Commit Graph

859 Commits

Author SHA1 Message Date
LemonInTheDark
51f02b5acc Fixes critical plane masters improperly not being readded in show_to (#72604)
## About The Pull Request

[Adds support for pulling z offset context from an atom's
plane](9f215c5316)

This is needed to fix paper bins, since the object we plane set there
isn't actually on a z level.
Useful elsewhere too!

[Fixes compiler errors that came from asserting that plane spokesmen had
a plane
var](b830002443)

[Ensures lighting backdrops ALWAYS exist for each lighting
plane.](0e931169f7)

They can't float becuase we can see more then one plane at once yaknow?

[Fixes parallax going to shit if a mob moved zs without having a
client](244b2b25ba)

Issue lies with how is_outside_bounds just blocked any plane readding
It's possible for a client to not be connected during z moves, so we
need to account for them rejoining in show_to, instead of just blocking
any of our edge cases.

Fixing this involved having parallax override blocks for show_plane and
anything with the right critical flags ensuring mobs have JUST the right
PMs and relays.
It's duped logic but I'm unsure of how else to handle it and frankly
this stuff is just kinda depressing.
Might refactor later

[show_to can be called twice successfully with no hide_from
call.](092581a5c0)

Ensures no runtimes off the registers from this

## Why It's Good For The Game

Fixes #72543
Fixes lighting looking batshit on multiz. None reported this I cry into
the night.

## Changelog
🆑
fix: Fixes parallax showing up ABOVE the game if you moved z levels
while disconnected
/🆑

---------

Co-authored-by: Time-Green <timkoster1@hotmail.com>
2023-01-31 10:25:38 +00:00
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

<!-- 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
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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
/🆑

<!-- 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
GitHub username as author ingame. -->
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icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-01-31 09:52:27 +00:00
Zephyr
5dbaa25f91 [NO GBP] Lazy Template Cordoning | Double Runtime Fix (#72709)
## 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>
2023-01-29 18:48:38 -08:00
LemonInTheDark
8ad6f5a2f3 Optimizes changing z level as a ghost by something like 85% (#73005)
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not be viewable. -->
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request process. -->

## About The Pull Request

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

Optimizes hud image addition/removal on z change

We were doing a lot of repeated work here, not to mention all the proc
calls.
So I pushed the "operate on loops" behavior into its own proc, so I
could ensure we only do some of this stuff once

This plus some removal of safeties saves 75% of the cost of z level
transitions as a ghost

Prevents double on_changed_z_level calls from ghosts and shuttles

Reacting to z changes used to be done off doMove or one of those
children, timber moved it to Moved, but did not remove the calls that
assumed things like abstract_move wouldn't trigger it

This means that moving up/down as a ghost was causing a double call of
the whole z move stack. Suprised this never broke anything tbh

Makes csv stat tracking actually encode numbers properly, cleans up an
indev comment from plane group code

## Why It's Good For The Game

Speed, and fixes
2023-01-29 12:38:08 +01:00
tattle
fd48108219 Crafting urinals, noticeboards, and pod controllers (#72861)
## About The Pull Request
Breaking down #72371 because it's... unreasonably large.
So this PR adds recipes for urinals and noticeboards, and a circuit for
pod computers.

The pod computers don't work, but you can certainly remove them without
smacking them like an animal until they fall to pieces.

## Why It's Good For The Game
Wallening compliance.

## Changelog
🆑 Tattle
qol: urinals and noticeboards can be handcrafted
qol: pod computers can be deconstructed
/🆑

Co-authored-by: tattle <article.disaster@gmail.com>
2023-01-23 10:29:31 +01:00
Jeremiah
872e64fb05 Adds spaces around logical operators (#72603)
## About The Pull Request
Part of a prior PR that was closed (#72562). This version does not add
the check in CI.
## Why It's Good For The Game
The work is already done, so I figured why not.
## Changelog
N/A Nothing player facing

Co-authored-by: Jeremiah Snow <jlsnow301@pm.me>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-01-16 16:56:35 -08:00
ShizCalev
e2482efb5b Fixes vulerabilities in The Syndicate's security software (#72430)
Fixes #72420

🆑 ShizCalev
fix: Crew AIs can no longer interact with ANY syndicate machinery (ie
shuttle computers, buttons, ect.)
fix: Crew AIs can no longer attempt to track mobs on the syndicate base
to determine the gamemode.
/🆑
2023-01-03 17:20:35 -08:00
Zephyr
8a8b4a37c4 Adds support for Rulesets having intrinsic template requirements (#72339)
Title

## About The Pull Request

Ensures that we load templates for a ruleset before we attempt to place
or cache characters for that ruleset
Also makes wizard and abductor async load their template to improve
(apparent) loading times for them
## Why It's Good For The Game

This is the only thing left that I can think of that would cause antags
like nukies and abductors to spawn in wrong
## Changelog
This should not be player facing

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-12-29 22:02:29 -08:00
Jacquerel
6b1ae77b41 Station Trait: Luxury Escape Pods (#72076)
## About The Pull Request

It's the season of giving and so here at Nanotrasen we've partnered with
a new supplier in order to create a limited run of Luxury Escape Pods.
These larger, carpeted pods with extra windows and smoother, quieter
engines will be rolling out soon to stations who do particularly well on
their quarterly earnings reports!


