Commit Graph

477 Commits

Author SHA1 Message Date
Bloop
5961aa3b53 Fixes improper static list declarations + adds grep for it (#87207)
## About The Pull Request

I randomly came across a `var/list/static` in the code, which does not
actually do what was intended, and thought it was silly. A ctrl+f
revealed that this was a fairly common mistake, so I went and fixed all
the instances of it I could find.

~~Including one in lighting code, which it looked like they were trying
to create a global list to cache generated lighting sheet values for
speed, but it was just a normal list that got created each time
pointlessly. Now those values are actually being cached (using a global
var, because a `static` list was not the right thing to use there in the
first place).~~

Nevermind, it seems that this was in fact being cached even if it
shouldn't have been, because byond. Just rearranged it there seeing as
it works either way.

## Why It's Good For The Game

Code that does what it's supposed to

## Changelog

🆑
fix: fixes a bunch of improper static list declarations
/🆑
# Conflicts:
#	code/game/objects/items/kirby_plants/kirbyplants.dm
2024-11-16 00:44:53 -08:00
Tim
5c6eb2ce57 Fix air alarms to work correctly while connected to a gas sensor (#86958)
## About The Pull Request
This fixes a bug that was hard to troubleshoot. While I was testing my
other PR, I noticed that I was getting inconsistent atmos readouts while
using a gas sensor hooked to an air alarm. Sometimes I would get the
readout from the tile of the air alarm, and other times it would give me
the readout of the gas sensor... I tracked it down and the root cause
was the `COMSIG_TURF_EXPOSE` signal not being properly reassigned when a
gas sensor was connected.

My fix is to transfer the signal from the air alarm to the air sensor
and vice versa when they are connected/disconnected. I also added some
redundancies in place to limit air sensors to be only connected to one
air alarm at a time. I threw in a mapping check to make sure one air
alarm isn't linked to multiple sensors to catch some accidents.

Another small fix is that air alarms now can be relinked to other air
sensors if the sensor is reset. This was a problem for round-start
linked air alarms that were paired with sensors since you could turn off
or break a sensor and then the air alarm would have it's link severed
without being able to link to any new sensors.

## Why It's Good For The Game
Air alarms are becoming more robust!

## Changelog
🆑
fix: Fix air alarms to work correctly while connected to a gas sensor
fix: Fix paired air alarms and sensors to be able to relink to other
devices if turned off, reset, or destroyed.
/🆑
2024-11-11 00:41:54 -08:00
Waterpig
bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

Update install_node.sh

Update byond.js

oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

aaaaaaaaaaaaaaaaaaa

not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00
Waterpig
4c4930c71d Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit 2024-09-08 00:59:39 +02:00
SkyratBot
e93c6c3199 [MIRROR] Block atmos processing on ReservedTurfs\™️ (#29368)
* Block atmos processing on ReservedTurfs\™️  (#84873)

## About The Pull Request

See title.

## Why It's Good For The Game

We get constant runtimes and issues from atmos processing on turfs we
are actively loading and/or reserving. I promised I would do something
about this months ago

---------

Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>

* Block atmos processing on ReservedTurfs\™️

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2024-08-16 20:07:12 +07:00
Zephyr
52f7f44215 Block atmos processing on ReservedTurfs\™️ (#84873)
## About The Pull Request

See title.

## Why It's Good For The Game

We get constant runtimes and issues from atmos processing on turfs we
are actively loading and/or reserving. I promised I would do something
about this months ago

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-08-15 18:45:59 +02:00
SkyratBot
9621bb400a [MIRROR] turf reservations may set whether they should override baseturfs, off for deathmatch (#29338)
* turf reservations may set whether they should override baseturfs, off for deathmatch (#85752)

## About The Pull Request

uhh laymans terms; break wall, turf under wall not space now plating

turf reservations may set to not override baseturfs with turf_type,
created a subtype with that set, and deathmatch templates use this for
default

essentially for whoever wants to build a deathmatch map:
set turf_reservation_type (on the template) to
1. **(default)** /datum/turf_reservation/turf_not_baseturf - preserves
baseturfs of what you map in, eg. plating under normal flooring and
space under that plating, etc. Turf used to fill in the template is
still space
2. /datum/turf_reservation/indestructible_plating - fills in the noop
spots before loading with indestructible plating, and also is the
baseturf for everything there, so break any turf = indestructible
plating (you may still map in space)

## Why It's Good For The Game
makes sense for normal walls in deathmatch to not break into space
immediately and that allows more destructible deathmatch maps
i encourage whoever makes new maps to include non indestructible turfs

## Changelog
🆑
fix: breaking certain terrain in deathmatch doesnt instantly breach to
space
/🆑

* turf reservations may set whether they should override baseturfs, off for deathmatch

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
2024-08-15 22:28:18 +07:00
jimmyl
e56d4de4ae turf reservations may set whether they should override baseturfs, off for deathmatch (#85752)
## About The Pull Request

uhh laymans terms; break wall, turf under wall not space now plating

turf reservations may set to not override baseturfs with turf_type,
created a subtype with that set, and deathmatch templates use this for
default

essentially for whoever wants to build a deathmatch map:
set turf_reservation_type (on the template) to
1. **(default)** /datum/turf_reservation/turf_not_baseturf - preserves
baseturfs of what you map in, eg. plating under normal flooring and
space under that plating, etc. Turf used to fill in the template is
still space
2. /datum/turf_reservation/indestructible_plating - fills in the noop
spots before loading with indestructible plating, and also is the
baseturf for everything there, so break any turf = indestructible
plating (you may still map in space)

## Why It's Good For The Game
makes sense for normal walls in deathmatch to not break into space
immediately and that allows more destructible deathmatch maps
i encourage whoever makes new maps to include non indestructible turfs

## Changelog
🆑
fix: breaking certain terrain in deathmatch doesnt instantly breach to
space
/🆑
2024-08-14 13:34:12 +02:00
norsvenska
aefec7cb2b 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 15:47:03 -04:00
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
SkyratBot
37825319d5 [MIRROR] Adds in airlock helpers for inaccessible doors (#28775)
* Adds in airlock helpers for inaccessible doors (#84792)

## About The Pull Request
ACCESS_INACCESSIBLE was added by #81828, and originally used for the
bitrunning lockboxes that were not meant to be unlockable by any access.
This PR adds in an airlock helper
(`/obj/effect/mapping_helpers/airlock/inaccessible`) that applies the
ACCESS_INACCESSIBLE to make an airlock unable to be opened by any ID.

![image](https://github.com/tgstation/tgstation/assets/86125936/f94a6951-65cc-4f5c-a842-cc04ee5199d4)
> An example of the helper, and what it looks like used on an airlock.
## Why It's Good For The Game
This can be used in mapping for ruins or away missions where the mapper
does not want an airlock to be passed through with an ID and does not
want to worry about cases where the player may have access to ID cards
from other ruins that may grant access to set doors.
## Changelog
No player facing changes.

* Adds in airlock helpers for inaccessible doors

---------

Co-authored-by: Ical <86125936+Ical92@users.noreply.github.com>
2024-07-11 19:42:45 +05:30
Ical
b7fb9124b6 Adds in airlock helpers for inaccessible doors (#84792)
## About The Pull Request
ACCESS_INACCESSIBLE was added by #81828, and originally used for the
bitrunning lockboxes that were not meant to be unlockable by any access.
This PR adds in an airlock helper
(`/obj/effect/mapping_helpers/airlock/inaccessible`) that applies the
ACCESS_INACCESSIBLE to make an airlock unable to be opened by any ID.


![image](https://github.com/tgstation/tgstation/assets/86125936/f94a6951-65cc-4f5c-a842-cc04ee5199d4)
> An example of the helper, and what it looks like used on an airlock.
## Why It's Good For The Game
This can be used in mapping for ruins or away missions where the mapper
does not want an airlock to be passed through with an ID and does not
want to worry about cases where the player may have access to ID cards
from other ruins that may grant access to set doors.
## Changelog
No player facing changes.
2024-07-11 02:24:08 +02:00
SkyratBot
0186f4d8b0 [MIRROR] Removes stupid listlike var access code (#28658)
* 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

* Removes stupid listlike var access code

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-07-06 09:42:28 +05:30
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
SkyratBot
1e4eea1177 [MIRROR] Unit tests for stuff accidentally placed in space by mappers (#28538)
* Unit tests for stuff accidentally placed in space by mappers (#84453)

This unit test detects all turfs & other movables that aren't in a lit
area (ie area/space/nearspace) on station zlevels

The grep detects movables placed on shuttles that do not have the
correct area assigned, which caused those atoms to break off of the
shuttle & literally get launched into random parts of space (usually on
station z-levels; the only reason I found this issue was cause the unit
test was detecting random shit ending up on station maps lol)

Minor fix for the mapload_space_verification unit test - it was falsely
detecting turfs that shuttle grids (that were template_noop) were parked
ontop of, which aren't effected by the shuttle in any way. This allowed
the following fix

Fixed a number of shuttles having atoms in /area/template_noop areas.
Atoms in these areas are treated as not actually part of the shuttle
itself & were launched off into random space tiles across all z-levels
via dump_in_space(). Corrected those grids to have the correct area, and
as such, shuttles now stay together properly.

🆑 ShizCalev
fix: Fixed a number of shuttles having parts (such as lattices)
completely disappearing.
fix: Fixed the ceilings above shuttles on station maps being
full-bright.
fix: Fixed lattices sometimes appearing at random locations in space on
station maps.
fix: Cleaned up a number of accidentally placed objects in space across
all station maps.
fix: Fixed a false positive with the mapload_space_verification unit
test failing on turfs that weren't actually part of shuttles.
code: Added a unit test that automatically finds all base space turfs
with objects on them, as well as non-space turfs that are set to space
areas (meaning that these squares weren't lit properly.)
/🆑

Shuttle Ceiling Fix:
Before

![2024-06-30_23-15-18-dreamseeker-Doctor_s_Spess_Junk_Eta](https://github.com/tgstation/tgstation/assets/6209658/4d1fb186-460a-409f-ab5d-3258b4e205f8)
Fixed
![Screenshot 2024-06-30
231528](https://github.com/tgstation/tgstation/assets/6209658/bd957384-4ba5-4fb6-9919-7f17f01d723c)

Shuttle Fix:
Before

![image](https://github.com/tgstation/tgstation/assets/6209658/4b408c40-0a25-4d8c-a9c7-65157eaf1172)
Fixed (look at the lattices in the middle. the stuff in the shuttle are
randomized / not part of this)

![image](https://github.com/tgstation/tgstation/assets/6209658/80a9e5f2-8c30-492e-8cd3-31f9b8ffb275)

* Unit tests for stuff accidentally placed in space by mappers

* Fixes maps for nearspace unit test (#28557)

Fixes maps

---------

Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-02 15:25:34 +05:30
Afevis
1aade91a18 Unit tests for stuff accidentally placed in space by mappers (#84453)
This unit test detects all turfs & other movables that aren't in a lit
area (ie area/space/nearspace) on station zlevels

The grep detects movables placed on shuttles that do not have the
correct area assigned, which caused those atoms to break off of the
shuttle & literally get launched into random parts of space (usually on
station z-levels; the only reason I found this issue was cause the unit
test was detecting random shit ending up on station maps lol)

Minor fix for the mapload_space_verification unit test - it was falsely
detecting turfs that shuttle grids (that were template_noop) were parked
ontop of, which aren't effected by the shuttle in any way. This allowed
the following fix

Fixed a number of shuttles having atoms in /area/template_noop areas.
Atoms in these areas are treated as not actually part of the shuttle
itself & were launched off into random space tiles across all z-levels
via dump_in_space(). Corrected those grids to have the correct area, and
as such, shuttles now stay together properly.

