Commit Graph

174 Commits

Author SHA1 Message Date
MrMelbert
5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

## Changelog

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-19 13:32:12 +10:00
throwawayuseless
4ca4fbdf48 Reduce MMI component message cooldown. (#91011)
## About The Pull Request
Reduces the cooldown from 1 second to 0.1 seconds, still more than
enough to prevent super laggy recursive spam, but short enough not to
impede any legitimate uses of MMI messaging, such as alerts, sensors, or
MMI translators.
## Why It's Good For The Game
What if, completely hypothetically, with no relation to something that
actually happened, and solely as a thought experiment we promise, I was
to have made a circuit with a toggle switch and accompanying alerts for
the MMI inside it to use, where the MMI then proceeded to press said
switch twice within 1 second, thus only receiving one message as to the
state of the switch.

Well, that might make hypothetical me get hyperfixated-ly annoyed at
this very specific gripe, maybe even enough to make a PR addressing it.
(for legal reasons this is not an IDED pr and I reserve the right to
refuse to self incriminate.)

TLDR: 1 second is really long given the main issue with not having a
cooldown is infinite exponential recurrsion.
## Changelog
🆑
balance: Massively reduce the MMI component message cooldown.
/🆑
2025-05-07 19:52:04 +00:00
Ghom
339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.

## Changelog

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-23 20:18:26 +00:00
Lucy
37a66df40f Add a cooldown to wiremod MMI messages (#90458)
## About The Pull Request

turns out there's _zero_ cooldown on sending messages to MMI. which can.
uh. lead to an unpleasant experience.


![image](https://github.com/user-attachments/assets/0e0319e3-92bf-4d64-ae15-df8bfe800be6)

so i added a 1 second cooldown. simple enough.

## Why It's Good For The Game

this shit nearly crashes my game

## Changelog
🆑
fix: Messages sent to MMIs in wiremod components now have a 1 second
cooldown, to prevent massive spam.
/🆑
2025-04-08 00:04:00 +02:00
TiviPlus
88c2213f1e Force UTC±0 for time2text logging and IC times (#90347)
## About The Pull Request
This won't actually do anything on live, since those are all set to
UTC±0 currently

Pins logging and IC uses of time2text to UTC±0 instead of using the
system timezone (byond default)
Timezones not being set to utc0 caused issues before (and is again)

All timezones are now passed explicitly to make it more likely it's
cargo culted properly at least

Deletes worldtime2text cus it was gameTimestamp default args

## Why It's Good For The Game
Server timezone changes probably shouldn't affect logging, round times,
file hashes, IC time, when you caught fish, etc

## Changelog
🆑
refactor: Logging and IC timestamps will now always use UTC±0 and not be
affected by server system timezone changes
fix: Station and round times will not longer be incorrect if the system
timezone is not UTC±0
/🆑

---------

Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
2025-04-01 22:08:15 +02:00
Waterpig
d3d3a12540 The big fix for pixel_x and pixel_y use cases. (#90124)
## About The Pull Request

516 requires float layered overlays to be using pixel_w and pixel_z
instead of pixel_x and pixel_y respectively, unless we want
visual/layering errors. This makes sense, as w,z are for visual effects
only. Sadly seems we were not entirely consistent in this, and many
things seem to have been using x,y incorrectly.

This hopefully fixes that, and thus also fixes layering issues. Complete
1:1 compatibility not guaranteed.

I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming
inside apply_overlays), and this is still included in the PR to flash
out possible issues in a TM (Plus I will need someone to grep the
runtimes for me after the TM period to make sure nothing was missed).
After this is done I'll remove all these extra checks.

Lints will probably be failing for a bit, got to wait for [this
update](4b77cd487d)
to them to make it into release. Or just unlint the lines, though that's
probably gonna produce code debt

## Why It's Good For The Game

Fixes this massive 516 mess, hopefully.

closes #90281

## Changelog
🆑
refactor: Changed many of our use cases for pixel_x and pixel_y
correctly into pixel_w and pixel_z, fixing layering issues in the
process.
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
2025-03-28 14:18:45 +00:00
Ghom
7a2927b288 Autolathes now accept alloys without disassembling them into their components (#90086)
## About The Pull Request
Custom material designs cannot be printed with plasteel and other alloys
because of this small issue. This should fix it.

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

## Changelog

🆑
fix: Custom material toolboxes and fishing rods can now be printed with
alloys such a plasteel and plasmaglass.
/🆑
2025-03-21 14:02:38 +01:00
Ez-Briz
a1041edc96 Fix: fixed Access Checker null reference interface window (#89496)
## About The Pull Request
Fixes Access Checker component interface
Fixes #69970 

![image](https://github.com/user-attachments/assets/4af165ea-9c08-4e82-85f9-8482b6ee4a9d)
## Why It's Good For The Game
No more bluescreens
🆑
fix: fixed bluescreen in Access Checker interface
/🆑

Co-authored-by: Ez-Briz <ezbrizmail@gmail.com>
2025-02-19 01:59:48 +00:00
Lucy
d656f0f4ec Refactor GLOB.admin/debug/fun_state into cached /datum/ui_state/admin_state instances (#89417)
## About The Pull Request

So, some admin verbs/tools that used tguis, i.e edit/debug planes, were
available to admins with +DEBUG... but the ui_state used
`GLOB.admin_state`, which checks for +ADMIN - meaning that if they
_only_ had +DEBUG, they would have the verb... but it would do nothing
when they used it.

I've refactored `GLOB.admin_state`, `GLOB.debug_state`, and
`GLOB.fun_state` into a merged `/datum/ui_state/admin_state`, with a var
for which specific permissions are being checked for.

You now use the `ADMIN_STATE(perms)` macro to get the UI state for those
specific perms, i.e `admin_state(R_ADMIN)` or `admin_state(R_DEBUG)`,
and the resulting UI state will check for _those specific perms_.

These are initialized and cached in `GLOB.admin_states` (which should
never be directly accessed).

So, I've went thru every single usage of `GLOB.admin_state`,
`GLOB.fun_state`, and `GLOB.debug_state`, and made them all use
`ADMIN_STATE()` with the actual permission flags needed to use said UI
in the first place.

## Why It's Good For The Game

Kinda dumb for specific admin permissions to be granted verbs that don't
let them use it anyways.

