* Makes engines machines instead of structures
* Updates the maps
* Fixes boards and anchoring
* Removes 2 unused engine types
Router was actually used a total of once, so I just replaced it with propulsion.
I think cutting down on these useless engine types that make no difference in-game would be a nice first step to adding more functionalities to them.
* Don't use power (since shuttles dont have)
Shuttles don't have APCs, instead they just have infinite power, so I'm removing their power usage for now. I'm hoping this can be removed when unique mechanics are added to engines, because I would like them to make use of power like other machines.
* re-organizes vars
* deletes deleted dm file
* Slightly improves cargo selling code
* Renames the updatepaths
* Removes in_wall engines
I hate this stupid engine it sucks it's useless it's used solely for the tram it provides nothing of benefit to the server
replaces them with regular engines
* base
* reasons
* GetToken proc, with a many remarks
* Add a way to change reason in transfer_money proc. Add a reasons.
* Reason to use the app. Commission. Standard application.
* Apply suggestions from code review - Tralezab
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Tralezab & jlsnow301 advices. New format(everywhere)
* Nanotrasen
* Refactor TGUI(not me:( ). Fix useless capitalize
* Update code/modules/economy/account.dm
* Trans transforms in transaction
* coMmission. little autodoc mistalke. Translation != Transaction
* oops
* Merge Conflict
* ...
* back feats
* mistakes bye!
* ну да
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
About The Pull Request
I've reworked multiz. This was done because our current implementation of multiz flattens planes down into just the openspace plane. This breaks any effects we attach to plane masters (including lighting), but it also totally kills the SIDE_MAP map format, which we NEED for wallening (A major 3/4ths resprite of all wall and wall adjacent things, making them more then one tile high. Without sidemap we would be unable to display things both in from of and behind objects on map. Stupid.)
This required MASSIVE changes. Both to all uses of the plane var for reasons I'll discuss later, and to a ton of different systems that interact with rendering.
I'll do my best to keep this compact, but there's only so much I can do. Sorry brother.
Core idea
OK: first thing.
vis_contents as it works now squishes the planes of everything inside it down into the plane of the vis_loc.
This is bad. But how to do better?
It's trivially easy to make copies of our existing plane masters but offset, and relay them to the bottom of the plane above. Not a problem. The issue is how to get the actual atoms on the map to "land" on them properly.
We could use FLOAT_PLANE to offset planes based off how they're being seen, in theory this would allow us to create lens for how objects are viewed.
But that's not a stable thing to do, because properly "landing" a plane on a desired plane master would require taking into account every bit of how it's being seen, would inherently break this effect.
Ok so we need to manually edit planes based off "z layer" (IE: what layer of a z stack are you on).
That's the key conceit of this pr. Implementing the plane cube, and ensuring planes are always offset properly.
Everything else is just gravy.
About the Plane Cube
Each plane master (except ones that opt out) is copied down by some constant value equal to the max absolute change between the first and the last plane.
We do this based off the max z stack size detected by SSmapping. This is also where updates come from, and where all our updating logic will live.
As mentioned, plane masters can choose to opt out of being mirrored down. In this case, anything that interacts with them assuming that they'll be offset will instead just get back the valid plane value. This works for render targets too, since I had to work them into the system as well.
Plane masters can also be temporarily hidden from the client's screen. This is done as an attempt at optimization, and applies to anything used in niche cases, or planes only used if there's a z layer below you.
About Plane Master Groups
BYOND supports having different "maps" on screen at once (IE: groups of items/turfs/etc)
Plane masters cannot cover 2 maps at once, since their location is determined by their screen_loc.
So we need to maintain a mirror of each plane for every map we have open.
This was quite messy, so I've refactored it (and maps too) to be a bit more modular.
Rather then storing a list of plane masters, we store a list of plane master group datums.
Each datum is in charge of the plane masters for its particular map, both creating them, and managing them.
Like I mentioned, I also refactored map views. Adding a new mapview is now as simple as newing a /atom/movable/screen/map_view, calling generate_view with the appropriate map id, setting things you want to display in its vis_contents, and then calling display_to on it, passing in the mob to show ourselves to.
