* Loads Away Missions for Unit Testing (#76245)
Hey there,
A pretty bad bug (#76226) got through, but it was fixed pretty quickly
in #76241 (cf92862daf). I realized that if
we were testing all the away missions, that this could theoretically get
caught and not happen again. Regardless, unit testing gateway missions
has been on my to-do list for a while now, and I finally got it nailed
down.
Basically, we just have a really small "station" map with the bare bones
(_teeny_ bit of fluff, maploading is going to take 30 seconds tops
anyways let me have my kicks) with a JSON map datum flag that causes it
to load all away missions in the codebase (which are all in one folder).
Just in case some admins were planning on invoking the proc on
`SSmapping`, I also decided to gate a `tgui_alert()` behind it because
you never can be too sure of what people think is funny these days (it
really does lock up your game for a second or so at a time).
I also alphabetized the maps.txt config because that was annoying me.
Things that break on production could(?) be caught in unit testing? I
don't know if the linked issue I mentioned above would have been caught
in retrospect, but it's likely to catch more than a few upcoming bugs
(like the UO45 atmospherics thing at the very top) and ensure that these
gateway missions, which tend to be the most neglected part of mapping,
stay bug-free.
This is also helpful in case someone makes a new away mission and wants
to see if stuff's broken. Helps out maptainers a bit because very, very
technically broken mapping will throw up runtimes. Neato.
Nothing that players should be concerned about.
Let me know if there's a better way to approach this, but I really think
that having a super-duper light map with the bare basics to load up
gateway missions and then all nine-ish gateway missions can sequentially
load during init. I can't think of a better way to do it aside from some
really ugly `#ifdef` shit. Also also, it has the added benefit of being
a map that will always load your away mission without touching a single
shred of config (and it's not likely to break if you follow sane
practices such as making your own areas)
* Update gateway_test.json
* Map Reset
* Gets rid of an area that was in a space turf
* Attempting to fix some runtimes
* Map Reset
* Lets remains spawn in xen water
* and acid, too
* Update remains.dm
* Removes extra airlock helper
* Delete research2.dmm
Surely this was a mistake?
* Merge branch 'master' into pr/22534
* Map Reset
* Update snowdin.dmm
* Revert "Update snowdin.dmm"
This reverts commit c860c6f4fbb463954d5b8da1b494305a2f45b44b.
* Update snowdin.dmm
* Update snowdin.dmm
* Revert "Update snowdin.dmm"
This reverts commit 47e7916056a47e12adfcb8b94b9748b7e56f378d.
* Update snowdin.dmm
* Revert "Update snowdin.dmm"
This reverts commit c82576bee69e09eda649d3cbf63d96dddaeeb380.
* Update immerse.dm
* Revert "Update immerse.dm"
This reverts commit 2ad622f3029a3ed17a05f8269299d0f25e747d11.
* Update immerse.dm
* Update maps.txt
* Fix hard dels in area spawn
* Update gateway_test.json
* Actually we can just get away with keeping a list of types here, no refs needed.
* Update area_spawn_subsystem.dm
* Update automapper.dm
* Let's just test to see if getting rid of black mesa stops the segfaults...
* Let's try deleting astrum too
* Revert "Let's just test to see if getting rid of black mesa stops the segfaults..."
This reverts commit de9a05708d451abbb78a635a3e03b2f460004496.
* Revert "Let's try deleting astrum too"
This reverts commit 2121a6357a54faf5719a42a762ba8b4698c008fb.
* Update waypointstation.dmm
* Update blackmesa.dmm
* Update decaySS.dm
* Update gateway_test.json
* Revert "Update gateway_test.json"
This reverts commit 93adc08819f05aecc8599980385e3fb10d02a1d2.
* Testing
* Revert "Testing"
This reverts commit 1d476d236953daac6adf59b93e56f2fab218085b.
* Testing
* Revert "Testing"
This reverts commit de05a74636c1f43e50fb7ec9f24978d270db4b88.
* Now try and actually fix the stupid thing
* Update clockwork_research.dm
---------
Co-authored-by: san7890 <the@san7890.com>
* Implements usage of the REVERSE_DIR macro throughout the code. (#77122)
## About The Pull Request
Replaces a ton of `turn(dir, 180)` calls with the aforementioned macro.
## Why It's Good For The Game
Afaik, `REVERSE_DIR` was coded to be faster than the classic `turn(dir,
180)` call, being a simple set of binary operations. To sum it up, micro
optimization.
## Changelog
N/A
* Implements usage of the REVERSE_DIR macro throughout the code.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* [MDB IGNORE] Angled Lights & Lighting Prototyping Tool (#74365)
## About The Pull Request
Hello friends, I've been on a bit of a lighting kick recently, and I
decided I clearly do not have enough things to work on as it is.
This pr adds angle support to static lights, and a concepting/debug tool
for playing with lights on a map.
Let's start from first principles yeah?
### Why Angled Lights?
Mappers, since they can't actually see a light's effect in editor, tend
to go off gut.
That gut is based more off what "makes sense" then how things actually
work
This means they'll overplace light sources, and also they tend to treat
lights, particularly light "bars" (the bigger ones) as directional.
So you'll have two lights on either sides of a pillar, lights inside a
room with lights outside pointing out, etc.

