Commit Graph

2752 Commits

Author SHA1 Message Date
lessthanthree
ce3d863d32 Combine roundstart intercept and security level announcements (#80475)
## About The Pull Request

At roundstart when the intercept report is sent, two announcements are
created at the same time. It's loud and overlaps. This combines them
into a single announcement.

Before:


![image](https://github.com/tgstation/tgstation/assets/83487515/024e783a-65d9-4c28-8850-f114b1f020ad)

After:


![image](https://github.com/tgstation/tgstation/assets/83487515/7272f82f-23b4-4e90-99a2-1b590c7d56cf)

## Why It's Good For The Game

Two Centcom or any other announcements playing at the same time
(especially with two different sound files) can be annoying and the
sounds distort each other.

## Changelog

🆑 LT3
qol: Roundstart intercept report and security level announcements are
combined into a single announcement
/🆑
2023-12-20 19:59:42 -05:00
Zephyr
8b7576b90a actually log total vote votes correctly (#80438)
yeah i goofed
2023-12-19 16:34:00 -08:00
Fikou
2125aae0c4 adds head of staff job flag (#80415)
## About The Pull Request
as we added a command role that isn't a head of staff, itd be good to
untie some checks from the command department
so i added a job flag for that, and moved what made sense to different
traits that are added to head of staff minds

## Why It's Good For The Game
revs (the gamemode not the players) shouldnt care about the bridge
assistant existing

## Changelog
🆑
fix: bridge assistant no longer passes some head of staff checks
qol: if you steal a command member's liver, you can now sabre better!
/🆑
2023-12-18 16:07:25 +01:00
Zephyr
700e2e6de5 Votes now show the percentage of total votes each choice got | Adds weighted random vote type | Map votes are now weighted random (#80362)
## About The Pull Request

See the title.
## Why It's Good For The Game

Mothblocks wanted map votes to not be simple winner take all and wanted
it to be randomly chosen based on votes.

![image](https://github.com/tgstation/tgstation/assets/12817816/7435b444-dcd7-4aa5-a747-4bafe434ebdb)

## Changelog
🆑
add: Map Votes are now weighted random.
add: Custom Votes can now take advantage of Weighted Random winner
selection
del: Removed Herobrine from the game
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-12-17 23:19:03 -08:00
Fikou
a3fa541e2e Bridge Assistant Station Trait (#80279)
## About The Pull Request
adds a station trait which adds a new role, the bridge assistant
he is designed to help commandeer the bridge and help out other heads
when needed. he is armed with the mini energy gun (the one heads used to
have on kilostation), a flash, a toolbelt (with an inducer), some cool
shades and a swanky scarf.
as he is a nerd he is weak and unable to twohand weapons, preventing him
from wielding the fire axe.
currently he does not have a mindshield but he cannot roll antag
he currently has access to the bridge, announcement console, eva,
teleporter, gateway, maint, and a weapon permit (somewhat (not really
other than for nerds) interestingly this is the first job that isnt
assistant that doesnt have access to any lathes, so he doesnt have orm
access unlike all the other jobs (except assistant))
the trait also makes a coffee machine spawn on the bridge
here is some useful art of your role

![image](https://github.com/tgstation/tgstation/assets/23585223/905e5527-9069-4226-b160-8dedd1ea7b74)
and ingame screenshots

![image](https://github.com/tgstation/tgstation/assets/23585223/0aa537ac-a791-4249-a702-490584919fd9)

![image](https://github.com/tgstation/tgstation/assets/23585223/eb93e2d1-0291-4ade-9208-b1c0b68648c7)

![image](https://github.com/tgstation/tgstation/assets/23585223/1d3c2f11-8ac0-4ee9-91a5-176f81a08dcb)


## Why It's Good For The Game
Adds upon the station trait job system with a straight forward role that
IS just a human (unlike the cargorilla), and is pretty basic with no
custom assets or whatever other than hud icons
Having the bridge assistant in some rounds seems like a neat way to
protect it since it gets fucked up in like half the time, while also not
having enough mechanical depth or gameplay as to warrant it as a
permanent role

## Changelog
🆑
add: Bridge Assistant job accessible from a station trait.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-12-16 20:02:45 -05:00
Jacquerel
659a343dbf Change how a station trait is declared abstract (#80268)
## About The Pull Request

@Fikou requested this and it seemed like a good idea.
This change the pattern for "how we declare that we don't want a station
trait to actually exist" from "it's a bitfield" to the other
commonly-used pattern of "it's a var which points at a typepath".
The purpose of doing this is that most of the station traits which have
an abstract parent want the default `trait_flags` value of their
grandparent and have to redeclare it for no reason, which becomes more
tedious the more children there are. This means that you don't need to
do that because the `abstract_type` var will only evaluate to true when
checked on the specified abstract type, without needing to change its
value on any children.

## Why It's Good For The Game

Makes extending traits marginally easier

## Changelog

not player facing
2023-12-12 15:46:12 -07:00
Jacquerel
90b974071d Sign up for Cargorilla from the lobby (#79776)
## About The Pull Request

If the station rolls the "Cargo Gorilla" trait, a button will now be
visible on the lobby.
Clicking on this button before the round has started will add you to a
list of participants, one of whom will be selected to become a gorilla
when the round begins.
If nobody signs up (because they're really boring I guess) the job will
instead appear on the latejoin menu.
Once someone has become the gorilla the button will disappear.


![dreamseeker_ntP3OayAuV](https://github.com/tgstation/tgstation/assets/7483112/a26087ea-1ee7-4e9f-b37c-195cb1b1744f)

While implementing this I noticed that an inverted check means we were
never populating the "GLOB.cargo_sloth" field which means the station
trait wasn't even working.

BEHIND THE SCENES
This also adds a generic "job station trait" which can be expanded in
the future.
Future developers can extend this to add other "rare jobs" with relative
ease.
By default I have made it so all subtypes of this trait are mutually
exclusive, only one can roll at a time.

This also means that I have converted "cargo gorilla" into a job, which
applies most of the code previously located in the mob's typepath or in
the station trait.
The fact that it is a job means that **admins** can enable any number of
gorillas to be present on the latejoin menu (but not the roundstart one,
as it is not possible to add Cargo Gorilla to your occupation
preferences) if they so desire.
The random beurocratic station trait, event, and traitor item (and the
job console) are not able to add gorilla slots.