🆑 ShizCalev
fix: Fixed a number of shuttles having parts (such as lattices)
completely disappearing.
fix: Fixed the ceilings above shuttles on station maps being
full-bright.
fix: Fixed lattices sometimes appearing at random locations in space on
station maps.
fix: Cleaned up a number of accidentally placed objects in space across
all station maps.
fix: Fixed a false positive with the mapload_space_verification unit
test failing on turfs that weren't actually part of shuttles.
code: Added a unit test that automatically finds all base space turfs
with objects on them, as well as non-space turfs that are set to space
areas (meaning that these squares weren't lit properly.)
/🆑


Shuttle Ceiling Fix:
Before

![2024-06-30_23-15-18-dreamseeker-Doctor_s_Spess_Junk_Eta](https://github.com/tgstation/tgstation/assets/6209658/4d1fb186-460a-409f-ab5d-3258b4e205f8)
Fixed
![Screenshot 2024-06-30
231528](https://github.com/tgstation/tgstation/assets/6209658/bd957384-4ba5-4fb6-9919-7f17f01d723c)


Shuttle Fix:
Before

![image](https://github.com/tgstation/tgstation/assets/6209658/4b408c40-0a25-4d8c-a9c7-65157eaf1172)
Fixed (look at the lattices in the middle. the stuff in the shuttle are
randomized / not part of this)

![image](https://github.com/tgstation/tgstation/assets/6209658/80a9e5f2-8c30-492e-8cd3-31f9b8ffb275)
2024-07-01 11:51:18 +02:00
SkyratBot
3e737237e6 [MIRROR] Fixes lightswitch-turning-off mapping helper (#28482)
* Fixes lightswitch-turning-off mapping helper (#84399)

Fixes #84290

* Fixes lightswitch-turning-off mapping helper

---------

Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
2024-06-30 12:57:50 +05:30
Afevis
7098937063 Fixes lightswitch-turning-off mapping helper (#84399)
Fixes #84290
2024-06-29 13:39:45 -07:00
SkyratBot
9efdb4f8bb [MIRROR] Wawastation (#27992)
* Wawastation

* Update _basemap.dm

* Update gateway.dm

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-06-15 17:23:24 +01:00
SkyratBot
60b40c1379 [MIRROR] Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople) (#27593)
* Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople)

* [MIRROR] Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople) (#2314)

* Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople)

* Modular adjustments (vox, teshari names)

* Update yangyu.dm

* Delete language.dm

* Remove language.dm override

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* Fix 2

* fix 3

* Update monkeys.dm

* test fix

* One modular adjustment

* Ticked

* yeah

* unhardcodes modsuit parts (#82905)

see #70061 but i almost finished it, i only need to go through every
single module and assign it a fitting part

🆑
refactor: modsuits have been refactored if you see bugs report them
fix: admin cargo tech modsuit outfit now works correctly
/🆑

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>

* Revert "unhardcodes modsuit parts (#82905)"

This reverts commit 622968a8e5e9cd142cb4d19bf9775f084a4c17d9.

* Removes language.dm and duplicate species() proc

* Removes modular language subsystem

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Andrew <mt.forspam@gmail.com>
2024-06-09 11:19:08 +05:30
jimmyl
c57afc4689 Wawastation (#82298)
- [x] #82282
- [x] map in aux base how the hell did i forget it
- [x] fill out maints
- [x] properly test the goddamn thing
- [x] fix major cameranets
- [ ] fix any issues
- [x] write a proper pr body

## About The Pull Request

adds this map to the map rotation

bottom level (24.5.2024)
![StrongDMM-2024-05-24 06 59
36](https://github.com/tgstation/tgstation/assets/70376633/6ca7cbef-88cb-4225-9814-8e521447a7f2)


upper level (24.5.2024)

![image](https://github.com/tgstation/tgstation/assets/70376633/8de5e61d-73a8-453d-8b87-025e5ab0b26a)





## general map details and department stuff
- the station is more focused on the bottom level, so falling in doesnt
roundremove you
- this is an asteroid station, so assistants can larp as dorfs and mine
towards the sweet loot
- there is plenty multiz usage
- service is the center of the station

**Service** - Is the center of the station. Arrivals docks directly in
the middle of the station next to Upper Service, so bar might get more
traffic. Not much different than normal Service, but janitors closet is
also present here, he sleeps on the floor. We do not talk about the
janitor. Above Bar is Library and Hydroponics with an overlook to look
at bar. The Theater has a big curtain and a podium directly in the bar.

29.3.2024

![ezgif-1-4549df2db8](https://github.com/tgstation/tgstation/assets/70376633/eb0d7b41-3bd9-444d-b74a-ec99ac6be649)


**Civilian** - Also in the center of the station, next to bar. There
isnt much to talk about dorms, its pretty normal.

**Cargo** - Absence of chutes that go to departments, reminder that mail
sorting is a thing. Cargo bay is a big open area with a boutique/shop
facing primary hall that starts closed, and Cargo has its own crate
elevator. Theres upper Cargo where mining, bitrunning and a secure
warehouse is located (There may be a murder scene). The quartermasters
office spans two z-levels and is relatively compact. Not much else
different from regular cargo. ~~Oh also the QM starts with an empty
PML-9 and a mostly functional rocket~~

29.3.2024

![ezgif-1-4d6bfe6c07](https://github.com/tgstation/tgstation/assets/70376633/cdac216c-2587-41d8-8ffd-5064378347eb)


**Medical** - Large centralized medbay, also two z-levels. There is a
public waiting room with triage and a reception. There is also an inner
elevator for the crippled. There are two medbay-access patient rooms
that are unrestricted from the inside, and two operating rooms. Medbay
has its own rad shelter. The virologist does not get their own
satellite, but is still relatively secure.

29.3.2024
https://i.ibb.co/hs9kKbV/ezgif-1-f7b697b067.gif (large gif)

**Command** - AI Sat transit tube access is here. HoP has an open stall
facing primary hall, ~~and maybe a piano trapdoor~~ pretty classic
bridge, Captain does not get his own office but gets a really
comfortable quarters with his own emergency mass ejection for abandoning
ship. The council meeting room is present above bridge, with ERT Ferry
dock docking inside adjacent to the council room.

**Security** - Mostly bottom z level security. Very compact brig cells,
and a meeting room that everyone that is related to security may spawn
in if youre lucky. Warden has a weapon handout point facing the inner
security hall and the equipment room. Reeducation chamber has a shocked
grille treadmill. HoS and Warden Room and armory are on the upper
z-level, and warden has a VERY good overlook over permabrig. Armory is
seperated into nonlethal to mostly nonlethal and lethal.

29.3.2024

![ezgif-1-d833de73fc](https://github.com/tgstation/tgstation/assets/70376633/860d4d7e-c250-4ad2-a2d6-4ae126defab5)


**Science** - Also pretty centralized, breakroom with a smoking corner,
two z levels and a big overlook. RD office overlooks toxins and bomb
site. Genetics and RD Office is on the upper floor, with a science
exclusive monkey exhibit. Xenobio is thick due to proximity to bomb
site, otherwise normal.

29.3.2024

![ezgif-1-4f8814ece9-1](https://github.com/tgstation/tgstation/assets/70376633/73afd9da-f37b-402b-aead-84f81c13cf7b)


**AI Sat** - Okay at this point assume any department is multiz. The
antechamber is an elevator and the turrets are on said elevator. The
elevator may be sent to the top level by engineers, where the AI core
is. Telecomms is on the bottom level, and AI core is above it. Contains
a borg entertainment room, and also the upload. The elevator being
raised is necessary to properly enter AI Room.

**Engineering** - Contains a less stale but still average and less than
optimal SM setup. Prone to catastrophic disaster. The SM Room is two
levels and very open, and CE has a trapdoor directly into the shard.
Turbine is above atmospherics, so is the crystallizer. The HFR and main
atmos and distribution room are on the bottom level. Piped by **Kendra
Hunter**. Contains a built in electrolyzer corner so atmos mains stop
gutting the aesthetics to place down some dumb machine.

## Why It's Good For The Game

another interesting map into the roster, different from the other multiz
maps in the form that you dont get stuck in hell by falling down a hole

todo write better section

## Changelog
🆑
add: wawastation, the station map
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2024-06-04 07:11:13 -07:00
Afevis
9a2390ba7a Iceblock flora generation fixes (#83450)
Fixes #83438

🆑 ShizCalev
fix: Trees will no longer be growing through railings on forest planets
fix: Trees/plants will no longer grow through wood pathways on Icebox
fix: Railings will no longer appear ontop of rock walls on icebox
/🆑

Old:

![image](https://github.com/tgstation/tgstation/assets/6209658/094c1708-ac4a-4e1a-acff-9d308a376476)

Fixed:

![image](https://github.com/tgstation/tgstation/assets/6209658/16c0af8b-4293-4b53-98b7-14093244447a)
2024-05-29 16:59:08 -04:00
Afevis
54f9ea034c Iceblock flora generation fixes (#83450)
Fixes #83438

🆑 ShizCalev
fix: Trees will no longer be growing through railings on forest planets
fix: Trees/plants will no longer grow through wood pathways on Icebox
fix: Railings will no longer appear ontop of rock walls on icebox
/🆑

Old:

![image](https://github.com/tgstation/tgstation/assets/6209658/094c1708-ac4a-4e1a-acff-9d308a376476)

Fixed:

![image](https://github.com/tgstation/tgstation/assets/6209658/16c0af8b-4293-4b53-98b7-14093244447a)
2024-05-29 22:05:49 +02:00
MrMelbert
0cc5cfb178 Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople) (#83021)
## About The Pull Request

This PR moves random name generation for species onto their languages. 

What does this mean? 

- For species with a predefined name list, such as Lizards and Moths,
nothing.

- For species without predefined name lists, such as Felinids, their
names will now be randomly generated from their language's syllables.


![image](https://github.com/tgstation/tgstation/assets/51863163/dddce7a6-5882-4f97-b817-c8922033c8d2)


![image](https://github.com/tgstation/tgstation/assets/51863163/e34e03e9-bcca-45ff-84e4-239e606cd24f)

(In the prefs menu:) 


![image](https://github.com/tgstation/tgstation/assets/51863163/eb6ccf9b-8b1c-4637-b46e-66cab9c8aac0)

Why? 

- Well, we actually had some dead code that did this. All I did was fix
it up and re-enable it.
- Generates some pretty believable in-universe names for various
languages that are lacking name lists. Obviously defined lists would be
preferred, but until they are added, at least.
- Moves some stuff off of species, which is always nice. 
- Also hopefully makes it a tad easier to work with name generation.
There's now a standard framework for getting a random name for a mob,
and for getting a random name based on a species.

Misc: 

- Adds a generic `species_prototype` global, uses it in a lot of places
in prefs code.
- Makes `GLOB.species_list` init via the global defines
- Deletes Language SS
- Alphabetizes some instances of admin tooling using the list of all
species IDs
- Docs language stuff
- Deletes random_skin_tone, it does pretty much nothin

## Changelog

🆑 Melbert
refactor: Random Name Generation has been refactored. Report any
instances of people having weird (or "Unknown") names.
qol: Felinids, Slimepeople, Podpeople, and some other species without
defined namelists now automatically generate names based on their
primary language(s).
qol: More non-human names can be generated in codewords (and other misc.
areas) than just lizard names.
/🆑
2024-05-04 12:21:26 -06:00
SpaceLoveSs13
7aa6664021 Mirror (#27453)
* Fix Conflicts

* Change COGBAR_ANIMATION_TIME to seconds and not deciseconds (#82530)

Most people should not be using this define

* New Battle Arcade (#81810)

Remakes Battle Arcade from just about the ground up, with exceptions
taken for emagged stuff since I didn't really want to touch its
behavior.

The Battle Arcade now has stages that players can go through, unlocking
a stage by beating 2 enemies and the boss of the previous one, but this
must all be done in a row. You can choose to take a break between each
battle and there's a good chance you'll sleep just fine but there's also
a chance it can go wrong either through an ambush or robbery.

