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281 Commits
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c57afc4689 |
Wawastation (#82298)
- [x] #82282 - [x] map in aux base how the hell did i forget it - [x] fill out maints - [x] properly test the goddamn thing - [x] fix major cameranets - [ ] fix any issues - [x] write a proper pr body ## About The Pull Request adds this map to the map rotation bottom level (24.5.2024)  upper level (24.5.2024)  ## general map details and department stuff - the station is more focused on the bottom level, so falling in doesnt roundremove you - this is an asteroid station, so assistants can larp as dorfs and mine towards the sweet loot - there is plenty multiz usage - service is the center of the station **Service** - Is the center of the station. Arrivals docks directly in the middle of the station next to Upper Service, so bar might get more traffic. Not much different than normal Service, but janitors closet is also present here, he sleeps on the floor. We do not talk about the janitor. Above Bar is Library and Hydroponics with an overlook to look at bar. The Theater has a big curtain and a podium directly in the bar. 29.3.2024  **Civilian** - Also in the center of the station, next to bar. There isnt much to talk about dorms, its pretty normal. **Cargo** - Absence of chutes that go to departments, reminder that mail sorting is a thing. Cargo bay is a big open area with a boutique/shop facing primary hall that starts closed, and Cargo has its own crate elevator. Theres upper Cargo where mining, bitrunning and a secure warehouse is located (There may be a murder scene). The quartermasters office spans two z-levels and is relatively compact. Not much else different from regular cargo. ~~Oh also the QM starts with an empty PML-9 and a mostly functional rocket~~ 29.3.2024  **Medical** - Large centralized medbay, also two z-levels. There is a public waiting room with triage and a reception. There is also an inner elevator for the crippled. There are two medbay-access patient rooms that are unrestricted from the inside, and two operating rooms. Medbay has its own rad shelter. The virologist does not get their own satellite, but is still relatively secure. 29.3.2024 https://i.ibb.co/hs9kKbV/ezgif-1-f7b697b067.gif (large gif) **Command** - AI Sat transit tube access is here. HoP has an open stall facing primary hall, ~~and maybe a piano trapdoor~~ pretty classic bridge, Captain does not get his own office but gets a really comfortable quarters with his own emergency mass ejection for abandoning ship. The council meeting room is present above bridge, with ERT Ferry dock docking inside adjacent to the council room. **Security** - Mostly bottom z level security. Very compact brig cells, and a meeting room that everyone that is related to security may spawn in if youre lucky. Warden has a weapon handout point facing the inner security hall and the equipment room. Reeducation chamber has a shocked grille treadmill. HoS and Warden Room and armory are on the upper z-level, and warden has a VERY good overlook over permabrig. Armory is seperated into nonlethal to mostly nonlethal and lethal. 29.3.2024  **Science** - Also pretty centralized, breakroom with a smoking corner, two z levels and a big overlook. RD office overlooks toxins and bomb site. Genetics and RD Office is on the upper floor, with a science exclusive monkey exhibit. Xenobio is thick due to proximity to bomb site, otherwise normal. 29.3.2024  **AI Sat** - Okay at this point assume any department is multiz. The antechamber is an elevator and the turrets are on said elevator. The elevator may be sent to the top level by engineers, where the AI core is. Telecomms is on the bottom level, and AI core is above it. Contains a borg entertainment room, and also the upload. The elevator being raised is necessary to properly enter AI Room. **Engineering** - Contains a less stale but still average and less than optimal SM setup. Prone to catastrophic disaster. The SM Room is two levels and very open, and CE has a trapdoor directly into the shard. Turbine is above atmospherics, so is the crystallizer. The HFR and main atmos and distribution room are on the bottom level. Piped by **Kendra Hunter**. Contains a built in electrolyzer corner so atmos mains stop gutting the aesthetics to place down some dumb machine. ## Why It's Good For The Game another interesting map into the roster, different from the other multiz maps in the form that you dont get stuck in hell by falling down a hole todo write better section ## Changelog 🆑 add: wawastation, the station map /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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54f9ea034c |
Iceblock flora generation fixes (#83450)
Fixes #83438 🆑 ShizCalev fix: Trees will no longer be growing through railings on forest planets fix: Trees/plants will no longer grow through wood pathways on Icebox fix: Railings will no longer appear ontop of rock walls on icebox /🆑 Old:  Fixed:  |
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0cc5cfb178 |
Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople) (#83021)
## About The Pull Request This PR moves random name generation for species onto their languages. What does this mean? - For species with a predefined name list, such as Lizards and Moths, nothing. - For species without predefined name lists, such as Felinids, their names will now be randomly generated from their language's syllables.   (In the prefs menu:)  Why? - Well, we actually had some dead code that did this. All I did was fix it up and re-enable it. - Generates some pretty believable in-universe names for various languages that are lacking name lists. Obviously defined lists would be preferred, but until they are added, at least. - Moves some stuff off of species, which is always nice. - Also hopefully makes it a tad easier to work with name generation. There's now a standard framework for getting a random name for a mob, and for getting a random name based on a species. Misc: - Adds a generic `species_prototype` global, uses it in a lot of places in prefs code. - Makes `GLOB.species_list` init via the global defines - Deletes Language SS - Alphabetizes some instances of admin tooling using the list of all species IDs - Docs language stuff - Deletes random_skin_tone, it does pretty much nothin ## Changelog 🆑 Melbert refactor: Random Name Generation has been refactored. Report any instances of people having weird (or "Unknown") names. qol: Felinids, Slimepeople, Podpeople, and some other species without defined namelists now automatically generate names based on their primary language(s). qol: More non-human names can be generated in codewords (and other misc. areas) than just lizard names. /🆑 |
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fa31403353 |
LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request I've seen a few cases in the past where LateInitialize is done cause of the init return value being set to do so for no real reason, I thought I should try to avoid that by ensuring LateInitialize isn't ever called without overriding. This fixes a ton of machine's LateInitialize not calling parent (mechpad, door buttons, message monitor, a lot of tram machines, abductor console, holodeck computer & disposal bin), avoiding having to set itself up to be connected to power. If they were intended to not connect to power, they should be using ``NO_POWER_USE`` instead. Also removes a ton of returns to LateInit when it's already getting it from parent regardless (many cases of that in machine code). ## Why It's Good For The Game I think this is better for coding standard reasons as well as just making sure we're not calling this proc on things that does absolutely nothing with them. A machine not using power can be seen evidently not using power with ``NO_POWER_USE``, not so much if it's LateInitialize not calling parent. ## Changelog 🆑 fix: Mech pads, door buttons, message monitors, tram machines, abductor consoles & holodeck computers now use power. /🆑 |
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2163f60527 |
Simple animal xenos are now basic animal xenos (#82187)
## About The Pull Request We currently have 2 types of xenos in the codebase, simple animal and carbon. I'd like to unite them both under basic, and I thought I should go for simple animal first since it's more of a conversion than a remake. This helps set a base for a future basic-only xeno, which would require the following: - Basic mobs (or just anything than Carbon) to have Organs, which we can then use for things like referring to their plasma sac for egg-laying, etc. - All xeno types having a basic mob variant, preferably with an AI so they would work without a player. - Something be done about larva, either we'd split basic xenos into "larva" and "adult" (like carbon) or have it be a separate path that can also have organs so they can still have hivemind. Everything else seems to have been done overtime as simple animals have been converted to basic (HUDs and holding things now seem possible, etc.) Even if this doesn't work out, at least this cuts off a good chunk of the remaining simple animals to convert to basic. Sprites used (for mapping helpers): Fire medkit Toxin medkit Oingo Boingo punch face (i tried to shrink it down) ## Why It's Good For The Game This helps advance us move away from simple animals, and helps move carbon xenos to basic mob later too if that's what we want to go for. ## Changelog 🆑 refactor: Xenomorphs (Lavaland & Oldstation ones) are now basic mobs. /🆑 |
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fbe6e2ebba |
museum away mission (#81208)
## About The Pull Request adds a new gateway map, the Nanotrasen Museum it is filled with """"Mannequins"""" and Common Core lore im not putting the preview here because you really should explore it yourself but if youre that curious i think the Checks tab in mapdiffbot would have it this gateway map contains no combat unless you count falling into chasms because you did not carry a light or going into the boarded room with no loot or any incentive with obvious signs that there is the sole enemy on the map in there the loot is the lore ok thanks also makes mines detonate if theyre detonated by a non-mob im pretty sure this couldnt have been intentional trams stop chasms and also the relevant items <details> <summary>on second thought if you want spoilers check this</summary>  </details> ## Why It's Good For The Game more gateway maps = good ## Changelog 🆑 add: nanotrasen museum gateway map /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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ed31397cc4 |
Fixes ore vents spawning without ores on icebox, sets up map specific ore configurations (#81103)
