Security officers will now be paired up together in the same department, across departments. This means that, instead of 4 officers being split across 4 departments, there'll now be 2 groups of 2.
Late-join officers will be put into any department with only 1 officer. If none exist, the least populous department will be chosen, with their preference having priority.
Updates the maps to have more spawns for departmental officers. Delta previously had none, and now has some. Fixed a bug where MetaStation's security departmental officer was a supply one instead.
Removes the "random" departmental preference. All security officers are now given a department. The "none" preference still exists, but just to show that you don't care which department you're put into.
Updates the config to comment out SEC_START_BRIG. This is what the configuration was already on live servers.
This is something that should likely be test merged, but it mucks with savefiles. Luckily, the only damage it does is changing random departments to none, so if a TM is reverted, only that will have to be changed.
Clears out two deprecated explosions systems (explosion ids and explosion levels)
Refactors a bunch of contents_explosions procs to be maybe slightly faster.
Cleans up a bunch of ex_act code.
Slightly cleaner code
A few less unused vars on /atom and /turf
About The Pull Request
Fixes#57446
yeah not my best moment, holodeck currently sets SSatoms to add every call to InitAtom() to a list and then give it back to the holodeck console (it actually goes through map_template/holodeck to do it but whatever). However it turns out atom/New() calls InitAtom too, so if an atom is created while SSatoms is still creating the list to give to the holodeck then that atom is added to the list regardless of whether or not its actually from the holodeck template.
Now theres an extra argument to InitAtom that tells it whether its spawned directly from a map template (ie, its part of the input list of uninitialized atoms that InitializeAtoms was given) or otherwise the output list that the holodeck uses is populated by calling GetAllContents on all atom/movables spawned directly from the template.
also renamed some vars in initTemplateBounds because it was hard to reason what it was doing and made it use as anything
also note that loading a map template with returns_created_atoms = TRUE will no longer track atoms that arent in the map file but are spawned directly onto a turf, currently nothing does this with the holodeck (which is the only map template that has this feature)
by the way this bug is my fault
Why It's Good For The Game
incredibly incredibly unlucky new players dont deserve to be deleted just because they didnt spawn in the holodeck
Changelog
🆑
fix: the holodeck is no longer so powerful that it can destroy anything and everything that dares to start existing while it's busy loading programs
/🆑
Makes both the act of starting a rebuild, and the full rebuild itself yield.
This might? Expose some things that rely on parent existing, but that was a problem before, if a rare one. It'll
need cleaned up at some point, but I'd like some feedback on how I'm acomplishing this.
Oh and I changed a very slight detail about how volume is used, instead of storing it throughout the whole loop
and applying it at the last moment, we just operate on the pipeline's volume step by step. This fixes like,
pipes being wrenched up while a rebuild is in progress, and the behavior is older then git, but I figured I
should mention it
balance: Robotourists pay more for food now
qol: Only one robo-tourist will wait at the door at any time, preventing constant spam if you only have 2 seats.
qol: more variation in robo-tourist colors
Why?
delta_time is about maintaining behavior when changing the wait of subsystems
SSair's wait is dynamic by design, we hardly ever hit below it. What is important then, is maintaining behavior
across each process.
The key point here is making sure excited groups and turfs share the same amoumt of gas each process, no matter
how high or low wait is. This is why subprocesses are a thing in the first place, to maintain this consistency.
delta_time fucks with this, and will end up changing behavior if wait is ever changed.
Now that JPS and AI movement datums are fully merged, I'm here to take another (my third actually) crack at giving dogs fun AI. Here's a video demonstration (somewhat WIP), and a quick rundown of everything dogs will be able to do. Basically all of these behaviors are generic and can be extended to other simple mobs,
Commands and Friendship
Fetching
Attack/Harass
Heel
Play Dead
When I was in the process of developing my atmos fixes/optimizations, I focused heavily on maintaining the area
of excited groups, since growing delayed self_breakdown(), and lead to shitty behavior which I thought was the
result of my sleeping changes.
This was not the case, those who came before me knew better, as always.
