* Adds the installed message phrase for voice analyzers to logging (bonus runtime fix) (#70066)
* Adds the installed message phrase for voice analyzers to logging
Hey there,
Sometimes, it's CBT to figure out what exactly made a bomb go off, especially when a voice analyzer is involved. Now, when a voice analyzer is involved in TTV Bomb/Grenade explosions (already logged), it will also output the recorded phrase when present.
To do this, I just span up a quick `isvoice()` macro define to ensure that we would get the variable, and it would just append the message that we were already spitting out into logs. I rewrote how grenade logs currently operate a bit, let me know if I accidentally omitted something critical.
* Adds the installed message phrase for voice analyzers to logging (bonus runtime fix)
Co-authored-by: san7890 <the@san7890.com>
* Faxing of unusual objects (#69651)
* Fax machines have a wire panel.
Fax machines can be hacked to allow unusual input, throw their contents on receipt, and be invisible to the network.
Fax machines will accept some additional paper-like items by default.
Fax icons moved to their own file.
* Unpunctuates screentips.
You can send cash now also.
* Removes unnecessary "var".
Adds salami to food list.
* Faxing of unusual objects
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Cleans up some admin tokens being fed to silicon logs (#69310)
* Cleans up some admin tokens being fed to silicon logs
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Abusing Generosity - Unrestricted Airlock Access Flip (#68096)
* Abusing Generosity - Unrestricted Airlock Access Flip
Hey there,
We now have a lot of unrestricted access helpers on airlocks, which are neato. However, while spitballing ideas in regards to this a few months ago, someone suggested to make it such that you can use the airlock wires to "flip" the directional way. I decided to sit down and code it in today.
The high details are this: You can only do it if the airlock has a directional Request-to-Exit sensor (which is just a thing I made up, you can't get this in-game outside of mapping it in via a directional helper). You can tell if a door has it the same way you can tell if any door is a directional door, or you can simply just check to see if the Unrestricted Access Display is "on" in any capcity (the airlock will not have the sensor if the display is off).
It's effectively a dud without the "sensor". However, if it does have it, you can either pulse it (to switch the direction by 180 degrees) or cut the wire (to disable the direction entirely). When you mend the wire though, it'll activate to a random direction (could even be inside a wall). You can keep cutting and mending until you get what you want, though. If it gets stuck in a wall though... shouldn't have cut it.
While in the area, I alphabetized a bunch of lists, added a new color of airlock wire, and probably some other stuff.
* Adds this behavior to building new airlocks
I also renamed it to "sensor" so it's a bit clearer across all the potential contexts.
It does seem to handle setting multiple directions on creating a new mapload, cutting/pulsing will condense the nice multi-directional stuff into one direction (i am okay with this).
Co-authored-by: spookydonut <github@ spooksoftware.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Abusing Generosity - Unrestricted Airlock Access Flip
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Move more silicon-relevant logs to silicon logs (#67340)
Moves a bunch of logs that were silicon-related but logged to game.log to silicon.log.
* Move more silicon-relevant logs to silicon logs
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
* Health sensor in chemical grenades fix (#66014)
The health sensor is an assembly part. It contains two vars called 'secured' and 'scanning'.
In order to attach an assembly part to another assembly part (e.g. a health sensor to a signaller), both have to be attachable (meaning 'secured' = FALSE). After they are attached together, 'secured' will be TRUE. When the assembly is triggered, it checks if 'secured' == TRUE. Problem is, that a grenade is not an assembly part. If you use a screwdriver on the sensor to make it attachable, the chemical grenade won't work. The var 'secured' was simply not intended for usage inside a chemical grenade. Further confusion ensues when the now-attachable part is attached to the chemical grenade via an Attach-/Detach menu, which has nothing to do with the sensor being attachable (secured). This fix always secures the sensor when attaching it.
The other var, 'scanning' determines if the health sensor is currently active or not. A potential pitfall is to not activating it before attaching it to a chemical grenade, assuming that you have to activate the grenade itself to arm it (which in this case will just make the grenade go boom, disregarding the sensor). Since it does not make any sense to create a chemical grenade with an inactive sensor, this fix always enables the sensor when attaching it.
* Fix: Health sensors inside chemical grenades
Co-authored-by: LordVollkorn <66637090+LordVollkorn@users.noreply.github.com>
* Fixes issue #65609 -- Can no longer interact with airlock wires after adding shielding (#65821)
closes#65609
Fixing bugs is good for the game, even if its something small like this.