The Inn lets you restore everything for 15 gold and you can buy a sword
and armor, each level you unlock is a new sword and armor pair you can
buy that's better than the last, it's 30 gold each but scales up as you
progress through levels. They are really worth getting so it's best to
try to not lose your money early in.

The battle system is nearly the same as how it was before but I removed
the poor combo system that plagued the old arcade as one big knowledge
lock, now it's more just turn based. The game is built on permadeath so
dying means you restart from the beginning, but if you are going to lose
you can try to escape instead which costs you half of your gold.

Getting to higher levels increases the difficulty of enemies but also
increases the gaming exp rewards which could make this a better way to
get exp if you can get good at it.

Gaming EXP is used to increase chances of counterattacking but doesn't
give any extra health to the player.

I also removed the exploit of being able to screwdriver arcade cabinets
because people would do that if they thought they were on the verge of
losing to bypass the effects of loss. I instead replaced it with a new
interaction that the Curator's display case key can be used to reset
arcade cabinets (there's several keys on the chain so it made sense to
me), which I added solely because I thought Curators would be the type
of person to have run an actual arcade.

This is some gameplay

https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede

As a misc sidenote, I also split up the arcade file just like how Orion
Trail was before, just for neat code organization.
The Inn keeper is straight up just a photo of my localhost dude, he's
not a player reference or anything it's not my actual character.
I also have no idea how well balanced this is cause I suck at it lol.

Battle Arcade is one of 3 last machines in my hackmd here to turn into
TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view
I've always thought the current version of battle arcade is quite lame
and lacks any progression, like Orion Trail I thought that since I was
moving this to TGUI, it would also be a perfect opportunity to revamp it
and try to improve on where it failed before, especially since the
alternative (NTOS Arcade) is also lame as hell and is even lamer than
HTML battle arcade (spam mana, then spam health, then just spam attack,
rinse and repeat).
This will hopefully be more entertaining and give players sense that
they are getting through a series of tasks rather than doing one same
one again and again.

🆑 JohnFulpWillard, Zeek the Rat
add: Battle Arcade has been completely overhauled in a new progression
system, this time using TGUI.
add: The Curator's keys can now reset arcade cabinets.
balance: You now need to be literate to play arcade games, except for
Mediborg's Amputation Adventure.
fix: You can no longer screwdriver emagged arcade consoles. Accept your
fate.
fix: Silicons can no longer play Mediborg's Amputation Adventure.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>

* Change setting item weight class to a setter to patch some weight class related shenanigans (#82494)

## About The Pull Request

Fixes #81052 
Fixes #58008

Setting weight class of items is now done via `update_weight_class`.

I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.

This is done to allow datums to react to an item having its weight class
changed.

Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.

## Changelog

🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑

* Material datum color update, plus touching up some material items (knight armor, tiles) (#82500)

## About The Pull Request

Tries to bring the material datum colors in closer approximation to the
stacks they're attached too. I literally used the colors on the stacks.
some might need to be lighter or darker, but for the most part they'll
look...closer to their actual material hues.

![material datum stuff
2](https://github.com/tgstation/tgstation/assets/40847847/a3a5968f-cab3-43dd-8699-3dae879b21fb)

I've also tweaked the sprites of both the tile object and the actual
material tile turf to give it the right shading.


![image](https://github.com/tgstation/tgstation/assets/40847847/56489479-8774-492b-b8cc-aeabc6c0a67f)

In addition to the tiles, I've also updated the knight armor and helmet
to look closer to the much higher quality plate armor already in the
game.

## Why It's Good For The Game

It bothered me that the material datum coloring was inconsistent with
the actual colors used for the material stacks. When they were updated,
and even before they were updated, material datum stuff just never
looked _right_. I wanted to change that so that it looks just right.

I did not like the old material knight armor whatsoever. It was a
dithered mess, and seemed to already use parts of the standard plate
armor but with all the actual shading removed or replaced with the wrong
colors. This fixes that so that the armor is actually readable for what
it is.

## Changelog
🆑
image: Updates the colors of various material datum to bring them closer
in-line with their actual material stacks
image: Improves the sprites for the material knight armor and helmet.
/🆑

* LateInitialize is not allowed to call parent anymore (#82540)

## About The Pull Request

I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.

This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.

Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).

## Why It's Good For The Game

I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.

## Changelog

🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑

* Fix table top deconstruction (#82508)

## About The Pull Request

Edited: updated changelog, read comments for changes in implementation
details

So previously, tables would let you use a wrench to fully deconstruct
them, or a screwdriver to take off only their top.
This, however, broke in two different ways in #82280, when their
deconstruction logic got changed.

First off, deconstructed tables would only drop the materials for their
top and not their frame.
For this, the primary culprit seems to be on line 307:

c34d56a45b/code/game/objects/structures/tables_racks.dm (L300-L307)
Where `new framestack(target_turf, framestackamount)` accidentally got
an extra indent, and ended up in the less common half of the if-else
chain.
Just moving this outside of the if-else chain again fixes it.

Secondly, tables had their own special deconstruction logic, which got
'standardized'.
Issue. This was special to accommodate for having two different
deconstruction logics: full or top only.
With `deconstruct(...)` no longer being overridable, I feel it's awkward
to attempt to proxy that information to the new `atom_deconstruct(...)`
So we introduce a new method, `deconstruct_top`, for the screwdriver to
use, which handles deconstructing only the top.
```dm
/obj/structure/table/proc/deconstruct_top()
	var/obj/table_frame = new frame(loc)
	if(obj_flags & NO_DECONSTRUCTION)
		table_frame.obj_flags |= NO_DECONSTRUCTION
	else // Mimic deconstruction logic, only drop our materials without NO_DECONSTRUCTION
		var/turf/target_turf = get_turf(src)
		drop_top_mats(target_turf)
	qdel(src)
```
Mimicking the `NO_DECONSTRUCTION` logic of normal deconstruction, and
copying over the flag onto its frames if need be.
This fixes screwdriver deconstruction.
## Why It's Good For The Game

Fixes #82503.
We can now deconstruct the table top separately again, AND get the right
materials back too.

## Changelog
🆑 00-Steven, SyncIt21
fix: Wrench table deconstruction gives the right materials again.
fix: Screwdriver table deconstruction only deconstructs the top again.
/🆑

* [NO GBP] Reagent grinders display reagents on examination (#82535)

## About The Pull Request
- Fixes #82531

Somehow omitted this during the general maintenance thing

## Changelog
🆑
fix: Reagent grinders display reagents of its beaker on examination
/🆑

* Monkeys now use height offset (and monkey tail works) (#81598)

This PR adds the ability for monkeys to wear any jumpsuit in the game,
and adds support for them to wear things like coats, gloves, and shoes
(though this cannot be obtained in-game and is solely achieved through
admins, which I also improved a bit upon by adding a defined bitfield
for no equip flags).

This reverts a lot of changes from
https://github.com/tgstation/tgstation/pull/73325 - We no longer check
height from limbs and such to bring sprites down, instead monkeys now
work more similarly to humans, so the entire PR was made irrelevant, and
I didn't really want to leave around dead code for the sake of having a
human with longer legs.

I've now also added support for Dwarfism, which makes monkeys look even
smaller. Very minor change but at least now the mutation doesn't feel
like it does literally nothing to monkeys (since they can already walk
over tables).

Here's a few examples of how it can appear in game (purely for
demonstration, as it is currently intentionally made impossible to
obtain in-game, though if someone wants to change that post-this PR now
that support is added, feel free):

Tails have been broken for a while now, the only reason you see them
in-game is because they are baked into the monkey sprites. This fixes
that, which means humans can now get monkey tails implanted into them
(hell yeah) and monkeys can have their tails removed (also hell yeah)

* Gets [weird] with (spies) by adding protect and deuteragonist-flavored objectives. (#82447)

## About The Pull Request

What are their goals? Why are they doing this? gets weird with Spy
objectives - namely by adding a lot more ways spies might be asked to
affect various targets around the station.

the first of these is by several flavors of Protecting targets (these do
NOT print a success at roundend in keeping with Spy design:)
- Protect (get a humanoid target off alive)
- Protect Nonhuman (get an entity off alive)
- Jailbreak (make sure a humanoid target escapes free)
- Detain (make sure a humanoid target gets taken out arrested)

the second of this is by a new escape condition: 
- Exile (get off-station or off the Z-level by the end of the shift -
sometimes it's not just pods, you need to fuck off to space to win.)

the third is through a massive increase in the number of possible:
- objective templates 
- departments to target (Command + Service added)
- specific locations to target
- general classes of objects to target (medicines, floor tiles, critical
infrastructure, etc.)
- efforts to target (such as meals, mechs, public supplies)
- ways to leave (you can be asked to abscond from the scene of your
crimes?)

## Why It's Good For The Game

More goofy and weird prompts to do more interesting things with Spies.
One thing I think we're sorely missing in our lineup is antagonists that
can act a bit more as deuteragonists - very possibly helping the crew
under certain conditions and frustrating the Hell out of them in others.

Since there's no way to check their objectives, and they get their
gear/progression through stealing shit, they're still very much an
antagonist and exist under the suspicion of doing bad... but, just going
by their objectives, introducing more varied (and in some cases even
benign) goals for them creates suggestions pointing to a lot more varied
and interesting stories if people choose to run with it.

* Adds anosmia quirk (#82206)

## About The Pull Request

Adds anosmia quirk. Anosmia, also known as smell blindness, is the loss
of the ability to detect one or more smells.

I tried to find all smells action and (most likely) update all of them,
unfortunately I can't change descriptions for this quirk.

## Why It's Good For The Game

Some characters will be able to not feel smells
That affect:
* Gases feelings and alerts (CO2, Plasma, miasm) - you don't feel them
* Bakery and cooking
* Changeling ability to feel other changelings by smell
* Some unimportant spans

* Explosions Part I - Directional Explosions (#82429)

## About The Pull Request

Adds the ability for explosions to be directional. This is achieved by
adding an angle check to `prepare_explosion_turfs()` to drop any turfs
outside the cone of the explosion. If the arc covers a full 360 degrees,
as is the default, it will accept all the turfs without performing the
angle check.

Uses this functionality to rework both rocket launcher backblast and X4
explosions. Rocket launcher backblast has been changed from a shotgun of
indendiary bullets to a directional explosion of similar length. X4 now
uses a directional explosion to "ensure user safety".

Apparently the old method of moving the explosion one tile away didn't
even work, as it blew up `target` before trying to check its density for
the directional behaviour.

https://youtu.be/Mzdt7d7Le2Y

## Why It's Good For The Game

Directional explosions - Useful functionality for a range of potential
use cases, which can be implemented with minimal extra processing cost
(Worst case scenario being very large directional explosions)

Backblast - Looks way cooler than a bunch of projectiles, and should be
significantly more functional in high-lag situations where projectile
code tends to get fucky

X4 - More predictable for players wanting to use it as a breaching
charge, you can actually stand near the charge and not have to worry
about being hoist upon your own petard.

## Changelog
🆑
add: Added support for directional explosions.
add: Rocket launcher backblast is now 271% more explosive, check your
six for friendlies!
add: X4 charges now explode in a cone away from the user when placed on
a sufficiently solid object.
fix: X4 charges will now behave correctly when placed on dense atoms
(note: don't try to read a variable from an atom you just blew up)
/🆑

* Add balloon alerts to plunging (#82559)

## About The Pull Request

Makes all plunging actions (pretty much anything using `plunger_act`)
have a visible balloon alert.

## Why It's Good For The Game

Makes sense that others would easily notice you plunging the shit out of
something.

Also, more people might finally learn that you can plunge the vent clogs
instead of welding them.

