been completely reworked. Previously, Mineral
Generation had a flat 13% spawn rate in-game. Once minerals spawned,
they would also have a chance to propagate their minerals to nearby
tiles, resulting in a rather massive pool of minerals that could spawn
throughout lavaland on the whole.

This tweaks that, by making minerals in walls spawn based on their
proximity to ore vents on maps that use cave generation. Both the
probability, and quantity of ores spawning in walls is scaled based on
distance, with ore vents looking like large caches of ores found in
walls. This makes following ores found in walls and checking their
quantity of minerals spawned a good indicator of how close you are to a
nearby vent in-round.

This means you can collect some points form both discovering ore vents
first, as well as collecting their surrounding ores, turn those in for
mining points, and then trading them in for gear upgrades to more
effectively take on ore vents. As a result of tweaking the balance of
this, the total amount of ores spawned in walls overall has been
decreased. However, by making more of the process time based, we still
result in a mostly balanced finished product.

### Boulder Processing
On station, there are now three new machines. These are the BRM, the
Refinery, and the Smelter.

- The BRM acts as a teleporter. Instead of needing to carry boulders
back to the station, you can activate the BRM, and it will automatically
pick boulders to teleport back to itself. You can use this to teleport
boulders dredged up from lavaland onto the station for processing. **The
BRM will only lock on to boulders that are resting on an ore vent.**
Moving boulders back by hand will mean you'll have to haul it back by
hand.
- The refinery processes the non-metallic materials out of boulders.
This process sends the materials straight to the ORM, and collects
mining points from the ores smelted in the machine. Swiping with an ID
card lets you withdraw those points for your own personal account, but
remember that these points are for your whole team to share from. The
**Mining points obtained from this process is only 75% of the amount an
equivalent amount of ores would provide.**
- The smelter works nearly identically, however the smelter produces
metallic materials out of boulders instead.
- Once a boulder has had all of it's materials extracted, it's broken
down and deleted from the line. Otherwise, the boulder is spat out for
the next machine to process it (either the refinery or smelter).
- Once there's no minerals left in a boulder of any type, the refinery
or smelter will break the boulder down.
- Boulders **do not stack onto tiles with each other**, so they'll block
each other when pulled or when moving on a conveyor belt.

Boulders can also be processed by hand. Using a mining tool on a boulder
with right click will allow you to break down a boulder into it's
composite ores, but limits you to a maximum of 10 ore per boulder, where
the full amount can be extracted using the proper processing machines.
Also, processing by hand does deal small amounts of stamina damage over
time, do breaking a full large boulder can be particularly taxing.

Additional Boulder Processing Machines can be built, with the BRM board
being obtained from the Protolathe, while the Smelter and Refinery
boards being obtainable from the Autolathe instead. A _boulder
processing beacon_ can also be obtained from the mining points vendor as
a reward to assist with boulder processing. Boulder processing beacons
can be used to spawn in a new BRM, refinery, and smelter on the tile the
user is standing on, however **you'll still need to link them to the
ORM**!

All three machines can be upgraded with Stock Parts, allowing for **more
boulders to be processed at a time**. It does not, however, increase the
amount of minerals received from boulders, or points earned.

### Mining Borg Tweaks
Mining borgs have been given some minor adjustments to compensate for
the changes to mining. Their mineral scanner, which now has an active
component to gameplay, is now a module as opposed to built into the mob.
This module allows for the same ability to discover and start waves of
monsters to fight.

Mining modules will find that their PKA now has a total of 90% mod
capacity as compared to the 80% they had before, to allow for more
robust defense of ore vents.

In addition, all borgs and AIs can interact with the BRM for boulder
collection.

### Mining Mech Tweaks
Mining Mechs have had their utility tweaked as a result of these changes
as well. Mineral scanners to be used on mining mechs now have a larger
radius by comparison to their handheld cousins. Similarly, it now has an
active scanning button, which will actively discovery nearby ore vents.
To begin wave defense, you will need to hop out and scan a second time
however, so that you can properly accept the risks of drawing a horde of
bloodthirsty wildlife towards you and your companions.

Mechs can also manually process boulders, similar to mining tools using
their drill.

### Golem Tweaks
Golems, being more gentle and less aggressive than humans, while being
made out of LITERAL ROCKS, have a greater need to secure access to ores
and minerals to eat. As such, they have adapted to be able to do two new
things:

- Golems may now right click ore vents to be able to manually haul a
boulder out of the vent. This costs a hefty amount of stamina, but it
allows for golems to avoid combat during regular gameplay.
- Golems may now left click a boulder with an open hand in order to
manually process a boulder like a pickaxe. While not faster, it is
consistent and prevents golems from starving if they have access to a
vent, but no ores, somehow.

### Gulag Tweaks
The labor camp, being a camp for rehabilitation and ~~excessive manual
labor~~ has been tweaked. Boulders now replace the random minerals
located on their island, and to acquire their prizes inside, much be
excavated and then broken out of the rock. Now YOU TOO can excavate
minerals and become a true mineral hero by working your way to freedom.

### Mining Point Changes
As a result of fewer mining points being available across the map due to
the new ore spawning mechanics, and the shift in how and when ores will
be coming in, almost every progress based mining point cost has been
reduced by around 10-20%. Many numbers are still subject to change at
present, but the idea is that core progress unlocks should be made a bit
more available earlier in the round before players can start to solo or
duo larger or more difficult ore vents, after which they'll be rolling
in ores.

### Rarities
Every once in awhile, an unusual boulder will get hauled up from the
mineral rich depths of lavaland. These **Artifact boulders** can
occasionally produce rare items, but for now they've mostly just been
pulling up **Strange objects** for science. Nanotrasen Natural Sciences
department will reward you extra points to be collected by boulder
processing machines for successfully extracting one. In the future, this
opens up a passive reward space that mining can reward to the station,
like providing cytology DNA samples, ancient seeds, or other artifacts.

### Misc notes

- Boulders can be stored in all varieties of ore boxes (ground, mech)
should you choose, however as mentioned it's best to leave them where
they spawn and teleport them to the station for convenience.
- Maps that are not subject to cave generation will find that they are
largely untouched in terms of mineral balance.
- Future or existing ruins can now be tweaked to have a mineral balance
cost, as the ore vent ruin does. This will allow us to spawn in more
interesting ruins for pre-made combat challenges.
- There are unique ore vents that spawn across the map, that will summon
a boss mob relevant to that map. If the boss mob is defeated, that vent
will spawn large boulders pulling from every possible ore type that can
spawn. Not for the faint of heart!
- Similarly, the number of ore vents and mineral budget is now
adjustable in the cave generation procs, so maps may spawn with more or
less ore vents as desired for balance.
- Artifact boulders opens up a LOT of room for possible future content
like archaeology, xenoarch, artisci, and other design spaces!
- Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in
addition to boss ore vents.
- **I'll add more to this as I get asked questions and remember things,
this is a huge PR and I'm confident I've missed at least something**

## Why It's Good For The Game

I outlined a lot of this in #78040, so I'll try and keep this relatively
snappy this time, while noting that I've made some concessions to make
the whole system a lot more playable while not trying to break out
design decisions that are at the end of the day, better for the game and
the overall resource balance in round.