## About The Pull Request In short, we used a static list previously within the ore_generation subsystem that held the amount of each ore that we expected a single map to uniformly need. We held this number constant, since we were spawning 15 vents per map. **Pros:** This worked flawlessly for Lavaland since 15 vents on a single Z level makes it pretty densely packed map with a good amount of map-based ore spawns, and it worked consistently. **Cons:** 15 vents did not work well on Icebox however, even when split so that the majority of the ores were spawning on the lower levels, players did not feel like icebox spawned nearly enough ores and reported the map spawning empty. **Result:** As a result, we adjusted the ratio, so that we spawned vastly more ores on the lower levels, now up to 4 vents on the upper level, and 21 vents on the lower level. However, as we were still using the ore distribution list based on lavaland, icebox vents were quickly running out of ores to distribute between them, resulting in empty vents -> which produced empty boulders -> which not only don't really let you process them properly, but also just result in a metric ton of runtimes. Icebox now has it's own list of ore distributions. These distributions are now moved to a set of global lists as opposed to being saved on the subsystem as a static list, which will make going and setting up new ore distribution lists very very easy. Additionally, we've moved the setting and getting of those ore_distributions over to the seedRuins proc, so that we're actually setting the list of ores right before we actually place them to make sure that the order that it's set is roughly as it's needed, while still setting the list at the same time the map-appropriate ruin placements are dropped in. **Plus some misc cleanup fixes:** `var/list/ore_vent_sizes` in SSore_generation wasn't being treated as a similar budget list as `ore_vent_minerals`, since it `pick()`s off it's own static size list. Which is honestly fine for this five seconds, I can handle that later while we make sure the rest of the code code is stable. In the meantime, I've just tweak it so that it's easy to see at a glance how many of each random vent has spawned into the map. Tweaked the description to not include anything about chemical processing, as I'm planning on hitting on that in a part 2 PR that I'll be picking back up after the freeze. ## Why It's Good For The Game Cleans up the code a bit, but primarily fixes ores not spawning on icebox as they should. Should fix #81058. Improves description to not mention mechanics that aren't in game. Also, cleans up a piece of code that currently isn't serving much of a purpose. ## Changelog 🆑 fix: Icebox should have it's ore distribution and it's ore vents fixed, so that vents should now produce ore. spellcheck: Boulder processing machines now don't mention things they don't do. /🆑 |
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002051a3d5 |
ArcMining Pr Beta: Version 1.2 (#78524)
This one's not like the last one, so much so that I'm not even going to outsource the PR description to a robot this time! Basically, **You should read the PR body before assuming that everything is the same as last time. It's not.** ## Video Summary Click the link below to see a video summary of the main features of this pull request. https://youtu.be/Aho2omR0mjY?feature=shared ## About The Pull Request This pull request serves as a large rework of minerals produced by mining, and by extension mining itself. I'll try and list each change and it's associated nuance here. ### Ore Vents The biggest addition to the game with ArcMining is **Ore Vents**. Ore vents spawn as a ruin on the map, placing a randomized ore vent onto map generation. Ore vents spawn in 3 different sizes, **Small, Medium, and Large**. These vents will pick from a pool of materials they can generate, and will hang out across the map. A player can use a mining scanner to discover an ore vent, granting a small quantity of **mining points** to begin with. Once scanned, ore vents will show what minerals that ore vent will generate after they're fully tapped. Scanning the vent again will trigger the extraction process. A small drone will fly down, called the NODE drone, and buckle onto the vent. Your job during wave defense is to protect the drone and to defeat waves of randomly spawning mobs (dependent on if you're on lavaland or on icebox). The quantity, duration, and time between waves is scaled to the size of the vent you're protecting. Starting by scanning and protecting lower tier vents earlier in the shift is a safer bet than doing a large vent in the first few minutes. The drone has 500 health, and can take a good few hits, but leaving it alone will cause it to meet an unfortunate end quite quickly. Cooperation can be your best asset, as mining with allies can greatly help with wave defense, and mineral points are granted to anyone who helps with defending the ore vent equally (So 500 * size tier, regardless of how much help you receive). Once complete, the ore vent will have a mining machine constructed on top of it, and will start to dredge up **Boulders** from the earth automatically. More on boulders later. Ore vents can be located based on your mining scanner, and will provide an appropriate audio cue based on if the ore vent has been discovered or not, and once processed will no longer alert you to it's presence. **Each station comes with a free vent that produces exclusively iron and glass, free of charge.** This is to help with shifts where the station may not have shaft miners to produce minerals, and to provide the station with a baseline amount of minerals where none may exist otherwise. ### Mineral Generation Mineral generation has been completely reworked. Previously, Mineral Generation had a flat 13% spawn rate in-game. Once minerals spawned, they would also have a chance to propagate their minerals to nearby tiles, resulting in a rather massive pool of minerals that could spawn throughout lavaland on the whole. This tweaks that, by making minerals in walls spawn based on their proximity to ore vents on maps that use cave generation. Both the probability, and quantity of ores spawning in walls is scaled based on distance, with ore vents looking like large caches of ores found in walls. This makes following ores found in walls and checking their quantity of minerals spawned a good indicator of how close you are to a nearby vent in-round. This means you can collect some points form both discovering ore vents first, as well as collecting their surrounding ores, turn those in for mining points, and then trading them in for gear upgrades to more effectively take on ore vents. As a result of tweaking the balance of this, the total amount of ores spawned in walls overall has been decreased. However, by making more of the process time based, we still result in a mostly balanced finished product. ### Boulder Processing On station, there are now three new machines. These are the BRM, the Refinery, and the Smelter. - The BRM acts as a teleporter. Instead of needing to carry boulders back to the station, you can activate the BRM, and it will automatically pick boulders to teleport back to itself. You can use this to teleport boulders dredged up from lavaland onto the station for processing. **The BRM will only lock on to boulders that are resting on an ore vent.** Moving boulders back by hand will mean you'll have to haul it back by hand. - The refinery processes the non-metallic materials out of boulders. This process sends the materials straight to the ORM, and collects mining points from the ores smelted in the machine. Swiping with an ID card lets you withdraw those points for your own personal account, but remember that these points are for your whole team to share from. The **Mining points obtained from this process is only 75% of the amount an equivalent amount of ores would provide.** - The smelter works nearly identically, however the smelter produces metallic materials out of boulders instead. - Once a boulder has had all of it's materials extracted, it's broken down and deleted from the line. Otherwise, the boulder is spat out for the next machine to process it (either the refinery or smelter). - Once there's no minerals left in a boulder of any type, the refinery or smelter will break the boulder down. - Boulders **do not stack onto tiles with each other**, so they'll block each other when pulled or when moving on a conveyor belt. Boulders can also be processed by hand. Using a mining tool on a boulder with right click will allow you to break down a boulder into it's composite ores, but limits you to a maximum of 10 ore per boulder, where the full amount can be extracted using the proper processing machines. Also, processing by hand does deal small amounts of stamina damage over time, do breaking a full large boulder can be particularly taxing. Additional Boulder Processing Machines can be built, with the BRM board being obtained from the Protolathe, while the Smelter and Refinery boards being obtainable from the Autolathe instead. A _boulder processing beacon_ can also be obtained from the mining points vendor as a reward to assist with boulder processing. Boulder processing beacons can be used to spawn in a new BRM, refinery, and smelter on the tile the user is standing on, however **you'll still need to link them to the ORM**! All three machines can be upgraded with Stock Parts, allowing for **more boulders to be processed at a time**. It does not, however, increase the amount of minerals received from boulders, or points earned. ### Mining Borg Tweaks Mining borgs have been given some minor adjustments to compensate for the changes to mining. Their mineral scanner, which now has an active component to gameplay, is now a module as opposed to built into the mob. This module allows for the same ability to discover and start waves of monsters to fight. Mining modules will find that their PKA now has a total of 90% mod capacity as compared to the 80% they had before, to allow for more robust defense of ore vents. In addition, all borgs and AIs can interact with the BRM for boulder collection. ### Mining Mech Tweaks Mining Mechs have had their utility tweaked as a result of these changes as well. Mineral scanners to be used