Commit Graph

5784 Commits

Author SHA1 Message Date
Jordan Brown
d240eb7fd6 Fix Map JSON loading errors (#54563)
Also fixes that one runtime everyone runs into when they first load in
2020-10-24 23:47:12 -03:00
Bobbahbrown
4e48e1379d Interview System / Soft Panic Bunker (#54465)
About The Pull Request

Ports and improves my interview system that has been previously used in the summer ball and toolbox tournament events. Allows for a 'softer' panic bunker, wherein players who fall below the required living time limit can still join the server and be restricted to filling out a questionnaire. Upon completing the questionnaire, the player may be allowed into the server by an administrator. If the application is approved, they get a notification that they will be reconnected and upon reconnecting will have all verbs as they usually would. If the application is denied the user is put on a cooldown after which they may submit a new questionnaire.

Players who are being interviewed (herein interviewees) have no verbs other than those required for the stat panel to function, as well as a verb to pull up the interview panel. Interviews do not persist through restarts, and the ability to join that is granted by an accepted interview is only valid for the duration of that round.

Open interviews are listed under a new 'interviews' tab for admins, which is VERY similar to the existing tickets tab.

Below is what a player who is flagged as an interviewee will see when they join the server. They can do nothing but respond to the questionnaire or leave.
image

This is what an administrator sees after an interview is submitted, they will also see a corresponding message within their chatbox, and an age-old BWOINK when an interview is submitted.
image

The interviews tab, which is similar to the tickets menu. You can open the interview manager panel to view all active (including non-submitted) interviews, queued (submitted) interviews, and closed interviews.

image
FAQ:

What happens if someone submits an interview when no admins are on? It's treated like adminhelps are, the message gets sent to TGS to be dispatched off to configured end-points (like Discord or IRC), and the user is notified that their interview was handled this way.

Can you configure the questions? Yes, in config/ there is now a interviews.txt file in which the welcome message and the individual questions can be set and modified.

Can this be turned on and off during a round? Yes, it can be toggled like the panic bunker. It requires the panic bunker to be raised in order to function.

Can interviewees have further questions asked to them? Yes, if you admin-pm them, which is possible using regular means or a conveniently placed button on the interview UI, they will be able to respond to the message.
Technical details

To use the interview system you must have the panic bunker enabled, this is an additional setting for the panic bunker. It can be set through the PANIC_BUNKER_INTERVIEW setting in config.txt, or alternatively enabled in-game as prompted during the panic bunker toggling process. It also can be toggled on its own using a verb added for this purpose, Toggle PB Interviews found under the server tab. These new actions are included in the logging for the panic bunker. I have also added a reporting stat to the world topic status keyword, which now reports if the interview system is on using the keyword interviews.

As mentioned above, for server operators, configure the questions and welcome message in config/interviews.txt.

Note to maintainers and those with big brains I had to add a call to init_verbs on the stat panel window being ready because seemingly a race condition exists wherein the add_verb of the 'view my interview' verb doesn't cause a refresh of the tabs (and therefore doesn't show the 'Interview' tab) when running in dream daemon but running it directly from visual studio code properly shows the tab. Adding a init_verbs call directly after adding the verb didn't seem to help.
A note for downstreams

If you don't use the HTML stat panel (which may not be a bad thing) then you will have to do some conversion from the HTML stat panel stuff used here to the old style stat panels. It's pretty trivial, but just be aware of that. You can see how I used to use the old stat panels in my PR from the summer ball, here, which should be helpful.
Why It's Good For The Game

This allows for a softer version of the panic bunker which impedes the flow of malicious players while allowing genuine players a chance to enter a round to gain enough time to not be affected by the panic bunker's restrictions.
Changelog

🆑 bobbahbrown
add: Added the interview system, a 'soft' panic bunker which lets players who would normally be blocked from joining be interviewed by admins to be selectively allowed to play.
/🆑
2020-10-25 14:10:06 +13:00
Ryll Ryll
5f1b2dabe1 Adds 👏 High 👏 Fives 👏 (#54516)
This PR lets you post up for high-fives with your buds so you can slap some skin and show off how well you vibe together. To initiate a high-five, simply stand next to another person with a slapper (the *slap emote one) in hand, and hit the offer item button (default G) to let the people adjacent to you know you're available. They'll get an alert that you're offering a high-five, and clicking it will follow through and award you both a small positive moodlet, or they can just walk away and leave you hanging, earning you a negative moodlet.