This has annoying side effects. A lot of our map is overlit, to the
point that knocking out a light does.... pretty much nothing.
I find this sad, and would like to work to prevent it. I think dark and
dim, while it does not suit the normal game, is amazing for vibes, and I
want it to be easier to see that.
Angled lights bring how lights work more in line with how mappers expect
lights work, and avoids bleedover into rooms that shouldn't be bled
into, working towards that goal of mine.
### How Angled Lights?
This is more complex then you'd first think so we'll go step by step

Oh before we start, some catchup from the last time I touched lighting
code.
Instead of doing a lighting falloff calculation for each lighting corner
(a block that represents the resolution of our lights) in view we
instead generate cached lightsheets. These precalculate and store all
possible falloffs for x and y distances from a source.
This is very useful for angle work, since it makes it almost totally
free.
Atoms get 2 new values. light_angle and light_dir
Light angle is the angle the light uses, and light_dir is a cardinal
direction it displays in
We take these values, and inside sheetbuilding do some optional angle
work. getting the center angle, the angle of a pair of coords, and then
the delta between them.
This is then multiplied against the standard falloff formula, and job
done.
We do need some extra fenangling to make this all work nicely tho.
We currently use a pixel turf var stored on the light source to do
distance calculations.
This is the turf we pretend the light source is on for visuals, most
often used to make wall lights work nice.
The trouble is it's not very granular, and doesn't always have the
effect you might want.
So, instead of generating and storing a pixel turf to do our distance
calculations against, we store x and y offset variables.
We use them to expand our working range and sheet size to ensure things
visually make sense, and then offset any positions by them.
I've added a way for sources to have opinions on their offsets too, and
am using them for wall lights.
This ensures the angle calculations don't make the wall behind a light
fulldark, which would be silly.
### Debug Tool?
In the interest of helping with that core problem, lights being complex
to display, I've added a prototyping tool to the game.
It's locked behind mapping verbs, and works about like this.
Once the verb is activated, it iterates over all the sources in the
world (except turfs because those are kinda silly), outlining and
"freezing" them, preventing any future changes.
Then, it adds 3 buttons to the owners of a light source.

The first button toggles the light on and off, as desired.
The third allows you to move the source around, with a little targeting
icon replacing your mouse
The second tho, that's more interesting.
The second button opens a debug menu for that light

There's a lot here, let's go through it.
Bit on the left is a list of templates, which allow you to sample
existing light types (No I have no idea why the background is fullwhite,
need to work on that pre merge)
You can choose one by clicking it, and hitting the upload button.
This replaces your existing lighting values with the template's,
alongside replacing its icon and icon state so it looks right.
There are three types as of now, mostly for categorization. Bar, which
are the larger typically stronger lights, Bulb, which are well, bulbs,
and Misc which could be expanded, but currently just contains floor
lights.
Alongside that you can manually edit the power, range, color and angle
of the focused light.
I also have support for changing the direction of the light source,
since anything that uses directional lighting would also tie light dir
to it.
This isn't *always* done tho, so I should maybe find a way to edit light
dir too.
My hope is this tool will allow for better concepting of a room's
lights, and easier changing of individual object's light values to suit
the right visuals.
### Lemon No Why What
Ok so I applied angle lights to bars and bulbs, which means I am
changing the lighting of pretty much every map in the codebase.
I'm gonna uh, go check my work.
Alongside this I intend to give lighting some depth. So if there's room
to make a space warmer, or highlight light colors from other sources, I
will do that.
(Images as examples)

I also want to work on that other goal of mine, making breaking lights
matter. So I'll be doing what I can to ensure you only need to break one
light to make a meaningful change in the scene.
This is semi complicated by one light source not ever actually reaching
fullbright on its own, but we do what we must because we can.

