Commit Graph

237 Commits

Author SHA1 Message Date
John Willard
dc5f5fb5f4 The curator's PDA now works in space (#70319)
* 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.
2022-10-11 14:20:20 -07:00
Mickyan
db905aff48 Assistant PDAs start with the bounty board app preinstalled (#70291)
* bounty app for assistants

* moved to no department section
2022-10-05 01:41:33 +00:00
John Willard
91f02f2a6b canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE (#69790)
* 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.
2022-10-01 09:47:52 -07:00
John Willard
7c990173e0 Removes network cards and printers from tablets (#70110) 2022-09-26 11:18:58 -07:00
ShizCalev
5c9d863998 Demoralization fixes (#69924)
* 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.
2022-09-24 03:26:31 -04:00
John Willard
ca229574f6 Removes AI and Charge parts from tablets, adds support for more later. (#70012)
* 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>
2022-09-22 20:58:20 -07:00
ShizCalev
ea2e4335b0 adds inhand icons for tablets & pdas (#70038) 2022-09-22 03:11:28 -04:00
Seth Scherer
f1a363c825 Converts a shitload of istypes to their more concise macros (#69260)
* Converts a lot of istypes() to use their istype macro helpers.
2022-08-18 22:08:44 -04:00
John Willard
952c3ee0d3 Removes ComponentInitialize() (#69118)
* 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>
2022-08-11 19:01:32 -04:00
MrMelbert
59cc93b364 Removes the "proximity crew pinpointer" (the ones parameds spawn with), paramedic PDAs start with the lifeline app instead (#68993)
* Parameds start with the Lifeline tablet app instead of a proximity pinpointer, with a Calomel bottle replacing their now empty medical belt slot.
2022-08-07 19:50:31 -04:00
Timberpoes
786ac5c855 [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition> (#68612)
Papercode refactor
2022-08-02 19:27:42 +02:00
Matt
53cee6635f Fix: #41250 You can't use a tablet while inside a locker (#68171) 2022-07-24 17:20:51 -07:00
Jeremiah
86e801987e Reworks pAIs (#68241)
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
2022-07-24 16:18:59 +01:00
distributivgesetz
9c0ac84ba6 PDAs open their messenger when replying to messages through chat (#68355)
* Clicking Reply in PDA messages now opens your PDA messenger app.

* Additionally does a ton of PDA code improvement.
2022-07-17 23:53:33 -04:00
MrMelbert
f8f3dbed98 Completely removes proc_holders from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code. (#67083)
* 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
2022-07-01 02:01:02 -04:00
Iamgoofball
aebd156a43 CARGONIA THE FREE: The Quartermaster is now a head of staff. (#67518)
* 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.
2022-06-07 21:38:02 -04:00
axietheaxolotl
0c15d9dbcf Head of Personnel Resprite & New HoP Coat (#67286)
add: Brand new HoP coat!
imageadd: New sprites for HoP's uniform, skirt, cap, and the ID Painter.
2022-05-28 06:26:36 -04:00
John Willard
bca6e00ead Fixes tablet lights (#67315)
* 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
2022-05-27 10:16:09 -04:00
John Willard
205d01e28e Removes power monitor from tablets (#67245) 2022-05-25 23:13:06 -07:00
Tim
0c5b3ac1fd New illiterate quirk (#66648)
* New illiterate quirk that makes a person unable to read or write. This applies to books, PDAs, paper, computers, and other electronics.
* New brain trauma dyslexia that makes you illiterate until fixed.
* Ashlizards are now illiterate as a default starting trait. The mining shuttle computer has been updated to compensate illiterate mobs randomly smashing buttons that causes a shuttle launch.