Minerals are a very poorly balanced system, and have been since their
inception many years ago. We heavily rely on mineral balance in round,
and yet we've really only balanced it by introducing so much supply that
there's no equivalent exchange for materials that doesn't just heavily
flood the exchanged material. For example, items printed from materials
that are otherwise considered "rare" on master exist in such quantities
and they'll never practically run out in our allotted 90 minute time
slot design. This PR adjusts how ores spawn to a point where we can
minimize the amount of ores that need to exist on the map for mining to
be able to progress, while still providing enough resources for the
station that it covers the needs of the station adequately.

Miners will need to be more strategic about what resources they've
collected, and be able to make decisions about which vents are worth the
risk of attempting to fight, how to prepare for a wave defense, and when
to head back up for upgrades, while finally giving them at least some
kind of incentive to work together and use different equipment.
Resonators make cleaning up the caves around vent easy, sandbags set up
easy defenses for your vent, mechs can serve as a wider range radar
while mining, all while still providing a new gameplay loop to mining.

By limiting the amount of ores that can enter the round from the
massive, massive amounts that were coming into the round beforehand (see
#78346 ), we can make ore processing more meaningful by adding more
gameplay to the processing of minerals. I have some plans for that,
however this PR already got bloated really REALLY badly due to scope
creep and the number of intersecting systems that rammed into each other
to make this PR possible. So that'll be next. Plus, as I've mentioned,
we open up places for ore processing to find fossils, relics, and other
things that can implemented down the line.

Overall, I don't expect this PR to save or kill ore balance, but we gain
a LOT more control over it through the use of our mining defines
attached to this PR, and at the end of the day, that's a great place to
start off of.

## Changelog

🆑
add: Added ore vents. Scanning them with mining scanners shows what
minerals they contain. Scan again to fight off a horde of beasts as your
drone assistant excavates the vent, so the ore vent will produce mineral
boulders!
bal: Ores that spawn in walls now spawn based on their proximity to ore
vents, with their chance to spawn and their minerals contained scaling
from low to high.
add: Added the BRM, Refinery, and Smelter. These pieces of equipment are
used to process ore boulders into minerals for the station. Stock Part
upgrades allow more boulders to be processed at one time. They collect
mining points as well, to be redeemed with an ID card swipe.
add: Boulders are teleported to the station via the BRM if left
untouched. Boulders can also be cracked open for a reduced amount of ore
using pickaxes or golems hands.
add: All stations come equipt with a pre-excavated ore vent, which
produces a basic supply of iron and glass only. Scan other vents for
your critical resources!
add: Look there's a shit ton of changes on mining, for more detail check
out the Pull Request: https://github.com/tgstation/tgstation/pull/78524.
sound: New sounds and noises for your high octane factorio-like
gameplay!
image: All new boulder sprites for the new minerals and rocks added to
the mining gameplay loop, as well as mining machines!
image: Overlays appear over vents when scanned to let you know their
contents at a glance when actively scanned with any mining scanners.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-01-21 11:32:05 -05:00
SyncIt21
d36a5af64f Removes material breakdown flags, traits & miscellaneous fixes. (#80389)
## About The Pull Request
1. Removes material breakdown flags i.e. all flags with the format
`BREAKDOWN_XXX`. These flags do nothing, there are no special checks to
transform materials based on these flags, they are passed around just
because certain procs require them for syntax purposes only.

Apparently there were plans to make these flags do something special
from the comment

302247c0d1/code/__DEFINES/construction/material.dm (L43)
But nobody got any ideas for years now. The only special thing we can do
with them now is remove them and reduce code clutter, so let's do that
    
The only flag that ever did something was the
`BREAKDOWN_INCLUDE_ALCHEMY` flag. This only worked when coupled together
with `TRAIT_MAT_TRANSMUTED` trait(which is only used by the reagent
metalgen) and when both this trait & flag are combined together... they
still do nothing

302247c0d1/code/game/atom/atom_materials.dm (L41-L42)
Yup they cancel out each other to prevent returning an empty list, the
traits only job was to prevent materials from being recycled (like why?
what's the benefit of that? nothing) and the flag was meant to bypass
this restriction so both the trait & the flag cancel out each other
therefore doing nothing meaningful. Best remove them both and call it a
day.

2. Fixes an error in displaying number of sheets inserted into a mat
container when that sheet is made up of alloy materials. it would count
as 2 or more because it would take the sum of total material amount
inserted and not the actual sheets. That's fixed now.

3. Remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag

4. Adds helper proc to insert materials via the remote material
component with proper context

## Changelog
🆑
fix: mat container displays correct number of sheets inserted for alloy
materials.
fix: remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag.
code: removes material breakdown flags and related traits.
code: adds helper proc to insert materials via the remote material
component with proper context.
/🆑
2023-12-25 02:29:26 +01:00
LemonInTheDark
a823708054 Adds lighting height control (space color consistency) (#79046)
## About The Pull Request

Adds support for modifying a light's "height"
You can think of this as the distance it is from the ground below it
(Really it's the distance to the corners around it + 0.5 but yaknow) We
use it to keep wall lights from looking weird, but well, not everything
is a wall light

Floors tend to not be, and space in particular does not want to be
treated as such.
In fact, it wants a NEGATIVE height, so it acts as if it in on top of
all of its corners. This allows us to ensure that the starlight from
space and the starlight from starlight overlays always have the same
intensity and color, preventing weird lines from where the two
intersect, or starlight feeling not very present in cases with only one
turf

I've also bumped starlight's intensity form 0.75 to 1, this should help
with the lines thing discussed above.

## Why It's Good For The Game


![image](https://github.com/tgstation/tgstation/assets/58055496/240d1b3f-52c8-4569-8e74-0d801cbdb84d)

## Changelog
🆑
add: Starlight should be a bit more intense, and flow better onto non
space tiles
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2023-10-21 20:44:18 +01:00
carlarctg
cd030b0690 Adds 'Bloody Spreader' component that bloodies everything it touches (#78743)
## About The Pull Request

Adds 'Bloody Spreader' component that bloodies everything it touches!

For example inserting an item into it if it is a storage item. Or
entering it if it's a turf, or bumping onto it, or... you get the point,
hopefully.

Added this component to the MEAT backpack, meat slabs, bouncy castles,
meateor fluff, meateor heart, and the heretic sanguine blade.

Gave most of these the blood walk component as well, which spreads blood
if it's dragged around.

