Commit Graph

3711 Commits

Author SHA1 Message Date
LemonInTheDark
4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).

If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.

Most of the rest of it is pipelining done to accommodate how icons are
cut.

## Path To Merge

Almost* all sprites and code is done at this point. 
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily

This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.

Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.

Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.

## What does it look like?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## Credits

<details>
<summary>Historical Mumbojumbo</summary>

I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.

This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.

Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.

This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.

The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.

Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.

Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.

The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.

</details>

<details>
<summary>Detailed Credits</summary>

Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.

Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother

And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>

## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00
Ghom
d25782b4d6 Removes an unused var from SSpersistence (#85696)
## About The Pull Request
I think I may have forgotten to remove it from the final version of the
persistent piggy banks PR (museum cafeteria yadda yadda)

## Why It's Good For The Game
Unused var.

## Changelog
N/A
2024-08-09 23:21:46 -04:00
Ghom
e00eb5ec6a Added a config to override the def gateway delay for specific start points. (#85341)
## About The Pull Request
I've a few gripes with start points and the gateway delay. First of all,
there's no way to discriminate peaceful away locations that do not need
a with a 30 minutes timegate from the rest. Places like the beach and
the museum hardly have anything OP that could tip the scales.

Second, none of the awaystart landmarks have identifiers of their own,
which means all awaystart landmarks from all away missions are linked
under the same destination point datum. This is hardly an issue in the
current state where only one map is ever loaded and all maps have only
one way in that directs you to one of several locations at least until
the gateways are linked, but it's nevertheless something that I have to
take care of, since the config requires it.

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

## Changelog

🆑
config: Added a config for specific gateway delays so locations like the
beach and the museum don't have to take 30 minutes to become available
like the rest.
/🆑
2024-07-29 15:56:09 +00:00
grungussuss
6a2c3550a2 Smuggler satchel spawning is blacklisted in the "near station" area (#85248)
## About The Pull Request
northstar has a lot of tiles in nearstation areas and smuggler satchels
can spawn under them.
closes https://github.com/tgstation/tgstation/issues/78304
## Changelog
🆑 grungussuss
fix: smuggler satchels will no longer spawn in space
/🆑
2024-07-29 15:53:36 +01:00
Gaxeer
39035c5479 refactor pod spawn from code copypaste to use podspawn instead. Add convenient way to spawn multiple items of same type in pod (#85151)
## About The Pull Request

Refactor pod spawn from code copypaste to use `podspawn` instead.
Add convenient way to spawn multiple items of same type in pod

## Why It's Good For The Game

Nothing player facing. Cleaner code.

## Changelog

🆑
refactor: replace some copypaste code for pod spawn to use `podspawn`
proc instead
code: modify `podspawn` proc to accept amount of item type to spawn in
`spawn` specification
/🆑
2024-07-29 15:45:34 +01:00
Jackriip
4d36dfc2ff localizes create_all_lighting_objects (#85135)
## About The Pull Request

Moves create_all_lighting_objects to the only thing that uses it - the
lighting subsystem

I saw zero difference in lighting system init time

## Why It's Good For The Game

Reduces global proc pollution and keeps everything in the same place,
improving code readability

## Changelog
🆑
refactor: moves the create_all_lighting_objects proc to the lighting
subsystem
/🆑
2024-07-29 15:42:14 +01:00
Y0SH1M4S73R
d1ccb530b2 Replaces Auxlua with the byondapi-based Dreamluau (#84810)
## About The Pull Request

Ever since byondapi went stable, I've been meaning to create a
replacement lua library that uses it instead of the auxtools-based
auxlua. After so many months, I've finally got the code just about into
a position where it's ready for a PR.

[Click here](https://hackmd.io/@aloZJicNQrmfYgykhfFwAQ/BySAS18u0) for a
guide to rewriting auxlua scripts for dreamluau syntax.

## Why It's Good For The Game

Code that runs on production servers should not depend on memory hacks
that are liable to break any time Dream Daemon updates.

## Changelog

🆑
admin: Admin lua scripting uses a new library that (probably) will not
break when BYOND updates.
/🆑

## TODO:
- [x] Convert the lua editor ui to TS
- [x] Include a guide for converting scripts from auxlua syntax to
dreamluau syntax
2024-07-28 18:45:49 +00:00
Ghom
27d048f6cb (Black)market Telepad (LTSRBT) Update: Restocking Edition (#85066)
## About The Pull Request
This is a suggestion that was to me several months ago to add the
ability to pay credits to restock the black market. I liked the idea
because it'd add anothe small reason to buy the board, though I had
forgotten about it shortly after and just happened to remember it now.

So, yeah, you can swat the LTSRBT with a holochip to restock the
market(s). The price is shared amongst all pads and starts at 675
credits, but it doubles up everytime this is done, for obvious balance
purposes.

I've also updated included this new feature in the unit test, given the
LTSRBT new sprites and renamed the Blackmarket subsystem to Market,
because of how it can support different types of market datums, not just
the blackmarket

## Why It's Good For The Game
This adds one more reason to buy and build the LTSRBT and make markets
less dependant on the bad side of RNG, if you have the credits. It's a
bit of a money sink.

## Changelog

🆑
add: You can now restock the black market by hitting the LTSRBT with
enough credits. The price doubles each time this is done.
imageadd: Updated the LTSRBT sprites.
balance: Reintroduced the LTSRBT to cargo for 2000 credits vs the
original 4000 (the ansible and crystals to build it are included btw),
and slightly lowered the average blackmarket price for the same item to
account for shipping costs.
/🆑
2024-07-27 17:28:13 -04:00
larentoun
e43a90f912 Dynamic - fixes a comment for proc/lorentz_to_amount() (#85291)
## About The Pull Request
I'm not going crazy, right? This comment must be wrong unless my math is
wrong...


![image](https://github.com/user-attachments/assets/5fe49a17-04bd-488a-9777-f779869552f7)


## Why It's Good For The Game
Comments don't lie so people don't get their hairs out if their values
don't match with comments
2024-07-27 21:21:49 +02:00
The Sharkening
1449bdab3f Makes Voidwalker check SSmapping.is_planetary when spawning (#85274)
## About The Pull Request

Per title. Dynamic naturally running will not spawn a voidwalker on
icebox now. ``find_space_spawn()`` checks only for carp landmarks, and
icebox has carp landmarks for the other midround invasion antags. As a
bonus, I also made SSpolling use the cosmic skull sprite to alert ghosts
with.

## Why It's Good For The Game

Just a lil' bug I found. Plus the skull sprite is cool as hell.


