* [NO GBP] Fixes expiration times for coupon codes. (#80771)
## About The Pull Request
Flash coupon codes were expiring in less than a second. I hadn't thought
of using the `DisplayTimeText` proc.
* [NO GBP] Fixes expiration times for coupon codes.
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Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* The Coupon Master PDA app (#80240)
## About The Pull Request
This PR adds a new PDA program to the supply category, which allows
users to redeems coupons for various cargo packs (mostly goodies), like
the ones also found at the bottom of cig packs.
How it works is fairly simple:
- Once installed, the modular computer subsystem will periodically, at a
3-5 minutes interval, generate a coupon code datum associated to a plain
text code, which is sent out to everyone with the program installed.
- The user can then open the program and insert the text into an input
box to redeem the coupon code, which is then associated with their bank
account.
- He will then have to find a photocopier, and tap it with the PDA to
print the coupon. Only one coupon can be printed. Photocopier fees
apply, so it'd cost 5 creds to the average assistant to print the
coupon.
- He can then insert the coupon in a cargo console and order/reuest the
associated pack (same deal as cig coupons).
- Some coupon codes however, especially those with juicer discounts,
will expire after a while if not printed.
Albeit mostly innocuous, the program provides negative Detomatix
resistance, slowly fills the computer file storage with trash files with
each redeemed coupon, and halves the download speed of new apps. Not
really the cleanest ware out there.
This PR also extends coupons to several non-goody packs, since they have
been privately buyable for over the last couple years now. Some packs
get discounts less frequently however, with those in the uncommon
category being roughly 1 in a 12 chance and the rare being 1 in 50.
Here's a screenshot of the UI (outdated, I've reduced the height from
500 to 400 and the notice box tip to specify the right click):

Fun fact: Right now, the odds of a 75% discount coming from the Coupon
Master for the 1.000.000 credits bycycle pack are roughly 0.0012%, while
that of a 50% for the same pack, from a cig pack coupon are 0.0042%.
## Why It's Good For The Game
These last couple days I've been wanting to test myself at making simple
UIs, as well as contributing to the modular computers feature, which has
started to become pretty neat ever since PDAs were reworked into a
subtype of it.
Beside, coupons are a very small feature limited to the bottom of
cigarette packs (also possibly cursed) in the current state of affairs.
Cargo is filled with packs that are niche or fluff. Modular computers
also has those little things that, while interesting, do not contribute
a whole lot. Maybe this is one of them, but I guess free* coupons are
always a big W.
## Changelog
🆑
add: Added the 'Coupon Master' program for the PDA. Install it to
receive periodical, redeemable coupons for several cargo packs. Requires
NTnet connection and the messenger enabled to work.
add: Coupons are no longer only limited to goodies, but may also apply
discount to some other packs as well.
/🆑
<sup>*minus the photocopier fee</sup>
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Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
* The Coupon Master PDA app
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Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com>
* PDA update (Messenger works while dead, Microwave works, etc). (#80069)
This is an update that touches many more things all at once (compared to
my other PRs) meant to make PDAs in general feel more consistent and not
take away from one of the experiences we want to encourage: interaction
between players.
1. Replaced all checks of a 'pda' with a 'modular pc'. This means
technically (though not done in-game currently) other modpcs can hold an
uplink, and microwaves can charge laptops.
2. Speaking of microwave, they now don't break and require
deconstruction if the cell is removed mid-charge.
3. When a Mod PC is out of power, it will now allow the Messenger to
work (which now also doesn't consume any additional power), if the app
exists on the PC. Here's a video demonstration
https://github.com/tgstation/tgstation/assets/53777086/7ae12f81-a271-49b8-95fa-2ba54d2e2d1f
4. Flashlights can't be turned on while the cell is dead
5. I replaced a bunch of program vars with ``program_flags`` and renamed
``usage_flags`` to ``can_run_on_flags``.
6. Added a debug modPC that has every app installed by default. Mafia
had some issues in the past that were unknown because Mafia wasn't
preinstalled with any tablet so was never in create & destroy nor in any
other unit test. This was just an easy solution I had, but PDAs should
get more in-depth unit tests in the future for running apps n stuff- I
just wanted to make sure no other apps were broken/harddeling.
Currently when a PDA dies, its only use is to reply to PDA messages sent
to you, since you can still reply to them. Instead of just fixing it and
telling players to cope, I thought it would be nice to allow PDA
Messenger to still work, as it is a vital app.
You can call it some emergency power mode or whatever, I don't really
mind the reason behind why it is this way.
When I made cells used more on PDAs, my main goal was to encourage
upgrading your PDA and/or limiting how many apps you use at once, I did
not want this to hit on players who use it as a form of interaction.
This is the best of both worlds, I think.
The rest of the changes is just for modularity, if some downstream wants
to add tablets, phone computers, or whatever the hell else, they can
still get just as far as PDAs should be able to get to, hopefully.
🆑
add: PDAs with a dead power cell are now limited to using their
Messenger app.
fix: Microwaves now stop charging PDAs if the cell was removed
mid-charge.
fix: Microwaves can now charge laptops.
fix: PDA Flashlights can't be turned on while the PDA is dead.
fix: You can now hold a laptop up to a camera (if it has a notekeeper
app installed) like PDAs already could.
