Commit Graph

1505 Commits

Author SHA1 Message Date
Fikou
8ca2a0bb35 service borg cookin fixin update (#76590)
## About The Pull Request
PR done for bounty:
https://tgstation13.org/phpBB/viewtopic.php?f=5&t=33988
borgs can now turn on stoves and griddles
borg click code has been reworked a bit to be closer to base mob, you
are now able to click on stuff within reach rather than just Adjacent
(might be buggy to introduce this? hopefully not. if anything we can
testmerge this), which lets us make the apparatus work to pick up stoves
on the range and such
Adds the Codex Cibus Mechanicus as an upgrade you can research in RnD
with the other service borg ones. When you use it it shows you the
cooking menu!

![image](https://github.com/tgstation/tgstation/assets/23585223/5f881387-e0ba-4bb8-a9d6-ddc9d8fa9272)

## Why It's Good For The Game
The service borg has the tools to prepare ingredients, but it can't
actually do anything with them, which severely limits it, only being
able to do slapcrafted foods.
The apparatus not working on items that are on top of stoves/griddles
seems to be just a bug with how cyborg click code is handled.

## Changelog
🆑 Fikou
fix: service borg apparatus now works on stoves and griddles and ovens
qol: borgs can now activate stoves and griddles
add: rnd can research a cookbook for service borgs
/🆑
2023-07-09 14:17:39 +01:00
MrMelbert
06372b34d9 Atrocinator flips your chat text around (#76618)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/51863163/fd325eeb-f862-4268-8370-4c13c4701c16)

## Why It's Good For The Game

It's funny

## Changelog

🆑 Melbert
add: The Atrocinator will now flip you even more. 
/🆑
2023-07-08 17:05:49 +01:00
John Willard
a2c8cce535 Bilingual can now choose their language (#76609)
## About The Pull Request

This was one of the tradeoffs for removing other, more consistent
sources of languages, and was requested by Melbert among many others.
This does go against my wanted goal of decreasing the risk of
eavesdropping by other players through just magically knowing a
language, but it is an expensive quirk and it is in their medical
records, which makes it better than language encryption keys or silicon
just innately knowing them.

This also limits Bilingual to only roundstart languages (+Uncommon),
rather than being randomly selected from a list (that had very useless
ones like monkey, podpeople, and beachbum). This is mostly just for
modularity, I didn't want to make it look terrible code-wise and thought
this may be the optimal way to handle it.

This is also me going back on
https://github.com/tgstation/tgstation/pull/71773 - which I had closed
myself.

## Why It's Good For The Game

If we're gonna keep the Bilingual quirk, it might as well be something
players can choose the language of, it's their character and they should
be allowed to decide how their character is, and it is my fault that
this stupid compromise of "getting a random language" was made in the
first place. It never should've happened.
It now actually limits it to roundstart-only languages, so there's no
way you can spy on people who prepare in advance through becoming
podpeople, or monkeys, etc.

## Changelog

🆑
balance: Bilingual quirk now lets you choose your language between ones
given to roundstart species.
balance: Foreigner and Bilingual are now mutually exclusive languages.
/🆑
2023-07-08 00:26:35 +01:00
Watermelon914
fc854e7076 Removes TTS voice disable option (#76530)
## About The Pull Request
Removes the TTS voice disable option, which was already unavailable on
TG as it was set to off by default. The reason this was added was so
that downstreams could toggle the config on or off.

## Why It's Good For The Game
I think this option fundamentally undermines the TTS system because it
allows individual players to disable their voice globally, meaning that
players who have TTS enabled will not be able to hear them.

This worsens the experience for players who have TTS enabled and it's
not something I want to include as an option. If players don't like
their voice, they can turn TTS off for themselves so that they don't
hear the voices. If players don't want to customize their voice, they
can quickly choose a random voice, and we can take directions in the
future to make voice randomization consistent with gender so that a male
does not get randomly assigned a female voice and vice versa.

This option is already unavailable on TG servers because it was
primarily added for downstreams, but I don't think giving downstreams
the option to undermine the TTS system is the right direction to take.
Downstreams are still completely free to code this option on their own
codebase.

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2023-07-07 06:31:12 -04:00
MrMelbert
40be92b1fd Small connections.js refactor (#76563)
## About The Pull Request

I wanted to use this for another project and I saw the commented out
code and was a little disappointment (because I wanted to use it)

Review with scrutiny I'm not good at JS

- Refactored `connections.js` into `connections.tsx`
- Moved it into `common` interface folder
- Uncommented subway code, allows for elements to use it via passing in
a prop

<Details>

<Summary>Interfaces work </summary>


![image](https://github.com/tgstation/tgstation/assets/51863163/e043f9ed-59a1-4d13-8526-e3660a81fdaa)


![image](https://github.com/tgstation/tgstation/assets/51863163/25a2c12b-414e-433f-8e17-b1bebe19822f)

</details>

## Why It's Good For The Game

Just some more generally useful components

## Changelog

🆑 Melbert
refactor: Refactor of connections.js. Yeah that's it. 
/🆑
2023-07-07 06:27:03 -04:00
Hatterhat
0d3558542f Generic Crew-Available Status Readout Module - Continued (#76117)
## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/31829017/0019591c-a7f5-4315-8ea7-1ebc1ea96206)
continues and closes tgstation/tgstation#75708
- adds a generic status readout module that doesn't have a round timer
or round ID display
- the health analyzer's info display can now be toggled via a setting 

![image](https://github.com/tgstation/tgstation/assets/31829017/95dc3c2d-26bf-4747-a5ba-dddc5b2a33d2)
- adds the generic status readout module to the advanced medical MODs
node

![image](https://github.com/tgstation/tgstation/assets/31829017/8c065c45-692e-4bf9-901f-5c382fb278b6)

- it has a death sound now yippee (sound and volume are vareditable.
shoutouts to fikou for giving me a sound that was better)
- ninjas still get the one with round timer/ID display
## Why It's Good For The Game
it's a neat little module that tells you things about your spaceman that
you might want to keep track of, like viruses and health and nutritional
status

## Changelog

🆑
add: A really old data disk with the MOD module designs for the status
readout was recovered, and has been haphazardly hotpatched into the
research networks.
add: Also, the status readout module now plays a sound on death.
qol: The MODsuit health analyzer's info tab health readout can now be
disabled in its settings.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2023-07-05 19:38:07 -07:00
LemonInTheDark
0b29e77985 Adds user feedback for going over order limits in cargo console (#76344)
## About The Pull Request
This'll prevent weird "above the max by accident" cases, and also uses
defines instead of hardcoded stuff. This code is often duped, wish we
had a better way of handling it.

