Commit Graph

602 Commits

Author SHA1 Message Date
MrMelbert
5f2f9e67ad Add compile option for compiling in MAP_TEST mode, which disables common annoyances when testing new maps (#81697)
## About The Pull Request

Adds `MAP_TEST` compile flag. 

This compile flag blocks common things which make it difficult to test a
map.

Things this applies to: 

- Rats no longer spawn. 
- Rat spawning will (obviously) break up the powernet, which is
INCREDIBLY annoying when trying to test if all the rooms of the station
are wired correctly (or testing which rooms lose power first, etc)

- Light tubes no longer break on initialize. 
- Random light breakages can easily cause mappers to accidentally over
light a room.

- Roundstart command report is not printed. 
- Might be a personal preference, but it's kinda annoying to hear the
alert over and over again.

- Random events do not trigger. 
- Some events such as gravity generator outage can trigger with 0
population.
   - Random camera breakage event can cause over-placement of cameras. 
   - Other stuff tends to just get in the way. 

- Station traits do not trigger. 
- Probably the biggest annoyance. Many traits modify the map in some way
which disrupts testing.

- Roundstart landmarks don't self deletes. 
   - Allows mappers to use sdql to find them. 

- Mapping verbs start enabled. 

Obviously more things can be added if they come up.
2024-03-07 16:57:47 -05:00
LemonInTheDark
0a496f180c Refactors fancy type generation (#81259)
## About The Pull Request

[Refactors fancy type
generation](3f218ac7b7)

Ok so we have this proc that generates concatenated names for types so
admins have a nice list to sort through.

The trouble is this is done by, for each type, iterating all possible
replacements, and seeing which ones apply (with expensive string
operations)

A clean run of this applied to all datums takes about 3.5 seconds on my
pc.
This sucks.

Ok so can we do better. Well, yes, pretty easily.

Rather then, for each potential type, iterating all the options, let's
build a zebra typecache (a lookup list of type -> string to use), and
use that.
Then we can use a list of replacement -> the bit to tear out to figure
out what to remove.

This works quite well. It does mean that we're doing it based off the
type tree and not type paths, so if we didn't have a replacement for
like, mob, it'd look weird, but we don't have cases like that so it's
fine.

Or well we sorta did, didn't have anything for atom movables or areas,
but I fixed that so sall good.

Anyway, we only need to do this work once. It takes about 0.3 seconds on
my machine, so we can cache it.

Just this on its own would technically slow init, since we have a some
code that's running this proc off static, but we can just not, that's
fine (technically saves init time too since we don't have to burn 0.1
seconds on it anymore).

This brings the cost of generating this list for all datums from 3
seconds to 0.16, assuming we have the static pre generated.

We could in theory pre-generate just like, all the strings? 
But I don't think the cached cost is high enough for that to be a real
problem. IDK open to other thoughts

Oh also I had to reorder the strings in that list, cause
zebra_typecacheof has reverse priority. s life

[Updates stat tracking macro to work at world
start](1fbfb701a1)

It for some reason doesn't actually get anything this early, but now at
least the logging would in theory function

## Why It's Good For The Game

Better response times for admins, faster code, more better
2024-02-08 14:28:18 +01:00
ArcaneMusic
006b61f08b Adds a Debug command to stop all weather. (#80848)
Atomizing out of #78524 as a result of that PR being too big and this
was quite easy to do.

## About The Pull Request

This adds a debug (admin) command that allows you to stop all weather
effects that are going on across the map in a given instance. This is
useful for when you are testing something on lavaland and need the storm
to stop, or if you otherwise had some other kind of weather effect
interfering with testing something. It's worth noting this directly
calls end() on the active weather effect, meaning that for more
complicated weather that may have different side effects, it may need
some extra finess, but as of current writing no weather does anything
interesting in their wind_down() procs.

## Why It's Good For The Game

God weather is so annoying while testing lavaland, plus this is just
straight admin and testing tooling so there's no harm.

## Changelog

🆑
admin: Added a new admin verb that ends all active weather within the
weather subsystem.
/🆑
2024-01-11 00:23:19 -05:00
Yaroslav Nurkov
98f489a33d Map export admin verb/buildmode (#80326)
## About The Pull Request

The base for the PR was taken from
https://github.com/shiptest-ss13/Shiptest/pull/206 and thank them for
that.

The point of this verb is to save pieces of the map to your computer for
further use. It's not that necessary, but rarely, it can be useful.

[Video](https://i.imgur.com/M6mdDTC.mp4)

## Why It's Good For The Game

Transferring buildings from one round to another, preserving the decor
made in the game.

## Changelog
🆑 Vishenka0704
admin: The ability to export a part(or z-level) of the map has been
added.
/🆑
2024-01-02 14:40:42 -07:00
san7890
b0be5d4c8a Reworks invisimin variable to a trait (#80121)
## About The Pull Request

This was a variable that existed on the `/mob` level despite only ever
being altered in one place. Perfect to just make a trait since it's all
managed in one spot anyways (and no other code is really reliant on this
flag being flipped, it's just for the code to know to add/remove
invisimin status).

I also tweaked some messages so they could be more consistent, lmk if
that should be changed
## Why It's Good For The Game

Less not-useful stuff to scroll through in View Variables, better
scoping of a variable to an intended location.
## Changelog
Not necessary
2023-12-05 02:22:54 -05:00
Timberpoes
835ca92007 Moves the new "Turn Target into MMI" verb into a VV dropdown option and rewrites the code around it. (#80097)
## About The Pull Request

Removes the Turn Target into MMI verb and re-adds it as a VV dropdown
option.

