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Author SHA1 Message Date
DATAxPUNGED 3cbbefa742 Mini Fridges now have a grimy subtype, can go over tables, and start off anchored. (#76517)
## About The Pull Request

/obj/structure/closet/mini_fridge is now a clean nice one, which only
spawns beverages and does not have that cockroach reference in the
description, and starts off anchored. now
/obj/structure/closet/mini_fridge/grimy works like the old mini-fridge,
with syndicake, moldy bread, and now the chance of an ACTUAL cockroach.
I've replaced them on maps according to each one's needs, So, as an
example, Northstar gets a regular one (it var edited it before) while
tram maints get the grimy subtype.
mini-fridges now can properly go over tables, so you don't have to
deconstruct said table to put it on top again.
## Why It's Good For The Game

I've found the need for a nice subtype while doing a ruin, and so has a
few other mappers apparently, as northstar had a var edited variant. The
fact that it couldn't go over tables and started off unanchored was
annoying on tram and icebox, where it is present on the kitchen and you
could easily push it to the ground and suffer.
## Changelog
🆑
qol: It has been issued brand new mini-fridges for our active stations,
Featuring more booze and less moldy pizza!
/🆑
2023-07-08 09:49:44 -07:00
SyncIt21 2068ea9ab5 Crate, Closet Refactors & Access Secured Stuff (#74754)
## About The Pull Request
This PR is actually 2 parts, one that fixes runtimes with crates & the
other that allows secured closets to be crafted
along with a secured suit storage unit

**Crate Fixes**

Fixes #74708

The problem starts here

https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/crates.dm#L31-L34
Not only does this if condition look ugly but it's highly error prone
because one single call to `update_appearance()` can cause this to fail,
and sure enough if you look at the parent `Initialize()` proc it calls
just that

https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/closets.dm#L81-L88
Since we know the appearance is guaranteed to be changed in some way
before the if condition gets executed let's check what the final state
of the crate would be before this if check

https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/crates.dm#L54-L56
We see that the final icon state depends on the variable `opened` so if
we want to place/spawn a crate that is opened at round start we have to
ensure that `opened = TRUE` so the `if(icon_state ==
"[initial(icon_state)]open")` succeeds and does its job correctly.
Sadly we did dum shit like this
```
/obj/structure/closet/crate{
	icon_state = "crateopen"
}
```
throughout the entire code base, we thought backwards and were only
concerned in making the closet look open rather than setting its correct
variables to actually say that it is opened. because none of these
crates actually set `opened = TRUE` the final icon state becomes just
"crate" NOT "crateopen" therefore the if condition fails and we add the
component

https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/crates.dm#L36-L37
with the wrong parameters, so when closing the closet after_close()
removes the component with the wrong arguments

https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/crates.dm#L81-L84
that is does not unregister the signals and readds the component i.e.
re-registers the signals causing runtime.

The solution just do this
```
/obj/structure/closet/crate/open[mapping helper]
```
To clearly state that you want the closet to be open, that way you don't
have to memorize the icon_state for each different type of crate, it's
consistent across all crates & you don't get runtimes.

And that's exactly what i did everywhere

Another issue that is fixed is "Houdini crates" i.e. crates which are
open & appear empty but when you close & reopen them magical loot
appears, Go ahead walk upto to cargo and find any empty crate that is
open and do this

Fixes #69779


https://user-images.githubusercontent.com/110812394/232234489-0193acde-22c8-4c19-af89-e897f3c23d53.mp4

You will be surprised, This is seriously harmful to players because they
can just walk by a crate that appears to be open & empty only to realize
later that it had some awesome loot. Just mean

The reason this happens is because of the Late Initialization inside
closets

https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/closets.dm#L85-L86

What late initialization does is suck up all stuff on its turf

https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/closets.dm#L97-L100

In theory this is supposed to work perfectly, if the closet is closed
move everything on the turf into the closet and so when the player opens
it, they all pop back out.
But what happens if the closet is opened before ` LateInitialize()` is
called? This breaking behaviour is caused by object spawners

https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/effects/spawners/random/structure.dm#L94-L100
And maint crates

https://github.com/tgstation/tgstation/blob/f1178342084bf89897a46f6ce9dc849233bed21b/code/game/objects/structures/crates_lockers/crates.dm#L141-L143
These 2 spawners open up the crate based on random probability before `
LateInitialize()` is called on the crate and so what happens is the
crate is first opened and then stuff on the turf is sucked in causing an
open but empty crate to appear.

