When I refactored stuff to use lazy templates it broke a few needed checks, this is one of those checks.
Although there is no reason this shouldn't have been checking for station level over not CC
## About The Pull Request
Damn that's a long title.
Admin Verbs can be used in the verb bar with hyphens instead of spaces
again.
## Why It's Good For The Game
Admin muscle memory
## Changelog
## About The Pull Request
Adds automatic cordoning to block reservations.
Also fixes an issue where ChangeTurf would cause SSicon_smoothing to
throw runtimes by calling QUEUE_SMOOTH regardless of initialization
completion
## Why It's Good For The Game
## Changelog
---------
Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
I have attempted or otherwise started this project at least 4 times. I
am sick of it being on my calendar. The code needs it. I need it.
- This makes crew records a proper datum rather than assigning
properties record.fields.
- General, medical, and security records are merged.
- Did some slight refactoring here and there for things that looked
obvious.
- Wanted states are now defined (and you can suspect someone through
sechud)
- pAI (unrelated but annoying) had some poorly named exported types that
i made more specific
- Job icons are moved back to the JS side (I wanted to get icons for
initial rank without passing trim)
<details>
<summary>previews</summary>
Editable fields & security console

Medical records

Look and feel of the more current version

</details>
## Why It's Good For The Game
TGUI'd some of the worst UIs in the game.
Creating new records is made much simpler.
Manifest_inject is made readable.
Probably bug fixes
## Changelog
🆑
refactor: Crew records have been refactored.
refactor: Medical records -> TGUI
refactor: Security records -> TGUI
refactor: Warrants console -> TGUI
qol: Players are now alerted when their fines are paid off.
qol: Cleaned up sec hud examination text.
qol: Adding and deleting crimes is easier.
qol: Writing crimes in the console sets players to arrest.
qol: You can now mark someone as a suspect through sec hud.
/🆑
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Test Card Distribution debug verb has been altered slightly to prevent
runtimes. Backing out of any one of the menus would send null as an
argument, and cause a runtime.
The Validate Cards verb now returns a message if no errors are found. I
kept mistakenly clicking this verb thinking it was the Cardpack
Distribution one, and would get confused whenever nothing happened. Now
it returns a message!
Also converts some of the stuff I touch into snake case because pretty
code is nice.
## Why It's Good For The Game
Closes#66987. Feedback for the random debug buttons I accidentally
click is good.
## Changelog
🆑 Rhials
fix: backing out of the Test Card Packs debug menu will no longer cause
a runtime
fix: Validate Cards debug verb now gives feedback if no errors are
detected.
/🆑
<!-- 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
War item checked for being on the CC zlevel which is no longer where the
nukie base is loaded.
Instead it now checks for being in a reserved area, which it will be if
loaded in __correctly__
fixes https://github.com/tgstation/tgstation/issues/72214
Also restricts loading lazy templates until the game has fully started,
i've noticed that trying to load pregame has a tendency to get stuck in
a runtime loop when SSicon_smoothing fires at the same time loading is
occurring
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
War Good
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
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mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
fix: War can once again be declared
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
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<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
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## About The Pull Request
Title for the most part.
## Why It's Good For The Game
I was told, many, MANY, moons go, as a downstream host, that one of
these lists would rarely ever get touched.
What a fat lie that was.
The more I had to stare at this list the more infuriated I got with it.
Now, I just went ahead and organized most of the lists in this file, as
well as fixing comments to fit the format of `/* hey bozo */`. Where
applicable, things were organized into `/datums/admins/` and
`/client/proc` as well.
## Changelog
🆑 Jolly
code: The lists in admin_verbs.dm was organized to be made better. This
shouldn't affect the panels admins use at all, since they're already
alphabetized.
/🆑
## About The Pull Request
Removes the nukie base and wizard den from the base centcom map. They
are instead now lazy loaded as required.
To make a new lazy load template is fairly simple, make a map, allocate
an area for it, and place a marker at the bottom left corner of that
area. I have it check an area to ensure that if someone makes the map
larger than expected but doesn't account for the template allocation it
doesn't overwrite stuff without warning
[Replaces some improper CHECK_TICKs with
MAPLOADING_CHECK_TICKs](c7fbca9148)
Atom init has already been tripped by the time we get to this portion of
the loading, so if we don't use the right check tick, we will
potentially block unrelated init attempts. This is bad. (Lemon edit, I
want this in the commit desc)
## Why It's Good For The Game
Cuts down on init times.
