Commit Graph

801 Commits

Author SHA1 Message Date
Waterpig
753d8e5ba4 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a 2025-04-08 18:58:45 +02:00
Arturlang
9950e761c4 Re-adds nanites (#2995)
## About The Pull Request
Re-adds nanites, balance changes pending.
No plans to do mapping/role changes
Based on https://github.com/tgstation/tgstation/pull/60473 with a lot of
work on modularizing

## Why It's Good For The Game
Nanites are a rather interesting system, my hope is to port it in a more
balanced format.

## Proof Of Testing
Works, thoroughly tested

## Changelog

🆑
add: Re-adds nanites
/🆑
TODO:
- [x] Add techweb linking for nanites
- [x] Prevent stacking of armor mods (fortitude + dna vault + nanite
armor)
- [x] Rebalance damage regeneration programs
- [x] Remove force speak program by @StrangeWeirdKitten request
- [x] Convert UI's to TSX
- [x] Fix Nanite program uhb and programmer overlays not working

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2025-03-31 14:49:09 -04:00
Aylong
2afc7d660e Fix ByondUI small map preview (#90277)
## About The Pull Request
This PR should fix the problem of small previews in TGUI once and for
all (I hope).

What was causing it? Because TGUI takes a long time to open, that's why
previews were generated broken (small).

On Byond 515 this problem was not so noticeable as the interfaces opened
faster, but with the release of 516 it became much worse.
Previews were generated inside a window that was not yet open, so the
scale was broken, sometimes the window would open before the preview was
done and sent, usually with small interfaces, or when reopening.

I'm not very good at working with signals, and to tell the truth this is
my second experience with them, so I hope I did it right.

## Why It's Good For The Game
No more small map previews

<details> <summary> Video </summary>


https://github.com/user-attachments/assets/834f3820-cc6a-4f65-90e5-d6bb2a118bcf

</details>

## Changelog

🆑
fix: Fixed small character preview, color matrix preview, mech preview,
and other previews with uses ByondUI map
/🆑

---------

Co-authored-by: Gaxeer <44334376+Gaxeer@users.noreply.github.com>
2025-03-28 15:01:38 -06:00
Waterpig
d3d3a12540 The big fix for pixel_x and pixel_y use cases. (#90124)
## About The Pull Request

516 requires float layered overlays to be using pixel_w and pixel_z
instead of pixel_x and pixel_y respectively, unless we want
visual/layering errors. This makes sense, as w,z are for visual effects
only. Sadly seems we were not entirely consistent in this, and many
things seem to have been using x,y incorrectly.

This hopefully fixes that, and thus also fixes layering issues. Complete
1:1 compatibility not guaranteed.

I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming
inside apply_overlays), and this is still included in the PR to flash
out possible issues in a TM (Plus I will need someone to grep the
runtimes for me after the TM period to make sure nothing was missed).
After this is done I'll remove all these extra checks.

Lints will probably be failing for a bit, got to wait for [this
update](4b77cd487d)
to them to make it into release. Or just unlint the lines, though that's
probably gonna produce code debt

## Why It's Good For The Game

Fixes this massive 516 mess, hopefully.

closes #90281

## Changelog
🆑
refactor: Changed many of our use cases for pixel_x and pixel_y
correctly into pixel_w and pixel_z, fixing layering issues in the
process.
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
2025-03-28 14:18:45 +00:00
Aylong
2df73da53e Fix ByondUI small map preview (#90277)
## About The Pull Request
This PR should fix the problem of small previews in TGUI once and for
all (I hope).

What was causing it? Because TGUI takes a long time to open, that's why
previews were generated broken (small).

On Byond 515 this problem was not so noticeable as the interfaces opened
faster, but with the release of 516 it became much worse.
Previews were generated inside a window that was not yet open, so the
scale was broken, sometimes the window would open before the preview was
done and sent, usually with small interfaces, or when reopening.

I'm not very good at working with signals, and to tell the truth this is
my second experience with them, so I hope I did it right.

## Why It's Good For The Game
No more small map previews

<details> <summary> Video </summary>


https://github.com/user-attachments/assets/834f3820-cc6a-4f65-90e5-d6bb2a118bcf

</details>

## Changelog

🆑
fix: Fixed small character preview, color matrix preview, mech preview,
and other previews with uses ByondUI map
/🆑

---------

Co-authored-by: Gaxeer <44334376+Gaxeer@users.noreply.github.com>
2025-03-28 05:26:48 +01:00
SmArtKar
431bf75d53 Color Code Audition: Human rendering hates me (#89702)
## About The Pull Request

This trainwreck of a PR is (hopefully) a final solution to all rendering
jank stemming from the new filter-based coloring system. I went over
every single instance of RESET_COLOR, either adding KEEP_APART or
rewriting them entirely so they render properly. I've also fixed blood
rendering issues by utilizing alpha filters and adding an abstract
"holder" appearance for worn items, which holds blood overlays on worn
clothing as to avoid coloring it. I've also fixed horrible
inconsistencies with atmos pipe coloring as a result (of getting sucked
down that rabbit hole) and converted all uses of COLOR_VERY_LIGHT_GRAY
in atmos code to ATMOS_COLOR_OMNI to avoid confusion.

MODsuit modules still get colored into MOD unit's color, need to
refactor their rendering for this.

Closes #88989
Closes #87526
Closes #89837

## Changelog
🆑
refactor: Audited all remaining coloring code - among noticeable
changes, blood should no longer get colored or "leak out" of item
bounds, atmos pipes no longer color weirdly and repairbots are white
again.
/🆑
2025-03-24 15:05:33 +01:00
zxaber
c370a1a0fa Robotact is now at the top of Borg PDA screens (#90171)
## About The Pull Request
Robotact is now at the top of borg PDAs' main screen. Same as Messenger
for crew PDAs.