The solution is simple just check again in ` LateInitialize()` if our
crate is still closed before we proceed.That's fixed now too

**Code Refactors**
1. Introduced 2 new signals COMSIG_CLOSET_PRE/POST CLOSE which are the
counter parts for the open signals. hook into them if you ever need to
do stuff before & after closing the closet while return BLOCK_CLOSE for
COMSIG_CLOSET_PRE_CLOSE if you want to block closing the closet for some
reason
2. 2 new procs `before_open()` & `before_close()` which are the counter
parts for `after_open()` & `after_close()`. If you need to write checks
and do actions before opening the closet or before closing the closet
override these procs & not the `open()` & `close()` procs directly

**Secured Craftables** 
This is just a reopened version of #74115 after i accidently merged
another branch without resolving the conflicts first so i'll just
repaste everything here, since crates & closets are related might as
well do all in one

1. **Access secured closets**
   
   - **What about them?**
          **1. Existing System**
If you wanted to create a access secured closet with the existing system
its an 4 step process
            - First construct a normal closet
            - Weld it shut so you can install the airlock electronics
            - Install the electronics [4 seconds]
            - Unweld
This is a 4 step process which takes time & requires a welding tool
         **2. New system**
Combine the 4 steps into 1 by crafting the secure closet directly
                    
![Screenshot
(184)](https://user-images.githubusercontent.com/110812394/235904926-c2ea231c-eba7-45d0-a5af-e0456fdd40bc.png)

    - **Bonus Features**
              **1. Card reader**
The card reader acts as an interface between the airlock electronics &
the player. Usually if you want to change access on a locker you have to
                  - Weld the closet shut
                  - Screw driver out the electronics
                  - Change the settings
                  - Install it back
                  - Unweld
With a card reader there is no need of a welder & screwdriver. You can
change the access of the locker while its operational

        **How do i install the card reader?**
             1. Weld the closet shut
             3. Insert card reader with hand
4. To remove the card reader use crowbar or just deconstruct the whole
closet with a welding tool
             5. Unweld closet

         **How to change its access?**
This will overwrite the settings on your airlock electronics. To do this
1. make sure the closet is first unlocked. This is important so that no
random person who doesn't have access to the closet can change its
access while its locked. It would be like giving the privilege of
changing your current password without first confirming if you know the
old password
2. attack/swipe the closet with your PDA. Make sure your ID card is
inside the PDA for this to work. You can also just use your ID card
directly without a PDA
         3. You will get 3 options to decide the new access levels
           
![Screenshot
(174)](https://user-images.githubusercontent.com/110812394/233454364-d99a2fb6-9f26-4db3-9fac-a10689955484.png)


        They work as follows
- **Personal**: As the name implies only you can access this locker and
no one else. Make sure to have your ID on you at all times cause if you
loose it then no one can open it
- **Departmental**: This copies the access levels of your ID and will
allow people having those exact same access levels. Say you want to
create a closet accessible to only miners. Then have an miner choose
this option and now only miners can open this closet. If the Hop sets
custom access on your ID then only people with those specific access
levels can open this closet
         - **None**: No access, free for all just like a normal closet

**Security:** After you have set the access level it is important to
lock the access panel with a "multi-tool", so no one else can change it.
Unlock the panel again with the "multi-tool" to set the new access type

       **2. Give your own name & description**
To rename the closet or change its description you must first make the
closet access type as personel i.e. make it yours, then use an pen to
complete the job. You cannot change names of departmental or no access
closets because that's vandelism

       **3. Custom Paint Job**
    Use airlock painter. Not intuitive but does the job. 
   
![Screenshot
(181)](https://user-images.githubusercontent.com/110812394/234202905-00946b88-2513-489d-b0a2-d618a72f3e49.png)

      **4. Personal closets**
Round start personal closets can have their access overridden by a new
ID when in it's unlocked state. This is useful if the last person has no
use for the closet & someone else wants to use it.