Meat slabs contain a limited amount of both components, eventually they
will 'dry out'.
## Why It's Good For The Game

Meat isn't meaty and squelchy enough, this will make it meatier. It also
makes the janitor suffer.
## Changelog
🆑
code: Adds 'Bloody Spreader' component that bloodies everything it
touches!
code: For example inserting an item into it if it is a storage item. Or
entering it if it's a turf, or bumping onto it, or... you get the point,
hopefully.
add: Added this component to the MEAT backpack, meat slabs, bouncy
castles, meateor fluff, meateor heart, and the heretic sanguine blade.
add: Gave most of these the blood walk component as well, which spreads
blood if it's dragged around.
add: Meat slabs contain a limited amount of both components, eventually
they will 'dry out'.
code: Added a signal for when an item is entered into storage.
/🆑
2023-10-19 21:03:09 +02:00
LemonInTheDark
b77fa8c2a2 Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects) (#78877)
## About The Pull Request

[Implements a setter for starlight
variables](af34f06b41)

I want to start to modify starlight more, and that means I need a way to
hook into everything that uses it and update it, so we can modify it on
the fly.

This does that, alongside removing space overlays from nearspace (too
many false positives) and making the aurora modify all turfs projecting
starlight, rather then all turfs in an area.

Do still need to figure out handling for the starlight color usage in
turf underlays tho (I gave up, we just keep it static. I'll fix it
someday but the render_relay strategy just doesn't work with its masking
setup)

[Reworks how starlight overlays
work](9da4bc38e2)

Instead of setting color on the overlays directly, we instead store an
object with our current settings in every mob's screen, and
render_target it down onto our overlays.

This lets us update overlay colors VERY trivially. Just need to set
color on the overlay var. Makes modifying starlight a lot cheaper.

It doesn't work on area overlays, because suffering, and it MIGHT induce
extra cost on clients. if it does we can do something about that, we'll
play it by ear

[Removes parallax starlight
coloring.](5f701a1b13)

I'm sorta iffy on the color, the effect can be real oppressive in some
cases, and I'd like to use starlight color for more events in world, and
having it vary can make that looking nice hard.

[Adds some visual effects to narsie being
summoned](a423cfcb2b)

As the rune drawing progresses space (starlight and parallax) go from
normal to greyscale. Then, right about when narsie shows up, starlight
becomes vibrant red.

It's a nice effect. I wanna do more shit like this, I think it'll
improve vibes significantly.
## Why It's Good For The Game

Can't embed it because of github's upload limit, can show a
[link](https://cdn.discordapp.com/attachments/458452245256601615/1160821856358645860/2023-10-08_22-31-22.mp4?ex=65360e99&is=65239999&hm=680e33e4e0026b89e132afc50c04a648a24f869eb662f274a381a5de5c5a36f2&)
for the narsie stuff

Here's
[one](https://cdn.discordapp.com/attachments/326831214667235328/1160813747196141568/2023-10-08_22-34-10.mp4?ex=6536070c&is=6523920c&hm=f8d571d1013da89887f49f3fec99f632251eeeac83085aa7dde97009aee3922f&)
for the aurora too.

This gives us more pretty starlight shit, and the ABILITY to do more
pretty starlight shit. I'm pretty jazzed, and I hope people use this
proc more (keeping in mind that it's pretty hard on the lighting system,
and needs significant delay between changes)
## Changelog

🆑
add: Narsie summoning has had some effects added to space and starlight
del: Removes the link between spacegas color and starlight. It was a
slight bit too vibrant and I think impacted the vibe too wildly to be
incidental.
fix: The aurora event actually... works now. Space lights up and all
that
/🆑
2023-10-17 13:19:12 -06:00
ArcaneMusic
9073290d8a ArCargo: Adds the Galactic Materials Stock Market V1.2 (Free Market Edition) (#78500)
## About The Pull Request

**This PR is a rerelease of #78164, with some bells and whistles.** As
such, most of the core functionality is the same, but with some tweaks
to balance the gameplay and prevent bike levels of profit. I've tried to
bold the new additions to make it easier to read for those coming back
for the second pass.


![image](https://github.com/tgstation/tgstation/assets/41715314/ff9bf038-524d-44fc-81bb-c6ff97fef6dd)
This PR adds a new machine that can be bought called the **Galactic
Mineral Market** (GMM). The Galactic Mineral Market (GMM) allows you to
buy and sell minerals wholesale from the market machine. It goes
something like this:

### 1. Getting the Machine:
The GMM can be bought as an un-assembled machine for 600 credits from
cargo. It's a low cost, but its not mapped in standard, so if you're
confident in your miners, you shouldn't necessarily need one for the
department. Otherwise, it's available for other crewmembers to buy for
cost.

The cargo pack comes will all supplies necessary to finish the machine.
Tools not included.

### 2. Buying Low
Using the machine's UI, you can see all traded minerals and their
associated prices. Buy prices are played straight, and can be bought for
material price, times the quantity. The order is then instantly placed
on the cargo shuttle, and will be deducted from the buyer's account on
shuttle send. **A single order can only have 10 different stacks of
materials in it. So, that can be 100 sheets of iron and 1 of everything
else, or 500 sheets of iron. After that you're blocked from buying more
sheets until you've sent the order.**

Cargo staff with standard cargo access may toggle the machine to order
directly from the cargo budget. Otherwise, materials are only purchased
from private accounts.

All purchases are treated as private and must be opened by the recipient
like private orders.

### 3. Selling High

It's stocks time. To sell minerals on the market, simply insert any
relevant metal stock into the machine. This produces a totally original
and not-a-bounty-cube stock block, which can be sold on the cargo
shuttle for cargo funds. Stock blocks can also be price-tagged as well
following their standard process.

**Stock blocks start out a bright pink and are worth the value of that
material at that time, but over time their color will degrade. After a
full 5 minutes, stock blocks will switch over to a purple hue, and their
value will once again become liquid, subject to the current market
value. This encourages players to be a bit more fast on their feet than
before instead of just waiting forever for all of their investments to
arrive at the perfect value, before the inevitable "rest of the game"
tries to upend your investing.**

Sold cargo stocks are subject at a 20% processing fee as part of the
galactic mineral market.
### 4. Outside Factors

**In-game events like the Crab-17 or the Market crash event will cause
stocks to bottom out completely, and for the market to become
unavailable until the market stabilizes. Thankfully, once the market has
crashed, typically stocks will recovery and gain back some value,
allowing for fast acting market movers to capitalize on rough markets.**

**Additionally, low value materials like iron and glass have an extra
stipulation, as their value goes all the way down to 0 credits. In that
case, you are unable to buy them at that value as a market protection.
Be careful that you don't see a reset or crash when you're planning on
selling your horde of iron and glass stocks!**

Additionally, market events can occur during the round that can more
sharply adjust a single stock's price and completely rebound it's
trajectory. These events are always mentioned in the station
announcement's economics report.

