* TGUI Destructive Analyzer (#79572)
## About The Pull Request
I made this to help me move more towards my goals [laid out
here](https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA) which currently doesn't
have much interest.
This makes the Destructive Analyzer use a little neat TGUI menu instead
of its old HTML one. I also touch a lot of science stuff and a little
experimentor stuff, so let me explain a bit:
Old iterations of Science had different items that you can use to boost
nodes through deconstruction. This has been removed, and its only
feature is the auto-unlocking of nodes (that is; making them visible to
the R&D console). I thought that instead of keeping this deprecated code
around, I would rework it a little to make it clear what we actually use
it for (unhiding nodes).
All vars and procs that mentioned this have been renamed or reworked to
make more sense now.
Experimentor stuff shares a lot with the destructive analyzer, so I had
to mess with that a bit to keep its decayed corpse of deprecated code,
functional.
I also added context tips to the destructive analyzer, and added the
ability to AltClick to remove the inserted item. Removing items now also
plays a little sound because it was kinda lame.
Also, balloon alerts.
## Why It's Good For The Game
Moves a shitty machine to TGUI so it is slightly less shitty, now it's
more direct and compact with more player-feedback.
Helps me with a personal project and yea
### Video demonstration
I show off connecting the machine to R&D Servers, but I haven't changed
the behavior of that and the roundstart analyzers are connected to
servers by default.
https://github.com/tgstation/tgstation/assets/53777086/65295600-4fae-42d1-9bae-eccefe337a2b
## Changelog
🆑
refactor: Destructive Analyzers now have a TGUI menu.
/🆑
* TGUI Destructive Analyzer
* Modular
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Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Advanced Robotics Techweb Tweak and General Techweb QOL (#78985)
## About The Pull Request
This PR is half a successor to #77399, and half QOL changes. When I made
the old PR, I originally wanted to add a scanning experiment to the
advanced robotics node, but several people (including at least one
maintainer) had reservations with this idea. My plan was to make the
experiment be completed automatically, instead of needing someone to
wave the scanner around, but as it turns out the experiment system is
just fundamentally not designed for experiments like that.
Now I've realized that there doesn't really need to be a new experiment.
So now the advanced robotics node is just not dependent on neural
programming, and that's it. No cost increase, no experiment needed.
As for the QOL changes, it just allows certain experiments to be
completed earlier than they otherwise would be. Normally, for an
experiment to even be available for completion, you need to get at least
one prerequisite node for one of the nodes the experiment benefits (as
in, one of the nodes it is required for or grants a discount too).
However, this sometimes means that you can't complete an experiment even
if you have the means to do it. Nonhuman autopsy is a good example; you
can autopsy a nonhuman corpse right at the start of a round, but the
experiment won't actually be completed unless biological technology has
been researched. The tier two laser experiment is another example. You
get access to tier two lasers necessary for the experiment by
researching industrial technology, but the experiment itself is locked
behind electromagnetic theory.
Now, the nonhuman autopsy experiment, divergent biology experiment, and
all medium and high grade material scanning experiments are unlocked
round-start. The tier two lasers experiment is unlocked by industrial
engineering.
## Why It's Good For The Game
For the advanced robotics change, I'll just quote myself from the last
PR:
> Robotics should not be dependent on an entirely different department
to access their core job content. Such dependencies encourage tiding and
other toxic interactions between departments.
For the QOL changes, it makes the whole system a lot more
newbie-friendly. For the autopsy especially, its common to see new
coroners autopsy the nonhuman bodies first and the human one second.
This means that, when the nonhuman autopsy experiment is actually
unlocked, there aren't any nonhuman bodies left to autopsy. Now it
doesn't matter which order they're autopsied in.
## Changelog
🆑
qol: Nonhuman autopsy, Tier Two Lasers, and several other experiments
can now be completed earlier.
balance: Advanced robotics techweb node no longer requires neural
programming node.
/🆑
* Advanced Robotics Techweb Tweak and General Techweb QOL
---------
Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
* Feature: bitrunner, a new supply role (READY)
* Delete bepis.dm
* Conflicts
* Update dynamic_rulesets_midround.dm
* Fixing this invalid icon file path
It was trying to use the aesthetics one
* Bepis is dead
* New digi sprites courtesy of CandleJaxx!!
Now in the correct branch!
* Fixing merge conflict
* bitrunning hotfixes [NO GBP]
* Modular health adjustments
* Revert "Modular health adjustments"
This reverts commit 0ff3c48d398f6c1aac51cdf8fecaf869491bbc86.
* Modular health adjustments
Only this one should be necessary
* The screenshot test
* Bitrunner den for voidraptor (FOR #23865) (#23891)
* no shower in sight
* lets bitrunners actually get to their room and spawn there
* New digi sprites courtesy of CandleJaxx!!
* Revert "New digi sprites courtesy of CandleJaxx!!"
This reverts commit eea9f47de256dd407c78450bc8f2a09b814f93e9.
---------
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Removes bitrunning unit tests (#78607)
## About The Pull Request
Removes the fraction of unit tests I thought would be safe.
Not thrilled that I have to exclude ALL unit tests now, but hey.
