Commit Graph

2617 Commits

Author SHA1 Message Date
LemonInTheDark
49b72fdebe Fixes some spurious runtimes in SStgui procs (#76251)
## About The Pull Request

src_object is NOT guaranteed to be passed in. HHHHHHHHHHH
Closes #76249
2023-06-23 20:04:55 -06:00
lessthanthree
b3d040fb2f Enhanced delam/tram counter (#75699)
## About The Pull Request

Gives a makeover to the delam and tram hit counters and adds some new
functionality.


![image](https://github.com/tgstation/tgstation/assets/83487515/cbbeb0df-d205-47ed-be6e-e49cea8c4f12)


![image](https://github.com/tgstation/tgstation/assets/83487515/e042d5e8-cb8b-4feb-b3f0-02365cd8fdbf)


![image](https://github.com/tgstation/tgstation/assets/83487515/c2831f7f-639d-40a8-a74f-d4894a4f67c6)


https://github.com/tgstation/tgstation/assets/83487515/871fb0fd-8b92-45c5-877b-c122a034608c

- The signs now remember your last 'best' score and show the crew if
they're trending in the right or wrong direction since the last
incident.
- Safety Moth PSA panel. In the future this will dynamically change
based on the current events, or function as a status display.
- Tram hit counters no longer waste processing every tram hit.
Previously each sign independently managed tracking, which meant that
deconstructing or constructing a sign would reset it to 0 and it would
become out of sync with the other signs.
- Can be repaired, EMP'd

## Why It's Good For The Game

Provide a little motivation to reach for that high score. The PSA
changing to for example, find a locker during a delam event.

## Changelog

🆑 LT3
image: Delam and tram flipsigns have been replaced with information
displays
fix: Tram hit count is centrally managed instead of independently on
each sign, so they won't get out of sync
/🆑
2023-06-23 19:29:34 +01:00
LemonInTheDark
d93e81c2fc Emergency Profile Dumps (#75924)
## About The Pull Request

Adds some hooks to the MC that detect if something ate a ton of real
time last tick, and reacts by dumping our current profile into a file

It's really frustrating to see a spike in td in our performance logs,
but see no reason in the profile because it's only taken every 5
minutes. This resolves that

I'm throwing this up so mso can give it a look over, not sure if I want
to use defines or configs here, taking suggestions

🆑
server: Adds a system to emergency dump profiles if too much time passes
between ticks
config: Added configs that control how often emergency profiles are
allowed to dump, alongside the threshold for what counts as too much
time between ticks
/🆑
2023-06-23 10:35:43 +02:00
LemonInTheDark
be6b3cf330 Moves ui references from the tgui subsystem to datums themselves (#76215)
## About The Pull Request

Unused vars have 0 memory cost, and the ref and list lookup here is
REALLY expensive, for both init and foam spreading.

## Why It's Good For The Game

Saves 0.2s off a station flood on meta, and 0.17s off init. More time in
other qdel heavy areas
Pulled off #76104 for the sake of cleanliness
2023-06-21 23:55:04 -06:00
LemonInTheDark
a8e16030f8 Optimizes timer insertion by 80% (W QDEL_IN micro) (#76214)
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request process. -->

## About The Pull Request

[Reduces timer insertion cost by
80%](c9e5b285ed)

Timer name generation involved a LOT of string shit, some in ways where
the string only existed for a moment.
This costs a good bit of time, and can be reduced with only minimal
impacts on the end product, so let's do that. Includes a compile flag to
flip it back if we ever have trouble in future.

This is about 0.1s off init, since we do a lot of timer stuff then too

[Removes STOPPABLE flag from QDEL_IN, moves it to a bespoke
macro](e7a5d7f2a7)

Its a waste most of the time, tho I would LOVE to analyze at compile
time to work out if we care
## Why It's Good For The Game

I like it when we don't spend all of our cpu time just setting the name
var on timers. that's good and not bad.
This saves time fucking everywhere. 15% off explosions, 0.1 seconds off
init, bunch of time off foam. it's just good.

Cherry picked out of #76104 since that was too cluttered (sannnnnn)

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

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the changes rather than a summary of the PR's contents. -->
2023-06-21 23:54:20 -06:00
LemonInTheDark
cf92862daf Fixes a runtime in atom init management (#76241)
## About The Pull Request

The issue was map verification calling build_cache, which uses the
define which enables/disables init values on sleep. We avoid this by
using a var on map datums and using that to enable the init value
modification only when we are actually loading stuff.

Also fixes a bug in clear_tracked_initialize() where it being called
with no values lead to bad values/potentially overriding initialized on
accident.

Also also I forgot how for loops worked so this would not have worked
regardless

## Why It's Good For The Game

Code should like, function
2023-06-21 20:20:49 -07:00
LemonInTheDark
61d046d2b6 Fully fixes atom init desyncs (#76179)
## About The Pull Request

The old system was... ok, but the stack trace was unfortuante, and the
potential to double remove was silly.
Let's use a list of source, value instead, to block overremovals and
properly support different load states

## Why It's Good For The Game

Prevents a bug a goodhearted bagilmin showed me where shuttles would
randomly just fail to load.
Calling clear twice should not be a failure

## Changelog
🆑
fix: Maps loaded post init will no longer randomly enter a failed state.
Hopefully.
/🆑
2023-06-21 15:08:45 -04:00
LemonInTheDark
8730cf3238 Fixes runtimes when tts is not enabled (#76178)
## About The Pull Request

I'm surprised none else got this already, constant null var reads
because the stack datum isn't created unless the subsystem is active.

Annoying
2023-06-20 23:06:26 -06:00
lessthanthree
8a8dd8f4b6 Fix further/MetaStation (#76158)
## About The Pull Request

Typo fixes. Further and fixes MetaStation's default name to match the
JSON.

