* SDQL Spells & Menu to Give Them to Players (#58118)
SDQL spells are spells that execute an SDQL query. This requires a config flag to be enabled in game_options.txt. When enabled, admins with debug verbs have the ability to open a menu allowing them to define all the relevant vars for the spell, including icons and spell requirements.
It also fixes a bug with superuser SDQL queries always runtime if they try to call a proc.
Co-authored-by: Emmett Gaines <ninjanomnom@ gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
* Adds SDQL Spells & a Menu to Give Them to Players - Take 2: Commit Cleanup
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
Co-authored-by: Emmett Gaines <ninjanomnom@ gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)
* Adds explosion SFX to the blastcannon and explosive compressor
- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.
* Miscellaneous changes
- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments
- Removes a whole bunch of argname = 0 in explosion calls.
* Removes named callback arguments.
* Changes the explosion signals to just use the arguments list
Adds a simple framework to let objects respond to explosions occurring inside of them.
Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.
Makes the explosive compressor and blastcannon actually use the TTVs they are given.
Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments
*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Adds a debug button that will automatically render an entry to the chemistry wiki page (#57309)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds a debug button that will automatically render an entry to the chemistry wiki page
Co-authored-by: Thalpy <33956696+Thalpy@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Enables 514 testing on master, Removes all reliance on extools outside of maptick (#56724)
* Uses 514's map_cpu var when it's available
* Uses auxtools for the debugger, to supply cross verison compatibility
* Nukes extools reference tracking, reinstates the old ref tracking system
* Enables 514 testing on master, Removes all reliance on extools outside of maptick
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Dynamic 2021 (#56221)
About The Pull Request
Dynamic 2021, among much other things, splits the threat level into two separate budgets, one for round start and one for midround/latejoin. You can read the design doc, plus methodology and charts here: https://hackmd.io/@ tgstation/S1C4dYJkO.
To server owners: this is incompatible with current dynamic.json configurations. This is not just because some fields have different values now, but because the older values are not balanced towards this system.
Inidividual list of changes (as I remember them):
Threat level is now split into two separate budgets, one for round start and one for midround/latejoin.
In TESTING, you can now run dynamic simulations to see the roundstart picks.
antag_cap is now based on an equation rather than a fixed list of antags per indice--the old system is not scalable. You can now pass it either a number for a fixed constant, or a list with "denominator" and an optional "offset" to fit the equation ceil(x / denominator) + offset, with x being population.
Midround/latejoin timers are now vars on /datum/game_mode/dynamic itself, and thus can be configured by head admins per server.
Removes some older, as far as I can tell completely unused admin tools relating to dynamic.
autotraitor_cooldown is now properly respected from config, and is based on an exact time rather than on ticks (450 used to be 15 minutes, now it's just 15 MINUTES).
The rulesets dynamic chooses are now in a dynamic.json file in round logs. Relies on tgstation/tgstation13.org#64 to be public.
Adds more logging to the autotraitor ruleset for admins.
Midround/latejoin chance modifiers are now configurable.
Labelled "Do Not Merge", as the design doc outlines the specific playtesting schedule I would like to perform.
Note to self: Remove the custom MOTD before merge.
Why It's Good For The Game
(Copied from design doc)
Dynamic currently dumps as much threat as it can into round start threats. This means that rounds at ~50 threat can have an absurd amount of antagonists round start, while leaving very little threat for midround/latejoin antagonists. What inevitably happens is just one of those picked decides to murderbone, leading to the inevitable 20 minute shuttle call. Furthermore, once those antagonists are dead, Dynamic doesn’t have any threat left to spend on new antagonists that keep the round flowing, promoting the mentality of “antags dead, I’m bored, let’s leave”.
The proposed solution of Dynamic 2021 is to split threat level into two separate budgets, one for round start and one for midround/latejoin. This split, like threat level, will also be done on a lorentz curve–meaning that while most rounds will have them evenly split, there is still the possibility of chaotic high antagonist round start rounds, or the possibility of a midround onslaught.
* Dynamic 2021
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
* Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B
BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
* Converts all A && A.B into A?.B
Co-authored-by: ZeWaka <zewakagamer@gmail.com>
* Restyles Stat Panel, Adds Subpanel Sub-Categories (#53947)
I re-styled the CSS for the stat panel in hopes to make it look nice, and I also added the ability to use sub-categories (currently a single level) of verbs using a . (period), an example being Admin.Fun instead of the previous Admin - Fun. This now results in a sub-category being automagically generated in the stat panel.
* Restyles Stat Panel, Adds Subpanel Sub-Categories
Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
* Emergency Shuttle Toggle (#53912)
Admins now have the option to enable or disable the shuttle(located in the admin tab).
Disabling the shuttle will basically pause it where it is, regardless(unless game is over). Until the admins enable it again. It will resume exactly back to where it was and continue from there. This is great for events. You can't recall or call the shuttle while it's disabled.
Admins also now get the option when calling the shuttle to disable the recall of said shuttle unless they cancel it or select enable shuttle.
* Emergency Shuttle Toggle
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#53305)
* Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Remove references to old singularity machines (#53509)
Removes the singularity generator and the particle accelerator. The former had no sprite, and the latter only existed because of a leftover type path. This does not affect gameplay at all.