Oh also removes a few safety copies before for loops that aren't
actually needed (for x in list copies the list)

## Why It's Good For The Game

Better UX, slightly saner code
2023-07-05 18:26:56 -06:00
MrMelbert
80c954c6a0 Adds a new passive changeling ability - the Defibrillator Grasp. Adds support for 0 cost changeling abilities. (#76301)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/51863163/190d0dda-6899-468d-9a3e-5df05d7b1414)

- Adds a new PASSIVE changeling ability, totally not stolen from The
Thing, called Defibrillator Grasp. If someone attempts to defibrillate
your body while you are in stasis or dead, you will instantly be revived
at full strength. Additionally, the person doing the defibbing will have
both of their arms removed (or if they're a cyborg they'll just be
stunned).

- Adds support for 0 cost changeling abilities. DNA sting is now 0 cost
/ optionally learned.

## Why It's Good For The Game

The intent of this ability to add a new avenue for stealthier
changelings to spring upon their victims - faking their death only to
get brought to medical, then springing up like a bat out of hell and
pouncing upon a now vulnerable medical doctor.

Or maybe pretending to be another type of criminal to get brought to the
brig medbay and revived, then suddenly jumping up and striking out.

As for the DNA sting change - Ling gets a ton of buttons to start and
people don't often use a lot of them. DNA sting is a prime example. By
moving some to just "zero cost, optional", trims down on some action
ability bloat.

## Changelog

🆑 Melbert
add: Added a new 0 cost passive changeling ability, the Defibrillator
Grasp.
add: DNA sing is now no longer innate, but 0 cost, allowing changelings
to not take it if they don't plan on using it.
/🆑
2023-07-02 03:44:19 +01:00
MrMelbert
7f3d763285 Adds Roach Infusion to the DNA infuser (#76393)
## About The Pull Request

- Adds Roach Infusion to the DNA infuser. 
   - Bonuses include:
- All infused organs are 2x as healthy, notably your heart: Meaning
getting revived after being dead a while is easier
- When being attacked from behind or while lying down, take 50% less
damage from brute attacks
      - Lose disgust 32x faster, making it a non-issue
      - Higher toxin purge threshold (5 units, up from 3)
      - Virus resistance (same as spaceacillin)
      - 100 innate bomb armor, preventing explosions from gibbing you
      - 90 innate bio armor
- Immunity to appendicitis, radiation, and to being gibbed by nuclear
bombs
   - Downsides include:
      - Knockdowns are 3x as long
      - get 3x as hungry
      - Ingest reagents to your stomach 1.5x slower
      - Take 2x as much damage from toxins
- Toxins over the purge threshold deal 4x more liver damage (effectively
2x, as the liver has 2x health)
      - Becoming a bug
      - Roaches are gross

- Adds a way to kill roaches without having them splat. If they are
sprayed with bug spray, they will simply fall over, and can be scooped
up.


https://github.com/tgstation/tgstation/assets/51863163/5078c493-9e28-42cb-ae51-45fa25b67a34

## Why It's Good For The Game

More content for the DNA infuser, which benefits greatly from variety. 

While initially it may seem like a lot of bonuses, a lot of them are
very niche, with the exception being the brute resilience which is the
big "actually useful" bonus you gain.

The infusion is intended to be given to Engineers, offering innate
Radiation immunity to allow them to work on the Supermatter without
needing a rad suit. Likewise, if the work goes south and the Supermatter
goes boom, their body will more than likely survive the blast.

## Changelog

🆑 Melbert
add: Adds the Roach infusion to the DNA infuser. Do you want to survive
a nuclear apocalypse? Visit genetics today.
add: Adds a way to kill Roaches without splatting them. Visit botany for
a spray bottle of pestkiller.
qol: Infuser book is more book-like
fix: DNA infuser correctly gives on-success feedback messages
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-07-02 03:44:03 +01:00
Iamgoofball
a159b52e85 TTS Improvements: Improved Audio Quality, Pitch Adjustment, Preference Silicon Voices, Per-Character Voice Disable Toggle, Tongue Voice Filters, Reworked Silicon and Vending Machine Filters (#76129)
## About The Pull Request


https://github.com/tgstation/tgstation/assets/4081722/5ca8e015-21f9-4159-9953-bc370152d01f

Improves the audio quality and speaker fidelity by implementing
Retrieval Voice Conversion as an intermediary layer, utilizing the
repository at https://github.com/ddPn08/rvc-webui.
Leverages RVC to allow players to set a pitch for their voice.


https://github.com/tgstation/tgstation/assets/4081722/0eb76ed7-ad67-4da2-9ceb-02605eea2c83

Makes silicons utilize a player's chosen voice preference on their
character slot, and adds a preview button to hear the voice as a silicon
on character creation.
Adds a toggle on character creation to disable having a voice on a
specific character slot.
Adds support for per-tongue voice filters.
Reworks the silicon voice effect to be a special effect done on the TTS
server level instead of via normal filters.
Reworks the vending machine effect to use the new robotic voicebox
effect.

## Why It's Good For The Game

Vastly improves the audio quality and speaker fidelity of our TTS
system.
Allows players to further customize their voice per character, naturally
pitching the voice up or down with cutting edge machine learning based
pitch adjustment.
Allows silicon players to have a consistent voice that's also audible
and understandable regardless of the voice or pitch of the speaker.
Improves vending machine audio quality.
Enhances the immersion of snail tongues and robotic voiceboxes.
Adjusts how Poly's pitch adjustment works based on if RVC is available
or not.
Allows players who feel that a voice doesn't fit their character to
disable having TTS on their specific character.
Provides server operators a way to disable specific voices in situations
with a shared voice server.

## Changelog

🆑 Iamgoofball, Nadare, ddPn08, Mangio621, the rest of the RVC dev
team
add: Improves the audio quality and speaker fidelity by implementing
Retrieval Voice Conversion as an intermediary layer, utilizing the
repository at https://github.com/ddPn08/rvc-webui.
add: Leverages RVC to allow players to set a pitch for their voice.
add: Makes silicons utilize a player's chosen voice preference on their
character slot, and adds a preview button to hear the voice as a silicon
on character creation.
add: Adds a toggle on character creation to disable having a voice on a
specific character slot.
add: Adds support for per-tongue voice filters.
add: Reworks the silicon voice effect to be a special effect done on the
TTS server level instead of via normal filters.
add: Reworks the vending machine effect to use the new robotic voicebox
effect.
/🆑

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
2023-06-28 20:43:13 +00:00
ChungusGamer666
9940fb62e6 Destroys /obj/vehicle/sealed/mecha/working with a W80 nuclear warhead (#76296)
## About The Pull Request

Title.

Also, fixes https://github.com/tgstation/tgstation/issues/75568 at the
request of @TheVekter

## Why It's Good For The Game

This subtype only exists to append ore box behavior and is clearly a
relic of pre-2020 mechcode.
Keeping it around will only make it harder in the future to add new
mechs with ore box support.