Much better then the hardcoded pattern we used to use. So much duplicated code man.
Oh and plane master controllers, that system we have that allows for applying filters to sets of plane masters? I've made it use lookups on plane master groups now, rather then hanging references to all impacted planes. This makes logic easier, and prevents the need to manage references and update the controllers.
image
In addition, I've added a debug ui for plane masters.
It allows you to view all of your own plane masters and short descriptions of what they do, alongside tools for editing them and their relays.
It ALSO supports editing someone elses plane masters, AND it supports (in a very fragile and incomplete manner) viewing literally through someone else's eyes, including their plane masters. This is very useful, because it means you can debug "hey my X is yorked" issues yourself, on live.
In order to accomplish this I have needed to add setters for an ungodly amount of visual impacting vars. Sight flags, eye, see_invis, see_in_dark, etc.
It also comes with an info dump about the ui, and plane masters/relays in general.
Sort of on that note. I've documented everything I know that's niche/useful about our visual effects and rendering system. My hope is this will serve to bring people up to speed on what can be done more quickly, alongside making my sin here less horrible.
See https://github.com/LemonInTheDark/tgstation/blob/multiz-hell/.github/guides/VISUALS.md.
"Landing" planes
Ok so I've explained the backend, but how do we actually land planes properly?
Most of the time this is really simple. When a plane var is set, we need to provide some spokesperson for the appearance's z level. We can use this to derive their z layer, and thus what offset to use.
This is just a lot of gruntwork, but it's occasionally more complex.
Sometimes we need to cache a list of z layer -> effect, and then use that.
Also a LOT of updating on z move. So much z move shit.
Oh. and in order to make byond darkness work properly, I needed to add SEE_BLACKNESS to all sight flags.
This draws darkness to plane 0, which means I'm able to relay it around and draw it on different z layers as is possible. fun darkness ripple effects incoming someday
I also need to update mob overlays on move.
I do this by realiizing their appearances, mutating their plane, and then readding the overlay in the correct order.
The cost of this is currently 3N. I'm convinced this could be improved, but I've not got to it yet.
It can also occasionally cause overlays to corrupt. This is fixed by laying a protective ward of overlays.Copy in the sand, but that spell makes the compiler confused, so I'll have to bully lummy about fixing it at some point.
Behavior changes
We've had to give up on the already broken gateway "see through" effect. Won't work without managing gateway plane masters or something stupid. Not worth it.
So instead we display the other side as a ui element. It's worse, but not that bad.
Because vis_contents no longer flattens planes (most of the time), some uses of it now have interesting behavior.
The main thing that comes to mind is alert popups that display mobs. They can impact the lighting plane.
I don't really care, but it should be fixable, I think, given elbow grease.
Ah and I've cleaned up layers and plane defines to make them a bit easier to read/reason about, at least I think.
Why It's Good For The Game
<visual candy>
Fixes#65800Fixes#68461
Changelog
cl
refactor: Refactored... well a lot really. Map views, anything to do with planes, multiz, a shit ton of rendering stuff. Basically if you see anything off visually report it
admin: VV a mob, and hit View/Edit Planes in the dropdown to steal their view, and modify it as you like. You can do the same to yourself using the Edit/Debug Planes verb
/cl
About The Pull Request
Currently there are a bunch of snowflake checks on the mining shuttle console's attack_hand proc, including a check for TRAIT_ILLITERATE which is hardcoded to specific destinations and is causing issues with the public lavaland shuttle in #69641. When I started looking at that issue I realized that this should all probably be done in ui_interact() instead, and also that checking specifically for TRAIT_ILLITERATE when there's a proc for this (can_read) makes little sense. So I moved it all to ui_interact and cleaned up the TRAIT_ILLITERATE check. I also moved some code related to getting the list of destinations of shuttle consoles into a proc which is shared between the ui_data proc and the can_read check.