### Other notes:
The market does not cover all minerals, partially for consistency
purposes as well as for balance reasons. Plasma, being a unique material
that only Nanotrasen has their hands on, is the sole exporter of plasma
in the system, so it stands to reason that it's not on the market, and
remains a solo export. Bananium, as it has a rare and expensive
conversion rate, works the opposite way, and as such isn't listed on the
market either, with the sole source being single cargo sales. All others
just don't make much sense to include into the market at this second, so
I left them out for now.

**Alright now below I'm going to cover the math and shit so if that's
not what you care about then please scroll past.**
<details>
  <summary>Warning: Arcane is about to talk about the math</summary>
Alright.
So this adds a new stock_market subsystem, which fires once every 20
seconds. I'm still fairly new to subsystem design so I'm probably going
to need some feedback on cleaning this up to make it look nicer and run
smoother.

So we have 4 associated lists, each attached to the relevant traded
datum; this tracks prices, market trends, how long that trend is going
to last in SS fires, and market quantity.

Prices fluctuate between 0.5x and 3x the material's single sheet value.
This could be tweaked even farther in the future, but for now I'm
keeping it at this nice clean margin. Prices fluctuate based on a
gaussian normal distribution that is centered on different points based
on their **trend**. Upward trending materials are centered in such a way
that they'll almost certainly go upwards, but being that it's based on a
random chance, not always. Vis versa, downward trends should tend to
lose value at about the same rate. We also change our rounding based on
this trend data, in order to prevent low price values like iron and
glass from getting stuck in the same value or freefall drop over time
just because of rounding down. Similarly, neutral trending materials
will not change nearly as much, and will generally stay at around the
same amount.

When buying or selling a material, the quantity of that material will
change on the market. The magnitude of that change depends on how much
of that material currently exists on the market. Buying a low quantity
material like diamond for example will tangibly increase that material's
cost, while buying stacks and stacks of iron and glass won't do much
damage to the price of iron as there's usually around 500 full stacks on
the market to start with. It's applied at a relative percentage of
(qty_changed / new_total_on_market) * price of goods bought/sold at.

In addition to that, there are random "market events" that can occur
randomly, which you might miss if you don't follow the newscaster
economy news. These three events are fairly barebones now, but in
general they have a 1% chance of happening per material, and can more
dramatically increase, decrease, or fully reset the value of a material
on the market back to it's standard value. This opens up for doing more
with it in the future, but that's a later problem.
</details>


## Why It's Good For The Game

This independently resolves some issues related to #78040, that being
that lowpop stations, or shifts with few miners would have a new way to
be able to still get some access to minerals in a given round. This also
provides a unique minigame and alternative way to acquire money in a
given shift, using minerals.

**"But Arcane,** I hear you ask. **"Isn't this just the same thing you
tried doing way back when and then reverted in #50537?**
Well, fuck man, how you doing I haven't see you around in forever also
no you're completely wrong and here's why

**This PR is no longer contingent on the rest of ArcMining in it's
current iteration.** I have introduced some extra factors into the
gameplay as well to try and curb the creation of bikes within gameplay.
This also provides a massive benefit to round progression and gives the
QM and the cargo members the ability to prevent round progress from
stalling by buying round-critical resources.

Not to mention, as the GMM is not cargo required, more cargo integrated,
it also functions as economy content for the rest of the crew.

## Changelog
🆑
add: A new export has arrived in the imports section, the Galactic
Materials Market! You can use this to buy and sell minerals for profit
or cost, as well as stock your station when you don't have any miners.
add: Insert sheets of minerals into the Galactic Materials Market to
convert them into a stock block, allowing you to lock in your price for
5 minutes. Wait too long and it'll be subject to market value again!
add: Minerals can be bought on the market either using the station's
cargo budget by cargo crew, or privately by everyone else.
del: Any material stacks that can be bought and sold on the market
before have been removed from the cargo catalog.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-09-30 08:58:56 -04:00
Andrew
b1c5e5e0f6 Foodening (#77887) 2023-08-31 14:57:19 -04:00
san7890
63f7eb1a6a Fixes Ticked File Enforcement and Missing Unit Test (and makes said Unit Test Compile) (and genericizes the C&D list to the base unit test datum) (#77632)
Closes #77631

## About The Pull Request

Hey there,

Ticked File Enforcement simply wasn't catching files that were missed.
That's a bit stupid, so I decided to look into what the issue might be,
and whoopsie daisies I did double periods back in #76592
(020ac24053).

![image](https://github.com/tgstation/tgstation/assets/34697715/6023afe8-313d-4550-9a60-58a8bc211b4f)

I also added some debug info and some more checks to prevent such a
break from happening again on runtime of this script. I thought it was a
weird string concatenation issue (and not the simple break I thought it
was), so I rewrote how it adds `glob`s. I think it's cleaner so I'll
keep it anyhow

This PR also corrects the oversight of the missing unit test (introduced
in #77218 (69827604c4)) by reticking it in
the `_unit_tests.dm` file, and also makes it compile because it didn't
do that.

I also then had to do some more work to get the unit test to work.
* Genericizes the Create-and-Destroy "ignore" list to be a static list
on `/datum/unit_test` to allow it to be shared between these types of
tests that we need to test.
* Adds that list to C&D and the broken unit test regarding fantasy
bonuses
* Fixes some actually broken that the unit test was made to catch (beam
rifles, butterdogs and other slippery items, random ingredient boxes).
* Adds cases for things that the unit test and overall framework really
shouldn't be altering anyways (mythril), and was likely causing
inappropriate stack traces on master

## Why It's Good For The Game

Unit Tests WORK. Tools WORK.


![image](https://github.com/tgstation/tgstation/assets/34697715/9a59c0db-7a33-4546-918b-c73372a5b867)


## Changelog

🆑
fix: Beam rifles will no longer inappropriately retain any bonuses they
may gain from wizardry.
fix: Inappropriate stack traces over bonuses being applied to components
that gain bonuses innately (like Mythril stacks) should cease.
/🆑
2023-08-15 23:51:26 -07:00
die_amond
6977b041b7 Adds hauntium as a reagent with new fun uses. (#77471)
## About The Pull Request
Adds the material hauntium as a reagent, along with bringing some unique
effects with the reagent.

There are a few new ways to get it other than just the camera obscura as
before, such as grinding certain ghostly things.