Closes https://github.com/tgstation/dev-cycles-initiative/issues/17
## Changelog
🆑
admin: New mapping verb to load lazy templates as needed. In your admin
tab under the Mapping category.
/🆑
this isnt technically player visible, so not sure it needs a changelog
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
Admins now have a verb to add footnotes to the roundstart threat report.
These messages can be signed, and multiple can be submitted at once.

(If no footnotes are submitted, the report does not display the
"additional notes" section)
This ALSO adds a verb to delay the roundstart threat report
indefinitely, to give some extra time. If you turn it off, be sure to
toggle it back on when you're done!
## Why It's Good For The Game
Gives admins a way to set the tone for a shift, give IC advisory on
stuff, bully the command players, or just add some flavor to the report.
We already give these chuckleheads enough platforms to shitpost from.
What's one more?
## Changelog
🆑
admin: new admin verb -- Command Report Footnote. Lets you attach a
signed message to the roundstart command report.
admin: new admin verb -- Delay Command Report. Lets you delay the
roundstart command report indefinitely.
/🆑
## About The Pull Request
I have been chipping away/procrastinating at this since May, but after
several years, I have finally updated how Trophy Cases work.
So, what this PR does is the following:
- Standardized everything in persistence.dm to use snake case, and added
basic autodocs
- Automatically moves trophies from data/npc_saves/TrophyItems.json to
data/trophy_items.json. Removed legacy .sav conversion by request, it
has been a long time.
- Trophy cases are opened and loaded the same way you would open a
regular ID locked display case (used curator access, relevant access
autodoc has been updated)
- Instead of cheap plastic replicas that turn to dust anyways, trophy
cases use holograms, which can be dispelled by hand
- Trophy data gets saved if an item stays in the trophy case when the
shuttle arrives to centcom, and the item has a description set. This is
in line with paintings, which has to still hang on the wall at round
end.
- You can edit the description of new trophies by using the librarian's
key to unlock History Mode
- When you click on a closed trophy case, it will open a tgui, and will
not display the case description. It will still do for open cases.
Vendatrays have been updated to do the same.
- The UI's icon uses icon2base64(getFlatIcon(showpiece, no_anim=TRUE)).
Vendatrays have been updated similarly, so items with directions and
animations are displayed properly. The base64 strings are updated in
update_static_data.
- Fixes vendatrays from displaying some characters in strange ways, such
as displaying /improper.
- Renames some one letter, or nonindicate argument and var names in
trophy case code
- Adds a trophy management admin panel, where admins can finally delete
all the curator ID cards swallowed over the years. Or, they can replace
the paths with funny new paths.
- If an entry has an incorrect, no longer existing path, it will be
marked red in the management panel
- Adds MAX_PLAQUE_LEN define, which 144 characters
- Removes start_showpieces from trophy cases, as it was completely
unused. The start_showpiece_type var is still around.
- Moves trophy_message var to trophy cases. Only a dice collector
display case used them in the Snowdin map.
What this PR does not do
- Sadly, it still only saves the base image of an item, and no layers or
altered image states. This has to come in the future.
<details>
<summary>Click here to see various states of the trophy tgUI</summary>

Locked history mode, existing item.

Unlocked history mode, but holographic trophy is present.

Locked history mode, no item.

Unlocked history mode, no item.

Unlocked history mode, item placed, default text. (Note: this picture is
out of date. The typo has been fixed, and "record a message" is now
"record a description" for consistency)

Unlocked history mode, item placed, new text.
</details>
<details>
<summary>Click here to see the admin panel</summary>

</details>
## Why It's Good For The Game
Less curator ID's stuck in the Trophy Cases, and the existing ones can
be cleaned up. A more immersive Trophy Case user experience, in general.
## Changelog
🆑
refactor: refactored trophy cases, to be more user friendly
admin: created a trophy managment admin panel
/🆑
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
About The Pull Request
I've reworked multiz. This was done because our current implementation of multiz flattens planes down into just the openspace plane. This breaks any effects we attach to plane masters (including lighting), but it also totally kills the SIDE_MAP map format, which we NEED for wallening (A major 3/4ths resprite of all wall and wall adjacent things, making them more then one tile high. Without sidemap we would be unable to display things both in from of and behind objects on map. Stupid.)