## Changelog

🆑
fix: Clarke ore box now has a less confusing dump contents button.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-06-27 21:10:23 -06:00
LemonInTheDark
7732236f29 [s] Stop trusting user input in cargo computers (#76343)
<!-- 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

Swear to fucking christ
2023-06-26 16:54:02 +12:00
Tim
2a19963297 Add UI preference menus for AI hologram and status displays (#75740)
This adds two new dropdown menus for AI preferences with holograms and
status displays. It also sets these preferences if admins transform a
player into an AI.
2023-06-23 08:43:26 +00:00
Helg2
8a2e6f0eb8 Autolathe, protolathe, mech fab and comp printer now use defines for matter bins values. Also some production ui do. (#76020)
Changed hardcoded matter bins values to use defined
`SHEET_MATERIAL_AMOUNT` for following stuff: autolathe, protolathe, mech
fabricator and component printer.

`Material Access Bar` and `MaterialIcon` used for protolathes, circuit
printers and etc. now also use defined `SHEET_MATERIAL_AMOUNT`, via
static ui data, to prevent same issues in future.

Also changed some notes in /// parts just because why not.
2023-06-21 01:08:51 +00:00
distributivgesetz
997210290e Robust Photocopiers + Adds the Access Request blank (#76048)
## About The Pull Request
Currently, photocopiers parse the `blanks.json` file in `ui_data` and
send the entire thing to the client. Then, the client sends the entire
blank back to the server to commit it into the paper, in raw form. This
is a detriment to server performance. This PR puts paper blanks into a
global associative list that uses the `code` field as an index.

Printer toner color for some reason would check if the charges were
below 10, even though default cartridges only go up to 5. The value has
been changed to 2, which is still a high number. Toner cartridges are
scams.

Also photocopiers now have to hold actual paper and no longer
materialize it out of thin air. It's done similarly to paper bins, where
there is a starting integer value dictating how much paper is inside so
paper is lazily loaded into existence, as well as a paper stack list
that holds newly inserted paper. Photocopier paper starts out at 30 and
can go up to 60.

Additionally, the photocopier copying loop has been refactored to be a
lot more sane. The previous version ~~ab~~used timers for copying,
making a timer for each i interval to num_copies. I changed it to be a
proc that loops from i to num_copies, sleeping for a short amount of
time whilst playing a sound. This is a lot tidier and nicer since we
don't deal with timers, plus we get to play a printing sound too.
`make_thing_copy` now works by returning the copied object, or null if
something went wrong, so we know when to continue or exit.

This PR refactors UI code so entire blanks aren't sent to the client,
instead relying on the IDs for the blanks. Also, photocopiers now store
actual paper and also run out of it instead of materializing some out of
thin air.

Also, while I am already editing `blanks.json`, I added the Access
Request blank because people asked me to.

I can revert the config changes if it's too much of a hassle.

<details>
<summary>Screenshots/Me testing a printer for 5 minutes</summary>


![dreamseeker_gZ4Kl3QZbF](https://github.com/tgstation/tgstation/assets/47710522/b601b79a-1b2f-4d7f-b72a-f62dad217698)


https://github.com/tgstation/tgstation/assets/47710522/11c4b63b-7cfc-4425-96c6-970d4a5f51ca


https://github.com/tgstation/tgstation/assets/47710522/2f7a4a15-3400-49f3-9aca-c4d04c886bec


https://github.com/tgstation/tgstation/assets/47710522/14afe7d9-53ea-4d17-870f-1e90319284eb

</details>

<details>
<summary>Access Request form</summary>


![image](https://github.com/tgstation/tgstation/assets/47710522/0cf99542-24d1-41ca-8aa9-26bb201a79c0)


![image](https://github.com/tgstation/tgstation/assets/47710522/36418c42-eb82-4c13-ab65-08f6486cf613)


![image](https://github.com/tgstation/tgstation/assets/47710522/7acde2ff-040a-40bf-8898-398c2150655e)


</details>

## Why It's Good For The Game
Speeb. Also having photocopiers relying on an ingame stock of paper is
also very cool.

## Changelog
🆑 distributivgesetz
add: Photocopiers now use actual paper instead of materializing it out
of thin air.
add: Adds the "Access Request" form.
refactor: Greatly improve the reliability and performance of
photocopiers.
qol: Changed the blanks so they look nicer, whilst also fixing the
lawsuit request form.
qol: Nanotrasen's bureaucracy division has ""improved"" the quality of
their printer toner after many complaints from furious customers.
/🆑
2023-06-18 18:45:09 -06:00
SyncIt21
4d2ff43244 Ton of turbine patches (#75968)
## About The Pull Request
1. Fixes #66994
Round start turbines have their power net initialized but not player
constructed one's. Now the rotor will connect itself to the power net
once you close it with a screwdriver & disconnect itself when you open
it. Make sure there is a cable beneath the rotor for it to work
2. Fixes #72235
Turbine's can be built vertically if the rotor is parallel or in the
opposite direction with respect to its compressor & rotor. If any part
is missing or not aligned, you will get fully detailed balloon alert's
telling you exactly how you have wasted your life playing this game and
why it's too late to do anything about it
3. Fixes #36284
The total rpm is now rounded to an integer value cause it actually makes
sense and the gas moles during computation's are quantized(i.e. rounded
to zero if they become very small) so in near vacuum environment's you
won't get free power.
Also turbine now respects the value of `pump_gas_to()` proc which means
if this proc fails to move gas the work returned is 0 so hopefully this
should fix other gas related issues in the turbine as well
4. Turbine's don't start processing round start or during init as it
waste's a lot of processing power. They only begin processing when
turned on by computer & stop processing when turned off by the computer
5. The rotor component will now tightly monitor the state of its
compressor & turbine outlet during it's processing lifetime. This wasn't
the case previously because after you link all part's if the compressor
or rotor was destroyed/moved/whatever the rotor would still continue to
function as normal if it was already running.
Now if anything happens to these component's everything is reset & you
have to link them again so you don't get weird behaviour.
This was the old behaviour notice 3 wrong things
- the turbine is still rotating even after the compressor is deleted,
it's animation is still there
- the computer is showing the turbine is still working, only after i
turn it on & off does it show the error message
- the error message is all wrong it shows parts have their panel open
even though they are missing


https://github.com/tgstation/tgstation/assets/110812394/0a64e5a6-80ca-442b-bbac-2eabc5060777

This is the new behvaiour
- as soon as the compressor is deleted the turbine output also stops
working because the whole turbine was shutdown when it detected a
missing part(the turbine animation stops working)
- the computer immediately shows you an error message without switching
it on/off first. it also shows you the correct message telling you about
missing parts


https://github.com/tgstation/tgstation/assets/110812394/bf05224b-8fe4-41ca-a2e4-ca26b11fd3c7