on mining mechs now have a larger radius by comparison to their handheld cousins. Similarly, it now has an active scanning button, which will actively discovery nearby ore vents. To begin wave defense, you will need to hop out and scan a second time however, so that you can properly accept the risks of drawing a horde of bloodthirsty wildlife towards you and your companions. Mechs can also manually process boulders, similar to mining tools using their drill. ### Golem Tweaks Golems, being more gentle and less aggressive than humans, while being made out of LITERAL ROCKS, have a greater need to secure access to ores and minerals to eat. As such, they have adapted to be able to do two new things: - Golems may now right click ore vents to be able to manually haul a boulder out of the vent. This costs a hefty amount of stamina, but it allows for golems to avoid combat during regular gameplay. - Golems may now left click a boulder with an open hand in order to manually process a boulder like a pickaxe. While not faster, it is consistent and prevents golems from starving if they have access to a vent, but no ores, somehow. ### Gulag Tweaks The labor camp, being a camp for rehabilitation and ~~excessive manual labor~~ has been tweaked. Boulders now replace the random minerals located on their island, and to acquire their prizes inside, much be excavated and then broken out of the rock. Now YOU TOO can excavate minerals and become a true mineral hero by working your way to freedom. ### Mining Point Changes As a result of fewer mining points being available across the map due to the new ore spawning mechanics, and the shift in how and when ores will be coming in, almost every progress based mining point cost has been reduced by around 10-20%. Many numbers are still subject to change at present, but the idea is that core progress unlocks should be made a bit more available earlier in the round before players can start to solo or duo larger or more difficult ore vents, after which they'll be rolling in ores. ### Rarities Every once in awhile, an unusual boulder will get hauled up from the mineral rich depths of lavaland. These **Artifact boulders** can occasionally produce rare items, but for now they've mostly just been pulling up **Strange objects** for science. Nanotrasen Natural Sciences department will reward you extra points to be collected by boulder processing machines for successfully extracting one. In the future, this opens up a passive reward space that mining can reward to the station, like providing cytology DNA samples, ancient seeds, or other artifacts. ### Misc notes - Boulders can be stored in all varieties of ore boxes (ground, mech) should you choose, however as mentioned it's best to leave them where they spawn and teleport them to the station for convenience. - Maps that are not subject to cave generation will find that they are largely untouched in terms of mineral balance. - Future or existing ruins can now be tweaked to have a mineral balance cost, as the ore vent ruin does. This will allow us to spawn in more interesting ruins for pre-made combat challenges. - There are unique ore vents that spawn across the map, that will summon a boss mob relevant to that map. If the boss mob is defeated, that vent will spawn large boulders pulling from every possible ore type that can spawn. Not for the faint of heart! - Similarly, the number of ore vents and mineral budget is now adjustable in the cave generation procs, so maps may spawn with more or less ore vents as desired for balance. - Artifact boulders opens up a LOT of room for possible future content like archaeology, xenoarch, artisci, and other design spaces! - Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in addition to boss ore vents. - **I'll add more to this as I get asked questions and remember things, this is a huge PR and I'm confident I've missed at least something** ## Why It's Good For The Game I outlined a lot of this in #78040, so I'll try and keep this relatively snappy this time, while noting that I've made some concessions to make the whole system a lot more playable while not trying to break out design decisions that are at the end of the day, better for the game and the overall resource balance in round. Minerals are a very poorly balanced system, and have been since their inception many years ago. We heavily rely on mineral balance in round, and yet we've really only balanced it by introducing so much supply that there's no equivalent exchange for materials that doesn't just heavily flood the exchanged material. For example, items printed from materials that are otherwise considered "rare" on master exist in such quantities and they'll never practically run out in our allotted 90 minute time slot design. This PR adjusts how ores spawn to a point where we can minimize the amount of ores that need to exist on the map for mining to be able to progress, while still providing enough resources for the station that it covers the needs of the station adequately. Miners will need to be more strategic about what resources they've collected, and be able to make decisions about which vents are worth the risk of attempting to fight, how to prepare for a wave defense, and when to head back up for upgrades, while finally giving them at least some kind of incentive to work together and use different equipment. Resonators make cleaning up the caves around vent easy, sandbags set up easy defenses for your vent, mechs can serve as a wider range radar while mining, all while still providing a new gameplay loop to mining. By limiting the amount of ores that can enter the round from the massive, massive amounts that were coming into the round beforehand (see #78346 ), we can make ore processing more meaningful by adding more gameplay to the processing of minerals. I have some plans for that, however this PR already got bloated really REALLY badly due to scope creep and the number of intersecting systems that rammed into each other to make this PR possible. So that'll be next. Plus, as I've mentioned, we open up places for ore processing to find fossils, relics, and other things that can implemented down the line. Overall, I don't expect this PR to save or kill ore balance, but we gain a LOT more control over it through the use of our mining defines attached to this PR, and at the end of the day, that's a great place to start off of. ## Changelog 🆑 add: Added ore vents. Scanning them with mining scanners shows what minerals they contain. Scan again to fight off a horde of beasts as your drone assistant excavates the vent, so the ore vent will produce mineral boulders! bal: Ores that spawn in walls now spawn based on their proximity to ore vents, with their chance to spawn and their minerals contained scaling from low to high. add: Added the BRM, Refinery, and Smelter. These pieces of equipment are used to process ore boulders into minerals for the station. Stock Part upgrades allow more boulders to be processed at one time. They collect mining points as well, to be redeemed with an ID card swipe. add: Boulders are teleported to the station via the BRM if left untouched. Boulders can also be cracked open for a reduced amount of ore using pickaxes or golems hands. add: All stations come equipt with a pre-excavated ore vent, which produces a basic supply of iron and glass only. Scan other vents for your critical resources! add: Look there's a shit ton of changes on mining, for more detail check out the Pull Request: https://github.com/tgstation/tgstation/pull/78524. sound: New sounds and noises for your high octane factorio-like gameplay! image: All new boulder sprites for the new minerals and rocks added to the mining gameplay loop, as well as mining machines! image: Overlays appear over vents when scanned to let you know their contents at a glance when actively scanned with any mining scanners. /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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5d9488cd2a |
Macro Optimizes Map Saving (100x) DO NOT CHURN STRINGS Edition (#80845)
## About The Pull Request Yello! This one is reasonably quick, tho I did some fixes too This is the big one, fixes the buildmode tool sometimes locking disabled for the whole round. We do this by replacing the static var on buildmode with global var and a global proc This keeps a harddel on the buildmode datum from permalocking is_running to TRUE Also makes flipping the var BACK if something breaks significantly easier for admins, so that's nice Alright, smaller things now Fixes lists of numbers failing to encoded improperly This was fixed on shiptest, we failed to actually port their most recent revision Fixes the shuttle flag not actually working because it used istype instead of ispath Changes obj_blacklist to a typecache for optimization's sake Renames/moves some vars around to prevent weird double typing things Removes a checktick in key gen, it's just costing more time then it would save in overtime Properly handles lists. We were only doing var encoding one layer deep, need to do it alll the way down Alright, now the optimizations This proc is fucking HOT, and it's for really dumb reasons This is a text gen proc, and it makes the mistake of generating text and concatinating it with MORE text. This is HORRIFICALLY EXPENSIVE because byond caches strings (can only be one of each) and string churn fucks up that caching system something fierce Moving from strings to lists of strings we join at the end takes us from like idk 100 seconds to save bare metastation to like 1.5 This is applied basically everywhere for obvious reasons While I'm here, storing keys in a flat list and then using find to find them, then using that index to lookup into another flat list is a bit silly. Let's just make it an assoc list. Faster lookup, cleaner. Oh also rather then iterating over all the vars on an object, let's iterate over just the ones we care about yeah? Let's see... no sense genning a key we'll never use, and having suffixes be often non existent is silly just embrace the slight mess. That's it I think, this takes us from 100 seconds to save metastation to 2.5 seconds to save ALL of metastation (I removed the vars limiter so I could make sure var saving didn't fuck me up) ## Why It's Good For The Game Cleans up some issues that we failed to port the fixes for, MASSIVELY optimizes this (so it can finish in like 5/10 seconds and not 300!) and ensures admins can always use the thing and don't risk dropping their pet buildastation to the void. Worth noting, this tool really should not be used for station mapping outside an event context. It produces sorta buggy var edits, and WILL fail to pull over context for shit. Please don't use it as such Profiles (csv files I promise) [Before](https://github.com/tgstation/tgstation/files/13853313/profiler.json) [After](https://github.com/tgstation/tgstation/files/13853271/profiler.json) I'd include my line by lines but I don't know how much you'd get out of them. Here's an image tho  ## Changelog 🆑 fix: The map saving tool will no longer lock up and prevent all further action at random fix: Map saving now takes on the order of seconds, not minutes fix: Fixes an issue with lists that caused strongdmm to report saved maps as broken /🆑 |
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8703eac50d |