![image](https://user-images.githubusercontent.com/7483112/208324064-b2ca8603-0a4b-479b-82ae-95ec8891568d.png)

<details>
  <summary>Redact Before Sending</summary>

Of course, that funding had to come from somewhere. Stations with a
particularly poor performance may have to settle for the budget option
until results improve.

![image](https://user-images.githubusercontent.com/7483112/208324115-03ae871f-ad2a-46c0-a210-7bdecdd0b8ba.png)

</details>

In order to facilitate station traits modifying escape pods, I made a
subtype of stationary shuttle dock specifically for escape pods.
There is a map update script which will replace existing pod docks with
the new one, it also cuts down on some map var edits.

I was worried that varying the pod size would cause problems but it
actually went surprisingly smoothly, only Kilo had a couple of plating
turfs in the way. This might cause problems for maps in development
though, if they are relying on escape pods being a _very_ specific size.

## Why It's Good For The Game

I just think it's neat.
But more station traits = more variance between rounds = more fun, I
guess?
Varying how large escape pods might be can create interesting dilemmas
between crew about how to fit into them, at least about how tall they
need to make the pile of prone people.
The escape pod dock subtype might help out newer mappers a little bit,
as it means fewer var edits to copy/paste from other maps.

## Changelog

🆑
add: New station traits can vary how large and comfortable the station
escape pods are.
/🆑
2022-12-30 00:28:07 +00:00
Iamgoofball
719173dc68 The nuke ops base begins lazy loading as soon as the first hijack stage is completed so as to avoid upwards of 30 second delays on the shuttle docking after the timer hits 00:00 due to server lag. (#72244)
## Why It's Good For The Game
Just got out of a manuel round where we were stuck on a shuttle at 00:00
for like 30 seconds because of the lazy loading being way, way too slow.

![dreamseeker_AZluZ0MgCq](https://user-images.githubusercontent.com/4081722/209479719-7be94786-e21a-45b9-81af-3b48f8906236.png)

Note that this doesn't fix the fact hijack greentexts don't work due to
the lazy loading being off the CC Z-level, by the way.

## Changelog

🆑
fix: The nuke ops base begins lazy loading as soon as the first hijack
stage is completed so as to avoid upwards of 30 second delays on the
shuttle docking after the timer hits 00:00 due to server lag.
/🆑

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-12-29 00:48:52 -08:00
Zephyr
7b19e4a5ab Fixes inability to declare war as nukies (#72217)
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not be viewable. -->
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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
does NOT meet this description, remove this section. Be sure to properly
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
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the bat. -->

🆑
fix: War can once again be declared
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
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2022-12-26 22:58:13 -08:00
Mothblocks
45dcc6e72b Abstract away stuff that acts on baseturfs directly into their own procs, and kills some dead code related to baseturfs + tests (#72117)
Adds some new procs relating to baseturfs that replaces some code that
reads and sets them directly. Moves them to their own file. **To
reviewers: Any proc in baseturfs.dm that is snake_case is mine, anything
else is just moved**.

Adds tests for the existing procs of baseturfs.

I'm going to be doing some optimizations to baseturfs that change the
actual representation of baseturfs, and so I'm prepping these to be
implementation agnostic.

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2022-12-27 06:29:49 +00:00
Zephyr
b182d6f320 Lazy Template Loading - Nukie/Wiz (#71785)
## 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>
2022-12-21 00:33:30 -08:00
ShizCalev
a91472045d Fixes secure briefcase and wall safes not sending icon update signals properly (#72081)
#71788 used the wrong procs.

🆑 ShizCalev 
fix: Fixed secure briefcase and wall safes not sending icon update
signals properly
/🆑
2022-12-19 16:56:58 -08:00
LemonInTheDark
e766444468 Changes our map_format to SIDE_MAP (#70162)
## About The Pull Request

This does nothing currently, but will allow me to test for layering
issues on LIVE, rather then in just wallening.
Oh also I'm packaging in a fix to one of my macros that I wrote wrong,
as a joke

[removes SEE_BLACKNESS usage, because we actually cannot use it
effectively](c9a19dd7cc)

[c9a19dd](c9a19dd7cc)

Sidemap removes the ability to control it on a plane, so it basically
just means there's an uncontrollable black slate even if you have other
toggles set.