![image](https://github.com/user-attachments/assets/8426371f-3d16-47f2-8ec3-52d7006158da)
## Why It's Good For The Game
Robotact is just as important to borgs as Messenger is to carbons, so we
should make it easier to find at a glance.
## Changelog
🆑
qol: Cyborg PDAs' home screens now have Robotact at the top of the
screen.
/🆑
2025-03-23 19:56:50 +01:00
SmArtKar
a34e16db17 Cleans up gaming signals and arcade machine code (#90122) 2025-03-20 22:19:40 +02:00
DATA
e4682c04a4 Adds a new smite: Retcon, also refactors the temporary_atom component into an atom level proc (#90016)
## About The Pull Request

Adds a new Retcon smite, it makes the person fade out into nothingness
with a configurable timer, deletes their records and reopens their job
slot, as if they were never there at all.

I was also annoyed that to play around with temporary_atom I had to
slowy add a component, and it doesn't really have much of a reason to BE
a component, so I refactored it into an atom level proc called
fade_into_nothing

## Why It's Good For The Game

The smite is useful for when you wanna get rid of someone who had to
leave roundstart and whatnot, on top of just being funny. the refactor
is also good because i can now put that proc on build mode and go to
town.

## Changelog

🆑
add: Added new mechanics or gameplay changes
add: Added more things
del: Removed old things
qol: made something easier to use
balance: rebalanced something
fix: fixed a few things
sound: added/modified/removed audio or sound effects
image: added/modified/removed some icons or images
map: added/modified/removed map content
spellcheck: fixed a few typos
code: changed some code
refactor: refactored some code
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2025-03-12 22:26:06 -04:00
itsmeow
9ebcabb077 IconForge: rust-g Spritesheet Generation (#89478)
Replaces the asset subsystem's spritesheet generator with a rust-based
implementation (https://github.com/tgstation/rust-g/pull/160).

This is a rough port of
https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it
includes fixes for some cases I didn't catch that apply on TG.

(FWIW we've been using this system on prod for over a year and
encountered no major issues.)

![image](https://github.com/user-attachments/assets/53bd2b44-9bb5-42d2-b33f-093651edebc0)

`/datum/asset/spritesheet_batched`: A version of the spritesheet system
that collects a list of `/datum/universal_icon`s and sends them off to
rustg asynchronously, and the generation also runs on another thread, so
the game doesn't block during realize_spritesheet. The rust generation
is about 10x faster when it comes to actual icon generation, but the
biggest perk of the batched spritesheets is the caching system.

This PR notably does not convert a few things to the new spritesheet
generator.

- Species and antagonist icons in the preferences view because they use
getFlatIcon ~~which can't be converted to universal icons~~.
- Yes, this is still a *massive* cost to init, unfortunately. On Bee, I
actually enabled the 'legacy' cache on prod and development, which you
can see in my PR. That's why I added the 'clear cache' verb and the
`unregister()` procs, because it can force a regeneration at runtime. I
decided not to port this, since I think it would be detrimental to the
large amount of contributors here.
- It is *technically* possible to port parts of this to the uni_icon
system by making a uni_icon version of getFlatIcon. However, some
overlays use runtime-generated icons which are ~~completely unparseable
to IconForge, since they're stored in the RSC and don't exist as files
anywhere~~. This is most noticeable with things like hair (which blend
additively with the hair mask on the server, thus making them invisible
to `get_flat_uni_icon`). It also doesn't help that species and antag
icons will still need to generate a bunch of dummies and delete them to
even verify cache validity.
- It is actually possible to write the RSC icons to the filesystem
(using fcopy) and reference them in IconForge. However, I'm going to
wait on doing this until I port my GAGS implementation because it
requires GAGS to exist on the filesystem as well.

IconForge generates a cache based on the set of icons used, all
transform operations applied, and the source DMIs of each icon used
within the spritesheet. It can compare the hashes and invalidate the
cache automatically if any of these change. This means we can enable
caching on development, and have absolutely no downsides, because if
anything changes, the cache invalidates itself.

The caching has a mean cost of ~5ms and saves a lot of time compared to
generating the spritesheet, even with rust's faster generation. The main
downside is that the cache still requires building the list of icons and
their transforms, then json encoding it to send to rustg.

Here's an abbreviated example of a cache JSON. All of these need to
match for the cache to be valid. `input_hash` contains the transform
definitions for all the sprites in the spritesheet, so if the input to
iconforge changes, that hash catches it. The `sizes` and `sprites` are
loaded into DM.

```json
{
	"input_hash": "99f1bc67d590e000",
	"dmi_hashes": {
		"icons/ui/achievements/achievements.dmi": "771200c75da11c62"
	},
	"sizes": [
		"76x76"
	],
	"sprites": {
		"achievement-rustascend": {
			"size_id": "76x76",
			"position": 1
		}
	},
	"rustg_version": "3.6.0",
	"dm_version": 1
}
```

Universal icons are just a collection of DMI, Icon State, and any icon
transformation procs you apply (blends, crops, scales). They can be
convered to DM icons via `to_icon()`. I've included an implementation of
GAGS that produces universal icons, allowing GAGS items to be converted
into them. IconForge can read universal icons and add them to
spritesheets. It's basically just a wrapper that reimplements BYOND icon
procs.

Converts some uses of md5asfile within legacy spritesheets to use
rustg_hash_file instead, improving the performance of their generation.

Fixes lizard body markings not showing in previews, and re-adds eyes to
the ethereal color preview. This is a side effect of IconForge having
*much* better error handling than DM icon procs. Invalid stuff that gets
passed around will error instead of silently doing nothing.

Changes the CSS used in legacy spritesheet generation to split
`background: url(...) no-repeat` into separate props. This is necessary
for WebView2, as IE treats these properties differently - adding
`background-color` to an icon object (as seen in the R&D console) won't
work if you don't split these out.

Deletes unused spritesheets and their associated icons (condiments
spritesheet, old PDA spritesheet)

If you press "Character Setup", the 10-13sec of lag is now approximately
0.5-2 seconds.

Tracy profile showing the time spent on get_asset_datum. I pressed the
preferences button during init on both branches. Do note that this was
ran with a smart cache HIT, so no generation occurred.

