* Changing your PDA ringtone now has your current ringtone in your input box, like the previous PDAs used to.
* The incoming Messenger messages are now HTML encoded in message history, allowing it to display apostrophes and such.
* The prompt to send a PDA message now shows you the person you're trying to send a PDA message to.
* The curator's PDA is now long-ranged
The Curator's PDA is now long ranged and allows for it to be used while out in space.
I recently removed the modular computer parts that allowed PDAs to be upgraded to connect to NTNet while on different Z-levels, so thought this would be a good replacement since Curators are a space exploration job, so being able to still talk to other players or use the newscaster app while away, is something I think would be beneficial.
* base
* reasons
* GetToken proc, with a many remarks
* Add a way to change reason in transfer_money proc. Add a reasons.
* Reason to use the app. Commission. Standard application.
* Apply suggestions from code review - Tralezab
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Tralezab & jlsnow301 advices. New format(everywhere)
* Nanotrasen
* Refactor TGUI(not me:( ). Fix useless capitalize
* Update code/modules/economy/account.dm
* Trans transforms in transaction
* coMmission. little autodoc mistalke. Translation != Transaction
* oops
* Merge Conflict
* ...
* back feats
* mistakes bye!
* ну да
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Basically all what I'm doing is categorize and display whatever modifiers are currently applying to the SM. This way players can see powerloss, temperature generation, damage taking, temp limit adjustment etc all in live instead of diving code or looking it up in the wiki.
I have taken the liberty of making most of these modifiers additive instead of multiplicative since it's easier to illustrate how much a given modifier is doing when they are all additive. E.G: The gas you added gave you an extra 2500 joules instead of the gas you added gave you a 1.2x multiplier.
To make this job not CBT there are a few gameplay changes that are needed to make things fall into the framework and some general cleanup. Most noteworthy might be:
Space damage taking (opted for
SM damage and balance #66692 instead of SM can explode on space tiles again #35275 just because it's newer. Wont mind changing if asked). Also removed the power gen see the edit in
Changed Supermatter Internal Math + UI Additions #69240 (comment). Wont mind bringing it back and tweaking if asked.
SM will now use the same heat limit for everything that once used variations of it. Unified healing temp limit (influenced by psychologist) with damage heat limit (influenced by gases and low moles, yeah that's a thing). In practice this means your rock will heal at higher temps instead of the old one.
Heat output production. See:
Changed Supermatter Internal Math + UI Additions #69240 (comment) and heat penalty from gases.
I'm really sorry for tacking this on to this PR, but there's no good way to present the heat output effect of gases to the SM in a way I'm satisfied with if I don't do this. Kinda hard to atomize too since it relies on the cleanup. Rolled back!
Work left:
Oh and need to make the NTOS things work.
Ntos Done! Since the active crystal is now deprecated and we use localstate, the notification system got changed a bit. SM will now ping you if you subscribed to it. Only works when minimized and not closed, like the old one.
Oh and also documentation.
Think its in an ok spot now.
Reimplement transmission view and low pressure power bonus. Yeah thats a thing.
Looks like the low pressure power bonus is actually broken. It evaluates to ~2 for pretty much any x given. So im axing it.
Reimplement moles doubling heat resistance. Yep thats also a thing.
Readd the pluox and miasma pressure scaling thing.
Done, also multiplied the reaction rate by half but multiplied the mole manipulation by 2 for pluox gen. Did this so it's easier to understand.
Dump shit into the changelog.
Why It's Good For The Game
Future coders will now need to write a bit more code when they want to add another modifier. Meaning it's a tad more rigid if someone wants to go out of the existing framework. Also demands a little bit of math but nothing more than basic algebra.
But on the flipside, this means future coders that want to add a brand new modifier to the SM will need to justify and document it (with only a single string descriptor so its not even that much work). Makes the work of people maintaining the code waaay easier at the expense of feature coders. Also makes whatever change they want to apply be relayed immediately to the players.
I mean jesus christ we didnt even know PN was really good for SM until it's added to the wiki.