Unique effects it brings:

- It works in metalgen (I believe the metalgen recipe is still broken as
of making this) to make hauntium infused metalgen.


https://github.com/tgstation/tgstation/assets/58376695/121ca6b2-00b7-4203-bc6a-48976b1af802


- Any object touched by the chem will temporarily have the haunted
effect, letting it teleport around randomly and even attack people.



https://github.com/tgstation/tgstation/assets/58376695/103aeee5-ed3e-4fdd-85e4-ac7338823c46


- If you put it in your body, it hurts your "soul" (soul being heart and
mood)

![image](https://github.com/tgstation/tgstation/assets/58376695/34182a4c-face-4fe7-b170-a7b10122a14d)
...unless you are morbid or undead, in which it gives a slight mood
boost and acts like an addiction-less drug
## Why It's Good For The Game
Hauntium previously was super niche and not very useful other than
making funny haunted toolboxes from it. This expands it's usage and
makes it a lot more interesting. I also know a good few people who have
also wished this was available to use in metalgen and now you can!
## Changelog
🆑
add: Lets you grind things into a hauntium reagent which works similarly
to the solid form but is versatile and has some unique effects.

/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-12 03:35:19 +02:00
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
YesterdaysPromise
a373b4cb08 Icon folder cleaning wave one (#76703)
## About The Pull Request

Due to a mental breakdown caused by unfathomable abomination that is
icons folder, I swore to myself to one day clean it. Today is kind of
that day. Been at it for around 6, you gotta understand I need a rest. I
tracked most changes in descriptions of commits if you are looking for
details.

## Why It's Good For The Game

Saner spriters make better sprites. And also, just helps keep track of
things.

## Changelog

🆑
image: added sprites for different variants of scrolls.
image: modified couple posters with ghost pixels.
/🆑

---------

Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
2023-07-11 10:50:10 -07:00
Vekter
f2ec16c1e6 Plasma objects no longer violently explode when ignited (#76492)
## About The Pull Request
This is one of those "can I get away with making a change I want" PRs.

I actually didn't know this had been changed before as it's not exactly
something I mess with often, but I really think it sucks. Plasma stuff
is supposed to ignite and cause fires, not explode (unless in a TTV). I
noticed this when I was poking around and found out that apparently
Disco Inferno just explodes now instead of setting on fire which also
sucks.

I figure there's a few fixes for this problem:

1) Nerf how hard plasma stuff explodes. This is an option, but I kind of
dislike that it does it at all more than anything. The biggest issue is
that just the regular statues explode with 20 LIGHT, which is pretty
fucking massive and basically just delimbs everyone around. I'd have to
nerf it HARD for it to get anywhere near what I think is acceptable.
2) Make a snowflake version of the statue that just ignites on hit with
a torch. I also don't like this because it'll make people think the
regular statues don't explode.
3) This option, which I think is cleaner and just makes sense compared
to the others.

I don't know if @vincentiusvin still codes, but as far as I can tell
this was their doing, so it's only fair they get to speak up.

Fixes #71894

## Why It's Good For The Game
I don't like it, I think it goes against what we're used to for plasma
stuff (that it starts fires, not makes explosions) and it makes one of
my favorite shuttles boring and stupid. That being said, I'm honestly
not going to fight for this too hard if a lot of people like it, but I
am - as always - open to alternatives.

## Changelog
🆑 Vekter
del: Plasma objects (statues, toilets, etc.) no longer explode when
ignited. They just release plasma like everything else plasma. (This
doesn't impact injecting plasma into cells or dipping cigars in plasma,
those still explode.)
/🆑
2023-07-03 20:55:04 +02:00
SyncIt21
23c8f28e0b Per unit value of materials now scale with material defines (#76366)
## About The Pull Request
The value of a coin is computed as follows

9d84598731/code/modules/mining/ores_coins.dm (L398)
And a coins custom material amounts to

9d84598731/code/__DEFINES/construction.dm (L84)

In the future if `SHEET_MATERIAL_AMOUNT`(which directly effects
HALF_SHEET_MATERIAL_AMOUNT) is tweaked this will just reopen #76052 so
let's make the value of these mats depend on material defines to ensure
its fixed permanently

## Changelog
🆑
code: mat per unit values of materials now scale with material defines
/🆑
2023-07-03 12:24:50 -04:00
Nick
c516fa2ccb [No GBP] Fixes coin values but for real this time (#76137)
## About The Pull Request
Forgot to update the value of the iron coin in #76066, this fixes that
## Why It's Good For The Game
See #76066
## Changelog
🆑
fix: Had to destroy a lot more of em, but the value of iron coins are
now back to normal
/🆑
2023-06-27 00:11:14 -04:00
Nick
142164187d Fixes coin values (#76066)
## About The Pull Request

This brings coins values back from being severely undervalued after
#75437. Coins are supposed to be made of and worth 400 units of mats,
but the numbers weren't updated and so they were made of significantly
less than that.

## Why It's Good For The Game

Brings coins back to what they're supposed to be worth.
## Changelog
🆑
fix: After destroying unfathomable quantities of excess coins, their
value is back to what it's supposed to be!
/🆑
2023-06-16 20:13:30 -04:00
Paxilmaniac
3921d53132 Makes shattering on throw impact an ELEMENT, anything made primarily of the glass material datum will shatter when thrown (#75303)
## About The Pull Request

I thought, "Hey it'd be neat if glass stuff shattered when thrown
around, wouldn't it?" And thus, shattering became a component. Though it
only applies to any subtype of object, its still more than enough for my
purposes. Plates will still shatter as normal before, but if for any
reason a glass toolbox, or glass statue block, anything glass you get
the idea, is thrown? Shards everywhere. Oh no, our table, its broken.
## Why It's Good For The Game

Something shattering on impact from being thrown or dropped a zlevel is
hilarious, and it'd be even funnier to be able to extend this behavior
to other objects as well. Finally we can relive every comedy movie ever
where some construction workers drop a comically large glass object on
someone from two floors up.
2023-05-13 16:33:17 -05:00
ArcaneMusic
f2fd69a49a Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. (#75052)
Ladies, Gentlemen, Gamers. You're probably wondering why I've called you
all here (through the automatic reviewer request system). So, mineral
balance! Mineral balance is less a balance and more of a nervous white
dude juggling spinning plates on a high-wire on his first day. The fact
it hasn't failed after going on this long is a miracle in and of itself.

This PR does not change mineral balance. What this does is moves over
every individual cost, both in crafting recipes attached to an object
over to a define based system. We have 3 defines:

`sheet_material_amount=2000` . Stock standard mineral sheet. This being
our central mineral unit, this is used for all costs 2000+.
`half_sheet_material_amount=1000` . Same as above, but using iron rods
as our inbetween for costs of 1000-1999.
`small_material_amount=100` . This hits 1-999. This covers... a
startlingly large amount of the codebase. It's feast or famine out here
in terms of mineral costs as a result, items are either sheets upon
sheets, or some fraction of small mats.

Shout out to riot darts for being the worst material cost in the game. I
will not elaborate.

Regardless, this has no functional change, but it sets the groundwork
for making future changes to material costs much, MUCH easier, and moves
over to a single, standardized set of units to help enforce coding
standards on new items, and will bring up lots of uncomfortable balance
questions down the line.