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2022-05-23 20:06:52 -04:00
Dmeto
7807facee0 Readds Captains fountain pen (#67164)
bout The Pull Request

Was working on a different fix and noticed the Captains Fountain pen was missing so i went through some other jobs on a pre modular PDA build and found that QMs survial pen was also missing. Ignored the fountain pens for all Heads of Staff i presume that was intentional.
Why It's Good For The Game

Minor Fix, gives the Captain back back his Unique Pen and dignity
QM gets their survial pen back as well.
Changelog

Captains and Quartermasters now receive their unique pens in their PDAS again.

cl
fix: Restores Captains pen and QM survial pen in respective Pdas

/cl
2022-05-21 22:57:42 +12:00
ReinaCoder
2899db2fda Fixes spray cans and pipes fitting inside of tablets. (#67057)
They were subtypes of crayons and cigarettes which allowed them to be fit inside. To fix this, the tablet can only hold tiny items and spray cans and pipes have been changed from tiny items to small.
2022-05-18 12:10:02 -04:00
John Willard
5d58bebbf9 Mass-PDA perms is configured on Wirecarp (#66889)
Lawyers and Captains spawn by-default with the ability to send mass PDA messages, but the Wirecarp app (so Research Director and Captain) can grant/revoke permission to send PDAs to everyone
2022-05-17 00:35:08 -04:00
John Willard
c61d6dc3cb Removes CPU, Sensors and Identify ModPC parts. (#66924)
Removes CPU, Sensors and Identify parts from modulra computers.
This is in effort to simplify how tablets and tablet apps are, while removing barriers to download specific apps. Limiting apps needed for your job, through hardware, is a terrible idea, and just limits departmental stuff to being there roundstart/latejoin, punishing people who job change through the in-game HoP system, devaluing the job as a whole.
2022-05-13 14:50:35 -04:00
John Willard
cfca867cf8 Fixes the captain's PDA (#66908)
I screwed it up and didn't make the Captain's PDA a subtype of heads, so captain was spawning with the wrong PDA.
2022-05-13 10:57:46 -04:00
John Willard
cc57407c79 [MDB IGNORE] Removes tablet cartridges + reworks a ton more (#66505)
- All tablets who previously had apps in a cartridge now has them built-into their tablet instead. This means it costs space for it.
- Rebalances the sizes of several apps to help them fit on Command tablets (Cargo ordering costed 20!!)
- Removes tablet cartridges, they've been reworked into a regular old portable disk (the same you use for toxins/borgs)
- Removes Signaller (the module required to run the signaller app) from tablets (likely will remove more in the future)
- Refactors the health/chem scanning app to not be as bad
- Dehardcodes detomatix resistance
- Ability to send PDA's to all is now tied to your access rather than a cartridge
- Moves 'eject disk' button to the very top of the UI
2022-05-11 12:04:11 -04:00
Iain Price
6cad1b0c61 Set steel_sheet_cost for tablets (PDAs) to 2 (#66773)
Destroyed player PDA / tablet drops half of the steel_sheet_cost as a stack on destruction. Having this set to 1 creates zero sized stacks of iron. Rather than fix the code that drops, I just upped this to make it drop 1 sheet on destruction, which is probably the intended effect.
2022-05-08 11:51:17 -07:00
Fikou
a6ae1fb78a removes permeability, rolling it into bio armor (#66742)
refactors our disease code a tiny bit
removes permeability_coefficient variable from clothing, it decided how much stuff like chems or disease passed through your clothes, while BIO armor only decided how much you could spread diseases yourself, making it pretty much laughable
permeability_coefficient is now fully rolled into bio armor, so your bio protecting stuff will now protect you from other biological hazards like blobs
2022-05-08 10:10:54 -07:00
John Willard
ea95a0fe8b Fixes computers being unusable and runtiming to hell (#66737) 2022-05-07 15:53:01 -05:00
ArcaneDefence
944e1a25f6 This just like george orwell's book uh... 1984 (#66502)
Materials got removed from the PDA that all crew members spawned with when we switched over to tablets.
This readds that as that was originally done in #57923 (2e309d4ead)