Now any illiterate mob which isn't otherwise blocked from interacting (such as monkies, ash lizards, and humans with a quirk) which interact with the shuttle console will spend 10 seconds "randomly mashing buttons" before sending it to a random valid destination. This is (essentially) the current behavior for humans with illiteracy and was (per @timothymtorres ) the intended behavior for ash lizards when he added the illiteracy quirk to begin with in #66648. I'm just making it less snowflakey and I guess technically adding it to monkies too since they could also use the shuttle before that PR and it doesn't make sense to exclude them arbitrarily.
Why It's Good For The Game
Fixes#69641
Generally makes the code more standardized, attack_hand checks are legacy from before ui interact was unified into can_interact and ui_interact. Making the code apply to all shuttle consoles and randomly pick a valid destination makes the more maintainable and less prone to random issues than a hardcoded list.
Also makes the other existing checks more consistent, for example the labor shuttle will now also warn rev heads, block free golems, and let illiterates move them just like the mining and public lavaland shuttles do.
Changelog
cl VexingRaven
fix: The illiteracy quirk will no longer break the mining shuttle
refactor: Refactored some checks on the shuttle console to apply to all consoles
/cl
* Fixes emergency pods not working
* ``get_control_console()`` currently doesn't work because it's runtiming instead of properly finding the shuttle computer, which would cause pod's request() to return and call parent, but parent handles sending the pods off, so I fixed it by not calling parent if they didn't have a console, and also fixed it finding its console.
* wtf emagged shuttles can just go?
* replaces || with &&
current_engines and initial_engines were actually their thrust power, which I was unaware of because of undocumented vars.
I renamed the, documented them, and fixed them.
Fax machines being present on the supply shuttle creates a risk that there may be ways to send other blacklisted items to CentCom in order to gain access. The neatest and safest solution to this broad realm of potential exploits is to keep the fax machine from being able to get there in the first place.
* A lot of shuttle code improvements
* Makes use of ``as anything`` in many places
* Adds mapload to connect_to_shuttle()
* Renames many vars, including shuttle 'id' var to 'shuttle_id' and engine 'state' to 'engine_state'.
* Engines now weakref their attached ship, and disconnect when unwrenched from it.
* Removes check for force when deleting a mobile docking port, being deleted should still clear your stuff, regardless of being forced.
Because of all the above, I was able to remove a few pointless checks scattered around, like engine's alter_engine_power()
* better comment for port_id
* Fixes Cargo, Arrivals, and Pirate ships.
* Merge branch 'master' into shuttlecode-oh-no
* last few
* fixes the CI
* fixes
* Fixes infinite engines
* Revert "Merge branch 'master' into shuttlecode-oh-no"
This reverts commit 94eba37de9fe3f4a01dc40bb064771b764f379e3.
* trammies
* whiteship tram
* Makes use of ?. instead
apparently this is what weakrefs use, so 🤷
* i hate supernovaa41
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* removes lateinit that I never implemented
* adds _ref to weakref var name
* small change to weld time define
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Alerts people around the hijacker that they're hijacking.
* Also double-checks to make sure you have your hands free before you can manipulate the console.
* Update emergency.dm
Fixes a reversed check
Moves singulo and supermatter dmis into obj/engine, renamed from obj/tesla_engine
Moves Halloween, Christmas, and misc holiday items to obj/holiday
Moves lollipops to obj/food
Moves crates, closets, and storage to obj/storage
Moves assemblies to obj/assemblies
Renames decals.dmi to signs.dmi ...because they're signs and not decals
Moves statues, cutouts, instruments, art supplies, and crayons to obj/art
Moves balloons, plushes, toys, cards, dice, the hourglass, and TCG to obj/toys
Moves guns, swords, shields to obj/weapons
* Removes ComponentInitialize()
Completely removes ComponentInitialize() as a proc, which was called on every single atom in the game, twice in some instances (like new players), over something that can already be done with Initialize().
This is the second attempt at doing this, after the first attempt fell apart for some reason. This time it was way easier though, since storages are no longer a Component.