Is a high-five not enough to show the world how tight your crew is? Double the fun! If whoever initiates the high-five has a slapper in both hands, and the taker has two hands free, you'll go for the mythical high-ten for a louder slap and extra emphasis! Woo!
2020-10-23 14:04:44 -03:00
Time-Green
e0fefcc07e [READY] Multilayer plumbing machinery (#54081)
* multilayer machinery!

* adds layer mode to plungers for changing plumbing layers

* minor fixes

* Adds more feedback to plunger layer mode and places proper checks for layer changing
2020-10-23 10:41:23 +02:00
Ryll Ryll
811429f175 Felinids can no longer contract organ failure by licking wounds (#54488)
This one's a simple goof on my part. Felinids licking wounds would forcibly contract every disease the patient had, which included things like appendicitis and myocardial infarction. This fixes that by adding the same checks that being exposed to someone's blood directly runs, filtering out diseases marked as DISEASE_SPREAD_SPECIAL or DISEASE_SPREAD_NON_CONTAGIOUS
2020-10-23 00:46:44 -03:00
Jordan Brown
94b076bd5a Out of repo maps part 1: JSON Improvements (#53663)
Replaces the map job changes code system with a JSON based one.
Added map versioning to the config JSON.
Formats map config JSONs.
2020-10-22 20:29:32 -03:00
Azarak
0e27753c54 Adds a runechat plane to fix the issues related to the chat messages (#54522)
Previously your chat messages would be obstructed by the blackness of blocked turfs, aswell as dark lighting and some other effects. This fixes that
It still has backdrop ambient occlusion like it used to.
2020-10-22 13:13:48 -03:00
Rohesie
c07df08690 Standardizes attack chain signal returns and fixes a tk bug (#54475)
The attack chain is a bit of a mess, and the introduction of signals hasn't helped in simplifying it.

In order to take a step into untangling this, I re-ordered the attack signals to no longer be by source type and instead to be grouped more modularly, as they are all members of the attack chain and function similarly. They all share the trait of potentially ending the attack chain via a return, but had several different names for it. I joined it into one.

Additionally, fixed a tk bug reported by @Timberpoes by adding a signal return check at the base of /mob/proc/RangedAttack

Lastly, removed the async call of /datum/mutation/human/telekinesis/proc/on_ranged_attack, which was added as a lazy patch to appease the linter complaining about a sleep on a signal handler (namely in /obj/singularity/attack_tk). Fixed the problem using timers.

Also cleaned some code here and there.
2020-10-21 05:42:38 +01:00
Qustinnus
74755a5a3a Audio falloff re-work, and increased audio range. (#54362)
imo; the ss13 audio-scape is quite barren, you can only hear most things if you can see them, which in my opinion doesn't make much sense. This changes that so you can hear further away, but falloff is much higher, so in reality you will only hear things relatively quietly when they're out of sight.

This PR increases the hearing distance of most sound by 9, excluding sounds such as antag items that are meant to be used stealthily

This PR also replaces Byond's inbuilt falloff system with something I made, (And thanks to potato for helping me throw together a formula for it). This fall-off system makes sound fall off more naturally, with sounds being full volume within a certain range, and then softly falling off until they are completely quiet. This makes for a smoother transition between "This sound is full volume" and "I dont hear this sound".

Co-authored-by: ff <ff>
2020-10-20 17:14:16 -07:00
Rohesie
29ec525147 Implements timed_action_flags for do_after-like procs (#54409)
Originally I wanted to fix an issue where the `get_up()` `do_after()` would ignore the callback checks, because it was `uninterruptible`, so that made me refactor these procs to allow for higher granularity on checks and standardize behavior a bit more.
There's more work to be done for them, but one thing at a time.

