Commit Graph

1364 Commits

Author SHA1 Message Date
John Willard
a2c8cce535 Bilingual can now choose their language (#76609)
## About The Pull Request

This was one of the tradeoffs for removing other, more consistent
sources of languages, and was requested by Melbert among many others.
This does go against my wanted goal of decreasing the risk of
eavesdropping by other players through just magically knowing a
language, but it is an expensive quirk and it is in their medical
records, which makes it better than language encryption keys or silicon
just innately knowing them.

This also limits Bilingual to only roundstart languages (+Uncommon),
rather than being randomly selected from a list (that had very useless
ones like monkey, podpeople, and beachbum). This is mostly just for
modularity, I didn't want to make it look terrible code-wise and thought
this may be the optimal way to handle it.

This is also me going back on
https://github.com/tgstation/tgstation/pull/71773 - which I had closed
myself.

## Why It's Good For The Game

If we're gonna keep the Bilingual quirk, it might as well be something
players can choose the language of, it's their character and they should
be allowed to decide how their character is, and it is my fault that
this stupid compromise of "getting a random language" was made in the
first place. It never should've happened.
It now actually limits it to roundstart-only languages, so there's no
way you can spy on people who prepare in advance through becoming
podpeople, or monkeys, etc.

## Changelog

🆑
balance: Bilingual quirk now lets you choose your language between ones
given to roundstart species.
balance: Foreigner and Bilingual are now mutually exclusive languages.
/🆑
2023-07-08 00:26:35 +01:00
Watermelon914
fc854e7076 Removes TTS voice disable option (#76530)
## About The Pull Request
Removes the TTS voice disable option, which was already unavailable on
TG as it was set to off by default. The reason this was added was so
that downstreams could toggle the config on or off.

## Why It's Good For The Game
I think this option fundamentally undermines the TTS system because it
allows individual players to disable their voice globally, meaning that
players who have TTS enabled will not be able to hear them.

This worsens the experience for players who have TTS enabled and it's
not something I want to include as an option. If players don't like
their voice, they can turn TTS off for themselves so that they don't
hear the voices. If players don't want to customize their voice, they
can quickly choose a random voice, and we can take directions in the
future to make voice randomization consistent with gender so that a male
does not get randomly assigned a female voice and vice versa.

This option is already unavailable on TG servers because it was
primarily added for downstreams, but I don't think giving downstreams
the option to undermine the TTS system is the right direction to take.
Downstreams are still completely free to code this option on their own
codebase.

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2023-07-07 06:31:12 -04:00
ChungusGamer666
8aa635f137 Adds colorblindness as a mild brain trauma (#76527)
## About The Pull Request

What the title says. 
The brain trauma makes the whole screen monochrome until cured.

![image](https://github.com/tgstation/tgstation/assets/82850673/442d24a8-6625-454c-bc28-64b786b03f49)

## Why It's Good For The Game

I feel like the current pool for mild brain traumas is quite lame, this
helps spice it up a bit with something that is quite annoying and
distracting but not game breaking (as mild brain traumas should
generally be).

## Changelog

🆑
add: Added colorblindness as a mild brain trauma.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-07-06 21:42:34 -06:00
YehnBeep
bfc4f9256b Adds Jaywalkers (#76474)
## About The Pull Request

Adds Jaywalking as a prisoner crime
Also moved Mass Murder so it's alphabetically ordered.

## Why It's Good For The Game

I was pretty surprised such a serious crime was somehow overlooked.

But more seriously, I feel it fits the tone of this game to have
something a little silly there. Hopefully the warden and sec won't be
too hard on people put away for this crime.

## Changelog

🆑
add: Prisoners can now be jaywalkers
qol: reordered a crime so it appears on the choice list alphabetically.
/🆑
2023-07-04 16:54:30 +02:00
ChungusGamer666
9e8f8dc877 SPECIES NUKING 2023 EXTRA: Makes skin tones a trait instead of a species variable (#76410)
## About The Pull Request

very similar to https://github.com/tgstation/tgstation/pull/76297, much
simpler though
removes the uses_skintones variable for similar reasons

## Why It's Good For The Game

Species variables are less useful and modular than traits. 
If for some reason we ever add a mechanic that for some reason makes
your character use skin tones instead of whatever their original color
is, it will be much simpler to be handled.

## Changelog

not player facing
2023-07-03 20:44:46 +02:00
ChungusGamer666
d85e44c69c SPECIES NUKING 2023: Head flags 3 & Knuckles: Fixes some growing pains with head flags (#76440)
## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/76422
This was caused by me somehow not using the wrapper there and not
noticing it

Also fixes hair gradients and facial hair gradients. I am pretty sure
they were uhh, being hidden behind the actual hair/facial hair. Oops.

Also also fixes spawning yourself as a human as admin and getting random
hair colors. That was just a failure to update the icon after updating
everything, I think?

Additionally, to totally babyproof all of this, ensures that head_flags
involved stuff gets applied AFTER species by creating a new preference
priority, and uses two separate wrappers to apply gradient style and
color.

Here's this absolute hellspawn to prove that everything works.

![image](https://github.com/tgstation/tgstation/assets/82850673/7ed29a68-cb60-4b28-996c-3be0e7331be8)

![image](https://github.com/tgstation/tgstation/assets/82850673/e57128be-0d7c-46ad-90dd-ee25981d0fea)

![image](https://github.com/tgstation/tgstation/assets/82850673/5c3619a8-fe6f-42b3-9fdc-12277d568e8d)

![image](https://github.com/tgstation/tgstation/assets/82850673/fdd13000-2220-47ad-8e02-44bc75a4a907)

Sorry for being so damn good at breaking this codebase.

## Why It's Good For The Game

Bugs are bad they make you mad

## Changelog

🆑
fix: Hair and facial hair gradients work again now
fix: Facial hair colors apply properly again
fix: Admin spawned characters will get hair color preferences applied
properly
/🆑
2023-07-01 14:15:25 +02:00
Vekter
a8737f7d58 Removes redundant CID randomizer check (#76396)
## About The Pull Request
This check is redundant because 512 fixed the exploit it was designed to
check. Randomizers still exist, but this code doesn't apply to them
since they use a different method.