Changelog
🆑
del: Removed the broken pressure power multiplier which always evaluates to 2. Multiplied base SM power production by 2.
del: SM will no longer gain power when exposed to space. It actually used to do that, but only when the tile it's on has gas so you don't really notice it.
qol: added the factor breakdowns to the SM ui.
qol: added the gas effect breakdowns to the SM ui.
qol: Made the supermatter selection in NT CIMS ui frontend based. Notifications will be based on you pressing the bell button instead of opening a SM page.
code: Instead of showing the environment breakdown of the SM tile, the NT CIMS will show you the exact gas mixture that it uses for calculation.
code: Total moles in NT CIMS will now be substituted with absorbed moles, which is the thing we use to calculate scrung delams. Scrungs at 1800.
balance: Unified the SM taking damage on space (last modified 2018) with SM taking damage around space (added 2020, last modified 2022). Chose the latter formula, it's significantly stronger.
balance: SM will start healing at the same damage at which it stops taking heat damage. Instead of the old fixed healing at ~313K.
balance: made the low mole heat resistance thing on SM not scale with heat resistant gases.
balance: Made the supermatter temperature power gain multiplier thing linear at 1/6 instead of 50/273 or 30/273.
balance: Psychologist heat reduction is weaker on high heat gas.
refactor: rerouted how external damage (bullets) and external power (emitter) is applied to SM.
refactor: restructured the internal power calculations for SM. Power should be applied on each atmos tick instead of separately.
refactor: restructured how the SM calculates the damage that it takes. No changes expected except for the low mole temp limit multiplier thing.
refactor: Restructured SM pluox generation and miasma consumption. No changes expected though.
\🆑
* canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE
The most idiotic thing I've seen is canUseTopic's defines, they literally just define TRUE, you can use it however you want, it doesn't matter, it just means TRUE. You can mix and match the args and it will set that arg to true, despite the name.
It's so idiotic I decided to remove it, so now I can reclaim a little bit of my sanity.
* Makes flags properly check themselves
Byond ref: https://www.byond.com/docs/ref/#/operator/&
Basically, flags should use & instead of ==
We can have more than 1 slot on any item, so it's preferred that we do this instead. Even if it doesn't immediately fix any problems, it's something that should be the standard anyways to prevent it from ever being a problem.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
About The Pull Request
I've reworked multiz. This was done because our current implementation of multiz flattens planes down into just the openspace plane. This breaks any effects we attach to plane masters (including lighting), but it also totally kills the SIDE_MAP map format, which we NEED for wallening (A major 3/4ths resprite of all wall and wall adjacent things, making them more then one tile high. Without sidemap we would be unable to display things both in from of and behind objects on map. Stupid.)
This required MASSIVE changes. Both to all uses of the plane var for reasons I'll discuss later, and to a ton of different systems that interact with rendering.
I'll do my best to keep this compact, but there's only so much I can do. Sorry brother.
Core idea
OK: first thing.
vis_contents as it works now squishes the planes of everything inside it down into the plane of the vis_loc.
This is bad. But how to do better?
It's trivially easy to make copies of our existing plane masters but offset, and relay them to the bottom of the plane above. Not a problem. The issue is how to get the actual atoms on the map to "land" on them properly.
We could use FLOAT_PLANE to offset planes based off how they're being seen, in theory this would allow us to create lens for how objects are viewed.
But that's not a stable thing to do, because properly "landing" a plane on a desired plane master would require taking into account every bit of how it's being seen, would inherently break this effect.
Ok so we need to manually edit planes based off "z layer" (IE: what layer of a z stack are you on).
That's the key conceit of this pr. Implementing the plane cube, and ensuring planes are always offset properly.
Everything else is just gravy.
About the Plane Cube
Each plane master (except ones that opt out) is copied down by some constant value equal to the max absolute change between the first and the last plane.
We do this based off the max z stack size detected by SSmapping. This is also where updates come from, and where all our updating logic will live.
As mentioned, plane masters can choose to opt out of being mirrored down. In this case, anything that interacts with them assuming that they'll be offset will instead just get back the valid plane value. This works for render targets too, since I had to work them into the system as well.
Plane masters can also be temporarily hidden from the client's screen. This is done as an attempt at optimization, and applies to anything used in niche cases, or planes only used if there's a z layer below you.