I'm as I hope you know biased towards darker spaces, I think contrast
has vibes.
In particular I do not think strong lights really suit maintenance.
Most of what is used there are bulbs, so I'm planning on replacing most
uses with low power bulbs, to keep light impacts to rooms, alongside
reducing the amount of lights placed in the main tunnels

**If you take issue with this methodology please do so NOW**, I don't
want to have to do another pass over things.
Oh also I'm saving station maps for last since ruins are less likely to
get touched in mapping march and all.
### Misc + Finishing Thoughts
Light templates support mirroring vars off typepaths using a subtype,
which means all the templates added here do not require updating if the
source type changes somehow. I'd like to expand the template list at
some point, perhaps in future.
I've opened this as a draft to make my intentions to make my changes to
lights known, and to serve as motivation for all the map changes I need
to do.
### Farish Future
I'm unhappy with how we currently configure lights. I would like a
system that more directly matches the idea of drawing falloff curves,
along with allowing for different falloffs for different colors,
alongside extending the idea to angle falloff.
This would make out of engine lighting easier, allow for nicer looking
lights (red to pink, blue to purple, etc), and improve accessibility by
artists.
This is slightly far off, because I have other obligations and it's
kinda complicated, but I'd like to mention it cause it's one of my many
pipedreams.
## Changelog
🆑
add: Added angle lighting, applies it to most wall lights!
add: Adds a lighting prototyping tool, mappers go try it out (it's
locked behind the mapping verb)
/🆑
---------
Co-authored-by: MMMiracles <lolaccount1@ hotmail.com>
* [MDB IGNORE] Angled Lights & Lighting Prototyping Tool
* Update north_star.dmm
* Revert "Update north_star.dmm"
This reverts commit bb5b8b5a549f7edc3e23a369a147ed96bab41991.
* Updatepaths
* Update nukie_base.dmm
* Newer version of northstar with the penguins
* Update northstar_cryo.dmm
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: MMMiracles <lolaccount1@ hotmail.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Corrects record_feedback()'s copy/paste comment (#74962)
## About The Pull Request
Corrects `record_feedback()`'s copy/paste comment.
## Pointless history
Originally being added in e2a8a5e, it kept its name and args for quite a
few years, that was until #32188 which had it renamed to
`record_feedback` and its args pretty much doubled. In between these
times the known copy/paste comment was already around, but that wasn't
updated, until now apparently.
* Corrects record_feedback()'s copy/paste comment
---------
Co-authored-by: Zandario <zandarioh@gmail.com>
* Atmospheric machineries now interact with each other directly, rather than going through a radio layer -- saves about 0.4s of init time
* updatescript maps
* Merge conflicts
* Tarkon atmos
* tick file
* that file was supposed to be removed
* tarkon cringe
* tarkon tweaks after testing
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Strays away from GLOB.machines when possible (#71100)
## About The Pull Request
This replaces needless GLOB.machines with more precise lists whenever
one existed, plus adding a new one for CTF machines.
## Why It's Good For The Game
GLOB.machines holds every single /obj/machinery in the game, so checking
the whole list for stuff is pretty big. This aims to cut that down by
using smaller lists whenever possible. I also gave CTF a new list
because it checked machines very often.
## Changelog
Nothing player facing.
* Strays away from GLOB.machines when possible
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Examine Blocks Out The Debug Z-Levels Verb (#69845)
Hey there,
It's mostly on the tin. It really looked kinda ugly spitting out the information + the drawing right into chat, so let's wrap it in a nice examine_block to keep it looking good. I added some line breaks because I thought it also aided the formatting.
* Examine Blocks Out The Debug Z-Levels Verb
Co-authored-by: san7890 <the@san7890.com>
* Obstructed Vents and Scrubbers? - Debug Them Out! (#68890)
* Obstructed Vents and Scrubbers? - Debug Them Out!
Hello there,
In _May of 2014_, Ikarrus wrote the following (here)[https://tgstation13.org/phpBB/viewtopic.php?f=11&t=327]:
"Avoid placing scrubbers and air vents under objects. It's better to leave them in the open and visible so people can use them."
How far we have fallen. However, during a review I did in the last week, I accidentally let one of these (in multiple occurrences!) slip past me:
I don't want that to happen again. It's especially hard when they're under tables, or big bulky lockers, and under computers sometimes! They're not obvious to the human eye, so we must rely on technology. This creates a new Debug Mapping Verb that will flag out any vent, scrubber, or canister port that is being obstructed by an invalid object (directionals and undertiles are excluded). It will be a gargantuan effort unlike anything you've seen to get rid of all of them, but at least this is the first stone in a grand arch.
* Updates some variable names, adds some more logging
* Update code/modules/admin/verbs/mapping.dm
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Update code/modules/admin/verbs/mapping.dm
* no more single letter var
* early continue
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Obstructed Vents and Scrubbers? - Debug Them Out!
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Adds addition test areas verb that filters maintenance areas out (#68484)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds addition test areas verb that filters maintenance areas out