Someone else tried this before but got his shit slapped for it being his
first PR and there being a possibility he was removing it so he could
bypass it. I'm not banned and have no possible ulterior motives; I just
want to get rid of dead code.

## Why It's Good For The Game
I'd make an Old Yeller joke, but the code's already dead, so.

Fixes #43227

## Changelog

This is not a player-facing change.
2023-06-30 20:59:50 +01:00
lessthanthree
2b6f93d521 Maptext 2023 tweaks [NO GBP] (#76397)
## About The Pull Request

- In PR https://github.com/tgstation/tgstation/pull/76356 missed a few
bits of maptext around, such as shuttle signs and the supermatter. Small
text adjustments/fixes here.
- Large amount of feedback about the context tooltips. Increases size,
lightens default color as to not be too imposing.

🆑 LT3
qol: Context tooltip size increased
fix: Fixed remnants of old maptext code on various things
/🆑
2023-06-29 23:32:10 -07:00
MrMelbert
35fd8737ed Fix widespread vampirism (#76414)
## About The Pull Request

Removing code you think is not necessary but is actually is always a
recipe for disaster (#76297)


![image](https://github.com/tgstation/tgstation/assets/51863163/8ea9fdcc-2f95-47d4-a00f-cc8ebeb319f9)

## Changelog

🆑 Melbert
fix: Fix everyone being vampires
/🆑
2023-06-29 18:42:26 +00:00
ChungusGamer666
614fab11b2 SPECIES NUKING 2023: Head flags 2: Electric Boogaloo (#76298)
## About The Pull Request

Continues the work I started on
https://github.com/tgstation/tgstation/pull/76074
Fixes https://github.com/tgstation/tgstation/issues/73782

Implements a bunch of wrapper procs for hair style, facial hair style,
etc etc the whole nine yards.
Fixes many issues, especially with gradients because I did sloppy tired
code that didn't work there.
Makes head/get_limb_icon() not a disgusting mess (well, at least makes
it less of a disgusting mess).

## Why It's Good For The Game

Actually makes hair and lips depend entirely on the bodypart.

## Changelog

🆑
refactor: Head rendering code has been updated significantly... Again.
Please report any issues with hair, facial hair, lipstick and such.
/🆑
2023-06-29 13:53:31 +00:00
ChungusGamer666
316767fc07 SPECIES NUKING 2023: Nukes species_traits, good night sweet prince (#76297)
## About The Pull Request

IT'S OVER.

## Why It's Good For The Game

Species traits are a relic of a time before the trait system was added
to generalize this kind of behavior.
They are clunky and overall less useful than inherent_traits -
Converting these makes it easier to make these behaviors modular and
usable not only by species.

## Changelog

🆑
refactor: A significant species refactor happened, report any issues on
the github.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-06-29 08:28:17 +02:00
Iamgoofball
a159b52e85 TTS Improvements: Improved Audio Quality, Pitch Adjustment, Preference Silicon Voices, Per-Character Voice Disable Toggle, Tongue Voice Filters, Reworked Silicon and Vending Machine Filters (#76129)
## About The Pull Request


https://github.com/tgstation/tgstation/assets/4081722/5ca8e015-21f9-4159-9953-bc370152d01f

Improves the audio quality and speaker fidelity by implementing
Retrieval Voice Conversion as an intermediary layer, utilizing the
repository at https://github.com/ddPn08/rvc-webui.
Leverages RVC to allow players to set a pitch for their voice.


https://github.com/tgstation/tgstation/assets/4081722/0eb76ed7-ad67-4da2-9ceb-02605eea2c83

Makes silicons utilize a player's chosen voice preference on their
character slot, and adds a preview button to hear the voice as a silicon
on character creation.
Adds a toggle on character creation to disable having a voice on a
specific character slot.
Adds support for per-tongue voice filters.
Reworks the silicon voice effect to be a special effect done on the TTS
server level instead of via normal filters.
Reworks the vending machine effect to use the new robotic voicebox
effect.

## Why It's Good For The Game

Vastly improves the audio quality and speaker fidelity of our TTS
system.
Allows players to further customize their voice per character, naturally
pitching the voice up or down with cutting edge machine learning based
pitch adjustment.
Allows silicon players to have a consistent voice that's also audible
and understandable regardless of the voice or pitch of the speaker.
Improves vending machine audio quality.
Enhances the immersion of snail tongues and robotic voiceboxes.
Adjusts how Poly's pitch adjustment works based on if RVC is available
or not.
Allows players who feel that a voice doesn't fit their character to
disable having TTS on their specific character.
Provides server operators a way to disable specific voices in situations
with a shared voice server.

## Changelog

🆑 Iamgoofball, Nadare, ddPn08, Mangio621, the rest of the RVC dev
team
add: Improves the audio quality and speaker fidelity by implementing
Retrieval Voice Conversion as an intermediary layer, utilizing the
repository at https://github.com/ddPn08/rvc-webui.
add: Leverages RVC to allow players to set a pitch for their voice.
add: Makes silicons utilize a player's chosen voice preference on their
character slot, and adds a preview button to hear the voice as a silicon
on character creation.
add: Adds a toggle on character creation to disable having a voice on a
specific character slot.
add: Adds support for per-tongue voice filters.
add: Reworks the silicon voice effect to be a special effect done on the
TTS server level instead of via normal filters.
add: Reworks the vending machine effect to use the new robotic voicebox
effect.
/🆑

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
2023-06-28 20:43:13 +00:00
Tim
2a19963297 Add UI preference menus for AI hologram and status displays (#75740)
This adds two new dropdown menus for AI preferences with holograms and
status displays. It also sets these preferences if admins transform a
player into an AI.
2023-06-23 08:43:26 +00:00
ChungusGamer666
f030b3b5aa SPECIES NUKING 2023: Refactors a bunch of species traits into flags for the head bodypart (#76074)
## About The Pull Request

Title. 
I saw a comment on psyker code complaining about these species traits
(which admittedly, they suck) and heeded the call to turn all of this
crap into something defined almost entirely by the head bodypart.

## Why It's Good For The Game

Potential to simplify species code further in the future, by delegating
more visuals to bodyparts, which is where most of them should be
handled.

## Changelog

Should not be player facing, unless I fucked up.