## Changelog
🆑
qol: Added balloon alerts whenever you start plunging something (i.e )
/🆑

* Fixes spurious runtime on Icemoon caused by turf calling unimplemented LateInitialize() (#82572)

## About The Pull Request

As of https://github.com/tgstation/tgstation/pull/82540 this runtime was
happening,


![image](https://github.com/tgstation/tgstation/assets/13398309/4d838fda-c157-4e33-ae64-77eafca1806f)

`/turf/open/openspace/icemoon/` can be changed to
`/turf/open/misc/asteroid/snow/icemoon/do_not_chasm` before
`Initialize()` returns, which resulted in it `INITIALIZE_HINT_LATELOAD`
getting returned on a turf that does not have an implementation of that
proc.

This should fix that.

## Why It's Good For The Game

Fixes CI error

* Blueprints tgui (#82565)

Blueprints now use a TGUI panel instead of the old HTML one.
Also did general code improvement and maintaining to blueprints in
general and also destroyed the ``areaeditor`` level, repathing it to
just 'blueprints'.
Also adds a sound when you look at structural data cause why not

Video demonstration:

https://github.com/tgstation/tgstation/assets/53777086/861773fd-3d57-472d-bc94-d67b0d4f1dbd

The 4 blueprint types:

![image](https://github.com/tgstation/tgstation/assets/53777086/bfd68eb5-c430-4608-a3f7-d6ac86727882)

Another HTML menu dead underground.
This is more responsive and doesn't require constant updating to see
which area you're in, feels less OOC (instead of saying "the blueprints
say", just say it, you ARE the blueprints).

Like, come on

![image](https://github.com/tgstation/tgstation/assets/53777086/fcf1b8b6-37c3-4c94-969f-3b121c983dc0)

Look at all this wasted space

![image](https://github.com/tgstation/tgstation/assets/53777086/1d3e61cd-bc56-4280-a3bb-0c66604e75b3)

🆑
refactor: Blueprints now use TGUI.
qol: Blueprints can now be used while lying down.
/🆑

* General maintenance for chem master (#82002)

**1. Qol**
- Adds screen tips & examines for screwdriver, wrench, crowbar & beaker
insertion, removal & replacing actions
- Analyzing reagents is now a client side feature & not a back end mode,
meaning one person can see details of a reagent while the other can
print stuff and do other operations so it's a non blocking operation.
This also means 2 players can see information of 2 different reagents in
their own screens, With that the overlay for analysis mode has been
removed
- You cannot do any tool acts on machines while printing. Balloon alerts
will be displayed warning you of that.
- The preferred container for the master reagent in the beaker is now
showed in both condiment & chem master. It can be enabled/disabled via a
CheckBox

**2. Code Improvements**
- Removed defines like `TARGET_BEAKER` , `TARGET_BEAKER` etc. ther
functionality is implemented as params in the `transfer_reagent()` proc
directly
- Removed all variables relating to analyzing reagents like
`reagent_analysis_mode`, `has_container_suggestion` etc. all memory
savings
- `printable_containers` now stores static values that can be shared
across many chem masters
- Updates only overlays and not the whole icon during operations for
efficiency

**3. Fixes**
- You can hit the chem master with the screwdriver, wrench, crowbar &
beaker when in combat mode
 - You cannot insert hologram items into the chem master
- Deconstructing a condiment master will give you the circuit board
already pre-programmed with that option selected so you don't need to
use a screwdriver to re program it
- `printing_amount` is now the maximum number of containers that can be
printed at a time. Presently this number with upgraded parts would print
out empty containers especially for patches. This is because
`volume_per_item` does not take into consideration this var. Also this
var would not give control to the player on exactly how many containers
to print as whatever amount the player entered would be multiplied with
this value producing a lot of waste & worse empty containers. Now this
var determines exactly how many containers you can print and is imposed
on the client side UI as well

**4. Refactors (UI performance)**
- Beaker data is compressed into a single entity & sent to the UI. This
is set to null if no beaker is loaded thus saving data sent
- Reuses Beaker props from chem synthesizer to reduce code
- reagent REF replaced with direct type converted to text and later
converted with `text2path()` cause its much faster

🆑
qol: Adds screen tips & examines for screwdriver, wrench, crowbar &
beaker insertion, removal & replacing actions
qol: Analyzing reagents no longer blocks other players from doing other
operations. Multiple players can analyze different reagents on the same
machine
qol: You cannot do any tool acts on the machine while printing to
prevent any side effects.
qol: The preferred container for the master reagent in the beaker is now
showed in both condiment & chem master. The feature can be
enabled/disabled via a check box
code: removed defines for reagent transfer, vars for reagent analyzis to
save memory. Autodoc for other vars & procs
fix: You can hit the chem master with tools like screwdriver, crowbar,
wrench & beaker in combat mode
fix: You cannot insert hologram items into the chem master
fix: Deconstructing a condiment master will give you the circuit board
already pre-programmed with that option
fix: You now print the exact amount of containers requested even with
upgraded parts without creating empty containers. Max printable
containers is 13 with tier 4 parts able to print 50 containers.
refactor: Optimized client side UI code & chem master as a whole.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* Wraps `lowertext()` to ensure proper stringification. (#82442)

Fixes #82440

This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not
lost on me) to wrap around all calls of `lowertext()` and ensure that
whatever we input into that proc will be stringified using the `"[]"`
(or `tostring()` for the nerds) operator. very simple.

I also added a linter to enforce this (and prevent all forms of
regression) because I think that machines should do the menial work and
we shouldn't expect maintainers to remember this, let me know if you
disagree. if there is a time when it should be opted out for some
reason, the linter does respect it if you wrap your input with the
`UNLINT()` function.

* Clowns can now make balloon... toys. And also mallets and hats. (#82288)

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Clowns will now start with a box of 24 random long balloons and a
skillchip in their noggin allowing them to create balloon animals by
combining two of them of different colour together. Owners of the
skillchip also gain access to crafting recepies of balloon mallets,
vests, helmets and tophats, all created from long balloons. A crate of
long balloons, with a box of balloons inside, can be bought at cargo, in
case the clown runs out. I might edit this once I wake up, its 3 in the
morning right now.
Oh also, resprited how balloons look in inventory.

![image](https://github.com/tgstation/tgstation/assets/122572637/2d7ce955-c787-48a5-bfda-4613d2eed837)

Balloon animals funny.
Silly features are my favourite kind of features, and this one's
open-ended too.
Someone on the coder chat recommended someone would do it that one time,
here it goes.

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🆑
add: Added long balloon box to the clown's starting inventory, and a
skill-chip of long lost honk-motherian knowledge to their brain.
add: Added long balloons. Consequently, added balloon animals to make
from such balloons. Also, balloon top hat, vest, helmet, and a mallet.
Don't ask about the mallet.
add: A long balloons box harvested fresh from the farms on the clown
planet will be able to be shipped in a crate to the cargo department
near you!
add: As per requests; water balloons can now be printed at service
lathe, and entertainment modsuit can now blow long balloons!
image: Balloons will now have an unique sprite when in the inventory,
compared when to on the ground.
/🆑

<!-- 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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---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>

* Quick spellcheck 'steall' (#82560)

## About The Pull Request

https://github.com/tgstation/tgstation/pull/82447 quick followup to
this, caught it while glancing through the code.

* Fix

* merge conflicts

* Revert "Monkeys now use height offset (and monkey tail works) (#81598)"

This reverts commit 5cfdc5972d16c6b509220e8874a927696249d36a.

* fix

* Fixed lateinitialize

* This should cut it

* Oh right

* There?

* Damn, here?

* There

* [NO GBP] Fixes spurious runtime caused by icemoon (again) (#82582)

## About The Pull Request

https://github.com/tgstation/tgstation/pull/82572 I tried to fix this
but there was an unaccounted race condition which just caused a separate
runtime...


![firefox_GxGibAO281](https://github.com/tgstation/tgstation/assets/13398309/f251aecc-ef17-4bae-a741-5aade40de423)

Since the type is being changed mid-execution `replacement_turf` will
become out of scope. My bad--this should fix it now for good.

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Higgin <cdonny11@yahoo.com>
Co-authored-by: NeonNik2245 <106491639+NeonNik2245@users.noreply.github.com>
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-04-26 01:22:24 +02:00
SkyratBot
c462c462d8 [MIRROR] Simple animal xenos are now basic animal xenos (#27051)
* Simple animal xenos are now basic animal xenos

* Conflict + updatepaths

* more repaths

* file repath

* womp womp

* bam me thinks

* mapfix

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-04-11 10:27:17 +02:00
John Willard
fa31403353 LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request

I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.

This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.

Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).

## Why It's Good For The Game

I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.

## Changelog

🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑
2024-04-08 22:15:07 -06:00
John Willard
2163f60527 Simple animal xenos are now basic animal xenos (#82187)
## About The Pull Request

We currently have 2 types of xenos in the codebase, simple animal and
carbon.
I'd like to unite them both under basic, and I thought I should go for
simple animal first since it's more of a conversion than a remake.
This helps set a base for a future basic-only xeno, which would require
the following:
- Basic mobs (or just anything than Carbon) to have Organs, which we can
then use for things like referring to their plasma sac for egg-laying,
etc.
- All xeno types having a basic mob variant, preferably with an AI so
they would work without a player.
- Something be done about larva, either we'd split basic xenos into
"larva" and "adult" (like carbon) or have it be a separate path that can
also have organs so they can still have hivemind.

Everything else seems to have been done overtime as simple animals have
been converted to basic (HUDs and holding things now seem possible,
etc.)

Even if this doesn't work out, at least this cuts off a good chunk of
the remaining simple animals to convert to basic.

Sprites used (for mapping helpers):

Fire medkit
Toxin medkit
Oingo Boingo punch face (i tried to shrink it down)

## Why It's Good For The Game

This helps advance us move away from simple animals, and helps move
carbon xenos to basic mob later too if that's what we want to go for.

## Changelog

🆑
refactor: Xenomorphs (Lavaland & Oldstation ones) are now basic mobs.
/🆑
2024-03-26 15:28:58 -06:00
SkyratBot
a7b1ecb585 [MIRROR] museum away mission (#26463)
museum away mission (#81208)

adds a new gateway map, the Nanotrasen Museum it is filled with
""""Mannequins"""" and Common Core lore
im not putting the preview here because you really should explore it
yourself but if youre that curious i think the Checks tab in mapdiffbot
would have it
this gateway map contains no combat unless you count falling into chasms
because you did not carry a light
or going into the boarded room with no loot or any incentive with
obvious signs that there is the sole enemy on the map in there
the loot is the lore ok thanks

also makes mines detonate if theyre detonated by a non-mob im pretty
sure this couldnt have been intentional
trams stop chasms
and also the relevant items

<details>
  <summary>on second thought if you want spoilers check this</summary>

![image](https://github.com/tgstation/tgstation/assets/70376633/41ab2db1-55ce-4371-8594-a1d8961c37c3)

</details>

more gateway maps = good

🆑
add: nanotrasen museum gateway map
/🆑

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-20 01:00:11 +01:00
jimmyl
fbe6e2ebba museum away mission (#81208)
## About The Pull Request

adds a new gateway map, the Nanotrasen Museum it is filled with
""""Mannequins"""" and Common Core lore
im not putting the preview here because you really should explore it
yourself but if youre that curious i think the Checks tab in mapdiffbot
would have it
this gateway map contains no combat unless you count falling into chasms
because you did not carry a light
or going into the boarded room with no loot or any incentive with
obvious signs that there is the sole enemy on the map in there
the loot is the lore ok thanks

also makes mines detonate if theyre detonated by a non-mob im pretty
sure this couldnt have been intentional
trams stop chasms
and also the relevant items

<details>
  <summary>on second thought if you want spoilers check this</summary>


![image](https://github.com/tgstation/tgstation/assets/70376633/41ab2db1-55ce-4371-8594-a1d8961c37c3)

</details>

## Why It's Good For The Game

more gateway maps = good

## Changelog
🆑
add: nanotrasen museum gateway map
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-02-11 03:17:55 +01:00
SkyratBot
602ac52e9d [MIRROR] Fixes ore vents spawning without ores on icebox, sets up map specific ore configurations (#26375)
* Fixes ore vents spawning without ores on icebox, sets up map specific ore configurations (#81103)

## About The Pull Request

In short, we used a static list previously within the ore_generation
subsystem that held the amount of each ore that we expected a single map
to uniformly need. We held this number constant, since we were spawning
15 vents per map.