## Changelog
🆑
admin: Certain UI-based tools (plane debugger, filter editor, etc) that
were given to admins with only +VAREDIT or +DEBUG, but refused to open
without +ADMIN, now actually work for admins that have the needed
permission.
/🆑
2025-02-17 00:54:00 +01:00
Wallem
bf61287cdb Makes integrated circuit nodes more colorful (#89360)
## About The Pull Request
Makes it so nodes in an integrated circuit are colored depending on
their category in the component menu.

Before:

![1212121212121212](https://github.com/user-attachments/assets/aec4602f-c837-415f-8f42-0dcfb9e0e4aa)

After:

![452345235345](https://github.com/user-attachments/assets/2a28f471-f0c1-4fda-9727-41db18894cb1)

All categories (BCI has been changed to solid black since this for
contrast purposes)

![e](https://private-user-images.githubusercontent.com/66052067/410190943-b66d26b0-29b5-4b3f-8e65-35e6a44b74d1.png?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3Mzg3OTU0OTIsIm5iZiI6MTczODc5NTE5MiwicGF0aCI6Ii82NjA1MjA2Ny80MTAxOTA5NDMtYjY2ZDI2YjAtMjliNS00YjNmLThlNjUtMzVlNmE0NGI3NGQxLnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNTAyMDUlMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjUwMjA1VDIyMzk1MlomWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPWI5MzMxOWUyMzUxMmRkZTQwMThkOTNiNTk3OTEyOTExNWY4NjNkODE0YWJjZjE0MTQwYzM2YTZjYjY0ZGQ4ZDEmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0In0.uRa_SkIjdhzEbedzzLI1hDzOK-vpgC2ZNoQtvxo4ijE)

If I was some sort of tgui magician I'd try to implement a way to add
comment fields, but since I'm nowhere near that, I figured this was the
least I could do.

## Why It's Good For The Game
This makes it far easier to read integrated circuits and remember what
they do. While there's still inherently some amount of confusion due to
the nature of how node-based programming visually works, hopefully
having it so nodes aren't all the same color helps a bit.
## Changelog
🆑 Wallem
qol: Integrated Circuit nodes are now colored depending on their type.
/🆑
2025-02-07 10:54:21 -08:00
Penelope Haze
4c2a76ede3 Fix a large number of typos (#89254)
Fixes a very large number of typos. A few of these fixes also extend to
variable names, but only the really egregious ones like "concious".
2025-01-28 22:16:16 +01:00
Y0SH1M4S73R
90b67b0541 A Small Circuit Expansion: Wallmounts, Undertiles, and Wire Bundles (#89122)
## About The Pull Request

This PR adds several circuit features, and changes several
assembly-related features to make them a bit more logical in how they
work. Included are the following changes/additions:

- Assemblies and wires have been refactored with vars that describe
their behavior:
- Assemblies have an `assembly_behavior` bitflag instead of a
`attachable` var. This var has 3 flags:
- `ASSEMBLY_INPUT`: The assembly is able to pulse the wire it is
attached to.
- `ASSEMBLY_TOGGLE_ARMED`: On activation, the assembly toggles whether
it can pulse the wire it is attached to.
- `ASSEMBLY_FUNCTIONAL_OUTPUT`: On activation, the assembly does
something other than just toggling whether it's armed.
  - Wires have a `wires_behavior` bitflag with 3 flags:
- `WIRES_INPUT`: The object the wires are attached to does something
when the wires are pulsed.
- `WIRES_TOGGLE_ARMED`: The object the wires are attached to can
activate assemblies attached to those wires, and is fine if all that
activating that assembly does is toggle whether it's armed.
- `WIRES_FUNCTIONAL_OUTPUT`: The object the wires are attached to
expects that assemblies attached to its wires do something other than
toggling themselves when activated.
- Buttons can only accept assemblies with `ASSEMBLY_FUNCTIONAL_OUTPUT`.
- Pressure plates can now accept any assembly with
`ASSEMBLY_FUNCTIONAL_OUTPUT`, not just signalers. Assembly shells
attached to pressure plates will draw power from the powernet if the
pressure plate is under a tile.
- Adds a new circuit component - the wire bundle.
- This component gives the circuit a number of wires corresponding to
the size of the shell.
- Each wire has a corresponding port on the component that can pulse,
and receive pulses from, that wire.
  - A circuit can only have one wire bundle component.
- Assembly shells cannot be attached to these wires, and no wires will
be created if the component is added to an assembly shell.
  - Available with roundstart tech.
- Adds two new shells.
- The wallmounted shell is a large shell that can be hung on walls, and
uses power from the area it's placed in.
    - Frame icon:

![image](https://github.com/user-attachments/assets/2fe9297d-44a9-4ceb-b803-a758e59b807d)
    - Constructed icon:

![image](https://github.com/user-attachments/assets/34c3ffcb-53cb-415f-952f-aec5de63cf17)
- The undertile shell is a small shell that only works when fit under a
floor tile, but uses power from the area it's placed in.

![image](https://github.com/user-attachments/assets/11ea150d-08be-4ce9-bf44-35a9d6e2d94f)
  - Both shells support usb cables.
- The above shells are available with the Advanced Shells techweb node.

## Why It's Good For The Game

The wire bundle component complements the functionality of the assembly
shell by allowing circuits to use assemblies directly in their logic.

The wallmounted and undertile shells provide ways of placing circuits
that don't necessarily take up space for machines. The undertile shell
is particularly useful for relaying usb component data over wirenets.

Pressure plates being able to accept assemblies other than signalers
expands their uses significantly.

## Changelog

🆑
refactor: Wires and assemblies have been refactored to have
directionality to them. This mostly makes it so that assemblies can only
be attached to wires it would make sense for them to be attached to.
qol: Pressure plates can now also accept igniters, condensers, flashes,
assembly shells, and door controllers.
add: Undertile circuit shells. They only work when placed under floor
tiles, but support USB cables and use APC power instead of cell power.
add: Wallmounted circuit shells. Large shells that support USB cables
and use APC power instead of cell power.
add: Wire bundle component. Adds a number of wires to the circuit
proportional to the capacity of the shell, allowing you to use
assemblies in circuit logic.
/🆑
2025-01-19 18:40:23 +00:00
Y0SH1M4S73R
a54009fd67 Circuit Wirenet Components + Assembly Shell Tweaks (#88593)
## About The Pull Request

Assembly shells now use power from whatever machine/borg/mech/modsuit
they are attached to the wires of, instead of their own power cell, when
appropriate.

