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148 Commits
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65f0e6bd76 |
[MIRROR] Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#28376)
* Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] * Multi chargers * all this other shit * maps * more fixes * even more * mapping * map fixes * MCR * map2 * map3 * map4 * map5 --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> Co-authored-by: Fluffles <piecopresident@gmail.com> |
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b540aaf8ab |
[MIRROR] Afterattack is dead, long live Afterattack (#28128)
* Afterattack is dead, long live Afterattack * wew * fixes --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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a1cf14373a |
[MIRROR] Add circuit component cameras (#28067)
* Add circuit component cameras (#83578) ## About The Pull Request This PR introduces a limited set of camera components that can be used by surveillance security consoles and the PDA/laptop camera app. <img width="366" alt="components" src="https://github.com/tgstation/tgstation/assets/80724828/0e628863-9998-46d6-8822-e0a44543b4c2"> There is four camera components, each limited to a specified shell circuit type. Additionally, drone circuit shells can now use the recharge stations too, much like how mobs with BCIs can recharge. ### New Components <img width="136" alt="drone camera" src="https://github.com/tgstation/tgstation/assets/80724828/fd045871-56bf-44a6-bb4f-ebe895d56d3d"> * Drone Camera This camera component captures the surrounding area. It has an option to set the camera range (near 5x5/far 14x14). <img width="136" alt="bci camera" src="https://github.com/tgstation/tgstation/assets/80724828/16bf2dd1-823b-4d66-8249-5d0f1bb1b779"> * BCI Camera This camera component uses the active user's eyes as a camera function. If the user's sights are damaged, the range will be forced to the near setting. If the user is unconscious/dead/blinded or has no eyes, the stream will be cut off. It has an option to set the camera range (near 5x5/far 14x14). <img width="136" alt="polaroid camera" src="https://github.com/tgstation/tgstation/assets/80724828/7c4d53df-b4af-4f7c-8942-a63842510720"> * Polaroid Camera Add-On This camera component streams to a camera network. The camera range is hardcoded to the near setting (5x5). <img width="136" alt="airlock camera" src="https://github.com/tgstation/tgstation/assets/80724828/5d9e9d55-49fc-45a7-99c8-aaf1ae08f6d1"> * Airlock Camera This camera component streams to a camera network. The camera range is hardcoded to the near setting (5x5). ### Features * The cameras can be EMP'd and will be disabled for 90 seconds if successful * When the cameras are active, they will actively drain the cell's power per second (near range uses 3kJ & far range uses 8kJ) * Advance camera console/AIs can use these cameras, however the camera light is disabled (they will be useless in dark areas) ### Screenshots In Action <details> This is the drone camera viewed on a security camera console<br> <img width="425" alt="near" src="https://github.com/tgstation/tgstation/assets/80724828/e5247828-0fee-4552-9e70-5e5ee897c117"><br> This is the same drone, now set to the far range setting<br> <img width="425" alt="far" src="https://github.com/tgstation/tgstation/assets/80724828/e58e3e85-aa90-4f1a-9dff-957c65764b77"><br> </details> ## Why It's Good For The Game This promotes emergent gameplay and improves the overall usefulness for drones as they can be 100% used remotely. ## Changelog 🆑 add: Added new circuit camera components qol: Circuit drones can now recharge at recharge stations /🆑 --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com> * Add circuit component cameras --------- Co-authored-by: tmyqlfpir <80724828+tmyqlfpir@users.noreply.github.com> Co-authored-by: Watermelon914 <37270891+Watermelon914@ users.noreply.github.com> |
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2a07f00fc8 |
[MODULAR] Add circuit cameras and bluespace reagent injector (#27422)
* Ported PR from downstream * Remove components that were PR'd upstream * Update modular_skyrat/master_files/code/modules/wiremod/components/action/pathfind.dm --------- Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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13cd1f18df |
[MIRROR] Circuit editor QoL and new circuit components (#27722)
