I've condensed the logging into a single define, to allow ID card logging to be easily tweaked and to clean up some messy copy-pasted code.
There is no longer admin messaging for Head of Staff accesses, but it's all still logged as it was before.
There is a new option for the Investigate verb.
Which has the complete logging history for ID card changes that are currently tracked, all in one place.
Which admins can ALSO access from Get Current Logs and Get Server Logs for past rounds via id_card_changes.html
* Loog
* Adjust modular computer loog
* Update access.dm
* Move ADMIN_VV in string
* To define or not to define, that is the question when logging everything
* More user loog
SiliConnect (the tablet app for managing borgs) requires an ID to send messages to borgs in order for the user's name to be attached to the message. This change allows anyone with an emag to remove this requirement, and instead send messages without the sender's name attached. The borg will instead see "STDERR:UNDF" as the name.
Allows modPC programs to send alerts, and adds a proc in the computer object to handle playing the sound effect and sending a message to visible users. These notifications can be muted on a per-program basis. Programs can also set themselves to highlighted in the NTOS Main menu; this is intended to be used along side alerts, but really can be used any time a program wishes to tell the user there is new information.
NT CIMS (SM monitor) now plays an alert during SM delaminations if the app is closed. The app must have had an SM selected before closing, or it will not send alerts. Notifications are sent when the SM makes a radio alert. If the app is currently the active program, the app will instead send a notification just once, when the SM begins delamination, so as to not annoy engineers that are already aware of the issue.
[09:18:04] Runtime in card_slot.dm, line 72: Cannot execute 1.put in hands().
Usage of the try_eject proc is an eclectic mix of unimplemented behaviour and incorrect argument order, with behaviour that can cause runtimes.
Prototype for the try_eject proc wasn't even implemented properly by children. Nothing implemented it used the slots arg, so I modified the base prototype. Cleaned up various proc calls. Should no longer have incorrect arg-based runtimes.
Anyone can now download BotKeeper. Only bots your current ID can unlock will be listed to control. Stylised Botkeeper as BotKeeper because it looks better.
Alright, this is a functional rework for civilian bounties, which should serve a few purposes:
Cargo has a reason to actually keep working and stay within cargo.
Makes cargo bounties far more integrated into the round as opposed to being a static list of soft goals, being personalized to those who would actually do a bounty for the station.
Still make civilian bounties the prime, sirloin steak method for regular crew to make money.
So here's the 4-11:
Static cargo bounties have been removed, in favor of the new system of civilian bounties. That means that both the bounties app and the bounty console have been removed.
Civilian bounties have been buffed. They are no longer affected by inflation, but when your bounty is completed, you will recieve a "bounty cube". To receive the cash you would have received for the bounty (10% of the civilian bounty), that bounty cube must be shipped off the cargo shuttle, and using the magic of the price tag component, you make your cut, and cargo makes their 90%, ensuring that you'll actually see your money (for once!).
Civilian bounties are now independent of department budgets, in preparation for departmental purchases, so now you can more freely benefit from doing civilian bounties to buy things! (See #53881)
Non-mining cargo department crew now have fully randomized bounties, to give them stationwide goals for bounty hunting.
As an added benefit, the icon for bounty cubes basically screams value, so hopefully crewmembers will see it and instantly think to sell it.
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>
Alright crew, here's the 4-11. This adds a new Modular Computer app, that works functionally identically to the cargo console. but before we delve into that, lets hit the adjacent aspects first.
Cargo Packs now contain a new variable, access_view, that is only applied to cargo packs viewed in this app. It determines the access level required to be able to see those individual packs, in the same way that you need certain accesses to open certain crates anyway. This means that outside of certain inter-departmental crates that see overlap in who can/should be able to order it, heads can browse and purchase crates based on their department's needs and wants.
The cargo ordering console has been renamed on the DM side. Because now that there's another, similar cargo ordering DM that was going to get confusing fast, as just calling it "Console" gets on my nerves and is harder to spot on VSC for me and everyone going forward forever.
Cool, back to buying stuff. heads of staff can download the cargo ordering app on tablets and laptops only, and it gives them access to purchase cargo using their department funds. These purchases are made against the user's department budget, and enables purchasing supplies with cargo without needing to beg them to use their money on your junk, adding it fully to the cargo shuttle's next load, while still giving cargo the first right to refusal if they wanted to, for some reason.
From there on out, cargo's responsibility is primarily getting the goods you bought to you, which is technically already their job!.
New app for viewing cameras. Runs the same way the stand-alone console does, and requires security access to download. Does not work on tablets, requires a laptop or console.
Gives sec an on-the-go option, at the expense that they do still have to hold the device to view it (rather than stuffing it into the ID slot). Folded laptops can still be stored in your bag, so you can quickly store it after scoping out a bust.
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.
fix: Borg tablets now correctly work when the borg is out of power (though you'll get no networking until you get that power issue sorted out).
fix: Borgs that are synced to AIs can correctly view and print photos once more.
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
There exists a specific state where ui.open() can be called yet the
result would be a null window and such behaviour would be intentional.
The following CRASH in ui.send_asset() would thus be misleading,
because send_asset() was called after open().
This PR adds more information to the CRASH about when the failure state
can occur, makes open() return a value based on whether it actually
opened a new pooled window or not, and makes sure modular computer apps
don't send_assets unless a new pooled window was created.
As said by the title.
Also fixes an oversight where the Plexagon HR Core app (job management) was reading worn ID rather than inserted ID.
