* Tramstation: choo choo MORE MAP COMIN' THROUH
* Tramstation: Skyrat Edition (#4104)
* Decals Fixed
* Modularity? Whatever
* Fuck me if I need to make a second PR for this
* Blueshield + Cryo + Ian Fursuit
* Automatic changelog generation for PR #4104 [ci skip]
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com>
* holodeck templates no longer take double the room in template-place (#57598)
* holodeck templates no longer take double the room in the template-place list, even though they deserve all that room
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Makes client timers not able to perma block normal timers (#57588)
* Makes client timers not able to perma block normal timers
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
* Makes pipenet rebuilds yield much more often (#57511)
Makes both the act of starting a rebuild, and the full rebuild itself yield.
This might? Expose some things that rely on parent existing, but that was a problem before, if a rare one. It'll
need cleaned up at some point, but I'd like some feedback on how I'm acomplishing this.
Oh and I changed a very slight detail about how volume is used, instead of storing it throughout the whole loop
and applying it at the last moment, we just operate on the pipeline's volume step by step. This fixes like,
pipes being wrenched up while a rebuild is in progress, and the behavior is older then git, but I figured I
should mention it
* Makes pipenet rebuilds yield much more often
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Tweaks to robo-tourists (#57497)
balance: Robotourists pay more for food now
qol: Only one robo-tourist will wait at the door at any time, preventing constant spam if you only have 2 seats.
qol: more variation in robo-tourist colors
* Tweaks to robo-tourists
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Removes delta_time from the atmos system. (#57478)
Why?
delta_time is about maintaining behavior when changing the wait of subsystems
SSair's wait is dynamic by design, we hardly ever hit below it. What is important then, is maintaining behavior
across each process.
The key point here is making sure excited groups and turfs share the same amoumt of gas each process, no matter
how high or low wait is. This is why subprocesses are a thing in the first place, to maintain this consistency.
delta_time fucks with this, and will end up changing behavior if wait is ever changed.
* Removes delta_time from the atmos system.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Dog AI 2.0 (#57186)
Now that JPS and AI movement datums are fully merged, I'm here to take another (my third actually) crack at giving dogs fun AI. Here's a video demonstration (somewhat WIP), and a quick rundown of everything dogs will be able to do. Basically all of these behaviors are generic and can be extended to other simple mobs,
Commands and Friendship
Fetching
Attack/Harass
Heel
Play Dead
* Dog AI 2.0
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Adds extended Centcom support for ID console app and misc fixes (#57420)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds extended Centcom support for ID console app and misc fixes
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds ability to request the spare ID safe codes on shifts with no captain or acting captain. (#57460)
* Adds ability to request the spare ID safe codes on shifts with no captain or acting captain.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Fixes ID trim singletons ignoring config flags. (#57406)
* Fixes ID trim singletons ignoring config flags.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Removes the excited cleanup subprocess (#57381)
When I was in the process of developing my atmos fixes/optimizations, I focused heavily on maintaining the area
of excited groups, since growing delayed self_breakdown(), and lead to shitty behavior which I thought was the
result of my sleeping changes.
This was not the case, those who came before me knew better, as always.
Especially now, since I've unhooked breakdown from excited groups gaining new tiles, my concern was unfounded,
and actually lead to shitty behavior and wasted time.
I failed to recognize the value in random garbage_collect()s, they help prevent mass gas equalization over large
spaces, they make gas appear to move more consistently when in these large spaces, and they lessen the amount of
self_breakdown()s over large turf lists, which is very helpful for lowering the overall overtime of the
subsystem.
This fixes my mistake, and purges the excited cleanup subprocess from the air subsystem. It's free real estate
babyyyyyyyy.
* Removes the excited cleanup subprocess
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Chef Produce Console, for cases where there are no botanists (#57298)
* Chef Produce Console, for cases where there are no botanists
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* adds a bitflag for no random pixel shift on dropping, adds turf_flags var to replace usage of flags_1 on turfs (#57263)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* adds a bitflag for no random pixel shift on dropping, adds turf_flags var to replace usage of flags_1 on turfs
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds tourist robots that order food and drinks from the bar and cafeteria (#57010)
* Adds Tourism Economy
Co-authored-by: Emmanuel S. <emmanuelssr@ gmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@ gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds tourist robots that order food and drinks from the bar and cafeteria
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Emmanuel S. <emmanuelssr@ gmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@ gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixes HC random paying out double when deconverted antag (#57148)
Fixes hardcore random paying out double as deconverted antag by just doubling it when the round ends instead of starts
* Fixes HC random paying out double as deconverted antag
Co-authored-by: Time-Green <timkoster1@hotmail.com>
* Adds a subsystem for ai movement (#57111)
* done
* straight walk
* movement
* yep
* removes unused macro
* done
* Update ai_movement.dm
* Adds a subsystem for ai movement
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Implements JPS (Jump Point Search) Pathfinding (#56780)
So a month or so ago I wanted to make it so dogs in my dog AI PR could path through doors if they had access, and was told I'd need to improve our pathfinding efficiency if I wanted to use full pathfinding for them. Thus, enter JPS, a pathfinding algorithm that allows for massive timesavings in systems with uniform cost grids like ours. This code is still fairly rough and needs polishing, but it's fully functional and already shows massive savings over traditional A*! I plan for this to replace A* as our default pathing method, but I'll leave the A* code in place in case someone ever needs it for whatever reason, like if a specific case needs variable cost pathing.