split area.contained_turfs up by zlevel, make init 10 seconds faster (#80941)
## About The Pull Request Situation: areas have a list of all turfs in their area. Problem: `/area/space` is an area and has a 6 to 7 digit count of turfs that has to be traversed for every turf we need to remove from it. This can take multiple byond ticks just to preform this action for a single space rune Solution: split the list by zlevel, and only search the right zlevel list when removing turfs from areas. replaces `area.get_contained_turfs()` with a few new procs: * `get_highest_zlevel()` - returns the highest zlevel the area contains turfs in. useful for use with `get_turfs_by_zlevel` * `get_turfs_by_zlevel(zlevel)` - returns a list of turfs in the area in a given zlevel. Useful for code that only cares about a specific zlevel or changes behavior based on zlevel like lighting init. * `get_turfs_from_all_zlevels()` - the replacement for `get_contained_turfs()`, renamed as such so anybody copying/cargo culting code gets a hint that a zlevel specific version might exist. Still used in for loops that type checked so byond would do that all at once * `get_zlevel_turf_lists()` - returns the area's zlevel lists of lists but only for non-empty zlevels. very useful for for loops. The area contents unit test has been rewritten to ensure any improper data triggers failures or runtimes by not having it use the helpers above (some of which ensure a list is always returned) and access the lists directly. |
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279904e079 |
Saves some free lag by removing some in area (in world) loops (#80644)
## About The Pull Request Goes through and changes some `in area` / `in a` loops to use `get_contained_turfs` to cut down on `in_world` loops. Saves some free lag. ## Changelog 🆑 Melbert fix: Some things which affect everything in an area are less laggy, the "all lights are broken" station trait especially /🆑 |
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f34174414d |
Cleans up some extra args in Destroy() (#80642)
## About The Pull Request After https://github.com/tgstation/tgstation/pull/80628, these shouldn't be needed anymore right? ## Why It's Good For The Game Cleans up some vestigial code ## Changelog EDIT: Not player-facing. |
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71a1fee2f1 |
Explodes device.dmi (#80025)
## About The Pull Request I woke up today and thought 'what would be easy thing to do today so I can say I've done something?'. Then I remembered I saw several gangtool usages the time I split radio up, and I could remedy those. 7 hours later, device.dmi is split in a folder of its own, and I've also given unique sprites to door remotes and landing desginators. ## Why It's Good For The Game The device.dmi was kind of a mess. ## Changelog 🆑 /🆑 |
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21a1197fa4 |
Removes a lie from the TGM doc comment (#79915)
## About The Pull Request
I was wrong about this we copy all lists inside the preloader
application proc. 🗞️
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7a1b1fa9ad |
Splits placeontop proc (#79702)
## About The Pull Request I find the proc hard to read honestly. There's no reason we can't split this into two functions - the secondary functionality is used only once, in reader.dmm. ## Why It's Good For The Game Code improvement Glorious snake case ## Changelog N/A nothing player facing --------- Co-authored-by: san7890 <34697715+san7890@users.noreply.github.com> |
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71b45e54ad |
Puts all traits in the globalvars file + CI Testing (#79642)
## About The Pull Request Fixes #76349 I didn't know that people needed to add any new traits to a global list so they can be easily read in View Variables, and was pretty shocked to find out many other people didn't know it was a thing. Let's make it a thing by testing it using a new CI Python Linter to check this. But oh no-  There were about 200+ missing traits. Alright, so let's do the following: * Move trait defines to their own dedicated folder in the `_DEFINES` folder. * Split up the traits mega-file into different files, for better organization. One for the macros, one for the sources, and a few for the "trait declarations" * Run the linter a load of times and add everything to the globalvars file, removing anything that's no longer used and figuring out where the best categorization of it is. also minor code improvements. also rename all of the ones that look weird. also fix list indentations * Also alphabetize the lists because it's easy * Move everything to a new `traits_by_type` list, while keeping the admin one the way it is for the time being while we figure out a better way to show that list to admins. * Profit ## Why It's Good For The Game Mapping trait injectors will now work for any type of trait. You shouldn't add any trait via this injector though, but you're no longer limited to coders remembering to add it to that critical list you needed. Lays the framework for a better view variables experience. This work is too lengthy to presently do, but hopefully we can get this done sooner rather than later. we will need a code-accessible way to view these traits for such a framework to be implemented, so let's just do that. Future steps are to break down the mega-declarations file into a folder full of separate files by typepath, but that requires a lot of auditing. Does need to happen one day though, there's a lot of mob traits mingled with datum traits and auuugh we gotta do this later this PR is already massive. there's probably ways to game this but this catches _my_ mistakes so good luck to everyone else (it should work for 99% of everyone) ## Changelog Nothing applicable to players. However, to mappers, the mapping trait injector should always be able to add any kind of trait (which is rather good for the times when you need it). |
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2b8e7196d7 |
Fixes baseturf helpers (#79697)
## About The Pull Request Baseturf helpers do this:  And they also do this (up to 3x):  When trying to debug `PlaceOnBottom` I couldn't help but notice it's trying to encompass use cases that simply aren't used anywhere. YAGNI - this makes it much more complex than it needs to be. ## Why It's Good For The Game Fixes weird baseturf handling FIxes #79172 ## Changelog N/A nothing player facing --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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88bb3afcce |
Mafia now starts without admin intervention (#79348)
## About The Pull Request Mafia should now start without the need of admin intervention. I made a unit test that should always have a PDA and a ghost spawning in a game of Mafia and having it run through basic setup to confirm they both successfully sign up and the game starts. I had to change a lot of things in order to get this working, such as giving unique ckeys to mock clients, fixing harddels in Mafia, and plenty of minor fixes. This is the first time any of this code is put in CI, so a lot of uncaught errors are now showing their faces. Because loading maps mid-round runtimes due to smoothing, I have mafia their own unit test-only map that doesn't use smoothing. I also split the mafia ui code into its own file, and moved a single helper that was sitting around in mafia's file into a helpers file. I also added some comments to explain why certain things are the way they are, because I wrote some undocumented code previously and forgot a few things, leading to self-inflicted wasted time. ## Why It's Good For The Game ^ ## Changelog 🆑 fix: Mafia games can now start properly. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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d259cbb30d |
Fixes Lazy Templates fucking over cables, pipes , and shuttles at random (#78622)
## About The Pull Request See title. ## Why It's Good For The Game If a lazy template is loaded AFTER roundstart it doesn't get included into the global init procs, because that work is offloaded into a subsystem LINDA runtimes are bad, null.archive() runtime be gone. ## Changelog 🆑 fix: The Syndicate have fired their previous construction company after poor results in recent outposts. /🆑 |
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9e1c71f794 |
Reworks transformation sting to be temporarily in living mobs, forever in dead mobs (#78502)
## About The Pull Request
- Reworks transformation sting.
- Transformation sting is now temporary, lasting 8 minutes (number not
final) in humans.
- If used on a monkey, it lasts forever instead.
- While the target mob is dead or in stasis, the duration will not
progress, making it functionally infinite until revived and taken off
stasis, where it will resume its timer where it left off.
- Chemical cost reduced to 33
- DNA cost reduced to 2
- Removes TRAIT_NO_TRANSFORMATION_STING, instead just checks for
TRAIT_NO_DNA_COPY
- These were essentially the same traits, so I just combined the two
- Organizes some trait lists alphabetically
- Adds TRAIT_STASIS, to allow for reacting to mobs entering and exiting
stasis via COMSIGS
- Everything that checks IS_IN_STASIS now checks HAS_TRAIT TRAIT_STASIS,
which is probably more performant, so that's a bonus.
## Why It's Good For The Game
A lot of people don't like the current iteration of Transformation
Sting, me included
Right now it's only use is for a meme - you make the entire station into
felinids until you get lynched, and that's it.
It's not really a healthy ability for ling's current kit, so this pr
attempts to soft rework it to make it a bit more in line with how ling
should be acting - turning it into a source of short term confusion
between people, or using it on a body to cover your tracks.