This just like, removes that, since it's silly

[fixes weird layering on solars and ai portraits. Pixel y was casuing
things to render below who
shouldn't](3885b9d9ed)

[3885b9d](3885b9d9ed)

[Fixes flicker
issues](2defc0ad20)

[2defc0a](2defc0ad20)

Offsetting the vis_contents'd objects down physically, and then up
visually resolves the confliciting that was going on between the text
and its display.

This resolves the existing reported flickering issues

[fixes plated food not appearing in
world](28a34c64f8)

[28a34c6](28a34c64f8)

pixel_y'd vis_contents strikes again. It's a tad hacky but we'll just
use pixel_z for this

[Adds wall and upper wall plane
masters](89fe2b4eb4)

[89fe2b4](89fe2b4eb4)

We use these + the floor and space planes to build a mask of all the
visible turfs.
Then we take that, stick it in a plane master, and mask the emissive
plane with it.

This solves the lighting fulldark screen object getting cut by emissives
Shifts some planes around to match this new layering. Also ensures we
only shift fullscreen objects if they don't object to it.

[compresses plane master
controllers](bd64cc196a)

[bd64cc1](bd64cc196a)

we don't use them for much rn, but we might in future so I'm keeping it
as a convienince thing

🆑
refactor: The logic of how we well, render things has changed. Make an
issue report if anything looks funky, particularly layers. PLEASE USE
YOUR EYES
/🆑

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-12-10 17:30:54 -08:00
tattle
9b1be9ef13 Investigate logs include ckey of source (if applicable) (#71833)
## About The Pull Request
All investigate logs start with [src], which can be any atom. So
sometimes names and items get printed twice. Adds ckeys to the
investigate_logs of living mobs.


![image](https://user-images.githubusercontent.com/66640614/206372340-3c50bc9d-b662-4a4d-b1ec-91c0b4db8a39.png)


## Why It's Good For The Game
Better logging, includes the ckey for living mobs in investigate logs,
and fixes some investigate_death logs that weren't properly attributed
to mobs.

## Changelog

🆑 Tattle
admin: investigate logs include ckey of source (if applicable)
/🆑

Co-authored-by: tattle <article.disaster@gmail.com>
2022-12-11 12:52:50 +13:00
tattle
e928449067 3/4ths-ify some wall mount sprites (by Kryson and Viro) (#71788)
posters are now 24px tall, new sprites for nanomeds, emergency safes, and ticket machines
(by Kryson)
2022-12-09 18:02:16 -03:00
Zephyr
d55dae757a Refactors calculating shuttle bounds into a dedicated proc (#71687)
Adds the ability to calculate the information during runtime by
iterating through the shuttle areas; which essentially means that you
now have the ability to shrink/expand shuttles. A front end for doing
this has not been implemented in this PR, however this means that in the
future doing so would be as simple as adding the new area into the
shuttle_areas list on the docking port and then calling
`calculate_docking_port_information` on the docking port.
2022-12-09 02:58:22 +00:00
MrMelbert
329921639a Rewrites how action buttons icons are generated, makes them layer nicer. Allows observers to see a mob's action buttons. (#71339)
## About The Pull Request

- Rewrites how action button icons are generated.
- Prior, generated an action button icon was fairly simplistic and
didn't allow for many changes. Someone recently added the option for
overlays to be generated over action buttons, but the framework was very
weak.
- Now, action button icon generation is split across multiple procs,
like atom icon updates.
      - The background of action buttons are underlays
- The actual icon of the action button is the icon and icon state of the
action button movable
- The rim / border of the button is an overlay, layered overtop the
button.

- Allows observers to see what action buttons a mob has. They even
update in real time! And no, the observers cannot click on them.

## Why It's Good For The Game

- Runechat text of action buttons are no longer hidden behind the actual
icon. This was very ugly with cooldown actions, as the cooldown text was
hidden behind a lot of spell icons.
- Cuts down on a lot of icon duplication. 
- Gives much finer control over action button icons
- Saves a bit of processing from generating full action button icons
when not necessary. Not implemented in many places, but is in some.