![image](https://github.com/user-attachments/assets/3efa71ab-972b-4f5a-acab-0892496ef999)

Much lower worst-case for /datum/asset/New (which includes
`create_spritesheets()` and `register()`)

![image](https://github.com/user-attachments/assets/9ad8ceee-7bd6-4c48-b5f3-006520f527ef)

Here's a look at the internal costs from rustg - as you can see
`generate_spritesheet()` is very fast:

![image](https://github.com/user-attachments/assets/e6892c28-8c31-4af5-96d4-501e966d0ce9)

**Before**

![image](https://github.com/user-attachments/assets/cbd65787-42ba-4278-a45c-bd3d538da986)

**After**

![image](https://github.com/user-attachments/assets/d750899a-bd07-4b57-80fb-420fcc0ae416)

🆑
fix: Fixed lizard body markings and ethereal feature previews in the
preference menu missing some overlays.
refactor: Optimized spritesheet asset generation greatly using rustg
IconForge, greatly reducing post-initialization lag as well as reducing
init times and saving server computation.
config: Added 'smart' asset caching, for batched rustg IconForge
spritesheets. It is persistent and suitable for use on local, with
automatic invalidation.
add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for
spritesheets.
fix: Fixed R&D console icons breaking on WebView2/516
/🆑
2025-03-12 17:10:20 -04:00
Lucy
20c9ed6376 SecurEye now properly follows moving cameras (#89507)
## About The Pull Request

Port of a fix from
https://github.com/Monkestation/Monkestation2.0/pull/4995

Due to how modular computers worked with the nested tgui stuff, the
SecurEye app wouldn't properly autoupdate whenever a camera it was
watching moved (when there's not any tracking going on)

This "fixes" that issue by adding a new var, `always_update_ui`, to
modular computer programs, which will make the modpc call the active
program's `ui_interact` even after the UI is opened.

## Why It's Good For The Game

bugfix good. if the whole "watch broadcast camera streams on PDA" thing
ever gets ported here, this is a needed fix for that.

## Changelog
🆑
fix: SecurEye now properly follows moving cameras.
/🆑
2025-03-12 16:35:26 -04:00
Archemagus
871dae7d19 Automated Announcement System refactor (#89276)
I standardized stuff in AASs code, and all current reference to it. Also
added interactions for bounty cubes, weather reports and request
consoles, all of it can be changed from AASs UI.
Also it's easier now to add new config entries for AAS to proceed, and
it's now downstream friendly.
Well, because kind of order in code and because it's funny to make
custom messages for... Almost everything?
BTW any entry can be blocked from ingame changes, by default you can't
change Broken Arrival shuttle and Security Officer arrival
announcements, how it was before. But may be we should allow it - it's
an open question.
🆑
add: Many things now handles via AAS: Bounty Cubes, Request Consoles,
Brig Cells, Vending Machines and Orion Trails alerts, Weather Reports,
Cargo Order Console
code: Now anyone can make their own entry for AAS
refactor: AAS internals, also cleanup
/🆑
2025-03-12 16:27:19 -04:00
SmArtKar
265a6cba80 Fixes SiliConnect not being able to download logs (#89408)
## About The Pull Request

Closes #89329
Also added a balloon_alert

## Changelog
🆑
qol: SiliConnect now informs you that you're successfully downloading
logs
fix: Fixes SiliConnect not being able to download logs
/🆑
2025-03-12 16:21:18 -04:00
GwynCodes
ced6c0392a Creates a "Secrets" panel button for debugging cargo orders (#89469)
## About The Pull Request

-Creates a new button in the "Secrets" menu that can override the
cooldown for ordering items from department consoles. It can be used to
make the cooldown longer, shorter or non-existent.
-Creates a new global var to manage this override on every console in
dept_order.dm

## Why It's Good For The Game
This tool assists in finding and fixing bugs related to cargo orders and
cargo crates. The wait time for these cooldowns can be ten minutes or
longer, and this speeds up the process significantly.

It could also be used by admins during play to make the cooldown lower,
or cause absolute mayhem on cargo by setting the cooldown duration to 0.

## Changelog
🆑
add: Added a button in the "Secrets" menu to alter the department
console order delay.
qol: Button makes it easier to find cargo related bugs.
code: Changed code in department_order.dm to allow for overriding the
order cooldown duration.
admin: Created an admin button in the "Secrets" panel.
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2025-03-12 16:01:51 -04:00
itsmeow
cc335e7e9e IconForge: rust-g Spritesheet Generation (#89478)
## About The Pull Request

Replaces the asset subsystem's spritesheet generator with a rust-based
implementation (https://github.com/tgstation/rust-g/pull/160).

This is a rough port of
https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it
includes fixes for some cases I didn't catch that apply on TG.

(FWIW we've been using this system on prod for over a year and
encountered no major issues.)

### TG MAINTAINER NOTE


![image](https://github.com/user-attachments/assets/53bd2b44-9bb5-42d2-b33f-093651edebc0)

### Batched Spritesheets

`/datum/asset/spritesheet_batched`: A version of the spritesheet system
that collects a list of `/datum/universal_icon`s and sends them off to
rustg asynchronously, and the generation also runs on another thread, so
the game doesn't block during realize_spritesheet. The rust generation
is about 10x faster when it comes to actual icon generation, but the
biggest perk of the batched spritesheets is the caching system.

This PR notably does not convert a few things to the new spritesheet
generator.

- Species and antagonist icons in the preferences view because they use
getFlatIcon ~~which can't be converted to universal icons~~.
- Yes, this is still a *massive* cost to init, unfortunately. On Bee, I
actually enabled the 'legacy' cache on prod and development, which you
can see in my PR. That's why I added the 'clear cache' verb and the
`unregister()` procs, because it can force a regeneration at runtime. I
decided not to port this, since I think it would be detrimental to the
large amount of contributors here.
- It is *technically* possible to port parts of this to the uni_icon
system by making a uni_icon version of getFlatIcon. However, some
overlays use runtime-generated icons which are ~~completely unparseable
to IconForge, since they're stored in the RSC and don't exist as files
anywhere~~. This is most noticeable with things like hair (which blend
additively with the hair mask on the server, thus making them invisible
to `get_flat_uni_icon`). It also doesn't help that species and antag
icons will still need to generate a bunch of dummies and delete them to
even verify cache validity.
- It is actually possible to write the RSC icons to the filesystem
(using fcopy) and reference them in IconForge. However, I'm going to
wait on doing this until I port my GAGS implementation because it
requires GAGS to exist on the filesystem as well.