This required MASSIVE changes. Both to all uses of the plane var for reasons I'll discuss later, and to a ton of different systems that interact with rendering.
I'll do my best to keep this compact, but there's only so much I can do. Sorry brother.
Core idea
OK: first thing.
vis_contents as it works now squishes the planes of everything inside it down into the plane of the vis_loc.
This is bad. But how to do better?
It's trivially easy to make copies of our existing plane masters but offset, and relay them to the bottom of the plane above. Not a problem. The issue is how to get the actual atoms on the map to "land" on them properly.
We could use FLOAT_PLANE to offset planes based off how they're being seen, in theory this would allow us to create lens for how objects are viewed.
But that's not a stable thing to do, because properly "landing" a plane on a desired plane master would require taking into account every bit of how it's being seen, would inherently break this effect.
Ok so we need to manually edit planes based off "z layer" (IE: what layer of a z stack are you on).
That's the key conceit of this pr. Implementing the plane cube, and ensuring planes are always offset properly.
Everything else is just gravy.
About the Plane Cube
Each plane master (except ones that opt out) is copied down by some constant value equal to the max absolute change between the first and the last plane.
We do this based off the max z stack size detected by SSmapping. This is also where updates come from, and where all our updating logic will live.
As mentioned, plane masters can choose to opt out of being mirrored down. In this case, anything that interacts with them assuming that they'll be offset will instead just get back the valid plane value. This works for render targets too, since I had to work them into the system as well.
Plane masters can also be temporarily hidden from the client's screen. This is done as an attempt at optimization, and applies to anything used in niche cases, or planes only used if there's a z layer below you.
About Plane Master Groups
BYOND supports having different "maps" on screen at once (IE: groups of items/turfs/etc)
Plane masters cannot cover 2 maps at once, since their location is determined by their screen_loc.
So we need to maintain a mirror of each plane for every map we have open.
This was quite messy, so I've refactored it (and maps too) to be a bit more modular.
Rather then storing a list of plane masters, we store a list of plane master group datums.
Each datum is in charge of the plane masters for its particular map, both creating them, and managing them.
Like I mentioned, I also refactored map views. Adding a new mapview is now as simple as newing a /atom/movable/screen/map_view, calling generate_view with the appropriate map id, setting things you want to display in its vis_contents, and then calling display_to on it, passing in the mob to show ourselves to.
Much better then the hardcoded pattern we used to use. So much duplicated code man.
Oh and plane master controllers, that system we have that allows for applying filters to sets of plane masters? I've made it use lookups on plane master groups now, rather then hanging references to all impacted planes. This makes logic easier, and prevents the need to manage references and update the controllers.
image
In addition, I've added a debug ui for plane masters.
It allows you to view all of your own plane masters and short descriptions of what they do, alongside tools for editing them and their relays.
It ALSO supports editing someone elses plane masters, AND it supports (in a very fragile and incomplete manner) viewing literally through someone else's eyes, including their plane masters. This is very useful, because it means you can debug "hey my X is yorked" issues yourself, on live.
In order to accomplish this I have needed to add setters for an ungodly amount of visual impacting vars. Sight flags, eye, see_invis, see_in_dark, etc.
It also comes with an info dump about the ui, and plane masters/relays in general.
Sort of on that note. I've documented everything I know that's niche/useful about our visual effects and rendering system. My hope is this will serve to bring people up to speed on what can be done more quickly, alongside making my sin here less horrible.
See https://github.com/LemonInTheDark/tgstation/blob/multiz-hell/.github/guides/VISUALS.md.
"Landing" planes
Ok so I've explained the backend, but how do we actually land planes properly?
Most of the time this is really simple. When a plane var is set, we need to provide some spokesperson for the appearance's z level. We can use this to derive their z layer, and thus what offset to use.
This is just a lot of gruntwork, but it's occasionally more complex.
Sometimes we need to cache a list of z layer -> effect, and then use that.
Also a LOT of updating on z move. So much z move shit.
Oh. and in order to make byond darkness work properly, I needed to add SEE_BLACKNESS to all sight flags.
