* Ports #10649 from Citadel: An attempt at making hijack not shit and more about point defence (#54146)
So essentially there was discussion already here (https://tgstation13.org/phpBB/viewtopic.php?f=33&t=27620) about how hijack is one of the few objectives on Manuel that you can murderbone with, which is mildly at odds with the intention of the server.
Personally, I think hijack is just straight up terrible regardless of what server you're on. The way it functions is dreadful. Nobody must be aboard the shuttle in any part of the shuttle at all. This means you have people hiding in the walls or hiding in some invisible corner of the shuttle, cucking you of the hijack. For the most part, the only way to actually hijack the shuttle is to render it completely inhospitable or destroying it utterly save for, maybe, one square. The one you are standing on.
It's absurd. So, I knew kev made a pretty honest attempt at reworking hijack. And it works pretty well. It doesn't necessarily solve the problem of hijackers being mandatory mass shooters, but it goes some ways to improving the objective in a more interesting fashion, and allows for the discussion around the objective to be a little more open ended for the sake of the higher roleplay servers without actually detracting from the lower roleplay servers at all. If anything, this should improve the experience of being that gamer to stage a hijacking all the more interesting and about robustness, and less of hide-and-go-seek.
* Ports #10649 from Citadel: An attempt at making hijack not shit and more about point defence
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B
BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
* Converts all A && A.B into A?.B
Co-authored-by: ZeWaka <zewakagamer@gmail.com>
* Some shuttes rework. Allow many shuttles of one template to work at the same time. (#53993)
* add replace button to shuttle panel
load button now only load new shuttle
* shuttle teplate loads as shuttle
* new shuttle console connects to shuttle
* new navigation computer connect to shurrle
* docking_port id now unique
add count to id if id already in work
* many docks from one base tenplate
* up
* fix unregister
* up
* up
* up
* block multiple shuttle loading
* return preview button
* up id generation
* Some shuttes rework. Allow many shuttles of one template to work at the same time.
Co-authored-by: Dennok <Deneles@yandex.ru>
* Merge pull request #53702 from zxaber/kiltborg
[READY] Highlander mode now includes silicons
* [READY] Highlander mode now includes silicons
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
* Completely FIX Hilbert's Hotel and its associated ruin to the game. (#53830)
Reverts the removal in #53790.
Broken in #53586.
Because turfNumber++ must be incremented on turf, not on every ATOM it
EVERY TURF, and anyway it don't trigger since first turfs don't have
atoms in it.
Fix#53794, Hilbert's Hotel peephole runtime.
Fix#53795, hhmysteryRoomNumber generates only once.
* Completely FIX Hilbert's Hotel and its associated ruin to the game.
Co-authored-by: Dennok <Deneles@yandex.ru>
* Cross server evacuation messages now include the evacuation reason (#53980)
Co-authored-by: Bobbahbrown <bobbahbrown@ gmail.com>
* Cross server evacuation messages now include the evacuation reason
Co-authored-by: Hulkamania <39933245+JetBrody@users.noreply.github.com>
Co-authored-by: Bobbahbrown <bobbahbrown@ gmail.com>
* Fixes whiteship console losing GPS signal (#53998)
Deconstructing and rebuilding the whiteship console will switch it back to the GPS-less subtype. Added a new board and assigned it to the whiteship bridge console to remedy this.
* Fixes whiteship console losing GPS signal
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Enforce preserving parent proc return values across ui_act call stacks (#53964)
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
* Enforce preserving parent proc return values across ui_act call stacks
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Rebalances space loot and space exploration (#53916)
* Rebalances space loot and space exploration
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Emergency Shuttle Toggle (#53912)
Admins now have the option to enable or disable the shuttle(located in the admin tab).
Disabling the shuttle will basically pause it where it is, regardless(unless game is over). Until the admins enable it again. It will resume exactly back to where it was and continue from there. This is great for events. You can't recall or call the shuttle while it's disabled.
Admins also now get the option when calling the shuttle to disable the recall of said shuttle unless they cancel it or select enable shuttle.