## Changelog

🆑 LT3
spellcheck: Fixed a few typos
/🆑
2023-06-19 23:04:45 -07:00
Time-Green
8788e48378 Shuttle events (#76008)
## About The Pull Request


https://github.com/tgstation/tgstation/assets/7501474/a2d83ce8-eba1-42d9-a1f8-9d73f7c40b21

Adds shuttle events! Stuff can now start to happen outside the shuttle,
either benign or spicy (but usually just fun to watch)!
## Why It's Good For The Game

The shuttle escape sequence is an important part of the game, uniting
about every player surviving player. Recently, #71906 has made the
escape sequence more forgiving as well as more interesting by
conditionally doubling the playing field. The area outside the shuttle
is still mostly empty though, except for the few people being spaced,
daredevils and the occasional epic space fight.

This PR adds adds some space events to spice up the outside of the
shuttle! This both gives people something too look at, making the escape
sequence feel less static and more lively, as well as give people a
reason to go outside and get the full experience of ~being decapitated
by a meteor~ swimming with the fishes!

<details>
  <summary>Shuttle Events</summary>

**Friendly carp swarm**
Spawns a group of carp that flies past the shuttle, completely friendly
unless provoked.

**Friendly meteors**
Spawns a lot of strong meteors, but they all miss the shuttle.
Completely safe as long as you don't go EVA

**Maintenance debris**
Picks random stuff from the maintenance spawn pool and throws it at the
shuttle. Completely benign, unless you get hit in the head by a toolbox.
Could get you some cool stuff though!

**Dust storm**
Spawns a bunch of dust meteors. Has a rare chance to hit the shuttle,
doing minimal damage but can damage windows and might need inflight
maintenance

**Alien queen**
One in every 250 escapes. Spawns a player controlled alien queen and a
ripley mech. RIP AND TEAR!! Really not that dangerous when you realize
the entire crew is on the shuttle and the queen is fat as fuck, but can
still be fun to throw people around a bit before being torn to shreds.

**ANGRY CARP**
Once in every 500 escapes. Spawns 12 normal carp and 3 big carps, who
may just decide to go through the shuttle or try and bust through the
window if you look at them wrong. Somewhat dangerous, you could stay
away from the windows and try to hide, or more likely shoot at them and
weld the windows

**Fake TTV**
Lol

**Italian Storm**
Once in every 2000 rounds. Throws pasta, pizza and meatballs at the
shuttle. Definitely not me going off the rails with a testing event

**Player controlled carp trio**
Once in every 100 escapes. Spawns three player controlled carp to harass
the shuttle. May rarely be a magicarp, megacarp or chaos carp. I can't
honestly see them do anything other than be annoying for 3 seconds and
die

There are some other admin only ones: a group of passive carps going
directly through the shuttle and just being little shits, and a magic
carp swarm
</details>

Events are selected seperately, there isn't a crazy weighting system,
each just has a chance to run, and multiple could run at once. They also
don't immediately trigger, so people can get settled a bit, and to make
sure just waiting out the more dangerous ones is still a valid strategy.

## Changelog
🆑
add: Adds shuttle events! If shuttle escapes weren't exciting before
(doubtful), they definitely are now! I'm joking it's mostly an
atmosphere thing.
admin: Adds an admin panel to interact with shuttle events, under the
Events tab: Change Shuttle Events
fix: Objects spawned in hyperspace will properly catch hyperspace drift
/🆑

There's a few things I'd like to do later (another PR) (honestly anyone
can do them because I suck at follow-ups), because this is too big as
is:
- Hijack triggered shuttle events
- More events (got a lot of cool suggestions, but I'm putting most of
them on hold)
- Maybe stration announcements if some more dangerous ones get added
- Structures appearing next to the escape shuttle???

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-06-18 08:14:05 -04:00
Pepsilawn
dcbe081f64 Cannot use departmental budget cards as source of credit withdraw (#76113)
Currently you can put cargo's budget card into your PDA, go into NT Pay
and send over the budget to any pay token you want including yours. This
just adds a check to ensure you aren't using that kind of card as
withdrawal source.
2023-06-18 08:18:20 +00:00
SuperDrish
fc54fd6a60 Add new check for character age for jobs. (#75992)
## About The Pull Request

Simply as it is. Every job _can_ have a minimal character age and will
not let underages to occupy for it.

Can be configured in config. Disabled(all zeros) by default.


![изображение](https://github.com/tgstation/tgstation/assets/59139863/797febd5-5b59-44d0-8767-b2347629197b)


## Why It's Good For The Game

Good for RP downstreams.

## Changelog
🆑 SuperDrish
add: Minimal Job Age requirments added. Disabled by default.
/🆑
2023-06-16 14:50:26 -06:00
LemonInTheDark
ae5a4f955d Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request

Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.

This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.

[Renames comp_lookup to listen_lookup, since that's what it
does](102b79694f)

[Moves signal procs over to their own
file](33d07d01fd)

[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](335ea4ad08)

[Does something similar to the attackby comsigs (PARENT ->
ATOM)](210e57051d)

[And finally passes over the examine
signals](65917658fb)

## Why It's Good For The Game

Code makes more sense, things are better teased apart, s just good imo

## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
2023-06-09 06:14:31 +00:00
Ghom
7bc5e03ae5 Late adjustments to my previous move_loop PR. [NO GBP] (#75778)
## About The Pull Request
Lemon guy was a bit too late in reviewing #75732 because it got already
merged by someone else, and I too hadn't managed to make some adjustment
to that PR in time.

This PR applies suggested changes, turns a simple proc into a macro, and
makes it so that also waddling, squeaky shoes and swivel chair sounds
don't running when moved by conveyor belt.

This doesn't stop squeaking from happening when other
conveyor-belt-moved objects or mobs cross its tile. That'd be hacky and
I'm not here to fight sfx-spamming machines.

## Why It's Good For The Game
These are changes that should have been included in #75732 but couldn't.
See that PR for the general idea.

## Changelog

🆑
fix: waddling, squeaky shoes and swivel chair sound effects no longer
run when moved by conveyor belt.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-06-08 17:41:28 -07:00
Charlotte
69cd59fda7 It's Nice To Be Unique: Adds new quirks to pick up! (#75630)
## About The Pull Request

Adds a few new quirks so allow for some more individuality from players!