About Plane Master Groups
BYOND supports having different "maps" on screen at once (IE: groups of items/turfs/etc)
Plane masters cannot cover 2 maps at once, since their location is determined by their screen_loc.
So we need to maintain a mirror of each plane for every map we have open.
This was quite messy, so I've refactored it (and maps too) to be a bit more modular.
Rather then storing a list of plane masters, we store a list of plane master group datums.
Each datum is in charge of the plane masters for its particular map, both creating them, and managing them.
Like I mentioned, I also refactored map views. Adding a new mapview is now as simple as newing a /atom/movable/screen/map_view, calling generate_view with the appropriate map id, setting things you want to display in its vis_contents, and then calling display_to on it, passing in the mob to show ourselves to.
Much better then the hardcoded pattern we used to use. So much duplicated code man.
Oh and plane master controllers, that system we have that allows for applying filters to sets of plane masters? I've made it use lookups on plane master groups now, rather then hanging references to all impacted planes. This makes logic easier, and prevents the need to manage references and update the controllers.
image
In addition, I've added a debug ui for plane masters.
It allows you to view all of your own plane masters and short descriptions of what they do, alongside tools for editing them and their relays.
It ALSO supports editing someone elses plane masters, AND it supports (in a very fragile and incomplete manner) viewing literally through someone else's eyes, including their plane masters. This is very useful, because it means you can debug "hey my X is yorked" issues yourself, on live.
In order to accomplish this I have needed to add setters for an ungodly amount of visual impacting vars. Sight flags, eye, see_invis, see_in_dark, etc.
It also comes with an info dump about the ui, and plane masters/relays in general.
Sort of on that note. I've documented everything I know that's niche/useful about our visual effects and rendering system. My hope is this will serve to bring people up to speed on what can be done more quickly, alongside making my sin here less horrible.
See https://github.com/LemonInTheDark/tgstation/blob/multiz-hell/.github/guides/VISUALS.md.
"Landing" planes
Ok so I've explained the backend, but how do we actually land planes properly?
Most of the time this is really simple. When a plane var is set, we need to provide some spokesperson for the appearance's z level. We can use this to derive their z layer, and thus what offset to use.
This is just a lot of gruntwork, but it's occasionally more complex.
Sometimes we need to cache a list of z layer -> effect, and then use that.
Also a LOT of updating on z move. So much z move shit.
Oh. and in order to make byond darkness work properly, I needed to add SEE_BLACKNESS to all sight flags.
This draws darkness to plane 0, which means I'm able to relay it around and draw it on different z layers as is possible. fun darkness ripple effects incoming someday
I also need to update mob overlays on move.
I do this by realiizing their appearances, mutating their plane, and then readding the overlay in the correct order.
The cost of this is currently 3N. I'm convinced this could be improved, but I've not got to it yet.
It can also occasionally cause overlays to corrupt. This is fixed by laying a protective ward of overlays.Copy in the sand, but that spell makes the compiler confused, so I'll have to bully lummy about fixing it at some point.
Behavior changes
We've had to give up on the already broken gateway "see through" effect. Won't work without managing gateway plane masters or something stupid. Not worth it.
So instead we display the other side as a ui element. It's worse, but not that bad.
Because vis_contents no longer flattens planes (most of the time), some uses of it now have interesting behavior.
The main thing that comes to mind is alert popups that display mobs. They can impact the lighting plane.
I don't really care, but it should be fixable, I think, given elbow grease.
Ah and I've cleaned up layers and plane defines to make them a bit easier to read/reason about, at least I think.
Why It's Good For The Game
<visual candy>
Fixes#65800Fixes#68461
Changelog
cl
refactor: Refactored... well a lot really. Map views, anything to do with planes, multiz, a shit ton of rendering stuff. Basically if you see anything off visually report it
admin: VV a mob, and hit View/Edit Planes in the dropdown to steal their view, and modify it as you like. You can do the same to yourself using the Edit/Debug Planes verb
/cl
* Demoralization fixes
Blind mobs will no longer be demoralized by posters and graffiti.
Illiterate mobs will no longer be demoralized by the words on posters.
Mobs will no longer be demoralized by posters & graffiti if it's too dark to see them.