As for the meat of this PR, circuit wirenet components function like
NTnet and NFC components, but their signals are transmitted across
whatever cable network the shell (or in the case of assembly shells, the
machine or button it's inserted into) is connected to. These components
are available with roundstart tech.

## Why It's Good For The Game

Provides a somewhat intuitive way to make circuit networks that aren't
dependent on external factors to continue functioning.

NTnet components require a functional NTnet relay, which usually means
they need telecomms to be working. NFC components have a range limit,
and you need to provide a specific reference to the circuit being
communicated with. Wirenet components, on the other hand, just need the
shell to be anchored (or for assembly circuits, the thing whose wire it
is attached to), and for the shell to have a cable under it.

Also might indirectly provide a reason to use cable layers other than
the default one.

## Changelog

🆑
add: Adds circuit wirenet components, allowing data to be transmitted
and received over cable networks.
qol: When attached to a machine, mech, modsuit, or borg, assembly
circuit shells will use power from those instead of the circuit's own
cell.
/🆑
2025-01-13 16:16:12 +00:00
CRITAWAKETS
36212e59e1 Adds in the modulo operator to the circuit arithmetic component. (#88253)
## About The Pull Request


![image](https://github.com/user-attachments/assets/17a5d230-c10f-4fda-b782-0d59c2797bff)
This PR just adds in modulo to the circuit arithmetic component.

## Why It's Good For The Game

You _can_ calculate it yourself, but then it ends up extremely unoptimal
and you're usually better off not doing it. It also ends up really hard
to read.
I want to see more clever circuits and computing things.

## Changelog
🆑
add: Added in the modulo operator to the circuit arithmetic component.
/🆑
2024-11-29 04:28:18 +01:00
Penelope Haze
b67a0901f2 Fix issues discovered via TypeMaker (#87596)
## About The Pull Request
Fixes issues with var typing and proc arguments, discovered using
OpenDream's WIP TypeMaker feature (using improvements I haven't PR'd
upstream yet).

## Why It's Good For The Game
Codebase maintenance.
2024-11-19 15:24:52 -05:00
Autisem
fec9a5d725 Adds a new NFC component for circuits (#87286)
## About The Pull Request

TODO:
- [x] Main circuit code
- [x] BCI compatibility
- [x] Limiting range in some way(not intended as a private cross map
coms system)


This adds a new NFC component, its similair to NTNet component with the
distinction it will only be received by the shell's circuit you target.
Allowing more targeted networking for things like remotes

I'd love suggestions for a max range, if any. Because im not really
sure. Maby circuit has to be in vision for it to work?

gif is too big so here is direct link to discord embedded gif showing it
off

https://cdn.discordapp.com/attachments/326831214667235328/1296810437295341649/example.gif?ex=6713a455&is=671252d5&hm=f87b282ac71c318eac03b4a53e03ebcfd91e5a0b0a1e9165beb3f87318b96809&

<img
src="https://cdn.discordapp.com/attachments/326831214667235328/1296810437295341649/example.gif?ex=6713a455&is=671252d5&hm=f87b282ac71c318eac03b4a53e03ebcfd91e5a0b0a1e9165beb3f87318b96809&">

## Why It's Good For The Game

NTNet is powerfull for making networked circuits, but I lack a good way
to create a direct "remote" with complex data.
I want to make a circuit that makes it easier to controll other circuits
in a less strictly coupeld way and this seems like a clean way to make
those

## Changelog
🆑
add: A new cirucit component allows NFC communications
/🆑

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2024-11-02 14:32:54 +01:00
Ghom
778ed9f1ab The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.

This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).

And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.

## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.

Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.

Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

![immagine](https://github.com/user-attachments/assets/2bb625c9-9233-42eb-b9b8-e0bd6909ce89)

## Changelog

🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
2024-10-30 08:03:02 +01:00
SmArtKar
2c7c76a53d Fixes BCI messaging and circuit laser pointers (#86978)
## About The Pull Request
Closes #86968
Closes #86969

## Changelog
🆑
fix: Fixed BCIs sending messages twice and circuit laser pointers
sometimes failing to work
/🆑
2024-10-04 01:30:59 +02:00
grungussuss
58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
san7890
a4328ae1f9 Audits tgui_input_text() for length issues (#86741)
Fixes #86784

## About The Pull Request

Although some of the issues found were a direct result from #86692
(c698196766), there was still 40% of
length-related issues that wouldn't be covered anyways that are fixed in
this PR. I.E.:

* Name inputs without `MAX_NAME_LEN`
* Desc inputs without `MAX_DESC_LEN`
* Plaque inputs without `MAX_PLAQUE_LEN`
* Some people just screwed up the arguments so it would prefill
something like "40" in the `default` var because they didn't name their
vars.

To help me audit I added a lot of `max_length` named arguments to help
people understand it better. I think it might be kinder to have a
wrapper that handles adding `MAX_MESSAGE_LEN` in a lot of these cases
but I think there is some reason for a coder to be cognitive about input
texts? Let me know what you think. I didn't update anything
admin-related from what I can recall, let me know if anything needs to
be unlimited again.
## Why It's Good For The Game

The change to `INFINITY` notwithstanding, there were still an abundance
of issues that we needed to check up on. A lot of these are filtered on
down the line but it is clear that there needs to be something to catch
these issues. Maybe we could lint to make `max_length` a mandatory
argument? I don't know if that's necessary at all but I think that the
limit should be set by the invoker due to the wide arrangement of cases
that this proc could be used in.

This could all be a big nothingburger if the aforementioned PR is
reverted but a big chunk of cases fixed in this PR need to be fixed
regardless of that since people could put in 1024 character names for
stuff like guardians (or more now with the change). Consider this
"revert agnostic".
## Changelog
🆑
fix: A lot of instances where you could fill in 1024-character names
(normal limit is 42) have been patched out, along with too-long plaque
names, too-long descriptions, and more.
/🆑
2024-09-20 22:46:41 +00:00
Joshua Kidder
3690bd3d8a Add distance output to direction circuit component, resizes several shells (#86577)
## About The Pull Request

The direction component outputs the direction of an entity if it's
within 7 tiles of the circuit. Since it already checks the distance, I
added distance as one of its outputs.