The issue is that atmos attempts to process on a turf which hasn't
initialized yet.
## Why It's Good For The Game
Other PRs can pass checks now
## Changelog
N/A
* Update birdshot.dmm
* Tweaks the BEPIS category of the bitrunning order console
* Adds back the flashdark that we had skyrat edited in
* Update tgstation.dme
* Fixes Voidraptor bitrunning den not being connected to the powergrid
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Removes dead code in techwebs, alongside some truly evil macros (#61936)
fuck you kevin
* Removes dead code in techwebs, alongside some truly evil macros
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* tgui Preferences Menu + total rewrite of the preferences backend
* nah, we dont need to ping those people
* trying to remove the funny stuff
* unmodularizing this
* prefs reset
* this may need to be reverted, who knows
* okay, this part
* perhaps
* EEEEEEEEE
* unsanitary
* E
* Stage 1 + loadout system
* more fixes
* E
* I mean, it launches?
* More fixes and reorganisation
* E
* customisation code is spaget.
* disable ERP prefs
* Update erp_preferences.dm
* Update erp_preferences.dm
* E
* Slowly getting there
* It may be time for help :)
* tri...colors... help
* preferences now pass preferences
* Update dna.dm
* Fuck this man
* missing savefile return, set_species works, removed dumb stuff from updateappearance
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8199
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8224
* https://github.com/tgstation/tgstation/pull/61519
* https://github.com/Skyrat-SS13/Skyrat-tg/pull/8278
* e
* le butonAZARAK HELLO
* hhh
* Proper recognition where it's due, MrMelbert!
* EEEE
* examine block
* Better gen hit sounds from whitedream
* final loadout touches, more bug fixes im sure to come
* i said there would be bugfixes
* Update LoadoutManager.js
* Missing preferences in the html menu
* LIVE TESTING PHASE BABY
* Update LoadoutManager.js
* EEE
* LAUNCH TEST FIRE
* Update job.dm
* Update new_player.dm
* 50gb DAY ONE PATCH
* EEE
* Update preferences.dm
* buggle fixes
* Update examine.dm
* >LOOC starts on
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
* Fixes RnD experiment discounts applying indefinitely (#61258)
Discount experiments have been decreasing required points for nodes indefinitely, resulting in research costs being like Industrial Engineering here:
Curiously, this didn't mean free research points for reasons unknown to me.
I believe this has been going on for the entire lifespan of Experisci and nobody reported it. Yet here I am, an RnD main fixing something that's my lifeblood.
Discounts aren't supposed to grow into 1450%+ discounts over time.
RnD discount experiments now reduce the proper amount of points needed instead of gradually growing into a 100% free tech node.
* Fixes RnD experiment discounts applying indefinitely
Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
* Squashes Commits, has BEPIS, Techs, TGUIs, Rewards, and fixes.
* Makes rewardable techs a variable in all_nodes, and removes RnD Points rewards from the minor reward pool.
* Fixes conflict with pubby and beam icon.
* Review comments and basic cleanup A
* Review Comments and basic cleanup B, also cleans up icon states to work fluidly.
* Map Update
* Indentation, flipped Update_decal_path, and rebuilds tgui
* One last clean up of icon_state, adds the last bit of changes from review, and that should be everything.
* Alright last change for real I swear 105%
* Last change, adds simple sanity check for silicons.
* Moved Human and card variables into ui_interact.
* Fixes map conflict
* Alright Review Round 2 Part A, Fixes Grammar, splits polycircuit into it's own file, UI QOL improvements, Withdrawing credits, changes from arbitary values on the mini RLD, etc.
* More review bits, Part 2:B. Easier returns for less processing, Defines, fixes the merge conflict and updates the UI with new buttons. Just need to figure out Button Mapping for the UI and Duplicate prevention.
* Implemented duplicate tech protection. Yeet.
* Get back in there you
* Alright why are you breaking on me god damnit.
* It's optimized, closer to god, nearly perfect, all together it's ready to ship.
* Cleans up all of the decal painter, shorter, cleaner, works around all the turf_decal quirks.
* Tab spacing on github will look fucky
* More review changes.
* Uses use_power == ACTIVE_POWER_USE instead of powered except for the UI
Several of the greps were missing the `-P` switch which caused them to
fail to match things. The EOL grep also wasn't working right so I
replaced it with the one I added to TGMC.
Adds a new abductor themed shuttle to the game, available for 8k
credits! The shuttle is only unlocked after alien technology has been
researched!
The shuttle offers some unique items and layout compared to others
currently available. Two singular entrances with the brig in the back
means security needs to walk prisoners to the brig area to secure them.
Unique unlock mechanism encourages either bringing alien tech back from
Lavaland or stealing some from an abductor.
A few unique items aboard, including alien tools, the experimental
cloner, and a void core can provide interesting opportunity if utilized
in the window of time that the shuttle is on station.
Yeah yeah I know no opening too many WIP PRs but this one's [ready] and I want to make sure any furthur techweb development doesn't keep using the old reference system which will make refactoring it harder, and this makes it easier for coders to do stuff in theory (at least for me), standardizes getting a node/design, and makes stuff actually GC properly.