---------

Co-authored-by: Time-Green <timkoster1@hotmail.com>
2023-06-22 10:23:19 +02:00
LemonInTheDark
ae5a4f955d Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request

Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.

This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.

[Renames comp_lookup to listen_lookup, since that's what it
does](102b79694f)

[Moves signal procs over to their own
file](33d07d01fd)

[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](335ea4ad08)

[Does something similar to the attackby comsigs (PARENT ->
ATOM)](210e57051d)

[And finally passes over the examine
signals](65917658fb)

## Why It's Good For The Game

Code makes more sense, things are better teased apart, s just good imo

## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
2023-06-09 06:14:31 +00:00
larentoun
036cfc84c8 feat: Respawn delay (optional) (#75544)
## About The Pull Request
Adds optional (disabled by default) respawn delay. If the player is
observer and have a body, it will firstly check the body. If the body is
destroyed or if there was none, then it will check observer's login
time.

## Why It's Good For The Game
Optional respawn delay is good, when you want players to comeback not
only as a midround event, but don't want them to not care about their
life. Also, if respawn is enabled, removes "money dupe" and other
problems with 0 respawn delay.

This proc can also be used for ghost-roles or anything else, where we
need to check how much time has elapsed since their death, but is not
implemented here.

## Changelog
🆑
add: Added optional respawn delay (disabled by default), which prevents
returning to lobby while dead.
/🆑
2023-06-08 23:28:45 -06:00
tattle
9f70308931 Restores mob tags to mob tag logging (#75850)
## About The Why It's Good For The Game Pull Request Why It's Good For
The Game

These were accidentally removed from the log

## Changelog
🆑 Tattle
admin: mob tags are now part of the mob tag log again
/🆑

---------

Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-06-05 01:31:18 +00:00
Tim
b2f4cc70e9 Add glasses and icons to preference menu for nearsighted (#75642)
## About The Pull Request
This adds a few more regular glasses options to the nearsighted pref
menu:

- Random
- Jamjar
- Binoclard

It also displays the icons for the TGUI dropdown menu.

## Why It's Good For The Game
More variety and better visualization. (nearsighted... get it?)

## Changelog
🆑
qol: Add more glasses to the nearsighted pref menu with icons
/🆑

---------

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2023-05-31 14:33:52 -04:00
Jacquerel
2732e96cff Confine Elevator Music to Elevators (#75464)
Refactors elevator music to originate from an abstract object rather
than the elevator control panel.
Elevator music is applied while you are within a certain radius of this
object and cuts off immediately upon exiting (largely because as far as
I know you can't obtain playing sounds to fade them out in byond).
As a side-effect of this refactor it also isn't audible to ghosts at
all.
2023-05-27 23:14:36 +02:00
Watermelon914
569d8f5a72 Refactored the TTS subsystem to more properly handle message garbling. Added a volume preference for TTS. (#75559)
TTS subsystem refactor.
---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2023-05-22 13:29:20 +00:00
Mothblocks
ec438e19fb Mark client as QDELING (#75576)
Clients will now be marked QDELING while in the process of deleting.
Necessary for #75445
2023-05-21 21:19:28 -06:00
Yaroslav Nurkov
5a830abf1d Russian(and another) chat keybindings fix. (#75463)
## About The Pull Request

This PR solves the problem with entering a server with a different (from
English) layout and not being able to use chat binds.
so far, alas, you need to re-login with the English layout.
https://i.imgur.com/WjixRVv.mp4


## Why It's Good For The Game

Resolves an issue for servers based on this build.

## Changelog
🆑 Vishenka0704
fix: fixed different from english keyboard layout to use tgui chat
/🆑
2023-05-16 17:11:12 -06:00
Watermelon914
a98706ff8b Adds TTS to the game. Players can select their own voices in preferences. (#74775)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-05-15 16:21:54 -07:00
Jordan Dominion
466db134b0 Makes chat helper procs async (#75414)
As they are and fixes some SHOULD_NOT_SLEEP hits

See #75232
2023-05-14 15:32:31 -04:00
Jordan Dominion
360ad68c1c Fix SHOULD_NOT_SLEEP hit in /client/Destroy() (#75241)
See #75232
2023-05-10 20:55:17 -07:00
Fikou
7558d071d4 the game is no longer mad every time a new emote gets added (#75244)
## About The Pull Request
makes it so stuff thats unbound isnt screamed at in the prefs check


## Why It's Good For The Game

![image](https://user-images.githubusercontent.com/23585223/236709145-006d8ee3-f929-4fb2-9052-08404a34ce7c.png)
idc bruh

## Changelog
🆑
fix: new hotkeys unbound by default (like emotes) no longer scream at
you when added
/🆑
2023-05-08 16:13:53 -06:00
san7890
912e843f53 Allows Export of your Preferences JSON File (#75014)
## About The Pull Request

Hey there,

This was spoken about in #70492 (specifically
https://github.com/tgstation/tgstation/pull/70492#issuecomment-1278069607),
and I have been waiting for this to be implemented for some time. It
never got implemented, so I decided to code it myself.

Basically, **if the server host doesn't disable it**, you are free to
export your JSONs as a player, right from the stat-panel. It's a pretty
JSON on 515 versions, too!

It's right here:


![image](https://user-images.githubusercontent.com/34697715/235251447-1c977718-51fd-4025-8d89-c60bffc379ec.png)

Here's what the prettified JSON looks like on 515.


![image](https://user-images.githubusercontent.com/34697715/235321061-4a217e26-c082-4bba-b54a-2c780defda0a.png)

There's a cooldown (default to 10 seconds) between exporting your
preferences.

#### Why is this config?

It's because in the past, a server host could always just file-share the
.sav or .json or whatever to the player, but they would have to do the
explicit option of actually bothering to make the files accessible to
the player. In that same line of logic, the server operator will have to
explicitly make the files accessible. This is mostly because I'm not
sure how good `ftp()` is at being a player function and wanted to have
some sort of cap/control somehow in case an exploit vector is detected
or it's just plain spammed by bots, so we'll just leave it up to the
direct providers of this data to elect if they wish to provide the data
or not.
## Why It's Good For The Game

Players don't have to log into Server A to remember what hairstyle they
loved using when they want to swap to Server B! That's amazing actually.
I always forget what ponytail my character has, and it'll be nice to
have the hairstyle in a readily accessible place (after I prettify the
JSON for myself).