**Pros:** This worked flawlessly for Lavaland since 15 vents on a single
Z level makes it pretty densely packed map with a good amount of
map-based ore spawns, and it worked consistently.

**Cons:** 15 vents did not work well on Icebox however, even when split
so that the majority of the ores were spawning on the lower levels,
players did not feel like icebox spawned nearly enough ores and reported
the map spawning empty.

**Result:** As a result, we adjusted the ratio, so that we spawned
vastly more ores on the lower levels, now up to 4 vents on the upper
level, and 21 vents on the lower level. However, as we were still using
the ore distribution list based on lavaland, icebox vents were quickly
running out of ores to distribute between them, resulting in empty vents
-> which produced empty boulders -> which not only don't really let you
process them properly, but also just result in a metric ton of runtimes.

Icebox now has it's own list of ore distributions. These distributions
are now moved to a set of global lists as opposed to being saved on the
subsystem as a static list, which will make going and setting up new ore
distribution lists very very easy. Additionally, we've moved the setting
and getting of those ore_distributions over to the seedRuins proc, so
that we're actually setting the list of ores right before we actually
place them to make sure that the order that it's set is roughly as it's
needed, while still setting the list at the same time the
map-appropriate ruin placements are dropped in.

**Plus some misc cleanup fixes:**
`var/list/ore_vent_sizes` in SSore_generation wasn't being treated as a
similar budget list as `ore_vent_minerals`, since it `pick()`s off it's
own static size list. Which is honestly fine for this five seconds, I
can handle that later while we make sure the rest of the code code is
stable. In the meantime, I've just tweak it so that it's easy to see at
a glance how many of each random vent has spawned into the map.

Tweaked the description to not include anything about chemical
processing, as I'm planning on hitting on that in a part 2 PR that I'll
be picking back up after the freeze.

## Why It's Good For The Game

Cleans up the code a bit, but primarily fixes ores not spawning on
icebox as they should.
Should fix #81058.
Improves description to not mention mechanics that aren't in game.
Also, cleans up a piece of code that currently isn't serving much of a
purpose.

## Changelog

🆑
fix: Icebox should have it's ore distribution and it's ore vents fixed,
so that vents should now produce ore.
spellcheck: Boulder processing machines now don't mention things they
don't do.
/🆑

* Fixes ore vents spawning without ores on icebox, sets up map specific ore configurations

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2024-02-07 13:26:08 -05:00
ArcaneMusic
ed31397cc4 Fixes ore vents spawning without ores on icebox, sets up map specific ore configurations (#81103)
## About The Pull Request

In short, we used a static list previously within the ore_generation
subsystem that held the amount of each ore that we expected a single map
to uniformly need. We held this number constant, since we were spawning
15 vents per map.

**Pros:** This worked flawlessly for Lavaland since 15 vents on a single
Z level makes it pretty densely packed map with a good amount of
map-based ore spawns, and it worked consistently.

**Cons:** 15 vents did not work well on Icebox however, even when split
so that the majority of the ores were spawning on the lower levels,
players did not feel like icebox spawned nearly enough ores and reported
the map spawning empty.

**Result:** As a result, we adjusted the ratio, so that we spawned
vastly more ores on the lower levels, now up to 4 vents on the upper
level, and 21 vents on the lower level. However, as we were still using
the ore distribution list based on lavaland, icebox vents were quickly
running out of ores to distribute between them, resulting in empty vents
-> which produced empty boulders -> which not only don't really let you
process them properly, but also just result in a metric ton of runtimes.

Icebox now has it's own list of ore distributions. These distributions
are now moved to a set of global lists as opposed to being saved on the
subsystem as a static list, which will make going and setting up new ore
distribution lists very very easy. Additionally, we've moved the setting
and getting of those ore_distributions over to the seedRuins proc, so
that we're actually setting the list of ores right before we actually
place them to make sure that the order that it's set is roughly as it's
needed, while still setting the list at the same time the
map-appropriate ruin placements are dropped in.

**Plus some misc cleanup fixes:**
`var/list/ore_vent_sizes` in SSore_generation wasn't being treated as a
similar budget list as `ore_vent_minerals`, since it `pick()`s off it's
own static size list. Which is honestly fine for this five seconds, I
can handle that later while we make sure the rest of the code code is
stable. In the meantime, I've just tweak it so that it's easy to see at
a glance how many of each random vent has spawned into the map.

Tweaked the description to not include anything about chemical
processing, as I'm planning on hitting on that in a part 2 PR that I'll
be picking back up after the freeze.

## Why It's Good For The Game

Cleans up the code a bit, but primarily fixes ores not spawning on
icebox as they should.
Should fix #81058.
Improves description to not mention mechanics that aren't in game.
Also, cleans up a piece of code that currently isn't serving much of a
purpose.

## Changelog

🆑
fix: Icebox should have it's ore distribution and it's ore vents fixed,
so that vents should now produce ore.
spellcheck: Boulder processing machines now don't mention things they
don't do.
/🆑
2024-02-07 05:20:25 +01:00
SkyratBot
5543a44882 [MIRROR] ArcMining Pr Beta: Version 1.2 (#26205)
ArcMining Pr Beta: Version 1.2 (#78524)

This one's not like the last one, so much so that I'm not even going to
outsource the PR description to a robot this time!
Basically, **You should read the PR body before assuming that everything
is the same as last time. It's not.**

Click the link below to see a video summary of the main features of this
pull request.
https://youtu.be/Aho2omR0mjY?feature=shared

This pull request serves as a large rework of minerals produced by
mining, and by extension mining itself. I'll try and list each change
and it's associated nuance here.

The biggest addition to the game with ArcMining is **Ore Vents**. Ore
vents spawn as a ruin on the map, placing a randomized ore vent onto map
generation. Ore vents spawn in 3 different sizes, **Small, Medium, and
Large**. These vents will pick from a pool of materials they can
generate, and will hang out across the map. A player can use a mining
scanner to discover an ore vent, granting a small quantity of **mining
points** to begin with. Once scanned, ore vents will show what minerals
that ore vent will generate after they're fully tapped.

Scanning the vent again will trigger the extraction process. A small
drone will fly down, called the NODE drone, and buckle onto the vent.
Your job during wave defense is to protect the drone and to defeat waves
of randomly spawning mobs (dependent on if you're on lavaland or on
icebox). The quantity, duration, and time between waves is scaled to the
size of the vent you're protecting. Starting by scanning and protecting
lower tier vents earlier in the shift is a safer bet than doing a large
vent in the first few minutes. The drone has 500 health, and can take a
good few hits, but leaving it alone will cause it to meet an unfortunate
end quite quickly.

Cooperation can be your best asset, as mining with allies can greatly
help with wave defense, and mineral points are granted to anyone who
helps with defending the ore vent equally (So 500 * size tier,
regardless of how much help you receive). Once complete, the ore vent
will have a mining machine constructed on top of it, and will start to
dredge up **Boulders** from the earth automatically. More on boulders
later.

Ore vents can be located based on your mining scanner, and will provide
an appropriate audio cue based on if the ore vent has been discovered or
not, and once processed will no longer alert you to it's presence.

**Each station comes with a free vent that produces exclusively iron and
glass, free of charge.** This is to help with shifts where the station
may not have shaft miners to produce minerals, and to provide the
station with a baseline amount of minerals where none may exist
otherwise.

Mineral generation has been completely reworked. Previously, Mineral
Generation had a flat 13% spawn rate in-game. Once minerals spawned,
they would also have a chance to propagate their minerals to nearby
tiles, resulting in a rather massive pool of minerals that could spawn
throughout lavaland on the whole.

This tweaks that, by making minerals in walls spawn based on their
proximity to ore vents on maps that use cave generation. Both the
probability, and quantity of ores spawning in walls is scaled based on
distance, with ore vents looking like large caches of ores found in
walls. This makes following ores found in walls and checking their
quantity of minerals spawned a good indicator of how close you are to a
nearby vent in-round.

This means you can collect some points form both discovering ore vents
first, as well as collecting their surrounding ores, turn those in for
mining points, and then trading them in for gear upgrades to more
effectively take on ore vents. As a result of tweaking the balance of
this, the total amount of ores spawned in walls overall has been
decreased. However, by making more of the process time based, we still
result in a mostly balanced finished product.

On station, there are now three new machines. These are the BRM, the
Refinery, and the Smelter.

- The BRM acts as a teleporter. Instead of needing to carry boulders
back to the station, you can activate the BRM, and it will automatically
pick boulders to teleport back to itself. You can use this to teleport
boulders dredged up from lavaland onto the station for processing. **The
BRM will only lock on to boulders that are resting on an ore vent.**
Moving boulders back by hand will mean you'll have to haul it back by
hand.
- The refinery processes the non-metallic materials out of boulders.
This process sends the materials straight to the ORM, and collects
mining points from the ores smelted in the machine. Swiping with an ID
card lets you withdraw those points for your own personal account, but
remember that these points are for your whole team to share from. The
**Mining points obtained from this process is only 75% of the amount an
equivalent amount of ores would provide.**
- The smelter works nearly identically, however the smelter produces
metallic materials out of boulders instead.
- Once a boulder has had all of it's materials extracted, it's broken
down and deleted from the line. Otherwise, the boulder is spat out for
the next machine to process it (either the refinery or smelter).
- Once there's no minerals left in a boulder of any type, the refinery
or smelter will break the boulder down.
- Boulders **do not stack onto tiles with each other**, so they'll block
each other when pulled or when moving on a conveyor belt.

Boulders can also be processed by hand. Using a mining tool on a boulder
with right click will allow you to break down a boulder into it's
composite ores, but limits you to a maximum of 10 ore per boulder, where
the full amount can be extracted using the proper processing machines.
Also, processing by hand does deal small amounts of stamina damage over
time, do breaking a full large boulder can be particularly taxing.

Additional Boulder Processing Machines can be built, with the BRM board
being obtained from the Protolathe, while the Smelter and Refinery
boards being obtainable from the Autolathe instead. A _boulder
processing beacon_ can also be obtained from the mining points vendor as
a reward to assist with boulder processing. Boulder processing beacons
can be used to spawn in a new BRM, refinery, and smelter on the tile the
user is standing on, however **you'll still need to link them to the
ORM**!

All three machines can be upgraded with Stock Parts, allowing for **more
boulders to be processed at a time**. It does not, however, increase the
amount of minerals received from boulders, or points earned.

Mining borgs have been given some minor adjustments to compensate for
the changes to mining. Their mineral scanner, which now has an active
component to gameplay, is now a module as opposed to built into the mob.
This module allows for the same ability to discover and start waves of
monsters to fight.

Mining modules will find that their PKA now has a total of 90% mod
capacity as compared to the 80% they had before, to allow for more
robust defense of ore vents.

In addition, all borgs and AIs can interact with the BRM for boulder
collection.

Mining Mechs have had their utility tweaked as a result of these changes
as well. Mineral scanners to be used on mining mechs now have a larger
radius by comparison to their handheld cousins. Similarly, it now has an
active scanning button, which will actively discovery nearby ore vents.
To begin wave defense, you will need to hop out and scan a second time
however, so that you can properly accept the risks of drawing a horde of
bloodthirsty wildlife towards you and your companions.

Mechs can also manually process boulders, similar to mining tools using
their drill.

Golems, being more gentle and less aggressive than humans, while being
made out of LITERAL ROCKS, have a greater need to secure access to ores
and minerals to eat. As such, they have adapted to be able to do two new
things:

- Golems may now right click ore vents to be able to manually haul a
boulder out of the vent. This costs a hefty amount of stamina, but it
allows for golems to avoid combat during regular gameplay.
- Golems may now left click a boulder with an open hand in order to
manually process a boulder like a pickaxe. While not faster, it is
consistent and prevents golems from starving if they have access to a
vent, but no ores, somehow.