* Removes the `uninterruptible` check in favor of the more granular `timed_action_flags`
* Cleans code on the `do_atom`, `do_after_mob`, `do_mob` and `do_after` procs to standardize them a little better.
2020-10-19 17:06:49 -04:00
Rohesie
c802a96bb3 Fixes expert and monster tackles (#54434)
The tackles expected the user to get up immediately, so they'd be able to grab the target.
* Fixes monster tackles
* expert too
2020-10-19 15:56:11 +01:00
Ghilker
63cb01db9c reduces the amount of some of lavaland and icemoon gases (#54214)
reduces bz and miasma amounts from lavaland atmos
reduces miasma amount from icemoon
2020-10-19 11:54:29 -03:00
Emmanuel S
18bd7474b5 Adds the New-and-Improved Training Machine, Training Toolbox! (#54133)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-10-16 15:56:51 -07:00
nicbn
a1c59cc9bc Moves screen objects from mob to hud (#54400)
This moves screen images from icons/mob to icons/hud
Makes more sense and it is easier to find
2020-10-15 19:46:36 -03:00
Tlaltecuhtli
8ffcc9a664 fixes ageusia not working (#54369) 2020-10-15 16:06:03 -03:00
Dennok
74836458c1 Shuttle tweak and fix (#54395)
Fix lavaland podding
Make lavaland pod destinations hidden
Removed unused variables from connect_to_shuttle() proc
Shuttle consoles remove old custom port id from possible destinations when connects to new shuttle
Custom ports keeps clear from unwanted numbers.
Now shuttle machinery property connects to additional loaded shuttles.
Add some docking_port register logging and safety.
2020-10-15 14:27:19 -03:00
necromanceranne
068dda314f Ports #10649 from Citadel: An attempt at making hijack not shit and more about point defence (#54146)
So essentially there was discussion already here (https://tgstation13.org/phpBB/viewtopic.php?f=33&t=27620) about how hijack is one of the few objectives on Manuel that you can murderbone with, which is mildly at odds with the intention of the server.

Personally, I think hijack is just straight up terrible regardless of what server you're on. The way it functions is dreadful. Nobody must be aboard the shuttle in any part of the shuttle at all. This means you have people hiding in the walls or hiding in some invisible corner of the shuttle, cucking you of the hijack. For the most part, the only way to actually hijack the shuttle is to render it completely inhospitable or destroying it utterly save for, maybe, one square. The one you are standing on.

It's absurd. So, I knew kev made a pretty honest attempt at reworking hijack. And it works pretty well. It doesn't necessarily solve the problem of hijackers being mandatory mass shooters, but it goes some ways to improving the objective in a more interesting fashion, and allows for the discussion around the objective to be a little more open ended for the sake of the higher roleplay servers without actually detracting from the lower roleplay servers at all. If anything, this should improve the experience of being that gamer to stage a hijacking all the more interesting and about robustness, and less of hide-and-go-seek.
2020-10-14 18:36:34 -07:00
Jared-Fogle
79e86dd20f Fix improper null coalescence with has_antag_datum (#54382)
Fixes an incorrect correction of has_antag_datum to use ?.. This does not work since has_antag_datum returns 0 or an object, meaning has_antag_datum()?.property is essentially 0.property.

(Lemon's note, it was causing names to not show in radio chat)
2020-10-13 18:41:30 -07:00
ZeWaka
9629feed35 Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B

BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
2020-10-13 16:43:53 -03:00
Jared-Fogle
f951aa0c6d tgui: Communications Console (#54220)
* Start of work

* More work

* Finish visuals for main page for AIs, start work on behavior

* More functionality--authenticating and calling shuttle

* Set security level

* Message list

* Purchasing shuttles

* Emagging, messaing associates, nuke codes, permission fixes

* Sending message to allied sectors (done?)

* CentComm -> CentCom

* Resolve part of feedback

* Remove now unused pageComponent variable

* Change children to not use array

* Split lines

* Flex box allied stations

* Don't use ternary

* Fix lints

* Rebuild tgui

* Change icon to biohazard

* Clean up color property

* Rebuild tgui
2020-10-13 09:55:42 +03:00
Rohesie
39507171d7 Converts some unique and typelists into stringlists (#54237) 2020-10-12 21:47:04 -07:00
Ryll Ryll
9d5a3ceba0 Temporal Scarring is now per-character-slot, changelings now fake scars when disguising (#54311) 2020-10-12 13:39:44 -07:00
msgerbs
1be5301d4c Fixes item actions being blocked by being unable to walk or laying down. (#54310) 2020-10-12 13:38:38 -07:00
Qustinnus
1df07cbae1 Adds a bunch of looping audio to computers, grav-gen and telecomms. (#54324) 2020-10-12 13:37:56 -07:00
Timberpoes
60ee1c4a22 Fixes crafting duplication bug/runtime and attempts to address destroying items in consumed containers (#54330)
First issue: Certain crafting recipes (for example, Hooch) require a bottle, 100u hooch and a paper bag. If the 100u of hooch is in the bottle, because the crafting recipe has the bottle before the hooch in the requirements list, the craft will runtime as the bottle is "consumed" along with all its reagents.