Rewrites the code around this to support what is effectively an
admin-forced action, which MMI code previously didn't support cleanly.
## Why It's Good For The Game

#79896 added a new debug verb, unfortunately because of how that debug
verb was defined (it has args for a target mob in the proc params) it
automatically gets added to the right click context menu instead...


![image](https://github.com/tgstation/tgstation/assets/24975989/26529f7c-4393-45cc-a8e2-7aa2405384a2)

Which is not ideal for admins as they're one misclick away from just
deleting a mob.

This moves it to the VV dropdown menu for humans and rewrites the code
behind it, which previously relied on the MMI attackby proc which
expects a user and thus has side effects as a result.

This new code is more suited to an admin force-insertion than the old
code which removed the brain and forced the now brainless mob to insert
its former brain into the MMI (with the potential to fail on user input
for the now brainless mob).


![dreamseeker_VUBPYXOmEJ](https://github.com/tgstation/tgstation/assets/24975989/89e8b1ab-15f7-4187-a5db-b064b0861014)
## Changelog
🆑
admin: Removed the "Turn Target into MMI" right click context menu verb
entirely, and instead added the same command as a VV dropdown on human
mobs.
/🆑
2023-12-03 15:25:45 -07:00
Mothblocks
714ff3ec54 Remove /datum/game_mode, we SSdynamic now [again] (#79965)
I don't remember what was hard about this last time it took me like 20
minutes this time so I'm scared.

Removes dynamic simulations, only I have used them and it's a lot more
complicated now with this. I plan on making Dynamic simulations a part
of moth.fans anyway
2023-12-02 10:25:48 +13:00
Autisem
f187c5229d Fix bug where MMI's cannot open doors (#79896)
## About The Pull Request

While #69556 did fix it for posi brains. it did not account for MMI's
meaning only posi brains got fixed

as a bonus, im throwing in a shitty debug command because MMI's put all
there logic in attackby

## Why It's Good For The Game

bugs bad

## Changelog
🆑
admin: A new debug verb to turn yourself into an MMI(almost the funniest
thing)
fix: MMI's inside mechs can now properly open doors like there posibrain
counterparts
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-12-01 13:47:10 +01:00
MrMelbert
566c7ba9c2 Removes some code soul (IF YOU ARE COPY PASTING THIS...), replaces it with a macro (#79935)
## About The Pull Request

Replaces all instances of `SSblackbox.record_feedback\("tally",
"admin_verb", 1, (.+)\)` with `BLACKBOX_LOG_ADMIN_VERB($1)`

This makes so the funny comment isn't necessary. 

It also reveals one location which someone did not heed the comment, the
`debug_controller` proc copy+pasted the line but did not change the
fourth argument. PEOPLE DON'T READ!
2023-11-26 20:17:04 -07:00
TwistedCicrularConvexLens
c228b95a78 Fixes Invisimin to not show up on HUDs (#79605)
## About The Pull Request

Adds _**2 lines of code**_ that enables and disables being able to be
spotted with sec/med huds.
## Why It's Good For The Game
Fixes https://github.com/tgstation/tgstation/issues/72198 and
https://github.com/tgstation/tgstation/issues/36709 since they're the
same issue. This has been around for almost a year now which suggets
that maybe this verb wasn't being used much anyways. But fixes are fixes
and fixed code is healthy code.

## Changelog
🆑 TwistedSilicon
fix: invisimin verb now makes you invisible to all HUDs too! No more
floating healthbars or job identifiers giving you away while you sneak
around.
/🆑
<details>
  <summary>Before</summary> 
 

https://github.com/tgstation/tgstation/assets/106436013/02b7999b-ae7b-4f79-bd0e-d353d0026db2

</details>
<details>
  <summary>After</summary> 

### MedHuds


https://github.com/tgstation/tgstation/assets/106436013/0845c623-8ea1-4c95-825b-008d0be1a428

### SecHuds


https://github.com/tgstation/tgstation/assets/106436013/8af5cd9d-ad6a-4758-8efd-1cce9ca7a643

</details>

No more of this:

![Before](https://github.com/tgstation/tgstation/assets/106436013/6800f2f5-91c7-447d-bfb3-84eea1eee433)
(So for the love of GOD do not invismin next to a chasm or SM shard,
since not even you know where you are anymore.)
2023-11-13 20:12:44 -07:00
MrMelbert
8d69710d52 Fix admins without R_POLL getting (an unusable) poll verb (#79461)
## About The Pull Request

Copy paste error, I assume. 

`admin_verbs_poll` only contains `/client/proc/poll_panel` which
requires `R_POLL` to use.

## Changelog

🆑 Melbert
admin: Admins without `R_POLL` no longer have access to "Server Poll
Management", not that they could have used it anyways.
/🆑
2023-11-03 13:46:57 -06:00
Emmett Gaines
96d7e9c690 Invisibility refactor (#78908)
This adds a tracker for sources of invisibility and a priority system. I
needed this for another thing so I'm doing this first since it touches a
lot of code. As for the bugs fixed in the changelog, it's only what I
noticed while going through everything and there's likely a few more
things fixed with this. This should be testmerged for a while, I'll
bring this out of draft when it feels safe.