![image](https://user-images.githubusercontent.com/51863163/202816617-342e87e6-2cc6-488e-9af2-4b2053dc3dc6.png)


![image](https://user-images.githubusercontent.com/51863163/202816604-da8d4821-0e2b-45af-b289-7442367f98ce.png)

## Changelog

🆑 Melbert
add: Observers can now see what action buttons an observed mob has. No,
you can't click them. And no it doesn't show EVERY action.
refactor: Refactored how action button icons are generated. Some actions
will now use a colored border when active instead of just turning green.
Cooldown text will also appear on the top layer of actions too. If you
see any funky lookin' icons (namely their borders), let me know.
refactor: Bluespace Golem's teleport action is now a cooldown action.
fix: Construct actions go to the middle of the screen like expected. 
/🆑
2022-12-03 19:01:08 -08:00
John Willard
cdc2ab94f2 Mining orders can no longer error and don't say they charge you (#71676)
- Mining orders now show the amount of mining points spent as the 'Cost'
instead of a flat 240 credits

- Mining orders now no longer have errors (including nothing being in
the crate at all) because they can't be sent back for a full refund.

- Mining orders no longer say they charged you if they haven't.
2022-12-02 22:02:05 -06:00
John Willard
fd19f6d5a0 The Mining vendor now works like the Chef produce console (has to go through Cargo) (#71023)
## About The Pull Request

Now comes with a Hackmd: https://hackmd.io/ImTe5FLeTgmI7spTWKBaFQ?view

In-game screenshots:


![image](https://user-images.githubusercontent.com/53777086/199602671-a604c6da-fec0-487d-b67e-eb0e4380e4d6.png)

![image](https://user-images.githubusercontent.com/53777086/199602695-8d7afb20-3b6c-467f-ac78-37de03dc20d2.png)


![image](https://user-images.githubusercontent.com/53777086/199725350-b01c4ddd-3fec-4288-a698-02daf91f787b.png)

Removes the old Mining vendor console and all its bad code. Instead, the
chef produce console was generalized and a NEW mining vendor is a
subtype of it. If they try to Express this console, it will be 1.5x the
mining points (compared to 2x for the Chef produce console atm), so it
is technically possible, but it is still better to order it through
Cargo.
Different to the Kitchen crate, this one is a private order by the Shaft
Miner, using mining points instead of Credits. Cargo CAN emitter it
open, but I think that's an acceptable risk with all crates. As shown in
the screenshot, Cargo will immediately know who ordered the items so
knows who to call to pick it up when needed.

This also means Shaft Miner's vendor is now categorized somewhat. I
tried my best to make sense out of it but some items really don't make
sense (laser pointer, soap...)

I split the different sections of orderable items into different files
for better management, and de-hardcoded it and its TGUI to make it
easier for anyone who wants to add more to it.
I also made the produce console use paths and added ways 'categories' to
produce consoles, which indicates which sections you should and
shouldn't be allowed to see.
https://github.com/tgstation/tgstation/pull/71007 already did part of
this but it isn't merged yet so :/

Free golems are mostly unaffected by this. Their console only works in
express mode and doesn't increase the prices for it. The only downside
is the cooldown.

I still have some things to finish on this PR so it'll be left as draft
until at least tomorrow.

## Why It's Good For The Game

https://hackmd.io/ImTe5FLeTgmI7spTWKBaFQ?view

1. A large problem currently with Miners is that they don't interact
with the station, this will at least help integrate them more into their
own department, by making the cost of their equipment cheaper if they
bother to actually go through Cargo for their gear.

2. It also means that a non functional Cargo would affect Shaft Miners
too, and as they have access to the shuttle, maybe we can expect some
Miners to pick up the slack if needed.

3. The old mining vendor was the ONLY vendor in the game that had
infinite stock. It doesn't need a refill or anything like any other
vendor, and every other vendor uses credits, mining points is just shaft
miner credits. Why are they an exception? At least being ordered through
the shuttle makes sense.

4. It opens the QM being able to see easier what Miners are doing, and
prevents miners from hiding on Lavaland to do nothing but hunt fauna if
they were meant to be demoted or something by the QM. Basically, gives
the QM more control over the people working in their department.

## Changelog

🆑
add: Shaft Miner's equipment vendor now orders their equipment through
the Cargo shuttle, though you can spend 1.5x the points to express it,
making it a Mining version of the Chef's produce console, with a
weakened express tax.
/🆑
2022-11-30 19:29:28 -08:00
AnturK
84f69359a0 More horrible 515 proc compatibility. (#71333)
So i left over some basic `/whatever/proc/format` uses in the original
PR this fixes it.

Notable exceptions to the rule:
- Paths in add_verb/remove_verb, we need full path instead of a name
there to access verb metadata so we can't use proc ref macros there.
- regex.Replace, found out that it does not accept call by name. Instead
i added new REGEX_REPLACE_HANDLER so we can at least try to mark these.

There's still leftover global procs that do not use GLOBAL_PROC_REF but
they functionally equivalent so that's for later.