Also adds names to differentiate between primary and secondary card readers so both show on the screwdriver remove menu.
Also makes using IDs on a modPC actually call the InsertID proc, so that having the secondary ID come first in the list of parts doesn't give it priority.
Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
* Process procs now properly use deltatime when implementing rates, timers and probabilities
* Review fixes
* Geiger counters cleanup
Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now
* Moved SS*_DT defines to subsystems.dm
* Rebase fix
* Redefined the SS*_DT defines to use the subsystem wait vars
* Implemented suggested changes by @AnturK
* Commented /datum/proc/process about the deltatime stuff
* Send delta_time as a process parameter instead of the defines
Also DTfied acid_processing
* Dtfied new acid component
Fixes the printer cool down system that started the printer cool down when you press any button??? meaning that it would always fail since the cool down was reset after the button was clicked. The cool down is now only reset until AFTER the print operation.
Also adds a message that lets you know if the print cool down is not over yet, so it doesn't fail without feedback.
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is
Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
* Support for expansion-class modPC hardware
* end of the line
* As requested
Did anyone know that the tablet vendor was attaching the wrong ModPC printer? I bet no one knew that.
* update
* Update AI health after healing damage in integrity restorer
* Also feex legacy AI inegrity restorer.
* Update IntelliCard icon when AI is successfully revived.
* Clean up proc arguments
* Feex
* Removing a bunch of oxygen stuff
* breaking works
* completely functional yes
* reverts some old changes
* thanks based shiz
* i said 'thanks' god damn it
* oops
* another one bites the dust
* they told me math was of variable difficulty
* Startwork
* stopwork again
* AGAIN.
* Good place to call it for now
* Startwork but I actually put some work in
* The left list doesn't work, stop for now.
* God remind me to squash these commits later.
* Well, I think I can safely say I have actual work done now
* The post-Brisk iced tea patch.
* God damnit nothing works I hate this worl
* Good place to stop, stuck in a chronic error state
* I take it back now I need to sleep jesus god
* I am grown POWERFUL in my dispair
* FINALLY READY TO PR.
* Request order swap
* Update and tgui recompile
* Adds a kiosknet, so adding a new bounty alerts all the bountyboards
* Renames file, attempts to port to modular app too because fuck my life
* Fuckin feature creep I tells ya
* Removes an unused proc
* Rebuildin
* Hopefully updates tgui and fixes an easy runtime
* Finishes updating/conflicts
* Mapmerges my shit.
* Rebuilds tguiiiiiiiiiiii
* Updates tgui
* Updated once more
* merge conflict fixaroni
* God I wish that I had a game I was dedicated enough to finish in a single setting
* Rebuild of PR: You will (Not) compile
* Cobby's changes and Anturk's Suggestions.
* Should probably prevent a runtime.
* Rebuilds TGUI.
* Lets not delete my own files please god
* Style's changes
* ALL the warriors
* What if I didn't delete ZX's app sprites again
* Start workin on a text component later
* Makes some code suggestions, doing it all in UI will kill me
* tgui update
* DNM until I get this gosh darn text working.
* The changes that I need afaik
* And a tgui rebuild to boot
* When that program datum spoke to me, I felt that.
* Makes changes to text input sanity, Pray
* By god I think I've cracked the code.
* Had no idea you could atomize UIs like that, this is revolutionary
* Spaces
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* How did this take me like 3 hours but the bounty UI took 4 weeks like fuck
* Uses style's suggestions for UI cleanup.
* Rebuild TGUI
* Squiggly Brackets No. 1
* Squiggly Brackets No. 2
* Rebuilds tgui also sorry style I got lazy
* Another tgui update
* GREP?
* Rebuilds tgui again
* Rebuild yet again
* How'd you like a nice tender lambchop?
* Take me HOOOOOOOME country ROOOOOADS
* Updates with Anturk's changes.
* Removes unnecessary flex element
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* Synux
* cleanup
* I bet this merge conflicts
we hate tgui.bundle
* extra bits
* Syndix
* small fixes
* Summary (required)
* this linter drives me up the wall
* final touchups
* Forgot this thing
About The Pull Request
Adds two new modular computer programs. Both use the same underlying parts;
-- Lifeline is an improved suit sensor tracker, showing where the target is on a grid if they're within 24 tiles. The scan button has a two-second delay (since the program has to check every humanoid in glob.human_list for trackability and we don't want that spammed). The app works pretty much how you would expect.
-- Fission360 uses the same processes as above but for the nuke disk and all nukes in the area (self destruct, beer, syndicate). Available only via emagging a tablet for the moment.
--
Rudimentary multiZ support exists, in the form of replacing the crosshairs icon with an up or down arrow (once it's visible within the circle) to indicate if the target is above or below, if both the target and the computer are on a station Z level of some sort. Also, the grid lines are exactly two-tiles apart.
Added support for programs to list special assets to load, so that we don't have to have every program loading all modular program assets. The radar apps use this to load the background grid and the too-far-away-to-display arrow.
Why It's Good For The Game
More modular apps are good. I'm hoping to see a syndicate-version of the modular tablet in the hands of nuke ops at some point, which is really where Fission360 will make sense. Otherwise, it's an extra tool for traitors with the nuke theft objective, I suppose.
Changelog
cl
add: Two new apps for modular computers are available: Lifeline for Medical, and Fission360 for anyone with access to the Syndicate repository. Lifeline is an improved suit sensors tracker, and Fission360 is the same but for nuclear-related things.
/cl