To remedy this, I've created a simple sorter proc that runs when the global recipe list is inited. Before each recipe is added to the global recipe list, it now sorts the crafting requirements so that reagents are always processed first.

It's not exactly pretty, but it solves having to either refactor crafting code (please God no) or to go through every recipe datum and manually reorder the req list or create a unit test to ensure all recipe reqs are in the appropriate order.

Second issue: When crafting consumes a container, it qdels it and thus qdels all the items inside of it.

I've added two snowflake checks to empty the contents of reagent_containers and storage items before they are qdel'd. No more accidentally deleting items through crafting.
2020-10-12 15:20:01 -03:00
Qustinnus
3068082e35 sodium chloride is now called salt (#54328) 2020-10-12 15:19:09 -03:00
Dennok
5d104c3b04 fix advanced infiltrator (#54269)
Someone set wrong suffix for advanced syndicate infiltrator.

Now advanced syndicate infiltrator available for badmintry.
2020-10-11 15:27:32 -03:00
Rohesie
af65c90125 Mobility refactor: no more update_mobility() (#54183)
This is a pretty big change all around. The gist of it is that it moves the mobility_flags into traits or variables that can track the sources, and to which we can append code to react to the events, be it via signals or via on_event-like procs.

For example, MOBILITY_STAND could mean, depending on context, that the mob is either already standing or that it may be able to stand, and thus is lying down.

There was a lot of snowflakery and redefinitions on top of redefinitions, so this is bound to create bugs I'm willing to fix as I learn them.

The end-goal is for every living mob to use the same mobility system, for the traits to mean the same among them, and for no place to just mass-change settings without a way to trace it, such as with mobility_flags = NONE and mobility_flags = ALL

Fixes AIs being able to strip nearby people. They've lost their hands usage.
2020-10-09 16:04:30 -07:00
TemporalOroboros
cab4313b29 Adds Alloy Materials (#53623)
Adds and implements alloy materials

Takes several materials that were mostly fluff and converts them into actual usable materials.
Messes with material code a bit to make alloys recycle back into their component materials.
Adds the alloy materials to their in-game stacks.

Materials added:
    Plasteel
    Plastitanium
    Plasmaglass
    Titaniumglass
    Plastitanium Glass
    Alien Alloy

Makes plasteel/plastitanium/plasmaglass and the rest able to have separate properties from their component materials. It doesn't make much sense that the materials used to seal off the supermatter chamber from the rest of the station would be prone to exploding when heated.

Allows for further expansion of materials, possibly including actual functional metallurgy and smelting at some point in the very distant future.

(Lemons note: Adds a regeneration component, used for alien alloy)
2020-10-09 12:23:40 -07:00
Timberpoes
56958cd9c9 Adds new accidents to the omen component and makes it an admin smite (#54063)
The omen component now has a 15% chance when walking through an airlock to have it try to crush you and a 15% chance when walking next to an open turf to throw yourself into it alongside the existing 15% chance to get crushed by a vending machine and 50% chance when you trip over to crack your skull open.

It is also an admin smite with an option to make it permanent.

Allows airlocks to override safties for a single close() proc call, forcing a crush.
2020-10-09 01:37:25 -03:00
spookydonut
2a0eac8772 Fix some potential sleeps as detected by SpacemanDMM improvements (#54230)
overrides weren't detected by should not sleep, i think i've mostly 
fixed that with SpaceManiac/SpacemanDMM#214

Some of these are wacky but overall this pr is harmless

signals shouldnt sleep even in weird 1 in a million situations or due 
to other people adding bad code

overrides of changeling can_sting() use alert() and input() and that's 
just too fucked for me to fix in this pr
2020-10-08 17:06:19 -07:00
NightRed
e9c47aa502 Unit tests for serving trays (#54224) 2020-10-07 15:33:44 -07:00
tralezab
a5461dea09 HARS no longer cures brain traumas, it moves your brain to your chest (#54222) 2020-10-07 14:11:46 -07:00
Emmanuel S
21707c549b Orbit Menu: Auto-Observe mode, Refresh button, Alive/Ghost counters (#54031)
Observe, Refresh, alive/ghost count, and no more [ghost]