~~They're set to 0 right now for TM purposes.~~ No TM, thus spoke
Melbert.

To-do:
- [x] Bilingual - Random extra language
- [x] ~~Mutated - Random mutation~~
- [x] Big Hands (fetish content???) - Big hands trait (can't use guns)
- [x] Soft-Spoken - Whisper permanently 
- [x] Clumsy (not a packet dropper) - Clumsy trait (clown shit)
- [x] ~~Paroled Convict - Spawn with a tracking implant + prisoner
armband.~~
- [x] ~~Fashionista (headmins made me do it) - Lets you pick a scarf
roundstart.~~
- [x] The more the merrier.

## Why It's Good For The Game

Small changes at the cost of a negative quirk or two are a fun way to
develop the story. It's fun! These aren't game breaking and might lead
way to some interesting interactions!

## Changelog
🆑 Chadley
add: Adds some new quirks!!
add: Adds the bilingual quirk, which gives a new random language.
add: Adds the big hand quirk which stops the usage of most guns.
add: Adds the soft spoken quirk which forces you to whisper.
add: Adds the clumsy quirk enabling the clumsy trait.
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-06-07 11:09:26 +12:00
LemonInTheDark
daf55e611c Cleans up/renames as private some internal var definitions, removes some fucked uses of internal list vars (#75769)
## About The Pull Request

[Improves the documentation of DCS lists, removes old list of callback
docs that no longer
apply](c3821d9f5f)

[Adds a second signal register to decal rotating, adds a trait to
objects under a tile. STOP DIRECTLY READING HIDDEN LISTS I SWEAR TO
GOD](6b3f97a76a)

[Removes direct reads of the timer list, they were redundant
mostly](14fcd9f8a6)

[Please stop directly reading/modifying the traits list to ensure your
dna rot follows the
brain](ec0e5237ec)

[Marks internal datum lists as well internal with
_](57c6577ff6)

[57c6577](57c6577ff6)

Does the same to _clear_signal_refs() in hopes of keeping people from
touching it

## Why It's Good For The Game

They pissed me off.

Users should not be touching these lists, especially in ways that make
assumptions about their structure and are thus prone to breaking if that
ever changes.
Most of these are close to zero cost changes, using a wrapper to solve
the problem, or just yeeting it

Two aren't, Decals with a direction have gained a second signal register
on init, and things that sit underfloor (cables/pipes) now get a trait
when inserted there.

This should have a minimal impact on memory/init time, bugging
@Mothblocks about it just in case
2023-06-05 22:25:09 -06:00
Kyle Spier-Swenson
83cd4cac3b Moves SSGarbage over to uid softref verification so refid reuses don't cause issues (#75600)
Before, long ago, if a `\ref` was reused on something that was deleted
the same tick, the old associated list based queue would cause the new
item to "override" the old one, keeping the list from duplicating.

To make ssgarbage faster, we moved the queue to a normal list of lists
some time ago, but now if something qdeletes, gcs, then something gets
assigned that same `\ref`id, then that thing also gets deleted, all
within the same tick, it will attempt to hard delete it multiple times
needlessly because it doesn't detect the ref reuse.

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-06-06 02:58:11 +00:00
Ghom
e1344a5ddc Being moved around by conveyor belt or tram no longer plays footsteps and wheelchair sounds. (#75732)
## About The Pull Request
More or less a triviality, currently footstep/wheelchai sounds are
played even when the mob is moved by a conveyor belt, or riding the
tram. This PR puts an end to that.

To clarify, this doesn't stop these sounds from being played if you're
walking/running/rolling along or against a belt, or inside the tram.

But more than that, I made this PR because, afaik, we don't have a good
way to tell if a given movement proc chain was caused by a move loop or
not, and I need one for something I'm working on. This is more of an
implementation and reason for this PR to be made.

Tested, no issue. Waiting for a review, specially from @LemonInTheDark,
since they're the mind behind the movement loop code. Hopefully I'm
right saying what I said.

## Why It's Good For The Game
This fixes a consistency issue (if it can be called such) and the lack
of a simple way to tell if a movable is being moved by a move loop
outside of its own code.

## Changelog

🆑
fix: Being moved around by conveyor belt or tram no longer play
footsteps and wheelchair sounds.
/🆑
2023-05-31 14:29:44 -04:00
Jordan Dominion
44f88e49be Quietens Spaceman when debugging UNIT_TESTS locally (#75570)
The contract is removed by virtue of testing.
2023-05-30 01:21:55 +00:00
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
Kylerace
f4e844d664 fixes contents not being removed from the spatial grid when deleted during movement between 2 grid cells (#75658)
## About The Pull Request
fixes the flaky test reports for cockroaches being stuck in the spatial
grid (which mothblocks seems to have closed all of)

cockroaches get deleted when they die, so theres a spurious unit test
failure where if a cockroach is on a tile in grid cell A and moves to a
lava tile in grid cell B, they will get killed when lava.Entered() is
called, then deleted, and when /atom/movable/Destroy() is called we try
to take them out of grid cell B (because their loc is the lava tile) but
they were never added to that cell yet because their movement never
finished, so that doesnt do anything. THEN moveToNullspace() is called,
that movement finishes before the first movement, and then in
Moved(old_loc = lava turf) we try to remove it from grid cell B which
again doesnt work, and then the first movements Moved(old_loc = original
turf) is called where we can actually remove them from the correct grid
cell, except we cant because in exit_cell() we subtract
`old_target.important_recursive_contents[channel]` from the cells
content lists, and since the target is deleted by this point it doesnt
have important_recursive_contents. so the fix here is changing this so
it subtracts `old_target.important_recursive_contents?[type] ||
old_target` instead, which works if the target is deleted.

also fixes some Entered() overrides that dont call parent and improves
documentation on spatial grid defines
## Why It's Good For The Game
fixes it without needing the change_loc() setter
2023-05-29 18:23:43 -06:00
LemonInTheDark
b64a76ea56 Fixes moveloop shit (#75675)
## About The Pull Request

I was using the step_x procs when I should have been using get_step_x
and Move()
This was causing some mob behavior to not properly respect things like
gravity or potentially entered/exited signals.