Because I changed "Cargo Gorilla" to a job it now no longer exists on
the map until a player gains the role, and there wasn't a non-hacky way
to copy the name of this round's cargo sloth. Instead I just added a
small cargo gorilla name list.

## Why It's Good For The Game

Makes the presence of a fun trait more visible to players.
Means that people who aren't observing get a chance to be a monkey.
This is a framework several other people have wanted to exist for their
own features.

## Changelog

🆑 Jacquerel and Fikou
qol: If the station rolls the "Cargo Gorilla" station trait. you will be
able to sign up for the role from the game lobby.
qol: If nobody signs up to be the Cargo Gorilla then you can select it
from the Late Join menu and arrive on the arrival shuttle.
fix: The Cargo Gorilla will actually spawn.
/🆑
2023-12-12 08:48:49 -08:00
Mothblocks
588da7a4d4 Remove delayed in MassInsert (#80196)
Necessary to update MariaDB to a newer version. Was necessary until we
had async queries, apparently.
2023-12-11 08:28:31 +00:00
John Willard
edbc7c5622 PDA update (Messenger works while dead, Microwave works, etc). (#80069)
## About The Pull Request

This is an update that touches many more things all at once (compared to
my other PRs) meant to make PDAs in general feel more consistent and not
take away from one of the experiences we want to encourage: interaction
between players.

1. Replaced all checks of a 'pda' with a 'modular pc'. This means
technically (though not done in-game currently) other modpcs can hold an
uplink, and microwaves can charge laptops.
2. Speaking of microwave, they now don't break and require
deconstruction if the cell is removed mid-charge.
3. When a Mod PC is out of power, it will now allow the Messenger to
work (which now also doesn't consume any additional power), if the app
exists on the PC. Here's a video demonstration


https://github.com/tgstation/tgstation/assets/53777086/7ae12f81-a271-49b8-95fa-2ba54d2e2d1f

4. Flashlights can't be turned on while the cell is dead
5. I replaced a bunch of program vars with ``program_flags`` and renamed
``usage_flags`` to ``can_run_on_flags``.
6. Added a debug modPC that has every app installed by default. Mafia
had some issues in the past that were unknown because Mafia wasn't
preinstalled with any tablet so was never in create & destroy nor in any
other unit test. This was just an easy solution I had, but PDAs should
get more in-depth unit tests in the future for running apps n stuff- I
just wanted to make sure no other apps were broken/harddeling.

## Why It's Good For The Game

Currently when a PDA dies, its only use is to reply to PDA messages sent
to you, since you can still reply to them. Instead of just fixing it and
telling players to cope, I thought it would be nice to allow PDA
Messenger to still work, as it is a vital app.
You can call it some emergency power mode or whatever, I don't really
mind the reason behind why it is this way.

When I made cells used more on PDAs, my main goal was to encourage
upgrading your PDA and/or limiting how many apps you use at once, I did
not want this to hit on players who use it as a form of interaction.
This is the best of both worlds, I think.

The rest of the changes is just for modularity, if some downstream wants
to add tablets, phone computers, or whatever the hell else, they can
still get just as far as PDAs should be able to get to, hopefully.

## Changelog

🆑
add: PDAs with a dead power cell are now limited to using their
Messenger app.
fix: Microwaves now stop charging PDAs if the cell was removed
mid-charge.
fix: Microwaves can now charge laptops.
fix: PDA Flashlights can't be turned on while the PDA is dead.
fix: You can now hold a laptop up to a camera (if it has a notekeeper
app installed) like PDAs already could.
/🆑

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-12-09 13:05:13 +01:00
MrMelbert
1e76fd70b4 Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom (#79968)
## About The Pull Request

Implements half of this (with some minor changes): 


![image](https://github.com/tgstation/tgstation/assets/51863163/bf5cc4bb-5a1f-42e3-921d-9a57bc6096cc)

The ultimate goal of this is to split our attack chain in two: 
- One for non-combat item interactions
  - Health analyzer scanning
  - using tools on stuff
  - surgery
  - Niche other interactions
- One for combat attacking
  - Item hit thing, item deal damage. 
  - Special effects on attack would go here.  

This PR begins this by broadining tool act into item interact. 

Item interact is a catch-all proc ran at the beginning of attack chain,
before `pre_attack` and such, that handles the first part of the chain.

This allows us to easily catch item interaction and cancel the attack
part of the chain by using deliberate bitflag return values, rather than
`TRUE` / `FALSE`*.

*Because right now, `TRUE` = `cancel attack`, no matter what, which is
unclear to people.

Instead of moving as much as possible to the new proc in this PR, I
started by doing some easy, obvious things. More things can be moved in
the future, or technically they don't even need to move in a lot of
cases.

## Changelog

🆑 Melbert
refactor: Refactored some methods of items interacting with other
objects or mobs, such as surgery and health analzyers. Report if
anything seems wrong
/🆑
2023-12-08 23:50:19 -07:00
Ghom
55f46d6012 Fixes the AI painting manager showing invalid choices and the search function (doesn't fix lag) (#80114)
## About The Pull Request
Exactly what it reads on the tin.

## Why It's Good For The Game
#79495 broke more than a few things alas. This will fix #79619.

## Changelog

🆑
fix: Fixed the AI painting manager showing invalid choices.
fix: Fixed the painting manager search function.
/🆑
2023-12-05 02:23:52 -05:00
Mothblocks
86f6072579 Blood brother gives chat log for conversions, fix blood brothers getting more antags (maybe?), better admin logging (#80095)
I think I fixed the issue of blood brothers getting more antags by
setting special_role. Dynamic rulesets are too complicated and this
shouldn't even be possible as a bug. I intend to completely rewrite how
rulesets work.
2023-12-05 06:20:34 +00:00
distributivgesetz
274eb2a52e Removes Clone Damage (#80109)
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not be viewable. -->
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request process. -->

## About The Pull Request

Does what it says on the tin. We don't have any "special" sources of
clone damage left in the game, most of them are rather trivial so I
bunched them together into this PR.

Notable things removed:
- Clonexadone, because its entire thing was centered around clone damage
- Decloner gun, it's also centered around cloning damage, I couldn't
think of a replacement mechanic and nobody uses it anyways
- Everything else already dealt clone damage as a side (rainbow knife
deals a random damage type for example), so these sources were removed

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

Consider the four sources of normal damage that you can get: Brute,
Burn, Toxins and Oxygen. These four horsemen of the apocalypse are very
well put together and it's no surprise that they are in the game, as you
can fit any way of damaging a mob into them. Getting beaten to death by
a security officer? Brute damage. Running around on fire? Burn damage.
Poisoned or irradiated? Toxin damage. Suffocating in space? Brute, burn
and oxygen damage. Technically there's also stamina damage but that's
its own ballpark and it also makes sense why we have a damage number for
it.