This draws darkness to plane 0, which means I'm able to relay it around and draw it on different z layers as is possible. fun darkness ripple effects incoming someday
I also need to update mob overlays on move.
I do this by realiizing their appearances, mutating their plane, and then readding the overlay in the correct order.
The cost of this is currently 3N. I'm convinced this could be improved, but I've not got to it yet.
It can also occasionally cause overlays to corrupt. This is fixed by laying a protective ward of overlays.Copy in the sand, but that spell makes the compiler confused, so I'll have to bully lummy about fixing it at some point.
Behavior changes
We've had to give up on the already broken gateway "see through" effect. Won't work without managing gateway plane masters or something stupid. Not worth it.
So instead we display the other side as a ui element. It's worse, but not that bad.
Because vis_contents no longer flattens planes (most of the time), some uses of it now have interesting behavior.
The main thing that comes to mind is alert popups that display mobs. They can impact the lighting plane.
I don't really care, but it should be fixable, I think, given elbow grease.
Ah and I've cleaned up layers and plane defines to make them a bit easier to read/reason about, at least I think.
Why It's Good For The Game
<visual candy>
Fixes#65800Fixes#68461
Changelog
cl
refactor: Refactored... well a lot really. Map views, anything to do with planes, multiz, a shit ton of rendering stuff. Basically if you see anything off visually report it
admin: VV a mob, and hit View/Edit Planes in the dropdown to steal their view, and modify it as you like. You can do the same to yourself using the Edit/Debug Planes verb
/cl
* Refactors hallucinations slightly, organizes them
* Refactors hallucination into a status effect
* Further hallucination proper refactoring
* Refactors battle hallucinations
* Refactors "fake item other" hallucination
* Gets it a bit closer to working state
* Refactors screwydoll and fake alerts
* Refactors fake inhand items
* Refactors a few more.
- Fake death
- Fake messages
- Fake sounds
- Projectiles
* Refactoring delusions, hallucination effects
* Furthering the hallucination status effect
- removes copypaste of hallucination pulses
* Almost finalizes the changeover to status effect
* Last staus effect stuff
* Delusion business
* Airlocks, fire, and more delusion stuff
* Finishes screwyhud. It compiles now!
* Swaps screwyhud over to a grouped status effect
* Removes hal_screwyhud
* Comment
* Bugfixing
* image cleaning
* Get rid of this it came back
* What if I finished this branch?
* Oops
* Messing with the randomness
* Mass hallucination tweaks
* +
* Some more mass tweaks
* Review
* Updates
* Unit tests hallucination icons
* More tweaks
* Move folder
* Another re-name
* Minor tweaks
* Anomaly unity
* Mass hallucination buffs
* t
* Sig
* Merge
* Lints
* Unit test already coming in clutch
* Another failure
* Use named args for cause_hallucination via some define trickery
* Some cleanup
* This is better
* adds some hallucinations
* Oops
* More sounds
* Tweaks
* Some additional documentation
* Flash
* Fixes mass hallucination
* Json changes
* Updates documentation
* Json conflicts
* Makes it work
* Missed that one too
* Helpers
* More signalization (WIP)
* Fixes bump
* Missed a helper use
* Dumb
About The Pull Request
When CTF map unloading was originally created in had an unforeseen consequence of not entirely removing parts of the ongoing CTF round, namely the flags, as a result of this, this system that was originally made as a precursor to map rotation was not really usable. Since this was added various PRs have made this more and less buggy but the recent CTF voting PR has caused unloading CTF rounds to be a one way process without far more involved admin intervention to reverse. As such, I've made the disable CTF buttons admins have access to only disable CTF and not unload the map entirely. I've left the function to unload the map in incase a situation arises where an admin or maintainer really needs to get rid of the CTF map.
Removing this functionality also removes a really clunky but theoretical function of it, being that you could repeatedly unload and reload the CTF map to get one of your choice, since this is not an option anymore this PR also allows admins to pick a CTF map when they start CTF themself.
EDIT: I fixed the bug introduced by the CTF voting PR, CTF maps can now be reloaded after being unloaded, the flag issue is still around so it shouldn't be used without admin supervision however. Also unloading is a debug verb now.
Why It's Good For The Game
Map unloading was super buggy so it shouldn't be easily accessible.
Since admins cannot repeatedly unload and reload CTF maps anymore to get the one they want they can now just pick the one they want from a list which is significantly less dumb.