* update icon blocker added before calling parent
* Update code/game/machinery/porta_turret/portable_turret.dm
Co-authored-by: san7890 <the@san7890.com>
* adds a mapload while I'm here
* moves human mood
* Does some UNRELATED thing to the PR
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
When 65% or more of the station is revs, the shuttle will automatically call. This shuttle can be recalled.
Approved with majority vote from me and @ninjanomnom
Should probably be test merged first, I touched some core shuttle code.
Roughly 60% of rev victories I checked called the shuttle shortly after. That's a lot, but there's still a high amount that aren't, either because the population genuinely wants to stay, or the revolutionary victory was a surprise. The latter of which I had happen to me like, recently! Remember that was the core problem revs victories continuing the round was trying to fix.
With that in mind, this plays nicely with both some player grievances with post-revs while keeping in line with the core of the feature. Players are still, in part, controlling the end of the round, but with affordance given to the most likely scenario.
About The Pull Request
replaces a ton of log_game with user.log_message so the log is added to individual and global logs.
adds a few logs for individual LOG_VICTIM, LOG_ATTACK etc logging.
adds logging for bluespace launchpad's tele coords being changed.
took the word "has" out of log_combat, as it's extra and just lengthens the log.
Why It's Good For The Admins
It's extremely laggy to open game.txt so an alternative is individual game logs
Changelog
cl
admin: A lot of game logs will now also be in individual game logs, for convenience in log diving.
admin: Added logging for bluespace launchpad x and y offset changes, which go to individual game logs.
admin: Attack logs will now be slightly shorter, one useless word was removed.
/cl
Currently, storage works as a subtype of /datum/component, utilizing GetComponent() and signals to operate. While this is a pretty good idea in theory, the execution was pretty trash, and we end up with alot of GetComponent() snowflake code (something that shouldn't even need to be used frankly), and a heaping load of scattered procs that lead into one another, and procs that don't get utilized properly.
Instead, this PR adds atom_storage and proc/create_storage(. . .) to every atom, allowing for the possibility of storage on quite frankly anything. Not only does this entirely remove the need for signals, but it heavily squashes down the number of needed procs in total (removing snowflake signal procs that just lead to one another), reducing overall proc overhead and improving performance.
* Fixes some minor problems with grav gen
* Fixes gravity generator completely obliterating your ears by having several gravity generator soundloops (now there's only 1) by starting soundloop on creation, during parent's Initialize (so it doubled since things like grav gen part (a generator inside the generator??), starts a soundloop too, now the station's gen just starts the loop if it spawns on)
* Fixes offstation gravity generator looking like it's turned on when it isn't, and fixes it having sound when it's off.
* Removes /station grav gen subtype, because it was frankly useless.
* Adds some early returns to gravity generator's process, and removes the unused set_state proc, which was replaced with enable() and disable() in the radiation rework.
* Lastly, removes grav gen parts from QDEL_NULL'ing their soundloop twice, since they called parent's Destroy() that did it for them anyways.
* fixes minor typo
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* more grav gen code improvement
This commit is solely focused on code improvement.
* gravity_field and sound_loop was moved from gravity generator to main gravity generator, since they're the only place it was used.
* Added checks for a main part across generator part procs, rather than using ? randomly.
* Autodocs all Gravity generator vars
* Adds better var names in for() loops, makes use of as_anything, and renames parts to generator_parts.
* Adds some better var names in general.
* Adds an UpdatePaths
* fixes infinite del loop
* fix to harddels
* Update gravitygenerator.dm
* merge conflict moment
* fix maps
* fixes merge conflict
* Update gravitygenerator.dm
* updates the updatepath
* Update gravitygenerator.dm
* Update gravitygenerator.dm
* merge conflict
* set_broken()
* Update gravitygenerator.dm
* unregister signal on destroy
* Update gravitygenerator.dm
* middle part
* Update gravitygenerator.dm
* more improvement + moves grav code to grav file
* Update gravitygenerator.dm
* handles map merge conflicts
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
ever see the tram take 10 milliseconds per movement to move 2100 objects? now you have
https://user-images.githubusercontent.com/15794172/166198184-8bab93bd-f584-4269-9ed1-6aee746f8f3c.mp4
About The Pull Request
fixes#66887
done for the code bounty posted by @MMMiracles to optimize the tram so that it can be sped up. the tram is now twice as fast, firing every tick instead of every 2 ticks. and is now around 10x cheaper to move. also adds support for multiz trams, as in trams that span multiple z levels.