Picture this now: We have this cool mechanic called "clone pods" where
you can magically revive dead people with absolute ease. We don't want
it to be for free though, it comes at a cost. This cost is clone damage,
and it serves to restrain people from abusing cloning.

Fast forward time a bit and cloning is now removed from the game. What
stays with us is a damage number that is intrinsically tied to the
context of a removed feature. It was a good idea that we had it for that
feature at the time, but now it just sits there. It's the odd one out
from all the other damage types. You can easily explain why your blade
dealt brute damage, but how are you going to fit clone damage into any
context without also becoming extremely specific?

My point is: **clone damage is conceptually a flawed mechanic because it
is too specific**. That is the major issue why no one uses it, and why
that makes it unworthy of being a damage stat.
Don't take my word for it though, because a while ago we only had a
handful of sources for this damage type in the game. And in most of the
rounds where you saw this damage, it came from only one department. It's
not worthwhile to keep it around as a damage number. People also didn't
know what to do with this damage type, so we currently have two ways of
healing clone damage: Cryotubes as a roundstart way of healing clone
damage and Rezadone, which instantly sets your clone damage to 0 on the
first tick. As a medical doctor, when was the last time you saw someone
come in with clone damage and thought to yourself, "Oh, this person has
clone damage, I cannot wait to heal them!" ?

Now we have replacements for these clone damage sources. Slimes? Slime
status effect that deals brute instead of clone. Cosmic heretics? Random
organ damage, because their mechanics are already pretty fleshed out.
Decloning virus? The virus operated as a "ticking timebomb" which used
cloning damage as the timer, so it has been reworked to not use clone
damage. What remains after all this is now a basically unused damage
type. Every specific situation that used clone damage is now relying on
another damage type. Now it's time to put clone damage to rest once and
for all.

Sure, you can technically add some form of cellular degradation in the
future, but it shouldn't be a damage number. The idea of your cells
being degraded is a cool concept, don't get me wrong, but make it a
status effect or maybe even a wound for that matter.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
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probably isn't good for the game in the first place. -->

## Changelog

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🆑
del: Removed clone damage.
del: Removed the decloner gun.
del: Removed clonexadone.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
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2023-12-04 14:42:43 -08:00
Mothblocks
714ff3ec54 Remove /datum/game_mode, we SSdynamic now [again] (#79965)
I don't remember what was hard about this last time it took me like 20
minutes this time so I'm scared.

Removes dynamic simulations, only I have used them and it's a lot more
complicated now with this. I plan on making Dynamic simulations a part
of moth.fans anyway
2023-12-02 10:25:48 +13:00
LemonInTheDark
96f19b962a Removes some done todos (and ones that I think are dumb) (#80017)
## About The Pull Request

Most of these are mine that I just forgot about, only one I think anyone
cares about is the one in mobs.dm about making delta time match
subsystem yielding, but I think it's a bad idea so it's gone

Oh also, replaces an old comment of mine with an actual explanation
(it's about the icon cache and shit)
2023-12-01 00:58:13 +01:00
Pickle-Coding
39a9c77672 [NO GBP]Gives the singularity more processing time (#80004)
## About The Pull Request
Sets rhe singulo SS processing weight to 350, from 50.
## Why It's Good For The Game
The round is going to end, and the singularity is the center of
attention. No one cares about the simplemobs in lavaland or whatever.
Lets the singularity have more opportunity to say fuck.
## Changelog
🆑
code: The singularity processing is a bit more important than the other
subsystems.
/🆑
2023-11-30 13:00:03 -05:00
oranges
d96dfd098b Fixes failure state indication message (#79988)
This is actually determining if the item was deleted before it had a
chance to Initialize.
2023-11-28 19:09:25 -05:00
Kylerace
6448fdbff0 makes verb callbacks not execute if the original client disconnected (#79964)
## About The Pull Request
currently verb callbacks still execute if the usr at the time of their
creation got deleted or had their client disconnected before they got
invoked. this can cause issues if the verb being deferred assumes usr
exists, now the callback will return instead of calling its proc if its
invoked after usr is deleted or disconnected.
## Why It's Good For The Game
less runtimes
## Changelog
🆑
code: verb callbacks will no longer execute if the original client
disconnected
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-11-27 16:20:28 -07:00
LemonInTheDark
a45752e3c9 Micros bucketJoin with operator"" (#79949)
## About The Pull Request

We make timers a lot. Making a unique string for each of them wastes
time (string churn).
It also means we have to do an extra ref() in the bucketJoin proc.

If we instead throw all the shit we care about in a list and just read
off it later, we get pretty decent savings ((0.013 | 0.022) -> (0.009,
0.012)) (It was way worse when ref() was hyper expensive) It's not much,
but since timers are hot I think it's worthwhile.

It also lets us add further debug information, if we want it.
Could optimize this further if we had less stuff in the list, depends on
what we want displayed as it was on insertion and what we want displayed
as it was at moment of print.

Also also this is 100% the reason I did 515 in the first place and I
need to be free

## Why It's Good For The Game

Uhhhhhhhh more flexability in timer readouts? Cost I was worried about
is mostly gone cause ref() got better I think
2023-11-26 20:20:27 -07:00
LemonInTheDark
1d6533c525 Bumps compile to 515 (#79134)
## About The Pull Request

LSP supports it, let's GOOOOOO
I've removed the 515 tests since they're stable, alongside the libcall
wrapper. left the rustgcall wrapper cause yaknow memes
Just removed all the 515 and 514 particular define wrappers. gaming

## Changelog
🆑
server: Minimum compile version has been bumped to 515. clients still
support 514 but we're gonna start using 515 restricted features for
serverside now.
/🆑

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-11-25 21:03:29 -08:00
John Willard
ddd3f53943 PDA general maintenance (NTNet downloader rework) (#79741)
## About The Pull Request

I deleted the documentation file of ModPCs because it was barebones and
had no new information to give that autodoc couldn't. Just to make sure
this isn't a net-negative, I improved on much of the autodoc and
comments in general around ModPC code to help people understand easier
what's going on around it.
I also renamed vars that were too easily confused with other var names,
and reworked the ntnet downloader a little;
- it now has a search bar
- it now has more sections to scroll through, hopefully making it more
accurate and easy to find what you need.
- also organized the apps that were previously shoved in 'other'.
- i also upgraded it to a .tsx because why not

video demonstration


https://github.com/tgstation/tgstation/assets/53777086/cbba4c1c-b8a8-4ba4-8628-aea8389999fc

## Why It's Good For The Game

Adds in a lot of comments that were previously missing, clears up some
sources of confusion within ModPC code, and improves NTNet Downloader,
something I've procrastinated on doing for a very long time now.