#### Caching

IconForge generates a cache based on the set of icons used, all
transform operations applied, and the source DMIs of each icon used
within the spritesheet. It can compare the hashes and invalidate the
cache automatically if any of these change. This means we can enable
caching on development, and have absolutely no downsides, because if
anything changes, the cache invalidates itself.

The caching has a mean cost of ~5ms and saves a lot of time compared to
generating the spritesheet, even with rust's faster generation. The main
downside is that the cache still requires building the list of icons and
their transforms, then json encoding it to send to rustg.

Here's an abbreviated example of a cache JSON. All of these need to
match for the cache to be valid. `input_hash` contains the transform
definitions for all the sprites in the spritesheet, so if the input to
iconforge changes, that hash catches it. The `sizes` and `sprites` are
loaded into DM.

```json
{
	"input_hash": "99f1bc67d590e000",
	"dmi_hashes": {
		"icons/ui/achievements/achievements.dmi": "771200c75da11c62"
	},
	"sizes": [
		"76x76"
	],
	"sprites": {
		"achievement-rustascend": {
			"size_id": "76x76",
			"position": 1
		}
	},
	"rustg_version": "3.6.0",
	"dm_version": 1
}
```

### Universal Icons

Universal icons are just a collection of DMI, Icon State, and any icon
transformation procs you apply (blends, crops, scales). They can be
convered to DM icons via `to_icon()`. I've included an implementation of
GAGS that produces universal icons, allowing GAGS items to be converted
into them. IconForge can read universal icons and add them to
spritesheets. It's basically just a wrapper that reimplements BYOND icon
procs.

### Other Stuff

Converts some uses of md5asfile within legacy spritesheets to use
rustg_hash_file instead, improving the performance of their generation.

Fixes lizard body markings not showing in previews, and re-adds eyes to
the ethereal color preview. This is a side effect of IconForge having
*much* better error handling than DM icon procs. Invalid stuff that gets
passed around will error instead of silently doing nothing.

Changes the CSS used in legacy spritesheet generation to split
`background: url(...) no-repeat` into separate props. This is necessary
for WebView2, as IE treats these properties differently - adding
`background-color` to an icon object (as seen in the R&D console) won't
work if you don't split these out.

Deletes unused spritesheets and their associated icons (condiments
spritesheet, old PDA spritesheet)

## Why It's Good For The Game

If you press "Character Setup", the 10-13sec of lag is now approximately
0.5-2 seconds.

Tracy profile showing the time spent on get_asset_datum. I pressed the
preferences button during init on both branches. Do note that this was
ran with a smart cache HIT, so no generation occurred.


![image](https://github.com/user-attachments/assets/3efa71ab-972b-4f5a-acab-0892496ef999)

Much lower worst-case for /datum/asset/New (which includes
`create_spritesheets()` and `register()`)


![image](https://github.com/user-attachments/assets/9ad8ceee-7bd6-4c48-b5f3-006520f527ef)

Here's a look at the internal costs from rustg - as you can see
`generate_spritesheet()` is very fast:


![image](https://github.com/user-attachments/assets/e6892c28-8c31-4af5-96d4-501e966d0ce9)

### Comparison for a single spritesheet - chat spritesheet:

**Before**


![image](https://github.com/user-attachments/assets/cbd65787-42ba-4278-a45c-bd3d538da986)

**After**


![image](https://github.com/user-attachments/assets/d750899a-bd07-4b57-80fb-420fcc0ae416)

## Changelog

🆑
fix: Fixed lizard body markings and ethereal feature previews in the
preference menu missing some overlays.
refactor: Optimized spritesheet asset generation greatly using rustg
IconForge, greatly reducing post-initialization lag as well as reducing
init times and saving server computation.
config: Added 'smart' asset caching, for batched rustg IconForge
spritesheets. It is persistent and suitable for use on local, with
automatic invalidation.
add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for
spritesheets.
fix: Fixed R&D console icons breaking on WebView2/516
/🆑
2025-03-03 14:58:27 +01:00
Majkl-J
b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
Lucy
803589da07 SecurEye now properly follows moving cameras (#89507)
## About The Pull Request

Port of a fix from
https://github.com/Monkestation/Monkestation2.0/pull/4995

Due to how modular computers worked with the nested tgui stuff, the
SecurEye app wouldn't properly autoupdate whenever a camera it was
watching moved (when there's not any tracking going on)

This "fixes" that issue by adding a new var, `always_update_ui`, to
modular computer programs, which will make the modpc call the active
program's `ui_interact` even after the UI is opened.

## Why It's Good For The Game

bugfix good. if the whole "watch broadcast camera streams on PDA" thing
ever gets ported here, this is a needed fix for that.

## Changelog
🆑
fix: SecurEye now properly follows moving cameras.
/🆑
2025-02-17 11:54:45 +01:00
Archemagus
8a5898212b Automated Announcement System refactor (#89276)
## About The Pull Request

I standardized stuff in AASs code, and all current reference to it. Also
added interactions for bounty cubes, weather reports and request
consoles, all of it can be changed from AASs UI.
Also it's easier now to add new config entries for AAS to proceed, and
it's now downstream friendly.
## Why It's Good For The Game
Well, because kind of order in code and because it's funny to make
custom messages for... Almost everything?
BTW any entry can be blocked from ingame changes, by default you can't
change Broken Arrival shuttle and Security Officer arrival
announcements, how it was before. But may be we should allow it - it's
an open question.
## Changelog
🆑
add: Many things now handles via AAS: Bounty Cubes, Request Consoles,
Brig Cells, Vending Machines and Orion Trails alerts, Weather Reports,
Cargo Order Console
code: Now anyone can make their own entry for AAS
refactor: AAS internals, also cleanup
/🆑
2025-02-17 11:06:50 +01:00
SmArtKar
2c3e3b6e59 Fixes SiliConnect not being able to download logs (#89408)
## About The Pull Request