This accomplish it two fold - One, it is now cheap enough to use twice
in rapid succession, allowing for quick on-the-spot "BE CONFUSED"
situations while you abscond. Two, as mentioned in the last paragraph,
you can poke a body of someone you murder to obfuscate the crime scene
and maybe help out in taking over someone's identity.
## Changelog
🆑 Melbert
balance: Transformation sting now lasts 8 minutes, down from permanent.
However, the effect is paused for dead and stasis mobs, making it
permanent SO LONG AS they stay dead or in stasis. The effect is also
permanent if used on a monkey.
balance: Transformation sting now costs 33 chemicals, down from 50.
balance: Transformation sting now costs 2 dna points, down from 3.
fix: Transformation sting works on monkeys again.
refactor: Refactored a bit of human randomization.
/🆑
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a3849062b8 |
Feature: bitrunner, a new supply role (READY) (#77259)
## About The Pull Request [Design doc](https://hackmd.io/@shadowh4nd/r1P7atPjn) Adds a new supply role centered on short dungeon-esque runs with a focus on unifying the job with the fun part. Some virtual domains are combat related, some are silly, some focus on "objectives". Avatar health is linked to your physical presence and retries are limited. <details> <summary>Photos, WIP</summary> Net pod stasis  Server loaded  Server cooldown  the quantum console UI  Cyber police antag page  A safehouse  Domain info page, every domain gets this (and sometimes help text)  Me getting steamrolled in one of the missions  Ghost roles getting notified that server is kicking them out  Players enjoying the new combat missions  Players exploring some of the virtual maps  (Not part of the PR, but)  New bitrunner vendor  </details> ## Why It's Good For The Game Content, firstly, and moreso being supply department content. The framework that this implements is a great (preauthorized) replacement for two systems which are collecting dust: BEPIS and the gateway. They integrate into this system and it's a direct upgrade. This adds a way for the players on station to generate materials (if that remains). The nice part about it is that I can throw balance and believability to the wind, as unlike its unrelated predecessor VR or away missions, bitrunning entirely washes its hands of the map and mobs each reboot. It offers a very expandable map framework to add content and it's all fairly well documented. I'd like to add a feature that represents the idea that jobs don't have to be mundane and "external" jobs can stay tied to the main gameplay loop. ## Changelog jlsnow301, kinneb, mmmiracles, ical92, spockye 🆑 add: Adds Bitrunning to supply department- a semi-offstation role that rewards teamwork. add: Adds new machines to complement the job- net pod, quantum server, quantum consoles, and the nexacache vendor. add: Adds several new maps which can be loaded and unloaded at will. add: Some flair for the new bitrunning vendor. add: Adds a new antagonist for the virtual domain only. Short lived ghost role that fights bitrunners. del: Removes the BEPIS machine, moves its tech into the Bitrunning vendor. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: MMMiracles <lolaccount1@hotmail.com> Co-authored-by: Ical <wolfsgamingtips@gmail.com> Co-authored-by: spockye <79304582+spockye@users.noreply.github.com> Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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1b96345e44 |
Multi-Z Support for Lazy Templates | Cleans up some turf flag misuse (#77786)
## About The Pull Request Adds multi-z support for lazy templates Also fixes some improper use and placement for turf flags ## Why It's Good For The Game Shadow needs/wants this for bit runner maps. Turf flags are also why lava has been generating in places it shouldnt. (inside of ruins) ## Changelog 🆑 fix: Lava can no longer occasionally generate inside of previously loaded templates and breach and/or destroy shit /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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4cf1f27451 |
Replace wall/indestructible/destructible typepath with mapping helper (#78365)
## About The Pull Request #78239 is a fun mapping add but engineered in a way that 1. Creates a real eyesore of a typepath 2. Would further proliferate a hundred subtypes if it became commonly used Instead of using subtypes for this I put the behaviour in a component and made a mapping helper to apply the component. Now you can just put the mapping helper on top of any turf you want to make into a zelda bomb wall and it will be so, rather than having to make different subtypes for walls with different icons. ## Why It's Good For The Game Cleaner, more maintainable. ## Changelog not player facing --------- Co-authored-by: san7890 <the@san7890.com> |
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6626716e59 |
Morgue dead body placer guarantees 1 human to dissect if non-human cadaver config is enabled. Morgues spawn with 1 additional body (except on Birdboat). (#77816)
## About The Pull Request - Morgue guarantees 1 human body to dissect even if `morgue_cadaver_disable_nonhumans` config flag is set. - All maps bar birdboat will now spawn with one additional morgue cadaver. - Did some minor code cleanup around the dead body placer, removes an `in world` loop, etc. ## Why It's Good For The Game - Morgue guarantees 1 human body to dissect even if `morgue_cadaver_disable_nonhumans` config flag is set. - This is mostly a downstream server issue but if your server enables this config and has additional species enabled, the odds of you getting a human to dissect tends to be very low. - Why is this a problem? Well, a human is necessary to dissect to get medical's tech. - Why not get genetics to get you a hu-monkey? This is an option, but if A. there's no geneticists or B. they are refusing to cooperate then you tend to be SOL unless you want to wait for a greytide to come in after drinking themselves to death. Given we have a role now dedicated to performing dissections, having no job to do for the first twenty or so minutes due to a lack of a human body is kind of sad. - If this is an intended facet, I will revert this change and leave it to the code improvements / bodycount uptick. - All maps bar birdboat will now spawn with one additional morgue cadaver. - This was actually intended on some maps but has been stealthily removed in some cases? Icebox and Delta used to have two dead body spawners to place 4 cadavers. So I decided to bring this back. - For the most part, this just gives higher population maps more bodies to mess around with. Higher pop means more people means more people need bodies, either for antagging, cooking, body replacements, or coron-ing. - Also like, sometimes messing around with dead bodies are fun, and it's nice to not have to worry that you're running out of them for actual medical use. - I can also make this scale on roundstart pop if we really care. But that seems overkill. Especially as these maps had their body counts higher for a while and were fine. ## Changelog 🆑 Melbert balance: If your server has non-human morgue cadavers enabled, you will be guaranteed one human cadaver no matter what. balance: All maps (with the exception of Birdboat) now have an additional morgue cadaver roundstart. /🆑 |
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7f4f6cea80 |
Fixes TGM maploading not respecting upper_y crops (#77495)
## About The Pull Request I think I forgot how the numbers worked here, seems that way at least given how the DMM stuff looks Closes #77482 Thanks to itsmeow for pointing this out Oh also fixes tgm using maxx for the y comp. it should never actually matter but yaknow just in case |
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5f9c772c27 |
Optimize mirage_border by converting it to an element and a movable (#77137)
## About The Pull Request Converts /datum/component/mirage_border to an element, saving init time spent attaching components to thousands of objects. It also repaths it from /obj/effect/abstract to /atom/movable, since it doesn't need to be an object, as it's not a physical object within the game. ~~Also adds a case handling when world.view is not an integer.~~ This never happens Here it is working: https://github.com/tgstation/tgstation/assets/10366817/c8cfe2df-275a-4c97-b063-4fd83f7f09c3 Port of https://github.com/BeeStation/BeeStation-Hornet/pull/9490/ ## Why It's Good For The Game Saves init time, approx 0.32sec on Meta on my machine.   ## Changelog 🆑 code: Optimized z-level transition mirages, saving ~0.32s init. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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83e604cbee |
Add "Hall of Fame" emergency shuttle (#77074)
## About The Pull Request This adds a new emergency shuttle called the **Hall of Fame**.  It's designed around persistence. The goal is to have the shuttle store memories, photos, and trophies for the crew to see! ## Why It's Good For The Game Cool way for the crew to store and share memories. ## Changelog 🆑 add: Add a new 'Hall of Fame' emergency shuttle. It even comes with it's own nifty photo album. /🆑 |
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5d5492e111 |
Implements usage of the REVERSE_DIR macro throughout the code. (#77122)
## About The Pull Request Replaces a ton of `turn(dir, 180)` calls with the aforementioned macro. ## Why It's Good For The Game Afaik, `REVERSE_DIR` was coded to be faster than the classic `turn(dir, 180)` call, being a simple set of binary operations. To sum it up, micro optimization. ## Changelog N/A |
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41f20bc3ce |
[MDB IGNORE] Angled Lights & Lighting Prototyping Tool (#74365)