Also ensures we pass direction into Move consistently, and deletes a
function that was meant to like, use step_to but with directions? Was
never actually used properly

I forgot to properly respect the "don't change dir" flag

Closes #75673

🆑
fix: Mobs will fly around space... less
/🆑
2023-05-27 15:33:28 -06:00
TiviPlus
9968f98479 Fix TTS volume offset not working (#75650)
## About The Pull Request
Lol

## Changelog
🆑
fix: fixed TTS volume changes not working
/🆑

Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
2023-05-27 15:25:21 +01:00
LemonInTheDark
b304b6523f Converts del logging to proper json, using json objects instead of building a text file (#75636)
## About The Pull Request

It's easier to parse, and makes more sense when you read it. This way
I'll never have to add yet another case to my parser for someone
changing where a space goes or something.

Moves qdel into its own category cause the old name looked ugly (yell if
this is dumb)
Added a bitfield to entries pulled from categories, adds a new flag that
enables pretty printing json lists.


## Why It's Good For The Game

IMPROVES my workflow

## Changelog
🆑
server: del logging is now done by outputting to a json file again, but
this time we're using ACTUAL json and not just a big text string with
newlines and shit
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-05-26 12:40:18 -06:00
SyncIt21
cd4ed228f2 Fix out of bounds in lighting subsystem (#75018)
## About The Pull Request
Fixes #74697

Look at this for loop

bfba2c5934/code/controllers/subsystem/lighting.dm (L34-L39)

Now look at update corners

bfba2c5934/code/modules/lighting/lighting_source.dm (L428-L430)

Now look at refresh values. this proc has a chance to delete itself here

bfba2c5934/code/modules/lighting/lighting_source.dm (L315-L318)
And here

bfba2c5934/code/modules/lighting/lighting_source.dm (L331-L334)

Now look at the Destroy proc, specifically focus on the needs_update
condition

bfba2c5934/code/modules/lighting/lighting_source.dm (L66-L67)

We are removing the light from the subsystem source queue while the
subsystem is still iterating through them causing big problems for this
for loop

bfba2c5934/code/controllers/subsystem/lighting.dm (L33-L37)

which causes the out of bounds exception because loop variable `i` is
not updated accordingly when this list size is reduced mid iteration.

The solution? we have to move the loop variable `i` back whenever the
source is deleted i.e. removed from the list so we don't overflow

## Changelog

🆑
fix: out of bounds when updating lights in lighting subsystem
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-05-24 11:29:56 -07:00
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
Zephyr
fbec9c14e9 JSON Logging Take Two (#73604)
## About The Pull Request

Converts all logging, excluding perf and investigate, to json.
I focused on making the system as easy to use and as easy to add new
categories as possible.

Due to issues related to logging to world at global creation logger is
now a byond real, which is created directly before Master

Log categories support versioning, secret flagging, and sub-category
filtering. Although all of this is entirely optional for coders.
If you ever want to add a new category and use it, all you need to do is
make the barebones category datum and the define.
I've kept existing procs such as log_game, and simply turned them into a
wrapper for Logger.Log(xxx, ...)
## Why It's Good For The Game

Makes processing and filtering logs much easier in the future, while
only minimally downgrading log crawling experience.
I am also working on a log viewer frontend for admin usage however that
will take a little bit longer to finish up.
Also makes special logging and data tracking much easier thanks to a
data list processing implementation and handling
## Changelog
🆑
server: All logs are now formatted in json, excluding perf and
investigations
/🆑

---------

Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-05-22 14:51:00 +12:00
Jordan Dominion
3df5d3b42b Removes +x from files that shouldn't have it (#75574)
Each of these is an extra operation TGS has to do when copying the repo.

Who is committing these?
2023-05-21 18:59:59 -07:00
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
Mothblocks
d17a4dbccd Fix very common smoothing groups runtime by deferring icon smoothing until all atom initializations are complete (#75444)
## About The Pull Request
Fixes the "bad index" runtime that shows up on 80% of rounds.


![image](https://github.com/tgstation/tgstation/assets/35135081/8b8a7b6a-90b6-4c07-8e3b-47f31e4864c5)

The issue is that during dynamic maploading, the initialization of
objects is split over several ticks. However, before the initialization
is complete, an object's smoothing groups is still in its string form
(as per [the smoothing group
optimizations](https://github.com/tgstation/tgstation/pull/71989)).
Thus, code later down the line attempts to read from this string, and
errors.

It would be expensive to check all nearby neighbors every time in any
place in this code, so instead we defer icon smoothing if there are any
initializations currently in progress. Because this only happens for
dynamic loading, the stuff being loaded dynamically is usually small,
and icon smoothing already has a somewhat visible delay for shuttles,
this delay doesn't matter.

## Changelog


🆑
fix: Fixed an issue where objects on something that loaded dynamically,
like shuttles, would not be smoothed.
/🆑
2023-05-15 16:22:11 -06:00
Mothblocks
980f3adc70 ezdb - A one click script to quickly setting up a development database (#75053)
https://user-images.githubusercontent.com/35135081/235344815-8e825ba9-52cf-44e8-b8e2-a2aeb5d47276.mp4

- Downloads a portable MariaDB (doesn't pollute your main system)
- Sets up a database with a random password on port 1338 (configurable)
- Installs the initial schema
- Every time after, will run updates

Major versions right now explicitly escape hatch, because those
historically come with something like a Python script, and I do not want
it to pretend to work.

---------

Co-authored-by: san7890 <the@san7890.com>
2023-05-15 12:49:29 -06:00
Jordan Dominion
3110925361 Fix several SHOULD_NOT_SLEEP hits in SStgui.update_uis() (#75411)
There are several esoteric code paths that lead to `winexists` calls or
sleeps in `ui_data`. This proc is meant to be a command without
sleeping.