![image](https://github.com/user-attachments/assets/6459db22-f4a4-45b6-b770-8ec0d83bc379)

## Changelog

🆑
fix: Voidwalker should not run on planetary maps.
/🆑
2024-07-27 21:21:20 +02:00
carlarctg
bcf21b2073 Fixed possessed blades being broken (#85090)
## About The Pull Request

Fixed possessed blades being broken

If testing is enabled everyone is polled in ghost polls.

## Why It's Good For The Game

> Fixed possessed blades being broken

oopse

> If testing is enabled everyone is polled in ghost polls.

MUCH eaiser to test

## Changelog

🆑
fix: Fixed possessed blades being broken
code: If testing is enabled everyone is polled in ghost polls.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2024-07-26 07:26:58 +00:00
MrMelbert
8df2c4bee1 Deletes monkey tail DNA block, minor sprite accessory cleanup, monkeys (and lizardpeople) will no longer random spawn without tails (#85112)
## About The Pull Request

- Deletes monkey tail DNA block
- This is not something DNA blocks should be used for. If your only
options are "exists" or "doesn't exist", it doesn't need a DNA block,
you should just remove the tail!

- Minor sprite accessory cleanup
- Replaces a lot of blank SAs with `add_blank` usage. Tested in game and
it works.
- No reason to copy-paste blanks when we have a designated function for
it.

- Randomizing features can no longer select locked features
   - Bugfix, though it doesn't affect us at the moment.

- Monkeys (and lizard people) will no longer random into being tailless
- Felinids can still random into tailless (though that function is
broken ATM)

## Why It's Good For The Game

For the tailless change: 

It's a bit weird for these species to spawn without tails. They're kinda
a huge part of their identity.
I left in the tailless Sprite Accessory, however, so you can still
select them in the prefs menu.

## Changelog

🆑 Melbert
qol: All randomly spawned monkeys (and lizardpeople) will spawn with
tails. You can still select to be tailless.
code: Cleaned up some code relating to species features (like tails,
markings, etc). Report any oddities
/🆑
2024-07-26 07:55:05 +02:00
larentoun
5407a96a98 Adds TRAITOR_SCALING_MULTIPLIER to config and makes it a float value (#85162)
## About The Pull Request
Added a missing entry to game_config.txt
Fixed this entry being an integer, not a float

## Why It's Good For The Game
Config can be used to modify the speed at which the traitors progress.
It was missing from the example config.

## Changelog
🆑
config: Added an entry for TRAITOR_SCALING_MULTIPLIER, disabled by
default
/🆑
2024-07-23 13:27:07 -06:00
SmArtKar
77a82d4747 Removes 8 cases of double indentation (#85140)
## About The Pull Request

Thanks to Potato (Lemon here) on discord for writing a regex to find
these ``^/.*\).*\n\t\t``

## Changelog
🆑
code: Removed 8 cases of double indentation
/🆑
2024-07-21 21:57:44 -07:00
norsvenska
5f80128fa9 Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request

it's - conjunction of "it" and "is"
its - possessive form of "it"

grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good

## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
2024-07-21 13:41:37 -06:00
Andrew
5aa4604bce APC and SSmachines hotfixes [NO GBP] (#85043)
## About The Pull Request

Fixed an issue with APC icon not turning green from #84983


![NVIDIA_Overlay_tnqmxMvWAt](https://github.com/user-attachments/assets/a2c74636-9783-4c6c-8591-6064dbe5ea38)

Also changed the implementation of the way the emitters are prioritized.
Now there are separate lists for early and late processing machines.

## Why It's Good For The Game

Bug fixes, better power distribution, power monitors showing reliable
data

## Changelog

🆑
fix: APC icon properly turns green on full charge
fix: APC shows correct charging rate in UI
code: Added early machine process for shield generators and emitters to
prioritize power draw
code: Added late machine process for power monitors to gather accurate
powernet load
/🆑
2024-07-19 01:18:38 +02:00
larentoun
e333c72d50 Fixes Research queue runtimes (#85020)
## About The Pull Request
Research Queue now checks the correct datum instead of trying to call
procs on keys. This fixes automatic research for free nodes.

## Why It's Good For The Game
Fixes good, runtimes bad

## Changelog
🆑
fix: Free items in research queue will now correctly be researched
automatically.
/🆑
2024-07-17 20:11:04 +02:00
Andrew
69c935dbf1 Emitters and Shieldgens work roundstart, APCs charge evenly (#84983)
## About The Pull Request

Fixed the issue when the power priority was preferring random machinery
around the station over the crucial Emitters and Shieldgens.

Because of how the consumers are selected right now, PACMAN attached to
a station network will give power for the machinery/lights/environment
of a random APC instead of the emitters next to it.

This also makes power sinks process before APCs.

Also made APCs charge in cascades within a powernet:

1. APCs try to charge to 5% to enable environment channel.
2. When all are above 5%, then allow APCs to charge to 20% to enable
lighting channel
2. When all are above 20%, then allow APCs to charge to 35% to enable
equipment channel
3. When all are above 35%, then allow APC to charge to full battery

As a result, a low-rate power source can provide enough power to at
least make all airlocks working and have dim lights enabled.

Charlie station APCs after you run PACMAN with 15 uranium sheets:

![image](https://github.com/user-attachments/assets/7bb282da-2189-4123-a31b-c5f294a092cb)

## Why It's Good For The Game

Makes emitters actually work, instead of having people fire kisses at SM
to raise the internal energy.
Makes it possible to use PACMAN to kickstart SM.
Gives a reason to set up solars.
Makes the power distribution more fair and equal after the recent APC
battery buff.

## Changelog

🆑
fix: Fixed emitters, shield gens and other wired machinery having lower
power consumption priority than APCs
qol: Made APCs charge more evenly to ensure that environment and lights
are working everywhere before giving the power for equipment
/🆑
2024-07-17 09:22:43 +02:00
Ghom
86d9bae412 Positive moodlets when examining high-value paintings, plus tgui nitpicks (#84646)
## About The Pull Request
This PR makes it so that, when framed, paintings can give positive
moodlets based on their art element, which is based upon their
patronage, meaning, the higher tha patronage, the better the positive
moodlets.

This PR also adjusts the tgui states to allow observers to interact with
the painting, but only for zooming in and out. And expands the tgui
window a little so hopefully you can see the plaquette when it's framed.

## Why It's Good For The Game
Higher-valued pieces tend to also look better, right? . . . right?
Ok, jokes apart, I think this is a nice touch to paintings.