## About The Pull Request Hello friends, I've been on a bit of a lighting kick recently, and I decided I clearly do not have enough things to work on as it is. This pr adds angle support to static lights, and a concepting/debug tool for playing with lights on a map. Let's start from first principles yeah? ### Why Angled Lights? Mappers, since they can't actually see a light's effect in editor, tend to go off gut. That gut is based more off what "makes sense" then how things actually work This means they'll overplace light sources, and also they tend to treat lights, particularly light "bars" (the bigger ones) as directional. So you'll have two lights on either sides of a pillar, lights inside a room with lights outside pointing out, etc.  This has annoying side effects. A lot of our map is overlit, to the point that knocking out a light does.... pretty much nothing. I find this sad, and would like to work to prevent it. I think dark and dim, while it does not suit the normal game, is amazing for vibes, and I want it to be easier to see that. Angled lights bring how lights work more in line with how mappers expect lights work, and avoids bleedover into rooms that shouldn't be bled into, working towards that goal of mine. ### How Angled Lights? This is more complex then you'd first think so we'll go step by step  Oh before we start, some catchup from the last time I touched lighting code. Instead of doing a lighting falloff calculation for each lighting corner (a block that represents the resolution of our lights) in view we instead generate cached lightsheets. These precalculate and store all possible falloffs for x and y distances from a source. This is very useful for angle work, since it makes it almost totally free. Atoms get 2 new values. light_angle and light_dir Light angle is the angle the light uses, and light_dir is a cardinal direction it displays in We take these values, and inside sheetbuilding do some optional angle work. getting the center angle, the angle of a pair of coords, and then the delta between them. This is then multiplied against the standard falloff formula, and job done. We do need some extra fenangling to make this all work nicely tho. We currently use a pixel turf var stored on the light source to do distance calculations. This is the turf we pretend the light source is on for visuals, most often used to make wall lights work nice. The trouble is it's not very granular, and doesn't always have the effect you might want. So, instead of generating and storing a pixel turf to do our distance calculations against, we store x and y offset variables. We use them to expand our working range and sheet size to ensure things visually make sense, and then offset any positions by them. I've added a way for sources to have opinions on their offsets too, and am using them for wall lights. This ensures the angle calculations don't make the wall behind a light fulldark, which would be silly. ### Debug Tool? In the interest of helping with that core problem, lights being complex to display, I've added a prototyping tool to the game. It's locked behind mapping verbs, and works about like this. Once the verb is activated, it iterates over all the sources in the world (except turfs because those are kinda silly), outlining and "freezing" them, preventing any future changes. Then, it adds 3 buttons to the owners of a light source.  The first button toggles the light on and off, as desired. The third allows you to move the source around, with a little targeting icon replacing your mouse The second tho, that's more interesting. The second button opens a debug menu for that light  There's a lot here, let's go through it. Bit on the left is a list of templates, which allow you to sample existing light types (No I have no idea why the background is fullwhite, need to work on that pre merge) You can choose one by clicking it, and hitting the upload button. This replaces your existing lighting values with the template's, alongside replacing its icon and icon state so it looks right. There are three types as of now, mostly for categorization. Bar, which are the larger typically stronger lights, Bulb, which are well, bulbs, and Misc which could be expanded, but currently just contains floor lights. Alongside that you can manually edit the power, range, color and angle of the focused light. I also have support for changing the direction of the light source, since anything that uses directional lighting would also tie light dir to it. This isn't *always* done tho, so I should maybe find a way to edit light dir too. My hope is this tool will allow for better concepting of a room's lights, and easier changing of individual object's light values to suit the right visuals. ### Lemon No Why What Ok so I applied angle lights to bars and bulbs, which means I am changing the lighting of pretty much every map in the codebase. I'm gonna uh, go check my work. Alongside this I intend to give lighting some depth. So if there's room to make a space warmer, or highlight light colors from other sources, I will do that. (Images as examples)  I also want to work on that other goal of mine, making breaking lights matter. So I'll be doing what I can to ensure you only need to break one light to make a meaningful change in the scene. This is semi complicated by one light source not ever actually reaching fullbright on its own, but we do what we must because we can.  I'm as I hope you know biased towards darker spaces, I think contrast has vibes. In particular I do not think strong lights really suit maintenance. Most of what is used there are bulbs, so I'm planning on replacing most uses with low power bulbs, to keep light impacts to rooms, alongside reducing the amount of lights placed in the main tunnels  **If you take issue with this methodology please do so NOW**, I don't want to have to do another pass over things. Oh also I'm saving station maps for last since ruins are less likely to get touched in mapping march and all. ### Misc + Finishing Thoughts Light templates support mirroring vars off typepaths using a subtype, which means all the templates added here do not require updating if the source type changes somehow. I'd like to expand the template list at some point, perhaps in future. I've opened this as a draft to make my intentions to make my changes to lights known, and to serve as motivation for all the map changes I need to do. ### Farish Future I'm unhappy with how we currently configure lights. I would like a system that more directly matches the idea of drawing falloff curves, along with allowing for different falloffs for different colors, alongside extending the idea to angle falloff. This would make out of engine lighting easier, allow for nicer looking lights (red to pink, blue to purple, etc), and improve accessibility by artists. This is slightly far off, because I have other obligations and it's kinda complicated, but I'd like to mention it cause it's one of my many pipedreams. ## Changelog 🆑 add: Added angle lighting, applies it to most wall lights! add: Adds a lighting prototyping tool, mappers go try it out (it's locked behind the mapping verb) /🆑 --------- Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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4d1e34322f |
Macros multi-z code, removes the false premise of manual offsets (#76248)
## About The Pull Request [Removes the pretense of relative multiz levels]( |
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cf92862daf |
Fixes a runtime in atom init management (#76241)
## About The Pull Request The issue was map verification calling build_cache, which uses the define which enables/disables init values on sleep. We avoid this by using a var on map datums and using that to enable the init value modification only when we are actually loading stuff. Also fixes a bug in clear_tracked_initialize() where it being called with no values lead to bad values/potentially overriding initialized on accident. Also also I forgot how for loops worked so this would not have worked regardless ## Why It's Good For The Game Code should like, function |
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61d046d2b6 |
Fully fixes atom init desyncs (#76179)
## About The Pull Request The old system was... ok, but the stack trace was unfortuante, and the potential to double remove was silly. Let's use a list of source, value instead, to block overremovals and properly support different load states ## Why It's Good For The Game Prevents a bug a goodhearted bagilmin showed me where shuttles would randomly just fail to load. Calling clear twice should not be a failure ## Changelog 🆑 fix: Maps loaded post init will no longer randomly enter a failed state. Hopefully. /🆑 |
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8788e48378 |
Shuttle events (#76008)
## About The Pull Request https://github.com/tgstation/tgstation/assets/7501474/a2d83ce8-eba1-42d9-a1f8-9d73f7c40b21 Adds shuttle events! Stuff can now start to happen outside the shuttle, either benign or spicy (but usually just fun to watch)! ## Why It's Good For The Game The shuttle escape sequence is an important part of the game, uniting about every player surviving player. Recently, #71906 has made the escape sequence more forgiving as well as more interesting by conditionally doubling the playing field. The area outside the shuttle is still mostly empty though, except for the few people being spaced, daredevils and the occasional epic space fight. This PR adds adds some space events to spice up the outside of the shuttle! This both gives people something too look at, making the escape sequence feel less static and more lively, as well as give people a reason to go outside and get the full experience of ~being decapitated by a meteor~ swimming with the fishes! <details> <summary>Shuttle Events</summary> **Friendly carp swarm** Spawns a group of carp that flies past the shuttle, completely friendly unless provoked. **Friendly meteors** Spawns a lot of strong meteors, but they all miss the shuttle. Completely safe as long as you don't go EVA **Maintenance debris** Picks random stuff from the maintenance spawn pool and throws it at the shuttle. Completely benign, unless you get hit in the head by a toolbox. Could get you some cool stuff though! **Dust storm** Spawns a bunch of dust meteors. Has a rare chance to hit the shuttle, doing minimal damage but can damage windows and might need inflight maintenance **Alien queen** One in every 250 escapes. Spawns a player controlled alien queen and a ripley