See #75232

![image](https://github.com/tgstation/tgstation/assets/8171642/8becd881-d7e8-4fe5-90af-2c2657934d07)
2023-05-14 15:33:08 -04:00
Kylerace
c36d78b785 adds an error message to movables not being removed from the grid... again (#75161)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
## About The Pull Request
I swear i didnt fail at this like 3 times i tested it this time.

adds a descriptive error of what spatial grid cells a movable is stuck
in, and in what channels. This only runs during unit tests. hopefully
this should be enough information to go off of to fix the spurious
cockroach error. if its not then i can try tracking all grid cell
changes during unit tests.
error looks like this:
```
[2023-05-03 04:16:34.009] runtime error: /mob/living/trolls_the_maintainer instance, which is in nullspace, and thus not be within the contents of any spatial grid cell, was in the contents of 2 spatial grid cells when it was only supposed to be in one! within the contents of the following cells: {(221, 119, 11), within channels: hearing}, {coords: (136, 136, 14), within channels: hearing}. (code/controllers/subsystem/spatial_gridmap.dm:581)
```
for something located in nullspace but still in the contents of >0 cells
and:
```
runtime error: /mob/living/trolls_the_maintainer instance, which is supposed to only be in the contents of a spatial grid cell at coords: (136, 136, 14), was in the contents of 6 spatial grid cells when it was only supposed to be in one! within the contents of the following cells: {(68, 153, 2), within channels: hearing}, {coords: (221, 170, 3), within channels: hearing}, {coords: (255, 153, 11), within channels: hearing}, {coords: (170, 238, 13), within channels: hearing}, {coords: (204, 119, 14), within channels: hearing}, {coords: (136, 136, 14), within channels: hearing}. 
```
if its not in nullspace but its within more than 1 grid cell. 

the coordinates here are translated from the index of the given cell to
world coordinates.
## Why It's Good For The Game
mothblocks has been standing outside my house for weeks i am fearing for
my life

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-05-06 01:47:11 -07:00
John Willard
1674f25725 New Medical job: The Coroner (#75065)
## About The Pull Request

HackMD: https://hackmd.io/RE9uRwSYSjCch17-OQ4pjQ?view

Feedback link: https://tgstation13.org/phpBB/viewtopic.php?f=10&t=33972

Adds a Coroner job to the game, they work in the Medical department and
have their office in the Morgue.
I was inspired to make this after I had played my first round on
Paradise and messed around in there. The analyzer is copied from there
(https://github.com/ParadiseSS13/Paradise/pull/20957), and their
jumpsuit is also mostly stolen from it (i just copied the color scheme
onto our own suits).

Coroners can perform autopsies on people to see their stats, like this

![image](https://user-images.githubusercontent.com/53777086/235369225-805d482c-56c0-441c-9ef8-a42d0a0192bc.png)

They have access to Medbay, and on lowpop will get Pharmacy (to make
their own formaldehyde). They also have their own Secure Morgue access
for their office (doubles as a surgery room because they are edgelords
or whatever) and the secure morgue trays.

Secure Morgue trays spawn with their beepers off and is only accessible
by them, the CMO, and HoS. It's used to morgue Antagonists. Security's
own morgue trays have been removed.

The job in action


https://cdn.discordapp.com/attachments/950489581151735849/1102297675669442570/2023-04-30_14-16-06.mp4

### Surgery changes

Autopsies are a Surgery, and I tried to intertwine this with the
Dissection surgery.
Dissections and Autopsies both require the Autopsy scanner to perform
them, however you can only perform one on any given body. Dissections
are for experiments, Autopsies is for the paper of information.

Dissected bodies now also give a ~20% surgery speed boost, this was
added at the request of Fikou as a way to encourage Doctors to let the
Coroner do their job before reviving a body.
I also remember the Medical skill, which allowed Doctors to do surgery
faster on people, and I hope that this can do something like that
WITHOUT adding the potential for exploiting, which led to the skill's
downfall.

### Morgue Improvements

Morgue trays are no longer named with pens, they instead will steal the
name of the last bodybag to be put in them.

Morgue trays are also removed from Brig Medical areas and Robotics, now
they have to bring their corpses to the Morgue where the Coroner can
keep track and ensure records are properly updated.

### Sprite credits

I can't fit it all in the Changelog, so this is who made what

McRamon
- Autopsy scanner

Tattax 
- Table clock sprites and in-hands

CoiledLamb
- Coroner jumpsuits & labcoats (inhand, on sprite, and their respective
alternatives)
- Coroner gloves
- CoronerDrobe (the vending machine)

## Why It's Good For The Game

This is mostly explained in the hackmd, but the goal of this is:

1. Increase the use of the Medical Records console.
2. Add a new and interesting way for Detectives to uncover mysteries.
3. Add a more RP-flavored role in Medical that still has mechanics tied
behind it.

## Changelog

🆑 JohnFulpWillard, sprites by McRamon, tattax, and Lamb
add: The Coroner, a new Medical role revolving around dead corpses and
autopsies.
add: The Coroner's Autopsy Scanner, used for discovering the cause for
someone's death, listing their wounds, the causes of them, their
reagents, and diseases (including stealth ones!)
qol: Morgue Trays are now named after the bodybags inside of them.
balance: The morgue now has 'Secure' morgue trays which by default don't
beep.
balance: Security Medical area and Robotics no longer have their own
morgue trays.
balance: Dissected bodies now have faster surgery speed. Autopsies also
count as dissections, however they're mutually exclusive.
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-05-05 21:31:28 -04:00
Thunder12345
88bb3a1002 Very late arrivals can arrive with toast (#75061)
## About The Pull Request


https://user-images.githubusercontent.com/5479091/235362295-89b9e21b-abe0-4fb6-b404-a7e02b04dfe6.mp4

Late joiners who arrive after the emergency shuttle has already passed
no return have a 20% chance of having toast (If the mask slot isn't
already full (I think this is just detectives))

## Why It's Good For The Game

It's a funny anime reference.