I don't see any reasonable way to grep for this. But if you got any
ideas please share.
2022-11-22 07:55:43 +00:00
ShizCalev
9dab26371c Throws a bunch of parenthesis around to ensure dear Aunt Sally is always properly excused. (#71281)
Similar vein to #37116

This is supposed to be standard, yet here we are.

SHOULDN'T change anything, but there's likely something out there that's
bound to behave different because of it.


These were done manually, regex to find things that MIGHT need to be
corrected;
`^#define.+\+((?!\)).)*$`
`^#define.+-((?!\)).)*$`
`^#define.+\*((?!\)).)*$`
`^#define.+\/((?!\)).)*$` (yeah that's a lot of stuff.)
`^#define.+%((?!\)).)*$`
`^#define.+SECONDS((?!\)).)*$`
`^#define.+MINUTES((?!\)).)*$`
2022-11-21 20:53:06 -08:00
jimmyl
a4b1fd4cd3 Adds two new whiteships, the "Personal Transit Shuttle" and the "Obelisk" (#71093) 2022-11-17 17:49:16 -07:00
Zephyr
58b4b07ef0 [MDB Ignore] Corrects Automatic Shuttle Boundary Generation (#71220)
When you load a map template, it does many things before considering
itself finalized.
One of these steps is to iterate over all the loaded items and
initialize/process them.
Unfortunately because a shuttle setups the bounds after
initTemplateBounds is called, the mobile docking port ends up being
initialized before the bounds are actually setup correctly.
The solution to this is to explicitly ignore the mobile docking port,
and have it initialize immediately after calculating the bounds.
2022-11-16 01:36:05 +00:00
AnturK
4d6a8bc537 515 Compatibility (#71161)
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>
2022-11-15 03:50:11 +00:00
tattle
ad5debaaa1 Add investigate_deaths (#71112)
## About The Pull Request
Adds INVESTIGATE_DEATHS, an investigate category intended to better show
causes of death.


![image](https://user-images.githubusercontent.com/66640614/200142461-c17b5e51-1116-4eef-bbfb-49bc024c0953.png)


![image](https://user-images.githubusercontent.com/66640614/200147306-09bef76e-68c6-4f0a-bdf9-0211eb274e66.png)

Also makes suicide_act take a `mob/living` as an argument instead of a
`mob`, and some minor style improvements since apparently I hate
atomicity.

## Why It's Good For The Game
Inspired by a mysterious death and dusting. More logging and leads for
admins investigating deaths.

Also fixes #59028

## Changelog
🆑 Tattle
admin: added investigate deaths to shed some more light on unusual
demises, dustings, and gibbings
/🆑

Co-authored-by: tattle <article.disaster@gmail.com>
2022-11-07 16:22:37 -08:00
Mothblocks
910b97cd37 Save 0.4s by shaving off a lot of smaller init costs (#71007)
Starts shaving off a lot of less than 0.1s performance killers by, in
nearly every case, just writing better code.

Numbers are amount saved.

- /obj/machinery/bluespace_vendor/LateInitialize -> 29.4ms
Changes a loop over all machines to a specialized list.

- /obj/structure/table/glass/Initialize -> 42.53ms
Stops every table from initializing glass shards and table frames before
any destruction.

- /obj/structure/chair/Initialize -> 24.64ms
Removes an unnecessary addtimer that existed for chairs that weren't
anchored in emergency shuttles. Didn't do anything.

- /datum/orderable_item/New -> 44.3ms 
Instead of initializing every item to get its desc, just uses initial.
Added a unit test to make sure none are dynamic.

- /obj/machinery/computer/slot_machine/Initialize -> 26.19ms
Currently goes through every coin subtype, creates it, calls a proc,
then qdels it. Changes that to only run once. Could be optimized further
by making the coin info on a datum to avoid creating the object, but it
currently sits at 7.82ms, far below worth caring about for now.

- /obj/machinery/door_buttons/airlock_controller/findObjsByTag -> 3.51ms
Loops over just doors instead of typechecking airlock in machines.

- /obj/structure/closet/Initialize -> 60.57ms
Moves the code for taking everything on the tile from a next-tick timer
to LateInitialize.

- /obj/machinery/rnd/experimentor/Initialize -> 36.92ms
Changes a list that is generated by going through every item in the game
and getting information from a large amount of them to only run when
needed.

- /obj/structure/tank_dispenser/Initialize -> 20.81ms
No longer initializes every tank in it right away, only when needed.

- /obj/machinery/telecomms/LateInitialize -> 16.63ms
Removes `urange` to instead just loop over telecomms machines and check
distance. There's not that many of them.