/🆑
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Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* ok
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Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Removes networks from the game (#74142)
## About The Pull Request
This is a continuation of
https://github.com/tgstation/tgstation/pull/74085 - I announced in the
comments there that this would be my next PR, and this is it.
Removes SSnetwork, ``/datum/ntnet``,
``/datum/component/ntnet_interface``, ``var/network_root_id``, the
network unit test, and a lot of other things related to networks.
- NTNet circuits now check for an Ntnet relay, and uses signals to
operate.
- Logs in Wirecarp is now only for PDA and Ntnet Relay things, so you
can no longer see what ruins exist using it (why should Wirecarp know
that Oldstation spawned? The flavor is that they dont know its there).
- Removed it from MULEbots entirely, I don't think it even did anything
for them? Botkeeper seems to work without it, so it's possibly there
from pre-tgui PDAs.
- Moves assigning random names to a base proc instead of being tied to
network, this is things like random-naming scrubbers/vents. The behavior
hasn't changed at all.
- Makes Ntos work for consoles when relays are down, as the comments
said they're supposed to (because they're wired). I think this was an
accidental change on my part, so this is a revert of that.
## Why It's Good For The Game
Ntnet is ancient code that hasn't given us much that we can't do with
already existing alternatives, we've been slowly moving away from it for
init times, and though a large portion of that was limited to airlocks,
I still don't think this is a system worth keeping around.
It's way too complex to expect feature coders to do anything with it,
and too old with better alternatives for anyone to want to improve any
of it.
## Changelog
🆑
fix: Computers are now properly connected to Ethernet, and can use Ntos
when Relays are down.
refactor: Removes Ntnet and Ntnet interfaces, which was only used by
Ntnet circuits (which now directly checks for a Relay to work) and
MULEbots, which did nothing with it.
balance: Wirecarp no longer tells you what ruins spawned in a round,
instead it's limited to PDA logs, and tells you the source too. This
means the RD can catch someone running illegal programs if they don't
make any attempt at hiding it.
qol: Wirecarp logs is now set to save 300 at once, instead of 100 and
being increased to 300 by the RD during the round. This is pretty
insignificant, since there's no reason to NOT want as many logs as
possible.
/🆑
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Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
* Removes networks from the game
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Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
* Removes more NTNet from Tablets and removes a ton of dead code (#74085)
## About The Pull Request
Removes NtNet softwaredownload/communication because they did nothing,
so this also removes the feature to shut them off from Wirecarp
I removed tablets from being added to networks, Tablets already generate
logs for actions they do, which is already enough for the effects it has
in-game (just being visible to Wirecarp), once NtNet is deleted from
everything else then we can move it to ModPCs and limit logging to only
ModPC actions.
Fixes shutting off ntnet relays from Wirecarp, now you can properly shut
off Ntnet, and the warning that it kicks you out of the program is now
true.
Gives the Holodeck it's own network root define and fixes Syndicate
network showing up on Wirecarp
Wirecarp's PDA logs now shows the source of an action
## Why It's Good For The Game
Moves ModPCs further from NTNet so we can move towards deleting it
entirely
Makes Wirecarp more responsible and trustworthy
Removes useless stuff that never gets used, simplifying a overthought
overcomplicated system.
## Changelog
🆑
balance: Wirecarp now properly shuts off NtNet remotely.
balance: Wirecarp now shows the source of a PDA that does an action.
fix: Wirecarp can no longer be used to see if Nukies exist through their
networks.
del: Removes Software downloading and communication Ntnet networks, as
they were pretty worthless.
/🆑
* Removes more NTNet from Tablets and removes a ton of dead code
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Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Adds a modular computer subsystem to shift modPCs away from radios (#71732)
## About The Pull Request
Adds the modular computer subsystem which is meant to replace mod PC's
reliance on networks and radios, specifically the network subsystem, the
ntnet interface, and /datum/ntnet. This PR removes station_root ntnets
entirely, but I tried to keep it small.
This PR also removes a ton of unused vars and defines, such as NTNet
channels that were unused (peer2peer and systemcontrol), atmos networks
(as they were removed a while ago) and NTNet var on relays (its stated
purpose is so admins can see it through varedits, but that's useless now
that it's a subsystem)
I also removed ``setting_disabled`` as a thing the RD can do, it turned
off ALL ntnet systems. However, this was when there were 4 different
ones, now that there's only 2 I thought it was redundant and he could
just click 2 buttons to close them.
## Why It's Good For The Game
``/datum/ntnet``, ``/datum/component/ntnet_interface``, and
``/datum/controller/subsystem/networks`` are all old-code messes that
depend on eachother and is hard for people to understand what exactly it
adds to the game. 90% of its features is allowing the Wirecarp app to
see all the ruins that spawned in-game, which I don't think is something
that we even WANT (why does the RD need to know that oldstation spawned?
Why should they know this anyway??)
This hopefully starts to simplify networks/ntnet to make it easier to
remove in the future, because surely there are better alternatives than
**this**
## Changelog
🆑
refactor: Modular computers NTnet and applications run on its own
subsystem, please report any new bugs you may find.
/🆑
* Adds a modular computer subsystem to shift modPCs away from radios
* Fixed contractor uplink
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>