Allowing players to interact through obscure mechanics to bait each other to blow up a microwave in an attempt to charge their tablet is fucking hilarious.
2022-05-02 19:41:38 -07:00
magatsuchi
076e206bee adds pda paper scanning, and gives head job disks the tech web (#66470)
lets you uhhh scan papers i nto your notes app and also uhhh gives all heads the techweb app and also uhhh removes some role tablets because they dont really like need them anymore yeah cool awesome

coming one step closer to orange's vision of having techweb be heads only
2022-04-26 03:54:45 -07:00
Tastyfish
20cf229b0c Makes flashlight action button update when flashlight toggles (#66434) 2022-04-24 23:43:53 +08:00
capsaicin
e2500e42bf ae (#66412) 2022-04-24 23:33:55 +08:00
capsaicin
b4d3d4fc36 new pda sprites! (#66369)
Replaced new PDA sprites with even newer ones!
2022-04-21 22:16:26 -03:00
Vladin Heir
ef07f17d51 Properly adds the syndicate PDA theme (#66376)
Please read and accept our Terms of Use and Privacy Policy before proceeding.
2022-04-21 19:49:51 -04:00
magatsuchi
aa6d76e3a1 adds pen in tablet flavor text + ctrl click (#66367)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-04-21 16:46:16 -07:00
magatsuchi
061dc94b38 [NO GBP] more tablet additions (#66358)
About The Pull Request

actually makes the damn action button for the flashlight on your device work, as well as fixing clown/silicon/mime names properly showing up

    fixes not chunky finger people not being able to use pdas

Why It's Good For The Game

tweaks to make the tablet more user friendly
Changelog

cl
fix: actually makes the flashlight action button work, and fixes silicon/clown/mime names showing up properly on tablets/messenger
/cl
2022-04-21 11:06:17 +12:00
Ghilker
ffd1ae5fc0 Rebalanced Power consumption, increase for machines (#66059)
Machinery power consumption rebalance.
2022-04-20 09:50:54 +02:00
magatsuchi
cd1b891d79 Modular Tablets: Converting PDAs to the NtOS System (#65755)
Converts PDA functions and applications over to modular tablets and devices, namely the messaging function. HREF data code is quite honestly clunky and difficult to work with, as I've definitely experienced whilst working on this. By moving from this system over the easier to read (and frankly, easier to add to) TGUI system, you get cleaner looking and more user friendly UIs and a greater degree of standardization amongst other UIs.

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2022-04-20 03:08:41 +03:00
John Willard
5b8ee570ea Refactors Newscaster cartridge to tablet app (#66035) 2022-04-09 18:31:40 -07:00
John Willard
de2e373357 Refactors janitor cartridge to a tablet app (#65942)
Removes old janitor cartridge app and replaces it with a tablet one.
Also adds the pimpin' ride to the list of tracked items, too.
Makes Janitors spawn with said app, too.
2022-04-06 19:51:45 -05:00
Tortoise
91f091761e Tablet update icon fix (#65298) 2022-03-11 18:26:23 -05:00
vincentiusvin
eeb5465931 Ordnance Content Update: Scientific Papers (#62284)
How do I play/test/operate this?

Download NT Frontier on any modular computers. It should debrief you on what experiments are available and how to publish.
If you want to do a bomb experiment, make sure it's captured by the doppler array (as usual) and then print the experiments into a disk and publish it.
If you want to do a gas experiment, make the gas and either pump it into a tank and 1) overpressurize it with a "clear" gas like N2 or 2) overpressurize tanks with the gas itself. Make sure you do the overpressurizing in the compressor machine. When tanks are destroyed/ejected leaked gas will get recorded. Print it into a disk and publish it.
For publication, the file needs to be directly present inside the computer's HDD. This means you need to copy it first with the file manager.
Fill the data (if desired, it will autofill with boiler plate if you dont) and send away!
Doing experiments unlock nodes, while doing them well unlocks boosts (which are discounts but slightly more restrictive) which are purchaseable with NT Frontier.
If you are testing this and have access to admin tools, there are various premade bombs under obj/effect/spawner/newbomb

A doc I wrote detailing the why and what part of this PR.
https://hackmd.io/JOakSYVMSh2zU2YL5ju_-Q

---

# Intro

## The Problem(s)

Ordnance, (previously toxins) seems to lack a lot of content and things to do. The gameplay loop consists of making a bomb and then sending it off for credits or using it to refine cores. Ordnance at it's inception originally relies on players experimenting and finding the perfect mix over multiple rounds, but once the recipe for a "do-everything" mix got out, the original charm of individual discoveries becomes meaningless.