* Emergency Shuttle Toggle
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Make docking port visible when debugging shuttles (#53851)
* Make docking_port visible when debugging shuttles
Co-authored-by: Dennok <Deneles@yandex.ru>
* Completely removes Hilbert's Hotel and its associated ruin from the game. (#53790)
The Hotel is a runtime machine. When it swaps rooms, its turfs runtime. When people are actively using it, things in it constantly runtime. It's half broken, half buggy. Turfs don't remember contents. Sometimes blank rooms spawn. Sometimes nothing at all.
It's not worth the time and effort to fix or maintain it.
I'm opening this PR to completely remove it.
* Completely removes Hilbert's Hotel and its associated ruin from the game.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Fix shuttles being destroyed if piloted too close to where they already were (#53631)
Return on place shuttle rotating.
No more shuttle crashing on rotating. and one tile shifting.
Shuttles no more able move stationary docking ports.
Reverts #53133
Shuttle hulk fix.
fixes#47764fixes#45853
Add destroying of custom dock on shuttle_docker Destroy.
* Return on place shuttle rotating. No more shuttle crashing on rotating. and one tile shifting.
Co-authored-by: Dennok <Deneles@yandex.ru>
* Random whiteship selection (#53603)
Breaks shit if the deprecated map pr is merged before/after without me fixing it so only merge one of those
* Random whiteship selection
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)
* Process procs now properly use deltatime when implementing rates, timers and probabilities
* Review fixes
* Geiger counters cleanup
Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now
* Moved SS*_DT defines to subsystems.dm
* Rebase fix
* Redefined the SS*_DT defines to use the subsystem wait vars
* Implemented suggested changes by @AnturK
* Commented /datum/proc/process about the deltatime stuff
* Send delta_time as a process parameter instead of the defines
Also DTfied acid_processing
* Dtfied new acid component
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities
Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
* Admin controlled shuttles improvements (#53237)
This PR improves options for admin controlled shuttles - all shuttle controls can be admin-locked, and players must request authorization so the shuttle can move or for controls to unlock. Before this PR, authorization request always redirected admin staff to control the CentCom ferry, even if request came from a shuttle elsewhere, which was a little odd.
Authorization request will now properly prompt the staff to control that specific shuttle, and now they also have quick option to unlock/lock the shuttle. Could come handy in events to restrict player movement.
Last change, escape pods no longer start as admin controlled, as they cannot be launched without atleast code red anyway. They instead properly state they are just locked.
* Admin controlled shuttles improvements
Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
* shuttle navigation consoles can no longer dock at tiles that the shuttle is on (#53133)
* shuttle navigation consoles can no longer dock at tiles that the shuttle is on
* comment it out
* shuttle navigation consoles can no longer dock at tiles that the shuttle is on
Co-authored-by: Fikou <piotrbryla@onet.pl>
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.
Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.
This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.
To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.
Requested by @optimumtact.
Changelog
cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* fixes ice box pods landing 3 tiles away (#52844)
they now land in a random place on the same z level.
the docking ports for pods check for the lavaland area for random tiles place themselves on, but ice moon doesnt have a lavaland, so they land in the default space, which is 3 tiles away
* fixes ice box pods landing 3 tiles away...
Co-authored-by: Fikou <piotrbryla@onet.pl>
* [Ready] CDN browser assets! (#52681)
Rewrites the asset_cache system to handle sending assets to a CDN via a webroot.
see https://github.com/MrStonedOne/tgstation/blob/asset-cdn/code/modules/asset_cache/readme.md
Fixed a lot of bugs with assets, removed some dead code.
Changes:
Moved asset cache code to transport datums, the currently loaded one is located at SSassets.transport, asset cache calls made before the config is loaded use the simple browse_rsc transport.
Added subsystem call for when the config loads or reloads.
Added a webroot CDN asset transport. assets are saved to a file in a format based on the file's hash (currently md5).
Assets that don't use get_asset_url or get_url_mappings (such as browser assets referred to by static html files like changelog.html or static css files) can be saved to browse_rsc even when in cdn asset mode by setting legacy to TRUE on the datum returned by register_assets
Added a system for saving assets on a cdn in a hash based namespace (folder), assets within the same namespace will always be able to refer to each other by relative names. (used to allow cdn'ing font awesome without having to make something that regenerates it's css files.).
The simple/namespaced asset cache datum helper will handle generating a namespace composed of the combined md5 of everything in the same datum, as well as registering them properly.