the tram on master takes around 10-15 milliseconds per movement with nothing on it other than its starting contents. why is this? because the tram is the canary in the coal mines when it comes to movement code, which is normally expensive as fuck. the tram does way more work than it needs to, and even finds new ways to slow the game down. I'll walk you through a few of the dumber things the tram currently does and how i fixed them.
the tram, at absolute minimum, has to move 55 separate industrial_lift platforms once per movement. this means that the tram has to unregister its entered/exited signals 55 times when "the tram" as a singular object is only entering 5 new turfs and exiting 5 old turfs every movement, this means that each of the 55 platforms calculates their own destination turfs and checks their contents every movement. The biggest single optimization in this pr was that I made the tram into a single 5x11 multitile object and made it only do entering/exiting checks on the 5 new and 5 old turfs in each movement.
way too many of the default tram contents are expensive to move for something that has to move a lot. fun fact, did you know that the walls on the tram have opacity? do you know what opacity does for movables? it makes them recalculate static lighting every time they move. did you know that the tram, this entire time, was taking JUST as much time spamming SSlighting updates as it was spending time in SStramprocess? well it is! now it doesnt do that, the walls are transparent. also, every window and every grille on the tram had the atmos_sensitive element applied to them which then added connect_loc to them, causing them to update signals every movement. that is also dumb and i got rid of that with snowflake overrides. Now we must take care to not add things that sneakily register to Moved() or the moved signal to the roundstart tram, because that is dumb, and the relative utility of simulating objects that should normally shatter due to heat and conduct heat from the atmosphere is far less than the cost of moving them, for this one object.
all tram contents physically Entered() and Exited() their destination and old turfs every movement, even though because they are on a tram they literally do not interact with the turf, the tram does. also, any objects that use connect_loc or connect_loc behalf that are on the same point on the tram also interact with each other because of this. now all contents of the tram act as if theyre being abstract_move()'d to their destination so that (almost) nothing thats in the destination turf or the exit turf can react to the event of "something laying on the tram is moving over you". the rare things that DO need to know what is physically entering or exiting their turf regardless of whether theyre interacting with the ground can register to the abstract entered and exited signals which are now always sent.
many of the things hooked into Moved(), whether it be overrides of Moved() itself, or handlers for the moved signal, add up to a LOT of processing time. especially for humans. now ive gotten rid of a lot of it, mostly for the tram but also for normal movement. i made footsteps (a significant portion of human movement cost) not do any work if the human themselves didnt do the movement. i optimized has_gravity() a fair amount, and then realized that since everything on the tram isnt changing momentum, i didnt actually need to check gravity for the purposes of drifting (newtonian_move() was taking a significant portion of the cost of movement at some points along the development process). so now it simply doesnt call newtonian_move() for movements that dont represent a change in momentum (by default all movements do).
also i put effort into 1. better organizing tram/lift code so that most of it is inside of a dedicated modules folder instead of scattered around 5 generic folders and 2. moved a lot of behavior from lift platforms themselves into their lift_master_datum since ideally the platforms would just handle moving themselves, while any behavior involving the entire lift such as "move to destination" and "blow up" would be handled by the lift_master_datum.
also
https://user-images.githubusercontent.com/15794172/166220129-ff2ea344-442f-4e3e-94f0-ec58ab438563.mp4
multiz tram (this just adds the capability to map it like this, no tram does this)
Actual Performance Differences
to benchmark this, i added a world.Profile(PROFILER_START) and world.Profile(PROFILER_START) to the tram moving, so that it generates a profiler output of all tram movement without any unrelated procs being recorded (except for world.Profile() overhead). this made it a lot easier to quantify what was slowing down both the tram and movement in general. and i did 3 types of tests on both master and my branch.
also i should note that i sped up the "master" tram test to move once per tick as well, simply because the normal movement speed seems unbearably slow now. so all recorded videos are done at twice the speed of the real tram on master. this doesnt affect the main thing i was trying to measure: cost for each movement.
the first test was the base tram, containing only my player mob and the movables starting on the tram roundstart. on master, this takes around 13 milliseconds or so on my computer (which is pretty close to what it takes on the servers), on this branch, it takes between 0.9-1.3 milliseconds.