🆑
admin: Invisimin can now be used on mobs that are already invisible,
whether through temporary or permanent effects.
fix: Monkeyize/Humanize mob transformations no longer permanently reveal
invisible mobs if they had effects making them invisible otherwise.
fix: Objects with the undertile element that have been made invisible
through other means are no longer revealed by being uncovered.
/🆑
2023-10-17 13:07:31 -06:00
lessthanthree
7626c3bd6c Tram v6/Transport Subsystem (#78230)
Co-authored-by: Unit0016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2023-10-17 10:52:38 -07:00
Emmett Gaines
4be51f846d Pipe gas visuals (#78217)
## About The Pull Request

Primarily this pr is all about getting pipes to have a visual display
for the gas within them. A couple other things of note have been done to
make that easier though:

- A sprite generator that outputs to a dmi has been made for all pipe
variants and the layers. This is because I didn't want to work with
hundreds of pipe sprites just to do minor changes. In the future I would
like to generate things like this during a github action but for the
moment this is just a helper you can use for generating the pipe dmi
files.
- Some minor reorganization of the code in the pipe dm file.
- Some doc comments on things that bothered me

## Why It's Good For The Game

Gives a bit of visual feedback when working with pipes that should
hopefully make people more comfortable around them if they can easily
see if the pipes are empty or are filled with an unknown gas mixture.
Can also serve as a warning to those keeping an eye out for things like
plasma floods.

🆑 ninjanomnom
add: Pipes now have a colored visual display that shows their contents
at a glance.
/🆑

~~The colors for gases could stand to be better, if anyone wants to
suggest alternatives to what I've used please do as I put only a bare
minimum of thought into each choice.~~ I've switched to using the gas
colors defined in tgui constants.


![dreamseeker_2023-09-26_07-32-56](https://github.com/tgstation/tgstation/assets/1234602/0a3a5636-c9b9-4046-83b9-0d116f8232d1)
2023-10-08 23:39:04 -06:00
Jacquerel
3ed187e86b Basic Mob Flesh Worm (#78744)
## About The Pull Request

Fixes #68614

Converts the Flesh Worm (Armsy) into a Basic Mob.
Most of its behaviour has been moved into a component which we can use
to make arbitrary mobs into linked lists of mobs.
To accomplish this I added a signal which is sent when you call any
`adjustXLoss` proc, let me know if my implementation is "calling the
same signal from several places" by a backdoor, I wanted to avoid
registering to 6 signals but I'll change it if I must.

While I was here I killed the unused "lesser" variant because we stopped
using it. Resultingly, Ascended Armsy doesn't need to distinguish itself
by inflating the sprite, so it doesn't. This means that now flesh worms
are using their sprites as intended to be displayed, but if people
really miss all of its segments being poorly scaled by the byond engine
then I guess I can restore it.

## Why It's Good For The Game


![dreamseeker_p8vOpZGXII](https://github.com/tgstation/tgstation/assets/7483112/3389d3a9-16cd-4e1e-938e-dfa18d0da0af)

## Changelog

🆑
refactor: Flesh Worms are now basic mobs. Please report any unexpected
behaviour.
sprite: Flesh Worms are a little bit slimmer.
/🆑
2023-10-05 13:20:16 -06:00
Jacquerel
7d7f55ee53 Heretic Ascension Tweaks (#78472)
## About The Pull Request

Some changes to Cosmic and Knock heretic ascensions, in response to
feedback.

- Cosmic Heretics can no longer control their summon while jaunted. 
- Additionally the death link element the Star Gazer used... wouldn't
work if there was more than one cosmic heretic. I refactored it into a
component, so that it would.

Frankly there are probably a lot of _other_ abilities which shouldn't be
usable while jaunted but are, but I have been burned in the past by
adding defaults which were applied too widely so we'll leave it
case-by-case for now.

- The Knock rift can no longer summon Flesh Worms of any kind.
- But it _can_ summon fire sharks (we really need to reflavour these...)
and any future "basic mob" heretic mobs (or ones which are converted).
- Additionally the rift can't be clicked by ghosts while it's polling
ghosts automatically because that would create funky empty-minded mobs.
- Finally it goes away when the heretic dies.

## Why It's Good For The Game

For Cosmic Heretics, controlling the Star Gazer in conjunction with
Space Jaunt essentially meant that the heretic was playing an RTS as an
invincible observer with an invulnerable unit, now they have to actually
be present and killable in order to sic The Beast on you.

For Knock Heretics, Minor Flesh Worms are a proof of concept which was
never meant to be used except by admins. They're _barely_ weaker than a
normal flesh worm, extraordinarily tanky, delete walls, and generally
devalue the Flesh path ascension.
Vanishing upon heretic death is because every _other_ ascension is at
least theoretically stoppable except this one. Now this one is too.
It's still _very hard_ to kill the heretic because every _10 seconds_
they can transform into a heretic mob which acts as an extra health
pool.

## Changelog

🆑
fix: If two cosmic heretics ascend in the same round, their star gazer
survival will be linked to each individual heretic and not shared by
just one of them.
fix: You can't click the Knock heretic portal to join as a mob while
already signed up to become a mob.
balance: Cosmic heretics can't order the Star Gazer around while
jaunting.
balance: The Knock Heretic portal cannot summon Flesh Worms, but can
summon Fire Sharks.
balance: The Knock Heretic portal will disperse if its creator is
killed.
/🆑
2023-09-29 16:52:19 -04:00
Jacquerel
f5aa244939 Adds add/remove mob ability to VV dropdown menu (#78652)
## About The Pull Request

You add spells to mobs via a dropdown in VV but mob abilities via
marking the mob and pressing a button in the admin status panel.
I like opening the VV menu more than I like marking mobs (I am usually
going to need to open it anyway) so I added an alternate route in the VV
dropdown.

## Why It's Good For The Game

It's better for my personal workflow.

## Changelog

🆑
admin: Mob abilities can be granted to arbitrary mobs via the VV menu in
a similar way to spells.
/🆑
2023-09-28 21:37:17 -06:00
Jacquerel
ad81ca6f4c Allows admins to overrule God (#78429)
## About The Pull Request

Adds a "manage religious sect" verb to the "game" menu of the admin
panel.
It can be used to assign the chaplain's sect if they haven't picked one
yet, or reassign it (to a different one, or to nothing) if they already
have.
This is likely mostly going to be used for ahelps where someone
misclicks or suddenly logs off and wants to be replaced by a different
chaplain with different ideas.