It's also more convenient for server hosts to make player data like this
accessible if they really want to, too.

If we ever add an _import_ feature in the future (which would have to be
done with a LOT of care), this will also be useful. I wouldn't advise it
though having taken a precursory look at how much goes into it while
trying to ascertain the scope of this PR.
## Changelog
🆑
qol: The game now supports export of your preferences into a JSON file!
The verb (export-preferences) should now be available in the OOC tab of
your stat-panel if enabled by server operators.
server: Exporting player preferences is controlled by a configuration
option, 'FORBID_PREFERENCES_EXPORT'. If you do not wish to let clients
access the ftp() function to their own preferences file (probably for
bandwidth reasons?) you should uncomment this or add it to your config
somehow.
config: Server operators are also able to set the cooldown between
requests to download the JSON Preferences file via the
'SECONDS_COOLDOWN_FOR_PREFERENCES_EXPORT' config option.
/🆑
2023-05-02 08:22:44 -07:00
carlarctg
129c74c945 EMPs on robotic limbs will now disable them for 4-8 seconds rather than causing a 10-20 second full stun (#74570)
## About The Pull Request

EMPs on robotic limbs will now disable them for 10-20 seconds rather
than causing a 10-20 second full stun on the user. Additionally, they
will damage the limb for a little brute and some burn.

Arm EMPs don't do anything special as the limb being disabled already
drops items.

Leg EMPs cause a 10-20 second knockdown, only really applicable if
there's only one robotic leg as two disabled legs KD you anyways.

Chest EMPs cause a 3-6 second standing-up paralyze, visible to the
player by a quite noticeable shaking of their body.

Head EMPs break the optical transponder circuits for 7.5-15 seconds,
effectively giving the user nightmare goggles vision with green instead
of red as the only remaining color.

Tacit approval for the PR at least existing.

![image](https://user-images.githubusercontent.com/53100513/230537462-b06d0bb5-0607-4f83-954c-6b2a0bcdc635.png)
## Why It's Good For The Game

Robotic limbs are not so strong that a glancing EMP that may not even
have been directed at you should stun you for ten, TEN seconds, or
worse, twenty. This is basically legacy stunning from the days of
super-stuns on soap, stunbatons, etc. The code for it was last touched
six years ago.

**_The stats as shown above are not even close to final. I really don't
know or care what the right stats should be in the end. and I'm fine
with making them a 10-20 second timer again. I just put some
reasonable-seeming numbers in as a placeholder. EMPs could also still
cause a short stun if that is deemed necessary. Hell, that could be the
chest effect!_**
## Changelog
🆑
balance: EMPs on robotic limbs will now disable them for 10-20 seconds
rather than causing a 10-20 second full stun on the user. Additionally,
they will damage the limb for a little brute and some burn.
EMPs on robotic limbs will now disable them for 10-20 seconds rather
than causing a 10-20 second full stun on the user. Additionally, they
will damage the limb for a little brute and some burn.
balance: Arm EMPs don't do anything special as the limb being disabled
already drops items.
balance: Leg EMPs cause a 10-20 second knockdown, only really applicable
if there's only one robotic leg as two disabled legs KD you anyways.
balance: Chest EMPs cause a 3-6 second standing-up paralyze, visible to
the player by a quite noticeable shaking of their body.
balance: Head EMPs break the optical transponder circuits for 7.5-15
seconds, effectively giving the user nightmare goggles vision with green
instead of red as the only remaining color.
/🆑
2023-04-28 20:24:40 +00:00
Kyle Spier-Swenson
7726c4880f Fix code not compiling on prod. (#74589)
(at)Mothblocks idea: make alt_tests a yml file and allow more generic alt
tests, like defines and shit. or we can put this on integration tests
and let windows build cover the normal/dev build case of preload_rsc = 1
2023-04-08 03:14:49 +00:00
thgvr
08898964e6 Updates Lizard Sprites & New Digitigrade Sprites (#74549)
## About The Pull Request
Hi.
This pr contains work that is a collaborative effort between myself,
Halcyon, Mqiib and `2cents#8442` for the original leg-work (Ha Ha, Get
it?), ultimately finished by myself.

Here's a preview!


![image](https://user-images.githubusercontent.com/81882910/230306775-23e673ee-933e-4aef-a5ac-ba61bf7a1ee1.png)

And here's some side previews!


![image](https://user-images.githubusercontent.com/81882910/230309069-7770b6d7-933e-4648-b6be-e1631ab631aa.png)

## Why It's Good For The Game

Lizard sprites have not been updated since their inception in 2016. They
will now be updated and be much more consistent with everything else.

Signed off by @optimumtact

## Changelog
🆑
imageadd: Lizards have been resprited, as well as Digitigrade sprites.
Please remember to update your colors to account for this.
/🆑
2023-04-07 12:04:53 -07:00
Kyle Spier-Swenson
22ae592472 Increase first connect responsiveness by delaying vox sound preload (#74559)
These were getting sent too early and clogged up the queue of resources
to send the client, delaying chat load if the client had no byond rsc
cache and the cdn was not enabled.

Also this way if the cdn rsc download happens quick enough than these
calls can become noops. (if byond isn't smart enough to do that now, it
will be.)
2023-04-07 12:48:05 -06:00
san7890
3d9accccd8 Adds VERB_REF and derivative (#74500)
## About The Pull Request

Apparently in (one) place in the codebase, we were still using stuff
like `.verb/example_verb` for stuff like `INVOKE_ASYNC()` and
`CALLBACK()`s, and I'm pretty sure this is one of those things that are
being phased out in 515 (like we had to deal with in
4d6a8bc537), so let's give it the same
treatment as we did `PROC_REF` in November 2022.