Note that this allows for diagonal pathing instead of the cardinal pathing our A* uses right now, and the current version of the code costs the same to move diagonally as it does to move laterally, which may change later. There's also a lot of dummy/test code in right now in general, but you should still be able to test it out for yourself by spawning a bot like a medibot and using your PDA to summon it.
Preliminary Profile Results
A preliminary profile is available here. Using one medibot by itself on Metastation, I generated a list of 500 random blob spawn points around the station, gave the medibot all access, then let each algorithm tackle the list. The old A* algorithm took a total of 86 seconds to complete the list and processed 978065 nodes, while JPS took a total of 46 seconds and processed only 100062 nodes, for a 47% decrease in total time and an almost 90% decrease in nodes processed!
Why It's Good For The Game
Significantly cheaper pathing, which will very much come in handy for the AI datums I'm looking to dig into, what's not to like?
* Implements JPS (Jump Point Search) Pathfinding
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* people with conspiracy phobias are scared of gas miners (#56834)
WHERE IS THE GAS GIANT KOWALSKI?
* people with conspiracy phobias are scared of gas miners
Co-authored-by: Fikou <piotrbryla@onet.pl>
* how to annoy everyone in one commit
* blep
* Update code/controllers/subsystem/vote.dm
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Refactors ambience to a subsystem (#56723)
Ambience is now in a subsystem, and plays every now and then without you having to move to a new area for it to play
* Refactors ambience to a subsystem
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Enables 514 testing on master, Removes all reliance on extools outside of maptick (#56724)
* Uses 514's map_cpu var when it's available
* Uses auxtools for the debugger, to supply cross verison compatibility
* Nukes extools reference tracking, reinstates the old ref tracking system
* Enables 514 testing on master, Removes all reliance on extools outside of maptick
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* repaths plasteel tiles to iron
* Update robot_modules.dm
* a
* fuck me
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* [READY] Adds station traits: Small modifiers that can randomly be chosen each round
* conflicts
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Changed the population scaling coefficients minimal values to 0. (#56522)
## About The Pull Request
So, there on the downstream we've encountered a problem with the security officer slots jumping to 12 every time the round starts, regardless of what we set them to in the configs.
In the configs it says that you can set the coefficients to 0 to disable scaling, and upon investigation, it seems that all the scaling coefficients suffer from similar problem.
https://github.com/tgstation/tgstation/blob/master/config/game_options.txt#L198
the `min_val` in the config entry datums is 1 on each of them, leading to unexpected behaviour
## Why It's Good For The Game
It fixes certain config values leading to unexpected and unwanted behaviour
* Changed the population scaling coefficients minimal values to 0.
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
* Adds Extrovert and Introvert Quirks (#56490)
Adds Extrovert and Introvert quirks. Removes the free bar moodlet, gives it to extroverts, makes a corresponding library moodlet for introverts. Introvert and Extrovert are blacklisted and therefore mutually exclusive.
Seems a bit thin, could we do x?
Yeah sure, and I'd appreciate feedback on where you'd like to see these quirks go. I want to start basic with "where do they spend their free time?" Rather than trying to do something big like moodlets for speaking a lot/little, especially because that seems a bit unbalanced and we already have a quirk that penalizes speech. I'm also looking to avoid unrealistic stereotypes, speech penalties to introverts are kind of unreasonable, introverts aren't inherently bad at talking, they just like alone time.
Why make it free?
I'm taking away a pre-existing moodlet that was free for everyone, also positive quirks are capped at 6 and I see this quirk as being essential to character building so I would prefer not to make someone pick between giving any sort of depth to their character and their powergaming loadout.
Having players define their character as introverted or extroverted and reinforcing the decision through gameplay mechanics is a great way to get them thinking about their character beyond an avatar to make other spacemen horizontal with. I'd argue that it is as foundational as decisions like gender, species, and age.
This opens up the library as a social space, as the two people who take introvert might occasionally run into each other when they are recovering mood and sanity there.
* Adds Extrovert and Introvert Quirks
Co-authored-by: RaveRadbury <3204033+RaveRadbury@users.noreply.github.com>
* Refactors Holodeck to Use Map Templates, Again! Black Magic OOM Crashing No Longer Included (#55645)
Refactors the holodeck to use map templates instead of copy_contents_to, which every maintainer seems to have complaints about.
Fixes#41485 because the matches become part of the spawned list created by ssatoms
Fixes#54789 because the holodeck area no longer has the NO_TELEPORT flag
Fixes#55676 because the map templates cant be changed midround unlike the program copies in the centcom z level
Fixes#49318 because the holodeck no longer creates new areas like the original did
This pr also changes initTemplateBounds to be a /datum/map_template proc instead of a parsed_map proc. This was mainly so I wouldn't have to duplicate vars between map_template and parsed_map. It's also nice because there's no longer a parsed_map proc inside the map_template file, especially when it didn't need to be a parsed_map proc.
The holodeck sims wont take up space in the centcom z level any more (which allows for more possible programs in the future), and map templates are more heavily tested. This is also a chance to future proof the holodeck against bugs. Holodeck also seems more responsive. This should allow for a second custom holodeck in some future ruin as well, although that of course will not be in play for the near future because of the offstation content ban. Also I documented the fuck out of the holodeck
* Refactors Holodeck to Use Map Templates, Again! Black Magic OOM Crashing No Longer Included
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>