* Fixes issue #65609 -- Can interact with airlock wires after adding shielding
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Allows multitools to change the speed of linked conveyor belts by clicking on a placed conveyor switch. (#65277)
* conveyor belt and switch changes
* maintainer recommended changes 1
* maintainer recommended changes 2
* fixed hard delete
* resolve fix and name change of variable
* who knew that SECONDS is *10, not me
* conveyor belt and switch changes
Co-authored-by: MacBlaze1 <33578623+MacBlaze1@users.noreply.github.com>
* [s] Makes used grenades slightly more obvious. Also prevents DOSing admins. (#64643)
* Makes used grenades slightly more obvious.
Adds a variable to tell whether a grenade can't detonate properly.
Examining can be used to tell if the grenade has already been used.
A flag on it is set when the grenade detonates so that used grenades can't be reused until it's reset.
It also prevents spamming admins with grenade primed messages since there's no point if the grenade won't work.
* Changes dud var to dud flags.
Changes the name of the dud var to dud_flags to clarify that it is a set of bitfields.
Changes the default value of the dud var to NONE also to clarify that it is a set of bitfields.
Changes the documentation for the dud var to clarify that it is a set of bitfields.
* Fixes eternally armed dud grenades.
Makes the grenades reset their appearance if they reach the end of their fuse while a dud.
Prevents chemical grenades from staying in the 'i am armed' visual state forever.
* [s] Makes used grenades slightly more obvious. Also prevents DOSing admins.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* [Ready] MODsuits
* we dont need to add these people as codeowners, goodness gracious
* have to remove this because upstream
* part 1 of these fixes
* EEEE
* Update peacekeeper_clothing.dm
* E
* E
* Auto stash before merge of "upstream-merge-59109" and "origin/upstream-merge-59109"
* E
* Update expeditionary_trooper.dm
* more removal
* nice
* modsuti modstui modusuti
* fixes
* E
* ITS MODsuit not HARDSUIT
* more hardsuit references
* MODSUIT NOT HARSUITEDSA
* Maps
* More ,map
* oop
* e
* oo aa
* 0
* ting tang
* Update modsuit_tailsprites.dm
* hi fikou
* bs tech update
Co-authored-by: Fikou <23585223+Fikou@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: Tom <8881105+tf-4@users.noreply.github.com>
* Attached assemblies can pulse cut wires again (#62326)
* Attached assemblies can pulse cut wires again
Co-authored-by: esainane <esainane+github@gmail.com>
* Power generation (collectors, coils, grounding rods) cleanup (#62144)
* Energy collection: Mass rework
Radiation Collectors and Tesla Coils are now subtyles of a common
energy_accumulator type. This type combines common code such as smoothing
output over energy received, computing power output, and handling wire
connections.
Inline calculations using machine energy units are now performed by
common math functions in maths.dm. Rather than reference 0.1,
1 SECONDS is used to make it clear this is to calculate to and from
tickrate dependent units.
Constants which are written in terms of tickrate dependent units are now
written in terms of joules, and use these helpers to convert to and from
these units. With SSmachines.wait / (1 SECONDS) being 2, this usually
means doubling the values of constants which were previously defined in
terms of machine energy units.
* Energy collection: Map path update
> git ls-files | grep dmm | xargs sed -i 's1rad_collector1energy_accumulator/&1g'
> git ls-files | grep dmm | xargs sed -i 's1tesla_coil1energy_accumulator/&1g'
> git ls-files | grep dmm | xargs sed -i 's1grounding_rod1energy_accumulator/&1g'
* Power generation (collectors, coils, grounding rods) cleanup
* object path update (#8882)
* [MDB IGNORE] Missed some paths (#8886)
* object path update
* oops missed a couple paths
Co-authored-by: esainane <esainane+github@gmail.com>
Co-authored-by: ORCACommander <orcacommander1@gmail.com>
* fixed the define for the shock wire (#59995)
no wonder autolathes never shocked the cargo techs whenever they hacked it
* Fixes autolathes shock wire
Co-authored-by: 小月猫 <alina.r.starkova@gmail.com>
* Enhances AI law and borg logging (#59684)
Persistent logging for sometimes disputed actions
The "impacted cyborgs" is useful for reconstructing which borgs were synced to an AI at what time, which sometimes may not be clear from logs
* Enhances AI law and borg logging
Co-authored-by: bloons3 <bloons3@users.noreply.github.com>
* Add ectoscopic sniffer to Robotics Labs (#59494)
This PR adds a new machine; the ectoscopic sniffer, to the robotics lab on each map.
The sniffer is small desktop machine used for detecting paranormal activity, it displays a green flash and a chime every time it is touched(as in attacked) by a ghost.
It has a single wire inside, when this wire is pulsed, it triggers the animation and chime, as if touched by a ghost, maybe some enterprising crewmember can use this to their advantage. When this wire is cut, the device won't trigger, no matter how many spooks or haunts touch it.