Changelog
cl
admin: When admins start CTF they can now choose which map is played or choose random as its always been
admin: Admins can no-longer permanently break CTF by unloading the map accidentally
spellcheck: Fixed a typo in the Map Description for CTF Cruiser
fix: CTF can now be reloaded after being unloaded
/cl
* Begins refactoring admin pms, with a focus on runtime safety and ease of understanding
There's more I want to do here, mostly with spans and cleaning up sone
logic flow to be easier to understand
The primary thrust of it is making explicit any assumptions we make about values
This is important because this is sensitive code, and runtimes are not acceptable, since they both leak information and could lead to dropped ahelps, which is almost worse.
I'm also splitting the proc up into subsections, in an attempt to make it easier to reason about and work with
As a side effect of this, some operations need to be done more then once to avoid potential debugger escalation.
Related to this, I'm also no longer directly passing around client references through the procs. I instead pass the result of a pretty basic proc into each, to avoid issues with sleeping and such.
Oh, and I fixed a bug that made it impossible to reply to remote ahelp
responses. I hate this place.
* Converts all uses of the linkify span to a macro. One of these doesn't have a closing span, not sure if that's a bug or a feature
* Cleans up more logic embedded inside data, since this is critical code
Changes the backup for replying to someone who logs out, instead of
using the first person to send something to the ticket as our backup, we
use the recipient's ckey.
* some cleanup
* Converts a few more things over to the pattern
Reorganizes and deocuments sends_adminpm_message to be less hard to
track/read
* Cleans up a hanging proc that needed filtering
* Does a passthrough over tgs, makes stealthmin keys actually unique
* cleanup, screed at the top of the file
* cleanup, comments, etc
* Thanks trash, I can in fact not spell
* ok yeah I really can't spell
* updated comment to explain how code works
* messsage -> message spellcheck
* Nullchecking prevention
if for whatever reason someone in the future adds code that lummox says can sneakily allow for Logout() to execute between this and the last time client was checked, this could potentially runtime without nullchecking
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Add delay round end to the server tab
* Remove some copypaste
* Moved permissions checking
* remove hideable verbs
Co-authored-by: tattle <article.disaster@gmail.com>
Adds the option for cooldown action sequences which has a list of sequence actions, the owner of the sequence doesn't have direct control over any of the actions in the sequence but is still considered the owner of the sequence actions, the main ability simply handles calling whatever those sub actions should do.
Adds melee cooldown times to cooldown actions.
Cooldown actions now use bitflags so an ability can share its cooldown to multiple other types of abilities
Cooldown times are now handled by the base activate proc, cleaning up copy paste of StartCooldown()
Reworks the admin verb for adding cooldown abilities to where it has significantly more customization (and tells you to mark the mob you want to modify instead of just doing nothing) and also allows for creation of the new sequences, allowing entirely new and unseen abilities to be formed out of existing ones. Also adds a verb for removal of mob abilities.
About The Pull Request
Many of the items in the list of admin fun were not actually categorized as Admin.Fun (and thus not appearing), and some admin fun procs were not even listed.
Why It's Good For The Game
Basically, more admin fun procs are available that were already in code but not listed
Changelog
cl
admin: Fixed many "admin.fun" listings that were incorrect or missing.
/cl
* destroy proc holder pt1
- change proc_holder/spell to action/cooldown/spell
- docs all the spell vars, renames some of them
- removes some useless vars
- start with pointed spells, as they're easy
* kill proc_holder pt2
- kill a buncha vars and replace it with flags
- convert a ton over
- general code improvements
* kill proc_holders pt3
- convert a good few more spells
- rename some signals
- handle statpanel
- better docs
* kiill proc_holder pt4:
- restructure the file system of action.dm, separating a good amount of item actions and miscellaneous garbage into files where they belong slightly better. Also splits off item actions, cooldown actions, innate actions, etc. into their own files, overlal making it much better to work with
- converts touch attacks to actions
- converts blood crawl, jaunt subtype
* kills proc_holder pt5
- clears up some icon issues so all the currently converted pages don't have errors
- shapeshift
- some more action cleanup
* kills proc_holder pt5.5:
- some documentation
- reworks feedback to prevent oversight with teleports and stuff
* kills proc_holder pt6:
- converted cult spells
- converted magic missile
- converted mime spells
- chipped away at the errors
- removed some vars which were too general, replaced them with more locally applicable vars. for example "range" which could mean "projectile range" or "aoe radius" or whatever - instead of having a broad net which everyone applies to in a confusing matter, instead lets each spell delegate on their own.