* Circuit editor QoL and new circuit components (#82969) ## About The Pull Request This PR introduces a number of minor quality of life improvements to already existing circuit components, and adds three new components. <img width="600" alt="preview" src="https://github.com/tgstation/tgstation/assets/80724828/85d39b6d-b055-430e-8996-0da088616887"> ## Why It's Good For The Game This improves the overall experience for circuits. ### UI changes <img width="550" alt="grid aligned" src="https://github.com/tgstation/tgstation/assets/80724828/cc7b43b5-292f-4643-beab-e01ae675fb19"> Grid align is now an option for circuit designers. It will round objects to the nearest 10px units internally, and can be toggled on/off by the new additional button beside the component menu button. This makes circuits easier on the eyes as things are pixel perfect aligned. <img width="814" alt="tooltips" src="https://github.com/tgstation/tgstation/assets/80724828/0d31c98f-3be9-46e0-ab37-20bac3799112"> All three buttons have been given tool tips. ### Tweaked Components <img width="136" alt="voice activator" src="https://github.com/tgstation/tgstation/assets/80724828/21dd0f65-cb98-4bd5-aeb0-63315e842cb6"> * Adds a on/off flag to the voice activator component -- This saves power for circuits as you're not forced to use a compare flag check to turn off voice activation <img width="136" alt="speech" src="https://github.com/tgstation/tgstation/assets/80724828/9137b76c-3077-4597-8411-2d9694b39e9e"> * Adds a quiet mode flag to speech component -- This is ideal when you want a device to speak, but don't want other people to hear. A good example would be a handheld translator that you only want to hear yourself. ### New Components <img width="136" alt="ntnet list literal" src="https://github.com/tgstation/tgstation/assets/80724828/657c851b-d442-4a63-8650-410cb8e76089"> * An NTNet Send component that allows everything to be input much like the list literal component -- This makes sending stuff over NTNet easier for the user, and use less power as it won't require an additional list literal component <img width="136" alt="compare health state" src="https://github.com/tgstation/tgstation/assets/80724828/0bed076c-3aa1-4931-af90-2b9eb8e1ae9a"> * A health comparison component that checks the entity's health state, and can return true or false depending if the entity is alive, sleeping, unconscious, critical or dead -- This could be achieved by using a health sensor and a compare component, however it lacks the ability to know when a entity is unconscious or sleeping <img width="136" alt="toggle" src="https://github.com/tgstation/tgstation/assets/80724828/7017b6bf-937a-42ad-87f3-4f1134853ac3"> * A quick toggle component to allow the switching between a true and false state -- This could be achieved by using a logic component and self linking, however this makes it far easier for newcomers to make something as simple as an on/off switch (such as a handheld translator which uses the front button to turn on/off) ## Changelog 🆑 qol: Add tooltips to circuit editor buttons qol: Add grid alignment mode to circuit editor add: Added new compare health state component add: Added new NTNet send list literal component add: Added new toggle component qol: Added activity toggle to voice activator component qol: Added quiet mode to speech component qol: NTNet send component will not use power/trigger if NTNet is offline /🆑 * Circuit editor QoL and new circuit components --------- Co-authored-by: tmyqlfpir <80724828+tmyqlfpir@users.noreply.github.com> |
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7aa6664021 |
Mirror (#27453)
* Fix Conflicts
* Change COGBAR_ANIMATION_TIME to seconds and not deciseconds (#82530)
Most people should not be using this define
* New Battle Arcade (#81810)
Remakes Battle Arcade from just about the ground up, with exceptions
taken for emagged stuff since I didn't really want to touch its
behavior.
The Battle Arcade now has stages that players can go through, unlocking
a stage by beating 2 enemies and the boss of the previous one, but this
must all be done in a row. You can choose to take a break between each
battle and there's a good chance you'll sleep just fine but there's also
a chance it can go wrong either through an ambush or robbery.
The Inn lets you restore everything for 15 gold and you can buy a sword
and armor, each level you unlock is a new sword and armor pair you can
buy that's better than the last, it's 30 gold each but scales up as you
progress through levels. They are really worth getting so it's best to
try to not lose your money early in.
The battle system is nearly the same as how it was before but I removed
the poor combo system that plagued the old arcade as one big knowledge
lock, now it's more just turn based. The game is built on permadeath so
dying means you restart from the beginning, but if you are going to lose
you can try to escape instead which costs you half of your gold.
Getting to higher levels increases the difficulty of enemies but also
increases the gaming exp rewards which could make this a better way to
get exp if you can get good at it.
Gaming EXP is used to increase chances of counterattacking but doesn't
give any extra health to the player.
I also removed the exploit of being able to screwdriver arcade cabinets
because people would do that if they thought they were on the verge of
losing to bypass the effects of loss. I instead replaced it with a new
interaction that the Curator's display case key can be used to reset
arcade cabinets (there's several keys on the chain so it made sense to
me), which I added solely because I thought Curators would be the type
of person to have run an actual arcade.