Removes the "Start Singularity" verb that was only intended for debug use.
Fixes#53508.
* Remove references to old singularity machines
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Overhauls discord verification system (#53289)
This completely replaces the previous verification system, for one that
will interoperate with a discord redbot instance that uses the cogs
located at you github.com/optimumtact/orangescogs
This cuts out several steps in the system, but it also leaves alone the
existing notify system (which just uses a file list of discord ids) as a
record of who to notify
SQL changes required for the new database system
Version 5.10, 7 August 2020, by oranges
Changes how the discord verification process works.
Adds the discord_links table, and migrates discord id entries from
player table to the discord links table in a once off operation and then
removes the discord id on the player table
The user connects to any tg server, and uses the "Verify Discord
Account" verb, this generates a six word one time use token, with a 4
hour time validity period (defined as 4 hours from the timestamp value)
in the discord links table.
This one time token, and the ckey of the user are stored in
discord_links
At this point the entire DM side is done, this is all it does
* Overhauls discord verification system
Co-authored-by: oranges <email@oranges.net.nz>
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is
Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
* [Ready] CDN browser assets! (#52681)
Rewrites the asset_cache system to handle sending assets to a CDN via a webroot.
see https://github.com/MrStonedOne/tgstation/blob/asset-cdn/code/modules/asset_cache/readme.md
Fixed a lot of bugs with assets, removed some dead code.
Changes:
Moved asset cache code to transport datums, the currently loaded one is located at SSassets.transport, asset cache calls made before the config is loaded use the simple browse_rsc transport.
Added subsystem call for when the config loads or reloads.
Added a webroot CDN asset transport. assets are saved to a file in a format based on the file's hash (currently md5).
Assets that don't use get_asset_url or get_url_mappings (such as browser assets referred to by static html files like changelog.html or static css files) can be saved to browse_rsc even when in cdn asset mode by setting legacy to TRUE on the datum returned by register_assets
Added a system for saving assets on a cdn in a hash based namespace (folder), assets within the same namespace will always be able to refer to each other by relative names. (used to allow cdn'ing font awesome without having to make something that regenerates it's css files.).
The simple/namespaced asset cache datum helper will handle generating a namespace composed of the combined md5 of everything in the same datum, as well as registering them properly.
Moved external resource from a snowflake loaded file to a config entry, added it to resources.txt
To ensure the system breaks in local testing in any situation that wouldn't work in cdn mode, the simple transport will mutate the filenames of non-legacy and non-namespaced assets and return this with get_asset_url.
Simple transport's passive send of all roundstart assets to all clients is now a config that defaults to off. this is to break race conditions during local testings from devs accidentally relying on this instead of using send() properly.
cl
refactor: Interface assets (js/css/images) can now be managed using an external webserver instead of byond's one at a time file transfer queue.
admin: Adds admin verb toggle-cdn that allows admins to disable the external webserver asset transport and revert to the old system. Useful if the webserver backing this goes down (thanks cloudflare).
config: New config file, resources.txt, (must be loaded by an $include statement from the main config)
server: The external_rsc_urls.txt config has been moved to the main config system.
/cl
Porting notes:
Interface webpages must refer to their assets (css/js/image/etc) by a generated url, or the asset must register itself as a legacy asset. The system is designed to break in localtest (on simple/legacy mode) in most situations that would break in cdn mode.
Requires latest tgui.
The webserver must set the proper CORS headers for font files or font awesome (and other fonts) won't load.
/tg/'s webserver config: https://gist.github.com/MrStonedOne/523388b2f161af832292d98a8aad0eae
* [Ready] CDN browser assets!
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
* Adds an atmos debugging tool and excited group visualizer (#52395)
* Adds an atmos debugging tool and excited group visualizer
* rebuild moment
* yarn install -> yarn run build
* Sigh
* Fixed UI, did not test, needs a rebuild.
* Proper flexing
* Adds varied colors, improved ui courtusy of stylemistake:
* Fixes a runtime, updates tgui
* added superconductors, cleaned up some shitcode, removed a clashing color
* Woop
* Speed
* rebuild
* Adds a tick count
* begone auto-update
* color defines
* rebuild moment
* color improvements, fixes updating
* adds another preprocesser define to handle showing max shares in the ui
* test of application system?
* patches up some display issues, allows for smooth flowing from one group to another
* overlay-ified
* client testing
* dmi moment
* plane master
* it fucking works
* size change
* passthrough
* rebuild moment
* adresses review concerns, toggles active turf vis on when testing
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* Adds an atmos debugging tool and excited group visualizer
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
About The Pull Request
Adds extools-powered reference tracking. Includes a couple procs that retrieve the back and forward references of a datum - Back references let you see what is referencing your object and potentially preventing it from garbage collecting, and forward ones show you what your object in turn references. Also made a cool GUI to inspect and follow these references.
The tracking adds some overhead to all variable sets and list operations. Init time is increased by ~15%. I haven't actually benched it so it might impact the actual game less.
Why It's Good For The Game
no lagging caused by hard dels scanning the entire planet (once coders fix them)