    - **Why its good for the game?**      
1. Having your own personal closet with your own name & description
gives you more privacy & security for your belongings so people don't
steal your stuff. Personal access is more secure because it requires you
to have the physical ID card you used to set this access and not an ID
which has the same access levels as your previous ID
2. Make secure closets faster without an welding tool & screw driver
3. Bug fix where electronics could be screwed out from round start
secured closets countless times spawning a new airlock electronic each
time
      
2. **Access secured freezers**

    - **What about them?**
The craftable freezer from #73942 has been modified to support secure
access. These can be deconstructed with welders just as before

![Screenshot
(185)](https://user-images.githubusercontent.com/110812394/235905000-ba165feb-4384-4759-b46b-dba77c9e6ba3.png)


    - **How does it work?**
The access stuff works exactly the same as secure closets described
above. You can rename & change description with pen just like the above
described secure closets. No paint job for this. Install card reader
with the same steps described above.

    - **Why it's good for the game?**
1. Make access secured freezers faster without a welder and screwdriver
2. Your own personally named & locked freezer for storing dead bodies is
always a good thing

4. **Access secured suit storage unit**
   - **What about them?**
Suit storage units now require airlock electronics for construction. The
access levels you set on it will be used to decide
       1. If a player can unlock the unit
       2. If the player can open the unit after unlocking
       3. If the player can disinfect whatever is inside
       
      By default all round start suit storage units have free access

   - **Install card reader**
Provides the same functionality as secured closets described above. To
install it
     1. Open its panel with a screw driver
     2. Add a card reader to it with hand
     3. Close the panel
     
     When you deconstruct the machine the card reader pops back out

   - **Why it's good for the game?**
1. Having your own access protected and named suit storage unit so
random people don't steal your mod suits? Who wouldn't want that.?
Provides security for department storage units.
2. If you have the unit locked then you cannot deconstruct the machine
with a crowbar providing additional security
3. Fixes #70552 , random people can't open/unlock the suit storage unit
without access. You can set personal access to make sure only you can
access the unit

## Changelog
🆑
add: Access secured closets. Personal closets can have their access
overwritten by an new id in it's unlocked state
add: Access secured freezers.
add: Access secured suit storage units.
fix: Suit storage unit not having access restrictions.
fix: airlock electronics not properly getting removed after screwing
them out from round start lockers
fix: round spawned open crates run timing when closed
fix: open crates hiding stuff in plain sight
fix: open closets/crates sucking up contents during late initialize
causing them appear empty & open
/🆑

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
2023-05-08 10:42:54 -07:00
Mothblocks 73d471637b Closets now initialize their contents on demand (more than 1.6 seconds of init time saved) (#69587)
About The Pull Request

Closets now initialize their contents once in dump_contents(). This saves more than 1.6 seconds of init time (all /obj/structure/closet now initialize in 84ms).