## Changelog

🆑
qol: NTNet Downloader now has a search bar, and programs are now better
sorted.
/🆑
2023-11-19 19:00:18 -05:00
tattle
2ed2fb4a71 Fixes the admin painting manager (#79842)
## About The Pull Request
I mucked this up a few weeks ago, wrote the fix, then got busy and
forgot about it. This fixes the bluescreen that appears when admins try
to look at the painting manager.

## Changelog
🆑 Tattle
fix: admin painting manager works again
/🆑

---------

Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-11-19 10:52:51 -08:00
san7890
b251b9dbb0 Refactors Parrots into Basic Mobs (ft. Ben10Omintrix/Kobsamobsa) (#79762) 2023-11-18 19:24:32 -08:00
san7890
eb246c21f6 Fixes sending stuff to "Old" Chat (#79819)
## About The Pull Request

This functionality was removed in #79479
(e1c6cfdce8), and we should still be
supporting the old chat anyways because it contains a plethora of useful
BYOND information that we still can really leverage (such as the
built-in profiler and stuff like that) and it's going to be painful to
do that if you have to keep spamming `fix-chat` to see OOC/ASAY while
alternating every damn time.
## Why It's Good For The Game

It's ugly but we still need it. There's a reason why we still have it.
## Changelog
🆑
fix: "Old Chat" (AKA: The old-styled non-TGUI raw-HTMLesque chat that
you might see when it prods you with the "Failed to load fancy chat!"
issue) should now get all text messages as expected.
/🆑
2023-11-18 08:48:37 -05:00
Zephyr
e1c6cfdce8 Adds a Chat Reliability Layer (#79479)
## About The Pull Request

Everyone knows that chat will just eat your messages now and then, isn't
that annoying?
What if SSchat was smart enough to keep track of your messages and
notice when you didn't get one?
Well, now it can!
## Why It's Good For The Game

Chat messages poofing into the aether is bad, really bad.
## Changelog
🆑
add: Chat Reliability Layer
code: TGUI chat messages now track their sequence and will be resent if
the client notices a discrepenency
/🆑

---------

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2023-11-18 07:52:56 +13:00
ArcaneMusic
c117897605 Fixes to the Galactic Material Market regarding market quantity. (#79307)
## About The Pull Request

This PR makes a fix to market quantity of materials on the GMM. In
short, when you buy sheets, they get removed from the market's pool of
available resources.
When buying resources, they now shift up and down based on a fraction of
their inherent base_market_quantity, and not their current quantity,
preventing situations where a material can fully deplete all its stock
forever. I've also tweaked the numbers to try and keep those changes
from swinging too far wide as a result of this change.

Respecting quantity of materials should additionally help to decrease
the quantity of bike rounds in-game as well as the rare but horrifying
billion credit round.

## Why It's Good For The Game

Respecting quantity of materials should additionally help to decrease
the quantity of bike rounds in-game as well as the rare but horrifying
billion credit round. Also, I namely just completely missed this during
the original PR and I've been out of state for a few weeks so I've been
meaning to get around to fixing this.

Fixes #79116. Fixes #79247.


## Changelog

🆑
fix: The Galactic Material Market now respects quantity of materials
purchased, removing them from the market when bought and preventing you
from ordering more than are available at a given time.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-11-15 07:01:03 +00:00
John Willard
5175ae0637 TGUI Destructive Analyzer (#79572)
## About The Pull Request

I made this to help me move more towards my goals [laid out
here](https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA) which currently doesn't
have much interest.

This makes the Destructive Analyzer use a little neat TGUI menu instead
of its old HTML one. I also touch a lot of science stuff and a little
experimentor stuff, so let me explain a bit:
Old iterations of Science had different items that you can use to boost
nodes through deconstruction. This has been removed, and its only
feature is the auto-unlocking of nodes (that is; making them visible to
the R&D console). I thought that instead of keeping this deprecated code
around, I would rework it a little to make it clear what we actually use
it for (unhiding nodes).
All vars and procs that mentioned this have been renamed or reworked to
make more sense now.

Experimentor stuff shares a lot with the destructive analyzer, so I had
to mess with that a bit to keep its decayed corpse of deprecated code,
functional.

I also added context tips to the destructive analyzer, and added the
ability to AltClick to remove the inserted item. Removing items now also
plays a little sound because it was kinda lame.
Also, balloon alerts.

## Why It's Good For The Game

Moves a shitty machine to TGUI so it is slightly less shitty, now it's
more direct and compact with more player-feedback.
Helps me with a personal project and yea

### Video demonstration

I show off connecting the machine to R&D Servers, but I haven't changed
the behavior of that and the roundstart analyzers are connected to
servers by default.


https://github.com/tgstation/tgstation/assets/53777086/65295600-4fae-42d1-9bae-eccefe337a2b

## Changelog

🆑
refactor: Destructive Analyzers now have a TGUI menu.
/🆑
2023-11-14 14:17:41 +01:00
LemonInTheDark
3223d2a3fb Lemon fixes ci (#79384)
## About The Pull Request

Sets up moveloops to better catch issues with duplicated loops

Letting people modify the timer var AND have it track what bucket we're
in was a bad idea.
So instead let's store the queued time separate. Also makes
allowed_to_move return true/false instead of flags

This fixed? the null loop issue locally, I honestly have no damn idea
why. I'm gonna be working on the rest of ci here, left trackers so if it
pops up between now and merge I'll know what the issue is.