Another issue with ordnance is the odd difficulty curve. As a new player, ordnance is almost impossible to decipher, but once you watch a tutorial or read a wiki and can mail a 50k into space, there pretty much isn't anything else to do. Most players will be satisfied at this point without the gameplay loop encouraging them to understand or play more. The only thing you can do afterwards is to sink your teeth in and understand why that particular mix explodes the way it does. This again has a significant difficulty curve, but if you do that, the department doesn't acknowledge or reward that in any way. There are pretty much two huge spikes, with the latter one not really existing inside the department.

TLDR:
* The content being same-y over rounds.
* Odd difficulty curve: 
    1. A new player is oblivious to everything. 
    2. Those in the middle can repeat the final goal consistently without needing to understanding why
    3. There is nothing to justify spending more time in the department after reaching the midgame.

## Abstract

Scientific Papers aim to add a framework to run multiple experiments in ordnance. Adding more experiments scattered across various atmospheric aspects might allow players of various knowledge levels to still have something engaging to do. A new player should have an easier challange than to mail a 50K. While those that already can make bombs should have an easier time understanding why their bombs explode the way it does. Once they fully understand why, they can set their sights on taking advantage of another reaction to set their bomb off or hone one particular reaction down.

## Goals

* Have some intro-level challanges for new players.
* Have some semblance of late-game challanges for more experienced players.
* Explain the mechanics better for those in the middle of the road.
* Incentivize trying new things out in the department.
* Better integrate Ordnance with Experisci

## Boundaries / Dont's

* Do not incentivize people to learn ordnance by using PvP loots.
* Do not shake or change the reaction system by a huge amount.
* Disincentivize having a single god-mix that does everything.
****

# Main design pillars

## A. Framework surrounding the experiments

### A.1. New experiments

Add new experiments to the ExperiSci module. These will come in two flavours: New explosions to do, and various gas synthesis experiments. Both of these are actually supported by the map layout of ordnance right now, but there is no reason to do anything outside of making a 50k as fast as possible.

### A.2. Rewards for experiments: Cash and Techweb Boosts.

Scientific papers will add a separate experiment handling system. A single experiment will be graded into various tiers, each tier corresponding to the explosion size or amount of gas made.  Doing any tier of a specific experiment will unlock the discount for that specific reactions. A single explosion **WILL NOT** do multiple experiments (or even tiers) at once.

On publication, a partner can be selected. A single partner only has a specific criteria of experiments they want. The experiments will then be graded on "how good they are done", with the criteria being more punishing as tier increases. Publication will then reward scientific cooperation with the partnered partner. Players can spend this cooperation on techweb boosts. Techweb boosts are meant to be subservient to discount from experiments and will not shave a node's price to be lower than 500 points.

**Experiments will only unlock nodes, discounts are handled through this boost system.**
This is more for maintainability than anything.

### A.3. On Tedium

*This is a note on implementation more than anything, but I think this helps explains why several things are done.*

Due to the nature of atmospheric reactions in the game (they're all linear), tedium is a very important thing to consider. An experiment should have a sweet spot to aim for, but there should not be a point where further mastery is stopped dead on it's track with a reward cap.

Scientific Papers attempts to discourage this behaviour by having the "maximum score" scale off to infinity but with the rewards being smaller and smaller. The sweet spot is always there to aim for and should be well communicated with players, but on their last submission of an experiment topic players should be encouraged to do their best. There should always be a reward for pushing the system to it's limit as long as it doesn't completely nullify the other subdepartments. This is the reason why there is a hard limit on the number of publications and why the score calculation is a bit more complex than it needed to be.