For now though, this serves as some rough boundaries on how items costs
are related, and will make adjusting these values easier going forward.

Except for foam darts.

I did round up foam darts.

Adjusting mineral balance on the macro scale will be as simple as
changing the aforementioned mineral defines, where the alternative is a
rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam
dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~

Items individual numbers have not been adjusted yet, but we can
standardize how the conversation can be held and actually GET SOMEWHERE
on material balance as opposed to throwing our hands up or ignoring it
for another 10 years.
2023-05-03 14:44:51 +00:00
Antonio Tosti
c73662b16a Material Tiles now use the correct sound files, preventing Runtimes (#74066)
## About The Pull Request
Material tiles used to reference an incorrect filename for some of their
footstep audio. This resulted in barefoot, claw, and heavy footsteps not
making any noise on them, as well as triggering a Runtime error in the
logs with each step taken. The code for constructing these file names
has been corrected, and now properly paths to the appropriate sounds.

Closes #70145

## Why It's Good For The Game
These changes improve stability by reducing unnecessary Runtimes, and
restore footstep noise to Material tiles for many creatures/scenarios.

## Changelog
🆑
fix: Material tile floors now make noise when walked on by
bare/claw/heavy feet
/🆑
2023-03-18 01:20:07 -06:00
NamelessFairy
58a9fcff82 De-hardcodes spawnDebris in windows, fixes a bunch of issues with windows. (#73274)
## About The Pull Request

spawnDebris was being overridden by almost every type of window, I've
set up some new vars for it to pull shard and its debris decal from so
spawnDebris only needed to be set up once (+ once more for paper windows
which are unique).
Fixes an issue with reinforced plasma glass windows dropping regular
glass when broken.
Fixes an oversight where tram windows were dropping only 1 rod instead
of 2 and dropping glass sheets instead of shards.
Cleans up tram window code a bunch.
## Why It's Good For The Game

Fixes several issues, cleans up code and cuts down on a lot of repeat
code.
## Changelog
🆑
fix: Reinforced plasma windows will now drop plasma glass instead of
regular glass when broken.
fix: Tram windows drop the correct number of rods and a shard when
broken instead of a sheet.
code: Removed a ton of duplicate vars in tram window code and
re-organize the file slightly.
refactor: spawnDebris has been un-hardcoded and all (but one) override
of it has been removed.
/🆑
2023-02-14 21:38:55 -07:00
LemonInTheDark
e9c87c0acb Starlight Polish (Space is blue!) (#72886)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Adds support to underlays to realize_overlays
Ensures decals properly handle plane offsets
Fixes space lighting double applying if it's changeturf'd into. this
will be important later
Makes solar vis_contents block emissives as expected
Moves transit tube overlays to update_overlays, adds emissive blockers
to them

#### Adds render steps

An expansion on render_target based emissive blockers. 
They allow us to hijack an object's appearance and draw it somewhere
else, or even modify it, THEN draw it somewhere else.
They chain quite nicely

Fixes shuttles deleting z holder objects

#### Makes space emissive, makes walls and floors block emissives
The core idea here goes like this:
We make space glow, and give its overlays some color

This way, the tile and space parallax remain fullbright, along with
anything that doesn't block emissives, but anything that does block
emissives will instead get shaded the color of starlight

This requires a bit of extra work, see later

This is done automatically with render relays, which now support
specifiying layer and color (Need to make an editor for these one of
these days)

The emissive blocking floor stuff requires making a second render plate
to prevent double scaling

Also adds some new layering defines for lighting, and ensures all turf
lights have a layer. We'll get to this soon

#### Makes things in space blue

We color them the same as starlight, by taking advantage of space being
emissive
This means that things in space that block emissive will block it
correctly and be colored blue by the light overlay, but space itself
will remain fullbright

This does require redefining what always_lit means, but nothing but
cordons use that so it's fineee


#### Makes glass above space glow, and some other stuff

Glass tiles that sit above space will now shine light with matching
color to the glasses color. This includes mat tiles.

Glass tiles (not mat because they have no alpha) also only partially
block emissives.
Adds a new proc that uses render steps to acomplish this, essentially
we're cutting out bits below X alpha and drawing what remains as an
emissive.

#### Modifies partial space showing to support glow

Essentially, alongside displaying space as an underlay, we also display
a light overlay colored like starlight.
That starlight overlay gets masked to only be visible in bits that do
not contain any alpha.

We also mask the turf lighting to not go into bits that have no alpha,
to ensure we get the effect we want.
This is done with that lighting layer thing I mentioned earlier.

#### Makes appearance realization's list output ordered

I want it output in order of overlay, sub overlay suboverlay, next
overlay
Need to use insert for that

## Why It's Good For The Game

Pretty!
Also having space be emissive is a very very good way to test for fucked
emissive blockers (If it's broken why are we even drawing the overlay)
I know for a fact mob blockers on lizards and socks are kinda yorked, I
think there's more

<details>
<summary>
Old
</summary>


![image](https://user-images.githubusercontent.com/58055496/213916157-d4b38aa7-3ab6-42a4-989f-7bfba2dc2cba.png)

![image](https://user-images.githubusercontent.com/58055496/213916077-637fa288-bbee-477d-aded-730d9683477e.png)

![image](https://user-images.githubusercontent.com/58055496/213916088-0657a8a2-5627-48e2-8c4b-870c90ef2072.png)

</details>


<details>
<summary>
New
</summary>


![image](https://user-images.githubusercontent.com/58055496/213916107-2af74e64-1817-4a44-b528-180a9160cb9e.png)

![image](https://user-images.githubusercontent.com/58055496/213916115-5fa36fcc-b988-4ccf-850e-21c26ed463d0.png)

![image](https://user-images.githubusercontent.com/58055496/213916120-6833187d-b12e-42a7-ac4b-63c56deb71e5.png)

</details>

## Changelog

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🆑
add: Space now makes things in it starlight faintly blue
fix: Glass floors that display space now properly let space shine
through them, rather then hiding it in the dark
add: Glass floors above space now glow faintly depending on their glass
type
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
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---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-01-31 09:52:27 +00:00
Zephyr
72add64520 Refactors armor into dedicated subtypes (#71986)
## About The Pull Request

See title.
## Why It's Good For The Game

Code is cleaner, and more readable/intuitive
Technically closes
https://github.com/tgstation/dev-cycles-initiative/issues/8
## Changelog
🆑
refactor: armor, from the ground up basically
/🆑

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-12-23 16:21:22 -08:00
LemonInTheDark
cf02f62298 useless update_appearance reduction, emissive_blocker micro optimization (saves a second of init) (#71658)
## About The Pull Request

[Saves 0.2 seconds of init time. 50% of emissive
blockers](8318b648f6)

Emissive blockers are a decent expense during init, even these, which
are the ones that update outside of initialize.
I've inlined them, removed some redundant vars and checks, reduced the
arg count, and shifted some things around. This ends up saving 200ms, or
50% of its total cost.