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
2023-11-12 09:25:59 +00:00
Jeremiah
065bb04dfc Code cleanup for qdel (#79568)
## About The Pull Request
I want to put my hands in the engine. If you don't want me touching this
I am not hurt if its closed

Added 2 early returns and removes single letter vars
## Why It's Good For The Game
Code improvement
## Changelog
N/A nothing player facing

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-11-10 19:41:19 -08:00
san7890
35142811ee Fixes Mock Clients Leaking Into Production (#79640)
Basically, every time we made a new client interface, we would add it to
`GLOB.directory` (new behavior introduced in (#79348
(88bb3afcce)).
This would mean that we would pass in junk mock clients into the vote
processing feature instead of actual legitimate clients, as well as a
slew of unintended consequences elsewhere wherever we access
`GLOB.directory`.

We would create mock clients in stuff like
`randomize_human_appearance()`, which is legitimately used and called in
a slew of places where we want random humans, which allows junk to enter
in directory per the aforementioned point.

Anyways, let's just... not let's add it to the directory if we aren't
running unit tests. I also made the vote processing code a bit more
strict juuuuuuuust in case
2023-11-10 23:10:23 +00:00
LemonInTheDark
9696dd1a1d Targeting Datums Renamed (and global) (#79513)
## About The Pull Request

[Implements the backend required to make targeting datums
global](6901ead12e)

It's inconsistent with the rest of basic ai for these to have a high
degree of state, plus like, such a waste yaknow?

[Implements
GET_TARGETING_STRATEGY](d79c29134d)

Regexes used:
new.*(/datum/targetting_datum[^,(]*)\(*\)* -> GET_TARGETING_STRATEGY($1)

Renamed all instances of targetting to targeting (also targetting datum
-> targeting strategy)

I've used GET_TARGETING_STRATEGY at the source where the keys are
actually used, rather then in the listing. This works out just fine.

## Why It's Good For The Game

Not a misspelled name through the whole codebase, very slightly less
memory load for basically no downside (slight cpu cost maybe but not a
significant one.

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-11-09 14:44:24 +00:00
SyncIt21
f9c041f8f1 Removes unused vars from cargo & economy. (#79531)
## About The Pull Request
1. Removes `SSshutle.order_history`. This list is responsible for
keeping track of all orders delivered through cargo. This list however
is neither used for logging nor has an UI interface for players to
interact with, it just increases in length & memory as orders are made
and goes unused. By removing this list we can now safely delete supply
orders after cargo has shipped them thus saving memory

2. Mining orders & Material orders now delete their supply packs when
their supply orders are deleted to properly cleanup memory. These 2 are
special orders that generate their own unique supply packs that is not
part of the custom `SSshuttle.supply_packs` list so it won't cause any
issues

3. Removes `SSeconomy.export_total` & `SSeconomy.import_total`. Nobody
used these vars so no reason to keep them around.

## Changelog
🆑
code: removed order history, import & export value from cargo & economy
subsystems. Allow supply packs to be properly deleted. In general memory
savings
/🆑
2023-11-09 13:46:49 +01:00
Watermelon914
00be4978ae Adds a user type to integrated circuits, refactors the list pick component. (#79412)
## About The Pull Request
Added a user type to integrated circuits that can't be stored as a user
type but can be typecasted to entity. Useful for components that
directly ask for an input from the user, like the list pick component.

Refactored the list pick component to use this user port and to also
send failure signals whenever a success signal is not sent.
Removed the triggered port for the list pick component.

Also fixes a runtime that occurs with the list pick component if the
list passed in only contains null values.

## Why It's Good For The Game
Can't force a prompt onto people who haven't interacted with your
circuit.

## Changelog
🆑
add: Added a user type to integrated circuits
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2023-11-06 23:10:04 +01:00
FlufflesTheDog
c8ed3f8e89 Makes paraplegic no longer exclusive with spacer/settler (#79515)
## About The Pull Request
Pretty self explanatory, gets rid of the restriction on using paraplegic
with these quirks.

I'm going to very tentatively call this a qol, since I can't fathom this
really being much of a mechanical help for anyone. But I wouldn't
complain if people disagree
## Why It's Good For The Game
Space-born people would likely be able to function fine without legs in
little to no gravity, and both of them, lore wise, could have been
paralyzed later in life. It doesn't really make sense for them to be
exclusive.

In terms of balance, I don't believe either combination meaningfully
negates any of the downsides of the quirks. I can't really think of any
potentially abusable mechanics that this restriction is preventing.
## Changelog
🆑
balance: paraplegic is no longer exclusive with spacer or settler or
spacer. Broken legs don't discriminate!
/🆑
2023-11-06 15:21:26 +01:00
Tim
3177a8e0ab Split persistence into subfiles (#79290)
## About The Pull Request
Splits the large ass persistence file into a bunch of smaller subfiles.

## Why It's Good For The Game
Better organization.

## Changelog
N/A
2023-11-05 07:45:19 +00:00
lessthanthree
312cd8880d Station announcements cleanup (#79315)
## About The Pull Request

- As the size of the announcement proc has grown over the past few PRs,
did a pass over them for readability and consistency
- Include the arg names for coders unfamiliar with the new announcement
format
- Replaced leftover hardcoded Central Command text with the command name
proc, so all announcements reflect the command name if changed by an
admin
- Replaced hard coded emergency shuttle timer text with the actual
timeleft vars, so it's correct if the timers are changed for any reason
- Darkens the dark mode blue/red headers to be more red less pink, while
staying in accessibility standards
- Adds a lower profile grey colour for automated non-Central Command
announcements

## Changelog

🆑 LT3
code: Emergency shuttle announcements no longer use hardcoded values
code: Central Command announcements now correctly use its new name when
changed
spellcheck: Consistency pass on event announcements
/🆑
2023-11-04 18:38:52 -06:00
Profakos
1e8507e154 Initializes on_finish_callbacks in the JPS move loop (#79505)
## About The Pull Request

The on_finish_callbacks list in `/datum/move_loop/has_target/jps` was
not initialized. Usually, when you add something to an uninitialized
list, it gets initialized and the item gets added to it. However, the
`CALLBACK` wrapper is around `new /datum/callback`, this fails.

This meant on_finish_callback was not a list, therefore at the end of
pathfinding, its contents could not be iterated and invoked. This PR
fixes this problem by initializing the list.

## Why It's Good For The Game

Closes #79383
Blob minions rally and punch again. 