## B. Gas Synthesis (Early-Mid Game)

Scientific papers will add one new machine that requests a tank to release x amounts of y gas. This will be accomplished by adding a tank pumping machine which will either burst or explode a tank, releasing the gas inside. The gas currently requested are BZ, Nitryl, Halon and Nob.

The overarching goal of this compressor machine is to present a gas synthesis challange for the players and to get them more accustomed to how a tank explodes. The gas synthesis part can always be changed in order to reflect the current state of atmospheric reactions.

## C. Explosion Changes (Mid-Late Game)

### C.1 Cause and effect.

The main theme of the explosion changes is establishing cause and effect of explosions. Reactions that happens inside a tank that's going to explode will be recorded and forwarded to a doppler array. Some experiments will require only a single cause to be present (think of it as isolating a variable). This is currently implemented for nobliumformation and pressure based bombs. Having other reactions occuring besides noblium formation will fail the first one, while having any reactions at all will fail the second one. 

Adding more explosions here will be a slight challange because as of now the game has only two reactions that can reliably make an explosion.

### C.2 Tools upgrade.

Doppler array has now been retrofitted to state the probable cause of an explosion, be it reactions or just overpressurization on gas merging. These should help intermediate players figure out what is causing an explosion.

Added a new functionality to the implosion compressor:
Basically performs the gas merging and reaction that TTV does in a machine and reports the results back as if someone uses an analyzer on them. Here to give players feedback so they can try and understand what is actually going on in a bomb.

## D. Player Interaction

There should be more room for more than 1 player to play ordnance simultaneously. Previously players are also able to split tasks, but this rarely happens because tritium synthesis needs only the gas chamber to be reconfigured. Now, different players can pick different experiments and work on them. Players can also do joint tasks on one single experiment. Gases like noblium will need tritium production and also a cooling module online.

Ordnance can also coordinate with their parent department on what they really need, be it money or research bonuses.

# Potential Changes

The best-case changes that can be implemented if the current roster of content isn't enough is more reactions that can be used in bombs. Eliminating bombs entirely goes against the spirit of the subdepartment, while adding new ones will need a lot of care and consideration.

Another possible change is to implement a "gas payload" bomb. Bombs that has a set number of unreacting gas inside that will increase the heat capacity, reduce the payload, and neccesitates more bespoke mixes.

Adding more gas synthesis experiments is discouraged. The main focus of ordnance should be bombs, with gas synthesis being a side project for ordnance. These are present to ease the introduction to bombs and provide some side content. 
There should be a somewhat well-justified goal in adding new synthesis experiments: e.g. BZ is there as a "tutorial" gas, Nitryl to introduce players to cooling/heating mixes, Halon to a more efficient tritium production, and Nob as a nudge to nobformation bombs and mastery over other aspects.

# Conclusion / Summary

Add more experiments to ordnance that players can take, accomplish this by:
1. Making the players perform gas synthesis or make bombs.
2. Have them collect the data, see if it fits the criteria. Explain why if it fits and why if it doesn't.
3. Have the player publish a paper.

Reward them based on how well did they do, give players agency both on the experiment phase and also publication phase.


---
TLDR: Added new experiment to toxins, added the framework for those experiments existing. Experiments comes in gas synthesis and also bombs but with more parameters. Experiments needs to be published through papers, various choices to be made there.

Implementation notes:

Because of how paper works, ordnance experiments are handled outside of experiment_handler components. My reasoning for this is twofold:

The experiments will be completed manually on publication and if the experiment isn't unlocked yet it will still be completed.
Experiment handler datums have several procs which require an atom-level parent, and I figured this is the most sensible and cleanest way to implement this without changing the experiment handler datum too much.