This is some gameplay
https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede
As a misc sidenote, I also split up the arcade file just like how Orion
Trail was before, just for neat code organization.
The Inn keeper is straight up just a photo of my localhost dude, he's
not a player reference or anything it's not my actual character.
I also have no idea how well balanced this is cause I suck at it lol.
Battle Arcade is one of 3 last machines in my hackmd here to turn into
TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view
I've always thought the current version of battle arcade is quite lame
and lacks any progression, like Orion Trail I thought that since I was
moving this to TGUI, it would also be a perfect opportunity to revamp it
and try to improve on where it failed before, especially since the
alternative (NTOS Arcade) is also lame as hell and is even lamer than
HTML battle arcade (spam mana, then spam health, then just spam attack,
rinse and repeat).
This will hopefully be more entertaining and give players sense that
they are getting through a series of tasks rather than doing one same
one again and again.
🆑 JohnFulpWillard, Zeek the Rat
add: Battle Arcade has been completely overhauled in a new progression
system, this time using TGUI.
add: The Curator's keys can now reset arcade cabinets.
balance: You now need to be literate to play arcade games, except for
Mediborg's Amputation Adventure.
fix: You can no longer screwdriver emagged arcade consoles. Accept your
fate.
fix: Silicons can no longer play Mediborg's Amputation Adventure.
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Change setting item weight class to a setter to patch some weight class related shenanigans (#82494)
## About The Pull Request
Fixes #81052
Fixes #58008
Setting weight class of items is now done via `update_weight_class`.
I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.
This is done to allow datums to react to an item having its weight class
changed.
Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.
## Changelog
🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑
* Material datum color update, plus touching up some material items (knight armor, tiles) (#82500)
## About The Pull Request
Tries to bring the material datum colors in closer approximation to the
stacks they're attached too. I literally used the colors on the stacks.
some might need to be lighter or darker, but for the most part they'll
look...closer to their actual material hues.

I've also tweaked the sprites of both the tile object and the actual
material tile turf to give it the right shading.

In addition to the tiles, I've also updated the knight armor and helmet
to look closer to the much higher quality plate armor already in the
game.
## Why It's Good For The Game
It bothered me that the material datum coloring was inconsistent with
the actual colors used for the material stacks. When they were updated,
and even before they were updated, material datum stuff just never
looked _right_. I wanted to change that so that it looks just right.
I did not like the old material knight armor whatsoever. It was a
dithered mess, and seemed to already use parts of the standard plate
armor but with all the actual shading removed or replaced with the wrong
colors. This fixes that so that the armor is actually readable for what
it is.
## Changelog
🆑
image: Updates the colors of various material datum to bring them closer
in-line with their actual material stacks
image: Improves the sprites for the material knight armor and helmet.
/🆑
* LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request
I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.
This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.
Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).
## Why It's Good For The Game
I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.
## Changelog
🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑
* Fix table top deconstruction (#82508)
## About The Pull Request
Edited: updated changelog, read comments for changes in implementation
details
So previously, tables would let you use a wrench to fully deconstruct
them, or a screwdriver to take off only their top.
This, however, broke in two different ways in #82280, when their
deconstruction logic got changed.
First off, deconstructed tables would only drop the materials for their
top and not their frame.