Closes #89329
Also added a balloon_alert

## Changelog
🆑
qol: SiliConnect now informs you that you're successfully downloading
logs
fix: Fixes SiliConnect not being able to download logs
/🆑
2025-02-17 00:59:24 +01:00
GwynCodes
a6e2b96ca7 Creates a "Secrets" panel button for debugging cargo orders (#89469)
## About The Pull Request

-Creates a new button in the "Secrets" menu that can override the
cooldown for ordering items from department consoles. It can be used to
make the cooldown longer, shorter or non-existent.
-Creates a new global var to manage this override on every console in
dept_order.dm

## Why It's Good For The Game
This tool assists in finding and fixing bugs related to cargo orders and
cargo crates. The wait time for these cooldowns can be ten minutes or
longer, and this speeds up the process significantly.

It could also be used by admins during play to make the cooldown lower,
or cause absolute mayhem on cargo by setting the cooldown duration to 0.

## Changelog
🆑
add: Added a button in the "Secrets" menu to alter the department
console order delay.
qol: Button makes it easier to find cargo related bugs.
code: Changed code in department_order.dm to allow for overriding the
order cooldown duration.
admin: Created an admin button in the "Secrets" panel.
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2025-02-14 20:14:04 -05:00
Gaxeer
f16b3279ca Cleanup supply packs contents (#89342)
## About The Pull Request

fix image display in `NT IRN` PDA app


<details>

<summary>
Images present!
</summary>


![image](https://github.com/user-attachments/assets/b9a5e733-9bc8-498e-bdaa-3531e0b142e5)
</details>





## Why It's Good For The Game

Bug fixes good

## Changelog

🆑
fix: fix image display in `NT IRN` PDA app for preview and contents
/🆑
2025-02-05 23:53:22 +01:00
Ben10Omintrix
09e8924876 [no gbp] fixes virtual pet app changing PDA's colors when open (#89333)
## About The Pull Request
PDAs no longer go white when the virtual pet app is opened

## Why It's Good For The Game
fixes virtual pet app changing PDA's colors when open

## Changelog
🆑
fix: fixes virtual pet app changing PDA's colors when open
/🆑
2025-02-05 19:17:57 +01:00
Bloop
fd1bc8f9d0 Fixes PAIs not being able to send messages or turn the GPS off (#89279)
## About The Pull Request

Fixes https://github.com/NovaSector/NovaSector/issues/4826

Since https://github.com/tgstation/tgstation/pull/88651 PAIs have been
blanket barred from being able to pass any `can_perform_action()` check.

From the pr:


![image](https://github.com/user-attachments/assets/67842da5-7208-4c43-b71f-4ba5c0c2f7af)

## Why It's Good For The Game

As it turns out there are a few things that it makes sense for them to
be able to interact with. Now you can again!

## Changelog

🆑
fix: fixed PAIs not being able to send or reply to messages using their
digital messenger app.
fix: fixed PAIs not being able to turn off the GPS tracking using their
gpa app.
/🆑
2025-01-30 13:41:09 +01:00
FlufflesTheDog
d429fd87ce Fixes not being able to adjust pda ringtones in-game (#89256)
## About The Pull Request
x = x is silly
## Why It's Good For The Game
fix
## Changelog
🆑
fix: PDA ringtones can be changed in-game
/🆑
2025-01-29 17:38:44 +01:00
Gaxeer
4e3b0c1750 replace bubble sort with timsort for cameralist, filter then sort, move global procs to cameranet datum (#89087)
## About The Pull Request

Replace bubble sort with timsort for cameralist
Move cameralist related global procs to `cameranet` datum
Other minor code cleanup things

## Why It's Good For The Game

Cameralist reads for UIs are now more performant

## Changelog

🆑
refactor: replace bubble sort with timsort for cameralist, move global
procs to `cameranet` datum
/🆑
2025-01-24 12:10:58 -08:00
Profakos
20d0d8827e Department orders credit reward and cooldown time now use a logarithmic scale (#88797)
## About The Pull Request

This PR makes the reward and cooldown for departmental orders scale with
crate cost using a logarithmic scaling, instead of comparing the price
to preset thresholds for time, or awarding the same amount as the
crate's cost.

Previously, to calculate the cooldown time, the code was calculated via
the following manner:

```
credits = clamp(credits, min, max)
time_y = 10 MINUTES * ((credits - min)/(max - min) + 1) 
```
Minimum was 320 credits, max was 3000, thus, all crates slid around
between 10 minutes to 20 minutes.

The reward for delivering the crates was the same as the crate's value.
This meant ordering egregiously expensive crates, far beyond 3000 was
way too desirable.

This PR changes both to use logarithmic scaling.

Cooldown time uses `60* log(price)^2.2`, and reward uses `140 *
log(price)^1.4`.

**Cooldown analysis**
At 320 it's 7.54 minutes, at 1400 it's 12.44 minutes, at 3000 (around
gun crates) it's 15.5 minutes, at 8000 (hat crate) 20 minutes, at 9000
(expensive atmos cans) it's 20.58 minutes, and at the 20k crate it's
24.76 minutes.

**Crate rewards analysis**
At 320 it's 475 credits, at 1400 it's 669 credits, at 3000 (around gun
crates) its 778, at 8000 (hat crate) it's 925 credits, at 9000
(expensive atmos cans) it's 943 credits, and at the 20k crate it's 1070
credits.

Up to 540 credits, you are actually getting a higher reward than what
the crate costs, but this is okay, as its a reward for delivering
simpler orders. A little surplus for you.

For the console UI, I have made items costing 3000 or more display
Moderate, and items costing 8000 or more, Long cooldowns.

## Why It's Good For The Game

Ordering really expensive crates should be a luxury, not a way to
generate money. The money is supposed to be a bonus, in addition to the
free crate to sell. Using a logarithmic scale, the credit bonus is
reigned in more evenly, making it more predictable for economy tweaking,
and avoids players double dipping credits in their free purchase.