Besides that, I did a pass over the generics and shells and resized many
of them. Most I resized to be small or tiny, except for the airlock
shell, which I set to be bulky because it's a whole ass door. The shells
I didn't touch remain at 'normal' size.

1) All handheld shells set to small, compact remote set to tiny 
2) all components and the generic of the circuit set to tiny
3) drone shell set to small
4) airlock shell set to bulky
## Why It's Good For The Game

Returning the distance spares any would be circuiteers from having to do
a labyrinthine set of calculations to determine distance themselves.

Making most circuits more portable makes them more attractive for people
to tote around.
## Changelog
🆑 Bisar
qol: The 'direction' circuit component now also returns the distance of
its target.
balance: Most circuit shells and the generic component and generic
circuit have had their size reduced.
balance: The airlock circuit shell has had its size increased.
/🆑

---------

Co-authored-by: Metekillot <ubuntu@ip-172-26-7-23.us-east-2.compute.internal>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-14 22:54:07 +00:00
Joshua Kidder
0192003b37 Fixes binary conversion circuit component so that it does conversion into binary (#86528)
## About The Pull Request

The binary conversion circuit component is totally busted at the moment,
so I redid the logic and now it actually outputs a series of bits to
represent whatever number you feed it. Additionally, it supports
representing a negative number by setting the leftmost bit of your bit
array to 1.
## Why It's Good For The Game

Fixes a broken circuit component and makes it able to represent negative
numbers
## Changelog
🆑 Bisar
fix: The binary conversion circuit component should work again.
code: The component also now supports representing negative numbers.
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2024-09-10 22:59:23 +02:00
John Willard
1880003270 Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request

Currently to check for Silicon access, we do:
``if is silicon or is admin ghost or has unlimited silicon privileges or
has machine remote in hand``
What has unlimited silicon privileges? Bots, Drones, and admin ghosts.
To check for AI access, it just checks for AI instead of silicon, and
doesnt check for unlimited silicon privileges.

This was kinda silly, so I thought I should make this a little easier to
understand.
Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or
``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost,
since now instead of being a var on the client, we moved it to using the
same trait but giving it to the client instead, but since we have to
keep parity with previous functionality (admins can spawn in and not
have this on, it only works while as a ghost), I kept previous checks as
well.

No more type checks, removes a silly var on the mob level and another on
the client.

Now while I was doing this, I found a lot of tgui's ``ui_act`` still
uses ``usr`` and the wrong args, so I fixed those wherever I saw them,
and used a mass replace for the args.

Other changes:

- machinery's ``ui_act`` from
https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced
with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin
ghosts no longer get kicked off things not on cameras. This was my
fault, I overlooked this when adding Human AI.
- Human AI's wand gives AI control as long as it's in your hand, you can
swap to your offhand. I hope this doesn't end up going horribly,
otherwise I'll revert this part. It should let human AIs not have their
UI closed on them when swapping to eat food or use their door wand or
whatnot.
- Bots previously had special checks to scan reagents and be
unobservant, I replaced this with giving them the trait. I also fixed an
instance of unobservant not being used, so now statues don't affect the
basic creature, whatever that is.

## Why It's Good For The Game

This is an easier to understand way of handling silicon access and makes
these mobs more consistent between eachother.
Other than what I've mentioned above, this should have no impact on
gameplay itself.

## Changelog

🆑
fix: Statues don't count as eyes to creatures.
fix: Human AIs and Admin ghosts no longer get kicked off of machines
that aren't on cameranets.
/🆑
2024-08-19 10:43:45 +00:00
tmyqlfpir
55202eaed2 Reduced pathfinding circuit component cooldown to 5 seconds (#85534)
## About The Pull Request
The cooldown length for pathfinding to a position with circuits is
reduced from 30 seconds to 5 seconds, the same time when pathfinding to
a previously located position.

## Why It's Good For The Game
This allows the moving drone and other circuit related operations to be
able to track moving targets, as the 30 second cooldown would render the
component practically pointless.


https://github.com/user-attachments/assets/cba8742c-7e98-411e-931d-4d74f51f6be0

## Changelog
🆑
balance: Reduced pathfinding circuit component cooldown from 30 seconds
to 5 seconds
/🆑
2024-08-14 13:36:39 +02:00
Watermelon914
95875c2450 Fixed being able to activate BCI actions whilst not conscious (#85544)
## About The Pull Request
As the title says

## Why It's Good For The Game
Shouldn't be able to activate these whilst unconscious, or stall
activation to activate at a convenient time whilst unconsious.

## Changelog
🆑
fix: Fixed activating specific BCI actions whilst unconsious
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2024-08-14 13:17:20 +02:00
SmArtKar
96b8a39008 Circuit health analyzer/state components now work on targets inside lockers (#85649)
<!-- 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

Makes circuit health analyzer/scanner components check distance to
target turf instead of target itself similarly to (most) other
components. (There are exceptions, presumably due to balancing?
concerns, but this feels like it should not have been one)

This doesn't feel intentional so I marked it as a fix, given that BCIs
stopping being able to scan their occupant is rather nonsensical

## Why It's Good For The Game

Currently BCIs with health analyzer components stop working if the owner
goes into a locker which is pretty stupid. Most components also only
check for turf distance, and while this could theoretically be used to
pinpoint someone's hiding spot there are far better ways to do so with
circuits

## 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
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its 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
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
fix: Circuit health analyzer/state components now work on targets inside
lockers
/🆑

<!-- 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. -->
2024-08-14 12:37:52 +02:00
Watermelon914
0db2a23faf Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#84079)
## About The Pull Request
As the title says. A standard power cell now only stores 10 KJ and
drains power similar to how it did before the refactor to all power
appliances.

The new standard megacell stock part stores 1 MJ (what cells store right
now). APCs and SMESs have had their power cells replaced with these
megacell stock parts instead. Megacells can only be used in APCs and
SMESs. It shouldn't be possible to use megacells in any typical
appliance.

This shouldn't change anything about how much 'use' you can get out of a
power cell in regular practice. Most should operate the same and you
should still get the same amount of shots out of a laser gun, and we can
look at expanding what can be switched over to megacells, e.g. if we
want mechs to require significantly more power than a typical appliance.

Thanks to Meyhazah for the megacell icon sprites.