In order to make this work, I created a generic backend of define
macros, and then moved two things: `PROC_REF` and `VERB_REF` to just
leverage that backend as needed. This was done just so we didn't have to
copy-paste code in case we needed to update these macros in the future,
let me know if I should approach this a different way.
## Why It's Good For The Game

code don't break (or at least the compile-time assertions won't break)
when we inevitably fully shift to 515. whoopie!
## Changelog
Nothing players should be concerned about.
2023-04-05 04:42:22 -07:00
san7890
8b827f32c9 Clients can't OOC until they have fully gone through New() (#74493)
People are able to send OOC messages before `client/New()` is able to
fully set itself up. Let's guard against this by re-using the variable
we set at the end of New() and blocking any usage of the OOC verb if
they aren't set up. I made it a define so we can use it in other spots
as well if the occasion should call for it.

Define included in this PR can be (and probably should be when someone
has time) replicated in other spots where we need it.
2023-04-05 11:23:15 +12:00
Bloop
1ee738c5d3 Fixes floating point inaccuracies in numeric preferences (#74384)
## About The Pull Request

Floating point inaccuracy fun.

Since it's possible to have a `minimum`,`maximum`, and `step` that are
floats we need to round everything to `step` to ensure the comparison
operations work.

If we do not do this, there is no guarantee that `if(min <= number &&
number <= max)` will work correctly.

For example, in the linked issues, this manifested as the minimum value
(0.8) being considered invalid when the input was also 0.8.

Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/9507
Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/14394

## Why It's Good For The Game

Fixes an obscure bug that has gone unnoticed for a couple years.

## Changelog

🆑
fix: fixes floating point inaccuracies in numeric prefs
/🆑
2023-03-31 19:54:27 -06:00
Kyle Spier-Swenson
c1474b3c45 [s]Disable byond debug links (#74373) 2023-03-30 13:34:59 -06:00
san7890
ccef887efe Lints Against Unmanaged Local Defines (#74333)
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.

## About The Pull Request

Hey there,

This took a while to do, but here's the gist:

Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.

Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.

Scenarios this PR corrects:

* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*

(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game

If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).

Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.

I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.

(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
2023-03-29 10:17:03 -07:00
lizardqueenlexi
95b810919e Adds preference for "Tagger" paint color. (#74281)
## About The Pull Request

Per the title, this PR allows you to pick your starting paint color from
the "Tagger" quirk on the character preferences menu.


![image](https://user-images.githubusercontent.com/105025397/227810007-4706c743-31c2-47d8-80ac-e11687d36c00.png)

This replaces the starting color being random; it does not prevent you
from changing the color later as normal.
## Why It's Good For The Game

It's a minor quality of life change. This will mostly be helpful to
players who have some "signature" color they like to use, to prevent
having to manually select it (and possibly input a color code) every
round. It will be of less relevance to those who tend to select new
colors every round anyway.

Possible downsides are mainly adding another pref to the menu, although
this shouldn't be too much of an annoyance since it only appears if you
already have the relevant quirk. It does also remove the _ability_ to
have a randomly-chosen paint color, though I'm not sure if that matters.
## Changelog
🆑
qol: you can choose your default paint color for the "Tagger" quirk from
prefs.
/🆑
2023-03-27 21:01:21 -06:00
Zephyr
ecbcef778d Refactors Regenerate Organs, and a few organ helpers (#74219)
## About The Pull Request

Refactors regenerate organs to be slightly more intelligent in handling
organ changes and replacements.
Noteably:
- We don't remove organs that were modified by the owner; such as
changing out your heart for a cybernetic
- We early break out of the for loop if they aren't supposed to have an
organ there and remove it
- We check for the organ already being correct, and just healing it and
continuing if it is

Also changes the names of some of the organ helpers into snake_case
### Mapping March
Ckey to receive rewards: N/A

## Why It's Good For The Game
## Changelog

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-03-26 17:54:36 +01:00
san7890
a6f49ed542 Refactors Suiciding Variable Into Trait (#74150)
## About The Pull Request

Firstly, this var was on `/mob`, even though only `/mob/living` and
`/mob/dead` could have ever used it, so who knows how much needless
memory it was consuming on stuff such as `oranges_ear` that would never
ever ever use something like this.

Edit: okay instead of memory it just polluted variable edit windows for
all /mob when it didn't need to. I like having a slim VV window

Secondly, it's a technical improvement over the previous system as we
are able to "track" where a suicide originates from, and how we can
track that from mob-to-mob-to-mob. Previously, the boolean `suiciding`
would only inform us if they had ever been connected to a mob that had
ever committed suicide, but now we are able to precisely determine which
mob gave them the trait that they must now apparently bear until the
round restarts.

## Why It's Good For The Game

Less memory usage, more indepth ability to track suicides in case you
really need that dexterity. Currently no implemented code could benefit
from using it, but it would be pretty neat if someone could figure out a
way to have someone be guilt-tripped whenever they look into a mirror
and seeing the reflection of their past life? This PR won't actually
help you code that and it'll probably require a bit more work, but it's
a possibility of some cool interactions you can do when you have this
information available to you.


![image](https://user-images.githubusercontent.com/34697715/226506321-550c37e7-5de8-4f9f-9ceb-4bf9b1052597.png)

## Changelog

🆑
refactor: Some aspects of how we track suicides from your living mob to
your observer have changed- please do let us know if anything has broken
via a GitHub Issue Report.
/🆑

There's probably some technical improvements that can be made in some
parts of the code I reworked to accommodate this change, do let me know
if you spot any easy ones (or fuckups). a lot of excess comes from the
fact that any step in the TRAIT framework trusts that you are passing in
a valid datum (or subtype) so that's a thing
2023-03-21 20:06:45 -04:00
Kyle Spier-Swenson
762f01dfe9 Fix lack of to_chat_immediate in client code that disconnects clients. (#73575)
these clients are about to be disconnected, they can't wait for the mc
to tick next
2023-02-21 21:10:53 +13:00
LemonInTheDark
dfeb4f4086 Adds a config option for warning clients about older builds (not just older versions) (#73549)
## About The Pull Request

MSO was being tsundere about this and it seemed useful, so here we go

## Changelog
🆑
config: Added a warning build config setting, you can now lightly
repremand but not block clients with older builds but fine major
versions
/🆑
2023-02-20 18:55:50 -07:00
LemonInTheDark
ab307032ed Nightvision Rework (In the name of color) (#73094)
## About The Pull Request

Relies on #72886 for some render relay expansion I use for light_mask
stuff.