Decreasing the rewards also give space for other new ways to generate
rewards in relation to departmental orders, such as stamping the
manifest with the correct head's stamp being worth more money and such.

<details>
  <summary>Old PR Text, which was using a price cap instead</summary>

## About The Pull Request

Departmental orders are a neat feature, but some of the available packs
had problems economywise. The cooldown of range from 10 to 20 minutes,
with 10 minutes being the base for anything costing less than 320
credits, and 20 minutes at 3000 credits. I have no problem with the
lower cap, but the upper cap has issues, as recently, a 20k crate was
added to cargo, which means it is possible to dump quite a large amount
of funds into cargo every 20 minutes.

Departmental orders probably need a bigger overhaul, and this solution
is imperfect, but I have talked with @ArcaneMusic about this as an
interim stop gap measure.

This PR also autodocs a proc, and moves some values to global defines,
for ease of balancing.

This PR affects the following crates, with the uncapped crate values in
brackets.

Armoury

- Combat Shotguns (3500 credits)
- Energy Guns (3600 credits)
- NT BR-38 Crate (20,000 credits)

Engineering

- BSA parts (6000 credits)
- DNA Vault Parts (4800 credits)

Engine Construction
- HFR Crate (4800)
- Supermatter Shard Crate (4000)

Materials

- BZ Crate (9000 credits)
- Nitrous Oxide (9000 credits)
- Water Vapor Crate (3010 credits)

Toys
- Collectible Hats Crate (8000 credits)

## Why It's Good For The Game

Instantly awarding 20k to cargo every 20 minute, in addition to 27k from
the other consoles (if both engineering and science orders BZ, service
orders collectible hats, and medical orders something around 1000), is a
bit too much. The money gained should be along a much more predictable
and expected value. With this chance, the most they can get is 13k every
20 minutes across all departments.
</details>

## Changelog

🆑
balance: Rewards from departmental orders use a logarithmic scale,
resulting in less rewards for high tier crates. The cooldown time is
also logarithmic now, which has slightly decreased cooldown values on
cheaper crates.
/🆑
2025-01-15 14:21:24 +01:00
zoomachina
83b7fc798d succesful -> successful (#88916) 2025-01-10 13:03:36 +01:00
Ben10Omintrix
ae9f121def virtual pets now auto-follow you on release (#88844)
## About The Pull Request
when you summon a virtual pet's hologram, itll automatically follow you
on release rather than u having to give it the command

## Why It's Good For The Game
adds some minor convenience to the minigame. 

## Changelog
🆑
qol: virtual pet holograms now automatically follow you when released
rather than having to give it the command post summon
/🆑
2025-01-04 18:10:35 +01:00
John Willard
2e4d70afe5 Updates href uses for 516 (#88699)
## About The Pull Request

Was just scrolling through the Paradise github since they seem to have
more work done for 516 to see if there's anything I can port over, found
this and thought why not.

Ports parts of https://github.com/ParadiseSS13/Paradise/pull/25105
Specifically, updaing all hrefs to use the internal ``byond://``, and
adding it to grep.

## Why It's Good For The Game

More work towards 516.

## Changelog

Nothing player-facing.
2024-12-24 11:42:20 -08:00
Shroopy
f4a9195b14 Add a missing period to PDA typing message (#2684)
## About The Pull Request
Add a missing period to the PDA typing message.
## Changelog
🆑
spellcheck: Added a missing period to the PDA typing message.
/🆑
2024-12-15 12:59:14 -08:00
Penelope Haze
b67a0901f2 Fix issues discovered via TypeMaker (#87596)
## About The Pull Request
Fixes issues with var typing and proc arguments, discovered using
OpenDream's WIP TypeMaker feature (using improvements I haven't PR'd
upstream yet).

## Why It's Good For The Game
Codebase maintenance.
2024-11-19 15:24:52 -05:00
Waterpig
7534273bb0 Fixes SSWardrobe stealing a camera from the camera app when on a dummy, causing a harddel (#87903)
## About The Pull Request

See name, if a dummy somehow gets hold of a PDA with the camera app
installed (This just so happens to be a default PDA program in the case
on Nova, Skyrat, and Bubber), and the delete_equipment proc is called,
the camera inside the PDA gets sent to the wardrobe because of
`/datum/outfit/job/assistant/gimmick/hall_monitor` having one, and then
qdelled with the PDA, leaving a hanging ref

This causes a harddel during tests that has caused me great pains to
locate. Turns out a single example holodisk with the clown holds a
magical key to trigger all this: a single PDA

## Why It's Good For The Game

Fixes a harddel. There might be other similar ones hiding in the dark
like cameras in other objects.

## Changelog

🆑
fix: Fixes SSWardrobe stealing a camera from the camera app when on a
dummy, causing a harddel
/🆑
2024-11-14 19:48:44 +01:00
_0Steven
1365e6079c Fix NTNRC duplicate message jank and new message header, makes program headers actually update when there's none. (#87610)
## About The Pull Request

As before, more fiddling with NTNRC, more bugs.
This time, the same user sending the same message within the same second
would cause this message to spawn a new copy each time the channel was
opened, until the UI was closed and re-opened.
Looking into it, this seemed to be because we would set the `Box`'s
`key` value to the message contents:

<b0d71024c0/tgui/packages/tgui/interfaces/NtosNetChat.jsx (L156)>
Which isn't actually unique.

To fix this, we instead make each channel keep track of an incrementing
`id` number to assign to each message, and convert the `messages` list
to an associative list using those numerical ids stringified.
We don't just use the list index as a key, as we later may want to
target specific messages, so a consistent unique key is important.

This fixes our primary issue.

In the process of making the rest of the code account for this, I
noticed that the NTNRC program header that's supposed to show new
messages in the active channel when the program is idle didn't actually
work.
Just at all.
So I rewrote the entire thing, and it now tracks the last read message's
id rather than the full message, and sets this when you actually
background the program. The rest still runs on process tick, where it
updates the header if there's a new message with a different id on top.