mech. RIP AND TEAR!! Really not that dangerous when you realize the entire crew is on the shuttle and the queen is fat as fuck, but can still be fun to throw people around a bit before being torn to shreds. **ANGRY CARP** Once in every 500 escapes. Spawns 12 normal carp and 3 big carps, who may just decide to go through the shuttle or try and bust through the window if you look at them wrong. Somewhat dangerous, you could stay away from the windows and try to hide, or more likely shoot at them and weld the windows **Fake TTV** Lol **Italian Storm** Once in every 2000 rounds. Throws pasta, pizza and meatballs at the shuttle. Definitely not me going off the rails with a testing event **Player controlled carp trio** Once in every 100 escapes. Spawns three player controlled carp to harass the shuttle. May rarely be a magicarp, megacarp or chaos carp. I can't honestly see them do anything other than be annoying for 3 seconds and die There are some other admin only ones: a group of passive carps going directly through the shuttle and just being little shits, and a magic carp swarm </details> Events are selected seperately, there isn't a crazy weighting system, each just has a chance to run, and multiple could run at once. They also don't immediately trigger, so people can get settled a bit, and to make sure just waiting out the more dangerous ones is still a valid strategy. ## Changelog 🆑 add: Adds shuttle events! If shuttle escapes weren't exciting before (doubtful), they definitely are now! I'm joking it's mostly an atmosphere thing. admin: Adds an admin panel to interact with shuttle events, under the Events tab: Change Shuttle Events fix: Objects spawned in hyperspace will properly catch hyperspace drift /🆑 There's a few things I'd like to do later (another PR) (honestly anyone can do them because I suck at follow-ups), because this is too big as is: - Hijack triggered shuttle events - More events (got a lot of cool suggestions, but I'm putting most of them on hold) - Maybe stration announcements if some more dangerous ones get added - Structures appearing next to the escape shuttle??? --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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abc0820466 |
Gives Fugitive Hunters credible IDs, access restricts the hunter shuttles, minor hunter shuttle improvements (#75913)
## About The Pull Request This standardizes fugitive hunter IDs, making all hunter packs use the same subtype and giving them to hunters who would spawn with no ID at all. The badass flaming ID color that the OG Bounty Hunter team got are now the standard for fugitive hunter IDs. Additionally, these IDs now come with a radical skull trim. (Spacepol Officers don't get the badass flaming skull ID, and instead get a more modest Police Officer ID). **These IDs come with access, too. Airlocks, bolt buttons, shuttle controls, and shutters on all of the hunter shuttles now require a hunter's ID to operate.** While I was in the area doing mapping stuff to get the accesses in place, I made a few other very minor changes to the shuttles. These include: - The Bounty Hunter shuttle now has an oxygen dispenser. Two walls have been moved to make space. - The Russian Hunter shuttle now gets enough oxygen tanks to share with everyone. - The Psyker Hunter spawners now have proper spawner menu text. This was due to duplicate-but-not-really subtypes existing, and me mistakenly putting the wrong ones there in a previous PR. - The cut ai wire helpers from the Russian/Psyker shuttles have been extended to the Bounty/Spacepol shuttles. - Every hunter shuttle now has a shuttle pinpointer on it somewhere, and is no longer exclusive to a single Bounty Hunter's loadout. ## Why It's Good For The Game Some of the hunter IDs would spawn without trims or coloration, and some hunters wouldn't spawn with IDs at all. Now, everyone gets a credible, cool-looking ID that lets everyone know what you're here to do at a glance. One of these is a crazed larper with an unregistered firearm, the other is a certified bounty hunter. As for the hunter access, it's pretty nonsensical that anyone can just walk into the hunter ship and set up shop. At least the pirates get turrets! Not to mention, it's hard to balance or give hunters new equipment in good conscience when their entire domain is public-access and anything they can't carry is considered forfeit to the crew. Now it can be used as a base of operations, storage area, etc. more securely. Locking down the shuttle with accesses isn't going to stop a determined gamer with a toolset, but it'll at least make it more interesting and an actual risk. If the fugitives want to try and loot/hijack the shuttle, it will require the effort of taking down one of their hunters first. While hunters stand out for the differences/imbalances between each group, I don't see the shuttle pinpointer as something that contributes positively to the OG bounty hunter's uniqueness. There's no reason why the other hunters shouldn't also be able to track their ship. |
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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]( |
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f15a971193 |
Fixes cases where doors do not bolt correctly (#75882)
## About The Pull Request Some things, like door control buttons, set locked directly instead of calling lock() or unlock(). This fixes that, which should make sound effects play. Also annotates some code where we *don't* want that to happen with an explanation of why we just set locked directly. ## Why It's Good For The Game Fixes Skyrat-SS13/Skyrat-tg/issues/21510, which also applies to upstream. |
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770712f4cc |
Makes warehouses have lights turned off from roundstart. Also adds mapping helper for turning off lightswitch. (#75666)
## About The Pull Request Warehouse is roundstart closed with shutters and doesn't meant to spawn in, as far as i know. Logic is simple: why do you have turned on lights in a room that is barely used. Basically every warehouse with a lightswitch now has lights turned off. Northstar has all the lights broken in it, so i don't know if i should add one to it. I added a lightswitch on Birdshot so it looks like this:  And a lightswitch to Tram's warehouse:  Also added some lights on Metastation so it looks like this:   I made lights to turn off with mapping helper. Suggestions accepted. I also forgot to make a fridge free accessed on the Beach, so i'm changing it with this pr. ## Why It's Good For The Game Less electricity spending for no4raisin. ## Changelog 🆑 add: [Birdshot], [Tram] Added a lightswitch to warehouse. add: [Birdshot], [Deltastation], [Metastation], [Tram] and [Icebox] warehouses now have lights off roundstart. fix: [Metastation] Warehouse now has lights. Finally. /🆑 |
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f992460a2f |
[NO GBP] Runtimes in mapping helpers (#75473)
## About The Pull Request There were some attempts to get an area of an object that is confirmed to be null in the condition, which resulted in runtimes when the helper couldn't find an object. Also ensures that the window spawner places window before the helper tries to find it. And updates damaged window integrity roll thresholds to guarantee cracks. ## Why It's Good For The Game No runtimes ## Changelog 🆑 fix: fixed possible issues with apc, airalarm and damaged machinery/windows helpers /🆑 |
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4b01dbe5d4 |
Connect air alarm to air sensor (#75187)
## About The Pull Request To control vents and scrubbers in ordinance, burn and engine chambers, mappers extend the area outside of the walls towards a tile where they place the air alarm. With this PR, they can now assign `chamber_id` to an air alarm and connect to the chamber with an air sensor. There is a new map helper for this. Also, this connection can be done manually. You need to click on a sensor with a multi-tool, then unlock certain air alarm, and click with a multi-tool on it. This action will link sensor to an air alarm, reporting gas mixture from the sensor tile and giving control over the vents and scrubbers of the sensor's area. ### TLDR Before: <img width="718" alt="ordnance_before" src="https://user-images.githubusercontent.com/3625094/236577769-5d79871f-2dce-43be-a20a-e6669bfbc1c6.PNG"> After: <img width="638" alt="ordnance_after" src="https://user-images.githubusercontent.com/3625094/236577786-3c7e9c9f-1501-4747-bbe1-292fc4947b0d.PNG"> This is how the area is setup on meta station right now vs if it was setup with a link  This is also true for the supermatter chamber - you can make the air alarm display the gas mix in the actual chamber and avoid using mapping area hack there too. <img width="954" alt="supermatter_after" src="https://user-images.githubusercontent.com/3625094/236578528-4650b426-6bf0-4634-a5b0-cad7a50d5b01.PNG"> ## Why It's Good For The Game The area hack is no longer needed and you can place air alarm to control certain remote area wherever you want when you design a map. Even 3 air alarms next to each other controlling 3 different burn chambers. The air alarm will also report the gas mix on the actual tile of a sensor, instead of the gas mix before the air alarm, which is usually a normal habitable environment. Also, now you can build such chambers manually because there are no precise area editing tools available in-game to repeat the area hack. ## Changelog 🆑 add: Air alarms can be connected to an area remotely via air sensor with multi-tool and corresponding access qol: Mapping: Added air alarm helper to link air alarm with certain chamber_id on map load /🆑 |
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f61dc7fd9d |
Requests console helpers (#75224)