## Why It's Good For The Game

Admins asked me to make it

## Changelog

🆑
admin: Admins can now reset or modify the chaplain's sect from a UI
panel
/🆑
2023-09-22 19:13:38 -06:00
Zephyr
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>
2023-09-19 01:06:08 +00:00
MrMelbert
26a0e3cb79 Don't do eligibility checks for debug spawn crew (#76374)
## About The Pull Request

Fixes #76372

Just Don't do eligibility checks for assigning the roles to the debug
crew.

## Changelog

🆑 Melbert
fix: Fix Debug verb "Spawn full crew" 
/🆑
2023-06-28 18:54:14 -06:00
Time-Green
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>
2023-06-18 08:14:05 -04:00
Zephyr
89f5992a4c Player Ticket History - A Synopsis At A Glance (#75830)
## About The Pull Request

Adds a new front-end for viewing player ticket history stored in the
connected database.
Also adds a button to directly query for previous tickets from the
ticket panel.

## Pictures


![image](https://github.com/tgstation/tgstation/assets/12817816/4c01fb8b-3cf0-4d6c-a281-8eef2ff8f37c)

![image](https://github.com/tgstation/tgstation/assets/12817816/739f8b11-c064-4e90-bdae-22a4cc50c63d)

![image](https://github.com/tgstation/tgstation/assets/12817816/e4665d98-7bf9-4806-9d78-c8133682f7ae)

![image](https://github.com/tgstation/tgstation/assets/12817816/450edafc-b3b1-4013-8511-8328d944f440)
## Why It's Good For The Game

Gives admins the ability to look at a players behaviour in-game without
the need for external tooling, (statbus)
## Changelog

🆑
admin: Player Ticket History - view a player's ticket history without
the need to use external tooling.
/🆑
2023-06-07 10:51:26 +12:00
LemonInTheDark
57ef596898 Admin Library Moderation (in-game edition) (#75645)
For the longest time, the only way admins could moderate the library was
by using statbus's external tool.
But a few months back statbus went down, and ever since then they've
been sitting lost. Shit sucks.

The whole external thing has been bugging me for a while, so let's fix
all that yeah?

This pr adds a new verb to the admin tab that allows admins to
ban/restore books from the library.
It includes expanded (ckey) search, faster response times, in tool book
viewing with and without markdown rendering, and viewing of deleted
books.

This is accomplished with a special subtype of library consoles, stored
on the admin datum.
It shouldn't let you do anything without +BAN, rip my live debugging or
whatever.

I've also hooked into (and fixed) Ned's existing library actions log,
and added viewing support to the ban/restore pages.
This logs banning admin, ban time, ban reason, etc.

As a part of this, I've fixed/expanded on the existing UIs.
I've added ID search to all existing consoles, and fixed an existing bug
with the visitor console not supporting category search (shows how many
people actually use the thing)

Changes to the library_action table were pretty minor. The ckey column
was too small, so longer keys just caused it to fail on ban. Bad.
That and the ip address column was signed, which wasted space and was
non standard with other tables.
2023-05-31 22:45:32 +00:00
Zephyr
c6205dd063 Adds a new front end for viewing logs | fixes the manifest log message too (#75617)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/12817816/13d5f3c7-c0cc-4930-8119-e6bde66a1f61)

![image](https://github.com/tgstation/tgstation/assets/12817816/034a17d8-c552-4c3a-8e5f-b210fc4231e5)

## Why It's Good For The Game

I promised I would add it; and while it's not as nice as my previous
iteration it is faster and more streamlined.
## Changelog
🆑
admin: new log viewer, try it out. (View Round Logs)
/🆑

Fixes #75605

---------

Co-authored-by: san7890 <the@san7890.com>
2023-05-29 17:56:15 -07:00
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
Zandario
77db52dc6b Corrects record_feedback()'s copy/paste comment (#74962)
## About The Pull Request

Corrects `record_feedback()`'s copy/paste comment.

## Pointless history

Originally being added in e2a8a5e, it kept its name and args for quite a
few years, that was until #32188 which had it renamed to
`record_feedback` and its args pretty much doubled. In between these
times the known copy/paste comment was already around, but that wasn't
updated, until now apparently.
2023-04-25 20:20:02 -06:00
MrMelbert
430e3b8af3 Adds the "Law panel", a control center for admins interacting with silicon laws (#73747)
Adds the Law Panel.

The Law Panel shows all silicons in the world and their lawsets.

From this panel, an admin can add new laws, remove old laws, edit
existing laws, or even re-arrange law order.

This allows for admins to get a lot more creative in creating custom
silicon lawsets. It also gives a much easier way for admins to deal with
law grief at a glance.

Additionally, the panel allows for admins to force a silicon to state
laws, privately announce the laws to the player, or give them a the
"laws updated" alert as normal.
2023-03-04 16:34:31 +00:00
Zephyr
5122fb07cb Refactor SPELL_REQUIRES_OFF_CENTCOM to SPELL_REQUIRES_STATION (#73348)
When I refactored stuff to use lazy templates it broke a few needed checks, this is one of those checks.
Although there is no reason this shouldn't have been checking for station level over not CC
2023-02-12 20:49:22 +00:00
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
Zephyr
5dbaa25f91 [NO GBP] Lazy Template Cordoning | Double Runtime Fix (#72709)
## About The Pull Request

Adds automatic cordoning to block reservations.
Also fixes an issue where ChangeTurf would cause SSicon_smoothing to
throw runtimes by calling QUEUE_SMOOTH regardless of initialization
completion

## Why It's Good For The Game

## Changelog

---------

Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-01-29 18:48:38 -08:00
Jeremiah
5e80257423 Refactors crew records (#72725)
## About The Pull Request
I have attempted or otherwise started this project at least 4 times. I
am sick of it being on my calendar. The code needs it. I need it.