- merged magic/spell and magic/aoe, as the comment intended
- more unified behavior for spell levelling
* kill proc_holders pt 6.5:
- replacing a buncha old proc_holders that have been updated to reduce some errors. sub 900 baby
* kills proc_holder pt 6.75:
- minor fixes
* kills proc_holder pt7:
- cuts down on some errors
- refactors some wiz events
* kills proc_holder pt 7.5:
- malf ranged modules
- some minor errors
* kills proc_holder pt 7.75:
- mor eminor error handling, cleaning up changes
* kill proc_holder pt8:
- refactors spell book
- refactors spell implant
- some more minor error fixing
* kill proc_holder pt 8.5:
- scan ability
* Adds some robust documentation
* kill proc_holder pt9:
- converts some / most mutations over
* kill proc_holder pt10:
- sort out all the granters
- refactor them slightly
- fix some compile errors
* Some set-unset sanity - going to need to test removing Share()
* Removes transfer actions. It doesn't seem to do anything.
- Transfer_actions was called when current = new_character so locially speaking the early return in Grant() should cause it to NOOP. Test this in the future though
* Removes sharing from actions, docs actions better
* Some better documentation for spell and spell components
* Kills proc_holder pt11:
- Finally finishes ALL THE SPELLS IN THE SPELL FOLDER
- Fixes some more errors
* kills proc_holder pt11.5:
- minor error fixing and sanity
* Method of sharing actions. Can be improved in the future, needs testing
* Implements a way to update the stat panel entry for a spell. Also gets rid of VV stuff, as you can update the bigflags directly in VV now.
* Curse of madness bug I put in.
* kills proc_holder pt12:
- sub 500 errors!
- converts cytology mobs
- converts and refactors spiders slightly
- some minor fixing around the place as usual
* kill proc_holder pt13
- Finishes heretic spells
- Sub 300 errors!
- some touch refactoring to account for mansus grasp
* kills proc_holder pt14:
- revenant
- minor bugfixing for heretic stuff
* kills proc_holder pt14.5:
- some missed stuff for revenant + heretic
* kills proc_holder pt15:
- alien abilities
- more minor fixing
- sub 100 errors. The end is nigh
* kill proc_holder pt16? 17:
- Finishes cult spells
- sub 50 errors!
- refactors the way charge works
- renames / moves some signals
* kills proc_holder pt final:
- sdql spells
- no more errors!
* Bugfixes round 1
* Various bugfixing
- documentation done
- give spell works
- can cast spell gives feedback conditionally
- is available takes into account casting ability
* Some accidental reversions + fixes
* Unit tests
* Completely refactors jaunting
- All bloodcrawling is now handled on the action itself instead of across various living procs
- slaughter demons have their own blood crawls
- jaunting dummies don't have side effects on destroy() anymore
* Wizard spell logging and even more refactoring
Adds fishing and fishing minigame.
You use fishing rod to fish.
Equipping specific bait/hook/reels will affect your success chances.
You can fish out fish,items and other things.
Fishing Equipment
Fishing rods have three slots: Bait, Reel and Hook.
Any food can be used as bait but dedicated bait makes fishing easier.
You can buy hook and line sets
New bait types:
Worms : Buy can of them at cargo (alternative acquirement method pending)
Doughballs : Use knife on flat piece of dough to get five of them.
Fishing rod types:
Basic : Print these at the lathe, nothing fancy here.
Tech: Experimental tech. Provides infinite bait
Fishing rods can also hook and reel normal items.
Equipment screen and reeling video
Fishing spots
Keep in mind this PR is meant to add the basic systems and i intend to fill these with more fish in future PR's so wait with suggestions until then.
Lavaland lava (no fish here right now, just other stuff), requires reinforced line to fish in.
Maintenance moisture traps.
Beach away mission water.
Fishing portal available for purchase from cargo - This is stopgap until we fill more spots.
Difficulty depends on fishing spot, fish type, and the fish traits and rod setup combinations.