6. Merged a lot of procs into big ones to improve readability & also
because it was unnecessary and early return's and a ton of sanity
check's to make sure everything fails gracefully if anything get's
deleted

**Imporant mathematical changes**
1. The not so important change `do_calculations()` is renamed to
`transfer_gases()` which does exactly what it says
2. The important changes `transfer_gases()` will now return the work
done(which can be +ve or -ve) ONLY IF `pump_gas_to()` succeds. i.e. only
if gas was successfully moved from one mixture to the other only then is
the work computed. This was done because logically makes sense.
All work is computed based on how much gas was moved i.e. the return
value of `pump_gas_to()`. So rather than computing the work done based
on how much gas is "Stored"[like how much gas is in the turbine] we
calculate work done based on How much gas was "Moved" from turbine to
the outside turf. i.e. all work calculated is relative


## Changelog
🆑
fix: finishing & closing the turbine core rotor part will now connect
itself to the cable beneath it allowing it to share its produced power
with everyone.
fix: turbine's now give detailed balloon alerts if you have a missing
component, or something is not aligned correctly during turbine
construction
fix: turbine's will not produce power in vaccume
fix: turbine's won't function if any of it's components are damaged or
misaligned after linking or during processing
/🆑
2023-06-17 17:46:56 +02:00
John Willard
5509c32ced Improves some confusing aspects of the Library (#75781)
## About The Pull Request

The barcode scanner now uses balloon alerts and only has 2 modes: check
in and add to inventory. It used to have 4, 2 of which were useless.

Added a title and author to chuuni granter so it's not broken to the
Curator's console. Moves inventory ui data stuff to ui static data so we
can reference it in checkout, which now uses a dropdown list of all
books in checkout, instead of having you fill out the name of the book
yourself.

Removes sending things to a computer by scanning a book then connecting
it to a computer. Just connect it to a computer first, there's no need
for this copy and paste stuff.

Finally, lets the book bag hold posters, since the Curator prints them
and it would be nice if they can also carry them without filling a bag.

Video was taken before the balloon alert stuff so just ignore that part

https://github.com/tgstation/tgstation/assets/53777086/e78011af-fb23-4553-a92d-f3dcc8bb5601

## Why It's Good For The Game

The library is currently very confusing for new people to figure out, I
thought this might be able to help with that.
The dropdown in the UI now means it's easier to give out books in
inventory, and you can no longer just type whatever the hell you wanted.

## Changelog

🆑
qol: The Curator's barcode scanner has been simplified into 2 modes:
check-in and add to inventory.
qol: The Book bag can now hold posters.
ui: The library console can now lend books out easier with a dropdown
menu to all inventory books.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-06-17 00:34:17 -07:00
SyncIt21
585f12d190 Slightly optimizes Gas Filter ui data (#76035)
**About The Pull Request**

There is no need to send gas name to the Gas Filter UI because
`getGasLabel()` already decodes the name from it's ID. So, let's save
some bandwidth.

## Changelog
🆑
refactor: don't send gas name to gas filter UI as the name is already
decoded there from it's ID
/🆑
2023-06-14 09:37:05 -07:00
A miscellaneous Fern
2541b09ff6 Adjusts the font size of signatures to a reasonable value. (#75993)
## About The Pull Request

Changes the font size of signatures from 30px (pictured left) to 15px
(pictured right). I advise opening them in a separate tab, they're a
little less pixelated than they look.
Original          |         New
:-------------------------:|:-------------------------:

![image](https://github.com/tgstation/tgstation/assets/80640114/62178bc6-ce8b-4127-a086-8e656b3a6092)
|
![image](https://github.com/tgstation/tgstation/assets/80640114/9959e648-2bbe-4060-bcc8-1e87393c0a86)
## Why It's Good For The Game

I'm not sure why signatures were made to be this big, but it made them
hardly fit in any field and look jarring when compared to all the
surrounding text. They are now only slightly bigger than normal text
(12px) so that they stand out but aren't excessively large.
## Changelog
🆑
spellcheck: adjusted font size from 30px to 15px
/🆑
2023-06-13 17:22:41 -07:00
Andrew
d278980066 ChemMaster and CondiMaster refactored, prints items over time (#75849)
![ZceBfkJaFG](https://github.com/tgstation/tgstation/assets/3625094/aedf6178-dad7-40b2-a7ea-18da6f56e9e8)

## About The Pull Request

Chem master has been using some hard coded styles for containers, pills
and patches. Some people didn't bother to update styles, and they stayed
outdated.

Now it uses just a list of reagent containers instead, which makes it
easy to add new containers - just one line of code.

Also changed its sprite for better animations, emissive overlay, and to
display buffer reagents on the sprite itself.

Now it plays printing animation when you actually print containers and
servos have a purpose now - they increase the amount of containers
printed at once by up to 100% * part_tier. Pills and patches are always
printed at double amount.

And fixes #59734 

## Why It's Good For The Game

Makes chem master easier to manage in code and easier to use in-game.

Printing delay is added for consistency with other fabrication machines
(like lathes), to give a purpose for the servo motor used in
construction, for visuals (to show the printing animation only when
something is being printed, and not just when you move stuff in and out
of buffer as before) and to prevent people from spamming the world with
unneeded objects with 0 second delay.

## Changelog

🆑
qol: Chemmaster UI tweaked
fix: Fixed chem master showing wrong data during reagent analysis
fix: Fixed chem master not working with fermented drinks
image: Chemmaster resprited, now has an indicator for buffer reagents
refactor: Refactored chemmaster code, it now uses reagent containers
instead of styles
balance: Chemmaster now uses servos and has printing animation of 0.75
second duration. Outputs 1 container or up to 2 pills/patches per cycle
by default. Can be upgraded to output up to 4 and 8 with t4 servos.
/🆑
2023-06-11 13:52:39 -04:00
Andrew
9cde525972 [NO GBP] RPD UI tweaks (#75900)
![image](https://github.com/tgstation/tgstation/assets/3625094/6cb8384f-8d95-4821-9a4f-f38c57c1b4bd)


![image](https://github.com/tgstation/tgstation/assets/3625094/f54ad14d-35ae-411f-a197-69378cbee264)

## About The Pull Request

The recent changes were aimed at better UX, yet there were reports about
their flaws.

This PR should address some of the concerns.

The Devices tab was reduced, creating a new tab for Pumps and Valves,
called "Binary" (perfect timing for such tab 🤭) No scrolling required
now.

Also moved options to the left side for less mouse movements and
consistency with RCD and Plumbing RCD.

## Why It's Good For The Game

Better UI according to feedback from the main users - atmos techs.