Also makes can_read use reading check flags, one for literacy and one for light.
* Removes recharger tablet parts
Removes 'advanced' tablet subtypes that we used before PDAs were added, in some jobs.
Replaces Roboticist's advanced tablet mail with a laptop
Moves the notepad's note var from the tablet, to the note app
Moves modular computer's defines into their own file
Machine computers now directly use power from the machine they're in, while the rest uses power cells.
Silicon tablets don't use power at all.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* A lot of shuttle code improvements
* Makes use of ``as anything`` in many places
* Adds mapload to connect_to_shuttle()
* Renames many vars, including shuttle 'id' var to 'shuttle_id' and engine 'state' to 'engine_state'.
* Engines now weakref their attached ship, and disconnect when unwrenched from it.
* Removes check for force when deleting a mobile docking port, being deleted should still clear your stuff, regardless of being forced.
Because of all the above, I was able to remove a few pointless checks scattered around, like engine's alter_engine_power()
* better comment for port_id
* Fixes Cargo, Arrivals, and Pirate ships.
* Merge branch 'master' into shuttlecode-oh-no
* last few
* fixes the CI
* fixes
* Fixes infinite engines
* Revert "Merge branch 'master' into shuttlecode-oh-no"
This reverts commit 94eba37de9fe3f4a01dc40bb064771b764f379e3.
* trammies
* whiteship tram
* Makes use of ?. instead
apparently this is what weakrefs use, so 🤷
* i hate supernovaa41
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* removes lateinit that I never implemented
* adds _ref to weakref var name
* small change to weld time define
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Optimizes away /obj/Initialize
We were spending like 0.15 seconds just checking for blueprints, obj
flags and network ids
All these things can just be applied where they're wanted, saves time
Oh and I replaced object flags with an emag injector. I'll give it a
sprite and name later I promise
* Requires a GenerateTag() call to set DF_USE_TAG, rather then doing a check in atom New
This is technically harder to use, but I don't really want people using
tags, and it saves 0.15 seconds
* Moves generatetag to /datum
* I am dumb
* Saves 0.5 seconds, makes init emissive blockers actually work
Ok so background. If an overlay is added with add_overlay, and not
"managed" somehow, it will effectively never be removed, because
nothing's tracking it.
Update_overlays uses the managed_overlays list/var (one of those) to do
this.
I'm gonna piggyback off this to make emissive overlays actually like,
respect overlay updates.
Oh and uh, I've saved maybe 0.5 seconds by caching the new emissive, and
not using add_overlay. There's a chance this will lead to overlay
corruption, but since we never readd the flattened, I think we'll be
safe
* Fixes plane not being set right, changes color logic too, since alpha will override past color sets
* Makes it actually work. also makes rand posters update appearance to clear away the overlay, since it shows on right click and looks bad
* Fixes blockers showing as emissives. It turns out alpha sets override the color list we use. Not sure why we pretend to support them
* Makes the injector support traits, adds an amazing sprite
* Paper bins now create paper dynamically, rather than creating thousands of pieces of paper on init every round
* Fix hard del, fix static initialization
* Fix fire_act not using paper_stack
About The Pull Request
See title
Why It's Good For The Game
Fixes#68765, also currently, while NIRN is meant to parallel the features of the cargo console for non-heads of staff, requests are also paid by the department account instead of the general cargo budget for non-heads of staff
Changelog
cl
fix: Putting a budget card into NIRN now gives the proper error message if you are trying to buy something privately, and treat you as a normal cargo request order by someone without any permissions otherwise
fix: NIRN orders should now charge the department that bought it only if a head of staff ordered it
/cl
About The Pull Request
bgug fix stuff
APC controller UI has its elements section'ed off. The backend has been redone to make the behaviour of the APC controller a bit less janky. The console should be more stable, and all the soul has been removed from the code and the UI.
before this PR stales out from nobody wanting to review my pr, I should probably outline what exactly changed:
APC controller consoles have had their APC code almost entirely reworked. They no longer have to hold a reference to the person using the controller currently, and APCs themselves no longer hold a reference to the controller, instead to the person directly. A lot of code was moved to APC themselves to make it a lot more stable.
