Commit Graph

17 Commits

Author SHA1 Message Date
grungussuss
58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
MrMelbert
373557f750 Fix playing card memory (#82834)
## About The Pull Request

`/datum/memory/playing_cards` accepts a list of other players, which it
uses to format into an english list.

But where it is applied, it takes a list of players, formats it into an
english list, and passes it in. Oops.

Also fixed some verbage for how the memories look in-story-form. 

## Changelog

🆑 Melbert
fix: Playing Cards memory now reads better
/🆑
2024-04-23 15:33:43 -06:00
MrMelbert
a21742ff60 Adds ALLOW_RESTING to a bunch of items (#82761)
## About The Pull Request

Allows you to alt-click a bunch of items while resting. 

Fixes #82788

## Why It's Good For The Game

Some of these, such as storage, are bugfixes. You shouldn't need to be
standing up to configure a spray can, or change the direction of your
bedsheet

Others are just sensible changes. 

## Changelog

🆑 Melbert
fix: You can open bags with alt click while resting again
qol: Many items which previously required you to stand to alt-click now
don't, such as bedsheets and spray cans
/🆑
2024-04-20 21:30:10 -07:00
Jeremiah
8e3f635b98 Alt click refactor (#82656)
## About The Pull Request
Rewrites how alt click works. 
Based heavily on #82625. What a cool concept, it flows nicely with
#82533.

Fixes #81242 
(tm bugs fixed)
Fixes #82668

<details><summary>More info for devs</summary>

Handy regex used for alt click s&r:
`AltClick\((.*).*\)(\n\t.*\.\.\(\))?`
`click_alt($1)` (yes I am aware this only copies the first arg. there
are no other args!)

### Obj reskins
No reason for obj reskin to check on every single alt click for every
object. It applies to only a few items.
- Moved to obj/item
- Made into signal
- Added screentips

### Ventcrawling
Every single atmospherics machine checked for ventcrawling capability on
alt click despite only 3 objects needing that functionality. This has
been moved down to those individual items.
</details>

## Why It's Good For The Game
For players: 
- Alt clicking should work more logically, not causing double actions
like eject disk and open item window
- Added context menus for reskinnable items
- Removed adjacency restriction on loot panel

For devs:
- Makes alt click interactions easier to work with, no more click chain
nonsense and redundant guard clauses.
- OOP hell reduced
- Pascal Case reduced
- Glorious snake case

## Changelog
🆑
add: The lootpanel now works at range.
add: Screentips for reskinnable items.
fix: Alt click interactions have been refactored, which may lead to
unintentional changes to gameplay. Report any issues, please.
/🆑
2024-04-16 17:48:03 -06:00
Bloop
fd82421286 Fixes throwing hard del (#80551)
## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/80472

## Why It's Good For The Game

Less CI failures

## Changelog

🆑
fix: fixes a hard del with thrown items
/🆑
2023-12-25 13:00:50 +01:00
Jeremiah
bbe440b3d6 More standardization for ghost notifications (READY) (#79596)
## About The Pull Request
I'm still not satisfied with how ghost notifications work. This gives
every notification with a source (99% of all notifications, in other
words) a link to jump/orbit. Currently, notifications with "play"
interactions would only get the interact link, so jumping to the source
was pretty annoying.

It removes posting the entire message in the alert tooltip, as some got
pretty lengthy and it didn't seem to fit. To replace this, they will
always use headers

After:


![image](https://github.com/tgstation/tgstation/assets/42397676/debfce52-3627-4a43-8663-33d61d893161)


![image](https://github.com/tgstation/tgstation/assets/42397676/01f299ae-dc6a-45f8-a97a-cb2c815088b2)


![image](https://github.com/tgstation/tgstation/assets/42397676/99567376-063e-458e-af2a-2dd4306747cc)

NOTIFY_JUMP and NOTIFY_ORBIT have been merged, since the only difference
seems to be whether it's a turf. The result shaves off some redundant
lines of code, since most-every usage of notify_ghosts uses
NOTIFY_ORBIT.
## Why It's Good For The Game
More standardization for the ghost notification system. Adds a few alert
headers that never had them. All in all, makes it easier for creators to
throw alerts at ghosts
## Changelog
🆑
qol: Nearly every ghost alert should now feature a "VIEW" button, even
those with click interaction.
del: Ghost alerts no longer show the entire message in the tooltip,
instead have been replaced with titles.
/🆑
2023-11-19 05:13:25 +01:00
Fikou
5046a7d3ae decks of cards no longer have their own wielded var (#78260)
## About The Pull Request
we have the trait for that

## Why It's Good For The Game
Throughout UNDERTALE, we get treated to three story sequences (4 if you
include flowey's fakeout but that's not important). The first is the
intro story, telling the tale of humans and monsters, which shortly
thereafter leads into 201X, and Chara (Toriel's house has “An old
calendar from 201X.”) falling into the underground.