## Changelog

🆑
add: Examining high-value paintings now can give a positive moodlet.
qol: Observers can now zoom paintings in and out in the UI.
/🆑
2024-07-15 14:13:24 +01:00
Andrew
41ff0fbb40 Research queue (#84731)
## About The Pull Request

<img alt="2dZbpr8MK1"
src="https://github.com/tgstation/tgstation/assets/3625094/dd78feba-224a-41a1-8d4a-83af3a8b68df">


Added an ability to queue up to one node per player in a techweb for an
automatic research.

You can queue up a node only when all requirements are met, but there
are not enough points.

People can't research when there is something in the queue, only add
things to the queue. So a 40 points node can't be researched if someone
queued up a 200 points node ahead of it.

When a node is enqueued by RD, it is placed in front of the queue.

The research button is available when the queue is empty.

TODO:

- [x] Bypass queue when the node cost is zero

## Why It's Good For The Game

No need to stay at the console to wait for the points. No "Research"
button spamming.

## Changelog

🆑
qol: Research nodes can be queued, one per player. RDs can place their
node at the beginning of the queue.
/🆑
2024-07-15 14:03:24 +12:00
Time-Green
89cf4c7787 The Voidwalker | New Midround Antagonist (#84674)
## The Voidwalker

Adds a new antagonist, the Voidwalker! 
It's a rare antag that spawns in space when there's at least 40 people
Design doc is here: https://hackmd.io/jE4YScP8RPykXo37rTBV2Q (there's
some deviations)
No biddle

## Summary
Spooky space antag that moves around space, ambushing people either in
space or near space. They can move through glass, have an ability to
stamina drain you if they remain in your vision for 8 seconds, can
temporarily remove glass windows to drag you through them and deal
~~stamina damage~~ incredibly violence. Upon being taken, they can be
kidnapped and cursed, muting and pacifying the person and sending them
to the void.

## Passive

![image](https://github.com/tgstation/tgstation/assets/7501474/e2bbac33-bac8-4eb9-9042-994904ebec18)

![image](https://github.com/tgstation/tgstation/assets/7501474/b76df700-84d4-4722-bf6f-2e2049c345b3)

Passive abilities:

- Permanent space flight and indoor flight
- Space regen
- Slowdown when in gravity
- Space camo (very low alpha when in space
- Can freely move through unshocked glass
- Mute, but can hear all station frequencies (excluding binary)
- Will quickly die when on planets or moons (obviously can't roll on
icebox)
- 10 brute armor and 20 burn armor. They can't wear any form of armor
and don't have any get out of jail free cards, so I think it'll help
with their survivability a slight bit

## Abilities
**Void eater:** Literally just a light-eater but instead of eating light
it instantly shatters windows, but restores them after a few seconds

**Space Dive:** New ability that lets you move under the station with a
2 second do_after, so they can still get to closed of space spots
without being as annoying as heretic space shift

**Unsettle:** Remain in view of the target for 8 seconds to give them a
short stun, slurring and 80 stamina damage, but announce your presence
and location to them. Both you and your target can move, as long as you
remain in their view.

**Space Kidnap:** When your target is incapacitated and in space, you
can drag them into the cosmic void. They'll be returned cursed after
undergoing a sort of reverse heretic sacrifice (more on that in the next
section).

[Showcase of all the above abilities!](https://youtu.be/NJ01H28PV9w)

## Voided Crew
A brain trauma received when you get kidnapped. While under it's
influence, you are muted and pacified. You will die in planetary gravity
and cannot enter space.


![image](https://github.com/tgstation/tgstation/assets/7501474/ea90bf9b-b8d1-4d46-8c69-7b0900e8e50c)

It can be cured with a lobotomy or by dying in planetary gravity. 
You get warned to avoid the Voidwalker. The voidwalker now does extra
damage and gets the option to glass gib you if you die, leaving just a
brain

## Loot
On death, the Voidwalker shatters into glass and drops a cosmic skull.
Looking into the skull gives you a stable version of the Voided brain
trauma. It doesn't give you pacifism and doesn't ban you from space. It
also makes you space immune and gives you the ability to walk through
unshocked glass after 2 seconds do_after.

Sprites for the cosmic skull by Justice12354 and Rex9001! I'll throw up
a video showcasing death and their sprites on Sunday

## Why It's Good For The Game
We don't have any space centered antagonists. The closest we have are
Space Dragons, but they have to go deep into the station anyway. I'm
also quite fond of simpler antagonists, like revenant and nightmare.
Give people the tools, and they'll make the fun themselves.

I've been comparing the Voidwalker with the Nightmare. Both are goalles,
simple antagonists, but where the Nightmare's gimmick is darkness, the
Voidwalker's gimmick is space.

They also get a dark tentacle arm so they can murderize people, but it
only gets them to crit. After that they can drag people into the "void"
to kidnap them. This is mostly to encourage the Voidwalker not to just
space them cause that's kinda lame. They still can though, just in-case
it would be very funny

## Changelog
🆑 Time-Green, Justice12354, Rex9001
add: Adds the Voidwalker, a new rare space based midround antagonist!
code: Adds the ability to texture limbs and bodypart_overlays
Sprite: Cosmic skull sprites by Justice12354 and Rex9001
/🆑

- [x] Add a better kidnapping mechanic, instead of just teleporting
someone to a station turf
- [x] Add an armblade or weapon or something, unarmed combat is kinda
ass for this
- [x] Fix the antag preview not rendering textures
- [x] Prevent them from space phasing when in combat so they can
actually be killed in space combat, even if really fucking hard
- [x] Nerf visibility for people with space parallax disabled, probably
also something to improve camo with colored parallax
- [x] Replace the stamina damage stuff
- [x] Cool rework of space phase idea I have
- [x] Update/implement vidual effects
- [x] Implement names

## Considerations
There's a few things that I might change or implement later, depending
on how it actually plays.

It's a space focused antag, but there might not be enough people near
space in a given round. An ability to let them "capture" area's or let
them turn into a meteor or something might be needed later if they turn
out to be too passive.

They might also be _too_ oppressive in space. I designed them for
near-space combat, but may've made them insanely overpowered in in raw
space combat.

Probably wont do biddle, but might add more powers that you can reroll
every few minutes or something (like blob). Either wat it wont be this
PR

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-07-14 18:57:44 +00:00
Kyle Spier-Swenson
45ca1717d0 Full revert of #79995 (tri-ai station trait). Partal revert of #81681 (human ai) (#84850)
#79995 removed the verb and secrets button for no reason. This means you
can no longer decide to do tri-ai in the lobby, you have to do it next
round or make players suffer thru another init cycle.

**__In general systems that require things be decided the previous round
are really fucking annoying and should be minimized to only specific
things that absolutely have to for technical reason.__**

This is not one of them.

I do not have the time to redesign the station trait to make use of the
existing admin code so this is a full revert instead.