APC controller used to call toggle_breaker without passing args, causing a runtime. Fixed in
Fixes the power flow control console not actually being able to toggle breakers #69343
APC controller UI has had the Window.Content tags moved up to the top component, and a lot has been sectioned off to make the UI more sane.
AmpCheck used to look for a wire on it's turf, or as a fallback look for the Area APC. A check to see if the APC has a terminal did so on a weakref, causing a runtime and preventing the program from ever finding a valid APC in it's area, making it show nothing. This has been fixed. On the other hand, the power monitor console did not store the ground wire or APC terminal as a weakref, this has been updated. As a fallback, if there are still no APCs in the powernet, the UI will show a dimmer popup.
There was a "secret" power monitor variation in code so PDAs could not access monitors in hidden places. With the removal of PDAs, this control console is useless.
Why It's Good For The Game
Tiny bit of (much needed) polish on some useful tools in the engineering department.
Changelog
cl
fix: Fixed runtime when using AmpCheck without connecting the console with a wire.
fix: Fixed a few runtimes that could occur when using APC controller consoles.
qol: Sucked soul out of APC controller code and UI.
del: Removed "secret" power monitor console.
/cl
About The Pull Request
Reimplements #37735 (add 1% chance to have "Sent from my PDA" appended to a message) as it was lost during the transition to tablets.
Why It's Good For The Game
Feature parity with previous system.
* Standardized and improves status display app, making it share the same UI as the Communication Console's version of it, and moves shared status display screens into global lists instead of vars.
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Removes ComponentInitialize()
Completely removes ComponentInitialize() as a proc, which was called on every single atom in the game, twice in some instances (like new players), over something that can already be done with Initialize().
This is the second attempt at doing this, after the first attempt fell apart for some reason. This time it was way easier though, since storages are no longer a Component.
* update icon blocker added before calling parent
* Update code/game/machinery/porta_turret/portable_turret.dm
Co-authored-by: san7890 <the@san7890.com>
* adds a mapload while I'm here
* moves human mood
* Does some UNRELATED thing to the PR
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
About The Pull Request
replaces a ton of log_game with user.log_message so the log is added to individual and global logs.
adds a few logs for individual LOG_VICTIM, LOG_ATTACK etc logging.
adds logging for bluespace launchpad's tele coords being changed.
took the word "has" out of log_combat, as it's extra and just lengthens the log.
Why It's Good For The Admins
It's extremely laggy to open game.txt so an alternative is individual game logs
Changelog
cl
admin: A lot of game logs will now also be in individual game logs, for convenience in log diving.
admin: Added logging for bluespace launchpad x and y offset changes, which go to individual game logs.
admin: Attack logs will now be slightly shorter, one useless word was removed.
/cl
JohnFulpWillard
Member
JohnFulpWillard commented 23 days ago
About The Pull Request
Merges ordnance data disk and frontier data disk, since the ordnance data disk's description says it is for ordnance-related stuff, yet doesnt have the main app people need to do Ordnance, which I found weird.
I additionally moved the NT Frontier app to the rest of the programs folder, and renamed it Frontier so it is easier to find.
Why It's Good For The Game
This allows the semi-public ordnance data disk (as they are found in vending machines) to actually contain the ordnance app it claims it provides, making it easier for an Atmospherics Technician (or anyone, really) to get the app needed to upload gasses they make, as experiments for their nodes.
This makes it easier for Engineering to do Engineering-related experiments to get Engineering-related tech nodes, much like Medical can by doing Dissection surgeries, while also giving more use to the Frontier's ability to put authors, since now Science and Atmospherics can see eachother completing experiments and maybe even try to outdo the other.
Changelog
cl
balance: Ordnance data disks now have the Frontier app on them, and has entirely replaced Frontier data disks.
/cl
The USB connections for air alarms have been improved and now include scrubber control, vent control and the setting of the air alarm mode. Also fixes a bug where the limits were not being properly set.
The scrubber, vent and limit control can be duplicated in the circuit to allow multiple limits/scrubbers/vents to be controlled by one circuit.
Any airlock can be made into a shell during construction by configuring the airlock electronic before insert.