## Why It's Good For The Game
Power cell consumption is way too high ever since the power appliance
refactor that converted most things to be in joules. It's a bit
ridiculous for most of our machinery to drain the station's power supply
this early on.

The reason it's like this is because regular appliances (laser guns,
borgs, lights) all have a cell type that is identical to the APC/SMES
cell type. And it means that if we want to provide an easy way to charge
these appliances without making it easy to charge APCs/SMESs through a
power bug exploit, we need to introduce a new cell type to differentiate
between what supplies power and regular appliances that use power. This
is primarily what the megacell stock part does.

This moves us back to what it was originally like before the power
refactor, where recharging power cells wouldn't drain an exorbitant
amount of energy. However, it maintains the goal of the original
refactor which was to prevent people from cheesing power generation to
produce an infinite amount of power, as the power that APCs and SMESs
operate at is drastically different from the power that a regular
appliance uses.

## Changelog
🆑 Watermelon, Mayhazah
balance: Drastically reduces the power consumption and max charge of
power cells
balance: Added a new stock part called the battery, used primarily in
the construction of APCs and SMESs.
add: Suiciding with a cell/battery will shock you and potentially dust
you/shock the people around you if the charge is great enough.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2024-06-25 00:32:19 +00:00
MrMelbert
ff6b41aa07 Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request

- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)


![image](https://github.com/tgstation/tgstation/assets/51863163/1e70f7be-0990-4827-a60a-0c9dd0e0ee49)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`

I have manually tested many of the refactored procs but there was 200+
so it's kinda hard

## Why It's Good For The Game

Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item

This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.

If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`

This does result in some instances of boilerplate as shown here:


![image](https://github.com/tgstation/tgstation/assets/51863163/a7e469dd-115e-4e5b-88e0-0c664619c878)

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution

~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~

## Changelog

🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
2024-06-11 21:58:09 -07:00
tmyqlfpir
f6d28662a3 Add circuit component cameras (#83578)
## About The Pull Request
This PR introduces a limited set of camera components that can be used
by surveillance security consoles and the PDA/laptop camera app.

<img width="366" alt="components"
src="https://github.com/tgstation/tgstation/assets/80724828/0e628863-9998-46d6-8822-e0a44543b4c2">

There is four camera components, each limited to a specified shell
circuit type.

Additionally, drone circuit shells can now use the recharge stations
too, much like how mobs with BCIs can recharge.

### New Components

<img width="136" alt="drone camera"
src="https://github.com/tgstation/tgstation/assets/80724828/fd045871-56bf-44a6-bb4f-ebe895d56d3d">

* Drone Camera
This camera component captures the surrounding area. It has an option to
set the camera range (near 5x5/far 14x14).

<img width="136" alt="bci camera"
src="https://github.com/tgstation/tgstation/assets/80724828/16bf2dd1-823b-4d66-8249-5d0f1bb1b779">

* BCI Camera
This camera component uses the active user's eyes as a camera function.
If the user's sights are damaged, the range will be forced to the near
setting. If the user is unconscious/dead/blinded or has no eyes, the
stream will be cut off.
It has an option to set the camera range (near 5x5/far 14x14).

<img width="136" alt="polaroid camera"
src="https://github.com/tgstation/tgstation/assets/80724828/7c4d53df-b4af-4f7c-8942-a63842510720">

* Polaroid Camera Add-On
This camera component streams to a camera network. The camera range is
hardcoded to the near setting (5x5).

<img width="136" alt="airlock camera"
src="https://github.com/tgstation/tgstation/assets/80724828/5d9e9d55-49fc-45a7-99c8-aaf1ae08f6d1">

* Airlock Camera
This camera component streams to a camera network. The camera range is
hardcoded to the near setting (5x5).

### Features

* The cameras can be EMP'd and will be disabled for 90 seconds if
successful
* When the cameras are active, they will actively drain the cell's power
per second (near range uses 3kJ & far range uses 8kJ)
* Advance camera console/AIs can use these cameras, however the camera
light is disabled (they will be useless in dark areas)

### Screenshots In Action
<details>
This is the drone camera viewed on a security camera console<br>
<img width="425" alt="near"
src="https://github.com/tgstation/tgstation/assets/80724828/e5247828-0fee-4552-9e70-5e5ee897c117"><br>
This is the same drone, now set to the far range setting<br>
<img width="425" alt="far"
src="https://github.com/tgstation/tgstation/assets/80724828/e58e3e85-aa90-4f1a-9dff-957c65764b77"><br>
</details>

## Why It's Good For The Game
This promotes emergent gameplay and improves the overall usefulness for
drones as they can be 100% used remotely.

## Changelog
🆑
add: Added new circuit camera components
qol: Circuit drones can now recharge at recharge stations
/🆑

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
2024-06-08 10:49:49 +00:00
tmyqlfpir
53518e043b Circuit editor QoL and new circuit components (#82969)
## About The Pull Request

This PR introduces a number of minor quality of life improvements to
already existing circuit components, and adds three new components.

<img width="600" alt="preview"
src="https://github.com/tgstation/tgstation/assets/80724828/85d39b6d-b055-430e-8996-0da088616887">

## Why It's Good For The Game

This improves the overall experience for circuits.

### UI changes

<img width="550" alt="grid aligned"
src="https://github.com/tgstation/tgstation/assets/80724828/cc7b43b5-292f-4643-beab-e01ae675fb19">

Grid align is now an option for circuit designers. It will round objects
to the nearest 10px units internally, and can be toggled on/off by the
new additional button beside the component menu button. This makes
circuits easier on the eyes as things are pixel perfect aligned.

<img width="814" alt="tooltips"
src="https://github.com/tgstation/tgstation/assets/80724828/0d31c98f-3be9-46e0-ab37-20bac3799112">

All three buttons have been given tool tips.

### Tweaked Components

<img width="136" alt="voice activator"
src="https://github.com/tgstation/tgstation/assets/80724828/21dd0f65-cb98-4bd5-aeb0-63315e842cb6">

* Adds a on/off flag to the voice activator component
-- This saves power for circuits as you're not forced to use a compare
flag check to turn off voice activation

<img width="136" alt="speech"
src="https://github.com/tgstation/tgstation/assets/80724828/9137b76c-3077-4597-8411-2d9694b39e9e">

* Adds a quiet mode flag to speech component
-- This is ideal when you want a device to speak, but don't want other
people to hear. A good example would be a handheld translator that you
only want to hear yourself.