## Changelog

🆑
fix: Basic mobs using JPS can move again
/🆑
2023-11-04 16:03:09 -06:00
tattle
4e945c4a79 [NO GBP] Retain filtering capabilities for paintings (#79504)
## About The Pull Request
Fixes a little whoopsie from #79495 which got rid of the ability to
filter paintings

## Why It's Good For The Game
Filtering good

## Changelog

:cl:Tattle
fix: paintings can once again be filtered
/🆑

Co-authored-by: tattle <article.disaster@gmail.com>
2023-11-04 04:34:26 +01:00
tattle
9b2f79764f Caches data for paintings we have saved (#79495)
## About The Pull Request
We got some reports about a server lagging, the cause was determined to
be TGUI. Potato figured out it was the painting manager, and I was able
to recreate the lag by just quickly scrolling through the 1200+
paintings on Manuel via a curator console. Please don't do this btw.

## Why It's Good For The Game
Allow people to scrub through the painting gallery without lagging the
server.

## Changelog
🆑 Tattle
fix: you should now be able to scrub through the library without lagging
the server
/🆑

---------

Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
2023-11-03 19:39:16 +00:00
lessthanthree
43d0367eee Improved nightshift check on security level change (#79369)
## About The Pull Request

Modifies the security level change proc to only fire the nightshift
subsystem if the subsystem is running, and if a lighting change is
required. If a lighting change is required, nightshift has its next fire
set 7 seconds after, so announcements and sounds don't stack.

## Why It's Good For The Game

Nightshift is only updated when required, eliminating nuisance
announcements when levels unrelated to red/delta are selected.

## Changelog

🆑 LT3
code: Changing security levels will only trigger the nightshift
subsystem if lighting changes are required
/🆑
2023-10-31 15:54:22 +00:00
jimmyl
d31c21ff1b new space ruin, the biological research outpost (#79149)
## About The Pull Request

![2023-10-21 18 02
39](https://github.com/tgstation/tgstation/assets/70376633/5829e939-3b04-465f-a186-095ceb360bba)

adds this ruin to space ruin pool
this is a shady (as NT always is) bioresearch outpost that got fucked up
by an experiment
this has like some puzzle aspect to it since you gotta find keycards and
shit and press buttons to unlock shield gates
this ends with you fighting a heart which if you defeat, destroys the
blockade that prevents you from entering the outpost vault

also you can no longer literally just cut indestructible grilles or
unanchor indestructible windows

### new puzzle elements or something idk
variant of pressure plate that you cannot remove and it sends a puzzle
signal
cooler red puzzle doors that look very foreboding or something idk
theyre for this ruin
also puzzle blockades, which are indestructible dense objects that are
destroyed if they receive a puzzle signal
and also buttons and keycard pads for puzzles


https://github.com/tgstation/tgstation/assets/70376633/c98807ec-1e7b-49c4-a757-cdbb76a1b566



https://github.com/tgstation/tgstation/assets/70376633/9d5d9dd1-5868-44e6-a978-5ea57b30c298

stuff that throws electric shocks in a pattern, ignores insuls and only
knocks down, and no you cannot just run past


https://github.com/tgstation/tgstation/assets/70376633/5772917c-a963-48a4-a743-b0f610801d25

### enemies
living floor, it can only attack stuff on top of it and it attacks until
the victim is dead
it is invincible to all but a crowbar, and it cannot move, and it
remains hidden until a victim is in range


https://github.com/tgstation/tgstation/assets/70376633/aa1d54f6-b259-4e58-9d44-e393d2131acf

living flesh, it can replace your limbs with itself
the conditions for that are; the limb must have 20 or more brute, victim
must be alive and dismemberable, the limb may not be torso or head, or
the limb may not be living flesh
alternatively it can replace a missing limb
these are all checked with every attack
they have 20 hp
the limbs in question will sometimes act up, while passively draining
nutrition, arms will randomly start pulling nearby stuff, legs may step
randomly
limbs when detached, turn into mobs and reactivate AI 2 seconds later.
if the host is shocked, all living flesh limbs will detach, or if the
host dies they will also do that


https://github.com/tgstation/tgstation/assets/70376633/765cc99e-c800-4efb-aabe-d68817bbd7ae



## Why It's Good For The Game

ruin variety is cool i think
also the other things i added should be useful for other mappers for
bitrunning or whatever

also bug bad for that one fix
## Changelog
🆑
add: living floor, living flesh, and other stuff for the bioresearch
outpost ruin
add: bioresearch outpost ruin
fix: you may not defeat indestructible grilles and windows with mere
tools
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-10-31 08:15:42 +13:00
Timberpoes
3f57218ccf Adds a few extra params to blackbox dynamic threat logs. (#79344)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Adds the roundstart pop count and the calculated max threat to blackbox
logging of dynamic threat.

This allows for identifying lowpop shifts and more intelligent analysis
of dynamic threat.

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

I need this added to better track what's going on when analysing threat
distribution, as all threat stats will bias low with the inclusion of
lowpop shifts capping max threat.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

No player-facing changes.

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-10-28 19:48:10 +00:00
Watermelon914
9dcef290ec Reworks the styling of the announcements and expands major announcements to also be colourable. (#79236)
## About The Pull Request
The styling of the announcements has been reworked and major
announcements can now be coloured too. Syndicate and hostile
announcements have been given a red/orange. Wizard federation now has a
purple colour.
Admins can set what colour they want their announcements to be and they
can also set the announcement subheader now.
The colour scheme for darkmode has been changed slightly and the colour
scheme for lightmode has been completely revamped.
Main text body of the announcements are no longer striped to allow for
easier reading.
Rolled back the changes to deadchat notifications, they're now back to
being normal text.

Shuttle-related announcements now have an orange background
<details>
<summary>Light mode pictures</summary>


![image](https://github.com/tgstation/tgstation/assets/37270891/30f56511-5c98-48ae-9f72-605a813b3103)


![image](https://github.com/tgstation/tgstation/assets/37270891/18741f85-834d-40d6-a7d3-b179760cebfa)


![image](https://github.com/tgstation/tgstation/assets/37270891/e6df8e19-8bb7-4aa4-9e44-f5d6d78563e0)


![image](https://github.com/tgstation/tgstation/assets/37270891/d791f0c5-bcc9-4f39-8c49-e6552e3dbfdd)

</details>

<details>
<summary>Dark mode pictures</summary>


![image](https://github.com/tgstation/tgstation/assets/37270891/5c383dd4-b435-4a2e-8e28-b78e73c4da96)


![image](https://github.com/tgstation/tgstation/assets/37270891/46dd1d1a-22b4-4613-85d3-aeb5be26b3b2)


![image](https://github.com/tgstation/tgstation/assets/37270891/e3b28b75-42b7-467a-b23d-748b12e3c093)


![image](https://github.com/tgstation/tgstation/assets/37270891/6a606798-42ac-4c1e-9246-9ff8f478239d)

</details>

## Why It's Good For The Game
The colours for light mode were hard to read due to bad colour
combinations, which caused the foreground and background to have too low
contrast. Additionally, I felt like the styling was less immersive
overall and that there didn't need to be so much noise over the main
text body.