Hello bestie! Night vision pissed me off, so I've come to burn this
place to the ground.
Two sections to discuss here. First we'll talk about see_in_dark and why
I hate it, second we'll discuss the lighting plane and how we brighten
it, plus introducing color to the party.

### `see_in_dark` and why it kinda sucks

https://www.byond.com/docs/ref/#/mob/var/see_in_dark

See in dark lets us control how far away from us a turf can be before we
hide it/its contents if it's dark (not got luminosity set)
We currently set it semi inconsistently to provide nightvision to mobs.

The trouble is stuff that produces light != stuff that sets luminosity.
The worst case of this can be seen by walking out of escape on icebox,
where you'll see this


![image](https://user-images.githubusercontent.com/58055496/215683654-587fb00f-ebb8-4c83-962d-a1b2bf429c4a.png)

Snow draws above the lighting plane, so the snow will intermittently
draw, depending on see_in_dark and the luminosity from tracking lights.
This would in theory be solvable by modifying the area, but the same
problem applies across many things in the codebase.
As things currently stand, to be emissive you NEED to have a light on
your tile. People are bad at this, and honestly it's a bit much to
expect of them. An emissive overlay on a canister shouldn't need an
element or something and a list on turfs to manage it.
This gets worse when you factor in the patterns I'm using to avoid
drawing lights above nothing, which leads to lights that should show,
but are misoffset because their parent pixel offsets.

It's silly. We do it so we can have things like mesons without just
handing out night vision, but even there the effect of just hiding
objects and mobs looks baddddddd when moving. It's always bothered me.
I'll complain about mesons more later, but really just like, they're too
bright as it is.

I'm proposing here that rather then manually hiding stuff based off
distance from the player, we can instead show/hide using just the
lighting plane. This means things like mesons are gonna get dimmer, but
that's fine because they suck.

It does have some side effects, things like view() on mobs won't hide
stuff in darkness, but that's fine because none actually thinks about
view like that, I think.

Oh and I added a case to prevent examining stuff that's in darkness, and
not right next to you when you don't have enough nightvision, to match
the old behavior `see_in_dark` gave us.

Now I'd like to go on a mild tangent about color, please bare with me

### Color and why `lighting_alpha` REALLY sucks

You ever walk around with mesons on when there's a fire going, or an
ethereal or firelocks down.
You notice how there isn't really much color to our lights? Doesn't that
suck?

It's because the way we go about brighting lighting is by making
everything on the lighting plane transparent.
This is fine for brightening things, but it ends up looking kinda crummy
in the end and leads to really washed out colors that should be bright.
Playing engineer or miner gets fucking depressing.

The central idea of this pr, that everything else falls out of, is
instead of making the plane more transparent, we can use color matrixes
to make things AT LEAST x bright.

https://www.byond.com/docs/ref/#/{notes}/color-matrix

Brief recap for color matrixes, fully expanded they're a set of 20
different values in a list
Units generally scale 0-1 as multipliers, though since it's
multiplication in order to make an rgb(1,1,1) pixel fullbright you would
need to use 255s.

A "unit matrix" for color looks like this:
```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     0, 0, 0, 0
)
```

The first four rows are how much each r, g, b and a impact r, g, b and
well a.
So a first row of `(1, 0, 0, 0)` means 1 unit of r results in 1 unit of
r. and 0 units of green, blue and alpha, and so on.
A first row of `(0, 1, 0, 0)` would make 1 red component into 1 green
component, and leave red, blue and alpha alone, shifting any red of
whatever it's applied to a green.

Using these we can essentially color transform our world. It's a fun
tool. But there's more.

That last row there doesn't take a variable input like the others.
Instead, it ADDS some fraction of 255 to red, green, blue and alpha.

So a fifth row of `(1, 0, 0, 0)` would make every pixel as red as it
could possibly be.

This is what we're going to exploit here. You see all these values
accept negative multipliers, so we can lower colors down instead of
raising them up!
The key idea is using color matrix filters
https://www.byond.com/docs/ref/#/{notes}/filters/color to chain these
operations together.

Pulling alllll the way back, we want to brighten darkness without
affecting brighter colors.
Lower rgb values are darker, higher ones are brighter. This relationship
isn't really linear because of suffering reasons, but it's good enough
for this.
Let's try chaining some matrixes on the lighting plane, which is bright
where fullbright, and dark where dark.

Take a list like this

```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     -0.2, -0.2, -0.2, 0
)
```
That would darken the lighting a bit, but negative values will get
rounded to 0
A subsequent raising by the same amount
```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     0.2, 0.2, 0.2, 0
)
```
Will essentially threshold our brightness at that value.
This ensures we aren't washing out colors when we make things brighter,
while leaving higher values unaffected since they basically just had a
constant subtracted and then readded.

### But wait, there's more

You may have noticed, we gain access to individual color components
here.
This means not only can we darken and lighten by thresholds, we can
COLOR those thresholds.
```
list(1, 0, 0, 0,
     0, 1, 0, 0,
     0, 0, 1, 0,
     0, 0, 0, 1,
     0.1, 0.2, 0.1, 0
)
```
Something like the above, if applied with its inverse, would tint the
darkness green.
The delta between the different scalars will determine how vivid the
color is, and the actual value will impact the brightness.

Something that's always bothered me about nightvision is it's just
greyscale for the most part, there isn't any color to it.
There was an old idea of coloring the game plane to match their lenses,
but if you've ever played with the colorblind quirk you know that gets
headachey really fast.
So instead of that, lets color just the darkness that these glasses
produce.
It provides some reminder that you're wearing them, instead of just
being something you forget about while playing, and provides a reason to
use flashlights and such since they can give you a clearer, less tinted
view of things while retaining the ability to look around things.

I've so far applied this pattern to JUST headwear for humans (also those
mining wisps)
I'm planning on furthering it to mobs that use nightvision, but I wanted
to get this up cause I don't wanna pr it the day before the freeze.

Mesons are green, sec night vision is red, thermals orange, etc.

I think the effect this gives is really really nice. 
I've tuned most things to work for the station, though mesons works for
lavaland for obvious reasons.

I've tuned things significantly darker then we have them set currently,
since I really hate flat lighting and this system suffers when
interacting with it.