The second is the waterfall flashback, its contents taking place
immediately after the intro segment, as a voice (Asriel) finds the
fallen child.

And finally, the third takes place in the True Pacifist final boss.
We'll get to it in due course, and it will have its own section, but
let's address the first two. Regarding the intro, the first thought one
might have is that simply, while narratively relevant, is not a diegetic
presentation. However, We know that everything after the “201X” frame is
Chara's memory (from an outside perspective, that is,) and we also know
that UNDERTALE LOVES bringing the non-diegetic, the mechanical, the
game, INTO the narrative. Saving, RPG Stats, hell, even the
NarratorChara. Surely the intro can be as well? On top of this, what
does the intro do for the player, as the player? Well, aside from
setting the tone, the intro gives us some setting backstory. It's all
important context, and it certainly helps… but it being in the intro
sequence is not that important; It's all presented throughout the game
via diegetic signs, books, and expositional tortoise war heroes/angry
fish guardswomen. The second half is how Chara fell to the underground,
and while also setting tone and informing the player how their character
arrived. It also creates the false impression for the player that their
character is Frisk, feeding into UNDERTALE's meta narrative; “You are
not your character, and their happy ending is not yours.” If we weren't
playing Chara, this would have no narrative impact. The story beat fails
to land by showing us someone elses' character. But, sure. This could be
a purely non-diegetic intro sequence. Simply put, The 201X portion of
the intro sequence does not make sense from a diegetic or a storytelling
perspective unless we play as Chara.

Flashback number two is explicitly a canonical, diegetic flashback. It
occurs when Frisk escapes Undyne by falling down a massive pit… again.
This time, they land in the garbage zone, black out, and have a
flashback sequence of the first time Asriel found Chara. While serving
the main narrative by setting up Asriel as a character, furthering the
final twist of the meta narrative's pacifist route, and neatly
transitioning between overworld areas, it's also very explicitly
diegetic and cannot be dismissed as an intro sequence. With this in
mind, one question is raised. Why do we see this flashback? If the
player character is Frisk, this makes little sense, why would we see
someone else's flashback and not our own? Same thing applies for a Third
Entity, but even more abstract and illogical. What even are we? Sure,
you could say Chara is somehow attached to us/Frisk and that somehow we
get a flashback from Chara who is somehow knocked unconscious by Frisk
also being knocked unconscious. I used the word somehow three times.
That's not good storytelling. A simpler answer, at least in my view, is
that We Are Chara. When Frisk is knocked unconscious, we, being
ostensibly linked to them as a Spirit/Ghost/Reincarnation/Possessing
Dead Frisk/Demon/Insert fan-theory here/SOUL Fragment, have our only
connection to the world temporarily disabled, rendering us effectively
unconscious and prompting a flashback. Nothing weird with multiple
entities or memory sharing. The waterfall flashback is simply our
memory. Simple. The simplest answers are usually the correct ones.

<details>
<summary>DO NOT RESEARCH</summary>
The third sequence is a connection/extension of the first two, displayed
when we SAVE “Someone Else” during the true pacifist battle with Asriel.
To refresh everyone, here is the direct quotes, taken from the Wiki:


[SAVE]: Someone Else
Strangely, as your friends remembered you... Something else began
resonating within the SOUL, stronger and stronger. It seems that there's
still one last person that needs to be saved. But who...? ... Suddenly,
you realize. You reach out and call their name.
Asriel: “Huh? What are you doing...?”
s
It's at this point that the sequence plays. There's no narration, but we
see the sequence of interactions between Asriel and Chara. There are no
panels (except for the first) that don't contain the both of them.
Following this, we get:

You feel your friends' SOULs resonating within ASRIEL! [This is the
generic flavour text for saving all 6, before “Someone Else”, and
appears at the asterisk above as well]
[SAVE]: Asriel Dreemurr
Asriel:
> “Wh... what did you do...?”
“What's this feeling…? What's happening to me?”
Etc. etc. let me win…
During my first and consecutive playthroughs of UNDERTALE, I came to the
conclusion that Asriel's soul still “Had Some Chara In It.” Saving
“Someone Else” was saving Chara, and then you save Asriel Dreemurr after
the story sequence.