Finally, the header part of the UI wasn't actually updating if there
were no headers, so now it forwards a lack of headers change as well.
## Why It's Good For The Game

Reduces more NTNRC jank.
Good if shit like, actually works.
## Changelog
🆑
fix: NTNRC no longer endlessly duplicates messages with duplicate
contents upon switching channels.
fix: The new message header you get when NTNRC runs in the background
actually works.
fix: NtOS header actually updates if there are no program headers.
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-11-08 03:19:47 +01:00
zxaber
3cfde345be Removes SiliConnect from borg PDAs, expands their self-status app instead (#87350)
## About The Pull Request
- SiliConnect is no longer a default app for cyborgs.
- RoboTact, the borg self-status app now has a Network tab, which lists
other borgs' status.
- The Network tab will only list borgs connected to the same AI as you.
If your AI goes down, you lose connection to other borgs' status info.
- Your AI is also listed on the Network tab, with their own status in a
very binary good/bad form.
- Syndicate borgs are able to see other syndicate borgs on the Network
list, even though they lack an AI.
## Why It's Good For The Game
SiliConnect was recently added to the default borg apps list. But it has
a lot of features that borgs can't actually use, and so feels rather
messy. It was added with the goal of letting borgs see eachother's
status, and so I've ported that functionality into RoboTact. SiliConnect
is no longer a default borg app (though it *can* be installed if a borg
and human really want it to be).

Showing the AI's status is certainly a balance choice. But it's not
really that much of a secret when the AI dying already adjusts the
monitors across the station to a BSOD image. On the flip side, we get to
shut off borg status sharing when the AI goes offline, which is neat.
## Changelog
🆑
del: SiliConnect, a tool meant for Roboticists, is no longer included by
default on borgs.
add: RoboTact, the borg self-status app, now shows the status of other
borgs synced to the same AI. Syndicate borgs can likewise see
eachother's status, even without an AI.
balance: RoboTact also shows their synced AI's very basic status of
functional or offline.
/🆑
UI Pictures:

![image](https://github.com/user-attachments/assets/1a5b6cbc-daa6-43a7-8ff6-95119d84eb83)
Dead AI:

![image](https://github.com/user-attachments/assets/f9f1668c-ae5b-4867-8634-590b573a968c)
Syndicate borgs do not see station borg status, but can see eachother's

![image](https://github.com/user-attachments/assets/085a0745-4c18-4a45-bcb4-ef93fa5b799f)


~~Drafting because I need to do edge-case testing, and the AI box isn't
quite functioning correctly when the borg has no AI master.~~
2024-11-04 06:10:07 +00:00
_0Steven
f49f52494a Fix NT Software Hub displaying >100% completion or NaN/Infinite% completion. (#87619)
## About The Pull Request

During all that fiddling with NTNRC I noticed that sometimes the
download percentage would shoot above 100%.
Looking into it, it seems that that's just because it isn't actually
capped at the downloaded file size.

So we cap it to the file size after adding our next download chunk, but
parallel to before don't complete it immediately so that we stay on 100%
for another cycle before finishing. For style reasons.

Then I noticed files with a size of 0 would sometimes display NaN% or
Infinite%, presumably because both of the progress percentage
calculations in the ui would be dividing by zero.
So to avoid this, we just skip the downloading cycle entirely for 0 size
programs, and go to download completion immediately on clicking.

This fixes our issues.
## Why It's Good For The Game

Fixes some jank.
## Changelog
🆑
fix: NT Software Hub no longer displays >100% completion on downloads
sometimes.
fix: NT Software Hub no longer displays NaN% or Infinite% completion on
files with a size of 0 sometimes.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-11-02 13:20:29 +00:00
_0Steven
f107a56773 Fixes NTNRC username sorting, additionally makes subcategories sort alphabetically. (#87616)
## About The Pull Request

While looking into getting the NTNRC username list sorted, I found out
that it was _already_ supposed to be sorted by status, but just got
broken in a pr that removes the program status variable forwarded for
this reason.

In this pr we simply add a `get_numerical_status()` proc that converts
the new logic into a number we can sort by, then make the tgui sort
account for this.
Additionally, we make it sort alphabetically in its subcategories, for
sanity's sake.
It now sorts by operator perms first, then
online>away(background)>offline, then alphabetically.

While I dislike operators being at the top regardless of their status,
it seems like that is how it was intended to work, and doing so sanely
would requite rethinking how names are coloured entirely. On the other
end, I think it's potentially good to have operators be at the top and
thus easily pingable at all times.
## Why It's Good For The Game

Fixes broken status sorting.
Alphabetical sorting makes finding a specific user to mute or ping them
less of a pain.
## Changelog
🆑
fix: NTNRC channel user list is sorted by status again. It goes
operator>online>away>offline.
qol: NTNRC channel user list is now alphabetically sorted under its
status subcategories.
/🆑
2024-11-02 14:01:16 +01:00
_0Steven
61cef6c342 Fix NTNRC muting not working at all. (#87606)
## About The Pull Request

When fiddling around with NTNRC, I noticed that muted clients... can
still talk.
While the input bar is reddened and displays a mute message, it isn't
actually disabled- even more so, there's no sanity checks for being
muted on the `ui_act(...)`.

In this pr we just make it so the input gets disabled, and add a sanity
check to avoid people bypassing it.
## Why It's Good For The Game

...good if the app's muting feature like, actually works.
## Changelog
🆑
fix: NTNRC muting actually works again.
/🆑
2024-11-01 13:11:43 +01:00
SmArtKar
c243b2637f [s] Fixes HTML injections via pet tricks (#87595)
## About The Pull Request

Closes #87592
You could pass additional args into emotes with zero sanitization if you
got yourself a way to call TGUI acts

## Changelog
🆑
fix: Fixed HTML injections via pet tricks
/🆑
2024-10-31 16:30:33 +03:00
Waterpig
668cfb918b Merge branch 'master' into upstream-24-10b 2024-10-25 23:27:13 +02:00
LT3
ea16fda594 Subtle PDA indicator (#2243)
## About The Pull Request

Adds a span so that you can tell normal PDA messages from subtle ones.

## Why It's Good For The Game

You can tell between the two messages types.

## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/ff4cb897-d982-48b9-ba3d-fb5986c610ea)


![image](https://github.com/user-attachments/assets/a6d1521f-a8cb-4a50-916f-c8023c5831df)

</details>

## Changelog

🆑 LT3
qol: Received subtle PDA messages are labelled subtle in the text log
/🆑
2024-10-25 18:09:30 +00:00
zxaber
d086200259 Using SiliConnect to send a message to a cyborg now includes the sender's job (#87341)
## About The Pull Request
Does as title says. Doesn't take effect if the ID has no job listed.
## Why It's Good For The Game
Gives a bit more context about who is sending a message.
## Changelog
🆑
add: Borgs now get the job title of someone sending them a message
through SiliConnect.
/🆑
2024-10-24 16:56:46 +02:00
Majkl-J
e59d8ba64b Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b 2024-10-23 23:27:16 -07:00
zxaber
7429dc69b9 Silicons can now use dropped PDAs (but still cannot access Messenger) (#87343)
## About The Pull Request
- Removes the restriction from borgs and AIs opening PDA interfaces.
- Adds a restriction on Messenger if the PDA is being viewed by an AI or
Cyborg *and* the PDA is not a silicon-type PDA. Messenger is completely
unusable in this case.
- The AI's own PDA is unaffected, due to it being a silicon-type PDA.
Downstreams that give Borg PDAs the Messenger app should likewise be
unaffected. Though mainly unrelated to the PR, pAIs were also tested and
have not been affected.
## Why It's Good For The Game
Back before tablets and PDAs were squished together, silicons could
access tablets freely. TGUI PDAs were restricted from Silicons mainly to
keep parity with the old PDAs, of which Messenger is the major feature
that was ported over. Thus, I'm blocking Messenger specifically while
allowing the rest of a PDA's features to be unblocked.

As an aside, the old fluff text `It doesn't feel right to snoop around
like that...` was kinda terrible, since there are many times you do, in
fact, want to snoop. The AI trying to track down a known killer's
accomplice would want to snoop. The Malf AI that's trying to trick the
Captain would want to snoop. The prior owner of the PDA before they were
borged wouldn't even feel like it's snooping. So now it's a connection
refused thing, not an AI's feelings thing.
## Changelog
🆑
balance: Borgs and AIs can now access dropped PDAs. The Messenger app
does not work over a remote connection, however.
/🆑
Messenger interface when accessed remotely, by the by;

![image](https://github.com/user-attachments/assets/2df8ab39-97be-4472-bb18-528d79028c7b)
2024-10-23 16:08:10 +03:00
Lucy
45725ebcc2 PDA ringtones now show a balloon alert (#87278)
## About The Pull Request

This makes it so receiving a PDA message will give the holder a balloon
alert with their ringtone.

## Why It's Good For The Game

PDA messages are often ignored due to not being noticed, as many players
are more often focused on the main game screen (which runechat has
somewhat normalized) than the chat window. This makes things more
obvious that there's a PDA message.

## Changelog
🆑
add: PDA ringtones now show a balloon alert to the PDA holder.
/🆑
2024-10-20 17:12:12 +02:00
Majkl-J
f8faccd70a Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-10a 2024-10-20 04:12:02 -07:00
Waterpig
bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

Update install_node.sh

Update byond.js

oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

aaaaaaaaaaaaaaaaaaa

not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00
LT3
b967157070 Is that a PDA in your pocket or are you just happy to subtle me (#2058) 2024-10-10 12:20:09 -06:00
StrangeWeirdKitten
aecf7cca49 Merge branch 'master' of https://github.com/Bubberstation/Bubberstation into fix-thing-stat-panel 2024-09-29 13:27:25 -06:00
grungussuss
58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
Ghom
b9fad92412 Adds achievement-unlockables hats for orbies (feat. big rollies from hacked cigarette vending machines) (#86098)
## About The Pull Request
So, do you remember orbies, those cutesy virtual PDA pets from that PR
that Ben made roughly six months ago before moving on his next project,
leaving them to be probably forgotten in a near future/present/past?
Yeah, personally I never played around, however I recalled that they do
have customizable virtual hats, which can be selected from a dropdown in
the UI, and I thought that it would be a perfect target for some
achievement-related content, as they're totally cosmetic that provides
no gameplay advantage nor affects balance in no way whatsoever. I cannot
sit well with cheevos being purely an end to itself, that's the reason
this PR exists.

The new additions to orbies hats, and their respective required
achievements are:
- The fishing hat (Legendary Fisher)
- A huge-ass rollie (Unhealthy Snacks) (yeah, it isn't exactly a hat but
the code in no way assume that the item has to be a hat, beside vars
named like that for the sake of convenience)
- A tape wizard hat (Archmage)
- An energy cakehat (Very Important Piscis)
- A bounty hunter cowboy hat (Hot Damn!)
- A fancy crown (Outdebted)

The huge-ass rollie (called fat dart) in the game, is a new cigarette,
rarely found in hacked cigarette vending machines. It's obviously a
reference to that Ralsei meme from 3 years ago or so but I personally
don't care, I just wanted to give an excessively big cigarette to orbies
to symbolize the proposterous accomplishment of eating 500 cigarettes in
a single round without dying from nicotine OD less than halfway through,
but since orbie hats use actual items are references for their
appearance, I found myself obliged to add one to the code. Overall, the
fat dart comes from an old PR on Citadel, though I had to resprite it
myself.

Here's a lazy collage of the hats. For some reason unbeknownst to me,
the hats are horizontally squished. I need to ask Ben why he did them
this way when Orbies' heads are as wide as a rugby ball.

![immagine](https://github.com/user-attachments/assets/f1b0e28f-1fb5-4678-bc32-fe38ca04a1b6)

## Why It's Good For The Game
Simple, extra cosmetic stuff for a simple feature that's as relevant as
playing around with plushes.

## Changelog

🆑
add: Added more customizable options to PDA virtual pets, which can be
unlocked by completing achievements.
add: Added a fat dart that can be rarely found in hacked cigarette
vending machines.
/🆑
2024-09-23 08:59:57 +12:00