### New Components

<img width="136" alt="ntnet list literal"
src="https://github.com/tgstation/tgstation/assets/80724828/657c851b-d442-4a63-8650-410cb8e76089">

* An NTNet Send component that allows everything to be input much like
the list literal component
-- This makes sending stuff over NTNet easier for the user, and use less
power as it won't require an additional list literal component

<img width="136" alt="compare health state"
src="https://github.com/tgstation/tgstation/assets/80724828/0bed076c-3aa1-4931-af90-2b9eb8e1ae9a">

* A health comparison component that checks the entity's health state,
and can return true or false depending if the entity is alive, sleeping,
unconscious, critical or dead
-- This could be achieved by using a health sensor and a compare
component, however it lacks the ability to know when a entity is
unconscious or sleeping

<img width="136" alt="toggle"
src="https://github.com/tgstation/tgstation/assets/80724828/7017b6bf-937a-42ad-87f3-4f1134853ac3">

* A quick toggle component to allow the switching between a true and
false state
-- This could be achieved by using a logic component and self linking,
however this makes it far easier for newcomers to make something as
simple as an on/off switch (such as a handheld translator which uses the
front button to turn on/off)

## Changelog
🆑
qol: Add tooltips to circuit editor buttons
qol: Add grid alignment mode to circuit editor
add: Added new compare health state component
add: Added new NTNet send list literal component
add: Added new toggle component
qol: Added activity toggle to voice activator component
qol: Added quiet mode to speech component
qol: NTNet send component will not use power/trigger if NTNet is offline
/🆑
2024-05-15 19:31:18 +00:00
san7890
c403a6eccc Wraps lowertext() to ensure proper stringification. (#82442)
## About The Pull Request

Fixes #82440

This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not
lost on me) to wrap around all calls of `lowertext()` and ensure that
whatever we input into that proc will be stringified using the `"[]"`
(or `tostring()` for the nerds) operator. very simple.

I also added a linter to enforce this (and prevent all forms of
regression) because I think that machines should do the menial work and
we shouldn't expect maintainers to remember this, let me know if you
disagree. if there is a time when it should be opted out for some
reason, the linter does respect it if you wrap your input with the
`UNLINT()` function.
2024-04-10 12:19:43 -07:00
Pickle-Coding
c1f11f26ce Converts arbitrary energy units to the joule. Fixes conservation of energy issues relating to charging cells. (#81579)
## About The Pull Request
Removes all arbitrary energy and power units in the codebase. Everything
is replaced with the joule and watt, with 1 = 1 joule, or 1 watt if you
are going to multiply by time. This is a visible change, where all
arbitrary energy units you see in the game will get proper prefixed
units of energy.

With power cells being converted to the joule, charging one joule of a
power cell will require one joule of energy.

The grid will now store energy, instead of power. When an energy usage
is described as using the watt, a power to energy conversion based on
the relevant subsystem's timing (usually multiplying by seconds_per_tick
or applying power_to_energy()) is needed before adding or removing from
the grid. Power usages that are described as the watt is really anything
you would scale by time before applying the load. If it's described as a
joule, no time conversion is needed. Players will still read the grid as
power, having no visible change.

Machines that dynamically use power with the use_power() proc will
directly drain from the grid (and apc cell if there isn't enough)
instead of just tallying it up on the dynamic power usages for the area.
This should be more robust at conserving energy as the surplus is
updated on the go, preventing charging cells from nothing.

APCs no longer consume power for the dynamic power usage channels. APCs
will consume power for static power usages. Because static power usages
are added up without checking surplus, static power consumption will be
applied before any machine processes. This will give a more truthful
surplus for dynamic power consumers.

APCs will display how much power it is using for charging the cell. APC
cell charging applies power in its own channel, which gets added up to
the total. This will prevent invisible power usage you see when looking
at the power monitoring console.

After testing in MetaStation, I found roundstart power consumption to be
around 406kW after all APCs get fully charged. During the roundstart APC
charge rush, the power consumption can get as high as over 2MW (up to
25kW per roundstart APC charging) as long as there's that much
available.

Because of the absurd potential power consumption of charging APCs near
roundstart, I have changed how APCs decide to charge. APCs will now
charge only after all other machines have processed in the machines
processing subsystem. This will make sure APC charging won't disrupt
machines taking from the grid, and should stop APCs getting their power
drained due to others demanding too much power while charging. I have
removed the delays for APC charging too, so they start charging
immediately whenever there's excess power. It also stops them turning
red when a small amount of cell gets drained (airlocks opening and shit
during APC charge rush), as they immediately become fully charged
(unless too much energy got drained somehow) before changing icon.

Engineering SMES now start at 100% charge instead of 75%. I noticed
cells were draining earlier than usual after these changes, so I am
making them start maxed to try and combat that.

These changes will fix all conservation of energy issues relating to
charging powercells.
## Why It's Good For The Game
Closes #73438
Closes #75789
Closes #80634
Closes #82031

Makes it much easier to interface with the power system in the codebase.
It's more intuitive. Removes a bunch of conservation of energy issues,
making energy and power much more meaningful. It will help the
simulation remain immersive as players won't encounter energy
duplication so easily. Arbitrary energy units getting replaced with the
joule will also tell people more meaningful information when reading it.
APC charging will feel more snappy.
## Changelog
🆑
fix: Fixes conservation of energy issues relating to charging
powercells.
qol: APCs will display how much power they are using to charge their
cell. This is accounted for in the power monitoring console.
qol: All arbitrary power cell energy units you see are replaced with
prefixed joules.
balance: As a consequence of the conservation of energy issues getting
fixed, the power consumption for charging cells is now very significant.
balance: APCs only use surplus power from the grid after every machine
processes when charging, preventing APCs from causing others to
discharge while charging.
balance: Engineering SMES start at max charge to combat the increased
energy loss due to conservation of energy fixes.
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-03-23 16:58:56 +01:00
John Willard
aace5f46f4 You can do more things while floored (#81641)
## About The Pull Request

While on the floor, you can:
- Use the UIs of Atmos machinery (except thermomachine and bluespace gas
vendor), Holopads, Crayons (spray cans too), radios, and Disposal bins
- Close extinguisher cabinets with Right-Click
- Click and drag yourself onto a photocopier to climb onto it.