- /mob/living/simple_animal/hostile/carp/cayenne/Initialize -> 3.17ms
Defers a GAGS overlay creation until its needed. BTW GAGS is
*horrendous* on init costs, and is the root cause for a lot of pretty
terrible performance. I investigated precompiling but the gains weren't
crazy, but likely could be the more stuff is GAGS'd.

- /turf/open/floor/engine/cult/Initialize -> 14.64ms
Temporary visual effect that is created is no longer done on mapload,
since nobody will see it.

- /datum/techweb/specialized/autounlocking/proc/autounlock -> 5.55ms
Changes some loops to shorter checks. This whole proc is pretty bad and
it's still 14.21ms for 17 calls.

- /matrix/New -> 13.41ms
- /matrix/proc/Translate -> 42.06ms
~~Changed the mineral matrice to only generate once, then take it from a
static.~~ An extra ~0.05s taken off by avoiding setting icon and
transform every Initialize.
2022-11-05 02:15:40 -07:00
LemonInTheDark
5b4ba051a0 Builds logic that manages turfs contained inside an area (#70966)
## About The Pull Request

Area contents isn't a real list, instead it involves filtering
everything in world
This is slow, and something we should have better support for.

So instead, lets manage a list of turfs inside our area. This is simple,
since we already move turfs by area contents anyway

This should speed up the uses I've found, and opens us up to using this
pattern more often, which should make dev work easier.

By nature this is a tad fragile, so I've added a unit test to double
check my work

Rather then instantly removing turfs from the contained_turfs list, we
enter them into a list of turfs to pull out, later.
Then we just use a getter for contained_turfs rather then a var read

This means we don't need to generate a lot of usage off removing turf by
turf from space, and can instead do it only when we need to

I've added a subsystem to manage this process as well, to ensure we
don't get any out of memory errors. It goes entry by entry, ensuring we
get no overtime.
This allows me to keep things like space clean, while keeping high
amounts of usage on a sepearate subsystem when convienient

As a part of this goal of keeping space's churn as low as possible, I've
setup code to ensure we do not add turfs to areas during a z level
increment adjacent mapload. this saves a LOT of time, but is a tad
messy

I've expanded where we use contained_turfs, including into some cases
that filter for objects in areas. need to see if this is sane or not.

Builds sortedAreas on demand, caching until we mark the cache as
violated

It's faster, and it also has the same behavior

I'm not posting speed changes cause frankly they're gonna be a bit
scattered and I'm scared to.
@Mothblocks if you'd like I can look into it. I think it'll pay for
itself just off `reg_in_areas_in_z` (I looked into it. it's really hard
to tell, sometimes it's a bit slower (0.7), sometimes it's 2 seconds
(0.5 if you use the old master figure) faster. life is pain.)

## Why It's Good For The Game

Less stupid, more flexible, more speed

Co-authored-by: san7890 <the@san7890.com>
2022-11-04 20:13:54 -07:00
GoblinBackwards
1c886d4324 Fixes mail changing existing nuke codes (#70435)
* Fixes mail changing existing nuke codes

* Fixes runtime if created without a self destruct

* Fix indent on admin message

* Makes default nuke code a define

* Rename define + autodoc

* Update code/game/objects/items/mail.dm

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-10-11 22:57:09 -04:00
John Willard
422accbe4e [MDB IGNORE] Shuttle engines part 2: Engines are now machines (#69793)
* Makes engines machines instead of structures

* Updates the maps

* Fixes boards and anchoring

* Removes 2 unused engine types

Router was actually used a total of once, so I just replaced it with propulsion.
I think cutting down on these useless engine types that make no difference in-game would be a nice first step to adding more functionalities to them.

* Don't use power (since shuttles dont have)

Shuttles don't have APCs, instead they just have infinite power, so I'm removing their power usage for now. I'm hoping this can be removed when unique mechanics are added to engines, because I would like them to make use of power like other machines.

* re-organizes vars

* deletes deleted dm file

* Slightly improves cargo selling code

* Renames the updatepaths

* Removes in_wall engines

I hate this stupid engine it sucks it's useless it's used solely for the tram it provides nothing of benefit to the server
replaces them with regular engines
2022-10-05 21:51:38 -04:00
Yaroslav Nurkov
04ca99d7e9 NT Pay app. Money send on distance, transaction log! (#70108)
* base

* reasons

* GetToken proc, with a many remarks

* Add a way to change reason in transfer_money proc. Add a reasons.

* Reason to use the app. Commission. Standard application.

* Apply suggestions from code review - Tralezab

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>

* Tralezab & jlsnow301 advices. New format(everywhere)

* Nanotrasen

* Refactor TGUI(not me:( ). Fix useless capitalize

* Update code/modules/economy/account.dm

* Trans transforms in transaction

* coMmission. little autodoc mistalke. Translation != Transaction

* oops

* Merge Conflict

* ...