If the station trait is re-added, it should be done so without removing
the secrets button or admin verb.

#81681 had an undocumented and un-atmoized change, in that it removed a
job related signal needlessly, that undocumented change has been
reverted because this system used that signal.

@Fikou 
@JohnFulpWillard 

(also cc @tralezab and @Ghommie as you merged the reverted prs)
2024-07-13 11:07:09 +12:00
Yaroslav Nurkov
fa0d602da6 Toggle the ability for the dead to vote in-game + understandability for the dead whether voting is disabled. (#84352)
## About The Pull Request

Adds a convenient switch to change the ability to vote dead (previously
only in the config), and also turns off the button and adds a tooltip to
let players know why they can't vote (previously, you could just click,
since the button wasn't turned off, but the vote didn't count).



https://github.com/tgstation/tgstation/assets/78199449/404aac9c-0b41-4c16-8ffd-2a435cf25e2c

## Why It's Good For The Game

At the right moments, you can just stop considering the opinions of dead
players.
The dead players will be able to understand why they can't vote.

## Changelog

🆑 Vishenka0704
qol: With voting turned off for the dead, you can now understand why you
can't vote (being dead).
admin: Voting switch for the dead players
/🆑
2024-07-12 16:47:51 -06:00
Kyle Spier-Swenson
69d8c2eaa7 Feedback: splits the stats for account age and job exp related job preference denials (#84854) 2024-07-11 16:52:55 +01:00
_0Steven
5e753b6788 Offset render relays for non-offsetting planes to match highest matching render plane (#84184)
## About The Pull Request

**Alternate title: "Fix blind people getting so blind they become deaf
when going down a flight of stairs"**

So 'bout half a week to a week ago I overheard a friend complaining
about blind people not seeing runechat on lower multi-z levels. Asked a
bit, apparently they'd reported this about half a year ago, and it's
still an issue.
So in my never-ending hubris I decided to just go and fix it!
Now, admittedly? I really _really_ do not get the rendering system we
use.
The simple options were right out: we can't allow the fullscreens plane
to be offset, as this causes issues with looking up/down, or disallow
runechat from being offset, which causes issues with runechat from other
levels.

After poking our very cool and smart rendering guy several times over
the course of the last week, this is what we got to:

### The technical bits

We simply make the rendering relays for non-offsetting plane masters
point to the highest rendering plane that matches the target.
We do this by offsetting the rendering relays in place, by adjusting
their plane and layer values to match the new offset, with a new
`offset_relays_in_place(new_offset)` proc called in
`/datum/plane_master_group/proc/transform_lower_turfs(...)`.
Importantly, we compare the current layer values to what they should've
been, so we don't accidentally override relays with custom-set layers.

This fixes our issue (as tested on wawastation):
<details>
  <summary>Images</summary>
  

![image](https://github.com/tgstation/tgstation/assets/42909981/c6a10e04-dd08-4642-bc4d-d99ae5004a40)

![image](https://github.com/tgstation/tgstation/assets/42909981/740dc894-7495-4c35-b729-ffcc539ca928)

![image](https://github.com/tgstation/tgstation/assets/42909981/986433a7-e66e-408a-8e77-1f1eb89cb67c)
  
</details>

## Why It's Good For The Game

Fixes #80376.
## Changelog
🆑
fix: You can see runechat above fullscreen overlays on lower multi-z
levels again. Rejoice, blind players. Please report any weird rendering
layering issues.
/🆑
2024-07-11 01:05:07 -07:00
Ghom
9032f8ccff [NO GBP] the random spawner loot weight config is not an integer (#84814)
## About The Pull Request
Sets `integer` to false.
Also a tidbit about the `skew_loot_weight` proc, though loot lists with
uneven weights all tend to add a value to all entries so it isn't an
issue.

## Why It's Good For The Game
The config isn't an integer.

## Changelog
N/A
2024-07-10 22:59:05 -06:00
lessthanthree
3e4721b9d4 Incident displays: wallening edition (#84812)
## About The Pull Request

Redoes the delam/tram incident displays to be wallening compatible.


![image](https://github.com/tgstation/tgstation/assets/83487515/34c4c930-7fe8-4dda-b95a-60d3011cb047)

## Why It's Good For The Game

Looks better, and won't be jank when wallening comes.

## Changelog

🆑 LT3
image: Incident displays got a makeover
/🆑
2024-07-10 22:54:00 -06:00
ArcaneMusic
43e62163fe Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003)
## About The Pull Request

This PR does a few things but centrally it's all centered around
mechanically enforcing what items are and are-not considered contraband
in-game.

### What does something being contraband MEAN?

Contraband items are visually indistinguishable from non-contraband. If
an item is Contraband, it can only be detected in two ways:
* After being scanned by an N-Spect scanner, which is a standard item
security item, assuming it still has a charge to do so.
* Via a scanner gate, which can now be upgraded with an N-spect scanner
to allow for it to scan a person and all their contents for contraband.

### What items ARE contraband?

Contraband items are intended to be determined both logically and
through other relevant examine text. However, here's the short list of
items that are considered contraband, reserving the right to expand the
list.

<details>
  <summary>In hindsight it's kind of a long list.</summary>
  
* Items that have "contraband" or "illegal" in the name or description.
* Items that allow for the player to obtain other illegal items, that
are NOT particularly stealthy.
* This means that a syndicate uplink is NOT considered contraband, as
they're typically hidden on your person as something else.
* Stealth items under the syndicate uplink, the revolutionary flash, and
some mapped in dangerous items that can come from both syndicate and
company-aligned resources are not considered dangerous.
* Items that are purchased from cargo after emagging or switching to
extended cargo range.
* Items purchased FROM syndicate uplinks, the wizard knowledge scroll,
or other antagonist shops.
* Cursed artifacts/tools magically produced by cultists or heretics.
* Items purchased from the blackmarket.
* Items purchased from the contraband section of vending machines.
* Some drugs and overtly dangerous or criminal byproducts.
  
</details>

### How does this interact with the round?
Well, primarily, this is an aid for in-game enforcement of space law.
Based on the length of the above list, we have a LONG, LONG list of
items in-game that are technically considered, in one way or another,
illegal to have on the station, and yet without either metaknowledge of
what those items are, or how they're used, security officers lack some
of the certainty of how to deal with these kinds of encounters.

Additionally to the knowledge aspect of this trait, security officers
may now receive a new civilian bounty to collect items that are
considered contraband, also giving them an incentive to look for and
confiscate contraband that's been found across the station while
upholding space law.

### Other minor changes that I rolled into this

Security has a bounty for 3 different rechargers, and considering access
limitations, most security players aren't going to make this exchange,
so I've lowered the required amount down to 1.