## Changelog

🆑
qol: RPD UI: Devices split in two categories, options are aligned to the
left
/🆑
2023-06-10 10:05:39 -07:00
Rhials
5d37089535 Bounty Hunters, Fugitives, and Paradox Clones now have orbit menu categories (#75774)
## About The Pull Request

This adds Paradox Clones, Fugitives, and Bounty Hunters to their own
orbit category.

Paradox Clones use the hostile red color for the dropdown menu, while
Fugitives use orange and Hunters use yellow.

Here's how it looks:


![image](https://github.com/tgstation/tgstation/assets/28870487/1b3642da-ec0e-40e6-abd5-c21c7302010f)

This also fixes the wizard minion antag datum's antagpanel_category
being text, rather than the proper define.
## Why It's Good For The Game

Tracking these guys down doesn't need to be as hard as it is.
## Changelog
🆑
qol: Fugitives, Bounty Hunters, and Paradox Clones will now appear in
the orbit menu.
/🆑
2023-06-09 12:35:35 +12:00
Sealed101
d9b39ca846 Mecha fixes: plasma generator, internal damage report & repair (#75704)
Cleans up the plasma generator to actually work & make more sense:
* was not accepting any fuel, made that work; will also accept subtypes
of fuel e.g. a mapped-in stack of 5 plasma
* was not displaying the amount of fuel left in mecha stats UI, was
broken in #75052
* plasma pollution was removed a long time ago in #42908, scrubs mention
of that

Also adds some fluff text to the internal damage tracker to the short
circuit entry, as it was lacking a "system nominal" one. Also added a
`to_chat` to fixing navigation internal damage, as it was the only one
with no message for some reason.
2023-06-07 13:56:02 -05:00
Zephyr
89f5992a4c Player Ticket History - A Synopsis At A Glance (#75830)
## About The Pull Request

Adds a new front-end for viewing player ticket history stored in the
connected database.
Also adds a button to directly query for previous tickets from the
ticket panel.

## Pictures


![image](https://github.com/tgstation/tgstation/assets/12817816/4c01fb8b-3cf0-4d6c-a281-8eef2ff8f37c)

![image](https://github.com/tgstation/tgstation/assets/12817816/739f8b11-c064-4e90-bdae-22a4cc50c63d)

![image](https://github.com/tgstation/tgstation/assets/12817816/e4665d98-7bf9-4806-9d78-c8133682f7ae)

![image](https://github.com/tgstation/tgstation/assets/12817816/450edafc-b3b1-4013-8511-8328d944f440)
## Why It's Good For The Game

Gives admins the ability to look at a players behaviour in-game without
the need for external tooling, (statbus)
## Changelog

🆑
admin: Player Ticket History - view a player's ticket history without
the need to use external tooling.
/🆑
2023-06-07 10:51:26 +12:00
John Willard
0f22bb001e Mafia update: Return to body when the game ends (#75258)
## About The Pull Request

Mafia players are now sent to their last body when the Mafia game ends,
and in the meantime they have text saying why they are dead.
They can still be revived during this period, and when the game is up
they'll be forced back into their body if alive, if they are dead then
they'll just be able to re-enter their corpse as normal.

Also since I was poking around in Mafia stuff:
- I removed mafia observing because it was unused (this previously was
used to allow ghosts to see Changeling chat).
- I fixed it being a Draw when there was one Town or Changeling left.
- I fixed the role list showing some roles multiple times
- I fixed the Chaplain not being able to use their night ability (and
therefore being completely useless)
- I added prevention to prevent Admins from causing runtimes or straight
up crashing the server, with a very real chance it can happen purely by
accident, through the Admin UI.

I'm hoping to change how this actually does the job because I find it to
be very bad coding practices, but my problem is that everyone who signs
up for Mafia is a ghost, and they are added into the game through their
CLIENTS, so we don't have access on the mafia controller or the role, to
the player's previous body or mind, without this shit.

Also adds a new mafia board icon

Made by tatax and I find it fits more the theme of Mafia than the
current one.

New UI
2023-06-05 13:18:20 -05:00
Wallem
bfd44a4b75 Allows players to customize gas canister colors (#75842)
## About The Pull Request


https://github.com/tgstation/tgstation/assets/66052067/fa4450d0-f5b1-40e4-b283-57da6eba316c

Adds a button next to the relabel button in the UI that lets players
recolor canisters themselves. The relabel button overrides this, but
it's easy enough to re-color something if you really want it to stay
that way.
## Why It's Good For The Game
I realized earlier today that while we have the GAGS system for the
canisters, we never really fully utilized it, and I thought how it would
be helpful for players if they could more visually organize their
canisters.
I.e. Giving your "hot oxygen" canister a red ring, cold tritium a blue
ring, etc.
## Changelog
🆑 Wallem
qol: Adds a button that lets you recolor air canisters to enable easier
organization.
/🆑
2023-06-05 12:20:03 -04:00
LemonInTheDark
57ef596898 Admin Library Moderation (in-game edition) (#75645)
For the longest time, the only way admins could moderate the library was
by using statbus's external tool.
But a few months back statbus went down, and ever since then they've
been sitting lost. Shit sucks.

The whole external thing has been bugging me for a while, so let's fix
all that yeah?

This pr adds a new verb to the admin tab that allows admins to
ban/restore books from the library.
It includes expanded (ckey) search, faster response times, in tool book
viewing with and without markdown rendering, and viewing of deleted
books.

This is accomplished with a special subtype of library consoles, stored
on the admin datum.
It shouldn't let you do anything without +BAN, rip my live debugging or
whatever.

I've also hooked into (and fixed) Ned's existing library actions log,
and added viewing support to the ban/restore pages.
This logs banning admin, ban time, ban reason, etc.

As a part of this, I've fixed/expanded on the existing UIs.
I've added ID search to all existing consoles, and fixed an existing bug
with the visitor console not supporting category search (shows how many
people actually use the thing)

Changes to the library_action table were pretty minor. The ckey column
was too small, so longer keys just caused it to fail on ban. Bad.
That and the ip address column was signed, which wasted space and was
non standard with other tables.
2023-05-31 22:45:32 +00:00
Tim
b2f4cc70e9 Add glasses and icons to preference menu for nearsighted (#75642)
## About The Pull Request
This adds a few more regular glasses options to the nearsighted pref
menu:

- Random
- Jamjar
- Binoclard

It also displays the icons for the TGUI dropdown menu.

