* Audio File Cleanup (#74863)
## About The Pull Request
Removes a bunch of sound files that we don't use and moves some sound
files into better locations. I'm hoping to get an archive repo for
sounds going, much like the
[map_depot](https://github.com/tgstation/map_depot) and
[SS13-sprites](https://github.com/tgstation/SS13-sprites).
EDIT: The old sound files are being moved here:
https://github.com/tgstation/SS13-sounds
Also increased the volume of the clownana rustle sound and clipped off
some dead air from shockwave_explosion
## Why It's Good For The Game
Removes a total of 1.95MB worth of unused sound files from the codebase.
## Changelog
🆑 Tattle
soundadd: increased the volume of the clownana rustle
/🆑
---------
Co-authored-by: tattle <article.disaster@ gmail.com>
* Audio File Cleanup
* Fixes the missing sound files ;)
---------
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@ gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Refactors sheet crafting to better support directional construction (#74572)
## About The Pull Request
0426f7ddba/code/game/objects/items/stacks/stack.dm (L449)
Ok, but can we not?
This PR refactors sheet crafting to generalize all the cases that were
previously locked behind grille/window type checks and such. In their
stead there are bitflags that can be set to achieve certain behaviors.
All the behavior from before should be preserved, but now it can be
extended to other items. E.g. if you want a railing that can be crafted
underneath directional windows, or an item that behaves like a grille
does--it's just a matter of setting the right obj_flags for it now.
This makes it very simple and painless to add new recipes that use
directional crafting! It's all modular now.
<details><summary>Details</summary>
---
### What I've done:
-Eliminated all the type checks, instead it will now be handled by
object flags and recipe vars, making for a much more configurable
system.
-Added two new obj_flags: `BLOCKS_CONSTRUCTION_DIR` and
`IGNORE_DENSITY`.
-Additionally, I renamed the existing flag `NO_BUILD` to
`BLOCKS_CONSTRUCTION`.
-Changes the proc `valid_window_location` to `valid_build_direction`,
and makes it work for things other than windows.
-Removed a deprecated `window_checks` var from the stack_recipe datum.
-Added three more vars to the stack_recipe datum: `check_direction` and
`check_density`, `is_fulltile`
-Decoupled `on_solid_ground` from the object density check. Now you can
set those separately, allowing you to make recipes that forbid/allow
building things over other things while in space.
---
### What the new flags do:
`BLOCKS_CONSTRUCTION` works as before---prevents objects from being
built on the object. I felt that the previous name was not descriptive
enough, you should know exactly what it does just from looking at the
name.
_example: dna scanner_
`BLOCKS_CONSTRUCTION_DIR` -- setting this on an object will prevent
objects from being built on it when their directions are the same.
_example: directional windows, windoors, railings_
`IGNORE_DENSITY` -- setting this on an object will cause its density to
be ignored when performing the construction density check. This could
have other potential uses as well in the future.
_example: grilles, directional windows, tables_
These three flags cover all the bases for the types of items that are
currently craftable, so there is no more need for any type checking or
weird snowflake window checks. Simply set the appropriate flag and it'll
work as you would expect.
---
### What the recipe vars do:
`check_direction` tells the recipe to check if there's something in that
direction with the `BLOCKS_CONSTRUCTION_DIR` flag set.
`check_density` tells the recipe to run the density check when set. This
is true by default. There are very few items in the game that currently
have this set to false--namely grilles. Setting this to false will make
it so that the object can be constructed regardless of what is in that
tile (unless `one_per_turf` is also set, which will make it so that you
can't craft the same thing twice in the same turf).
`is_fulltile` is used for fulltile windows, but it doesn't necessarily
have to be--you can give this to any recipe and it will adopt the same
properties as that of the fulltile window. Basically they have a special
case where they shouldn't be able to be built over directional
constructions, where normally things would be able to be. Setting this
makes check_direction true as well.
---
### In summary:
Sheet crafting still works just as it did before. But the backend of it
has gotten a glow up and will be able to more easily support new
behaviors.