Moved external resource from a snowflake loaded file to a config entry, added it to resources.txt
To ensure the system breaks in local testing in any situation that wouldn't work in cdn mode, the simple transport will mutate the filenames of non-legacy and non-namespaced assets and return this with get_asset_url.
Simple transport's passive send of all roundstart assets to all clients is now a config that defaults to off. this is to break race conditions during local testings from devs accidentally relying on this instead of using send() properly.
cl
refactor: Interface assets (js/css/images) can now be managed using an external webserver instead of byond's one at a time file transfer queue.
admin: Adds admin verb toggle-cdn that allows admins to disable the external webserver asset transport and revert to the old system. Useful if the webserver backing this goes down (thanks cloudflare).
config: New config file, resources.txt, (must be loaded by an $include statement from the main config)
server: The external_rsc_urls.txt config has been moved to the main config system.
/cl
Porting notes:
Interface webpages must refer to their assets (css/js/image/etc) by a generated url, or the asset must register itself as a legacy asset. The system is designed to break in localtest (on simple/legacy mode) in most situations that would break in cdn mode.
Requires latest tgui.
The webserver must set the proper CORS headers for font files or font awesome (and other fonts) won't load.
/tg/'s webserver config: https://gist.github.com/MrStonedOne/523388b2f161af832292d98a8aad0eae
* [Ready] CDN browser assets!
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
* Color standardization, vars moved, and signals (#52574)
Defined all the existing light_color values.
Moved their definitions to colors.dm
Made white the default color. It was so already, but that was very obscured.
Moved the atom light-related variables to the atom definition.
Wrapped changes to variables such as light_color into procs that report the event through signals.
Moved the light_on variable to the atom level, also adding a signal for its changing, to represent toggling lights.
Cleaned up a little bit of code in where new variables were defined before redefinitions.
This is all atomization to reduce changes in #52413
None of this affect gameplay at all, it's all code cleaning and refactoring.
There's more colors to standardize, a search for color = will find lots of targets, and I see little need to have both the LIGHT_COLOR and COLOR patterns, but I don't want to make this PR bigger than it already is.
* Color standardization, vars moved, and signals
Co-authored-by: Rohesie <rohesie@gmail.com>
* Cleans up some unused procs and makes is_blocked_turf a turf proc. (#52482)
* Cleans up some unused procs and makes is_blocked_turf a turf proc.
* Update code/game/turfs/turf.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
* Cleans up some unused procs and makes is_blocked_turf a turf proc.
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
* Limit how often you can use the emergency shuttle console (#52522)
* Limit how often you can use the emergency shuttle console
* Add QDELETED check
* Limit how often you can use the emergency shuttle console
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Change BYOND version to 513.1526
* Remove BSQL from docker image
* Add a docker publish action
* Add a docker test action
* Cleanup runtime icons
* Cleanup runtime sounds
* Correct docker workflow names
* Add Dockerfile as an appveyor cache dependency
* Fix build issues
* Copy all dlls
* No need for .dlls in docker
* Minor cleanups
* Case of lower
* More changes
* Ruins the nice 420 diff, brainfart when doing the second batch of conversions
* More changes
* Next batch. I think
* Converts even more paths
* Restarts bots
* Capital Free Zone
* Come on travis, do something
* Renames areas
* Bots, please stop dying
* Updates CONTRIBUTING.md and updates a few paths I missed.
* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
* Makes cameras create prox monitors only when necessary.
* typofix
* Makes proximity monitors behave properly on shuttle moves.
* Makes transit turfs work without crosslinked levels.
cl
refactor: BSQL has been replaced with rust-g, improving SQL reliability and safety.
/cl
Queries were parameterized as much as possible. Careful code read by someone else also versed in SQL would be a good idea. Things seemed fine spot-testing roundstart, library, bans, and polls, but more stress-testing may be useful.
Also updates rust-g to v0.4.5:
Improved Linux .so detection
Perlin noise functions
Also updates Travis script to bionic.
* Adds coupons
* fixes invalid var
* fixes old var name
* test
* does this please you travis?
* is that a prize, or....
* adjusts odds
* fikou owes me $10
* neatens code per review
* corrects bouncy
* corrects some errors
* redisables price gouging on goodies