All fish types can have specific traits, most common ones being favourite and disliked bait types/categories.
Other
Fishing catalog now lists fishing related info
New admin debug verb, fishing calculator that show probabilities with different setups so it's easier to balance this.
Fish now have average weight and size. Make sure to boast if you catch a big one.
Adds tgui mouse passthrough
Screens
Sprites:
Fishing portal sprite by @ArcaneMusic
Other sprites by @Mey-Ha-Zah
Bad ones by me. (Could still use better fishing minigame backgrounds)
Sounds:
https://freesound.org/people/soundscalpel.com/sounds/110393/https://freesound.org/people/soundslikewillem/sounds/343748/
refactors the status panel to utilize the tgui/byond communication APIs instead of passing along href data, as well as converts the entirety of it into a datum/tgui_window
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* Removes all supurfolus uses of QDEL_HINT_LETMELIVE
This define exists to allow abstract, sturucturally important things to
opt out of being qdeleted.
It does not exist to be a "Immune to everything" get out of jail free
card.
We have systems for this, and it's not appropriate here.
This change is inherently breaking, because things might be improperly
qdeling these things. Those issues will need to be resolved in future,
as they pop up
* Changes all needless uses of COMSIG_PARENT_PREQDELETED
It exists for things that want to block the qdel. If that's not you,
don't use it
* Adds force and hard del verbs, for chip and break glass cases
respectively
The harddel verb comes with two options before it's run, to let you
tailor it to your level of fucked
* Damn you nova
Adds proper parent returns instead of . = ..()
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Ensures immortality talismans cannot delete their human if something goes fuckey. Thanks ath/oro for pointing this out
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Refactors tcg code a bit. Adds support for "keywords"
Idea is to allow card makers to embed tooltips in their card
descriptions.
These tooltips are defined in the keywords.json file
They can be referenced using {$keyword_name}
I've also done some refactoring to move more logic and state onto the
subsystem, and implemented a few keywords from the wiki
* New keywords, applies the old ones to the second card set
* Adds support for embedding react components in tgui chat
This is done by adding the data-component attribute to an html element
The value of that attibute is the component you want to use.
New components can be added by modifying the TGUI_CHAT_COMPONENTS list
in tgui-panel/chat/renderer.js.
Props can also be passed in in a limited capacity.
Any props you wish to pass must be added to
TGUI_CHAT_ATTRIBUTES_TO_PROPS.
This is due to a style restriction of html attributes, they cannot
contain an upper case char.
Use this list to convert between attibute compatible text and the prop's
name.
Props support 3 datatypes.
true and false can be passed by wrapping them in ""s. (Note to self add
a special char here to prevent colison with people just passing the
string true.
Numbers are supported in a limited capacity. Whitespace is not allowed,
but floats and ints are fair game.
And of course, strings are fully supported.
I've currently added support for Tooltip, since that's what I'm using
this for. Also added some tooltip html styles to the chat css.
* Implements the embedded component system to make tcg cards have nice pretty tooltips so people don't need to have the wiki open on one screen
* Adds documentation for embedding tgui components in chat, adds some protection against accidentially sending true as a bool
* Adds italitcs to the tooltips, moves the span stuff to a macro
* tGUI -> tgui, thank fikou
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Style suggestions
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* Removes unneeded key from the components list
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* Removes needless span
* Actually adds the tooltip, oops
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* Adds a colorblind accessability testing tool
I keep finding myself worrying about if things I create will be parsable
for colorblind people. So I've made a debug tool for approximating
different extreme forms of colorblindness.
It's very very much a hack. We can't do the proper correction required
to actually deal directly with long medium and short wavelengths of
light, so we need to rely on approximations. Part of that means say,
bright things being brighter then they ought to be. S not how people
actually experience things, but it's not something we can do anything
about in byond.
Anyway uh, it works by taking color matrixes, and using the plane master
grouping system floyd added to apply them to most all parts of the game
you would want to color correct.
There's some slight fragility here, but I couldn't think of a better way
of handling it.
We also need to deal with planes that have BLEND_MULTIPLY as their
blendmode, since that fucks up the filter. I've come up with a hack for
it, since I wanted to avoid breaking anything.
Oh and since I want it to apply to huds too I added plane masters to
represent them. I think that's about it.