Small change to /obj/machinery/proc/power_change() signal ordering to adjust the state first and then send the signal. Didn't found any other usage of this signal except mine but barge down my door if it broke something.

Rewrote the ttv merge_gases() code to be slightly more readable.
A small code improvement for thermomachine to use tofixed (my fault).

Ordnance have been updated to enable the publication of papers
Several new explosive and gas synthesis experiments have been added to ordnance
Anomaly compressor has been TGUIzed and now supports simulating the reaction of the gases inside the ttv.
New tank compressor machine for toxins. You can overpressurize tanks with exotic gases and complete experiments.
Several techweb nodes are locked and require toxin experiments to complete.
Toxins can purchase boosts for various techweb nodes.
You no longer need to anchor doppler arrays for it to work.
Doppler array and implosion compressor now supports deconstruction, implosion compressor construction added.
Doppler now emits a red light to denote it's direction and it being on. Doppler not malf.
Implosion compressor renamed to anomaly refinery.
Created a new program tab "Science" for the downloader app. Removed Robotics.
Reworked the code for bombspawner (used in the cuban pete arcade game)
2022-03-03 03:05:37 -08:00
Coldud
2500e7ae90 fix modular printer paper level display (#64289) 2022-01-22 23:49:05 -08:00
LemonInTheDark
f8aad14ae8 Harddel Fix Pack #42 + Better Live Reftracking Support (#63877)
* Hard Del Fixes, Ref Tracking Changes
2022-01-12 22:46:13 +01:00
Watermelon914
8fd85e9666 [MDB IGNORE] BIDDLE TRAITORS - Adds progression traitors. Refactors uplink code in its entirety (#63588)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: tgstation-server <tgstation-server@tgstation13.org>
Co-authored-by: gbfree <guillaumebfree@gmail.com>
Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: ike709 <ike709@users.noreply.github.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
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Co-authored-by: Pepsilawn <reisenrui@gmail.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
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2022-01-11 15:47:10 -08:00
Cheshify
6643c9ff2b Modular Devices now have auditory feedback for disassembly. (#63986)
* Modular Console Bubble Message + Sounds

* Screwdriver Sounds

* Balloon Text Changes

* capitalization begone

* Tiny Edit

* Requested Changes
2022-01-11 15:56:57 -05:00
Jeremiah
9c6fdb567d TGUI list conversions + bug fixes (#63354)
About The Pull Request

    Converts more inputs to TGUI. Possibly all user-facing input lists in the game.
    Did any surrounding text/number inputs as well
    Added null choice support so users can press cancel.
    Added some misc TGUI input fixes
    Fixed custom vendors while I was there

I refactored a lot of code while just poking around.
Primarily, usage of .len in files where I was already working on lists.
Some code was just awful - look at guardian.dm and its non use of early returns
If there are any disputes, I can revert it just fine, those changes are not integral to the PR.
Why It's Good For The Game

Fixes #63629
Fixes #63307
Fixes custom vendors /again/
Text input is more performant.
Part of a long series of TGUI conversion to make the game more visually appealing
Changelog

cl
refactor: The majority of user facing input lists have been converted to TGUI.
refactor: Tgui text inputs now scale with entered input.
fix: Many inputs now properly accept cancelling out of the menu.
fix: Fixes an edge case where users could not press enter on number inputs.
fix: Custom vendor bluescreen.
fix: You can now press ENTER on text inputs without an entry to cancel.
/cl
2021-12-31 11:07:28 +13:00
AndrewL97
619acc1624 Fix skin tone sorting and refactor color procs (#63554)
* Remove superfluous hash from hex2rgb call
Add stack_trace to hex2rgb to catch future nonsense
2021-12-22 21:07:53 -08:00
Doctor Pope
aa034d02cd Fixed spelling of possession, separate, and cemetery (#63203)
Just fixes some spelling for gangs. I also fixed misspellings for "posession" to "possession". Fixed "seperate " to "Separate" Fixed "Cemetary" to "Cemetery"
2021-12-03 13:29:29 -08:00