ALSO in these benchmarks youll see that tram/proc/travel() will vary significantly between the master and optimized branches. this is 100% because there are 55 times more platforms moving on master compared to the master branch, and thus 55x more calls to this proc. every test was recorded with the exact same amount of distance moved
here are the master and optimized benchmark text files:
master
master base tram.txt
https://user-images.githubusercontent.com/15794172/166210149-f118683d-6f6d-4dfb-b9e4-14f17b26aad8.mp4
also this shows the increased SSlighting usage resulting from the tram on master spamming updates, which doesnt happen on the optimized branch
optimized
optimization base tram.txt
https://user-images.githubusercontent.com/15794172/166206280-cd849aaa-ed3b-4e2f-b741-b8a5726091a9.mp4
the second test is meant to benchmark the best case scaling cost of moving objects, where nothing extra is registered to movement besides the bare minimum stuff on the /atom/movable level. Each of the open tiles of the tram had 1 bluespace rped filled with parts dumped onto it, to the point that the tram in total was moving 2100 objects. the vast majority of these objects did nothing special in movement so they serve as a good base case. only slightly off due to the rped's registering to movement.
on master, this test takes over 100 milliseconds per movement
master 2000 obj's.txt
https://user-images.githubusercontent.com/15794172/166210560-f4de620d-7dc6-4dbd-8b61-4a48149af707.mp4
when optimized, about 10 milliseconds per movement
https://user-images.githubusercontent.com/15794172/166208654-bc10086b-bbfc-49fa-9987-d7558109cc1d.mp4
optimization 2000 obj's.txt
the third test is 300 humans spawned onto the tram, meant to test all the shit added on to movement cost for humans/carbons. in retrospect this test is actually way too biased in favor of my optimizations since the humans are all in only 3 tiles, so all 100 humans on a tile are reacting to the other 99 humans movements, which wouldnt be as bad if they were distributed across 20 tiles like in the second test. so dont read into this one too hard.
on master, this test takes 200 milliseconds
master 300 catgirls.txt
when optimized, this takes about 13-14 milliseconds.
optimization 300 catgirls on ram ranch.txt
Why It's Good For The Game
the tram is literally 10x cheaper to move. and the code is better organized.
currently on master the tram is as fast as running speed, meaning it has no real relative utility compared to just running the tracks (except for the added safety of not having to risk being ran over by the tram). now the tram of which we have an entire map based around can be used to its full potential.
also, has some fixes to things on the tram reacting to movement. for example on master if you are standing on a tram tile that contains a banana and the TRAM moves, you will slip if the banana was in that spot before you (not if you were there first however). this is because the banana has no concept of relative movement, you and it are in the same reference frame but the banana, which failed highschool physics, believes you to have moved onto it and thus subjected you to the humiliation of an unjust slipping. now since tram contents that dont register to abstract entered/exited cannot know about other tram contents on the same tile during a movement, this cannot happen.
also, you no longer make footstep sounds when the tram moves you over a floor
TODO
mainly opened it now so i can create a stopping point and attend to my other now staling prs, we're at a state of functionality far enough to start testmerging it anyways.
add a better way for admins to be notified of the tram overloading the server if someone purposefully stuffs it with as much shit as they can, and for admins to clear said shit.
automatically slow down the tram if SStramprocess takes over like, 10 milliseconds complete. the tram still cant really check tick and yield without introducing logic holes, so making sure it doesnt take half of the tick every tick is important
go over my code to catch dumb shit i forgot about, there always is for these kinds of refactors because im very messy
remove the area based forced_gravity optimization its not worth figuring out why it doesnt work
fix the inevitable merge conflict with master lol
create an icon for the tram_tunnel area type i made so that objects on the tram dont have to enter and exit areas twice in a cross-station traversal
add an easy way to vv tram lethality for mobs/things being hit by it. its an easy target in another thing i already wanted to do: a reinforced concept of shared variables from any particular tram platform and the entire tram itself. admins should be able to slow down the tram by vv'ing one platform and have it apply to the entire tram for example.