For this, the primary culprit seems to be on line 307:
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59d74624b1 |
Upstream power stuff combined and shit (#27284)
* Converts arbitrary energy units to the joule. Fixes conservation of energy issues relating to charging cells. (#81579) Removes all arbitrary energy and power units in the codebase. Everything is replaced with the joule and watt, with 1 = 1 joule, or 1 watt if you are going to multiply by time. This is a visible change, where all arbitrary energy units you see in the game will get proper prefixed units of energy. With power cells being converted to the joule, charging one joule of a power cell will require one joule of energy. The grid will now store energy, instead of power. When an energy usage is described as using the watt, a power to energy conversion based on the relevant subsystem's timing (usually multiplying by seconds_per_tick or applying power_to_energy()) is needed before adding or removing from the grid. Power usages that are described as the watt is really anything you would scale by time before applying the load. If it's described as a joule, no time conversion is needed. Players will still read the grid as power, having no visible change. Machines that dynamically use power with the use_power() proc will directly drain from the grid (and apc cell if there isn't enough) instead of just tallying it up on the dynamic power usages for the area. This should be more robust at conserving energy as the surplus is updated on the go, preventing charging cells from nothing. APCs no longer consume power for the dynamic power usage channels. APCs will consume power for static power usages. Because static power usages are added up without checking surplus, static power consumption will be applied before any machine processes. This will give a more truthful surplus for dynamic power consumers. APCs will display how much power it is using for charging the cell. APC cell charging applies power in its own channel, which gets added up to the total. This will prevent invisible power usage you see when looking at the power monitoring console. After testing in MetaStation, I found roundstart power consumption to be around 406kW after all APCs get fully charged. During the roundstart APC charge rush, the power consumption can get as high as over 2MW (up to 25kW per roundstart APC charging) as long as there's that much available. Because of the absurd potential power consumption of charging APCs near roundstart, I have changed how APCs decide to charge. APCs will now charge only after all other machines have processed in the machines processing subsystem. This will make sure APC charging won't disrupt machines taking from the grid, and should stop APCs getting their power drained due to others demanding too much power while charging. I have removed the delays for APC charging too, so they start charging immediately whenever there's excess power. It also stops them turning red when a small amount of cell gets drained (airlocks opening and shit during APC charge rush), as they immediately become fully charged (unless too much energy got drained somehow) before changing icon. Engineering SMES now start at 100% charge instead of 75%. I noticed cells were draining earlier than usual after these changes, so I am making them start maxed to try and combat that. These changes will fix all conservation of energy issues relating to charging powercells. Closes #73438 Closes #75789 Closes #80634 Closes #82031 Makes it much easier to interface with the power system in the codebase. It's more intuitive. Removes a bunch of conservation of energy issues, making energy and power much more meaningful. It will help the simulation remain immersive as players won't encounter energy duplication so easily. Arbitrary energy units getting replaced with the joule will also tell people more meaningful information when reading it. APC charging will feel more snappy. 🆑 fix: Fixes conservation of energy issues relating to charging powercells. qol: APCs will display how much power they are using to charge their cell. This is accounted for in the power monitoring console. qol: All arbitrary power cell energy units you see are replaced with prefixed joules. balance: As a consequence of the conservation of energy issues getting fixed, the power consumption for charging cells is now very significant. balance: APCs only use surplus power from the grid after every machine processes when charging, preventing APCs from causing others to discharge while charging. balance: Engineering SMES start at max charge to combat the increased energy loss due to conservation of energy fixes. /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * Corrects Suit Storage Unit charge rate (#82192) ## About The Pull Request Adjusts SSU charge rate according to the new conversion ratio. Betcha didn't know SSUs recharge suit and MOD cells? This number is actually supposed to be equal to the rate a recharger station does it. I don't know if we have some macro for it. ## Changelog 🆑 Melbert fix: Fixed Suit Storage Unit cell charging rate /🆑 * Corrects EVA thermal regulator cell cost (#82195) ## About The Pull Request Another unit not converted to watts / joules ## Changelog 🆑 Melbert fix: Fixed space suit thermal regulators cell usage. /🆑 * Fixing cell power usage (Part 1) (#82197) ## About The Pull Request Yeah i am not about to create 30 different PR's to address 1 issue at a time. The changes are small enough to be grouped together in bulk. This fixes the following issues specified in #82196 - Borg & exosuit RCD (Fixes #82193) - Motorized wheelchair - Canister shielding - Electrolyser - Potato cell - Space heater - Microwave ## Changelog 🆑 fix: Fixed cell energy usage for a bunch of stuff(Part 1). See PR 82197 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Fixing cell power usage (Part 2) (#82198) ## About The Pull Request Continuation of #82197. Fixes these issues in #82196 - Cyborg self repair - Cyborg lollipop dispenser - Mauna mug - Plasma cutter (Initial charge not the number of laser shots so partial fix) ## Changelog 🆑 fix: Fixed more energy usages for cells(Part 2). See PR 82198 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Fixing cell power usage (Part 3) (#82204) ## About The Pull Request Continuation of #82198 Fixes these issues in #82196 - Borg hypo spray - Borg projectile dampen - Borg chameleon - Firelance - MODlink scryer - Emergency light usage ## Changelog 🆑 fix: Fixed more energy usages for cells(Part 3). See PR 82204 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * [NO GBP]Fixes static power usage not always drawing the remaining energy of an APC cell. (#82205) ## About The Pull Request Makes APC static power draw consume the remaining energy of the cell if there's not enough energy. ## Why It's Good For The Game Prevents a niche issue where an area composed entirely of static power users with no dynamic users from running forever with no power supply. ## Changelog 🆑 fix: Fixes static power usage from being able to not draw power. /🆑 * Fixes recharge stations charge rates (#82191) ## About The Pull Request - Fixes #82190 Have to now use the assigned constants and not magic number `10000`. Also stuff will take the exact charge needed without any wastage. ## Changelog 🆑 fix: recharge stations draw the same amount of power as before but directly from grid(without using apc cell power) and won't waste any excess power /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fixes space heater power usage (#82208) ## About The Pull Request Related to https://github.com/tgstation/tgstation/issues/82196 fixes the space heater power cell usage relating to power per tile heated. Space heater calculates the amount of power required to heat a tile, but only uses power at the end of the processing loop. Fixes so the power consumption matches the calculated usage per tile. Reverts changes to space heater power efficiency in https://github.com/tgstation/tgstation/pull/82197 that causes the heater to instantly drain the cell. Fixes https://github.com/tgstation/tgstation/issues/82228 ## Changelog 🆑 LT3 fix: Fixes Schrödinger's space heater, where a space heater both consumes a power cell instantly while also not consuming power when heating adjacent tiles /🆑 * General maintenance for reagent grinder (#82161) ## About The Pull Request **1. Qol** - Adds examines & screentips for screwdriver, crowbar & wrench acts. - Adds examines & screentips for inserting, replacing & removing beaker, Also for inserting items from bags or directly - Adds an off icon overlay for when the reagent grinder is either screwed open or loses power, **2. Code Improvements** - Replaced `attackby()` with `item_interaction()` so we can end the attack chain early for non combat operations like inserting beakers/ ingredients for grinding etc. - Removed custom shake animations & replaced it with the global `Shake()` proc cause it did the same thing - Removed constructed version of reagent grinder. We instead just check `mapload` to see if we need the beaker to be created or not for round start reagent grinders - Grinding & Juicing use the same `operate_for()` rather than having seperate procs for each operation - Removed trait `TRAIT_MAY_CONTAIN_BLENDED_DUST`. Why do we have this? Its just used to change the grinder description to warn it may contain dust. It's a waste. **3. Fixes** - You cannot insert hologram items into the grinder. Rather than destroying that item & making it vanish you simply won't be allowed to put it inside the grinder so you can save that item - You can hit the grinder with items like screwdriver, wrench, crowbar, beaker & even with stuff you would normally put in the grinder when in combat mode - Adds `can_interact()` checks for using the UI & other stuff - Fixes #46356. All items of type `obj/item/grown` can be put from any bag into the grinder - The item "and its contents" are now grinded/juiced recursively to get all the reagents it has to offer just like a real grinder would - An AI/Human with AI access examining the reagent grinder now actually works. **4. Refactors** - The grinder now measures its available capacity based on the "total weight" of all items present & not its number. This is more realistic because the grinder has limited space inside & so inserting huge items should have greater impact rather than deciding on an arbitrary number like 10(The grinder having the capacity for 10 items of any size inside its small compartment makes no sense). Examines are displayed to show how much capacity of the grinder has been filled. Upgrading the grinder with better matter bins will allow for higher storage capacities. - Total power consumed is measured based on the duration & weight of all items grinded cause you know its realistic. 