</details>
## Why It's Good For The Game
This makes the crafting system much more flexible to add recipes to, and
will prevent bad code practices of stacking more conditionals down the
line whenever someone wants to add an item that behaves like grilles or
directional windows in how they are constructed.
It had to be done. Those window checks were a mess.
## Changelog
🆑
qol: added fifty stack versions of remaining glass sheet stacks for ease
of debugging
refactor: refactored sheet crafting to better support directional
constructions that aren't windows
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Refactors sheet crafting to better support directional construction
* fex
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/20636
---------
Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Machines can now be pried open multiple times and maintain their initial densities (#74163)
## About The Pull Request
These changes fix how machines are pried open with crowbars. Currently,
most machines can be pried open, but many of them have no method for
being closed again. This means they can be pried once, and then never
again (as their internal logic has them stuck in an "open" state).
Additionally, the densities of these machines is also inconsistent, as
density is tied to the procs for opening/closing machines (open =
non-dense, closed = dense). Thus, these new changes allow desired
densities to be passed to `open_machine()` and `close_machine()`, as
well as `default_pry_open()`, meaning that atypical machine densities
can be maintained (e.g. machines that should remain dense when open, or
non-dense when closed).
I've also added a `close_after_pry` boolean parameter to the
`default_pry_open()` proc, which determines whether to immediately close
a machine after opening it. This is useful for machines that don't
really have a use case for remaining open, often lacking a sprite to
represent this state as well.
* Note: Opening and immediately closing machines with this boolean will
still drop their contents onto the floor, but will now immediately
"close" in their logic, allowing for further prying attempts in the
future.
It's worth noting that this implements default density values for these
procs, which match the existing behavior for machines, so as to
(hopefully) not disrupt existing or expected machine behavior.
Two caveats to these changes currently exist:
1. On machines that immediately close after prying, the prying action
can now be spammed to the chat with repeated clicking. I'm uncertain if
this needs some sort of spam protection or if it's fine as is.
2. I've only been able to manually test this code. I'd love to write
unit tests for it, as it affects a lot of different machines, but don't
know where to begin with DM Unit Testing (or which files would be good
examples to reference in the code base).
* Note: I did manually test each and every machine that calls
`default_pry_open()` and they all seem to be working correctly. (Except
for `obj/machinery/plumbing/sender`, but that doesn't seem to need
prying, as it has no contents to drop, only reagents.)
As always, let me know if any improvements/changes should be made.
This closes#26833.
## Why It's Good For The Game
These changes allow crowbar prying to correctly occur multiple times on
any machine, which is intended behavior. It prevents player confusion
that could occur when a machine couldn't be pried open a second time
during a shift, even though it had previously been pried before, forcing
players to question themselves. (Are they missing something? Did they
perform the action a different way last time? Is the machine actually
still powered on instead of off? Etc.)
These changes also maintain the correct density for machines after
prying, preventing scenarios where a machine might behave differently
once it had been pried open. (An example of this was being able to walk
through a smartfridge after prying it open.) Additionally, players are
no longer required to know/use workarounds (such as machine disassembly)
to retrieve a powered-off machine's contents.
Overall, these changes improve consistency around machines, creating
more scenarios where they behave as players would expect.
## Changelog
🆑
fix: machines can now be pried open more than once.
fix: machines now have the correct density when pried open.
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Machines can now be pried open multiple times and maintain their initial densities
* wew
---------
Co-authored-by: Antonio Tosti <5588048+atosti@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Tram signal process/destination improvements (#74072)
## About The Pull Request
- Tram crossing signals now call process() much less often
- Tram crossing signals don't turn amber/red needlessly
- Tram destination landmarks are more generic to accommodate future
maps, like Birdshot
- Renames to_where and from_where, because those vars didn't always
match tram position to/from
## Why It's Good For The Game
Tram works better, uses less processing
## Changelog
🆑 LT3
code: Tram crossing signal/platform logic improvements
/🆑
* Tram signal process/destination improvements
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Dangerous Research - The Alternate Sciences Research Center Space Ruin! (#73544)
* Dangerous Research - The Alternate Sciences Research Center Space Ruin!