- This makes crew records a proper datum rather than assigning
properties record.fields.
- General, medical, and security records are merged.
- Did some slight refactoring here and there for things that looked
obvious.
- Wanted states are now defined (and you can suspect someone through
sechud)
- pAI (unrelated but annoying) had some poorly named exported types that
i made more specific
- Job icons are moved back to the JS side (I wanted to get icons for
initial rank without passing trim)

<details>
<summary>previews</summary>

Editable fields & security console

![CM6d74brnC](https://user-images.githubusercontent.com/42397676/213950290-af6cfd76-eb8b-48e9-b792-925949311d9a.gif)

Medical records

![bFJErsvOaN](https://user-images.githubusercontent.com/42397676/214132534-59af1f8c-9920-4b51-8b27-297103649962.gif)

Look and feel of the more current version

![cxGruQsJpP](https://user-images.githubusercontent.com/42397676/214132611-0134eef0-e74c-4fad-9cde-328ff7c06165.gif)

</details>

## Why It's Good For The Game
TGUI'd some of the worst UIs in the game.
Creating new records is made much simpler. 
Manifest_inject is made readable.
Probably bug fixes

## Changelog

🆑
refactor: Crew records have been refactored.
refactor: Medical records -> TGUI
refactor: Security records -> TGUI
refactor: Warrants console -> TGUI
qol: Players are now alerted when their fines are paid off.
qol: Cleaned up sec hud examination text.
qol: Adding and deleting crimes is easier.
qol: Writing crimes in the console sets players to arrest.
qol: You can now mark someone as a suspect through sec hud.
/🆑

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-01-24 18:34:27 +00:00
Rhials
f5bd6027c2 Small changes to some card-related debug verbs (#72361)
## About The Pull Request

Test Card Distribution debug verb has been altered slightly to prevent
runtimes. Backing out of any one of the menus would send null as an
argument, and cause a runtime.

The Validate Cards verb now returns a message if no errors are found. I
kept mistakenly clicking this verb thinking it was the Cardpack
Distribution one, and would get confused whenever nothing happened. Now
it returns a message!

Also converts some of the stuff I touch into snake case because pretty
code is nice.

## Why It's Good For The Game

Closes #66987. Feedback for the random debug buttons I accidentally
click is good.
## Changelog
🆑 Rhials
fix: backing out of the Test Card Packs debug menu will no longer cause
a runtime
fix: Validate Cards debug verb now gives feedback if no errors are
detected.
/🆑
2023-01-05 20:07:05 -08:00
Zephyr
7b19e4a5ab Fixes inability to declare war as nukies (#72217)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

War item checked for being on the CC zlevel which is no longer where the
nukie base is loaded.
Instead it now checks for being in a reserved area, which it will be if
loaded in __correctly__

fixes https://github.com/tgstation/tgstation/issues/72214

Also restricts loading lazy templates until the game has fully started,
i've noticed that trying to load pregame has a tendency to get stuck in
a runtime loop when SSicon_smoothing fires at the same time loading is
occurring

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

War Good

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## 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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mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
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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the bat. -->

🆑
fix: War can once again be declared
/🆑

<!-- 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
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2022-12-26 22:58:13 -08:00
Jolly
62a6c75e53 Organizes the lists in admin_verbs.dm because I got sick and tired of looking at them, and one in particular (#72151)
## About The Pull Request
Title for the most part.

## Why It's Good For The Game
I was told, many, MANY, moons go, as a downstream host, that one of
these lists would rarely ever get touched.
What a fat lie that was.
The more I had to stare at this list the more infuriated I got with it.

Now, I just went ahead and organized most of the lists in this file, as
well as fixing comments to fit the format of `/* hey bozo */`. Where
applicable, things were organized into `/datums/admins/` and
`/client/proc` as well.

## Changelog

🆑 Jolly
code: The lists in admin_verbs.dm was organized to be made better. This
shouldn't affect the panels admins use at all, since they're already
alphabetized.
/🆑
2022-12-24 13:15:58 +01:00
NamelessFairy
016e862e75 Gives admins the ability to enable hostile environments at will. (#72018) 2022-12-23 08:17:49 -08:00
Zephyr
b182d6f320 Lazy Template Loading - Nukie/Wiz (#71785)
## About The Pull Request

Removes the nukie base and wizard den from the base centcom map. They
are instead now lazy loaded as required.
To make a new lazy load template is fairly simple, make a map, allocate
an area for it, and place a marker at the bottom left corner of that
area. I have it check an area to ensure that if someone makes the map
larger than expected but doesn't account for the template allocation it
doesn't overwrite stuff without warning

[Replaces some improper CHECK_TICKs with
MAPLOADING_CHECK_TICKs](c7fbca9148)

Atom init has already been tripped by the time we get to this portion of
the loading, so if we don't use the right check tick, we will
potentially block unrelated init attempts. This is bad. (Lemon edit, I
want this in the commit desc)

## Why It's Good For The Game

Cuts down on init times.
Closes https://github.com/tgstation/dev-cycles-initiative/issues/17
## Changelog
🆑
admin: New mapping verb to load lazy templates as needed. In your admin
tab under the Mapping category.
/🆑
this isnt technically player visible, so not sure it needs a changelog

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2022-12-21 00:33:30 -08:00
Rhials
e10ff7d8f4 Admins can now add footnotes to the roundstart command report (#71647)
## About The Pull Request

Admins now have a verb to add footnotes to the roundstart threat report.
These messages can be signed, and multiple can be submitted at once.