Adjusted the N-spect scanner's description to match it's new
functionality.

The Civilian bounty TGUI now has an additional 1 point of padding to
make it feel less cramped.



https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d

**Updated as of 6/19/2024:**
Additionally, some storage items will block the presence of contraband
when going through a contraband aligned scanning gate. These items
include the infiltrator modsuit core, storage implant, void cloak, the
aptly named smuggler's satchel, and the chameleon kit's backpack.

**Updated as of 6/23/2024:**
N-spect scanner now has contextual screentips.

**Updated as of 6/29/2024:**
Scanner gates are now available in all lathes that have a feature
specific to how scanner gates function. So, includes cargo (contraband),
security (weapons), and medbay (diseases).

## Why It's Good For The Game

Originally, this started out as a way to be able to provide more
in-character and in-flavor bounties for security officers, because they
suck! Most security bounties as they exist right now do the worst
possible things from all respective bounties:
* They detract away from a job's actual responsibilities as opposed to
working with them.
* They're best completed while sitting next to your lathe and running
items back to the bounty pad.
* They exist with such esoteric rarity of high quantity of items that
it's miserable to fulfil.

As a result, I started work on this as a framework to allow security
officers to be further incentivized to collect contraband across the
station, either as a result of the gamemode or just through routine
patrols across the station.

Implementing it as a learning tool for security as well just happened to
work out as an additional bonus, and having a function in-game allowing
newer or less experienced players to know if an item is considered
dangerous or conspicuous also works as a particularly good way to
provide information where a player may not know what they're up against.

If nothing else, this might be interesting to try, and if not, I'll just
snip out the QOL changes from it and we'll see how it goes.

Going forward, I am a bit hesitant about the contraband scanner gate
mode, and as such, will try working with the admin team to determine if
that's a good feature to keep around for game health, while hoping to
give it a chance in the fullness of time.

## Changelog

🆑
add: Items spawned via traitor uplinks or are known illegal contraband
on the station can now be scanned and identified as such by the N-spect
scanners in security. These only applies to overt traitor or antagonist
items, and "stealth" items will not be seen as such.
add: Scanner gates can now be upgraded by using an N-spect scanner on it
to unlock "contraband scanning" mode.
add: Security officers can now be offered a bounty to turn in pieces of
contraband.
add: Some stealthy storage items like storage implants, smuggler's
satchels, void cloaks, the infiltrator modsuit, and the chameleon
backpack will block the presence of contraband on your person when
placed inside.
qol: N-spect scanner contextual screentips.
balance: Recharger security bounties ask for a quantity of 1, down from
3.
qol: security, cargo, and medbay have access to scanner gate boards.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-07-11 03:08:25 +02:00
GoblinBackwards
9f7d165d6f Makes docked shuttle departure timer reset when a hostile environment threat is stopped (#84771)
## About The Pull Request
Changes hostile environments so that if the shuttle is docked then the
ETD timer will be reset when the threat is stopped.
## Why It's Good For The Game
Right now, if you end a hostile environment threat before the shuttle
timer goes to ERR the timer won't reset, which often leaves the people
who went to deal with the threat unable to get back to the shuttle in
time, which really sucks. People shouldn't be punished for stopping a
threat.
## Changelog
🆑
qol: Docked emergency shuttles will always reset their departure timer
when a hostile environment is stopped, regardless of if the timer
displays ETD or ERR.
/🆑
2024-07-09 16:04:05 -06:00
Ghom
7be649a7f6 Adds a config that skews random spawners weights. (#84616)
## About The Pull Request
Title. It's an exponent that multiplies weights of random spawners.
For example, if the exponent were 0.8, and the spawner has a natural
99.9% chance to spawn a donk-pocket and a 0.01% of a vial of
adminodrazine, after calculations it'd be roughly 99.6% vs 0.4%.

## Why It's Good For The Game
This can give admins/keyholders more control over random spawners.
~~However, most of the random spawners are maploaded things so an admin
would've to get to edit the config quite fast before SSatoms initializes
to witness the most out of it, but I'm just ranting.~~

## Changelog

🆑
admin: Added a config that regulares random spawners weights.
/🆑
2024-07-07 15:16:59 -04:00
LemonInTheDark
78fc87315c Removes stupid listlike var access code (#84648)
## About The Pull Request

[Removes all other listlike var
accesses](4c5996b5c8)

Also fucking dumpsters an unused proc that allowed for arbitrary
variable modifcation. Bad juju

This is undefined behavior and errors in later 515 versions. also it's
stupid as hell
2024-07-06 01:49:17 +02:00
carlarctg
0d05492e73 Fixed quirk conflict between transhumanist and prosthetic limb (#84325)
## About The Pull Request

Transhumanist and prosthetic limb no longer conflict. If you pick the
same limb for both it uses the weaker prosthetic (dumbass)

Made the name for prosthetic limb global list more intelligible

## Why It's Good For The Game

> Transhumanist and prosthetic limb no longer conflict. If you pick the
same limb for both it uses the weaker prosthetic (dumbass)

I wanted to RP a guy with a robotic voicebox and prosthetic limb but the
game didn't let me, which I thought was pretty lame! Since the root
issue is likely that both can have the same limb which ends up as Free
Points as transhuman takes priority, I just added a check to ensure that
can't happen and is overridden by the negative instead. Any
transhumanist mood point benefits are made up for by the bad limb.

> Made the name for prosthetic limb global list more intelligible

It was bad

## Changelog

🆑
qol: Transhumanist and prosthetic limb no longer conflict. If you pick
the same limb for both it uses the weaker prosthetic (dumbass)
code: Made the name for prosthetic limb global list more intelligible

/🆑
2024-07-03 15:54:32 -07:00
Jeremiah
5dc1d36ee4 Bitrunning: Combat domain [READY] (#84196)
<!-- 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
Finally dusts off this project to make a deathmatch style bitrunning
map.
Don't be too intimidated by the file diff, lots of code organization +
resized a large map.

Changes:

1. Reuses the gateway beach map as a combat zone (99% of the file diff)
(maptainers: i just added spawners and areas)
2. Alters how bitrunning handles spawning: Custom spawns are now
available, which can be anything

Misc organization:

- Splits netpod.dm into separate files.
- Fixes some wording in vdom map documentation.
- Organizes vdom variables a bit.
- Adds a permanent hololadder spawn.

How bitrunning deathmatch works: 

- Temporary spawners are offered to both ghosts and bitrunners. 
- Runners spawn in like usual. Ghost can use the spawner menu.
- Ghosts work to prevent avatars from collecting side objectives or try
to cause mass brain damage.
- The domain completes after a number of deaths accrue. Any faction.
Blood for the blood god, etc.
- This map can be played solo. ANY deaths.