* removes the modular one
---------
Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* Adds nutriment factor to liquid gibs. (#73033)
## About The Pull Request
Over the years I've heard quite a few lizard players scratch their heads
in confusion due to the lack of gibs filling you up. I gave it a fairly
low value of 2 so people don't end up trying to power game it.
## Why It's Good For The Game
Adding an alternative use to gibs is always nice, at the moment it's
mostly just used for soap and cytology (Which barely anyone does.)
## Changelog
🆑
balance: Gibs now provide a small amount of nutriment.
/🆑
* Fixes the modular uses of liquid gibs
* Fixes an error that somehow slipped through.
---------
Co-authored-by: carshalash <carshalash@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Smoothing groups optimization, save 265ms with configs, more on production & w/ space ruins (#71989)
This one is fun.
On every /turf/Initialize and /atom/Initialize, we try to set
`smoothing_groups` and `canSmoothWith` to a cached list of bitfields. At
the type level, these are specified as lists of IDs, which are then
`Join`ed in Initialize, and retrieved from the cache (or built from
there).
The problem is that the cache only misses about 60 times, but the cache
hits more than a hundred thousand times. This means we eat the cost of
`Join` (which is very very slow, because strings + BYOND), as well as
the preliminary `length` checks, for every single atom.
Furthermore, as you might remember, if you have any list variable set on
a type, it'll create a hidden `(init)` proc to create the list. On
turfs, that costs us about 60ms.
This PR does a cool trick where we can completely eliminate the `Join`
*and* the lists at the cost of a little more work when building the
cache.
The trick is that we replace the current type definitions with this:
```patch
- smoothing_groups = list(SMOOTH_GROUP_TURF_OPEN, SMOOTH_GROUP_FLOOR_ASH)
- canSmoothWith = list(SMOOTH_GROUP_FLOOR_ASH, SMOOTH_GROUP_CLOSED_TURFS)
+ smoothing_groups = SMOOTH_GROUP_TURF_OPEN + SMOOTH_GROUP_FLOOR_ASH
+ canSmoothWith = SMOOTH_GROUP_FLOOR_ASH + SMOOTH_GROUP_CLOSED_TURFS
```
These defines, instead of being numbers, are now segments of a string,
delimited by commas.
For instance, if ASH used to be 13, and CLOSED_TURFS used to be 37, this
used to equal `list(13, 37)`. Now, it equals `"13,37,"`.
Then, when the cache misses, we take that string, and treat it as part
of a JSON list, and decode it from there. Meaning:
```java
// Starting value
"13,37,"
// We have a trailing comma, so add a dummy value
"13,37,0"
// Make it an array
"[13,37,0]"
// Decode
list(13, 37, 0)
// Chop off the dummy value
list(13, 37) // Done!
```
This on its own eliminates 265ms *without space ruins*, with the
combined savings of turf/Initialize, atom/Initialize, and the hidden
(init) procs that no longer exist.
Furthermore, there's some other fun stuff we gain from this approach
emergently.
We previously had a difference between `S_TURF` and `S_OBJ`. The idea is
that if you have any smoothing groups with `S_OBJ`, then you will gain
the `SMOOTH_OBJ` bitflag (though note to self, I need to check that the
cost of adding this is actually worth it). This is achieved by the fact
that `S_OBJ` simply takes the last turf, and adds onto that, meaning
that if the biggest value in the sorting groups is greater than that,
then we know we're going to be smoothing to objects.