This interpretation no longer feels particularly potent to me, but in
the spirit of completeness I'll address it alongside the more reasonable
“You just save Asriel.” Assuming for a moment though, that we do “Save
Chara”, it's not unreasonable to assume that some of Chara's ‘essence'
(or whatever) was merged with Asriel's and by SAVING them, we're SAVING
the part of them that's inside Asriel.

But I don't like that theory.

Let's talk about SAVING Asriel for a moment.

What is the motivation for doing that? Why would we, in universe, wish
to SAVE him, something that the narration explicitly prompts us to do?
He tried and probably succeeded to kill us, at least once, he wants to
reset the entire timeline, he wants to erase all our friendships, all
our progress.

So, why? Well, it's simple. He's our brother. And we know better than
anyone that he's worth saving. And at the very least, there's something
about Frisk (who appears to have absolutely no personality) that reminds
him of Chara, of us. This is, by his own admission, weird;

Asriel:
“Frisk… You really ARE different from Chara. In fact, though you have
similar, uh, fashion choices… I don't know why I ever acted as if you
were the same person.”

To summarise.

The player SAVING Asriel Dreemurr works best if they are Chara, it
becomes Chara encouraging Frisk to SAVE Asriel too.

Asriel recognises Frisk as Chara throughout the True Pacifist battle
(And Beyond), despite his own admission that this is basically
unfounded. Something is causing this recognition.

In Alphys' true lab, there lies a dusty TV and a stack of VHSes. On
them, lie some of the last words Chara had ever heard from their father.

[Asgore] Chara! You have to stay determined! You can't give up... You
are the future of humans and monsters...

These tapes are not the first time they are heard. Sleeping in Toriel's
guest bed, we dream about them. Suffering a fatal injury, they echo in
our ears. Watching the tape is yet another reveal. It's the chilling
truth that in fact, the words we (if we die a lot) are so familiar with,
are in fact the words we hear on our deathbed.

Storytelling-wise, this reveal; like all the others, fails if we do not
play as Chara.

Aside from Asriel's dialogue, Chara's genocide Narration, and the coffin
in Asgore's basement, this is the only time we hear Chara's name. That
and, this following exchange.

[Flowey]
Hi.
…
Monsters have returned to the surface
Peace and prosperity will rule across the land.
…
Well.
There is one last thing.
…
One being with the power to erase EVERYTHING…
…
I'm talking about YOU.
…
So, please.
Just let them go.
Let Frisk be happy.
…
Well, that's all.
See you later…
Chara.
This, I think, is pretty explicitly definitive. Flowey comes to you. To
us. Tells us to take a deep breath and leave the happy ending intact,
then bids us farewell by our own name.

Regardless of anything else, this definitively proves Chara is the
entity with the power to reset everything by the end of True Pacifist
(Which is a power we have). Flowey positively identifies us as “Chara”,
despite his mistake we discussed in 3C. He's not talking to Frisk,
because he refers to them in the third person.

He is talking to Us. Chara.

I don't want to discuss Flowey's use of “Chara” in Genocide all that
much, because the counter-argument is blindingly simple.

“By the time Flowey first says that name, Chara has overtaken Frisk by
feeding on the power we create for them.”

Of course, under PlayerChara, Flowey's lines still make sense, and
arguably more.

Implications
At this point, I believe the evidence is sufficient to support the
theory. With this in mind, I want to discuss the implications this has
on the narrative and meta-narrative. This is where all those funny
glossary terms come into play.

The pacifist route in UNDERTALE, as discussed above, is textually quite
simple when accepting PlayerChara. The meta-text is also relatively
simple. Meta textually, the Pacifist Route is a dissection of the
suspension of disbelief, examining how we emotionally place ourselves
within fictional worlds, and are often-times torn away from those worlds
as the game comes to an end, left wanting the true emotional connection,
wanting a happy ending that cannot be good enough for us because we're
real and it's not. The reflection of this meta narrative in the textual
narrative, quite naturally flows. We, Chara, want a happy ending. But we
can't have it, it's not our happy ending. We're gone. We've been gone a
long time. Frisk's happy ending can't be good enough for us, because we
won't be around to see it. So, we're left with a choice.

To let Frisk live happily? To accept an ending that might leave us
emotionally wanting, yet preserves our emotional journey?