* back feats

* mistakes bye!

* ну да

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2022-10-05 18:25:38 -04:00
Salex08
5dada0e63a Removes ghost check for battlecruiser objective and fixes players being able to roll it multiple times in a row (#70194)
Removes the ghost check for the battlecruiser objective
Fixes the same player being able to reroll battlecruiser
2022-09-29 22:52:21 +01:00
LemonInTheDark
23bfdec8f4 Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) (#69115)
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 #65800
Fixes #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
2022-09-27 20:11:04 +13:00
John Willard
faf3814a22 Fixes master lol (#70106) 2022-09-24 13:03:21 +02:00
VexingRaven
47dbaea18d Fixes Build Your Own Shuttle kit (#70068)
Adds /obj/docking_port/mobile/proc/postregister which is used to make the build your own shuttle move after it's loaded
2022-09-24 03:09:54 -04:00
VexingRaven
e50b514a58 Illiterate human-like mobs can send shuttles to a random destination + refactors snowflake checks on the shuttle consoles (#69836)
About The Pull Request

Currently there are a bunch of snowflake checks on the mining shuttle console's attack_hand proc, including a check for TRAIT_ILLITERATE which is hardcoded to specific destinations and is causing issues with the public lavaland shuttle in #69641. When I started looking at that issue I realized that this should all probably be done in ui_interact() instead, and also that checking specifically for TRAIT_ILLITERATE when there's a proc for this (can_read) makes little sense. So I moved it all to ui_interact and cleaned up the TRAIT_ILLITERATE check. I also moved some code related to getting the list of destinations of shuttle consoles into a proc which is shared between the ui_data proc and the can_read check.

Now any illiterate mob which isn't otherwise blocked from interacting (such as monkies, ash lizards, and humans with a quirk) which interact with the shuttle console will spend 10 seconds "randomly mashing buttons" before sending it to a random valid destination. This is (essentially) the current behavior for humans with illiteracy and was (per @timothymtorres ) the intended behavior for ash lizards when he added the illiteracy quirk to begin with in #66648. I'm just making it less snowflakey and I guess technically adding it to monkies too since they could also use the shuttle before that PR and it doesn't make sense to exclude them arbitrarily.
Why It's Good For The Game

Fixes #69641

Generally makes the code more standardized, attack_hand checks are legacy from before ui interact was unified into can_interact and ui_interact. Making the code apply to all shuttle consoles and randomly pick a valid destination makes the more maintainable and less prone to random issues than a hardcoded list.

Also makes the other existing checks more consistent, for example the labor shuttle will now also warn rev heads, block free golems, and let illiterates move them just like the mining and public lavaland shuttles do.
Changelog

cl VexingRaven
fix: The illiteracy quirk will no longer break the mining shuttle
refactor: Refactored some checks on the shuttle console to apply to all consoles
/cl
2022-09-24 11:49:05 +12:00
John Willard
528ade4e12 Fixes emergency pods not working (#69892)
* Fixes emergency pods not working

* ``get_control_console()`` currently doesn't work because it's runtiming instead of properly finding the shuttle computer, which would cause pod's request() to return and call parent, but parent handles sending the pods off, so I fixed it by not calling parent if they didn't have a console, and also fixed it finding its console.

* wtf emagged shuttles can just go?

* replaces || with &&
2022-09-15 08:32:09 -04:00
John Willard
2e771d6c48 Fixes inconsistencies in engine thrust (#69826)
current_engines and initial_engines were actually their thrust power, which I was unaware of because of undocumented vars.
I renamed the, documented them, and fixed them.
2022-09-14 14:02:35 -04:00
Thunder12345
1a7474df71 Adds fax machines to the supply shuttle blacklist (#69766)
Fax machines being present on the supply shuttle creates a risk that there may be ways to send other blacklisted items to CentCom in order to gain access. The neatest and safest solution to this broad realm of potential exploits is to keep the fax machine from being able to get there in the first place.
2022-09-12 15:15:48 -07:00
John Willard
253613c1c3 [MDB IGNORE] Shuttle engine code improvement and fixes (#69516)
* A lot of shuttle code improvements

* Makes use of ``as anything`` in many places
* Adds mapload to connect_to_shuttle()
* Renames many vars, including shuttle 'id' var to 'shuttle_id' and engine 'state' to 'engine_state'.
* Engines now weakref their attached ship, and disconnect when unwrenched from it.
* Removes check for force when deleting a mobile docking port, being deleted should still clear your stuff, regardless of being forced.