<!-- 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
I've been toying with the idea of a deathmatch style map for some time.
I liked syndicate assault, the spawners were intentionally left there,
and the possibility of player-controlled players made the experience
more tense and challenging.

This PR leans into this idea: The virtual world is dangerous. Players
get a chance to compete on both sides here. It offers a lot of variety
to bitrunning other than "run for box". It's also very lucrative if
ghosts join in.

<!-- 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
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🆑
add: Added a bitrunning deathmatch map: Island Brawl. Both ghosts and
runners get many more spawns than normal.
fix: Lowered the static vision time in domain load in.
/🆑

<!-- 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
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2024-07-02 23:03:12 -04:00
The Sharkening
b643391e5a Ambience Buzz Handling Changes + Ambience buzz requires enviorment power (#84479)
## About The Pull Request
Partial port of https://github.com/DaedalusDock/daedalusdock/pull/996
- Fixes ambience prefrence inconsistancy issues with Observers unable to
turn off the ambience buzz.
- Ambience buzz requires a working, existing, charged APC with power to
the enviorment.
- Moves ``update_ambience_area()`` and ``refresh_looping_ambience()``
into ``code\controllers\subsystem\ambience.dm`` for better organization.

## Why It's Good For The Game

Mostly to tackle a prefrence bug where ghosts are unable to turn off
ambience buzz. But this also includes ambience buzz requiring a powered
area. Makes the station feel more dead when there's no enviorment power.
There should also be no buzzing inside space.

## Changelog

🆑 Kapu (ported by StrangeWeirdKitten)
fix: Ambience buzz will now respect ship ambience prefrences for
observers.
sound: Ambience buzz requires APC enviorment power to function
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-01 10:52:23 +02:00
Afevis
48c986feda Fixes deaf mobs hearing ship/area ambience (#84207)
Fixes #65618

🆑 ShizCalev
fix: Deafened mobs will no longer hear the station's ambient sounds.
fix: Fixed ambient sounds resetting their loop when entering different
bodies (ie admin ghosting, being moved to other mobs, ect.)
/🆑
2024-06-29 01:00:17 +02:00
Kapu1178
6b73d6a8ed Fixes Pathfinder module AGAIN, General JPS Tweak (#84348)
## About The Pull Request

1. Fixes the modsuit pathfinder module's pathfinding for the second
time. This time AI idling broke it, we just make it not idle.
2. Changes the heuristic used by JPS nodes from Chebyshev distance to
Euclidean distance. I have no real logical explanation, it just appeared
to produce a more optimal path. CC @LemonInTheDark
3. Renames `get_dist_euclidian()` to `get_dist_euclidean()`.

Red line: Euclidean dist JPS path (roughly)
Green line: Chebyshev dist JPS path (roughly)

![image](https://github.com/tgstation/tgstation/assets/75460809/57d75ff3-ee6d-4f73-82da-0e66e026d790)
## Changelog
🆑
fix: MODsuit pathfinder module works. Again.
code: AI pathfinding should produce slightly better paths.
/🆑
2024-06-27 00:01:36 -04:00
Time-Green
4fd0e28f42 Refactors body markings into bodypart overlays (#83744)
## About The Pull Request
Refactors body markings (lizard and moths) into the bodypart overlays
system
I've also renamed the icon states for lizard bodymarkings (downstreams
with lots of lizard body markings might have problems with this)

## Why It's Good For The Game
Gives us better controle over /human appearances. I didn't add any means
of actually changing them on the person (aside from genetics. how would
that even work? with a waterproof marker?), but makes it easy for
when/if I do. Also unloads mutant_bodyparts more, moving is yet closer
to full species dedatumization

## Changelog
🆑
refactor: Lizard and moth markings now use the bodypart overlay system
/🆑
2024-06-18 14:07:47 +02:00
san7890
e3a4ceeace Moves Round Logs Website Message before the sleep in Reboot (#83914)
## About The Pull Request

Closes #83823

Move the message about "You can access round logs and statistics at this
website" up before we actually start the reboot countdown sleep. The
logs probably won't have posted by that point (depending on how the
server is set up) but at least it's slightly more useful before the
links (apparently) invalidate. Also the reboot timer is ~60 seconds on
/tg/ servers and people are either chatting in OOC or something around
this time, may as well get the link to save for later in that "cooldown"
period.
## Why It's Good For The Game

I've actually never seen this message before and I think moving it
slightly more upwards would be of value.
## Changelog
🆑
qol: A message with a link to publicly accessible logs (if enabled by
your server operators) should now be visible far earlier when a world is
about to reboot.
/🆑
2024-06-17 23:34:02 +01:00
Jacquerel
920cd7459d Neutralised anomalies respect the core limit (#83964)
## About The Pull Request

This PR changes it so that if you refine an anomaly by neutralising it,
it respects the same limit on number of anomaly cores as refining one
you bought from Cargo.
If it would produce an illegal core, it will create a mostly useless
inert core which you can sell at cargo for 80% of the price of buying a
raw core.

## Why It's Good For The Game

https://hackmd.io/@tgstation/r1tzxpwPL
This was a requirement in the original design doc which just never made
it into the game.
We want to be able to control how many cores of each type can possibly
exist in a round, as this is what allows them to have the "these items
can be really busted" allowance.

## Changelog

🆑
fix: Neutralising an anomaly cannot produce more anomaly cores than are
supposed to exist in a single round
/🆑
2024-06-15 11:37:04 +12:00
jimmyl
2589b63e35 Flatpacker (#83836)
## About The Pull Request

adds the flatpacker, it flatpacks machines
![2024-02-08
19_47_34-Window](https://github.com/tgstation/tgstation/assets/70376633/331c85e2-cdac-4ebe-9aac-d83c514bcd23)
it is unlocked at industrial engineering
the default print time is 4.5 seconds, reduced by the servo tier divided
by 2
matter bins increase material capacity
better servos decrease material cost, and the flatpacker cannot print a
machine if it contains parts that are of a tier larger than the servos
tier

explained in this vid



https://github.com/tgstation/tgstation/assets/70376633/c26e4379-f49b-4b1d-a70c-61f1ba96a9e0





## Why It's Good For The Game

machine construction sucks, this should be more convenient, this does
not replace machine construction at all
compared to machine frames while this is faster and more convenient, it
is significantly more costly in materials, and a better servo is needed
to use higher tier parts, and the printed machines are always the lowest
required tier