Changelog
cl
balance: the tram is now twice as fast, pray it doesnt get any faster (it cant without raising world fps)
performance: the tram is now about 10 times cheaper to move for the server
add: mappers can now create trams with multiple z levels
code: industrial_lift's now have more of their behavior pertaining to "the entire lift" being handled by their lift_master_datum as opposed to belonging to a random platform on the lift.
/cl
This PR rewrites almost all messages related to cascade events. Some messages felt kinda clunky to read or could have been written better. Overall, the new messages add to the experience as a cascade being a terrifying event in a way that I felt the old ones missed, and they make the event feel overall a lot sharper.
While looking at the resonance cascade code, I noticed that there a lot of stuff about cascades in the air which was not touched on. So, as I do, this PR evolved into a polish and roundup PR for cascades. There was a lot of stuff still hanging out relating to the event, and although the big backend of it sits, there was still a bit left to be completed. Therefore this PR deserves more the title of the "Resonance cascade POLISHENING" instead of the "REFLAVAHRING". But yeah, you ever go on a massive tangent before?
* [DRAFT] Reformats Access IDs for accessibility and futureproofing
* replaced all the old defines and IDs everywhere
* replaced ID integers with strings, cleaned up a couple tram helpers
* replaces req_access_txt with req_access and fixes a few of my mistakes
Co-authored-by: san7890 <the@san7890.com>
This reverts commit f021767645.
This reverts commit f021767 from:
Add stamped requisition forms now give bonus credits #66230
This bug was encountered when we were testing this PR but I thought it got fixed.
Why It's Good For The Game
Cargo crates will now reappear.
Requisition forms now grant bonus credits when they are stamped by the appropriate stamp listed under "Authorization Required:" on the form. Initially I was just going to have the req forms give the same amount of credits as the manifest but I was convinced to lower both of them so it doesn't unbalance crate returns too much.
* Alright, so I'm optimizing parallax code so I can justify making it do a
bit more work
To that end, lets make the checks it does each process event based.
There's two. One is for a difference in view, which is an easy fix since
I added a view setter like a year back now.
The second is something planets do when you change your z level.
This gets more complicated, because we're "owned" by a client.
So the only real pattern we can use to hook into the client's mob's
movement is something like connect_loc_behalf.
So, I've made connect_mob_behalf. Fuck you.
This saves a proc call and some redundant logic
* Fixes random parallax stuttering
Ok so this is kinda a weird one but hear me out.
Parallax has this concept of "direction" that some areas use, mostly
the shuttle transit ones. Set when you move into a new area.
So of course it has a setter. If you pass it a direction that it doesn't
already have, it'll start up the movement animation, and disable normal
parallax for a bit to give it some time to get going.
This var is typically set to 0.
The problem is we were setting /area/space's direction to null in
shuttle movement code, because of a forgotten proc arg.
Null is of course different then 0, so this would trigger a halt in
parallax processing.
This causes a lot of strange stutters in parallax, mostly when you're
moving between nearspace and space. It looks really bad, and I'm a bit
suprised none noticed.
I've fixed it, and added a default arg to the setter to prevent this
class of issue in future. Things look a good bit nicer this way
* Adds animation back to parallax
Ok so like, I know this was removed and "none could tell" and whatever,
and in fairness this animation method is a bit crummy.
What we really want to do is eliminate "halts" and "jumps" in the
parallax moveemnt. So it should be smooth.
As it is on live now, this just isn't what happens, you get jumping
between offsets. Looks frankly, horrible. Especially on the station.