Especially now, since I've unhooked breakdown from excited groups gaining new tiles, my concern was unfounded,
and actually lead to shitty behavior and wasted time.
I failed to recognize the value in random garbage_collect()s, they help prevent mass gas equalization over large
spaces, they make gas appear to move more consistently when in these large spaces, and they lessen the amount of
self_breakdown()s over large turf lists, which is very helpful for lowering the overall overtime of the
subsystem.
This fixes my mistake, and purges the excited cleanup subprocess from the air subsystem. It's free real estate
babyyyyyyyy.
Add a family of related station traits to the pool. One set provides
deathrattle implants for a randomly chosen department, such as Service
or Command.
The other provides deathrattle implants to the entire station in a
single group.
Co-authored-by: Fikou <piotrbryla@onet.pl>
So a month or so ago I wanted to make it so dogs in my dog AI PR could path through doors if they had access, and was told I'd need to improve our pathfinding efficiency if I wanted to use full pathfinding for them. Thus, enter JPS, a pathfinding algorithm that allows for massive timesavings in systems with uniform cost grids like ours. This code is still fairly rough and needs polishing, but it's fully functional and already shows massive savings over traditional A*! I plan for this to replace A* as our default pathing method, but I'll leave the A* code in place in case someone ever needs it for whatever reason, like if a specific case needs variable cost pathing.
Note that this allows for diagonal pathing instead of the cardinal pathing our A* uses right now, and the current version of the code costs the same to move diagonally as it does to move laterally, which may change later. There's also a lot of dummy/test code in right now in general, but you should still be able to test it out for yourself by spawning a bot like a medibot and using your PDA to summon it.
Preliminary Profile Results
A preliminary profile is available here. Using one medibot by itself on Metastation, I generated a list of 500 random blob spawn points around the station, gave the medibot all access, then let each algorithm tackle the list. The old A* algorithm took a total of 86 seconds to complete the list and processed 978065 nodes, while JPS took a total of 46 seconds and processed only 100062 nodes, for a 47% decrease in total time and an almost 90% decrease in nodes processed!
Why It's Good For The Game
Significantly cheaper pathing, which will very much come in handy for the AI datums I'm looking to dig into, what's not to like?
Adds a new GUI that can be opened from the chem dispenser that will let you look up all reactions and reagents presently in the game (except secret recipes).
For the colours:
purple - clicking this will give you a recipe
blue - clicking this will give you a reagent
green - clicking this will turn it off (or it's also green if the reagent is present in the associated beaker the UI is linked to)
red - clicking this will turn it on
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
- Makes `/mob/living/proc/Life` and most related procs use `delta_time`
- Procs that had snowflaked timing systems, such as breathing, addiction, and advanced diseases were left unchanged.
Creates update_name and update_desc
Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together
Less non-icon handling code in update_icon and friends
Signal hooks for things that want to change names and descriptions
99%+ of the changes in this are just from switching everything over to update_appearance from update_icon
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm
We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.
There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.
Hi codeowners!
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Brings a heavily improved, rewritten, and optimised fermichem to tg. I saw that tg seemed receptive to it, so I thought I’d do it myself. If you know of fermichem – there’s a lot changed and improved, so looking at other documents regarding it will not be accurate.
Revamps the main chemistry reaction handler to allow for over time reactions instead of instant reactions. This revamp allows for simultaneous reactions, exo/endothermic reactions and pH consuming/producing behaviours. Most of the reactions in game will now inherit an easy one size fits all reaction.
Temperature mechanics
Temperature affects reaction rate
The higher it is, the faster it is, but be careful, as chem reactions will perform special functions when overheated (presently it DOESN’T explode)
Temperature will increase or decrease depending on the exo/endothermic nature of the reaction
pH mechanics
Each reaction requires the pH of a beaker to be within a certain range.
If you are outside of the optimal, you'll incur impurity, which has a negative effect on the resultant chem
pH of a beaker will change during a reaction
Reacting Impure chem effects can vary from chem to chem, but for default will reduce the purity of other reagents in the beaker
Consuming an impure chem will either cause liver or tox damage dependant on how impure it is as well as reducing consumed volume
Purity can (presently) only be seen with a chemical analyser
Impure chems can purposely be made by making the reagent with a low, but not explosive, purity.