![image](https://user-images.githubusercontent.com/28870487/205114744-32056a6d-3528-48b3-8365-14594cfc8d71.png)

(If no footnotes are submitted, the report does not display the
"additional notes" section)

This ALSO adds a verb to delay the roundstart threat report
indefinitely, to give some extra time. If you turn it off, be sure to
toggle it back on when you're done!

## Why It's Good For The Game

Gives admins a way to set the tone for a shift, give IC advisory on
stuff, bully the command players, or just add some flavor to the report.

We already give these chuckleheads enough platforms to shitpost from.
What's one more?
## Changelog
🆑
admin: new admin verb -- Command Report Footnote. Lets you attach a
signed message to the roundstart command report.
admin: new admin verb -- Delay Command Report. Lets you delay the
roundstart command report indefinitely.
/🆑
2022-12-03 12:44:06 -08:00
Yaroslav Nurkov
ec1115efff Add a few networks to fax, which send papers to request manager, and staff can answer on them from fax panel. (#71129)
## About The Pull Request

This PR adds the ability to send faxes to a central command or
syndicate, which will be delivered to the admins in request format. And
also, a fax panel for admins has been added, which will allow them to
conveniently send a fax already back (including stamps)

![image](https://user-images.githubusercontent.com/78199449/200159547-4e5f1759-2879-459c-b84f-e6dedd5f1ccb.png)

![image](https://user-images.githubusercontent.com/78199449/200159551-951e235f-e2ac-4f92-a96f-72cba643e634.png)

![image](https://user-images.githubusercontent.com/78199449/200159552-57f3dcf6-5875-4b11-af58-22c0b0fb4ae2.png)

![image](https://user-images.githubusercontent.com/78199449/200159553-57fbf90c-f141-4c12-8879-81a842afe30f.png)


## Why It's Good For The Game

More bureacracy gaming.

## Changelog

🆑 Vishenka0704
add: A way to send faxes to CentCom/Syndicate
admin: New fax panel(with stamps!!!)
/🆑

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-21 07:44:29 +00:00
Profakos
bf582cb833 Trophy case update (#71015)
## About The Pull Request

I have been chipping away/procrastinating at this since May, but after
several years, I have finally updated how Trophy Cases work.

So, what this PR does is the following:

- Standardized everything in persistence.dm to use snake case, and added
basic autodocs
- Automatically moves trophies from data/npc_saves/TrophyItems.json to
data/trophy_items.json. Removed legacy .sav conversion by request, it
has been a long time.
- Trophy cases are opened and loaded the same way you would open a
regular ID locked display case (used curator access, relevant access
autodoc has been updated)
- Instead of cheap plastic replicas that turn to dust anyways, trophy
cases use holograms, which can be dispelled by hand
- Trophy data gets saved if an item stays in the trophy case when the
shuttle arrives to centcom, and the item has a description set. This is
in line with paintings, which has to still hang on the wall at round
end.
- You can edit the description of new trophies by using the librarian's
key to unlock History Mode
- When you click on a closed trophy case, it will open a tgui, and will
not display the case description. It will still do for open cases.
Vendatrays have been updated to do the same.
- The UI's icon uses icon2base64(getFlatIcon(showpiece, no_anim=TRUE)).
Vendatrays have been updated similarly, so items with directions and
animations are displayed properly. The base64 strings are updated in
update_static_data.
- Fixes vendatrays from displaying some characters in strange ways, such
as displaying /improper.
- Renames some one letter, or nonindicate argument and var names in
trophy case code
- Adds a trophy management admin panel, where admins can finally delete
all the curator ID cards swallowed over the years. Or, they can replace
the paths with funny new paths.
- If an entry has an incorrect, no longer existing path, it will be
marked red in the management panel
- Adds MAX_PLAQUE_LEN define, which 144 characters
- Removes start_showpieces from trophy cases, as it was completely
unused. The start_showpiece_type var is still around.
- Moves trophy_message var to trophy cases. Only a dice collector
display case used them in the Snowdin map.

What this PR does not do

- Sadly, it still only saves the base image of an item, and no layers or
altered image states. This has to come in the future.

<details>
<summary>Click here to see various states of the trophy tgUI</summary>
 

![kép](https://user-images.githubusercontent.com/2676196/199545412-e5b7e7a8-59fb-41e6-aca5-6b07ba33501c.png)
Locked history mode, existing item.


![kép](https://user-images.githubusercontent.com/2676196/199545574-9e705603-9b7a-457d-9575-2d4145ad940d.png)
Unlocked history mode, but holographic trophy is present.


![kép](https://user-images.githubusercontent.com/2676196/199545883-45c3916b-011f-462a-8296-6eb13db32158.png)
Locked history mode, no item.


![kép](https://user-images.githubusercontent.com/2676196/199545967-a33e2501-aa5f-473b-b79f-ebd950df2afc.png)
Unlocked history mode, no item.


![kép](https://user-images.githubusercontent.com/2676196/199546100-718bd639-3199-4df7-ad77-ed3dbf27b290.png)
Unlocked history mode, item placed, default text. (Note: this picture is
out of date. The typo has been fixed, and "record a message" is now
"record a description" for consistency)
 

![kép](https://user-images.githubusercontent.com/2676196/199546202-5ebbbd28-907c-4f2d-b7cd-29d2ef21c7f3.png)
Unlocked history mode, item placed, new text.

</details>

<details>
<summary>Click here to see the admin panel</summary>


![kép](https://user-images.githubusercontent.com/2676196/199553349-8684f23f-4699-42f2-a27e-15cccad29d0b.png)


</details>

## Why It's Good For The Game

Less curator ID's stuck in the Trophy Cases, and the existing ones can
be cleaned up. A more immersive Trophy Case user experience, in general.