Just what I've done won't be enough however, because what we need to do
is match our parallax scroll speed with our current glide speed. I need
to figure out how to do this well, and I have a feeling it will involve
some system of managing glide sources.
Anyway for now the animation looks really nice for ghosts with default
(high) settings, since they share the same delay.
I've done some refactoring to how old animation code worked pre (4b04f9012d). Two major
changes tho.
First, instead of doing all the animate checks each time we loop over a
layer, we only do the layer dependant ones. This saves a good bit of
time.
Second, we animate movement on absolute layers too. They're staying in
the same position, but they still move on the screen, so we do the same
gental leaning. This has a very nice visual effect.
Oh and I cleaned up some of the code slightly.
This PR adds the accounting console to the game, as a console that exists round start within the HOP's office. The accounting console allows for players to get 2 separate lists of information:
- A list of all the bank accounts associated with each crewmember on the station, listing their account balance, their job, and their paygrade modifier (Which is either 1 or 0.7, depending on their species)
- The audit log, a basic list of transactions of player purchases, listed listed in the following formal universally: [person] spent [cost]CR on [Purchase Source]. It's intentionally left without all the information so that players will need to investigate if they notice strange purchases coming from an account, as a kind of ghetto money forensics.
About The Pull Request
Simply converts all instances of soundkeys that use get_sfx from strings into defines.
E.g. "sparks" is now SFX_SPARKS
Why It's Good For The Game
It makes life a lot easier when you're looking for a sound effect. You just type SFX_ and you get suggestions in VSC. Plus, it looks better.
image
Changelog
Not player facing.
Should(tm)
This was a suggestion by @Mothblocks and it seemed easy to implement
Fixes#64546 (Icebox evac will sometimes leave without sections)
Fixes#64653 (You might have fixed the kilo whiteship by making it move, but you didn't fix all of it)
Uh people won't just randomly get yeeted into space with half of a shuttle.
Kinda funny for people watching but not if you die of pressure loss or get stuck on the station
Runtime man bad
(Sleeping in here in general is like admitting that we're ok with missing a few atoms, which is what this runtime is. S just missing is better then overtime. Supposedly --Lemon)
* Ports multiz shuttle ceiling function from #63920
* Adds support for /turf/open/space/openspace to actually make the code work
* Remove tgstation.dme
* Implement code review suggestions on documentation
* Change variable names
* Replace missed oldT
About The Pull Request
Lowers TC rewards for assassination objectives, steal and destroy item objectives.
Makes it so that when you take the battlecruiser final objective, you become a battlecruiser ally and can assist with nuking the station.
Moves the elite syndicate modsuit from the nukie uplink to the traitor uplink at a high cost and high progression cost.
Adds new uplink items that cause station-wide blackout and telecommunication disruption temporarily.
Why It's Good For The Game
People can get an enormous amount of TC by completing these infinitely available objectives, and because of an oversight with the 'steal item' objective in regards to how much TC it rewards, they were worth a lot more TC than they should've been.
The battlecruiser objective changes have been made so that the traitor feels more involved with the battlecruiser they've summoned and can assist them with the nuke.
The new uplink items have been added so that there is more lategame gear that a traitor is able to purchase, as lategame traitor items are lacking right now. The elite syndicate modsuit gives traitors the opportunity to protect themselves during lategame engagements with security or other forces which could prove to be a threat when performing anything deeply antagonistic, like blowing up parts of the station in space.
Changelog
cl
expansion: Final objective battlecruiser will now make you a battlecruiser ally, giving you the nuke codes and making it obvious to other battlecruiser members that you are one of them.
expansion: Added telecom disruption and blackout purchases for traitors to purchase, and moved the elite syndicate hardsuit from the nukie uplink to the traitor uplink as a high progression cost item.
balance: Rebalanced TC rewards from assassinations to be less, and lowered TC rewards for plentiful objectives.
balance: Lowers the progression reward of assassination objectives.
/cl
* Fixes navigation computers giving too many port jumping actions
I'm adding a vestigial proc here, remove_jumpable_port
I prefer this over not fully implementing the behavior, hopefully it'll be of use to someone