To reset? To refuse an ending and satiate our emotional emptiness, yet
destroy that very emotional journey we took in the process?

The choice is the same. There is practically no separation between the
diegetic and the meta.

“Can a happy ending be good enough for you?” This question applies to
us, as the real world player running UNDERTALE.exe on our computer, and
us, Chara, the long deceased human who can do little but watch as Frisk
lives the life they wish they still had, or can destroy everything for a
hollow mimicry of that very life.

This message, however, breaks down under one specific circumstance.
Where we force a Third Entity into the mix. This one decision fractures
the cohesion and creates a meta-textually dissonant mess. Now, all of a
sudden, “Can a happy ending be good enough for you?” no longer runs
parallel through both narratives. There is no reason for the Player
Entity to wish to remain, the happy ending should automatically be good
enough because it's the happy ending. Meanwhile, Chara, despite being an
inextricable representation of “A happy ending I can't achieve,” gets
absolutely nothing to do with this meta-narrative because they're just…
not you.

“we are mario in Super Mario 64, but when he says "Thank you so much for
playing my game!" that doesn't mean we aren't still playing as mario” -
PopitTart

This is where things get weird. See, in the Genocide route.. Well, we
see Chara. On Screen. Talk to us.

Now, it can easily be argued that this completely shatters the theory,
but I would disagree. I'm going to endeavour to present a textual
explanation (or two) for this. But first, I want to dissect the
meta-text here.

Now, I'm sure the idea that “The Genocide Route's Meta-Narratve is
Fading Emotional Investment and the way emotional connection with video
games can lead to the very sabotage of that emotional connection” is not
revolutionary. However, what's conspicuously absent from all of the
third entity theorising is the way that this meta-text is mirrored in
the textual narrative.

Once satisfied with a game, having extracted all lines of dialogue and
stat boosts, once reaching all endings, a user will close the game down.
And at some point, perhaps to make room for a new game or perhaps on a
new device, will leave the game uninstalled, either deliberately, or
simply as a consequence of time.

Textually, what happens in the Genocide ending?
Now we have reached the absolute.
There is nothing left for us here.
Let us erase this pointless world, and move on to the next.

The world is destroyed. So much is left unanswered here.
Who is Chara talking to?
Where did Frisk go?
How do they have this much power?
Why would they want this?
If we ‘corrupted' them, what the hell does that even mean?
What is Chara?
For now, let's talk about who Chara is talking to.

The simplest answer is “Perspective switch.” Suddenly, we're not Chara
anymore, now we are Frisk. This meets all the dialogue options and even
vaguely mirrors the meta-text. It also manages to avoid bringing a third
entity along and so is automatically better! But, I find myself still
not fully enjoying this idea.

Remember what I said about Occam's Razor?

I think there's another option. One that doesn't involve three entities,
or even two entities, just Chara. One that mirrors the meta-text to a
degree only Toby Fox could pull off. It's a weird one, and I don't fault
you if you don't get it on your first read, but bear with me here,
because things are about to get

A little
Fucking
Abstract

Let's discard any and all pre-concieved notions of anything and hold one
singular truth above all else. “Chara Is The Player.” What does this
mean for this cutscene?

Well… it means the player is talking to…

THe player?

It also neatly answers the question of motive, so let's throw that out
the skeleton-shaped hole in the window for now.

If the player is talking to the player, this frames Chara's words in a
whole new light.

Every time a number increases, that feeling… That's me. “Chara.”

This line becomes explicitly literal. The Chara on-screen is literally
the player's feeling of satisfaction watching stat increases. But this
is all meta-textual, right? What does this mean for the textual
narrative?

Here's the thing. It can't mean anything, yet means everything.

There is no way to reconcile the fact that a Textually Real character is
directly talking about what the player feels when playing a game to
completion. The barrier between Meta and Textual no longer exists. It
can't. Not here. And with this revelation, everything begins to make
sense.

Your power awakened me from death.

Our power. Our desire to complete UNDERTALE awakens Chara from death.
They become startlingly real. We imbue this fictional character with the
real world desire to consume fiction, destroying enemies and worlds as
we go, increasing our power and our stats. Video Game Accomplishments.
And UNDERTALE has just finished being consumed.

My “human soul”... My “determination”... They were not mine, but YOURS.

Chara, the textual player, acknowledges the meta-textual player's
control over the game world. A control that we surrendered. By engaging
in UNDERTALE in a fully immersed way, we have fed the Diegetic character
that is our player character, Chara. This has continued until we haul
ourself out of the Internal Mode and into the External Mode, revoking
our immersion to make the consumption of content easier, to distance
ourself from the killing.