My goal with these is to give you a rough idea of what's around you,
without a good eye for detail.
That's the difference between say, mesons, and night vision. One helps
you see outlines, the other gives you detail and prevents missing
someone in the darkness.

It's hard to balance this precisely because of different colored
backgrounds (looking at you icebox)
More can be done on this front in future but I'm quite happy with things
as of now

### **EDIT**

I have since expanded to all uses of nightvision, coloring most all of
them.

Along the way I turned some toggleable nightvision into just one level. 
Fullbright sucks, and I'd rather just have one "good" value.

I've kept it for a few cases, mostly eyes you rip out of mobs.
Impacted mobs are nightmares, aliens, zombies, revenants, states and
sort of stands.

I've done a pass on all mobs and items that impact nightvision and added
what I thought was the right level of color to them. This includes stuff
like blobs and shuttle control consoles
As with glasses much of this was around reducing vision, though I kept
it stronger here, since many of these mobs rely on it for engaging with
the game

<details>
<summary>
Technical Changes
</summary>

#### Adds filter proc (the ones that act like templates) support to
filter transitions.
Found this when testing this pr, seemed silly.

#### Makes our emissive mask mask all light instead
This avoids dumbass overlay lighting lighting up wallmounts.
We switch modes if some turfflags are set, to accomplish the same thing
with more overhead, and support showing things through the darkness.

Also fixes a bug where you'd only get one fullscreen object per mob, so
opening and closing a submap would take it away

Also also fixes the lighting backdrop not actually spanning the screen. 
It doesn't actually do anything anymore because of the fullscreen light
we have, but just in case that's unsued.
Needs cleanup in future.

#### Moves openspace to its own plane that doesn't draw, maxing its
color with a sprite

This is to support the above
We relay this plane to lighting mask so openspace can like, have
lighting

#### Changes our definition of nightvision to the light cutoff of night
vision goggles and such
Side affect of removing see_in_dark. This logic is a bit weak atm, needs
some work.

#### Removes the nightvision spell
It's a dupe of the nightvision action button, and newly redundant since
I've removed all uses of it

#### Cleans up existing plane master critical defines, ensures
trasnparent won't render

These sucked
Also transparent stuff should never render, if it does you'll get white
blobs which suck

</details>

## Why It's Good For The Game

Videos! (Github doesn't like using a summary here I'm sorry)
<details>

Demonstration of ghost lighting, and color


https://user-images.githubusercontent.com/58055496/215693983-99e00f9e-7214-4cf4-a76a-6e669a8a1103.mp4

Engi-glass mesons and walking in maint (Potentially overtuned, yellow is
hard)


https://user-images.githubusercontent.com/58055496/215695978-26e7dc45-28aa-4285-ae95-62ea3d79860f.mp4

Diagnostic nightvision goggles and see_in_dark not hiding emissives


https://user-images.githubusercontent.com/58055496/215692233-115b4094-1099-4393-9e94-db2088d834f3.mp4

Sec nightvision (I just think it looks neat)


https://user-images.githubusercontent.com/58055496/215692269-bc08335e-0223-49c3-9faf-d2d7b22fe2d2.mp4

Medical nightvision goggles and other colors


https://user-images.githubusercontent.com/58055496/215692286-0ba3de6a-b1d5-4aed-a6eb-c32794ea45da.mp4

Miner mesons and mobs hiding in lavaland (This is basically the darkest
possible environment)


https://user-images.githubusercontent.com/58055496/215696327-26958b69-0e1c-4412-9298-4e9e68b3df68.mp4

Thermal goggles and coloring displayed mobs


https://user-images.githubusercontent.com/58055496/215692710-d2b101f3-7922-498c-918c-9b528d181430.mp4

</details>

I think it's pretty, and see_in_dark sucks butt.

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
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and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
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🆑
add: The darkness that glasses and hud goggles that impact your
nightvision (think mesons, nightvision goggles, etc) lighten is now
tinted to match the glasses. S pretty IMO, and hopefully it helps with
forgetting you're wearing X.
balance: Nightvision is darker. I think bright looks bad, and things
like mesons do way too much
balance: Mesons (and mobs in general) no longer have a static distance
you can see stuff in the dark. If a tile is lit, you can now see it.
fix: Nightvision no longer dims colored lights, instead simply
thresholding off bits of darkness that are dimmer then some level.
/🆑
2023-02-17 18:10:39 -07:00
John Willard
c58cbb4dfb Reworked PDA menu & NtOS themes (#73070)
## About The Pull Request

This is a port/rework of
https://github.com/yogstation13/Yogstation/pull/15735 - I changed a lot
of how it acted (some themes are locked behind maintenance apps).

The original author allowed this port to happen, and I really liked how
it looked there so I'd like to add it here.

### Applications

Removes the hardware configurator application, as all it did was show
you your space and battery now that all hardware was removed. These are
things your PC does by default, so it was just a waste of space.
Adds a Theme manager application instead, which allows you to change
your PDA's theme at will.
Adds a new Maintenance application that will give a new theme, however
it will also increase the size of the theme manager app itself as it's
bloatware.

### Menu

There's now a bar at the top of the menu showing 'special' tablet apps
which, for one reason or another, should stand out from the rest of the
apps. Currently this is PDA messenger and the Theme manager

Flashlight and Flashlight color is now only an icon, and is shown on the
same line as Updating you ID


https://cdn.discordapp.com/attachments/961874788706574386/1069621173693972551/2023-01-30_09-10-52.mov


![image](https://user-images.githubusercontent.com/53777086/215501361-5ea3086e-2ff5-4ab1-bde4-8a3d14014fce.png)

### Themes

Adds a lot of themes to choose from, although SOME are hidden behind
Maintenance applications, which will give you a random theme. These are
bloatware however, so they come with some extra cost to the app's
required space storage.

Themes are now supported on ALL APPLICATIONS! If you have a computer
theme, you will have that theme in EVERY app you enter, rather than just
a select few.
ALSO also, emagging the tablet will automatically set & unlock the
Syndicate theme, which makes your PDA obvious but you can disguise it if
you wish through just re-painting it to something else.


https://cdn.discordapp.com/attachments/828923843829432340/1069565383155122266/2023-01-30_05-29-53.mov

### Preferences

This also adds a pref for theme, reworking the ringtone code to work
with it as well. I also removed 2 entirely unused PDA prefs just 'cause.