I also shifted mutable_appearance about a bit. it's not a massive
saving, but it is technically faster

[Prevents a few redundant appearance_updates, saves 0.8 seconds of
init](5475cd778b)

Prequisit info: update_appearance is decently expensive
It's good then to only do it if we have a reason to, right?

Me and moth were shooting the shit about just general init time, and we
came up with the idea of tracking which update_appearances actually
"worked" and which didn't.

That bit comes later, let's enjoy the fruits of that work first

First, holograms were calling update_appearance on process, for almost
no reason.
I patched the one event they don't already "react" to, and then locked
it behind a change decection if.
good for live, doesn't impact init.

Next, decals. If you add a decal to something before it inits, it'll
react to the after successful init signal.
The trouble is the same atom could have its appearance updated from this
MORE then once, since decals can be stacked on tiles, and signal
unregisters don't work once the signal is sent.
So we add a flag to track if we've had this happen to us or not, so it
only happens once.
saves 80 ms

Power! lots of things call power_change on init, often more then once.
We'll update appearance for each of those calls, even if only one is an
actual change.
That's silly, better to track what sort of power we're using for our
appearance and go off that changing

This was taking about 300ms. Really stupid

Icon smoothing. After emissive blockers were added, any change to
something's icon smoothing would lead to an update_appearance call.
Nasty shit, specially cause of walls, which don't even use emissive
blockers.
Ok then, so we'll always update appearance for movables, and will allow
turfs that are interested to hook it manually.
Not many of those anyhow
This is slightly a dev ux thing, but it saves 600ms so I think it's
worth it. Rare case anyway

Telecomms:
telecomm machines were updating appearance on process. This is to cover
for them turning on/off on process.
Better then to just check if on actually changed.
This cost adds up midgame, doesn't impact init tho

Materials:
There's this update_appearance call in material on_apply. it doesn't do
anything.
The logs will lie to you and say it does, but it's just like reapplying
emissives. It doesn't need to exist
Saves like 50ms

Canisters:
Live thing, lots of time wasted updating appearance for no reason, lets
see if we change anything first yes?

[Uses defines to wrap update_appearance for
tracking](4fa82e1c9d)

[Undoes _update_appearance changes, instead reccomends 2 regexes to
use](a8c8fec57a)

I need file and line number for my tracking, so I need to override
update_appearance calls, and also preferably not require every override
of update_appearance to handle dummy file + line args.

So instead, I created a wrapper proc that checks to see if appearanaces
match (they're unique remember, the two of the same visual appearance
will be equivalent)
The trouble is I can't intercept JUST proc calls, or JUST function
definitions with defines. it needs to be both.

So I renamed the /update_appearance proc to /_update_appearance

this way I can capture old uses, and don't need to worry about merge/dev
brain skew

~~It does mean that all update_appearance proc definitions now look
weird tho.
My profiling is leaking into dev ux. I wish I had better templating.~~

**The above is no longer being pr'd**, it's instead just recommended via
a few regexes adjacent to the define.
Smelled wrong anyhow

[Adds a setter for panel_open, so I can update_appearance on
it](cf1df8a69f)

## Why It's Good For The Game

Speed
2022-12-20 00:51:52 -08:00
MrMelbert
1ac4a67c27 Chefs can now kiss food they make to make it with love. (And a lot of cooking refactoring) (#70409)
About The Pull Request

    Adds a skillchip to the chef's vendor. This vendor allows the chef to kiss their food to deliver a chef's kiss.
        Chef's kissing your food will add the "love" reagent to the food, which makes people much happier when they eat it. Be careful, overdosing on love can cause heart attacks.

    Refactors microwaving.
        Separates microwaving out of the edible component and makes it its own element, like grillable and bakeable.
        Also removes some magic numbers from microwave code.

    Code improvements all around baking and grilling code.

    Refactors edible component inheritance.
        Inheriting the edible component is now a viable way to cleanly add food types, flags, and callbacks. This makes it much much easier to change the values of an edible item without adding hacky signals / procs / getcomponent.

Why It's Good For The Game

Emergent chef gameplay.
Being able to further enhance your food with mood buffs.
Better code.
Changelog

cl Melbert
add: Chefs can now make food with love. They can purchase a skillchip from their vendor which enhances their kiss emote. Using your kiss on food you create will add a special reagent to it which makes it nicer.
refactor: Separated Microwavable from the Edible component, refactored microwave act to accompany this
refactor: Refactored how grilled items are generated
refactor: Refactored how silver slime food items are generated
refactor: Refactored how edible items inherit new edible statuses
code: Removed some magic numbers from microwaves
code: General code improvements for grillable / bakeable / etc
/cl
2022-11-04 09:45:01 +13:00
Seth Scherer
f1a363c825 Converts a shitload of istypes to their more concise macros (#69260)
* Converts a lot of istypes() to use their istype macro helpers.
2022-08-18 22:08:44 -04:00
Zenitheevee
702a005b9a Sets MAT_CATEGORY_ITEM_MATERIAL to TRUE for Bluespace Crystals (#68654) 2022-07-30 22:43:07 -05:00
SmArtKar
63363f969f Fixes solid plasma breaking into plasmaglass shards (#67098) 2022-05-19 17:52:18 -05:00
Comxy
b525e9162a Titanium and plastitanium shards and weapons + missing textures. (#66544)
Ever been bothered by why titanium glass and plastitanium glass do not drop their own shard types? Well this is the perfect PR for you! Titanium and plastitanium glass shards never existed, and it is probably because the person who made glass way back in the day didn't have time to add these shards. Luckily I decided to add them after all this time. Every piece of code created has been carefully considered and copied form other code, so then you know it is good code. Also I added more tags, I looked at the guidelines and found that adding the fix and qol tags probably boosts my pr score so it will get merged.
2022-05-08 14:11:08 -07:00
Y0SH1M4S73R
e657e6c4f7 Most materials can be used to build most things (#66181)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-04-28 13:31:35 -07:00
OrionTheFox
16729429ab Bamboo Overhaul (Port of Beestation Hornet #5703) (#64027)
Adds several new bamboo items + sprites
2022-01-21 19:53:36 -06:00
TemporalOroboros
11ccf19741 Makes sure COMSIG_ATOM_EX_ACT is always called. (#63685)
Creates a wrapper macro for ex_act() and moves the signal and contents explosion calls to there. This way we can ensure the signal is always fired. Also desnowflakes reagents responding to explosions.