## Changelog
🆑
add: Reworked the colour schemes for the minor and major announcements
as well as their layout
del: Rolled back changes to deadchat notifications
admin: Admins can now select the colour of their announcements as well
as the subheader when creating a command report.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2023-10-25 21:42:32 -07:00
Emmett Gaines
d8e826f570 Light dreaming refactor + new dream (#78996)
## About The Pull Request

Makes it so new dream types can be more easily added to the game with
effects within them beyond just some text being displayed if you want. I
added a dream that plays a random sound file available in the game files
to demonstrate how it's used. Mainly I wanted this out of the way for
another thing I'm working on.

I also made it so if the sound subsystem fails to reserve a channel it
throws a runtime since this happening is likely always going to result
in a bug, like it did while I was testing this.

## Changelog

🆑
add: New dream that plays sound at you
/🆑
2023-10-21 13:46:35 -04:00
san7890
30bac3a301 Adds Custom Announcement Dividers (#79071)
This ports a whole bunch of various PRs and commits from
https://github.com/effigy-se/effigy-se , with heavy refactoring to keep
it fresh for /tg/'s code standards.

## About The Pull Request

The whole slew of announcement touchups lately (as in #78995
(37db1ecbf8) / #79052
(12308dbd3d)) have made me realize how
much this stuff sucks. The author of these new spans was advertising
these in coding general, so I sat down and coded it. Look at the spans,
they're much nicer than what we had going on:

(ignore the capitalized alert status names, this was removed)

<details>
<summary>Dark Mode</summary>


![image](https://github.com/tgstation/tgstation/assets/34697715/107b8efb-b7a1-41ff-9d16-358c4dc3738d)

![image](https://github.com/tgstation/tgstation/assets/34697715/9e730dfe-7ba3-4edd-96bb-0630fe5e85cf)
</details>

<details>
<summary>Light Mode</summary>


![image](https://github.com/tgstation/tgstation/assets/34697715/57f642f9-ee17-4b16-8027-00a9350e9059)

![image](https://github.com/tgstation/tgstation/assets/34697715/b28b7f49-fd4f-420a-9313-e16b9781c07c)
</details>

This PR also features

* Major announcement code handling cleanup and refactor! There was a lot
of copypasta so let's distill it all down into one proc
* Better cacheing! We were doing a shit load of new string generation
needlessly! That's fixed now.
* Better string concatenation! Lists are better for string tree reasons.
It still works just as well, as you can see from the screenshots above.
Best of all, no fucking `<br>` dogshit everywhere!
* We don't use string equivalency in order to figure out the "type" of
an announcement. It's all defines now. This was a bonus that I just
coded in since it irritated me.
* Minor spellcheck of "announcement".
* All of our HTML string mangling stuff is now all span macros! I love
macros.

## Why It's Good For The Game

In the same vein of adding examine blocks (#67937
(b864589522)) because old examinations
tended to blend in with the chat and everything chat-wise used to suck
really hard- I think this is a really nice way to draw attention to
announcements in the chat box without needing a shit load of line breaks
that just really look ugly and have no real consistency. You can look at
the PRs/commits I linked above for an idea of just how ugly it could be
getting.

I haven't audited every announcement in this PR, we can tweak this down
the line.

## Changelog

🆑 LT3, san7890
add: Announcements have gotten a fresh coat of paint! They should be
popping with splendid new colors and should have a lot less ugly
linebreaks, while still managing to keep your attention at the screen.
/🆑

I know we didn't need to port all the CSS themes but I added them
anyways in case admins wanna have some fun.
There can probably be more code improvements, just figured I'd crack it
out while I had time.
The colors also seem fine, let me know if we need more redness or
something. It's okay for stuff to be toned down a bit imo, but that
should be done after a hot second.

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-10-20 21:35:20 +02:00
LemonInTheDark
2532911353 Adds pathmaps, refactors pathfinding a bit (#78684)
## About The Pull Request

Implements /datum/pathfind/sssp, which generates /datum/path_map

/datum/path_maps allow us to very efficently generate paths to any turf
they contain from their central point.

We're effectively running the single source shortest paths algorithm.
We expand from the center turf, adding turfs as they're found, and then
processing them in order of addition.
As we go, we remember what turf "found" us first. Reversing this chain
gives us the shortest possible path from the center turf to any turf in
its range (or the inverse).

This isn't all that useful on its own, outside of a few niche cases
(Like if we wanted to get the farthest reachable turf from the center)
but if we could reuse the map more then once, we'd be able to swarm
to/from a point very easily.

Reuse is a bit troublesome, reqiures a timeout system and a way to
compare different movables trying to get paths.
I've implemented it tho. I've refactored CanAStarPass to take a datum,
/datum/can_pass_info. This is built from a movable and a list of access,
and copies all the properties that would impact pathfinding over onto
itself.

There is one case where we don't do this, pathing over openspace
requires checking if we'd fall through the openspace, and the proc for
that takes an atom.
So instead we use the weakref to the owner that we hold onto, and hold
copies of all the values that would impact the check on the datum.

When someone requests a swarmed path their pass info is compared with
the pass info of all other path_maps centered on their target turf. If
it matches and their requested timeout isn't too short, we just reuse
the map.

Timeout is a tricky thing because the longer a map exists the more out
of date it gets.
I've added a few age defines that let you modulate your level of risk
here. We default to only allowing maps that are currently
being generated, or finished generating in our tick. 
Hopefully this prevents falling into trouble, but consumers will need to
allow "failed" movements.

As a part of this datumized pass info, I've refactored pathfinding to
use access lists, rather then id cards directly. This also avoids some
dumbass harddel oppertunities, and prevents an idcard from changing mid
path.

Did a few things to the zPass procs, they took args that they did NOT
need, and I thought it'd be better to yeet em.

