* base
* reasons
* GetToken proc, with a many remarks
* Add a way to change reason in transfer_money proc. Add a reasons.
* Reason to use the app. Commission. Standard application.
* Apply suggestions from code review - Tralezab
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Tralezab & jlsnow301 advices. New format(everywhere)
* Nanotrasen
* Refactor TGUI(not me:( ). Fix useless capitalize
* Update code/modules/economy/account.dm
* Trans transforms in transaction
* coMmission. little autodoc mistalke. Translation != Transaction
* oops
* Merge Conflict
* ...
* back feats
* mistakes bye!
* ну да
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Makes condiments their own subtype, fixes geese, prepares for merging
* Fixes geese checking drink type instead of edible foodtype to eat gross food.
* Renames foodtype var on drinks to drink_types to prevent above from happening again because it KEEPS HAPPENING. DRINKS AREN'T FOOD!
* Makes Condiments their own subtype of reagent_containers because they don't make any use of being a subtype of food, at all.
* Starts moving things from food to /food/drink subtype in preparation for merging /food/drink with /drink
* fully removes Food subtype
* /reagent_containers/drinks are now /reagent_containers/cup - This is so it's no longer confused with eachother.
* /food/drinks is now /reagent_containers/cup/drinks, so we can keep their special abilities.
* Fixes a LOT of errors with food, which are STILL checking the reagent_containers, despite ACTUAL food being refactored away from it a long time ago.
This doesn't compile yet, but I do want to make sure my progress is well tracked.
* remove copypaste code, changes soda cans
* Removes most copy paste code between the two drinks, moving most stuff to parent whenever needed.
* Made soda cans their own subtype since they didn't share anything with glass bottles anyways.
* Fixes more problems with food/drinks, especially with geese. Geese really were just broken this whole time and no one said a word...
* Removes a snowflake signal, now that both drink types share a common one.
* Adds everything to the .dme
Currently my goal is to get this all compiling, then remove isGlass var by making glass be all glass ones only.
* Moves all icons into a single drinks dmi
I'm not that great at icon stuff, hopefully I didn't forget/break anything.
* Turns juices into their own subtype
This allows us to let them check for type in molotov, to both get rid of a use of isGlass, and so non-glass non-cartons don't show up as 'carton'.
* fixes compile issues, adds updatepaths
* a better updatepaths
* updates the damn maps now
* properly names the updatepath
* how did that get there
* i suck at handling merge conflicts
* how am i this bad
* code improvement and soda fix
* more fixes
* Don't be a timer
Ports from old food bottles to trans the reagents, rather than add a timer to.
* Merge conflicts and fixes bottle smashing
* Bottle smashing is now consistently functional regardless of how much liquid they have in them, when before it would spill first, then smash on the second hit.
* runs updatepaths again
About The Pull Request
replaces a ton of log_game with user.log_message so the log is added to individual and global logs.
adds a few logs for individual LOG_VICTIM, LOG_ATTACK etc logging.
adds logging for bluespace launchpad's tele coords being changed.
took the word "has" out of log_combat, as it's extra and just lengthens the log.
Why It's Good For The Admins
It's extremely laggy to open game.txt so an alternative is individual game logs
Changelog
cl
admin: A lot of game logs will now also be in individual game logs, for convenience in log diving.
admin: Added logging for bluespace launchpad x and y offset changes, which go to individual game logs.
admin: Attack logs will now be slightly shorter, one useless word was removed.
/cl
Why It's Good For The Game
Ninja code is pretty bad, I think it's best to move away into nice modular stuff instead.
Changelog
cl Fikou, PositiveEntropy, Nerevar, InfraRedBaron
refactor: the ninja space suit is now a modsuit
fix: fixes dash beams not working
/cl
Converts PDA functions and applications over to modular tablets and devices, namely the messaging function. HREF data code is quite honestly clunky and difficult to work with, as I've definitely experienced whilst working on this. By moving from this system over the easier to read (and frankly, easier to add to) TGUI system, you get cleaner looking and more user friendly UIs and a greater degree of standardization amongst other UIs.
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
This PR updates and refreshes the whole of black market code for improved usability as well as to better sell the backbone of the content behind the blackmarket in-game.
For starters, the datums for the black market were designed around not being specific to the black market. Reading the code, it was intended to allow for multiple blackmarket_markets to be added after it's original inclusion, which was passed up as a result of what I'd guess is a branding issue, as every datum associated with the blackmarket was labeled... as for the black market, nothing else.
So to begin I've renamed most of the backend of the blackmarket code to just market instead, datum/market, datum/market_order, datum/market_item, datum/market_uplink(/blackmarket). The works.
Next, QOL change to how blackmarket uplinks were implemented: Now, instead of having to manually load credits into a black market uplink by hand, then choose to buy things using the uplink, they instead just draw from the user's ID card, checks for a bank account, and purchases through that, with quick inputs added when purchases are successful and warnings when a purchase cannot be made.
Lastly, code change. In an old economy PR of mine I standardized purchased cargo items to use the CARGO_CRATE_VALUE define, and for vendible items to use paycheck defines instead. In that PR I rebalanced quite a bit of prices as a result, but this got passed up when that happened. I'll leave the balancing for another time then, but this updates the code of market_item datums to use CARGO_CRATE_VALUE for their upper and lower cost ranges to maintain that standard.