Ensures that a signal is always called when the attendant proc is called.
2022-01-06 18:45:53 -08:00
Tim
566b9ee1d8 Fix Turf Transparency for MultiZ (#62875)
Fixes #62794 (Catwalk Tiles placed on the lower level of tram appear to be on the upper level)
Fixes #57654 (Open Space shading not always applied)
Fixes #53666 (When standing on a glass floor above a light on the Z level below you the light effect is rendered above the character. This makes light have ugly glows on the floors above. This also happens with grills and lattice.)

Transparent turfs, catwalks, and lighting overlays were badly broken with MultiZ issues. This fixes any transparent turf to appear and be on the same z-level if it has the turf_transparent element. Catwalks will appear and be on the same z-level as well. They were initially glitching to top z-levels causing people to walk over an illusion that caused them to fall to their deaths.

After I fixed these issues I noticed that lighting overlays were also glitching to top z-levels, which looked rather strange as there were lights in the middle of rooms and hallways with no supporting walls. Lights now appear under the transparent turfs properly.

The mapping icons for catwalks displayed the wrong icon_state so I fixed that too.

I made a big refactor for transparency and catwalks code that had to be done to get all of this to work properly.

You no longer have to be afraid of falling off of glass floors, catwalks, or transparent tiles. Also lighting overlays don't glitch through upper z-levels anymore for transparent tiles.
2021-12-29 21:42:49 -08:00
vincentiusvin
3bb8424d78 Makes welding plasma bars/statues/floors use flooder component (#63154)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-12-08 16:14:28 -08:00
Mothblocks
0f3c4e51f7 Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed (#62265)
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else.

Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter.

Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
2021-11-01 04:20:39 -03:00
tralezab
c3ffd2d975 Hauntium is chill with the undead, buffs hauntium stats (#61584) 2021-09-25 03:53:40 -07:00
Kylerace
87f6ca1944 kills 4 object definitions that are inside of proc arguments (#61152)
thanks to putnam for reporting this in coderbus
/obj/machinery/smartfridge/drying_rack/load(/obj/item/dried_object)
looks pretty harmless right? youd think that this would make a proc argument called dried_object of type /obj/item but no, this defines a new /obj/item class definition called dried_object with zero changes from /obj/item

you can use this to do weird things, like /obj/machinery/smartfridge/drying_rack/load(/obj/item/var/dried_object = 3)
creates a new var on /obj/item called dried_object and is very cursed
gets rid of 4 of these abominations, they dont seem to have caused any bugs except for maybe behavior that relies on typesof(/some/path)
2021-09-05 11:54:40 +01:00
Ghom
38b81ec732 Replaces MATERIAL_NO_EFFECTS with MATERIAL_EFFECTS. (#61166)
* Replaces MATERIAL_NO_EFFECTS with MATERIAL_EFFECTS.

* build warning and codermonky's advice.
2021-09-04 13:35:24 +08:00
ArcaneMusic
66f1841850 Get your protein fix here (for monkey meat). (#60696)
Meat steaks now have the material flag to un-link from from material effects, meaning that monkey meat will now have the proper nutrients and reagents it was intended to, primarily that monkey meat will have protein for cytology purposes.

(Basically, the meat mat was not adding a food component, but then trying to remove "any" food component regardless of a material_no_effects flag. Kinda a mess, and maybe this could be done in an event based way, but this is a real sane fix. The hard part was tracking down the error anyway. Kudos fictional arcane who will read this commit message)
2021-08-30 23:18:53 -07:00
vincentiusvin
cc5671a1c9 Fixes hot ice using the wrong numbers for the plasma. (#60406)
* Implements a combustible_flooder component on plasma and hot ice. Numbers made to preserve old behaviour as much as possible for plasma. Nerfs hot ice to be in line with the original tweak PR

* Limited to only hot ice, removed traces of override temp

* Renamed gas_name into gas_id
2021-08-21 22:34:24 -07:00
Kylerace
c60bceba41 fixes hyperspace connect_loc_behalf bug (#60231)
turns out my move_stacks var doesnt work asynchronously since this bug made things with connect_loc_behalf runtime on every movement unless you somehow moved it back to the transit turf and off without it doing the runtime special.

(The sleep and hell the whole bit of code in space/Entered was unneeded, since it just happens normally as a part of move. Life is pain) -Lemon

also does misc code improvements i found while investigating ANOTHER c_l_b bug with stacks i found while testing this one, which i did NOT manage to fix unfortunately
2021-07-15 19:54:20 -07:00
Emmett Gaines
71ed48d944 Datum mat GAGS support and mace migration (#59114)
Makes datum materials support GAGS icons without too much configuration needed. You just need to specify a base config and subtype configurations can be for specific materials. I used the cleric mace as a testing item due to it having 2 distinct regions to color, so it got migrated to this system.

Moving forward we should not be using the regular color system for datum mat items as you can get conflicts with other code adding colors whereas with this the sprite has the base colors baked in.

Also I made the gold mace shimmer, for fun.
2021-05-31 03:06:26 -07:00
cacogen
d2ea4be6c8 Fixes human burgers not naming after the meat donor (#59286)
- Adds custom materials to result of grilling
- Adds custom materials to result of atom processing
- Adds source name and job to mob_meat material if available
- Makes processed atoms have same pixel offsets as their source but randomise with each subsequent one
2021-05-27 04:39:17 -07:00
Kylerace
b76a29675c makes LoadComponent() a macro like AddComponent() is so it supports named arguments (#59185) 2021-05-20 02:53:12 -07:00
Kylerace
08df8798ce (code bounty) refactors all uses of Crossed() and Uncrossed() into signals sent to loc, tracked by connect_loc (#58340)
Co-authored-by: Jared-Fogle <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
2021-05-07 03:54:03 -07:00
tralezab
8f420e7cca Removes Crystal Invasion (#58711) 2021-04-27 18:26:19 -07:00
TemporalOroboros
9f598a9662 Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)
* Adds explosion SFX to the blastcannon and explosive compressor

- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.

* Miscellaneous changes

- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments

- Removes a whole bunch of argname = 0 in explosion calls.

* Removes named callback arguments.

* Changes the explosion signals to just use the arguments list

Adds a simple framework to let objects respond to explosions occurring inside of them.

Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.

Makes the explosive compressor and blastcannon actually use the TTVs they are given.

Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments

*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
2021-04-26 17:31:25 -07:00
Fikou
7e3a4f2442 fixes stuff made with bronze sheets deconstructing into tiles or not being able to make bronze golems (#58708) 2021-04-26 16:15:18 -07:00
Ghilker
99ed48ce8d [Ready]Atmos enhanced. Part 1: Crystallizer and machine recipes (#56889)
* crystallizer
2021-02-27 19:19:43 +01:00
Ghom
69711bde15 Beauty is now an element. Fixing an issue with enter/exit area comsigs. (#57147)
Co-authored-by: Ghommie <425422238+Ghommie@users.noreply.github.com>
2021-02-24 21:17:03 -08:00