## Changelog


🆑
refactor: refactored trophy cases, to be more user friendly
admin: created a trophy managment admin panel
/🆑
2022-11-20 23:18:30 -08:00
AnturK
4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00
tattle
ad5debaaa1 Add investigate_deaths (#71112)
## About The Pull Request
Adds INVESTIGATE_DEATHS, an investigate category intended to better show
causes of death.


![image](https://user-images.githubusercontent.com/66640614/200142461-c17b5e51-1116-4eef-bbfb-49bc024c0953.png)


![image](https://user-images.githubusercontent.com/66640614/200147306-09bef76e-68c6-4f0a-bdf9-0211eb274e66.png)

Also makes suicide_act take a `mob/living` as an argument instead of a
`mob`, and some minor style improvements since apparently I hate
atomicity.

## Why It's Good For The Game
Inspired by a mysterious death and dusting. More logging and leads for
admins investigating deaths.

Also fixes #59028

## Changelog
🆑 Tattle
admin: added investigate deaths to shed some more light on unusual
demises, dustings, and gibbings
/🆑

Co-authored-by: tattle <article.disaster@gmail.com>
2022-11-07 16:22:37 -08:00
Yaroslav Nurkov
a66c1e75fb Admin verb to send message on PDA (#70790)
* base

* oh, oh.

* uh, dots?

* no hdd, only computer

* kill let in UI(but not in func)
2022-10-30 17:35:18 -04:00
san7890
901662f59b Changes job config format to use TOML, and add tools for migrating existing format (#70199) 2022-10-18 14:51:24 -07:00
san7890
acd43427c9 List Them Out - A Modern Revision On Extracting Global Lists (#70080)
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2022-09-29 10:44:41 -07:00
LemonInTheDark
23bfdec8f4 Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) (#69115)
About The Pull Request

I've reworked multiz. This was done because our current implementation of multiz flattens planes down into just the openspace plane. This breaks any effects we attach to plane masters (including lighting), but it also totally kills the SIDE_MAP map format, which we NEED for wallening (A major 3/4ths resprite of all wall and wall adjacent things, making them more then one tile high. Without sidemap we would be unable to display things both in from of and behind objects on map. Stupid.)

This required MASSIVE changes. Both to all uses of the plane var for reasons I'll discuss later, and to a ton of different systems that interact with rendering.

I'll do my best to keep this compact, but there's only so much I can do. Sorry brother.
Core idea

OK: first thing.
vis_contents as it works now squishes the planes of everything inside it down into the plane of the vis_loc.
This is bad. But how to do better?

It's trivially easy to make copies of our existing plane masters but offset, and relay them to the bottom of the plane above. Not a problem. The issue is how to get the actual atoms on the map to "land" on them properly.

We could use FLOAT_PLANE to offset planes based off how they're being seen, in theory this would allow us to create lens for how objects are viewed.
But that's not a stable thing to do, because properly "landing" a plane on a desired plane master would require taking into account every bit of how it's being seen, would inherently break this effect.

Ok so we need to manually edit planes based off "z layer" (IE: what layer of a z stack are you on).

That's the key conceit of this pr. Implementing the plane cube, and ensuring planes are always offset properly.
Everything else is just gravy.
About the Plane Cube

Each plane master (except ones that opt out) is copied down by some constant value equal to the max absolute change between the first and the last plane.
We do this based off the max z stack size detected by SSmapping. This is also where updates come from, and where all our updating logic will live.

As mentioned, plane masters can choose to opt out of being mirrored down. In this case, anything that interacts with them assuming that they'll be offset will instead just get back the valid plane value. This works for render targets too, since I had to work them into the system as well.

Plane masters can also be temporarily hidden from the client's screen. This is done as an attempt at optimization, and applies to anything used in niche cases, or planes only used if there's a z layer below you.
About Plane Master Groups

BYOND supports having different "maps" on screen at once (IE: groups of items/turfs/etc)
Plane masters cannot cover 2 maps at once, since their location is determined by their screen_loc.
So we need to maintain a mirror of each plane for every map we have open.

This was quite messy, so I've refactored it (and maps too) to be a bit more modular.

Rather then storing a list of plane masters, we store a list of plane master group datums.
Each datum is in charge of the plane masters for its particular map, both creating them, and managing them.

Like I mentioned, I also refactored map views. Adding a new mapview is now as simple as newing a /atom/movable/screen/map_view, calling generate_view with the appropriate map id, setting things you want to display in its vis_contents, and then calling display_to on it, passing in the mob to show ourselves to.

Much better then the hardcoded pattern we used to use. So much duplicated code man.

Oh and plane master controllers, that system we have that allows for applying filters to sets of plane masters? I've made it use lookups on plane master groups now, rather then hanging references to all impacted planes. This makes logic easier, and prevents the need to manage references and update the controllers.

image

In addition, I've added a debug ui for plane masters.
It allows you to view all of your own plane masters and short descriptions of what they do, alongside tools for editing them and their relays.

It ALSO supports editing someone elses plane masters, AND it supports (in a very fragile and incomplete manner) viewing literally through someone else's eyes, including their plane masters. This is very useful, because it means you can debug "hey my X is yorked" issues yourself, on live.

In order to accomplish this I have needed to add setters for an ungodly amount of visual impacting vars. Sight flags, eye, see_invis, see_in_dark, etc.

It also comes with an info dump about the ui, and plane masters/relays in general.

Sort of on that note. I've documented everything I know that's niche/useful about our visual effects and rendering system. My hope is this will serve to bring people up to speed on what can be done more quickly, alongside making my sin here less horrible.
See https://github.com/LemonInTheDark/tgstation/blob/multiz-hell/.github/guides/VISUALS.md.
"Landing" planes

Ok so I've explained the backend, but how do we actually land planes properly?
Most of the time this is really simple. When a plane var is set, we need to provide some spokesperson for the appearance's z level. We can use this to derive their z layer, and thus what offset to use.