## Why It's Good For The Game
More variety and better visualization. (nearsighted... get it?)

## Changelog
🆑
qol: Add more glasses to the nearsighted pref menu with icons
/🆑

---------

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2023-05-31 14:33:52 -04:00
Zephyr
c6205dd063 Adds a new front end for viewing logs | fixes the manifest log message too (#75617)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/12817816/13d5f3c7-c0cc-4930-8119-e6bde66a1f61)

![image](https://github.com/tgstation/tgstation/assets/12817816/034a17d8-c552-4c3a-8e5f-b210fc4231e5)

## Why It's Good For The Game

I promised I would add it; and while it's not as nice as my previous
iteration it is faster and more streamlined.
## Changelog
🆑
admin: new log viewer, try it out. (View Round Logs)
/🆑

Fixes #75605

---------

Co-authored-by: san7890 <the@san7890.com>
2023-05-29 17:56:15 -07:00
SyncIt21
7c046c7af7 Fix "None" gas names in gas filter (#75702) 2023-05-29 11:08:21 -07:00
Hoolny
419dd2b754 Spider Infestation Balance Rebalance Expansion Part 1 (#75204)
## About The Pull Request
https://hackmd.io/dxhPOOdRRKW7siqPbpfmYQ?view The HackMD goes in-depth
into what this PR is about

## Content
### Ambush Spider

![image](https://user-images.githubusercontent.com/84478872/236697303-16fb5fee-7862-457f-a053-9e634873f205.png)

![image](https://user-images.githubusercontent.com/84478872/236697338-7908e9ba-07d2-4af6-9e0a-583e74d96634.png)
### Scout Spider

![image](https://user-images.githubusercontent.com/84478872/236697485-91560e01-365d-4a9e-8401-a52b412d865f.png)

![image](https://user-images.githubusercontent.com/84478872/236697489-a9f1d46d-1e65-4e9d-995e-335e4cf40f8c.png)

![dreamseeker_JtR1iVptrV](https://user-images.githubusercontent.com/84478872/236697538-4e9ac1a4-b2b7-463a-b4ff-75f8ae2d266a.png)
## Tangle

![image](https://github.com/tgstation/tgstation/assets/84478872/756de834-5470-4a2a-9e8e-55d6a3ca770d)

![TkK4NHc](https://github.com/tgstation/tgstation/assets/84478872/4fa15fa6-db11-46a5-9b56-8e5fce4bc1c0)

![XxcLU0z](https://github.com/tgstation/tgstation/assets/84478872/7a007a94-e9a4-4700-9a0e-f5e2a178c924)

### Spiderlings

![ruCweIc](https://user-images.githubusercontent.com/84478872/236697721-b96469df-e68b-47b7-9316-ec152629e9aa.png)

![SWE0bgo](https://user-images.githubusercontent.com/84478872/236697726-7753f363-99db-46b1-8181-0dc755c1804e.png)

![BYNLUQa](https://user-images.githubusercontent.com/84478872/236697753-48c1c5b0-064a-45e9-bf19-ad2e29cdb426.png)


## Why It's Good For The Game
Currently, spiders have plenty of issues that make them a very 2d
mentional antag they kill,die, and respawn which is boring and leads to
a bunch of balance issues for their current design this PR both fixes
the current issues spiders have and adds more depth into the antag.
## Changelog
🆑
add: Added 3 new spider types
add: Added more spider abilities
balance: Rebalanced spiders
fix: Fixes spiderlings having density
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-05-28 16:45:42 -07:00
Andrew
ed5096dd30 Solar control panel UI tweaks (#75670)
![image](https://github.com/tgstation/tgstation/assets/3625094/03af9b5f-e346-483f-80a6-f4c84e7081b5)

## About The Pull Request

Added a chart that shows generated power and potential power.

## Why It's Good For The Game

You can now see how well the panels perform throughout the solar cycle.

## Changelog

🆑
qol: Solar control console now shows power generation history
/🆑
2023-05-28 13:04:23 -07:00
FeudeyTF
17af27cb16 UI updating of pda message console and telecommuncations monitor. (#75460)
## About The Pull Request


Updating the UI of the server communication viewing console and the pda
message monitoring console. I have kept all the functions of previous
versions of consoles.

### **Consoles before:**


![MessageBefore](https://github.com/tgstation/tgstation/assets/72273449/c5671a4a-8ace-4c90-a3ef-a58cec8bf228)

![TelecommsBefore](https://github.com/tgstation/tgstation/assets/72273449/85fc6bdc-7c12-424e-9677-b4c9f18153ed)

### **Console after:**


![MessageAfter](https://github.com/tgstation/tgstation/assets/72273449/d78e2ce8-a6d1-4882-8fca-49477add3003)

![TelecommsAfter](https://github.com/tgstation/tgstation/assets/72273449/a4ded23a-b1db-4dda-9e9d-1433a2ba7115)


## Why It's Good For The Game

The interface has become more understandable, and most importantly
beautiful (in my opinion), and has also become more canonical.

## Changelog

🆑 FeudeyTF
code: Updated the UI of the console for viewing message logs and console
for view server communications
/🆑

---------

Co-authored-by: unknown <777@U01.gorchakov.local>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-05-28 13:00:05 -07:00
Jacquerel
2732e96cff Confine Elevator Music to Elevators (#75464)
Refactors elevator music to originate from an abstract object rather
than the elevator control panel.
Elevator music is applied while you are within a certain radius of this
object and cuts off immediately upon exiting (largely because as far as
I know you can't obtain playing sounds to fade them out in byond).
As a side-effect of this refactor it also isn't audible to ghosts at
all.
2023-05-27 23:14:36 +02:00
Ghom
4f87839cf3 The Canvas UI now shows a grid while the user is painting. (#75604)
A grid is shown while the user is holding a painting tool on an editable
canvas. This is achieved by drawing empty rectangles after the filled
ones are placed whenever the canvas is updated and if requirements are
met.

It's by no mean perfect, especially since the strokeStyle is a mere
"#888888" hexcolor, the contrast may get low around colors of similar
lightness. But I don't think I've much the strength to seek out a
fancier solution to a peeve that's hardly a botherance anyway while the
canvas is still mostly white.