## Changelog
🆑
add: Crewmembers arriving very late will not always have time to finish
their breakfast.
/🆑
2023-05-01 15:29:55 -04:00
Jordan Dominion
a20baac88e RUNLEVEL_INIT does not exist (#75023)
This define shouldn't have been added (by me when I created runlevels)
people get it confused with RUNLEVEL_LOBBY and misuse it, like in this
verb subsystem I have no knowledge of.

- Removes RUNLEVEL_INIT.
- Fixed SSverb_manager not running during the lobby phase.
- Fixed Master.SetRunLevel having the potential to accept a scuffed
runlevel.
- Other standardizing cleanups to runlevels usage.
2023-04-30 14:54:40 -07:00
Fikou
f1a787e167 social anxiety is incompatible with mute (#74951)
## About The Pull Request
quirk called social anxiety is no longer compatible with mute as mute is
a more severe option of that quirk

## Why It's Good For The Game
free points are bad

## Changelog
🆑
fix: social anxiety is incompatible with mute
/🆑
2023-04-26 07:48:38 -04:00
Rhials
40873e0a98 Non-random events now provide a cause in their deadchat broadcast (#74904)
## About The Pull Request

Most calls of runEvent() now provide a cause that is read out to
deadchat. announce_deadchat() has been slightly adjusted to accommodate
this.

Previously, everything that wasn't a truly random event would broadcast
with the same generic "XYZ has just been triggered!" message. Now, you
get a little bit more detail as to why/what triggered the event.

Some helpers in the __HELPERS/events.dm file have been made, for forcing
events normally/async/after a delay (using an addtimer). This also moves
a lot (but not all) instances of events being forced to these helpers.

Some samples:


![image](https://user-images.githubusercontent.com/28870487/233735108-aea2996b-aff4-45e2-ae0c-3e07f86de9b7.png)
Traitors using uplink viruses to turn off the power/comms.


![image](https://user-images.githubusercontent.com/28870487/233734371-18a31dff-198e-4a4a-a43f-15be6cbb545e.png)
Beer nuke!


![image](https://user-images.githubusercontent.com/28870487/233731635-7c93c1ef-641d-40df-975e-a916af4d1129.png)
For when a traitor takes an Space Dragon final objective, which summons
a carp migration event.


![image](https://user-images.githubusercontent.com/28870487/233727323-e2cfc46f-909f-4754-a0f9-a2763360a376.png)
Wizard ritual events!


![image](https://user-images.githubusercontent.com/28870487/233733025-5c8284bc-02e1-41c8-aae4-76a5c2124d97.png)
Even this one!

This also changes runEvent() to run_event(), because I figured I'd be
touching every single instance of the proc anyways.

## Why It's Good For The Game

Better feedback, less confusion amongst deadchat's constituents. 

Some of them may be a bit self-explanatory, but in some cases
(especially the apocalypse rune) it's beneficial to know that an admin
isn't the one behind it.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

🆑 Rhials
qol: Deadchat now gets more juicy details on what has triggered a
non-randomly occurring random event.
code: There are now helpers for forcing events in a variety of ways.
More events! More events!!!!!!!
/🆑
2023-04-24 18:45:41 -06:00
Jordan Dominion
3ceee2aab4 World Initialization Refactor (#74808)
- Removes unnecessary real global vars.
- Adds comments pointing to the init order defined in
/code/game/world.dm.
- Prevent people using `GLOBAL_REAL_VAR` and `GLOBAL_REAL` to circumvent
init order.
- Properly type `PROFILE_STORE` real global.
- Refactored `make_datum_references_lists()` and moved the call to it
into `GLOB` init with duct tape.
- Renamed `GLOB.admin_log` to `GLOB.admin_activities` as it wasn't
actually a log file.
- Whitelist loading happens in config.
- Renamed `SSdbcore`'s `SetRoundID()` to `InitializeRound()`. Now
handles calling `CheckSchemaVersion()`.
- Created macro for setting up log `GLOB`s.
- Removed log line for `GLOB` count.
- Moved call to `make_datum_reference_lists()` to
`/datum/controller/global_vars/Initialize()`. I slimmed it down where
possible too.
- Updated comments about world init order.
- Move `load_admins()` call to after log setup.
- Removes unused function `gib_stack_trace()`.
- Removes a bunch of unused log `GLOB`s.
- Unlocks the secrets of the universe by finally making the first
executed line of code deterministic.

No functional changes. Closes #74792
Testmerge thoroughly.

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-04-24 18:38:38 -06:00
ChungusGamer666
b093b12e03 Burning and acid components fixes and improvements (#74803)
## About The Pull Request

Generally cleans up code on both components.
Moves burn proc back to /obj level, I'm not sure why I moved it to /atom
level, it was unnecessary.
Acid component generalized so it can be used on any atom that uses
atom_integrity.
Fixes a bug where objects that stopped burning didn't update their burn
overlay properly due to bad removal logic and leftover code.
Standardizes examine messages on burning items by just slapping an
examine signal registration on the component.
Adds fire particles to items thanks to Lemon's PR:
https://github.com/tgstation/tgstation/pull/74524

## Why It's Good For The Game

Particles look cool

![image](https://user-images.githubusercontent.com/82850673/232605615-6e3bc804-bc68-4f09-8615-5e5946acbc10.png)

![image](https://user-images.githubusercontent.com/82850673/232664951-e0474331-495f-4717-8b0f-a647aedc4d9f.png)

Bugfixes are good
Code improvements are good

## Changelog

🆑
add: Burning items now get (small) smoke particles. Sick.
fix: Burning objects now clear their burning overlay properly.
qol: Examining burning objects will always tell you that they are
burning.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-23 17:50:58 -06:00
BlueMemesauce
20602ce519 Makes ruin budget proportional to amount of space ruin z-levels (#74841)
## About The Pull Request
Adds global define for DEFAULT_SPACE_RUIN_LEVELS and
DEFAULT_SPACE_EMPTY_LEVELS

### Proportional budget
Adds proportional budget to setup_ruins
The budget is multiplied by the current amount of ruin levels over the
default amount
Smaller amounts will have less ruins, while bigger maps will have more
ruins
Should maintain the same amount of ruins per z-level


### Z-levels spawning fix
Z-levels didn't seem to spawn their intended amount of ruins
This was because the for loop added the count variable before doing the
spawning. So for example if there was only 1 level, it would count to 1
and end the loop without spawning the level.
Also removed a loop that seemed to just make the process more complex
for no reason. It even had a note to remove it. However, if it has a use
then you should tell me.