The labor camp, being a camp for rehabilitation and ~~excessive manual
labor~~ has been tweaked. Boulders now replace the random minerals
located on their island, and to acquire their prizes inside, much be
excavated and then broken out of the rock. Now YOU TOO can excavate
minerals and become a true mineral hero by working your way to freedom.

As a result of fewer mining points being available across the map due to
the new ore spawning mechanics, and the shift in how and when ores will
be coming in, almost every progress based mining point cost has been
reduced by around 10-20%. Many numbers are still subject to change at
present, but the idea is that core progress unlocks should be made a bit
more available earlier in the round before players can start to solo or
duo larger or more difficult ore vents, after which they'll be rolling
in ores.

Every once in awhile, an unusual boulder will get hauled up from the
mineral rich depths of lavaland. These **Artifact boulders** can
occasionally produce rare items, but for now they've mostly just been
pulling up **Strange objects** for science. Nanotrasen Natural Sciences
department will reward you extra points to be collected by boulder
processing machines for successfully extracting one. In the future, this
opens up a passive reward space that mining can reward to the station,
like providing cytology DNA samples, ancient seeds, or other artifacts.

- Boulders can be stored in all varieties of ore boxes (ground, mech)
should you choose, however as mentioned it's best to leave them where
they spawn and teleport them to the station for convenience.
- Maps that are not subject to cave generation will find that they are
largely untouched in terms of mineral balance.
- Future or existing ruins can now be tweaked to have a mineral balance
cost, as the ore vent ruin does. This will allow us to spawn in more
interesting ruins for pre-made combat challenges.
- There are unique ore vents that spawn across the map, that will summon
a boss mob relevant to that map. If the boss mob is defeated, that vent
will spawn large boulders pulling from every possible ore type that can
spawn. Not for the faint of heart!
- Similarly, the number of ore vents and mineral budget is now
adjustable in the cave generation procs, so maps may spawn with more or
less ore vents as desired for balance.
- Artifact boulders opens up a LOT of room for possible future content
like archaeology, xenoarch, artisci, and other design spaces!
- Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in
addition to boss ore vents.
- **I'll add more to this as I get asked questions and remember things,
this is a huge PR and I'm confident I've missed at least something**

I outlined a lot of this in #78040, so I'll try and keep this relatively
snappy this time, while noting that I've made some concessions to make
the whole system a lot more playable while not trying to break out
design decisions that are at the end of the day, better for the game and
the overall resource balance in round.

Minerals are a very poorly balanced system, and have been since their
inception many years ago. We heavily rely on mineral balance in round,
and yet we've really only balanced it by introducing so much supply that
there's no equivalent exchange for materials that doesn't just heavily
flood the exchanged material. For example, items printed from materials
that are otherwise considered "rare" on master exist in such quantities
and they'll never practically run out in our allotted 90 minute time
slot design. This PR adjusts how ores spawn to a point where we can
minimize the amount of ores that need to exist on the map for mining to
be able to progress, while still providing enough resources for the
station that it covers the needs of the station adequately.

Miners will need to be more strategic about what resources they've
collected, and be able to make decisions about which vents are worth the
risk of attempting to fight, how to prepare for a wave defense, and when
to head back up for upgrades, while finally giving them at least some
kind of incentive to work together and use different equipment.
Resonators make cleaning up the caves around vent easy, sandbags set up
easy defenses for your vent, mechs can serve as a wider range radar
while mining, all while still providing a new gameplay loop to mining.

By limiting the amount of ores that can enter the round from the
massive, massive amounts that were coming into the round beforehand (see

gameplay to the processing of minerals. I have some plans for that,
however this PR already got bloated really REALLY badly due to scope
creep and the number of intersecting systems that rammed into each other
to make this PR possible. So that'll be next. Plus, as I've mentioned,
we open up places for ore processing to find fossils, relics, and other
things that can implemented down the line.

Overall, I don't expect this PR to save or kill ore balance, but we gain
a LOT more control over it through the use of our mining defines
attached to this PR, and at the end of the day, that's a great place to
start off of.

🆑
add: Added ore vents. Scanning them with mining scanners shows what
minerals they contain. Scan again to fight off a horde of beasts as your
drone assistant excavates the vent, so the ore vent will produce mineral
boulders!
bal: Ores that spawn in walls now spawn based on their proximity to ore
vents, with their chance to spawn and their minerals contained scaling
from low to high.
add: Added the BRM, Refinery, and Smelter. These pieces of equipment are
used to process ore boulders into minerals for the station. Stock Part
upgrades allow more boulders to be processed at one time. They collect
mining points as well, to be redeemed with an ID card swipe.
add: Boulders are teleported to the station via the BRM if left
untouched. Boulders can also be cracked open for a reduced amount of ore
using pickaxes or golems hands.
add: All stations come equipt with a pre-excavated ore vent, which
produces a basic supply of iron and glass only. Scan other vents for
your critical resources!
add: Look there's a shit ton of changes on mining, for more detail check
out the Pull Request: https://github.com/tgstation/tgstation/pull/78524.
sound: New sounds and noises for your high octane factorio-like
gameplay!
image: All new boulder sprites for the new minerals and rocks added to
the mining gameplay loop, as well as mining machines!
image: Overlays appear over vents when scanned to let you know their
contents at a glance when actively scanned with any mining scanners.
/🆑

---------

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: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-01-22 01:33:55 +01:00
ArcaneMusic
002051a3d5 ArcMining Pr Beta: Version 1.2 (#78524)
This one's not like the last one, so much so that I'm not even going to
outsource the PR description to a robot this time!
Basically, **You should read the PR body before assuming that everything
is the same as last time. It's not.**

## Video Summary
Click the link below to see a video summary of the main features of this
pull request.
https://youtu.be/Aho2omR0mjY?feature=shared

## About The Pull Request
This pull request serves as a large rework of minerals produced by
mining, and by extension mining itself. I'll try and list each change
and it's associated nuance here.

### Ore Vents
The biggest addition to the game with ArcMining is **Ore Vents**. Ore
vents spawn as a ruin on the map, placing a randomized ore vent onto map
generation. Ore vents spawn in 3 different sizes, **Small, Medium, and
Large**. These vents will pick from a pool of materials they can
generate, and will hang out across the map. A player can use a mining
scanner to discover an ore vent, granting a small quantity of **mining
points** to begin with. Once scanned, ore vents will show what minerals
that ore vent will generate after they're fully tapped.

Scanning the vent again will trigger the extraction process. A small
drone will fly down, called the NODE drone, and buckle onto the vent.
Your job during wave defense is to protect the drone and to defeat waves
of randomly spawning mobs (dependent on if you're on lavaland or on
icebox). The quantity, duration, and time between waves is scaled to the
size of the vent you're protecting. Starting by scanning and protecting
lower tier vents earlier in the shift is a safer bet than doing a large
vent in the first few minutes. The drone has 500 health, and can take a
good few hits, but leaving it alone will cause it to meet an unfortunate
end quite quickly.

Cooperation can be your best asset, as mining with allies can greatly
help with wave defense, and mineral points are granted to anyone who
helps with defending the ore vent equally (So 500 * size tier,
regardless of how much help you receive). Once complete, the ore vent
will have a mining machine constructed on top of it, and will start to
dredge up **Boulders** from the earth automatically. More on boulders
later.

Ore vents can be located based on your mining scanner, and will provide
an appropriate audio cue based on if the ore vent has been discovered or
not, and once processed will no longer alert you to it's presence.

**Each station comes with a free vent that produces exclusively iron and
glass, free of charge.** This is to help with shifts where the station
may not have shaft miners to produce minerals, and to provide the
station with a baseline amount of minerals where none may exist
otherwise.

### Mineral Generation
Mineral generation has been completely reworked. Previously, Mineral
Generation had a flat 13% spawn rate in-game. Once minerals spawned,
they would also have a chance to propagate their minerals to nearby
tiles, resulting in a rather massive pool of minerals that could spawn
throughout lavaland on the whole.

This tweaks that, by making minerals in walls spawn based on their
proximity to ore vents on maps that use cave generation. Both the
probability, and quantity of ores spawning in walls is scaled based on
distance, with ore vents looking like large caches of ores found in
walls. This makes following ores found in walls and checking their
quantity of minerals spawned a good indicator of how close you are to a
nearby vent in-round.

This means you can collect some points form both discovering ore vents
first, as well as collecting their surrounding ores, turn those in for
mining points, and then trading them in for gear upgrades to more
effectively take on ore vents. As a result of tweaking the balance of
this, the total amount of ores spawned in walls overall has been
decreased. However, by making more of the process time based, we still
result in a mostly balanced finished product.

### Boulder Processing
On station, there are now three new machines. These are the BRM, the
Refinery, and the Smelter.

- The BRM acts as a teleporter. Instead of needing to carry boulders
back to the station, you can activate the BRM, and it will automatically
pick boulders to teleport back to itself. You can use this to teleport
boulders dredged up from lavaland onto the station for processing. **The
BRM will only lock on to boulders that are resting on an ore vent.**
Moving boulders back by hand will mean you'll have to haul it back by
hand.
- The refinery processes the non-metallic materials out of boulders.
This process sends the materials straight to the ORM, and collects
mining points from the ores smelted in the machine. Swiping with an ID
card lets you withdraw those points for your own personal account, but
remember that these points are for your whole team to share from. The
**Mining points obtained from this process is only 75% of the amount an
equivalent amount of ores would provide.**
- The smelter works nearly identically, however the smelter produces
metallic materials out of boulders instead.
- Once a boulder has had all of it's materials extracted, it's broken
down and deleted from the line. Otherwise, the boulder is spat out for
the next machine to process it (either the refinery or smelter).
- Once there's no minerals left in a boulder of any type, the refinery
or smelter will break the boulder down.
- Boulders **do not stack onto tiles with each other**, so they'll block
each other when pulled or when moving on a conveyor belt.

Boulders can also be processed by hand. Using a mining tool on a boulder
with right click will allow you to break down a boulder into it's
composite ores, but limits you to a maximum of 10 ore per boulder, where
the full amount can be extracted using the proper processing machines.
Also, processing by hand does deal small amounts of stamina damage over
time, do breaking a full large boulder can be particularly taxing.

Additional Boulder Processing Machines can be built, with the BRM board
being obtained from the Protolathe, while the Smelter and Refinery
boards being obtainable from the Autolathe instead. A _boulder
processing beacon_ can also be obtained from the mining points vendor as
a reward to assist with boulder processing. Boulder processing beacons
can be used to spawn in a new BRM, refinery, and smelter on the tile the
user is standing on, however **you'll still need to link them to the
ORM**!

All three machines can be upgraded with Stock Parts, allowing for **more
boulders to be processed at a time**. It does not, however, increase the
amount of minerals received from boulders, or points earned.

### Mining Borg Tweaks
Mining borgs have been given some minor adjustments to compensate for
the changes to mining. Their mineral scanner, which now has an active
component to gameplay, is now a module as opposed to built into the mob.
This module allows for the same ability to discover and start waves of
monsters to fight.

Mining modules will find that their PKA now has a total of 90% mod
capacity as compared to the 80% they had before, to allow for more
robust defense of ore vents.

In addition, all borgs and AIs can interact with the BRM for boulder
collection.

### Mining Mech Tweaks
Mining Mechs have had their utility tweaked as a result of these changes
as well. Mineral scanners to be used on mining mechs now have a larger
radius by comparison to their handheld cousins. Similarly, it now has an
active scanning button, which will actively discovery nearby ore vents.
To begin wave defense, you will need to hop out and scan a second time
however, so that you can properly accept the risks of drawing a horde of
bloodthirsty wildlife towards you and your companions.

Mechs can also manually process boulders, similar to mining tools using
their drill.