## Changelog
🆑
add: the flatpacker, a machine unlocked at industrial engineering
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2024-06-14 20:39:29 +00:00
Watermelon914
9912961f9b Adds a config to change the interval profiler information gets saved (#83849)
## About The Pull Request
As title says

## Why It's Good For The Game
Important for server operation

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2024-06-13 23:54:47 -06:00
Afevis
114c87c943 Fixes station trait based event weight modifiers being added for events that aren't valid on the current map (#83897)
```
[2024-06-12 02:12:22.135] RUNTIME: runtime error: Cannot execute /datum/round_event_control/met... (/datum/round_event_control/meteor_wave/dust_storm).valid for map().
 - proc name: New (/datum/station_trait/random_event_weight_modifier/New)
 -   source file: code/datums/station_traits/negative_traits.dm,296
 -   usr: null
 -   src: Dust Stormfront (/datum/station_trait/random_event_weight_modifier/dust_storms)
 -   call stack:
 - Dust Stormfront (/datum/station_trait/random_event_weight_modifier/dust_storms): New()
 - Station (/datum/controller/subsystem/processing/station): setup trait(/datum/station_trait/random_ev... (/datum/station_trait/random_event_weight_modifier/dust_storms))
 - Station (/datum/controller/subsystem/processing/station): SetupTraits()
 - Station (/datum/controller/subsystem/processing/station): Initialize()
 - Master (/datum/controller/master): init subsystem(Station (/datum/controller/subsystem/processing/station))
 - Master (/datum/controller/master): Initialize(10, 0, 1)
 - 
```

🆑 ShizCalev
fix: Fixed a bug with station traits being added to modify weights for
events that couldn't actually occur on the current map!
/🆑
2024-06-13 20:48:37 +00:00
MrMelbert
d244c86ce6 Adds Character Loadout Tab to preferences (with just a small handful of items to start) (#83521)
## About The Pull Request

Adds a Character Loadout Tab to the preference menu

This tab lets you pick items to start the round with


![image](https://private-user-images.githubusercontent.com/51863163/336254447-c5f7eefa-c44c-418d-b48e-0409bb5bb982.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MTgwNDAxMjMsIm5iZiI6MTcxODAzOTgyMywicGF0aCI6Ii81MTg2MzE2My8zMzYyNTQ0NDctYzVmN2VlZmEtYzQ0Yy00MThkLWI0OGUtMDQwOWJiNWJiOTgyLnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNDA2MTAlMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjQwNjEwVDE3MTcwM1omWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPWYxYWFmYjI2NDU0YjUyODg3NjBmM2VjZDg4YWQ1YjlhMThmODU3MDYyMzYwOGVmYTcxYmY2MDhjZWVmYjQ5ZTcmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0JmFjdG9yX2lkPTAma2V5X2lkPTAmcmVwb19pZD0wIn0.Y0_19Gisfp4yyUmLgW2atfKyneL7POWFRKNVgNWTbEs)

This also has some additional mechanics, such as being able to recolor
colorable items, rename certain items (such as plushies), set item skins
(such as the pride pin)


![image](https://github.com/tgstation/tgstation/assets/51863163/8a085d6c-a294-4538-95d2-ada902ab69b4)

## Why It's Good For The Game

This has been headcoder sanctioned for some time, just no one did it. So
here we are.

Allows players to add some additional customization to their characters.
Keeps us from cluttering the quirks list with quirks that do nothing but
grants items.

## Changelog

🆑 Melbert
add: Character Loadouts
del: Pride Pin quirk (it's in the Loadout menu now)
/🆑
2024-06-11 17:50:12 -07:00
grungussuss
8db012a90f White dwarf meta knowledge check fix (#83633)
## About The Pull Request
There is two values for round threat, the shown value and the real
value, sometimes the shown threat can be 0, while the real threat is
higher, which in turn does not trigger the green alert on getting the
classified report and does not make a special announcement, "Thanks to
the tireless efforts of our security and intelligence divisions, there
are currently no credible threats to [station_name()]. All station
construction projects have been authorized. Have a secure shift!", nor
does it enable all station construction projects, so we should disable
being able to fake white dwarf on classified report.
## Why It's Good For The Game
Knowing when your classified report is fake is meta knowledge and
shouldn't be a thing.
## Changelog
🆑 grungussuss
fix: fixed getting a fake white dwarf report when the shift isn't
extended mode, which lead to meta knowledge being used.
/🆑
2024-06-12 11:28:49 +12:00
lessthanthree
8246e3cf8e Tram malfunction adjustments (#83706)
## About The Pull Request

Adjusts tram malfunction and the tram malfunction event to be more
straightforward and similar to other telecoms machinery.

- Tram malfunction now requires engineering, borg, or AI to visit either
the tram or the tram controller in telecoms to press 'reset'
(previously: open the tram panel and find the appropriate tool to repair
it)
- Tram malfunction event only stops the tram once per event roll
- Adjust announcement to include message that engineers need to reset
the tram
- Removed loud priority_announce when the tram is fixed. Players know
the tram is fixed because they are using it again
- Tram doors no longer force crush during malfunction, since engineers
have no method to fix this
- EMP/communications blackout event will temporarily degrade crossing
signals, otherwise the tram continues to function normally
- Loss of telecoms power will degrade crossing signals, otherwise the
tram continues to function normally

Frequency of tram malfunction event is reduced to be in line with
communications blackout and grav gen blackout, and a maximum of 3
occurrences per round

Signal failure:
Previously: Signals fail until reset has physically been done on the
controller
New: Signal failure is moved to be part of the Communications Blackout
event, lasting the duration of EMP blast that hits telecoms

Communication loss:
Previously: For the duration of the Tram Malfunction event there is a 5%
chance the tram does a degraded stop, ending when the controller is
repaired or the timer ends
New: A guaranteed 1 degraded stop per event roll. To balance the
increase in occurrences it's been made easier to reset on the
controller. If the tram is not reset by the end of the timer, it is done
automatically

New telecoms room tram controller:

![dreamseeker_AGHpKvyunZ](https://github.com/tgstation/tgstation/assets/83487515/e8269607-11c9-407a-8f6e-d20f3f1b5f56)

## Why It's Good For The Game

Making the tram friendlier for engineering to pick up/understand, it
will function more predictably in the tram malfunction and
communications blackout event.

## Changelog

🆑 LT3
add: Telecoms now has a central tram controller
add: Tram controller is now included in communications blackout event
qol: Tram malfunction event only stops tram once, requiring engineering
to reset (no tools required)
qol: Tram malfunction event no longer sends a Central Command
announcement when fixed
del: Tram doors no longer force crush you during tram malfunction event
del: Silicons can no longer control the tram when communication is lost
/🆑
2024-06-09 14:51:11 +01:00
Rhials
862a029cfa Adds a few more pulsar star station trait reports (#83591)
## About The Pull Request

This adds some more station-trait dependent Pulsar Star reports, much
like the "Clown Planet" report triggered by the bananium shipments
trait.