## Why It's Good For The Game

Maps with a smaller amount of ruin levels won't be completely filled
The amount of ruins will be consistent per z-level
The creator of North Star won't allow space exploration unless there's a
way to proportionally reduce the space budget see #74719
## Changelog
🆑
fix: Maps now spawn the correct amount of space levels. The bug caused
them to spawn 1 less in each category
code: The space ruins budget is now proportional to the amount of ruin
levels. This has no effect on the current default maps, but added maps
with less than the default amount of ruin levels will see less ruins.
/🆑
2023-04-23 17:20:52 -06:00
san7890
43473a4dac Turns Deer into Basic Mob - They Freeze At The Sight of Vehicles (#74784)
## About The Pull Request

deers only show up in the BEPIS but i decided that they would be easy
enough to turn into a basic mob (they were). it was so easy in fact that
i decided to dip my toes into coding AI behavior, and made them freeze
up whenever they see a vehicle. this required a lot of code in a bunch
of places that i was quite unfamiliar with before starting this project,
so do let me know if i glonked up anywhere and i can work on smoothing
it out.
## Why It's Good For The Game

one less simple animal on the list. deers staring at headlights is
pretty cool i think, neato interaction for when you do get them beyond
the joke the bepis makes

i'm also amenable to dropping the whole "deer in headlights" code if you
don't like that for w/e reason- just wanted to make them basic at the
very least
## Changelog
🆑
add: If you ever happen upon a wild deer, try not to ride your fancy
vehicles too close to it as it'll freeze up like a... you know where I'm
going with this.
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-04-23 11:31:03 -04:00
Kyle Spier-Swenson
6991e0c103 Make sslibrary init faster by loading bookcases asynchronously in parallel (#74835)
On terry this takes 17 to 20 seconds to init (3 seconds on servers local
to the db like sybil), during which world.cpu is 4%. This is because it
waits for each bookcase to do its random books sql query before
initializing the next bookcase.

callback_select is a system to invoke a list of callbacks asynchronous
but only return once they are all finished running, Easymode pipelining
of network requests.

There is also the query side query_select that would more directly do
what we want, but the query is too detached from the loop to do it that
way.

There is also the fact that we could make this not do a query
per-bookcase, but that just makes the code more abstract for a benefit
we can get by just doing some basic pipelining of network requests using
a single proc i wrote 6 years ago
2023-04-21 13:06:28 -06:00
tattle
77aebb4c29 Audio File Cleanup (#74863)
## About The Pull Request
Removes a bunch of sound files that we don't use and moves some sound
files into better locations. I'm hoping to get an archive repo for
sounds going, much like the
[map_depot](https://github.com/tgstation/map_depot) and
[SS13-sprites](https://github.com/tgstation/SS13-sprites).

EDIT: The old sound files are being moved here:
https://github.com/tgstation/SS13-sounds

Also increased the volume of the clownana rustle sound and clipped off
some dead air from shockwave_explosion

## Why It's Good For The Game
Removes a total of 1.95MB worth of unused sound files from the codebase.

## Changelog
🆑 Tattle
soundadd: increased the volume of the clownana rustle
/🆑

---------

Co-authored-by: tattle <article.disaster@gmail.com>
2023-04-20 17:22:08 -06:00
Kyle Spier-Swenson
200b739c0a Refactors and defuckulates dbcore. Adds support for min_threads rustg setting, Reduce query delay, Make unit tests faster (#74852)
dbcore was very fuckulated.

It had 3 lists of queries, but they all had their own current_run style
list to support mc_tick_check (as it was already being done before with
the undeleted query check, so i can understand why they ~~cargo culted~~
mirrored the behavior) This was silly and confusing and unneeded given
two of those loops can only process at most 25 items at a time on
default config, plus these were cheap operations (ask rustg to start
thread, ask rustg to check on thread).

Because of the confusingness of the 6 lists for 3 query states, The code
to run pending/queued queries immediately during world shutdown was
instead looking at the current_run list for active queries, **meaning
those queries got ran twice.**

The queued query system only checked the current active query count in
fire(), meaning even when there was nothing going on in this subsystem
new queries had to wait for the next fire() to run (10 ticks, so 500ms
on default config)

Those have all been fixed.

the config `BSQL_THREAD_LIMIT` has been renamed to
`POOLING_MAX_SQL_CONNECTIONS` and its default was lowered to match
MAX_CONCURRENT_QUERIES .

added a new config `POOLING_MIN_SQL_CONNECTIONS`, allowing you to
pre-allocate a reserve of sql threads.

The queue processing part of SSdbcore's fire() has been made to not obey
mc_tick_check for clarity and to make the following change easier to do:

If there is less than `MAX_CONCURRENT_QUERIES` in the active queue, new
queries activate immediately.

(its ok that there are two configs that kinda do the same thing,
POOLING_MAX_SQL_CONNECTIONS maps to max-threads in the mysql crate, and
it seems to only be a suggestion, meanwhile MAX_CONCURRENT_QUERIES can't
do anything during init, which is when the highest amount of concurrent
queries tend to happen.)