### Golem Tweaks
Golems, being more gentle and less aggressive than humans, while being
made out of LITERAL ROCKS, have a greater need to secure access to ores
and minerals to eat. As such, they have adapted to be able to do two new
things:

- Golems may now right click ore vents to be able to manually haul a
boulder out of the vent. This costs a hefty amount of stamina, but it
allows for golems to avoid combat during regular gameplay.
- Golems may now left click a boulder with an open hand in order to
manually process a boulder like a pickaxe. While not faster, it is
consistent and prevents golems from starving if they have access to a
vent, but no ores, somehow.

### Gulag Tweaks
The labor camp, being a camp for rehabilitation and ~~excessive manual
labor~~ has been tweaked. Boulders now replace the random minerals
located on their island, and to acquire their prizes inside, much be
excavated and then broken out of the rock. Now YOU TOO can excavate
minerals and become a true mineral hero by working your way to freedom.

### Mining Point Changes
As a result of fewer mining points being available across the map due to
the new ore spawning mechanics, and the shift in how and when ores will
be coming in, almost every progress based mining point cost has been
reduced by around 10-20%. Many numbers are still subject to change at
present, but the idea is that core progress unlocks should be made a bit
more available earlier in the round before players can start to solo or
duo larger or more difficult ore vents, after which they'll be rolling
in ores.

### Rarities
Every once in awhile, an unusual boulder will get hauled up from the
mineral rich depths of lavaland. These **Artifact boulders** can
occasionally produce rare items, but for now they've mostly just been
pulling up **Strange objects** for science. Nanotrasen Natural Sciences
department will reward you extra points to be collected by boulder
processing machines for successfully extracting one. In the future, this
opens up a passive reward space that mining can reward to the station,
like providing cytology DNA samples, ancient seeds, or other artifacts.

### Misc notes

- Boulders can be stored in all varieties of ore boxes (ground, mech)
should you choose, however as mentioned it's best to leave them where
they spawn and teleport them to the station for convenience.
- Maps that are not subject to cave generation will find that they are
largely untouched in terms of mineral balance.
- Future or existing ruins can now be tweaked to have a mineral balance
cost, as the ore vent ruin does. This will allow us to spawn in more
interesting ruins for pre-made combat challenges.
- There are unique ore vents that spawn across the map, that will summon
a boss mob relevant to that map. If the boss mob is defeated, that vent
will spawn large boulders pulling from every possible ore type that can
spawn. Not for the faint of heart!
- Similarly, the number of ore vents and mineral budget is now
adjustable in the cave generation procs, so maps may spawn with more or
less ore vents as desired for balance.
- Artifact boulders opens up a LOT of room for possible future content
like archaeology, xenoarch, artisci, and other design spaces!
- Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in
addition to boss ore vents.
- **I'll add more to this as I get asked questions and remember things,
this is a huge PR and I'm confident I've missed at least something**

## Why It's Good For The Game

I outlined a lot of this in #78040, so I'll try and keep this relatively
snappy this time, while noting that I've made some concessions to make
the whole system a lot more playable while not trying to break out
design decisions that are at the end of the day, better for the game and
the overall resource balance in round.

Minerals are a very poorly balanced system, and have been since their
inception many years ago. We heavily rely on mineral balance in round,
and yet we've really only balanced it by introducing so much supply that
there's no equivalent exchange for materials that doesn't just heavily
flood the exchanged material. For example, items printed from materials
that are otherwise considered "rare" on master exist in such quantities
and they'll never practically run out in our allotted 90 minute time
slot design. This PR adjusts how ores spawn to a point where we can
minimize the amount of ores that need to exist on the map for mining to
be able to progress, while still providing enough resources for the
station that it covers the needs of the station adequately.

Miners will need to be more strategic about what resources they've
collected, and be able to make decisions about which vents are worth the
risk of attempting to fight, how to prepare for a wave defense, and when
to head back up for upgrades, while finally giving them at least some
kind of incentive to work together and use different equipment.
Resonators make cleaning up the caves around vent easy, sandbags set up
easy defenses for your vent, mechs can serve as a wider range radar
while mining, all while still providing a new gameplay loop to mining.

By limiting the amount of ores that can enter the round from the
massive, massive amounts that were coming into the round beforehand (see
#78346 ), we can make ore processing more meaningful by adding more
gameplay to the processing of minerals. I have some plans for that,
however this PR already got bloated really REALLY badly due to scope
creep and the number of intersecting systems that rammed into each other
to make this PR possible. So that'll be next. Plus, as I've mentioned,
we open up places for ore processing to find fossils, relics, and other
things that can implemented down the line.

Overall, I don't expect this PR to save or kill ore balance, but we gain
a LOT more control over it through the use of our mining defines
attached to this PR, and at the end of the day, that's a great place to
start off of.

## Changelog

🆑
add: Added ore vents. Scanning them with mining scanners shows what
minerals they contain. Scan again to fight off a horde of beasts as your
drone assistant excavates the vent, so the ore vent will produce mineral
boulders!
bal: Ores that spawn in walls now spawn based on their proximity to ore
vents, with their chance to spawn and their minerals contained scaling
from low to high.
add: Added the BRM, Refinery, and Smelter. These pieces of equipment are
used to process ore boulders into minerals for the station. Stock Part
upgrades allow more boulders to be processed at one time. They collect
mining points as well, to be redeemed with an ID card swipe.
add: Boulders are teleported to the station via the BRM if left
untouched. Boulders can also be cracked open for a reduced amount of ore
using pickaxes or golems hands.
add: All stations come equipt with a pre-excavated ore vent, which
produces a basic supply of iron and glass only. Scan other vents for
your critical resources!
add: Look there's a shit ton of changes on mining, for more detail check
out the Pull Request: https://github.com/tgstation/tgstation/pull/78524.
sound: New sounds and noises for your high octane factorio-like
gameplay!
image: All new boulder sprites for the new minerals and rocks added to
the mining gameplay loop, as well as mining machines!
image: Overlays appear over vents when scanned to let you know their
contents at a glance when actively scanned with any mining scanners.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-01-21 11:32:05 -05:00
SkyratBot
ab5a4d0f99 [MIRROR] split area.contained_turfs up by zlevel, make init 10 seconds faster (#26161)
* split area.contained_turfs up by zlevel, make init 10 seconds faster (#80941)

## About The Pull Request

Situation: areas have a list of all turfs in their area.

Problem: `/area/space` is an area and has a 6 to 7 digit count of turfs
that has to be traversed for every turf we need to remove from it. This
can take multiple byond ticks just to preform this action for a single
space rune

Solution: split the list by zlevel, and only search the right zlevel
list when removing turfs from areas.

replaces `area.get_contained_turfs()` with a few new procs:

* `get_highest_zlevel()` - returns the highest zlevel the area contains
turfs in. useful for use with `get_turfs_by_zlevel`
* `get_turfs_by_zlevel(zlevel)` - returns a list of turfs in the area in
a given zlevel. Useful for code that only cares about a specific zlevel
or changes behavior based on zlevel like lighting init.
* `get_turfs_from_all_zlevels()` - the replacement for
`get_contained_turfs()`, renamed as such so anybody copying/cargo
culting code gets a hint that a zlevel specific version might exist.
Still used in for loops that type checked so byond would do that all at
once
* `get_zlevel_turf_lists()` - returns the area's zlevel lists of lists
but only for non-empty zlevels. very useful for for loops.

The area contents unit test has been rewritten to ensure any improper
data triggers failures or runtimes by not having it use the helpers
above (some of which ensure a list is always returned) and access the
lists directly.

* split area.contained_turfs up by zlevel, make init 10 seconds faster

* eeyes

* Update area_spawn_subsystem.dm

* Unshits turf contain code slightly (#81023)

Literally just implements my reviews from #80941 
I am frankly a smidge pissed that the pr was merged without them being
handled. No code is worth merging past known issues, and if the author
is just gonna dip then that's life.
I don't like privileging mso on stuff like this, especially because
frankly I'm kinda mad at him rn but also because when a pr is made the
onus on finishing it falls to the person who made it.

Should not need to clean up after someone as a maintainer, and shouldn't
normalize doing it. I'm not like mad at zypher directly mind he offered
to do this too, just the idea he was espousing here.

---------

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-01-21 03:34:23 +00:00
SkyratBot
782a04859a [MIRROR] Macro Optimizes Map Saving (100x) DO NOT CHURN STRINGS Edition (#26189)
* Macro Optimizes Map Saving (100x) DO NOT CHURN STRINGS Edition  (#80845)

## About The Pull Request

Yello!
This one is reasonably quick, tho I did some fixes too

This is the big one, fixes the buildmode tool sometimes locking disabled
for the whole round.
We do this by replacing the static var on buildmode with global var and
a global proc
This keeps a harddel on the buildmode datum from permalocking is_running
to TRUE

Also makes flipping the var BACK if something breaks significantly
easier for admins, so that's nice

Alright, smaller things now

Fixes lists of numbers failing to encoded improperly This was fixed on
shiptest, we failed to actually port their most recent revision
Fixes the shuttle flag not actually working because it used istype
instead of ispath
Changes obj_blacklist to a typecache for optimization's sake
Renames/moves some vars around to prevent weird double typing things
Removes a checktick in key gen, it's just costing more time then it
would save in overtime
Properly handles lists. We were only doing var encoding one layer deep,
need to do it alll the way down

Alright, now the optimizations

This proc is fucking HOT, and it's for really dumb reasons

This is a text gen proc, and it makes the mistake of generating text and
concatinating it with MORE text.
This is HORRIFICALLY EXPENSIVE because byond caches strings (can only be
one of each) and string churn fucks up that caching system something
fierce
Moving from strings to lists of strings we join at the end takes us from
like idk 100 seconds to save bare metastation to like 1.5
This is applied basically everywhere for obvious reasons

While I'm here, storing keys in a flat list and then using find to find
them, then using that index to lookup into another flat list is a bit
silly. Let's just make it an assoc list. Faster lookup, cleaner.

Oh also rather then iterating over all the vars on an object, let's
iterate over just the ones we care about yeah?

Let's see... no sense genning a key we'll never use, and having suffixes
be often non existent is silly just embrace the slight mess.

That's it I think, this takes us from 100 seconds to save metastation to
2.5 seconds to save ALL of metastation (I removed the vars limiter so I
could make sure var saving didn't fuck me up)

## Why It's Good For The Game

Cleans up some issues that we failed to port the fixes for, MASSIVELY
optimizes this (so it can finish in like 5/10 seconds and not 300!) and
ensures admins can always use the thing and don't risk dropping their
pet buildastation to the void.

Worth noting, this tool really should not be used for station mapping
outside an event context. It produces sorta buggy var edits, and WILL
fail to pull over context for shit. Please don't use it as such

Profiles (csv files I promise)

[Before](https://github.com/tgstation/tgstation/files/13853313/profiler.json)

[After](https://github.com/tgstation/tgstation/files/13853271/profiler.json)

I'd include my line by lines but I don't know how much you'd get out of
them. Here's an image tho

![image](https://github.com/tgstation/tgstation/assets/58055496/3f3148c5-8b1e-4bda-aa65-3983f9944a91)

## Changelog
🆑
fix: The map saving tool will no longer lock up and prevent all further
action at random
fix: Map saving now takes on the order of seconds, not minutes
fix: Fixes an issue with lists that caused strongdmm to report saved
maps as broken
/🆑

* Macro Optimizes Map Saving (100x) DO NOT CHURN STRINGS Edition

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-01-20 23:39:52 +01:00
LemonInTheDark
5d9488cd2a Macro Optimizes Map Saving (100x) DO NOT CHURN STRINGS Edition (#80845)
## About The Pull Request

Yello!
This one is reasonably quick, tho I did some fixes too

This is the big one, fixes the buildmode tool sometimes locking disabled
for the whole round.
We do this by replacing the static var on buildmode with global var and
a global proc
This keeps a harddel on the buildmode datum from permalocking is_running
to TRUE

Also makes flipping the var BACK if something breaks significantly
easier for admins, so that's nice

Alright, smaller things now

Fixes lists of numbers failing to encoded improperly This was fixed on
shiptest, we failed to actually port their most recent revision
Fixes the shuttle flag not actually working because it used istype
instead of ispath
Changes obj_blacklist to a typecache for optimization's sake
Renames/moves some vars around to prevent weird double typing things
Removes a checktick in key gen, it's just costing more time then it
would save in overtime
Properly handles lists. We were only doing var encoding one layer deep,
need to do it alll the way down

Alright, now the optimizations

This proc is fucking HOT, and it's for really dumb reasons

This is a text gen proc, and it makes the mistake of generating text and
concatinating it with MORE text.
This is HORRIFICALLY EXPENSIVE because byond caches strings (can only be
one of each) and string churn fucks up that caching system something
fierce
Moving from strings to lists of strings we join at the end takes us from
like idk 100 seconds to save bare metastation to like 1.5
This is applied basically everywhere for obvious reasons

While I'm here, storing keys in a flat list and then using find to find
them, then using that index to lookup into another flat list is a bit
silly. Let's just make it an assoc list. Faster lookup, cleaner.