A pretty heavy refactor for pAIs that just spilled into a rework.
Attempts to fully document and organize backend code.
Fixes a large number of bugs left untouched for a decade.
Breaks down the frontend into subcomponents.
Rebalances their software modules.
(should) fix pAI faces get removed if you activate them during alert #68242
* destroy proc holder pt1
- change proc_holder/spell to action/cooldown/spell
- docs all the spell vars, renames some of them
- removes some useless vars
- start with pointed spells, as they're easy
* kill proc_holder pt2
- kill a buncha vars and replace it with flags
- convert a ton over
- general code improvements
* kill proc_holders pt3
- convert a good few more spells
- rename some signals
- handle statpanel
- better docs
* kiill proc_holder pt4:
- restructure the file system of action.dm, separating a good amount of item actions and miscellaneous garbage into files where they belong slightly better. Also splits off item actions, cooldown actions, innate actions, etc. into their own files, overlal making it much better to work with
- converts touch attacks to actions
- converts blood crawl, jaunt subtype
* kills proc_holder pt5
- clears up some icon issues so all the currently converted pages don't have errors
- shapeshift
- some more action cleanup
* kills proc_holder pt5.5:
- some documentation
- reworks feedback to prevent oversight with teleports and stuff
* kills proc_holder pt6:
- converted cult spells
- converted magic missile
- converted mime spells
- chipped away at the errors
- removed some vars which were too general, replaced them with more locally applicable vars. for example "range" which could mean "projectile range" or "aoe radius" or whatever - instead of having a broad net which everyone applies to in a confusing matter, instead lets each spell delegate on their own.
- merged magic/spell and magic/aoe, as the comment intended
- more unified behavior for spell levelling
* kill proc_holders pt 6.5:
- replacing a buncha old proc_holders that have been updated to reduce some errors. sub 900 baby
* kills proc_holder pt 6.75:
- minor fixes
* kills proc_holder pt7:
- cuts down on some errors
- refactors some wiz events
* kills proc_holder pt 7.5:
- malf ranged modules
- some minor errors
* kills proc_holder pt 7.75:
- mor eminor error handling, cleaning up changes
* kill proc_holder pt8:
- refactors spell book
- refactors spell implant
- some more minor error fixing
* kill proc_holder pt 8.5:
- scan ability
* Adds some robust documentation
* kill proc_holder pt9:
- converts some / most mutations over
* kill proc_holder pt10:
- sort out all the granters
- refactor them slightly
- fix some compile errors
* Some set-unset sanity - going to need to test removing Share()
* Removes transfer actions. It doesn't seem to do anything.
- Transfer_actions was called when current = new_character so locially speaking the early return in Grant() should cause it to NOOP. Test this in the future though
* Removes sharing from actions, docs actions better
* Some better documentation for spell and spell components
* Kills proc_holder pt11:
- Finally finishes ALL THE SPELLS IN THE SPELL FOLDER
- Fixes some more errors
* kills proc_holder pt11.5:
- minor error fixing and sanity
* Method of sharing actions. Can be improved in the future, needs testing
* Implements a way to update the stat panel entry for a spell. Also gets rid of VV stuff, as you can update the bigflags directly in VV now.
* Curse of madness bug I put in.
* kills proc_holder pt12:
- sub 500 errors!
- converts cytology mobs
- converts and refactors spiders slightly
- some minor fixing around the place as usual
* kill proc_holder pt13
- Finishes heretic spells
- Sub 300 errors!
- some touch refactoring to account for mansus grasp
* kills proc_holder pt14:
- revenant
- minor bugfixing for heretic stuff
* kills proc_holder pt14.5:
- some missed stuff for revenant + heretic
* kills proc_holder pt15:
- alien abilities
- more minor fixing
- sub 100 errors. The end is nigh
* kill proc_holder pt16? 17:
- Finishes cult spells
- sub 50 errors!
- refactors the way charge works
- renames / moves some signals
* kills proc_holder pt final:
- sdql spells
- no more errors!