A chem made under the PurityMin will convert into the reagent’s failed chem in the beaker.
Optional catalysts
Reactions can use an optional catalyst to influence the reaction - at the more framework exists from tmeprature, reaction rate and pH changes as a result of a catalyst. Catalysts can be set to only work on a specific reagent subtype. It is preferable to those building upon this code that optional catalysts only affect a subsection of reagents.
Presently the only catalyst that uses this is Palladium synthate catalyst - a catalyst that increases the reaction speed of medicines.
Reaction agents
These are reagents that will consume themselves when added to a beaker - even a full one, and apply effects to the total solution. One example being Tempomyocin which will speed up a reaction, or the buffer reagents which change the pH.
Competitive reactions
These reactions will go towards a certain product depending on the conditions of the holder. The example one given is a little tricky and requires a lot of temperature to push it towards one end.
New and charged reactions
(see the wiki for details)
Acidic /basic buffer - These reagents will adjust the pH of a beaker/solution when added to one. If the beaker is empty it will fill it instead.
Tempomyocin - This will instantly speed up any reaction added it is added to, giving it a short burst of speed. Adding this reagent to a reaction will give it a suddent speed boost up to 3x times - with the output purity of the boost modified by the Tempomyocin's purity.5u per 100u will give you 2x, 10 u per 100u will give you 3x. IIt caps at 3x for a single addition, but there is nothing preventing you from adding multiple doses for multiple boosts.
Purit tester - this will fizzle if the solution it is added to has an inverse purity reagent present.
A few other reactions have been tweaked to make sure they work too. An example being meth - see the wikipage linked above.
A note on all reactions
The one size fits all reaction for all chems generally won’t create impure chems – it is very forgiving. The only thing to remember is to avoid heating reactions over 900 or you’ll reduce your yield, and try to keep your pH between 5 -9.
This PR doesn’t have specific example chems included (except for the buffers) – they will be atomised out and they use the mechanics in more depth
A note on plumbing
I reached out to Time Green and we worked together to make sure plumbing was fine. Time Green did some of his own tests too, and surprisingly it doesn't look like much needs to be changed.
* Uses 514's map_cpu var when it's available
* Uses auxtools for the debugger, to supply cross verison compatibility
* Nukes extools reference tracking, reinstates the old ref tracking system
This PR adds station traits which are essentially small changes to a normal round that can be used to create small variations in how a round might play out, sometimes there might be only one, very simple trait, but you might have a round where they have a somewhat bigger impact, to make rounds feel slightly more different from each other.
The following traits have been added:
Positive:
Lucky winner - Free pizza and beer every 6-12 minutes
Galactic Grant - Larger starting funds for cargo
Premium internals boxes - emergency box has flare + radio as bonus
Bountiful bounties - Bounties pay 20% more
Strong supply lines - Imports 20% cheaper
Filled maint - More loot in maint
Fast shuttle - Cargo shuttle is faster
Free scarves - Free scarfs if a slot is free
Neutral:
Bananium shipment - Clown starts with 5 sheets of bananium (Neutral because this helps noone but the clown)
Unnatural atmosphere - Lava planet can get more restricted gasses
Unique AI - Random lawset at roundstart for AI
Ian adventure - Ian teleports to a random spot on the station
Glitched PDAs - PDA's have a different beep
Announcer intern - Changes the announcement messages to sound like they're from an intern at Centcom
Negative:
Carp infestation - Carp event is more common and can start earlier
Weak supply lines - Imports 20% more expensive
Blackout - Station lights are partially broken around the station
Empty maint - Less loot in maint
Overflow bureacracy mistake - Random overflow job (From a vetted list)
Late Arrivals - Everyone starts in arrivals
Random spawns - Random spawn location (by drop pod)
Slow shuttle - Cargo shuttle is slower
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@gmail.com>
Fixes included config files not loading, adds an error to catch future instances, cleans up some code and comments a proc
We were passing a list as a filename, which is never good for file loading