I've also had a maintainer suggest me to make a toggle to
disable/enable. I talked a bit how that'd be a bit more complex to
integrate but not much so frankly, although switching hands or putting
away the tool already works for that. That said, I'm willing to do it if
player feedback suggests such toggle should be integrated.
2023-05-26 10:15:10 +00:00
SyncIt21
14411daa11 Fix broken icons in the crafting menu (#75649)
## About The Pull Request

**1. Rolling Pin Icon Fix**

The rolling pin icon shows up correctly under the tools section
![Screenshot
(224)](https://github.com/tgstation/tgstation/assets/110812394/2e90c98a-ca0a-4619-b428-687ee76ee429)

The problem was with the text

`#define TOOL_ROLLINGPIN "rolling pin"`

`"rolling pin"` has a space in it's name, so when it's sent to the UI
and used as a css class identifier it get's treated as 2 separate
classes
class1 = rolling
class2 = pin
Causing undefined results. So i made sure to remove this space when
inserting this name as a sprite sheet and also remove the space manually
in the Client-Side UI

Fixes #75525

**2. Basketball Hoop Icon Fix**

The basket ball hoop has the correct icon in the crafting menu
![Screenshot
(225)](https://github.com/tgstation/tgstation/assets/110812394/8ef100a8-2ee8-4764-9a9c-b764212f4d6c)

This is not an `32 x 32` icon but an `32 x 64 ` icon so we assumed the
icon size wrong hence it got rendered incorrectly. Now in the back end
we query the size of the icon using the datum sprite sheet before
sending it to the UI, so this should also fix a lot of other broken
icon's that are not the standard `32 x 32` that went un noticed

## Changelog
🆑
fix: rolling pin icon show's up correctly under the tools section in the
crafting menu i.e. for those recipes that require it
fix: basketball hoop icon and other sprites that are not the standard
`32 x 32` now show's up correctly in the crafting menu
/🆑
2023-05-25 18:42:25 -06:00
moocowswag
c4dc58f184 Modular Shield Generators, Also Adds a new perimeter algorithm to _helpers/math_dm (#75328)
Disclaimer im mostly making this pr for the experience if anything.
Also anyone can replace the sprites if they want to I`m just making them
so itl be done, idk what a plasteel machine is supposed to look like.

The circuit boards to make these machines are unlocked by the advanced
power manipulation tech

The entire shield

- Has one big healthpool (base of 50)
- Has a configurable radius
- Takes damage from hot gas and emp
- Has regeneration (it gets nerfed by alot of things that I have to talk
about separately)
- When the shield is broken the generator must regenerate at 0.25x speed
before coming online again
- can be configured to either only generate a shield externally (in
space) or both internally and externally at the cost of half the regen
rate
- Regen rate is also reduced based on the ratio of the shield radius and
the max radius that the generator is capable of generating
- Alot more that im too tired to explain at the moment

The base stats of the shield (max health, regen rate, max radius) all
scale with the tier of parts used in the main generator.

4 other machines (3 are finished code-wise as of now) the charger (regen
rate), the relay (max radius) the well (max health) the node (allows for
more connections) can all be connected to the main generator to boost
its core stats based on their part tiers

In the future there is a possibility of specialization / modifications
to the forcefield at the cost to the core stats
2023-05-25 19:40:25 +00:00
Andrew
5861ae8952 [NO GBP] Fixes Plumbing RCD (#75621)
![image](https://github.com/tgstation/tgstation/assets/3625094/c046222f-9766-4d14-8538-40aabdd15645)

## About The Pull Request

Fixes #75618 

Regression after #75540 

I didn't know that it reuses some components of RPD when I updated its
UI. It led to layers breaking UI.

## Changelog

🆑
fix: Plumbing RCD UI fixed
/🆑
2023-05-24 22:36:44 -05:00
Ghom
2901313821 Adds a eye-dropper right-click function to the painting canvas. (#75571)
## About The Pull Request
Having used the painting UI to kill some time during long rounds for a
decent chunk of the past year, the need of a quicker and less tedious
way to fix a misclick or mistake like drawing over the wrong pixel has
become clear to me, as well as getting some feedback on the palette
component I made last year.

As the title suggests, this PR adds an eye-dropper function to the
canvas. Right-Click a pixel on the canvas, and the painting tool will
copy its color. Simple as, works on both finished and unfinished
paintings.

As a bonus, you can also right-click one of those selectable
white/colored squares on the color scheme near the bottom of the UI (if
using spraycan/palette) to change its color without having to go back to
main game window and a radial menu.

EDIT: With the tooltip added to the UI, I can say it's ready.

## Why It's Good For The Game
This PR aims to add better options to change colors on the go and
improve the user experience on the painting UI.

## Changelog

🆑
qol: Adds a eye-dropper-like right-click function to the painting canvas
UI. Right-Click a pixel on the canvas while holding a painting tool to
have it copy its color.
qol: Also adds a right-click function to the color palette at the bottom
of the UI to allow users to set its colors without having to alternate
between the game window and the UI.
qol: Lastly, a tooltip has been added near the top-left corner of the
same UI to let players know of these features.
/🆑
2023-05-24 12:06:44 -06:00
Andrew
84bd57a908 Pipe Dispenser UI tweaks (#75540)
RPD:
<img width="398" alt="g6iMANATn2"
src="https://github.com/tgstation/tgstation/assets/3625094/a6b986d0-fa7f-4f67-89df-6d62505e1e50">

Pipe dispenser machines:
<img width="398" alt="eBxH3wMlPu"
src="https://github.com/tgstation/tgstation/assets/3625094/cc49c3c2-dad6-40da-9e63-b2f0a20fa893">


GIF:

![dreamseeker_LN0XizcPi9](https://github.com/tgstation/tgstation/assets/3625094/c8e639d2-48d1-4a71-a8f7-b55300007203)

## About The Pull Request

Updated RPD UI for:

- Bigger color buttons
- Faster selection of pipe type

## Why It's Good For The Game

Less clicks and missclicks when working with RPD

## Changelog

🆑
qol: RPD and Pipe Pispenser UI tweaks for better navigation
code: RPD and Pipe Dispenser UI now on TS
/🆑
2023-05-23 17:15:59 -06:00
Andrew
2d54693913 Test tubes and racks (#75179)
## About The Pull Request


![image](https://user-images.githubusercontent.com/3625094/236466928-dd7beffb-ff26-4d78-a10b-7be29aae56f2.png)

Bottles have varied volumes - some of them hold 30, some 50, while
having the same sprite. And the size is comparable with small beaker, so
it was a bit weird that it can hold only 30 units. Now the default
bottle volume is 50, consistently.

Test tubes are the new 30u container that replaces bottles created in
chem master (but not condi master) and pandemic.

For better management of test tubes, this PR also adds a rack that can
be crafted from 1 wooden plank. The rack stores up to 10 test tubes and
can pick them up and drop quickly similar to how the pill bottle works
with pills.


![image](https://user-images.githubusercontent.com/3625094/236472298-df4932a4-4620-4a6b-87c0-67efc7317d02.png)

## Why It's Good For The Game

Consistent volume for the bottle sprite instead of some being 30, some
50.

Essential attribute for chemical lab, good company for Chem Separator.

## Changelog

🆑 MTandi, coiledlamb 
add: Added test tubes and racks for them
balance: All 30u bottles now have 50u volume and chem master/pandemic
spawn tubes instead of bottles
/🆑
2023-05-23 17:07:55 -06:00
Ghom
ac2a175e68 Fixes the sparring contract. (#75591)
## About The Pull Request
SparringContract.tsx was using its own constant STAKES_HOLY_MATCH,
**not** imported from dm data and of a different value, which resulted
in players being unable to use it unless one of the two contestants
happened to be a chaplain.