If you'd all like I could undo the caching/can_pass_info stuff if you'd
all like. I think it's useful generally because it avoids stuff changing
mid pathfind attempt, but if it's too clunky I could nuke it.

Oh also I added optional args to jps that constricts how it handles
diagonals. I've used this to fix bot paths.

## Why It's Good For The Game

Much of this is redundant currently. I'm adding it because it could have
saved hugglebippers, and because I get the feeling it'll be useful for
"grouping" mobs like bees and such.
We're doing more basic mob work currently and I want to provide extra
tools for that work.


https://github.com/tgstation/tgstation/assets/58055496/66aca1f9-c6e7-4173-9c38-c40516d6d853

## Changelog
🆑
add: Adds swarmed pathfinding, trading accuracy for potential
optimization of used correctly
fix: Bots will no longer take diagonal paths, preventing weirdo looking
path visuals
refactor: Refactored bits of pathfinding code, hopefully easier to add
new pathfinding strategies now
/🆑
2023-10-17 23:52:54 -06:00
lessthanthree
12308dbd3d Announcement CSS hotfix [NO GBP] (#79052)
## About The Pull Request

I forgot light mode exists half way through making PR
https://github.com/tgstation/tgstation/pull/78995, apparently. Also
fixes the weird spacing on shuttle evac calls and dark mode alert text,
reduces the padding on either side of announcements.


![image](https://github.com/tgstation/tgstation/assets/83487515/3af555c0-24b6-425f-819a-25766e1238ba)


![image](https://github.com/tgstation/tgstation/assets/83487515/f5a1546c-567d-4d42-87af-5f5a1d8dc535)


![image](https://github.com/tgstation/tgstation/assets/83487515/05d9d5a4-7692-44ff-84c6-5abd0a1d915d)


## Changelog

🆑 LT3
spellcheck: More announcement CSS fixes, now including light mode
/🆑
2023-10-17 19:50:21 -07:00
LemonInTheDark
b77fa8c2a2 Starlight Control (Aurora works now, space gas doesn't touch starlight, narsie ending effects) (#78877)
## About The Pull Request

[Implements a setter for starlight
variables](af34f06b41)

I want to start to modify starlight more, and that means I need a way to
hook into everything that uses it and update it, so we can modify it on
the fly.

This does that, alongside removing space overlays from nearspace (too
many false positives) and making the aurora modify all turfs projecting
starlight, rather then all turfs in an area.

Do still need to figure out handling for the starlight color usage in
turf underlays tho (I gave up, we just keep it static. I'll fix it
someday but the render_relay strategy just doesn't work with its masking
setup)

[Reworks how starlight overlays
work](9da4bc38e2)

Instead of setting color on the overlays directly, we instead store an
object with our current settings in every mob's screen, and
render_target it down onto our overlays.

This lets us update overlay colors VERY trivially. Just need to set
color on the overlay var. Makes modifying starlight a lot cheaper.

It doesn't work on area overlays, because suffering, and it MIGHT induce
extra cost on clients. if it does we can do something about that, we'll
play it by ear

[Removes parallax starlight
coloring.](5f701a1b13)

I'm sorta iffy on the color, the effect can be real oppressive in some
cases, and I'd like to use starlight color for more events in world, and
having it vary can make that looking nice hard.

[Adds some visual effects to narsie being
summoned](a423cfcb2b)

As the rune drawing progresses space (starlight and parallax) go from
normal to greyscale. Then, right about when narsie shows up, starlight
becomes vibrant red.

It's a nice effect. I wanna do more shit like this, I think it'll
improve vibes significantly.
## Why It's Good For The Game

Can't embed it because of github's upload limit, can show a
[link](https://cdn.discordapp.com/attachments/458452245256601615/1160821856358645860/2023-10-08_22-31-22.mp4?ex=65360e99&is=65239999&hm=680e33e4e0026b89e132afc50c04a648a24f869eb662f274a381a5de5c5a36f2&)
for the narsie stuff

Here's
[one](https://cdn.discordapp.com/attachments/326831214667235328/1160813747196141568/2023-10-08_22-34-10.mp4?ex=6536070c&is=6523920c&hm=f8d571d1013da89887f49f3fec99f632251eeeac83085aa7dde97009aee3922f&)
for the aurora too.

This gives us more pretty starlight shit, and the ABILITY to do more
pretty starlight shit. I'm pretty jazzed, and I hope people use this
proc more (keeping in mind that it's pretty hard on the lighting system,
and needs significant delay between changes)
## Changelog

🆑
add: Narsie summoning has had some effects added to space and starlight
del: Removes the link between spacegas color and starlight. It was a
slight bit too vibrant and I think impacted the vibe too wildly to be
incidental.
fix: The aurora event actually... works now. Space lights up and all
that
/🆑
2023-10-17 13:19:12 -06:00
lessthanthree
7626c3bd6c Tram v6/Transport Subsystem (#78230)
Co-authored-by: Unit0016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2023-10-17 10:52:38 -07:00
Rhials
2cd02f187c Reduces the average delay between random events, cleans up event subsystem code (#78798)
## About The Pull Request

Alright first thing's first -- 

`frequency_lower = 3 minutes -> 2.5 minutes`
`frequency_upper = 10 minutes -> 7 minutes`

There's also some autodocing/unsinglenamevaring of the events subsystem,
and the event selection code has been moved to a pick_weight().

This should have no effect on summon events, since that sets the
frequencies manually when triggered.
## Why It's Good For The Game

The benign, fluffy events now heavily outweigh the truly destructive
events in the pool. Even situationally destructive ones like the
Supermatter Surge or Brand Intelligence provide players with a
meaningful diversion to keep themselves occupied with.

Having more things going on, and more for players to do, is a good
thing. Reducing the potentially lengthy delay between random events
should accomplish this without increasing the amount of chaos between
rounds.

Also, these values were changed 8 years ago, under the reasoning that
"there are more random events now". We can safely say that there are
even MORE random events now. I know changing something because it was
changed in the past isn't a valid reason, but it's what set me down this
road in the first place.

As a reminder, ghost antag events are handled through dynamic (unless
dynamic is out of threat), meaning this won't seriously affect how
frequently you see antags.

These values are, of course, subject to change in response to feedback,
discussion, and maintainers yelling at me.
## Changelog
🆑 Rhials
balance: Random event frequency has been adjusted to fire events more
often.
code: The event subsystem has been prettied up with comments and longer
variable names.
/🆑
2023-10-16 21:57:33 +02:00