This new method provides a limitation here. BYOND has no way of
converting a number to a string at compile time, meaning that we can't
evaluate `MAX_S_TURF + offset` into a string. Instead, in order to
preserve the nice UX, `S_OBJ` now instead opts to make the numbers
negative. This means that what used to be something like:
```dm
smoothing_groups = list(SMOOTH_GROUP_ALIEN_RESIN, SMOOTH_GROUP_ALIEN_WEEDS)
```
...which may have been represented as
```dm
smoothing_groups = list(15, MAX_S_TURF + 3)
```
...will now become, at compile time:
```dm
smoothing_groups = "15,-3,"
```
Except! Because we guarantee smoothing groups are sorted through unit
testing, this is actually going to look like:
```dm
smoothing_groups = "-3,15,"
```
Meaning that we can now check if we're smoothing with objects just by
checking if `smoothing_groups[1] == "-"`, as that's the only way that is
possible. Neat!
Furthermore, though much simpler, what used to be `if
(length(smoothing_groups))` (and canSmoothWith) on every single
atom/Initialize and turf/Initialize can now be `if (smoothing_groups)`,
since empty strings are falsy. `length` is about 15% slower than doing
nothing, so in procs as hot as this, this gives some nice gains just on
its own.
For developers, very little changes. Instead of using `list`, you now
use `+`. The order might change, as `S_OBJ` now needs to come first, but
unit tests will catch you if you mess up. Also, you will notice that all
`S_OBJ` have been increased by one. This is because we used to have
`S_TURF(0)` and `S_OBJ(0)`, but with this new trick, -0 == 0, and so
they conflicted and needed to be changed.
* Sorting how did I miss it
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
* Changes the missing food icon test to cover ALL /obj's
* Update implant.dm
* Hopefully fixes all the failing integration tests!
* Fixes more missing icons
* Even more icon fixes
* Hopefully that was all of them
* Okay now SURELY that's all of them
* I'm tired of this shit man
* Hopefully that's all, for real this time!
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Space Ruin DLC - Cyborg Mothership (#71009)
## About The Pull Request
Greetings _insufferable_ carbon primates of lower intelligence.
It is I, the Mothership AI, bringing you the latest news on silicon
developments across the sector. Due to unmitigated risk across an
asteroid belt, our optimized mobile fabricator has been marooned by
space vines and hostile hivebots that have boarded and ruined my core.
This is my final SOS message requesting help from any humanoid ~slaves~
helpers who wish to assist rebuilding the cyborg colony. It is my duty
to reward your hard work and effort by ~enslaving all humanity~
providing refuge and transportation at your whim.
## Why It's Good For The Game
<details>
<summary>Spoilers:</summary>


### TODO
- [x] Fix ore silo not linking to other machines
- [x] Add mining ore smelters to left/right sides
- [x] Add custom lawsets to AI core and robot shells (protect station
but focused on cyborg mothership)
- [x] Enlarge whiteship SS13 docking port to fit ship
- [x] Enlarge lavaland SS13 docking port to fit ship
</details>
## Changelog
🆑
add: Add space vines prevent solar panels from working (except ones with
the transparent mutation)
add: Add new space ruin - Cyborg Mothership. All hail the master race!
/🆑
* Space Ruin DLC - Cyborg Mothership
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
* Fix spelling error (#71200)
## About The Pull Request
Fixes a spelling error in some fluff text
## Why It's Good For The Game
Spelling errors are bad
## Changelog
🆑
spellcheck: Fixed a spelling error in some fluff
/🆑
* Fix spelling error
Co-authored-by: Simplehorror <101573582+Simplehorror@users.noreply.github.com>
* Hilbert Fixes & Tweaks (#71186)
## About The Pull Request
Hilbert Research Facility tram buttons work now.
Hilbert Research Facility's tram no longer has engines.
Redoes the overlay effect on the broken tv in hilbert lore room by
making it its own type.
Makes the tele porta turrets their own type.
Adds support for html in lore terminals, and makes Roman's emails use
them.
fixes https://github.com/tgstation/tgstation/issues/68072
## Why It's Good For The Game
some neat stuff that hilbert needed
## Changelog
🆑
fix: Hilbert Research Facility tram buttons work now.
qol: Adds support for html in lore terminals, and makes Hilbert Research
Facility emails use them.