🆑
config: database configs have been updated for better control over the
connection pool
server: BSQL_THREAD_LIMIT has been renamed to
POOLING_MAX_SQL_CONNECTIONS, old configs will whine but still work.
fix: fixed rare race condition that could lead to a sql query being ran
twice during world shutdown.
/🆑

I have not tested this pr.
2023-04-20 17:09:32 -06:00
Zonespace
fa644f7aee Fixes eigen lockers bypassing TP protection (#74722)
## About The Pull Request
Fixes eigenlockers bypassing teleport protections.


![image](https://user-images.githubusercontent.com/41448081/231939450-42287185-48f4-4a3b-ac7a-38adc0600633.png)

Tested w/ one and multiple lockers, prevents entering or exiting from a
tp-prot eigenlocker

## Why It's Good For The Game
This came up in an away mission designed to be a "one-way-trip", the
only exit being at the very end of the away mission. However, people are
able to bypass this with eigenlockers, thanks to them performing no
teleportation checks, which I believe is an oversight.

## Changelog
🆑
fix: Eigenstasium lockers no longer bypass teleport protection
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2023-04-16 16:03:19 -06:00
Bloop
ac5236a251 Refactors sheet crafting to better support directional construction (#74572)
## About The Pull Request


0426f7ddba/code/game/objects/items/stacks/stack.dm (L449)

Ok, but can we not?

This PR refactors sheet crafting to generalize all the cases that were
previously locked behind grille/window type checks and such. In their
stead there are bitflags that can be set to achieve certain behaviors.

All the behavior from before should be preserved, but now it can be
extended to other items. E.g. if you want a railing that can be crafted
underneath directional windows, or an item that behaves like a grille
does--it's just a matter of setting the right obj_flags for it now.

This makes it very simple and painless to add new recipes that use
directional crafting! It's all modular now.

<details><summary>Details</summary>

---

### What I've done:

-Eliminated all the type checks, instead it will now be handled by
object flags and recipe vars, making for a much more configurable
system.

-Added two new obj_flags: `BLOCKS_CONSTRUCTION_DIR` and
`IGNORE_DENSITY`.
-Additionally, I renamed the existing flag `NO_BUILD` to
`BLOCKS_CONSTRUCTION`.

-Changes the proc `valid_window_location` to `valid_build_direction`,
and makes it work for things other than windows.

-Removed a deprecated `window_checks` var from the stack_recipe datum.
-Added three more vars to the stack_recipe datum: `check_direction` and
`check_density`, `is_fulltile`

-Decoupled `on_solid_ground` from the object density check. Now you can
set those separately, allowing you to make recipes that forbid/allow
building things over other things while in space.

---

### What the new flags do:

`BLOCKS_CONSTRUCTION` works as before---prevents objects from being
built on the object. I felt that the previous name was not descriptive
enough, you should know exactly what it does just from looking at the
name.
_example: dna scanner_

`BLOCKS_CONSTRUCTION_DIR` -- setting this on an object will prevent
objects from being built on it when their directions are the same.
_example: directional windows, windoors, railings_

`IGNORE_DENSITY` -- setting this on an object will cause its density to
be ignored when performing the construction density check. This could
have other potential uses as well in the future.
_example: grilles, directional windows, tables_

These three flags cover all the bases for the types of items that are
currently craftable, so there is no more need for any type checking or
weird snowflake window checks. Simply set the appropriate flag and it'll
work as you would expect.

---


### What the recipe vars do:
`check_direction` tells the recipe to check if there's something in that
direction with the `BLOCKS_CONSTRUCTION_DIR` flag set.

`check_density` tells the recipe to run the density check when set. This
is true by default. There are very few items in the game that currently
have this set to false--namely grilles. Setting this to false will make
it so that the object can be constructed regardless of what is in that
tile (unless `one_per_turf` is also set, which will make it so that you
can't craft the same thing twice in the same turf).

`is_fulltile` is used for fulltile windows, but it doesn't necessarily
have to be--you can give this to any recipe and it will adopt the same
properties as that of the fulltile window. Basically they have a special
case where they shouldn't be able to be built over directional
constructions, where normally things would be able to be. Setting this
makes check_direction true as well.

---

### In summary: 

Sheet crafting still works just as it did before. But the backend of it
has gotten a glow up and will be able to more easily support new
behaviors.

</details>

## Why It's Good For The Game

This makes the crafting system much more flexible to add recipes to, and
will prevent bad code practices of stacking more conditionals down the
line whenever someone wants to add an item that behaves like grilles or
directional windows in how they are constructed.

It had to be done. Those window checks were a mess.

## Changelog

🆑
qol: added fifty stack versions of remaining glass sheet stacks for ease
of debugging
refactor: refactored sheet crafting to better support directional
constructions that aren't windows
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-15 21:48:34 -06:00
san7890
25ace828e9 Fixes typo in FIRE_PRIORITY defines (#74694)
IT'S `PRIORITY` NOT `PRIOTITY` WHAT THE FUCK IS A `PRIOTITY`.

FYI nothing was broken since both the subsystem and the define had the
same name so there wasn't any bullshittery going on there - just a bit
of silliness that I noticed.
2023-04-14 20:59:16 +02:00
lessthanthree
8c056a46d4 Station shift start time config (#74711)
## About The Pull Request

We have a config flag to set random shift start times or server sync'd
start times, but not one to simply set the shift start time.

## Why It's Good For The Game

Control over the shift start time. This way events such as breakfast can
occur during actual breakfast hours.

## Changelog

🆑 LT3
config: Station shift start time can now be set in the server config
/🆑

---------

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2023-04-14 12:38:09 -06:00
ChungusGamer666
a0e368930f Reworks burning objects to be a component (#74688)
## About The Pull Request

Title.

## Why It's Good For The Game

Simply put, allows for atoms which are not /obj but use atom_integrity
to burn up too, which is nice and good.
But also, it allows for neat behavior like burning particle effects
(only structures use that right now to spawn smoke)

![image](https://user-images.githubusercontent.com/82850673/231595051-2a8d0574-33cc-4cd9-9d61-65566decf4ef.png)

## Changelog

🆑
add: Burning structures spawn smoke particles. Sick.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-04-13 22:19:25 -06:00