Oh also rather then iterating over all the vars on an object, let's
iterate over just the ones we care about yeah?

Let's see... no sense genning a key we'll never use, and having suffixes
be often non existent is silly just embrace the slight mess.

That's it I think, this takes us from 100 seconds to save metastation to
2.5 seconds to save ALL of metastation (I removed the vars limiter so I
could make sure var saving didn't fuck me up)

## Why It's Good For The Game

Cleans up some issues that we failed to port the fixes for, MASSIVELY
optimizes this (so it can finish in like 5/10 seconds and not 300!) and
ensures admins can always use the thing and don't risk dropping their
pet buildastation to the void.

Worth noting, this tool really should not be used for station mapping
outside an event context. It produces sorta buggy var edits, and WILL
fail to pull over context for shit. Please don't use it as such

Profiles (csv files I promise)

[Before](https://github.com/tgstation/tgstation/files/13853313/profiler.json)

[After](https://github.com/tgstation/tgstation/files/13853271/profiler.json)

I'd include my line by lines but I don't know how much you'd get out of
them. Here's an image tho


![image](https://github.com/tgstation/tgstation/assets/58055496/3f3148c5-8b1e-4bda-aa65-3983f9944a91)

## Changelog
🆑
fix: The map saving tool will no longer lock up and prevent all further
action at random
fix: Map saving now takes on the order of seconds, not minutes
fix: Fixes an issue with lists that caused strongdmm to report saved
maps as broken
/🆑
2024-01-20 10:14:45 +00:00
Kyle Spier-Swenson
8703eac50d split area.contained_turfs up by zlevel, make init 10 seconds faster (#80941)
## About The Pull Request

Situation: areas have a list of all turfs in their area.

Problem: `/area/space` is an area and has a 6 to 7 digit count of turfs
that has to be traversed for every turf we need to remove from it. This
can take multiple byond ticks just to preform this action for a single
space rune

Solution: split the list by zlevel, and only search the right zlevel
list when removing turfs from areas.

replaces `area.get_contained_turfs()` with a few new procs:

* `get_highest_zlevel()` - returns the highest zlevel the area contains
turfs in. useful for use with `get_turfs_by_zlevel`
* `get_turfs_by_zlevel(zlevel)` - returns a list of turfs in the area in
a given zlevel. Useful for code that only cares about a specific zlevel
or changes behavior based on zlevel like lighting init.
* `get_turfs_from_all_zlevels()` - the replacement for
`get_contained_turfs()`, renamed as such so anybody copying/cargo
culting code gets a hint that a zlevel specific version might exist.
Still used in for loops that type checked so byond would do that all at
once
* `get_zlevel_turf_lists()` - returns the area's zlevel lists of lists
but only for non-empty zlevels. very useful for for loops.

The area contents unit test has been rewritten to ensure any improper
data triggers failures or runtimes by not having it use the helpers
above (some of which ensure a list is always returned) and access the
lists directly.
2024-01-18 12:16:12 -05:00
SkyratBot
c41dd0e2f4 [MIRROR] Saves some free lag by removing some in area (in world) loops [MDB IGNORE] (#25977)
* Saves some free lag by removing some in area (in world) loops (#80644)

## About The Pull Request

Goes through and changes some `in area` / `in a` loops to use
`get_contained_turfs` to cut down on `in_world` loops. Saves some free
lag.

## Changelog

🆑 Melbert
fix: Some things which affect everything in an area are less laggy, the
"all lights are broken" station trait especially
/🆑

* Saves some free lag by removing some in area (in world) loops

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-01-04 16:59:25 +00:00
MrMelbert
279904e079 Saves some free lag by removing some in area (in world) loops (#80644)
## About The Pull Request

Goes through and changes some `in area` / `in a` loops to use
`get_contained_turfs` to cut down on `in_world` loops. Saves some free
lag.

## Changelog

🆑 Melbert
fix: Some things which affect everything in an area are less laggy, the
"all lights are broken" station trait especially
/🆑
2024-01-04 02:13:48 +01:00
SkyratBot
8eeca186df [MIRROR] Cleans up some extra args in Destroy() [MDB IGNORE] (#25907)
* Cleans up some extra args in Destroy() (#80642)

## About The Pull Request

After https://github.com/tgstation/tgstation/pull/80628, these shouldn't
be needed anymore right?

## Why It's Good For The Game

Cleans up some vestigial code

## Changelog
EDIT: Not player-facing.

* Cleans up some extra args in Destroy()

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
2023-12-30 01:21:26 -05:00
Bloop
f34174414d Cleans up some extra args in Destroy() (#80642)
## About The Pull Request

After https://github.com/tgstation/tgstation/pull/80628, these shouldn't
be needed anymore right?

## Why It's Good For The Game

Cleans up some vestigial code

## Changelog
EDIT: Not player-facing.
2023-12-30 03:54:07 +01:00
SkyratBot
3658c80e57 [MIRROR] Explodes device.dmi [MDB IGNORE] (#25523)
* Explodes device.dmi

* Demodularize these

* Update traitordevices.dm

* Update traitordevices.dm

* Modularizes hypnotic flash

* Modular dmi repath

* Modular dmi repath

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-12-09 09:48:43 -05:00
YesterdaysPromise
71a1fee2f1 Explodes device.dmi (#80025)
## About The Pull Request

I woke up today and thought 'what would be easy thing to do today so I
can say I've done something?'. Then I remembered I saw several gangtool
usages the time I split radio up, and I could remedy those. 7 hours
later, device.dmi is split in a folder of its own, and I've also given
unique sprites to door remotes and landing desginators.


## Why It's Good For The Game

The device.dmi was kind of a mess.

## Changelog

🆑
/🆑
2023-12-09 13:31:50 +01:00
SkyratBot
09ceac2d04 [MIRROR] Removes a lie from the TGM doc comment [MDB IGNORE] (#25301)
* Removes a lie from the TGM doc comment (#79915)

## About The Pull Request

I was wrong about this we copy all lists inside the preloader
application proc. 🗞️

* Removes a lie from the TGM doc comment

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-11-27 23:57:45 -05:00
LemonInTheDark
21a1197fa4 Removes a lie from the TGM doc comment (#79915)
## About The Pull Request

I was wrong about this we copy all lists inside the preloader
application proc. 🗞️
2023-11-27 18:35:33 -08:00
SkyratBot
5540632705 [MIRROR] Reworks transformation sting to be temporarily in living mobs, forever in dead mobs [MDB IGNORE] (#24002)
* Reworks transformation sting to be temporarily in living mobs, forever in dead mobs

* Modular updates

* Recaches the icons generated in the `changeling` unit test

* Pain

* More tweaks

* Disable unit test

* Let's see if we can pass test temporarily

* Makes transformation sting unobtainable more cleanly

* Unit test

* Cursed proc

* Kill the unholy copy pasta

Seriously this stuff is just awful. This is not maintainable.

* test this

* Update comments

* Fixing the screenshot test, maybe?

* grrr

* Update changeling.dm

* Attempt to fix this nonsense

* Update changeling.dm

* Update changeling.dm

* Update changeling.dm

* Update dna.dm

* Fixes it?

* Screenshot test

* Update _traits.dm

* Update _traits.dm

* Fix this

* Update dna.dm

* Update dna.dm

* Hmm

* This proc needs a new name

* I want to scream but I have no mutant parts

* Fix

* Update species.dm

* Update species.dm

* Update species.dm

* Update species.dm

* Some touch ups

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
2023-11-21 13:21:37 -05:00
Bloop
17cba0dccf [MISSED MIRROR] Puts all traits in the globalvars file + CI Testing (#79642) (#25131)
* Puts all traits in the globalvars file + CI Testing (#79642)

Fixes #76349

I didn't know that people needed to add any new traits to a global list
so they can be easily read in View Variables, and was pretty shocked to
find out many other people didn't know it was a thing. Let's make it a
thing by testing it using a new CI Python Linter to check this. But oh
no-

![image](https://github.com/tgstation/tgstation/assets/34697715/c093f1a8-00ce-40a6-8e1d-f344107ce7b8)

There were about 200+ missing traits. Alright, so let's do the
following:

* Move trait defines to their own dedicated folder in the `_DEFINES`
folder.
* Split up the traits mega-file into different files, for better
organization. One for the macros, one for the sources, and a few for the
"trait declarations"
* Run the linter a load of times and add everything to the globalvars
file, removing anything that's no longer used and figuring out where the
best categorization of it is. also minor code improvements. also rename
all of the ones that look weird. also fix list indentations
* Also alphabetize the lists because it's easy
* Move everything to a new `traits_by_type` list, while keeping the
admin one the way it is for the time being while we figure out a better
way to show that list to admins.
* Profit

Mapping trait injectors will now work for any type of trait. You
shouldn't add any trait via this injector though, but you're no longer
limited to coders remembering to add it to that critical list you
needed.

Lays the framework for a better view variables experience. This work is
too lengthy to presently do, but hopefully we can get this done sooner
rather than later. we will need a code-accessible way to view these
traits for such a framework to be implemented, so let's just do that.

Future steps are to break down the mega-declarations file into a folder
full of separate files by typepath, but that requires a lot of auditing.
Does need to happen one day though, there's a lot of mob traits mingled
with datum traits and auuugh we gotta do this later this PR is already
massive.

there's probably ways to game this but this catches _my_ mistakes so
good luck to everyone else (it should work for 99% of everyone)

Nothing applicable to players. However, to mappers, the mapping trait
injector should always be able to add any kind of trait (which is rather
good for the times when you need it).

* Update tgstation.dme

* Update _traits.dm

* Comment these out for now

---------

Co-authored-by: san7890 <the@san7890.com>
2023-11-19 18:12:03 -05:00
SkyratBot
558c466b81 [MIRROR] Splits placeontop proc [MDB IGNORE] (#25103)
* Splits placeontop proc (#79702)

## About The Pull Request
I find the proc hard to read honestly. There's no reason we can't split
this into two functions - the secondary functionality is used only once,
in reader.dmm.
## Why It's Good For The Game
Code improvement
Glorious snake case
## Changelog
N/A nothing player facing

---------

Co-authored-by: san7890 <34697715+san7890@ users.noreply.github.com>

* Splits placeontop proc

* Update brass_spreader.dm

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: san7890 <34697715+san7890@ users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-11-19 10:28:18 -05:00
Jeremiah
7a1b1fa9ad Splits placeontop proc (#79702)
## About The Pull Request
I find the proc hard to read honestly. There's no reason we can't split
this into two functions - the secondary functionality is used only once,
in reader.dmm.
## Why It's Good For The Game
Code improvement
Glorious snake case
## Changelog
N/A nothing player facing

---------

Co-authored-by: san7890 <34697715+san7890@users.noreply.github.com>
2023-11-19 04:58:31 +01:00