Raising our LV.

The more we distance ourselves, the less real UNDERTALE's world appears
to us. Once it's done, we're ready to erase this pointless world and
move onto the next. There's just one problem. UNDERTALE knows about us.
It knows we exist and it will abuse that to convey meaning. By revoking
our immersion in UNDERTALE, we end up shattering the barrier between
Meta and Textual, and this occurs because revoking our immersion is a
diegetic decision. Without this barrier, WE, as a character, gain
control of UNDERTALE and use this external mode control to

Erase the world. To uninstall.


This code doesn't actually work, of course. That was pretty obvious by
the fact that it didn't delete your game. But still, this exists in the
code that makes the game window shake when Chara attacks it. This is,
quite literally, intent for Chara to delete UNDERTALE. If you didn't
think Chara was capable of uninstalling your game before, you should
now.

Who is chara talking to?

Us.
How do hey have this much power?

We gave it to them. We Are them, and we deleted UNDERTALE when we were
done with it.
Why would they want this?

We wanted to move onto a new game.
What is Chara?

Us. ( I'll come back to this.)
But wait! What about soulless pacifist?
Well, at that point, you've surrendered Frisk's SOUL to Chara, as in,
you the real player has revoked your emotional attachment to UNDERTALE
and accepted that Chara can have control over the game. You've revoked
your immersion AS Chara, you no longer see yourself a Chara and as such
Chara becomes their own being. You've surrendered, basically. But they
let you play through it. Because why not. You might get attached again,
but that's fine. All that means is that the happy ending that was once
Frisk's, that you, the player, and you, Chara, both once lamented not
being able to live, has now been surrendered to Chara. A warped,
completionist, Chara.

You don't get your happy ending. But Chara does.

You don't even get the solace of knowing someone gets their happy
ending. Because Chara gets it.

Frankly, outside of being “The Player”, I don't think the exact nature
of “Chara” is that crucial. My personal thought is that they're a SOUL
fragment, absorbed by Frisk when they fell on Chara's grave (Frisk could
absorb a human SOUL fragment because said fragment was part monster
SOUL). This fragment gives Frisk the final edge of determination needed
to SAVE.

But, ultimately, that's little more than a fanfiction. And frankly, I
think that's okay. Not everything needs to be impenetrable, as long as
there's enough there to build a stable foundation.

I'd also like to address the nature of SAVING quickly, specifically the
normal version, not the Asriel fight version. People have asked “Why do
we save if it's Frisk's SOUL.” There could be many reasons. Frisk might
just defer control to us. Because we're pushing Frisk over that
Determination limit, we might be privileged to have that control.
</details>

## Changelog

not player visible
2023-09-12 14:55:14 +01:00
Pinta
e69f6989f6 Drawing from an empty tarot card deck no longer causes runtimes (#74160)
## About The Pull Request
Does as the title says. When drawing from an empty deck, the deck would
have a chance to preform a transformation on a card that doesn't exist.
This PR makes it so that if there is no card, the code returns `FALSE`.
### Mapping March
Ckey to receive rewards: N/A

## Why It's Good For The Game
Runtimes aren't a good thing to have in the game.
## Changelog
🆑
fix: drawing from an empty tarot card deck no longer causes runtimes
/🆑
2023-03-22 19:50:24 -06:00
Tim
a1ada2c9ef Refactor, improve, and rename canUseTopic to be can_perform_action (#73434)
This builds on what #69790 did and improved the code even further.
Notable things:
- `Topic()` is a deprecated proc in our codebase (replaced with
Javascript tgui) so it makes sense to rename `canUseTopic` to
`can_perform_action` which is more straightforward in what it does.
- Positional and named arguments have been converted into a easier to
use `action_bitflag`
- The bitflags adds some new checks you can use like: `NEED_GRAVITY |
NEED_LITERACY | NEED_LIGHT` when you want to perform an action.
- Redundant, duplicate, or dead code has been removed.
- Fixes several runtimes where `canUseTopic` was being called without a
proper target (IV drips, gibber, food processor)
- Better documentation for the proc and bitflags with examples
2023-02-16 20:22:14 -05:00
MrMelbert
acb96fee1d Refactors memories to be less painful to add and apply, moves memory detail / text to memory subtypes. Adds some new memories to demonstrate. (#72110)
## About The Pull Request

So, a huge issue with memories and - what I personally believe is the
reason why not many have been added since their inception is - they're
very annoying to add!