I also changed all instances of ``ui_status`` to have all the args it's
being passed, I was messing with it a bit but it's gonna be for a later
PR.

## Why It's Good For The Game

It's an extra layer of harmless realism, also nice QoL for people who do
not have functional legs and do not have a wheelchair.

## Changelog

🆑
qol: You can use atmos machines, holopads, crayons, spray cans, and
disposal bins while floored.
fix: You can close extinguisher cabinets while floored.
fix: You can climb onto a photocopier from the floor.
/🆑
2024-02-26 18:34:20 +01:00
MrMelbert
c85f84245d Fix love not working right before Valentines day (VERY HIGHI priority) (#81440)
## About The Pull Request

The parent new call is what handles showing the alt appearance to the
mob

So we add the alt appearance to our date, try to show to any mob, it
fails (there is no seer), then set seer

Fixes this by fixing the order

## Changelog

🆑 Melbert
fix: You can once again see love on Valentines Day
/🆑
2024-02-12 22:29:50 +01:00
MrMelbert
3978e6ffd7 Fix bad reference management in object overlay circuit (#81338)
## About The Pull Request

`/obj/item/circuit_component/object_overlay` handled the wrong
references when implementing `Destroy`.

## Changelog

🆑 Melbert
fix: The object overlay circuit component will no longer take things
with it.
/🆑
2024-02-08 08:43:30 +13:00
Watermelon914
bfb6ed3273 Fixes integrated circuit speech logging (#80706)
## About The Pull Request
get_creator() returns a printable string rather than a mob, so it
doesn't need key_name() here

## Why It's Good For The Game
Bugfixes

## Changelog
🆑
fix: Fixed integrated circuit speech logging
/🆑

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2024-01-02 14:06:23 +01:00
SyncIt21
d36a5af64f Removes material breakdown flags, traits & miscellaneous fixes. (#80389)
## About The Pull Request
1. Removes material breakdown flags i.e. all flags with the format
`BREAKDOWN_XXX`. These flags do nothing, there are no special checks to
transform materials based on these flags, they are passed around just
because certain procs require them for syntax purposes only.

Apparently there were plans to make these flags do something special
from the comment

302247c0d1/code/__DEFINES/construction/material.dm (L43)
But nobody got any ideas for years now. The only special thing we can do
with them now is remove them and reduce code clutter, so let's do that
    
The only flag that ever did something was the
`BREAKDOWN_INCLUDE_ALCHEMY` flag. This only worked when coupled together
with `TRAIT_MAT_TRANSMUTED` trait(which is only used by the reagent
metalgen) and when both this trait & flag are combined together... they
still do nothing

302247c0d1/code/game/atom/atom_materials.dm (L41-L42)
Yup they cancel out each other to prevent returning an empty list, the
traits only job was to prevent materials from being recycled (like why?
what's the benefit of that? nothing) and the flag was meant to bypass
this restriction so both the trait & the flag cancel out each other
therefore doing nothing meaningful. Best remove them both and call it a
day.

2. Fixes an error in displaying number of sheets inserted into a mat
container when that sheet is made up of alloy materials. it would count
as 2 or more because it would take the sum of total material amount
inserted and not the actual sheets. That's fixed now.

3. Remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag

4. Adds helper proc to insert materials via the remote material
component with proper context

## Changelog
🆑
fix: mat container displays correct number of sheets inserted for alloy
materials.
fix: remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag.
code: removes material breakdown flags and related traits.
code: adds helper proc to insert materials via the remote material
component with proper context.
/🆑
2023-12-25 02:29:26 +01:00
Y0SH1M4S73R
95f01c9620 Circuit action button refactor (#80379)
## About The Pull Request

This PR makes several changes to how circuit action buttons work:
- The MOD action and BCI action components have been merged into a
single component.
- MOD circuit actions can be pinned from the configuration menu. This
works the same way as pinning individual modules, and can be done both
by the wearer and a suit AI.
- Action components have an output pin for the user of the action. This
allows MOD module circuits to distinguish between the wearer and an AI.
- Creates a supertype for `/datum/action/item_action/mod/pinned_module`
named `/datum/action/item_action/mod/pinnable`, which implements common
functionality for pinned modules and pinned circuit module actions.

## Why It's Good For The Game

The prior functionality of circuit MOD actions was somewhat unintuitive,
requiring the user to select an action from a radial menu *after*
activating the module, whether from a pinned action or from the module
radial. Providing similar pinning functionality to modules themselves
makes MOD actions more readily usable.

Merging the two different types of circuit components into one was made
with the idea that adding new types of shells with equipment actions
would inflate the number of subtypes of
`/obj/item/circuit_component/equipment_action` without adding much
meaningful functionality.

## Changelog

🆑
qol: MOD wearers and internal AIs can pin the individual actions in a
MOD circuit module in a similar way to how they can pin modules. Circuit
module actions can be pinned from the configuration menu of the circuit
refactor: The MOD action and BCI action components have been merged into
one component - the Equipment Action component.
/🆑
2023-12-23 18:52:33 +00:00
distributivgesetz
f8b41f9442 Changes occurrences of recieve in code to receive (#80065)
## About The Pull Request

I've stumbled across this enough to finally go through the entire
codebase and fix it. I left out changelogs simply because rewriting
history logs is bad.
## Why It's Good For The Game

I find it pretty annoying because I stumble across words that are
misspelled for a few seconds, and I'm likely not the only one who feels
like this. Less spelling mistakes in code are better.
## Changelog
🆑
spellcheck: Occurrences of "recieve" has been changed to "receive".
/🆑
2023-12-02 14:50:57 -07:00
Time-Green
9d6e70171a Adds arctangent 2 component to circuits (#79892)
## About The Pull Request
Adds an arctangent 2 component (atan2)

## Why It's Good For The Game

It's made to convert offsets into angles, something thats pretty useful
in a coordinate based game
## Changelog
🆑
add: Adds an arctangent2 component to circuitry!
/🆑
2023-11-24 20:04:49 +00:00
Watermelon914
00be4978ae Adds a user type to integrated circuits, refactors the list pick component. (#79412)
## About The Pull Request
Added a user type to integrated circuits that can't be stored as a user
type but can be typecasted to entity. Useful for components that
directly ask for an input from the user, like the list pick component.