## Why It's Good For The Game
This will fix #75530.

## Changelog

🆑
fix: Fixes the sparring contract. You can now spar with no stakes and
just for fun.
/🆑
2023-05-23 16:31:34 -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
Jeremiah
9c1cb1b18b Should* make tgui say faster (#75534)
## About The Pull Request
Tgui say no longer hides the browser AND window separately. I was really
worried focus would get stuck somehow inside, but that caution caused
perf issues for something that NEEDS to be fast. It feels faster to
me(tm) ~~but I want to get a weigh in from players a bit.~~
Edit: Seems faster on live. Players say it's good.

Moves the focus() timeout to the top, probably a placebo here.

It now no longer blinks white.

![dreamseeker_fUEYRU4A8O](https://github.com/tgstation/tgstation/assets/42397676/5cc12251-eb04-44a1-8676-c6572c2fc725)

fixes #75497 
## Why It's Good For The Game
It no longer blinks, saving a crucial ms or so from bootup

## Changelog
🆑
fix: Fixed an issue where TGUI say blinks on open, which should make it
look and feel faster.
/🆑
2023-05-21 21:50:34 -06:00
Jeremiah
2565063067 Fixes a tgui say runtime (#75502)
## About The Pull Request
Oopsie doopsie: Need to send the object, not just a boolean
## Why It's Good For The Game
Fixes a runtime
## Changelog
N/A no player facing
2023-05-18 10:59:34 -07:00
Jeremiah
aa74657f69 Tgui say v1.1 (#75431)
## About The Pull Request
"It's better! I promise!"

When I wrote it, I was inexperienced and pretty angry. Not that I'm any
better of a person now, but the code should be. I consolidated instead
of relying on heavy abstractions. I simplified logic and wrote more
tests.

The result should look and feel much more like intended. The bundle size
is reduced by ~43%. Types are much stricter. The logic and css classes
are much more precise.

No major style changes yet
![Screenshot 2023-05-15
003339](https://github.com/tgstation/tgstation/assets/42397676/edeabdcf-5cc6-44ba-9e98-9015bb863547)

## Why It's Good For The Game
Less javascript is better, and being even a few fractions of a second
faster might make better gameplay
## Changelog
🆑
refactor: Tgui Say is rewritten, becoming "much more performant". Hey,
that's what it says on the tin! I'm not from marketing!
fix: Tguisay drag zones are now ever so slightly larger around the
corner of the window
fix: Pressing one of the chat open keys (T/Y/M/O) will no longer change
channels if it's already open
/🆑
2023-05-16 20:19:04 -06:00
Andrew
4b01dbe5d4 Connect air alarm to air sensor (#75187)
## About The Pull Request

To control vents and scrubbers in ordinance, burn and engine chambers,
mappers extend the area outside of the walls towards a tile where they
place the air alarm.

With this PR, they can now assign `chamber_id` to an air alarm and
connect to the chamber with an air sensor. There is a new map helper for
this.

Also, this connection can be done manually. You need to click on a
sensor with a multi-tool, then unlock certain air alarm, and click with
a multi-tool on it. This action will link sensor to an air alarm,
reporting gas mixture from the sensor tile and giving control over the
vents and scrubbers of the sensor's area.

### TLDR

Before:
<img width="718" alt="ordnance_before"
src="https://user-images.githubusercontent.com/3625094/236577769-5d79871f-2dce-43be-a20a-e6669bfbc1c6.PNG">

After: 
<img width="638" alt="ordnance_after"
src="https://user-images.githubusercontent.com/3625094/236577786-3c7e9c9f-1501-4747-bbe1-292fc4947b0d.PNG">

This is how the area is setup on meta station right now vs if it was
setup with a link

![image](https://user-images.githubusercontent.com/3625094/236578327-531cfb6f-e0ac-4c03-927f-f5b05b9c74ab.png)

This is also true for the supermatter chamber - you can make the air
alarm display the gas mix in the actual chamber and avoid using mapping
area hack there too.
<img width="954" alt="supermatter_after"
src="https://user-images.githubusercontent.com/3625094/236578528-4650b426-6bf0-4634-a5b0-cad7a50d5b01.PNG">

## Why It's Good For The Game

The area hack is no longer needed and you can place air alarm to control
certain remote area wherever you want when you design a map. Even 3 air
alarms next to each other controlling 3 different burn chambers.

The air alarm will also report the gas mix on the actual tile of a
sensor, instead of the gas mix before the air alarm, which is usually a
normal habitable environment.

Also, now you can build such chambers manually because there are no
precise area editing tools available in-game to repeat the area hack.

## Changelog

🆑
add: Air alarms can be connected to an area remotely via air sensor with
multi-tool and corresponding access
qol: Mapping: Added air alarm helper to link air alarm with certain
chamber_id on map load
/🆑
2023-05-15 20:10:08 -06:00
Watermelon914
a98706ff8b Adds TTS to the game. Players can select their own voices in preferences. (#74775)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-05-15 16:21:54 -07:00
lessthanthree
25d30bc99c Warn admins about active Internet sounds (#75400)
## About The Pull Request

For various reasons an admin may not be aware there is currently an
Internet sound playing. (Usually TGUI related or just recently logged
in.)

This provides a warning and optional override if they try to start an
Internet sound while one is already running.


https://github.com/tgstation/tgstation/assets/83487515/af4197c9-bf9d-43e4-a407-a556b88a6d30

## Why It's Good For The Game

Less "HEY I WAS ALREADY PLAYING SOMETHING!"

## Changelog

🆑 LT3
admin: Admins are now warned if they are going to override a currently
playing admin midi
/🆑
2023-05-14 21:42:07 -06:00
Watermelon914
ff5a2469e6 Makes the component menu in the integrated circuit interface more intuitive. (#75364)
## About The Pull Request
Added a notice box to the component menu in the integrated circuit
interface explaining how to link an integrated circuit to a component
printer to allow for integrated circuit programming away from the
component printer.


![image](https://github.com/tgstation/tgstation/assets/37270891/6a7ed31a-7d45-49a6-8025-09564ef099d2)

Last sentence in the above image has been removed. Integrated circuits
will now update their static data once linked so closing and re-opening
the UI is unnecessary.

## Why It's Good For The Game
It wasn't clear anywhere in game that you could link integrated circuits
to component printers. I've run into players being completely unaware of
this feature, so this should help to make it more clear that players
don't need to print out components manually from the component printer
and slap them into an integrated circuit each time.

## Changelog
🆑
qol: Added a message to the component menu in the integrated circuit
interface that explains how to link an integrated circuit to a component
printer.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2023-05-14 15:54:36 -07:00