---
This PR is above all fun.
Of course, it can be used as the author of the previous PR intended; to alert the roboticists of souls willing to occupy a positronic brain.
Clever spacemen will always figure out how to use this kind of device for more creative parascientifc research.
It is still limited by its low bitrate and the very low quality of the information as compared to something like ghost court, since a single malevolent spirit is able to feed the living bullshit.
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* [READY]The smell of death! New machine to puts the spectre in spectroscopy.
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Fix spammable logging in grenades (#58781)
Adds an early return in chem grenade wires if the grenade is not secure
* Fix logging in chemical grenades
Co-authored-by: Maurukas <66576896+Maurukas@users.noreply.github.com>
* pulsing the open wire toggles airlocks, even when cut (#57562)
* [webedit] Pulsing the open wire toggles airlocks, even when it is cut
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* Scanner gates now have wires/interact with signalers. (#57195)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Scanner gates now have wires/interact with signalers.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Changes grenade proc names to be more clear (#55181)
Grenades have, for the longest time, used the proc name preprime() to refer to arming a timed grenade so that it will boom in a few seconds, and prime() to refer to the grenade actually going boom (or releasing foam or anything else grenades do when they go off). This was very confusing, so now these two procs are called arm_grenade() and detonate().
* Changes grenade proc names to be more clear
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Fix some potential sleeps as detected by SpacemanDMM improvements (#54230)
overrides weren't detected by should not sleep, i think i've mostly
fixed that with SpaceManiac/SpacemanDMM#214
Some of these are wacky but overall this pr is harmless
signals shouldnt sleep even in weird 1 in a million situations or due
to other people adding bad code
overrides of changeling can_sting() use alert() and input() and that's
just too fucked for me to fix in this pr
* Fixes some potential sleeps as detected by SpacemanDMM improvements
Co-authored-by: spookydonut <github@spooksoftware.com>
* Enforce preserving parent proc return values across ui_act call stacks (#53964)
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
* Enforce preserving parent proc return values across ui_act call stacks
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.
Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.
This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.
To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.
Requested by @optimumtact.
Changelog
cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Removes singularity, tesla, TEG and Mrs. Pacman. Changes supermatter overcharge delam. (#52873)
About The Pull Request
This PR removes the tesla and Mrs. Pacman from the game. The title is actually misleading, the TEG and singularity are still in the game but inaccessible and the singularity no longer has its generator.
Field generators and tesla coils have been kept because shocking your fellow man is the greatest sensation of power in the world.
The overcharging delamination for the supermatter has been replaced by the release of 2500 mols of tritium at 500,000 kelvin. An engineer who's really hateful of the station can use this for fusion, if they desire. Otherwise, its a tritium fire in engineering alongside the explosion. This will probably be changed in the future to be more potent since the explosion will pretty much just space all the tritium away.
Singularities no longer produce radiation. Now, keeping one is less about making power and more about making a statement, especially since you need to delaminate an SM shard for it.
Why It's Good For The Game
Having power optimized for one generator (SM+Turbine) will allow balancing to be feasible, also oranges wanted this. The other generators may later return but with tweaked values and different roles.
Changelog
🆑
del: Nanotrasen has removed their outdated teslas, singularities, TEGs and Mrs. Pacman generators from their servers and warehouse.
/🆑
* Removes singularity, tesla, TEG and Mrs. Pacman. Changes supermatter overcharge delam.
Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com>
* Tweaks voice analyzers, pulsing a grenade's bomb wire now uses the grenade's timer delay. (#52710)
Makes suicide bombing with voice analyzers harder, while keeping the more fun behavior by adding some tells and delays.
Things attached to a grenade's pulse wire use the grenades timer, rather then just insta booming.
* Tweaks voice analyzers, pulsing a grenade's bomb wire now uses the grenade's timer delay.
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Refactors area stuff (#52751)
-bitfielded a bunch of bools on /area, I left some untouched cus they get called a lot
-Unused vars
-Fixed a var pretending to be a fake bool
-Probably more
* Refactors area stuff
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
* Updates wire datum proper_name vars (#52679)
* New wire proper_names
* Update comment.
* Updates wire datum proper_name vars
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Fix pulsing the power wire shocking you repeatedly unless you close tgui (#52541)
* Fixes#52538
* Allow those with insulated gloves to mess with airlocks still
* Fix not being able to interact with insulos
* Fix style qualms
* Add shock immune to should_electrocute
* Fix pulsing the power wire shocking you repeatedly unless you close tgui
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Converts everything to use setAnchored() + other fixes
* Fixed singulo debug
* singulo again
* forgot to move the vv_edit proc
* caught that this time :)
* changes
* Update code/game/atoms_movable.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>