Screenshot not up-to-date, they now have proper names.

![image](https://user-images.githubusercontent.com/53777086/215463669-0fe9951a-71f8-4b71-a97d-b79b5a2f945a.png)

### Other stuff

Made defines for device_themes
Added support for special app-side checks to download files
Fixed programs downloading themselves TWICE because defines all had the
same definition
Removes the Chemistry computer disk as it was empty due to chemistry
app's removal
Removes the 'run_emag' proc, since apps can directly refer to the
computer to check for emag status instead.
Moved over and added better documentation on data computer files, and
moved the ordnance ones to the same file as the others.

## Why It's Good For The Game

It makes PDAs a lot more customizable while adding more features to
maintenance applications. I think the themes look cool and it fits with
PDAs being "personal" anyways.

I also explained most of my other arguments in the about section, such
as the hardware configuration application.

## Changelog

🆑 Chubbygummibear & JohnFulpWillard
add: A ton of new NtOS themes, which are accessible by the new Themify
application that comes with all PCs.
add: Emagging a PC now defaults it to the Syndicate option (and adds it
to go back to it if you wish)
add: There's a new maintenance app that gives you rarer themes
qol: The NtOS Main menu was moved around, added "header" applications
that are shown where the Flashlight is, such as your Theme manager and
PDA messenger.
code: Made defines for device_themes
code: Added support for special app-side checks to download files
code: Removes the 'run_emag' proc, since apps can directly refer to the
computer to check for emag status instead.
fix: Programs no longer download twice.
del: Removes the Chemistry computer disk as it was empty due to
chemistry app's removal
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-02-17 01:14:24 +00:00
scriptis
898221e5ab Update tgui say keybindings when keybindings are updated (#73257)
Updating or resetting your preferences doesn't actually currently update
the movement/tgui say keybindings. This fixes that, although there's
still a weird heisenbug with NULL keybindings that we haven't been able
to reproduce at all from #73247
2023-02-12 14:32:44 -06:00
scriptis
4e1fc078d7 literally just hook asay into tgui say (#73212)
## About The Pull Request

pressing f3 now opens asay in tgui say
## Why It's Good For The Game

![john willard gets
banned](https://user-images.githubusercontent.com/12202230/216750445-addb4f3f-0df4-47da-891d-4ef4820a10ab.png)

also fixes double-escaped special characters caused by #72407 and
finally gets rid of the gross regular tgui input popup
## Changelog
🆑
fix: asays are no longer double-escaped
admin: asay now uses tgui say
/🆑

---------

Co-authored-by: Scriptis <scriptis@duck.com>
2023-02-04 23:25:53 -07:00
Mothblocks
d67555a0b5 the inevitable Revert "Refactors admin verbs from giant ass lists into datums" in case stuff breaks (#73206)
Reverts tgstation/tgstation#72407
2023-02-05 11:44:38 +13:00
Zephyr
fca90f5c78 Redoes the admin verb define to require passing in an Admin Visible Name, and restores the usage of '-' for the verb bar when you want to call verbs from the command bar. Also cleans up and organizes the backend for drawing verbs to make it easier in the future for me to make it look better (#73214)
## About The Pull Request

Damn that's a long title.

Admin Verbs can be used in the verb bar with hyphens instead of spaces
again.
## Why It's Good For The Game

Admin muscle memory
## Changelog
2023-02-04 01:20:18 -08:00
Zephyr
7f25d7f17b Refactors admin verbs from giant ass lists into datums (#72407)
## About The Pull Request

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

Makes it easier for people to add new admin buttons, and also removes
the giant ass ugly lists that are an affront to my eyes.

Yes you are still able to call them manually via the verb bar

![image](https://user-images.githubusercontent.com/12817816/210163285-2ecb4b59-67b4-47d2-b324-77048ce852fe.png)

![image](https://user-images.githubusercontent.com/12817816/210163288-5a0ec98c-9589-4cab-8a6b-1ab5151aa040.png)
## Changelog
🆑
refactor: Admin verbs are now datums with a dedicated panel handler
admin: Admin verbs now come with a handy description when you hover over
them!
/🆑

---------

Signed-off-by: GitHub <noreply@github.com>
2023-02-03 16:32:37 -08:00
san7890
8eb9d376b5 Improves/Abstracts Suicide A Bit More (#72949)
## About The Pull Request

Basically all of the heavy lifting was done in #72919, but we do a few
key things here that I wasn't able to do then because it was just
fucking massive.

Player Facing Changes:
* hear_blind arg is now a default state and must be specifically
overridden. Pretty much every mob that wasn't a pAI or alien was lacking
this, so let's toss it in as a default now. Let me know if the generic
message I put in for /mob/living sucks and we can go from there.

Code Side Changes:
* suicide.dm now only contains code pertinent to the suicide verb, and
all subtype proc-overrides have been moved to an appropriate file
pertinent to that subtype.
* suicide.dm has also been organized a bit more to aid the previous
change.
* There is only one suicide verb now, implemented on /mob/living. All
the verb does is invoke the handle_suicide() proc, which does all of the
lifting.
* Leaning into *mumble mumble* object-oriented philosophy, the message
we send to the world on suicide is handled on subtype procs, rather than
be in the huge fuck-off message tree I implemented in the earlier PR. It
definitely makes the visible_message() proc not hard to read IMO. This
also means that we can take up a less footprint when we re-use certain
suicide messages (i.e. Silicon), which is nifty too.

i'm probably forgetting something but that's all of the big ones
## Why It's Good For The Game

There is now a very, very common framework for how suicide works across
all living mobs, and it's much easier to override how suicide is
handled. Certain subtypes do their own bullshit thing, but it's quite
easy to account for this on that case-by-case basis. The overall code
takes up a much less footprint that just makes it look nicer.
## Changelog
🆑
qol: Some mob suicides now have a message that shows to blind people or
people that didn't actually witness the suicide, pretty cool.
/🆑
2023-01-29 19:48:46 +08:00
Mothblocks
9d0cdfe909 Adds an Escape Menu (#72906) 2023-01-26 00:25:16 -08:00