This is just a lot of gruntwork, but it's occasionally more complex.
Sometimes we need to cache a list of z layer -> effect, and then use that.
Also a LOT of updating on z move. So much z move shit.

Oh. and in order to make byond darkness work properly, I needed to add SEE_BLACKNESS to all sight flags.
This draws darkness to plane 0, which means I'm able to relay it around and draw it on different z layers as is possible. fun darkness ripple effects incoming someday

I also need to update mob overlays on move.
I do this by realiizing their appearances, mutating their plane, and then readding the overlay in the correct order.

The cost of this is currently 3N. I'm convinced this could be improved, but I've not got to it yet.
It can also occasionally cause overlays to corrupt. This is fixed by laying a protective ward of overlays.Copy in the sand, but that spell makes the compiler confused, so I'll have to bully lummy about fixing it at some point.
Behavior changes

We've had to give up on the already broken gateway "see through" effect. Won't work without managing gateway plane masters or something stupid. Not worth it.
So instead we display the other side as a ui element. It's worse, but not that bad.

Because vis_contents no longer flattens planes (most of the time), some uses of it now have interesting behavior.
The main thing that comes to mind is alert popups that display mobs. They can impact the lighting plane.
I don't really care, but it should be fixable, I think, given elbow grease.

Ah and I've cleaned up layers and plane defines to make them a bit easier to read/reason about, at least I think.
Why It's Good For The Game
<visual candy>

Fixes #65800
Fixes #68461
Changelog

cl
refactor: Refactored... well a lot really. Map views, anything to do with planes, multiz, a shit ton of rendering stuff. Basically if you see anything off visually report it
admin: VV a mob, and hit View/Edit Planes in the dropdown to steal their view, and modify it as you like. You can do the same to yourself using the Edit/Debug Planes verb
/cl
2022-09-27 20:11:04 +13:00
MrMelbert
6baebf47a1 Completely refactors hallucinations, and also adds a few (#69706)
* Refactors hallucinations slightly, organizes them

* Refactors hallucination into a status effect

* Further hallucination proper refactoring

* Refactors battle hallucinations

* Refactors "fake item other" hallucination

* Gets it a bit closer to working state

* Refactors screwydoll and fake alerts

* Refactors fake inhand items

* Refactors a few more.
- Fake death
- Fake messages
- Fake sounds
- Projectiles

* Refactoring delusions, hallucination effects

* Furthering the hallucination status effect
- removes copypaste of hallucination pulses

* Almost finalizes the changeover to status effect

* Last staus effect stuff

* Delusion business

* Airlocks, fire, and more delusion stuff

* Finishes screwyhud. It compiles now!

* Swaps screwyhud over to a grouped status effect

* Removes hal_screwyhud

* Comment

* Bugfixing

* image cleaning

* Get rid of this it came back

* What if I finished this branch?

* Oops

* Messing with the randomness

* Mass hallucination tweaks

* +

* Some more mass tweaks

* Review

* Updates

* Unit tests hallucination icons

* More tweaks

* Move folder

* Another re-name

* Minor tweaks

* Anomaly unity

* Mass hallucination buffs

* t

* Sig

* Merge

* Lints

* Unit test already coming in clutch

* Another failure

* Use named args for cause_hallucination via some define trickery

* Some cleanup

* This is better

* adds some hallucinations

* Oops

* More sounds

* Tweaks

* Some additional documentation

* Flash

* Fixes mass hallucination

* Json changes

* Updates documentation

* Json conflicts

* Makes it work

* Missed that one too

* Helpers

* More signalization (WIP)

* Fixes bump

* Missed a helper use

* Dumb
2022-09-21 01:30:04 -04:00
tattle
4ea5c00f0b Cleans up populate world code (#69752)
* cleans up populate world

* fix debug text

* cleanup

Co-authored-by: tattle <article.disaster@gmail.com>
2022-09-08 08:23:34 -04:00
NamelessFairy
f7ce249cb0 CTF qol update for admins, map selection and admins can't render CTF unplayable by accident anymore. (#69710)
About The Pull Request

When CTF map unloading was originally created in had an unforeseen consequence of not entirely removing parts of the ongoing CTF round, namely the flags, as a result of this, this system that was originally made as a precursor to map rotation was not really usable. Since this was added various PRs have made this more and less buggy but the recent CTF voting PR has caused unloading CTF rounds to be a one way process without far more involved admin intervention to reverse. As such, I've made the disable CTF buttons admins have access to only disable CTF and not unload the map entirely. I've left the function to unload the map in incase a situation arises where an admin or maintainer really needs to get rid of the CTF map.

Removing this functionality also removes a really clunky but theoretical function of it, being that you could repeatedly unload and reload the CTF map to get one of your choice, since this is not an option anymore this PR also allows admins to pick a CTF map when they start CTF themself.

EDIT: I fixed the bug introduced by the CTF voting PR, CTF maps can now be reloaded after being unloaded, the flag issue is still around so it shouldn't be used without admin supervision however. Also unloading is a debug verb now.
Why It's Good For The Game

Map unloading was super buggy so it shouldn't be easily accessible.
Since admins cannot repeatedly unload and reload CTF maps anymore to get the one they want they can now just pick the one they want from a list which is significantly less dumb.
Changelog

cl
admin: When admins start CTF they can now choose which map is played or choose random as its always been
admin: Admins can no-longer permanently break CTF by unloading the map accidentally
spellcheck: Fixed a typo in the Map Description for CTF Cruiser
fix: CTF can now be reloaded after being unloaded
/cl
2022-09-07 08:49:52 +12:00