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds Puzzgrid smite to trap enemy gamers in a fiendishly hard puzzle (#66855)
* Puzzgrids
* Adds Puzzgrid smite to trap enemy gamers in a fiendishly hard puzzle
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Admin: Fix Camera Report verb (#62866)
There is still the potential for false positives since the way diagonal
cameras were made didn't exactly line up with where their direction was.
However, this brings functionality back to parity with before the
dir-sanity PR.
* Fix Camera Report verb
Co-authored-by: esainane <esainane+github@gmail.com>
* Adds debug verbs for grabbing the amount of food and stacks on the station (#62787)
Adds mapping debug verbs that pull info about how many food/stacks are in the world and on the station.
Puts them into happy little html uis to make em easier to read.
A stacks amount is it's actual amount, so the amount of items inside it, rather then the amount of stack groups
* Adds debug verbs for grabbing the amount of food and stacks on the station
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* renames enable debug verbs to enable mapping verbs (#61725)
its such a stupid fucking name, the verbs are all mapping related, they are all in the mapping tab, nobody knows about them because its called debug verbs for some reason instead of mapping verbs
* renames enable debug verbs to enable mapping verbs
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* removes some uses of var in world (#60407)
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
* removes some uses of var in world
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
* Moves screen objects from mob to hud (#54400)
This moves screen images from icons/mob to icons/hud
Makes more sense and it is easier to find
* Moves screen objects from mob to hud
* Update radial.dm
Co-authored-by: nicbn <nicolas.nattis@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.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>
* Remove references to old singularity machines (#53509)
Removes the singularity generator and the particle accelerator. The former had no sprite, and the latter only existed because of a leftover type path. This does not affect gameplay at all.
Removes the "Start Singularity" verb that was only intended for debug use.
Fixes#53508.
* Remove references to old singularity machines
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is
Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
* demos (ported from yogstation)
rustg update + write with no format
use external hook for logging
use proper log vars
fix + clarifying comment
don't start the log
release build of rust-g
fix something caught by the lint
Update code/__DEFINES/subsystems.dm
Co-Authored-By: Jordan Brown <Cyberboss@users.noreply.github.com>
Update code/controllers/subsystem/demo.dm
Co-Authored-By: JJRcop <jrubcop@gmail.com>
Update code/controllers/subsystem/demo.dm
Co-Authored-By: JJRcop <jrubcop@gmail.com>
moves hooks out of a dedicated file
len = 0 to Cut(), remove semicolons
untyped loop
* updated rust_g
* 513 updates
About The Pull Request
Adds cancel buttons to input boxes that didn't have them before.
Why It's Good For The Game
Good UX.
Changelog
cl
add: More cancel buttons.
/cl
* converts to using key instead of ckey for user facing logs and ui
* more key_name for airlock wires
* futureproofing check for if key changes
* --onlyckeymatch script argument and fail/success counter
* fix
* Photography Update
* Pictures logged in their own /data/picture_logs folder rather than normal logs
* Pictures logged in their own /data/picture_logs folder rather than normal logs
* Photos broke, retrying
* Persistence stuff
* I'm almost done I promise!
* Persistence mostly working, compile, etc etc
* Persistence mostly working, compile, etc etc
* Remove something really not needed from the PR
* Prevents duplication
* default to off
* removes check tick
* increase slots in albums to 21
* Allows for singular loading
* Update camera_image_capturing.dm
* Addresses review
* Anturk
* Update camera.dm
* Update misc.dm
* Update datum.dm
* Update camera.dm
cl ShizCalev
fix: Fixed a large number of missing APCs on Omegastation
fix: Fixed unpowered Incinerator outlet injector on Omegastation.
fix: Replaced glass window at Omegastation's incinerator with a plasma window.
fix: Fixes broken atmos injectors on Omega
fix: Fixes broken air outlet on Meta
fix: Fixed a couple of malfunctioning atmospheric monitors across the rest of the maps
add: New test atmos monitoring console debug verb to help alleviate future issues.
/cl
Added a ton of missing APCs and cleaned up some dirty camera name varedits.
* Add basic structure of z-level traits
* Restore space transitions and add z-level debug verb
* Restore proper ruin spawning and transit level creation
* Replace station_z_levels and related checks with traits
* Eliminate more uses of ZLEVEL_{STATION_PRIMARY,LAVALAND}
* Change transmission_method to use defines rather than magic numbers
* Use MIN and MAX_FREE_FREQ defines when bounds-checking radios
* Remove violently broken "Debug Signals" verb
The relevant Destroy() is never called, making the static pointers list
take lots of memory and be large enough, even at roundstart, to crash
the chat when invoked (25k+ entries).
* Remove unnecessary checks for SSradio not existing
* Move department frequencies from GLOB to defines
* Replace all hardcoded radio frequencies with named defines
* Change the radio filters to be defines
* Use a define for the default signaler code