Normally, adding subtypes of stuff like traumas or hallucinations are as
easy as doing just that, adding a subtype.

But memories used this factory argument passing method combined with
holding all their strings in a JSON file which made it just frustrating
to add, debug, or just mess with.

It also made it much harder to organize new memories keep it clean for
stuff like downstreams.

So I refactored it. Memories are now handled on a subtype by subtype
basis, instead of all memories being a `/datum/memory`.

Any variety of arguments can be passed into memories like addcomponent
(KWARGS) so each subtype can have their own `new` parameters.

This makes it much much easier to add a new memory. All you need to do
is make your subtype and add it somewhere. Don't need to mess with jsons
or defines or anything.

To demonstrate this, I added a few memories. Some existing memories had
their story values tweak to compensate.

## Why It's Good For The Game

Makes it way simpler to add new memories. Maybe we'll get some more fun
ones now?

## Changelog

🆑 Melbert
add: Roundstart captains will now memorize the code to the spare ID
safe.
add: Traitors will now memorize the location and code to their uplink.
add: Heads of staff winning a revolution will now get a memory of their
success.
add: Heads of staff and head revolutionaries who lose their respective
sides of the revolution also get a memory of their failure.
add: Completing a ritual of knowledge as a heretic grants you a quality
memory.
add: Successfully defusing a bomb now grants you a cool memory. Failing
it will also grant you a memory, though you will likely not be alive to
see it.
add: Planting bombs now increase their memory quality depending on how
cool the bomb is.
refactor: Memories have been refactored to be much easier to add.
/🆑
2023-01-03 11:23:31 -08:00
Mothblocks
ad929ac3a9 Lazily initialize decks of cards instead of initializing thousands of cards at once (.09s drop in init times) (#70999)
We're getting into the less than 0.1s realm of low hanging fruits now.

Decks of cards were initializing thousands of cards at once, not unlike
[paper bins](https://github.com/tgstation/tgstation/pull/69586) or
[circuit components](https://github.com/tgstation/tgstation/pull/69664).

Cards are more complicated than paper bins since we can't just keep a
count, and managing individual card object lifetimes is significantly
more complicated than incrementing/decrementing a number. Thus, the
logic here is slightly different.

Decks now have an `initial_cards` variable which can take card names
(which is most implementers), and for special decks, can specify an
interface that is basically a lazy function for creating a card atom.

When anything needs any real card atom, we just generate them all. The
runtime cost of this is extremely small, and affects neither dev cycles
(the motivation for the change) or ongoing rounds.
2022-11-22 08:21:29 +01:00
AnturK
4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00
John Willard
91f02f2a6b canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE (#69790)
* canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE

The most idiotic thing I've seen is canUseTopic's defines, they literally just define TRUE, you can use it however you want, it doesn't matter, it just means TRUE. You can mix and match the args and it will set that arg to true, despite the name.

It's so idiotic I decided to remove it, so now I can reclaim a little bit of my sanity.
2022-10-01 09:47:52 -07:00
tattle
d91390a447 [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) (#69416)
Moves singulo and supermatter dmis into obj/engine, renamed from obj/tesla_engine
Moves Halloween, Christmas, and misc holiday items to obj/holiday
Moves lollipops to obj/food
Moves crates, closets, and storage to obj/storage
Moves assemblies to obj/assemblies
Renames decals.dmi to signs.dmi ...because they're signs and not decals
Moves statues, cutouts, instruments, art supplies, and crayons to obj/art
Moves balloons, plushes, toys, cards, dice, the hourglass, and TCG to obj/toys
Moves guns, swords, shields to obj/weapons
2022-08-24 20:49:35 -03:00
Tim
e09272fae0 Fix haunted tarot deck exploit (#69234) 2022-08-19 23:51:39 -04:00
Seth Scherer
34b4034777 Replaces the mood component with a mood datum (#68592)
About The Pull Request

Mood was abusing signals and get component pretty badly, so I redid it as a datum to stop this.
Why It's Good For The CODEBASE

Better code pratices, also gives admins easier tools to manage mood
Changelog

cl
admin: Added two new procs into the VV dropdown menu to add and remove mood events from living mobs.
/cl
2022-08-12 08:59:20 +12:00
Tim
22aa3566ab Card Shark DLC - GIMMIE MY MONEY OR I BREAK YOUR KNEECAPS (#64200)
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-05-02 16:56:30 -07:00