## About The Pull Request This PR adds mapping helpers for requests consoles. Two of them set up if the console can receive ore updates, and if it can make announcements, flipping their relevant variables to TRUE. The other three adds the consoles to their relevant department console lists during late initialize. This allowed me to remove three variables directly from the consoles themselves.  New sprites by CoiledLamb! ~~This PR also anchors mapping helpers, to prevent effects like the roundstart crate initialization from moving them.~~ This was fixed by a different PR. ## Why It's Good For The Game Less var edits, easier to see a console's type at a glance. ## Changelog 🆑 Profakos, sprites by CoiledLamb qol: Most request console varedits have been moved to mapping helpers. /🆑 |
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7b756d9057 |
Anchors mapping helpers so they don't get put inside crates (#75387)
## About The Pull Request Persistent Birdshot CI failure was caused by broken floor helper sharing a tile with a random loot spawner, which would sometimes spawn a maintenance crate which deletes itself, but only after the crate eats the mapping helper. This causes the mapping helper to delete before it has initialised. There's no reason for a mapper to assume this would cause a problem so the fix isn't to edit the map, instead I just anchored all mapping helpers so that closets won't try to contain them. ## Why It's Good For The Game I'm really tired of birdshot failing CI This probably fixes some other really niche bug nobody has noticed ## Changelog Not player facing |
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1674f25725 |
New Medical job: The Coroner (#75065)
## About The Pull Request HackMD: https://hackmd.io/RE9uRwSYSjCch17-OQ4pjQ?view Feedback link: https://tgstation13.org/phpBB/viewtopic.php?f=10&t=33972 Adds a Coroner job to the game, they work in the Medical department and have their office in the Morgue. I was inspired to make this after I had played my first round on Paradise and messed around in there. The analyzer is copied from there (https://github.com/ParadiseSS13/Paradise/pull/20957), and their jumpsuit is also mostly stolen from it (i just copied the color scheme onto our own suits). Coroners can perform autopsies on people to see their stats, like this  They have access to Medbay, and on lowpop will get Pharmacy (to make their own formaldehyde). They also have their own Secure Morgue access for their office (doubles as a surgery room because they are edgelords or whatever) and the secure morgue trays. Secure Morgue trays spawn with their beepers off and is only accessible by them, the CMO, and HoS. It's used to morgue Antagonists. Security's own morgue trays have been removed. The job in action https://cdn.discordapp.com/attachments/950489581151735849/1102297675669442570/2023-04-30_14-16-06.mp4 ### Surgery changes Autopsies are a Surgery, and I tried to intertwine this with the Dissection surgery. Dissections and Autopsies both require the Autopsy scanner to perform them, however you can only perform one on any given body. Dissections are for experiments, Autopsies is for the paper of information. Dissected bodies now also give a ~20% surgery speed boost, this was added at the request of Fikou as a way to encourage Doctors to let the Coroner do their job before reviving a body. I also remember the Medical skill, which allowed Doctors to do surgery faster on people, and I hope that this can do something like that WITHOUT adding the potential for exploiting, which led to the skill's downfall. ### Morgue Improvements Morgue trays are no longer named with pens, they instead will steal the name of the last bodybag to be put in them. Morgue trays are also removed from Brig Medical areas and Robotics, now they have to bring their corpses to the Morgue where the Coroner can keep track and ensure records are properly updated. ### Sprite credits I can't fit it all in the Changelog, so this is who made what McRamon - Autopsy scanner Tattax - Table clock sprites and in-hands CoiledLamb - Coroner jumpsuits & labcoats (inhand, on sprite, and their respective alternatives) - Coroner gloves - CoronerDrobe (the vending machine) ## Why It's Good For The Game This is mostly explained in the hackmd, but the goal of this is: 1. Increase the use of the Medical Records console. 2. Add a new and interesting way for Detectives to uncover mysteries. 3. Add a more RP-flavored role in Medical that still has mechanics tied behind it. ## Changelog 🆑 JohnFulpWillard, sprites by McRamon, tattax, and Lamb add: The Coroner, a new Medical role revolving around dead corpses and autopsies. add: The Coroner's Autopsy Scanner, used for discovering the cause for someone's death, listing their wounds, the causes of them, their reagents, and diseases (including stealth ones!) qol: Morgue Trays are now named after the bodybags inside of them. balance: The morgue now has 'Secure' morgue trays which by default don't beep. balance: Security Medical area and Robotics no longer have their own morgue trays. balance: Dissected bodies now have faster surgery speed. Autopsies also count as dissections, however they're mutually exclusive. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
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d3d2da52f9 |
Damaged window and broken machine helpers (#75132)
## About The Pull Request Added a helper that makes it possible to spawn broken machines without var-editing. Removed the damaged reinforced window spawner and added a general damaged window helper working on any first window found on a tile. <img width="787" alt="2" src="https://user-images.githubusercontent.com/3625094/235808169-c6143606-52e8-4bb7-bab4-e7ce3d359eb2.PNG"> <img width="787" alt="1" src="https://user-images.githubusercontent.com/3625094/235808160-688f56eb-269a-4019-8c1c-2819cc3a4432.PNG"> ## Why It's Good For The Game Less var edits, better tools for mappers, more immersive ruins. ## Changelog 🆑 qol: Mapping: Added broken machine map helper qol: Mapping: Replaced damaged window spawner with a universal helper /🆑 |
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6fa298fc5b |
Air alarm helpers (#74997)
## About The Pull Request Replaces air alarm variants with directional alarms and corresponding helper overlays, similar to APCs.  ## Why It's Good For The Game Less var edits, easier management. ## Changelog 🆑 qol: Mapping: Air alarm variants replaced with corresponding helpers /🆑 |
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a49af57567 | March into Mapness - Moon Base 19 (#74067) | ||
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190786c616 |
Adds helpers for apc. (#74651)
## About The Pull Request I asked someone in discord if it was worth it, they said it was, from what i remember at least. ## Why It's Good For The Game More comfort with apc's for mappers. --------- Co-authored-by: san7890 <the@san7890.com> |
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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) |
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3e41388e20 |
Removes networks from the game (#74142)
## About The Pull Request This is a continuation of https://github.com/tgstation/tgstation/pull/74085 - I announced in the comments there that this would be my next PR, and this is it. Removes SSnetwork, ``/datum/ntnet``, ``/datum/component/ntnet_interface``, ``var/network_root_id``, the network unit test, and a lot of other things related to networks. - NTNet circuits now check for an Ntnet relay, and uses signals to operate. - Logs in Wirecarp is now only for PDA and Ntnet Relay things, so you can no longer see what ruins exist using it (why should Wirecarp know that Oldstation spawned? The flavor is that they dont know its there). - Removed it from MULEbots entirely, I don't think it even did anything for them? Botkeeper seems to work without it, so it's possibly there from pre-tgui PDAs. - Moves assigning random names to a base proc instead of being tied to network, this is things like random-naming scrubbers/vents. The behavior hasn't changed at all. - Makes Ntos work for consoles when relays are down, as the comments said they're supposed to (because they're wired). I think this was an accidental change on my part, so this is a revert of that. ## Why It's Good For The Game Ntnet is ancient code that hasn't given us much that we can't do with already existing alternatives, we've been slowly moving away from it for init times, and though a large portion of that was limited to airlocks, I still don't think this is a system worth keeping around. It's way too complex to expect feature coders to do anything with it, and too old with better alternatives for anyone to want to improve any of it. ## Changelog 🆑 fix: Computers are now properly connected to Ethernet, and can use Ntos when Relays are down. refactor: Removes Ntnet and Ntnet interfaces, which was only used by Ntnet circuits (which now directly checks for a Relay to work) and MULEbots, which did nothing with it. balance: Wirecarp no longer tells you what ruins spawned in a round, instead it's limited to PDA logs, and tells you the source too. This means the RD can catch someone running illegal programs if they don't make any attempt at hiding it. qol: Wirecarp logs is now set to save 300 at once, instead of 100 and being increased to 300 by the RD during the round. This is pretty insignificant, since there's no reason to NOT want as many logs as possible. /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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3ae7022821 |
Add a mapping helper for welding airlocks (#74206)
## About The Pull Request What it says on the tin. Warning: copy-pasted mapper sprites. ## Why It's Good For The Game Fewer varedits, better maintainability, more obvious in the map editor what's been applied to a given airlock. ## Changelog No player facing changes. |
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9843c23657 |
Replaces internal_organs with organs (#73918)
Internal_organs now also contains external organs, so the naming was incorrect Requested by @tralezab in #72734 Also removed some now incorrect 'as anythings' that assumed everything in the internal_organs list was an internal_organ (which is a lie since I put extorgans in there which means runtimes and unintentionakl behaviour 🆑 fix: fixes deadly harvesting just taking harmless extorgans code: renames internal_organs to organs now that it can also contain external_organs /🆑 |