For those of you not up to speed - When pulsar star (no meaningful
threat report is provided) rolls, and a relevant station trait is
active, the generic report is replaced with one pertaining to that
trait.

It's better to just check the code changes to get a full picture, but
I'll give some summaries on what the individual reports are here:

**Assistant Gimmick Outfits** - "Grey Sky", and a warning to monitor the
recently emboldened assistants on-station.

**Intern** - The intern has forgotten to actually include the report in
his message. What a goof!

**Ion Stormfront** - Oh dear, the electromagnetic interference is
messing with the report broadcast.

![image](https://github.com/tgstation/tgstation/assets/28870487/ea7060b5-177e-4760-a079-9f61650aca27)

**Endless Snowstorm** - Ice Giant, Too much snow, we can't give an
actual report. Stay safe!

**Wise Cow Invasion** - Cow Planet. [We're gonna go fast and we're gonna
go far with a steady driving bass and a rhythm
guitar.](https://www.youtube.com/watch?v=BPqPYszbSFI)
## Why It's Good For The Game

Seeing the goofy clown planet message always made me think "dang, this
feels like underutilized material" and can give command some prompting
on what to tell the crew beyond "yeah we don't know what threat level it
is". Maybe it'll prompt someone to do a gimmick based on the report? Who
knows! It's just an added dash of flavor at the end of the day.

Admittedly, some are a bit silly, but also rare (requiring both a
specific station trait and the 8% pulsar star chance) so I think its
fine.
## Changelog
🆑 Rhials
add: Adds some more station-trait dependent pulsar star reports. Keep an
eye on that roundstart command report!
/🆑
2024-06-08 09:17:17 +02:00
Time-Green
6348dc9a7c Fixes admins not being able to force some rulesets with Stationwide Background Checks station trait (#83657)
Fixes #83631 

Instead of not initializing the ruleset we just forbid it

🆑
fix: admins can force rulesets on background checks station trait
(fucking lame)
/🆑
2024-06-07 22:41:31 -04:00
Time-Green
328d001047 STATION TRAIT GAMEMODE: Station-Wide Background Checks (#83307)
## About The Pull Request
Adds a new station trait: Station-Wide Background Checks!

It does two things: 
1. Blocks most crew-side antagonists. No traitors, changelings, spies,
heretics, etc. You won't be able to fully trust your crew though, as
Space changelings, Paradox Clones, Obsesseds and Blob Infected are
excempted crew-antags since a background check doesn't really help here.
Other antagonists still spawn: pirates, revenants, blobs, aliens,
nukies, wizards etc. Expect a LOT more of these, as Dynamic is gonna put
threat somewhere...

2. Reduces dynamics threat slightly, configurable per server, but
defaults to 15.

It is essentially the first "dynamic gamemode".

## Why It's Good For The Game

Blocking crew antagonists changes the shifts dynamic, similair to old
warops. Security can "trust" crew to not be antagonists, and instead can
focus more on petty crimes and hunting down external threats.

Due to the increased chance of external threats and reduced chance of
internal threats, the crew can focus its defenses outwards. Don't worry
about your coworker killing you (intentionally/probably), but do worry a
lot more about the pirates trying to break through your hull, or alien
nests growing in virology.

I've also reduced total threat count slightly because the idea of 90
threat being dumped into ghost spawns kinda terrifies me and I do want
people to be able to let their guard down a slight bit. It can be
reduced/disabled for servers that already tend to lower threats.

I think it's a lot of fun to change the paranoia dynamic, and a fun
deviation from a normal round of spaceman13.

## Changelog
🆑
add: Station-Wide Background Checks (station trait, rare): Disables crew
antagonists, but get a lot more non-crew antagonists
/🆑
I want to do more like these (this was just an example I threw into
discord to annoy @Mothblocks but I realized I kinda liked), and this is
a good opportunity to gather community feedback and see how it plays!

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2024-05-31 10:08:15 -07:00
Watermelon914
a7babaf975 Saves profiler snapshots every 5 minutes (#83467)
## About The Pull Request
As the title says. Each saved snapshot will be named 
- `profiler-[TIME IN SECONDS].json`
- `sendmaps-[TIME IN SECONDS].json`

For example, `profiler-0.json`, `profiler-300.json`, `profiler-600.json`
would correspond to a profile at the start of the round, a profile 300
seconds into a round and a profile 600 seconds into a round.

The timings depend on world.time, so it's probably not a good idea to
rely on these timings to stay consistent.

## Why It's Good For The Game
Allows us to track performance of procs over time. Could allow us to
spot any sort of anomalies or performance sinks.

CC: @MrStonedOne @bobbah @LemonInTheDark

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2024-05-27 12:18:56 -07:00
Time-Green
a3d93ff598 Removes sentient disease (#83453)
## About The Pull Request

Completely removes sentient disease from the game

## Why It's Good For The Game

Sentient disease is a unique antag and seems fun on paper, but really
doesn't work that well.

Sentient disease is a pretty binary antagonist: you either get cured and
watch helplessly as you lose all your hosts, or you infect everyone and
wipe out the entire station. Its everything bad about conversion antags,
but there's not even any fighting.

I also don't think any amount of balancing can fix sentient disease. If
we make it harder to cure, the disease gets an easier station wipe, but
if we make it less lethal, it loses all ability to stop cure generation.
The core gameplay pitches the entire crew against one disease, and it's
merely a timer before either it gets cured or wipes out everyone

This is my latest sentient disease round, where I wiped out the entire
station. I only even greentexted because there was one guy on the escape
shuttle in crit that barely made it because they had the sense to take
spaceilline.


![image](https://github.com/tgstation/tgstation/assets/7501474/260b3b28-96a1-4a19-8532-ecb94a41c68b)

The removal of the virologist lets us balance viruses to be fairer
challenges to the player, but as long as sentient disease exists we'll
always have to balance viruses somewhat in favor of the enjoyment of the
disease blowing your head and making you spontaneously combust.

## Changelog
🆑
del: Removes sentient disease from the game
/🆑

Hopefully, once we get virology truly sorted out, we can readd sentient
disease, but this would require our diseases to have endgoals that
aren't focused around killing every person, being widespread while also
not being instantly curable. A reworked sentient disease would have to
be so different, it's better to leave it out, fix virology and then
consider if we can truly add a new sentient disease and have it be fun
and fair
2024-05-26 11:54:50 -07:00