Refactored the list pick component to use this user port and to also
send failure signals whenever a success signal is not sent.
Removed the triggered port for the list pick component.

Also fixes a runtime that occurs with the list pick component if the
list passed in only contains null values.

## Why It's Good For The Game
Can't force a prompt onto people who haven't interacted with your
circuit.

## Changelog
🆑
add: Added a user type to integrated circuits
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2023-11-06 23:10:04 +01:00
Zephyr
9ebf319e6a fixes signal circuit not working | refactors name of timer cooldown macros to be inherent, also docs them (#79367)
## About The Pull Request

Title
## Why It's Good For The Game

Less headache in the future for a macro thats not really obvious in what
it does
## Changelog
🆑
fix: signals in circuits now actually function
/🆑
2023-10-31 10:58:48 +00:00
Zephyr
e9448ad37d Updates signaler investigate code | Adds some nice QOL changes for signalers | Enforces cooldown on signaler circuitry (#78974)
## About The Pull Request

See title.
If someone was abusing signalers previously to cause server lag, going
into list signalers would actually cause even worse lag as byond sat
there and processed thousands of items into a string over and over,
which would cause string format operations on longer and longer strings,
resulting in more and more overhead. This is bad.
So instead there is now a limit to the size of the list, currently I
have that set to 500 although I am open to increasing and even reducing
the number.

I have also made signalers slightly more intuitive by having the
cooldown actually displayed in the ui as a tooltip instead of just being
a secret feature you didnt know about unless you code dived. Also made
the cooldown actually respected by things such as circuitry where it
didnt even implement the cooldown and would happily send as many signals
as you had items connected to your proximity circuit.
## Why It's Good For The Game

Admins won't accidentally kill the server by trying to parse a lag
machines signal list. Players lagging the server? No, how about the
admins trying to fix it!

## Changelog

🆑
qol: signalers now tell you their cooldown and also use balloon alerts
/🆑
2023-10-21 20:18:59 +01:00
LemonInTheDark
2532911353 Adds pathmaps, refactors pathfinding a bit (#78684)
## About The Pull Request

Implements /datum/pathfind/sssp, which generates /datum/path_map

/datum/path_maps allow us to very efficently generate paths to any turf
they contain from their central point.

We're effectively running the single source shortest paths algorithm.
We expand from the center turf, adding turfs as they're found, and then
processing them in order of addition.
As we go, we remember what turf "found" us first. Reversing this chain
gives us the shortest possible path from the center turf to any turf in
its range (or the inverse).

This isn't all that useful on its own, outside of a few niche cases
(Like if we wanted to get the farthest reachable turf from the center)
but if we could reuse the map more then once, we'd be able to swarm
to/from a point very easily.

Reuse is a bit troublesome, reqiures a timeout system and a way to
compare different movables trying to get paths.
I've implemented it tho. I've refactored CanAStarPass to take a datum,
/datum/can_pass_info. This is built from a movable and a list of access,
and copies all the properties that would impact pathfinding over onto
itself.

There is one case where we don't do this, pathing over openspace
requires checking if we'd fall through the openspace, and the proc for
that takes an atom.
So instead we use the weakref to the owner that we hold onto, and hold
copies of all the values that would impact the check on the datum.

When someone requests a swarmed path their pass info is compared with
the pass info of all other path_maps centered on their target turf. If
it matches and their requested timeout isn't too short, we just reuse
the map.

Timeout is a tricky thing because the longer a map exists the more out
of date it gets.
I've added a few age defines that let you modulate your level of risk
here. We default to only allowing maps that are currently
being generated, or finished generating in our tick. 
Hopefully this prevents falling into trouble, but consumers will need to
allow "failed" movements.

As a part of this datumized pass info, I've refactored pathfinding to
use access lists, rather then id cards directly. This also avoids some
dumbass harddel oppertunities, and prevents an idcard from changing mid
path.

Did a few things to the zPass procs, they took args that they did NOT
need, and I thought it'd be better to yeet em.

If you'd all like I could undo the caching/can_pass_info stuff if you'd
all like. I think it's useful generally because it avoids stuff changing
mid pathfind attempt, but if it's too clunky I could nuke it.

Oh also I added optional args to jps that constricts how it handles
diagonals. I've used this to fix bot paths.

## Why It's Good For The Game

Much of this is redundant currently. I'm adding it because it could have
saved hugglebippers, and because I get the feeling it'll be useful for
"grouping" mobs like bees and such.
We're doing more basic mob work currently and I want to provide extra
tools for that work.


https://github.com/tgstation/tgstation/assets/58055496/66aca1f9-c6e7-4173-9c38-c40516d6d853

## Changelog
🆑
add: Adds swarmed pathfinding, trading accuracy for potential
optimization of used correctly
fix: Bots will no longer take diagonal paths, preventing weirdo looking
path visuals
refactor: Refactored bits of pathfinding code, hopefully easier to add
new pathfinding strategies now
/🆑
2023-10-17 23:52:54 -06:00
Watermelon914
52b9c952b9 Adds associative list manipulation to circuits, updates a few list circuit components. (#77803) 2023-08-27 11:36:20 -04:00
san7890
de3fb72973 Adds Radio Circuit Component Signaler to list-signalers (#76613)
## About The Pull Request

Fixes #76503

Probably important for this stuff to be logged.
## Why It's Good For The Game

Helps admins figure out the signallers that are signalling, and who
triggered the signaller.
## Changelog
🆑
admin: If a circuit component outputs a radio signal, it should now be
logged in list-signalers.
/🆑
2023-07-10 18:19:32 +01:00
LemonInTheDark
ae5a4f955d Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request

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

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

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

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

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

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

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

## Why It's Good For The Game

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

## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
2023-06-09 06:14:31 +00:00
Watermelon914
9fd0b4e770 Fixes bypassing integrated circuit cooldowns with module components. (#75581)
## About The Pull Request
See title.
In order for this change to work, these components will not work if
there is no shell, but this will change nothing user-facing because all
player-facing circuits require shells to function in the first place
anyways.

## Why It's Good For The Game
Fixes a cooldown bypass bug.

Closes #75580

## Changelog
🆑
fix: Fixed bypassing component cooldowns with module components.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2023-05-22 18:55:11 -06:00
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
oranges
4c48966ff8 Renames delta time to be a more obvious name (#74654)
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects

regexes used

git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
2023-04-11 21:31:07 -07:00