Because of all the above, I was able to remove a few pointless checks scattered around, like engine's alter_engine_power()

* better comment for port_id

* Fixes Cargo, Arrivals, and Pirate ships.

* Merge branch 'master' into shuttlecode-oh-no

* last few

* fixes the CI

* fixes

* Fixes infinite engines

* Revert "Merge branch 'master' into shuttlecode-oh-no"

This reverts commit 94eba37de9fe3f4a01dc40bb064771b764f379e3.

* trammies

* whiteship tram

* Makes use of ?. instead

apparently this is what weakrefs use, so 🤷

* i hate supernovaa41

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>

* removes lateinit that I never implemented

* adds _ref to weakref var name

* small change to weld time define

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
2022-09-07 11:43:54 -04:00
tattle
fd9f50c552 [IDB IGNORE] Renames the inhand/misc folder to inhand/items (#69573)
Also adds balloons to inhand/items
2022-09-01 03:29:10 +02:00
necromanceranne
a5df710d1b People can now witness a shuttle hijacker complete their hacking stage, rather than somehow be entirely oblivious to someone typing on a keyboard. (#69377)
* Alerts people around the hijacker that they're hijacking.

* Also double-checks to make sure you have your hands free before you can manipulate the console.

* Update emergency.dm

Fixes a reversed check
2022-08-29 21:05:53 -05:00
tattle
d91390a447 [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) (#69416)
Moves singulo and supermatter dmis into obj/engine, renamed from obj/tesla_engine
Moves Halloween, Christmas, and misc holiday items to obj/holiday
Moves lollipops to obj/food
Moves crates, closets, and storage to obj/storage
Moves assemblies to obj/assemblies
Renames decals.dmi to signs.dmi ...because they're signs and not decals
Moves statues, cutouts, instruments, art supplies, and crayons to obj/art
Moves balloons, plushes, toys, cards, dice, the hourglass, and TCG to obj/toys
Moves guns, swords, shields to obj/weapons
2022-08-24 20:49:35 -03:00
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
John Willard
952c3ee0d3 Removes ComponentInitialize() (#69118)
* Removes ComponentInitialize()

Completely removes ComponentInitialize() as a proc, which was called on every single atom in the game, twice in some instances (like new players), over something that can already be done with Initialize().
This is the second attempt at doing this, after the first attempt fell apart for some reason. This time it was way easier though, since storages are no longer a Component.

* update icon blocker added before calling parent

* Update code/game/machinery/porta_turret/portable_turret.dm

Co-authored-by: san7890 <the@san7890.com>

* adds a mapload while I'm here

* moves human mood

* Does some UNRELATED thing to the PR

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-08-11 19:01:32 -04:00
Mooshimi
a3121f15c4 [GBP No Update] Perish, individual logging runtime (#69024)
missed 2 or 3(lol it was more when I look back at the files), LOG_GAME tags on the log_message line, and did some cleaning up since i was looking through every log_message again

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2022-08-10 07:56:40 -07:00
Mothblocks
0a29ded0f6 Revolution victories now call the shuttle when enough of the station is revolutionaries (#68630)
When 65% or more of the station is revs, the shuttle will automatically call. This shuttle can be recalled.

Approved with majority vote from me and @ninjanomnom

Should probably be test merged first, I touched some core shuttle code.

Roughly 60% of rev victories I checked called the shuttle shortly after. That's a lot, but there's still a high amount that aren't, either because the population genuinely wants to stay, or the revolutionary victory was a surprise. The latter of which I had happen to me like, recently! Remember that was the core problem revs victories continuing the round was trying to fix.

With that in mind, this plays nicely with both some player grievances with post-revs while keeping in line with the core of the feature. Players are still, in part, controlling the end of the round, but with affordance given to the most likely scenario.
2022-08-05 18:16:12 -07:00
Mooshimi
b09f3868f8 individual LOG_GAME (#68683)
About The Pull Request

    replaces a ton of log_game with user.log_message so the log is added to individual and global logs.
    adds a few logs for individual LOG_VICTIM, LOG_ATTACK etc logging.
    adds logging for bluespace launchpad's tele coords being changed.
    took the word "has" out of log_combat, as it's extra and just lengthens the log.

Why It's Good For The Admins

It's extremely laggy to open game.txt so an alternative is individual game logs
Changelog

cl
admin: A lot of game logs will now also be in individual game logs, for convenience in log diving.
admin: Added logging for bluespace launchpad x and y offset changes, which go to individual game logs.
admin: Attack logs will now be slightly shorter, one useless word was removed.
/cl
2022-08-05 09:32:02 +12:00
Timberpoes
786ac5c855 [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition> (#68612)
Papercode refactor
2022-08-02 19:27:42 +02:00