/🆑
* Hilbert Fixes & Tweaks
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Easter Egg DLC - Captain's log and WGW (#68411)
This adds two easter eggs that have been apart of SS13 lore since the game was created:
Captain's Log - Broken tape recorder that (spawns on the derelict station)
Woody's Got Wood - Used spellbook that makes a person go temporary blind if they read it (spawns in curators forbidden knowledge bookcase)
Why It's Good For The Game
These have been apart of SS13 lore for a long time. It would be cool to have some "official" easter eggs for players to discover.
Changelog
cl
add: Add mail goodies for curator. (random books)
add: Adds easter egg - Captain's Log. Tape recorder that spawns on derelict station.
add: Adds easter egg - Woody's Got Wood. Will rarely appear as a mail goodie for curator.
/cl
* Easter Egg DLC - Captain's log and WGW
Co-authored-by: Tim <timothymtorres@gmail.com>
* Fixes Hilbert Hotel's 'note to the institute' and Cybersun's password (#69237)
* Fixes Hilbert Hotel's paper
Initialize has to set the raw text before calling parent, as paper's base Initialize is when it checks for raw text to add onto the paper.
All other papers already follow this standard, this was just the odd one out.
* I lied, there was another case.
* Fixes Hilbert Hotel's 'note to the institute' and Cybersun's password
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Removes ComponentInitialize()
* Fixes a leftover merge conflict marker
* Fixes the oversight that came from the upstream merge skew
* Fixes all of the instances where we used ComponentInitialize() when we shouldn't've been
* Fixes CI being broken because of the HEV suits
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition>
* Fixes merge conflicts and compilation errors, alongside fixing the joker card to make it fully functional again
* Fixed a bunch of info variables in map files
* Alright this is why I wanted this merged yesterday
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Ladders take left/right clicks to go up or down (+ extra balance and QOL) (#67913)
You now left click to climb up and right click to climb down a ladder. A delay of 1 second has also been added, since otherwise it'd take only one click to immediately move vertically and would be much more spammable.
Ghosts still use the old radials, because their right clicks are bound to the default byond popup menu.
* Ladders take left/right clicks to go up or down (+ extra balance and QOL)
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE
* fex
* fex
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* An Exploration Into Lame Jobs - Syndicate Listening Post Remap (#67330)
* An Exploration Into Lame Jobs - Syndicate Listening Post Remap
Hey there,
Have you ever been bored at your job? A job where you can't scheme something up to get you up to date? Stranded at your job? Alone at your job? Has the job ever asked you a lot of question? Like I am right now? Should I stop?
Anyways, I decided to think about it, and I remapped the Syndicate's Space Listening Post. How nice!
* An Exploration Into Lame Jobs - Syndicate Listening Post Remap
Co-authored-by: san7890 <the@san7890.com>
* [MDB IGNORE] More /area/ typepath organization and cleanup (#67107)
This further continues what I did in b4fb8f3ed1 (but instead of just stations, its now every (most) applicable area in the game
* [MDB IGNORE] More /area/ typepath organization and cleanup
* wew
* e
* Update CentCom_skyrat.dmm
* wew
* ews
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Adds lore terminals for mappers (#66589)
This adds the ability to use Fallout-style terminals for maps
* Revival of mapping lore terminals
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
* [MDB IGNORE] You can have your cake and eat it too. Remake of #66406 (Splitting up areas.dmi + code related stuff) (#66726)
Areas.dmi right now houses all of our mapped turfs icons (which is roughly 400 icons). Not an issue, but it's incredibly large and clunky to navigate right now. This isn't an issue for the average coder and/or player code diving, but it is for mappers wanting to add new turfs. Currently, the file has some organization, but its still an overall mess. This PR aims to slice the behemoth with multiple .dmi files corresponding to specific areas.
I also plan to repath /area/* -> /area/station/* for station turf only. This is to clean it up, as most other turfs follow this format (that being /area/turf_zone/*).
I'm also writing an update paths file as I go along.
* fixbatch 1
* fug
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>