Apply suggestions from mr jaredfogle

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
mister jaredfogle

yes? he built? tgui it
2020-10-07 19:52:51 +03:00
Qustinnus
805c6421a3 replaces a cursed proc in trauma code with a blessed signal (#54208)
code: some cursed snowflake proc call now uses a blessed signal in trauma code
2020-10-07 12:32:45 +01:00
ATH1909
ccd3dbf266 Brings back the Disco Inferno shuttle, but as an admin-only shuttle (#54003) 2020-10-06 18:05:54 -07:00
ShizCalev
b3765c4194 Merge pull request #54048 from nicbn/tank-frames
Adds tank holders
2020-10-06 18:12:17 -04:00
Qustinnus
cf11ade4d7 Nerfs uranium material effects, and changes how effective materials are on sheets and statues (#54178) 2020-10-06 13:01:48 -07:00
Rohesie
0129362e23 Replaces sleeping carp pierce immunity with wound resistance (#54163) 2020-10-06 13:00:06 -07:00
Dennok
516a3e5bdc Some shuttes rework. Allow many shuttles of one template to work at the same time. (#53993)
* add replace button to shuttle panel

load button now only load new shuttle

* shuttle teplate loads as shuttle

* new shuttle console connects to shuttle

* new navigation computer connect to shurrle

* docking_port id now unique

add count to id if id already in work

* many docks from one base tenplate

* up

* fix unregister

* up

* up

* up

* block multiple shuttle loading

* return preview button

* up  id generation
2020-10-06 00:20:15 +03:00
Jared-Fogle
b327b9e5ae Adds Shuttle 667 as a buyable shuttle for dispelling a cult rune (#53975)
* Adds Shuttle 667 as a buyable shuttle for dispelling a cult rune

* Add stasis beds

* Fix forcefields going away, leading to hull breaches

* Use set instead of list

* Use subtype for forcefield walls
2020-10-04 21:36:46 +13:00
Rohesie
db54913fe6 Mobility refactor: UI, pull and lying down edition (#54078) 2020-10-03 17:23:21 -07:00
TheVekter
8fa2558dcd Adds Uncle Pete's Rollerdome, a replacement for Disco Inferno (#54145)
* Adds Uncle Pete's Rollerdome, a replacement for Disco Inferno
2020-10-03 12:23:32 -07:00
brotherbeyondd
357279fcd9 Painkiller and miner's salve kills pain (#53938)
* Makes painkiller kill pain.

bye bye pain

* Painkiller kills pain less, miner's salve kills pain

Painkiller lowered from 10 to 5 for painkiller, miner's salve kills pain for 20 (same as morphine).

* unga fix

* wtf its pass out not black out

black out drunk on bonegel
2020-10-03 12:59:42 -04:00
TiviPlus
a30377f4bb More deletion cleanup (#53681)
- Observer mobs not delling correctly
- AI delling basically nothing
- pods not delling glow effect
- minor slime cleanup
2020-10-01 20:30:51 -07:00
Dennok
8b72ef9aae Completely FIX Hilbert's Hotel and its associated ruin to the game. (#53830)
Reverts the removal in #53790.
Broken in #53586.

Because turfNumber++ must be incremented on turf, not on every ATOM it 
EVERY TURF, and anyway it don't trigger since first turfs don't have 
atoms in it.

Fix #53794, Hilbert's Hotel peephole runtime.
Fix #53795, hhmysteryRoomNumber generates only once.
2020-10-01 18:32:32 -07:00
Nicolas Nattis
0e3400fd40 Komponemts 2020-10-01 20:37:57 -03:00
LemonInTheDark
0be337d01c Makes some things that rely on atmos adjacency more sane/faster. (#54096)
* Replaces some CANATMOSPASS calls with a new define that checks if the turfs are in each others atmos adjacent list, as that's the same info that they want.
2020-10-01 13:19:52 -07:00
Qustinnus
3c145788d0 Fixes monkeycube size and organ callback and microwaves (#54095)
* fixes

* dumb runtime

* fixes eggs
2020-10-01 15:24:42 -04:00
Bobbahbrown
7b1bed7fc0 Adds Cross-Server Communication Network Option (PAID* CODE) (#54070) 2020-09-30 22:25:54 -07:00