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Closes#64897
This PR adds a new debug button to spawn in a bunch of human dummies, assign them to one of each station job, and add them to the manifest to simulate a "full crew" on a live server.
This PR also fixes heretic target assignment. shuffle_inplace() doesn't return the list it shuffled, so the loops never functioned, and all targets were randomly picked instead of picked with the logic.
Currently, you can tell if someone is being orbited by a stealthed admin by checking the orbit menu and seeing if there's an extra orbiter compared to what you see visually orbiting them. This makes it so stealthmins don't contribute to the orbiter count to avoid that.
About The Pull Request
Converts more inputs to TGUI. Possibly all user-facing input lists in the game.
Did any surrounding text/number inputs as well
Added null choice support so users can press cancel.
Added some misc TGUI input fixes
Fixed custom vendors while I was there
I refactored a lot of code while just poking around.
Primarily, usage of .len in files where I was already working on lists.
Some code was just awful - look at guardian.dm and its non use of early returns
If there are any disputes, I can revert it just fine, those changes are not integral to the PR.
Why It's Good For The Game
Fixes#63629Fixes#63307
Fixes custom vendors /again/
Text input is more performant.
Part of a long series of TGUI conversion to make the game more visually appealing
Changelog
cl
refactor: The majority of user facing input lists have been converted to TGUI.
refactor: Tgui text inputs now scale with entered input.
fix: Many inputs now properly accept cancelling out of the menu.
fix: Fixes an edge case where users could not press enter on number inputs.
fix: Custom vendor bluescreen.
fix: You can now press ENTER on text inputs without an entry to cancel.
/cl
About The Pull Request
I have received exemption from the freeze by Oranges.
This PR was originally done for Skyrat-tg, as a bounty. Oranges took interest and Skyrat people approved taking it upstream so I did. (original PR Skyrat-SS13/Skyrat-tg#9912 )
Features:
This PR adds "field of view" mechanics, which by default don't do anything.
Once you pick up and wear a gas mask you'll notice a cone behind you.
That cone will hide all mobs, projectiles and projectile effects.
HOWEVER... hidden things in the cone (or for people who are blind or nearsighted) will play a visual effect.
The fov cone shadow density can be adjusted
Technicalities:
Originally a component, but by Watermelon's advice I have made this a datumized behaviour instead. (semi-component) This way it is faster, less memory use etc. Once again a component
People have native fov, which can be enabled by a config, by default it's off. (or by an admin verb)
People have fov traits, which add the fov impairings to you, gas masks do that now. All clothes have a support for possibly applying them.
Moves all things that should be hidden onto a new plane which is just above GAME_PLANE, that was we can efficiently filter them out of clients views.
Being dead or extending your eye view (xenobio console) will disable the FOV mask.
This PR was brought to you by Skyrat paying me aswell as rotational mathematics
Why It's Good For The Game
Oranges approves so it's good.
Changelog
cl
add: Gas Masks now limit your field of view
add: Added field of view mechanics. It's darkness can be tweaked by a pref
add: Blind, nearsighted and fov-limited people will now see sounds as visual effects.
/cl
About The Pull Request
Paintings can now do stroke painting.
Added painting management panel for admins.
Paintings now display author's character name, year of painting, medium and patron when hung on wall.
You can become new patron by paying more than the previous one.
Added painter's palettes to library vendor. (Sprites by @Mickyan )
Backend changes:
Images are now stored in /data/paintings/images/*.png instead of /data/paintings/[category]/*.png
Old categories are now just tags
Screens & Video
Changelog
cl
add: You can now become patron of your favorite painting by buying sponsorship from Nanotrasen Trust Foundation.
add: Painter's palettes are now available at library vendor.
qol: Can use strokes in paintings now
/cl
About The Pull Request
This is for the admin combo HUD. Players shouldn't notice any difference (except at roundend).
2021-11-09T16-27-26.mp4
Removes the ability to set custom antag HUDs for custom admin teams for complexity, though if there's a large enough demand I can try to bring it back in another PR.
Fixes#59767
TM candidate only so that I can make sure antags aren't getting leaked to people who shouldn't see them.
Changelog
cl
fix: Antag HUDs will no longer clear on deconversion if the player was another antag.
qol: Antag HUDs (as seen by admins and at the round end) will now animate between all antagonists, rather than just choosing the most latest.
/cl