Not sure what assumptions this will break, there's a lot of closets, so separate PR.

cl
del: You can no longer see maint spawners before the round starts (but your rounds start faster now :) )
/cl
2022-09-04 09:34:56 +12:00
MrMelbert 835ad42d75 Random statue mapping spawner spawns its statues anchored (#69305)
About The Pull Request

    The /obj/effect/spawner/random/decoration/statue spawner will spawn it's statues anchored, assuming they are structures.
    Also refactored graffiti spawner since I was adding support in this area and saw it

Why It's Good For The Game

If you wanna use the spawner to place a statue in a public area, people will shove it around and stuff, which is lame.
So, by anchoring it when it spawns, mappers don't have to worry about people bumping their pre-placed statues around.
2022-08-29 20:40:26 -07:00
Tim 43480ede67 Add chance for maintenance crate and closet spawners to be open (#68851)
* Add randomized open state for crate spawners

* Add chance for empty closets to spawn open
2022-08-02 20:58:54 -04:00
Coffee 8a72cd9997 Piano broken sprite, helper, and hit sound (#68003)
* Does the PR

* fixes playsound locations
2022-06-26 20:47:35 -04:00
ArcaneMusic c24ff68629 Adds steam vents to maintenance, adds some flavor to maintenance. (#66915)
* Steam Vent Challenge (Do not meme)

* Fixes icebox, I think

* Changes to how smoke behaves appears to have removed the need for the opacity setting on the vent. Sounds.

* Mapmerge sama please

* Adds signal system, crafting recipe, and some basic crafting organization.

* Potential fix

* Apply suggestions from code review

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>

* makes changes thanks anturk

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
2022-06-01 23:07:50 +02:00
MrMelbert 3d5a36308e Reduces the chance of spawning a pants altar (#66904)
* reduces the chance of spawning a pants altar
2022-05-13 04:15:51 -04:00
Fikou a5de76df72 Adds an ancient altar to maintenance. (#66666)
Adds an ancient cult altar to the depths of maintenance.
It can create products woven by the ancient cultists.
2022-05-08 10:36:22 -07:00
Tim 974baec043 Improve ornament, barricade, grille, and girder random spawners (#65252) 2022-03-12 17:47:17 -08:00
san7890 21830b1f90 The Lizard's Gas (Station) Update (#64304) 2022-01-26 18:10:12 -07:00
EOBGames 8e69f276d1 Adds the Space Billboard (#64000) 2022-01-13 15:46:28 -05:00
Tim c8584fa2df Change maint crate spawners to be randomized (#62742)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-11-12 23:18:24 -08:00
Krysonism 2fa44b8eea Fixes neglected fern cell ine amounts + reverts undocumented crate spawner change that removed my brand new fern from the game. (#61671) 2021-09-24 18:34:58 -07:00
Tim e26a859016 Mapping DLC - Random Spawner Pack [MDB IGNORE] (#60522)
First off, I am aware of the Feature Freeze for this month. This PR was initially started in #60401 about a month ago to break the changes into smaller PRs. The end result for this PR is a poor man's attempt at roguelike procedural generation. Enjoy!

Link to the README for how the new spawner system works.

Added the following new random mapping spawners:

pen, crayon, stamp, paper, pamphlet, briefcase, folder, wardrobe closet, wardrobe closet colored, backpack, narcotics, permabrig_weapon, permabrig_gear, prison, material, carpet, ornament, generic decoration, statue, showcase, paint, tool, tool_advanced, tool_rare, material_cheap, material, material_rare, toolbox, flashlight, canister, tank, vending_restock, atmospherics_portable, tracking_beacon, musical_instrument, gambling, coin, money_small, money, money_large, drugs, dice, cigarette_pack, cigarette, cigar, wallet_lighter, lighter, wallet_storage, deck, toy, toy_figure, booze, snack, condiment, cups, minor_healing, injector, surgery_tool, surgery_tool_advanced, surgery_tool_rare, firstaid_rare, firstaid, patient_stretcher, medical supplies, crate, crate_abandoned, girder, grille, lattice, spare_parts, table_or_rack, table, table_fancy, tank_holder, crate_empty, crate_loot, closet_private, closet_hallway, closet_empty, closet_maintencne, chair, chair_maintence, chair_flipped, chair_comfy, barricade, data_disk, graffiti, mopbucket, caution_sign, bucket, soap, box, bin, janitor_supplies, soup, salad, dinner

Removed deprecated wizard trap, vault, and armory spawners.
2021-09-23 03:30:28 +01:00