* Bugfixes round 1
* Various bugfixing
- documentation done
- give spell works
- can cast spell gives feedback conditionally
- is available takes into account casting ability
* Some accidental reversions + fixes
* Unit tests
* Completely refactors jaunting
- All bloodcrawling is now handled on the action itself instead of across various living procs
- slaughter demons have their own blood crawls
- jaunting dummies don't have side effects on destroy() anymore
* Wizard spell logging and even more refactoring
* The Quartermaster is officially a head of staff, with new accesses, a silver ID, ect ect.
* The HoP lost their cargo-related equipment and access, including the Vault monitor, and frequency.
* Reorganizes some of the access and jobs access code for readability.
* Engineers get access to minisat and tcomms, atmos techs get it on skeleton crew.
* Service jobs that used to have morgue access without reason (bartender/botanist/hop) had it moved to skeleton crew.
* RD lost access to Mining, Mining station, and Medbay (holdover from Genetics), but gained Construction access to easily access the AI.
* Roboticist has had their skeleton crew access to ordnance revoked to align with the geneticist's skeleton crew access
* Miners no longer have SHIPPING access (renamed from Mail Sorting)
* The HoS and Paramedics have proper access to the basics in each department again
* Minisats across all maps now require Minisat access to access.
* Secure tech storage now once again requires both Command and Tech storage access again.
* Add trait literate to defines
* Add TRAIT_LITERATE to global vars
* Add is_literate proc to check for literate trait
* Remove is_literate proc from human
* Remove is_literate proc from silicon
* Add TRAIT_LITERATE to silicons
* Add TRAIT_LITERATE to drones
* Add TRAIT_LITERATE to abudctors
* Revert last commit
* Add TRAIT_LITERATE to abductors
* Add TRAIT_LITERATE to androids
* Add TRAIT_LITERATE to dullahan
* Add TRAIT_LITERATE to species
* Add TRAIT_LITERATE to flypeople
* Add TRAIT_LITERATE to golems
* Add TRAIT_LITERATE to humans
* Add TRAIT_LITERATE to jellypeople
* Add TRAIT_LITERATE to lizards
* Add TRAIT_ILLITERATE to monkeys
* Add TRAIT_LITERATE to mothmen
* Add TRAIT_LITERATE to mushpeople
* Add TRAIT_LITERATE to plasmamen
* Add TRAIT_LITERATE to podpeople
* Add TRAIT_LITERATE to shadowpeople
* Add TRAIT_LITERATE to skeletons
* Add TRAIT_LITERATE to snail species
* Add TRAIT_LITERATE to vampires
* Add TRAIT_LITERATE to zombies
* Add TRAIT_LITERATE to clever mutation
* Comment out TRAIT_LITERATE for monkeys
* Comment out TRAIT_LITERATE for ashwalkers
* Fix illiterate mobs reading tablet messages
* Update traits.dm
* AtmoZphere tablet app now has the previous functionality of the BreatheDeep cartridge's scanning ability, meaning you can swap to analyzer mode to analyze with right-click.
Three main things I do:
Reinforce the remap that i have made with code changes, making the atmos control devices sane and easy to put if someone else stumbles upon this part of the code again. (a4aea1e - f16e620)
Splits the ordnance areas and renames them, kills ordnance misc and things that have nothing to do with ordnance (anymore?) moves them to exp_lab (useful stuff here) and aux_lab (fluff stuff here like laser range in delta or second circuit lab in tram). (0c99f9f- 3c82a88)
Adds a roundstart program disk containing nt frontier to the ordnance office table. Added a hint to file manager there too to help give players a nudge on how to publish papers. (fd747dc)
First one: Makes mapping these things not require varedit, nicer for other people that dont know how the atmos control stuffs works.
Second one: Misc lab has nothing to do with ordnance jesus christ. Also ord hallway is now irrelevant, our ordnance labs are very far from box now. Will probably make downstreams a bit angry for a while though since they might not be fully up to date on the ordnance maps.
Third one: Pretty much justified it in the about section.
Why is this not atomic: This touches all five maps and needs code backing, so I might as well combine them into one maintenance PR instead of giving my peers merge conflict three times.
* Fixes tablet lights
Makes tablet lights properly be directional lights like PDAs were.
I also replaced some single-letter vars for no particular reason.
* re-adds action button updating