🆑 qol: adds examines & screentips for tool acts & other operations for reagent grinder qol: adds an off icon for when the grinder panel is open/not powered code: auto docs vars & procs. Shared common proc for grinding or juicing code: removed trait for blended dust, changed some item interactions to end the attack chain early & save time fix: no inserting hologram items into the reagent grinder fix: you can hit the reagent grinder tools like screwdriver, wrench, crowbar & even beakers/ingredients etc when in combat mode fix; adds sanity checks for when & how mobs interact with the reagent grinder fix: examining a reagent grinder by an AI/Human with AI access now actually works. fix: you can insert Nova flowers & other food items from any bag type fix: reagent grinder now grinds all the contents of an item recursively to produce maximum reagents like a real grinder would refactor: reagent grinder now measures available capacity to store items as total weight of stored items & not number. Capacity can be increased with upgraded matter bin refactor: reagent grinder power usage is now a function of duration & total weight of items blended, meaining blending more number of items/larger items will consume more power refactor: reagent grinder code has been optimized overall. Report bugs on github /🆑 --------- Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk> * Suit Storage Units / Inducers can charge MODsuits without necessitating them be screwdrivered opened (#82194) ## About The Pull Request So MODsuits do this thing here with `get_cell` in that they don't return anything when they're closed  And I... can't tell why they do this. I looked through every use of `get_cell` and the only things affected by this are A. Suit Storage Units, which I believe have always been intended to charge MODsuits? and B. Inducers So I removed the `open` check. Allowing both Inducers and Suit Storage Units to charge mods without needing you screwdriver their panel open first. I also took the opportunity to allow SSUs to charge multiple items at once (divvying charge accross all items) ## Why It's Good For The Game I asked Fikou and they said it was "probably not" intended that you need to screwdriver them open so yeah. I think I remember charging my MODs during the original test merges years back but I can't remember if I opened the suit first when I did or not. Either way, it's not super intuitive. Though it's already not very intuitive that SSUs charge things. ## Changelog 🆑 Melbert qol: Suit Storage Units charge MODsuits while their cell panel is closed or open, rather than only when screwed open qol: Inducers can charge MODsuits while their cell panel is closed or open, rather than only when screwed open qol: Suit Storage Units will charge all items within simultaneously (if possible) /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fixes modular computer boot-up (#82254) ## About The Pull Request Fixes a bug where modular computers (specifically PDAs) will fail to start up if there is zero required application power draw. PDA will now consume base active power usage during startup. Related https://github.com/tgstation/tgstation/issues/82196 Fixes https://github.com/tgstation/tgstation/issues/82245 Fixes https://github.com/tgstation/tgstation/issues/82229 ## Changelog 🆑 LT3 fix: Fixed modular computers failing to boot up using cell power (eg: contractor tablet) /🆑 * Fixing cell power usage (Part 4) (#82227) ## About The Pull Request Continuation of #82204 Fixes these issues in #82196 - Cyborg Electroadaptive Pseudocircuit - Defib EMP - Cell EMP - `/datum/action/cooldown/mob_cooldown/charge_apc` stuff - Mecha movement, melee, light ,weapon & tool energy drains - Ninja drain ## Changelog 🆑 fix: Fixed more energy usages for cells(Part 4). See PR 82227 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Fixing cell power usage (Part 5) (#82296) ## About The Pull Request Continuation of #82227 Fixes these issues in https://github.com/tgstation/tgstation/issues/82196 and others that weren't noticed. - Batton emp protection - Cyborg stun arm - Cyborg energy sword - Cyborg hug attack - Mechanical god religious sect charge check - Mecha fixes - Phasing energy drain - Short circuit energy drain - Durand shield damage energy drain - Plasma engine recharge rate - Mechbay recharge power rate - Recharge station charge rate Stuff that was already working & didn't require fixing. - Plasma cutter energy shots - Botany cell charging ## Changelog 🆑 fix: Fixed cell energy usage for a bunch of stuff(Part 5). See PR 82296 for details /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Ties power limit of anchored circuits to 20 * standard cell charge to make it consistent with power changes. (#82287) ## About The Pull Request It just makes the power requirement 20 * standard cell charge instead of 20000 ## Why It's Good For The Game This is too restrictive to make anything with. https://github.com/tgstation/tgstation/assets/62126254/e39dcf27-8793-42b0-84a0-7f747e95efcc ## Changelog 🆑 fix: anchored circuits no longer blow up after 2 components are used. /🆑 --------- Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> * Space heater power and heating tweaks (#82344) ## About The Pull Request - Fixes #82342 - Space heater computes total power for heating adjacent turfs and uses cell energy once rather multiple times per turf - Improvised space heater actually works & uses beaker heat capacity and not a constant of 200 for heating beaker contents ## Changelog 🆑 SyncIt21,Pickle-Coding fix: space heater(including improvised) turns off when cell is drained fix: optimized power usage for both improvised and main space heater. Improvised heater now works & uses beaker heat capacity /🆑 * Improved lathe error message (#82260) ## About The Pull Request Improves the auto/protolathe low charge error message. Instead of simply saying low power, it will tell you how long until it has enough charge to print.  ## Why It's Good For The Game Less mashing the lathe over and over with no idea how much APC charge it needs to start printing again ## Changelog 🆑 LT3 code: APCs can now calculate time-to-charge qol: Overloaded lathes will now tell you the wait time until they're ready to print again /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fixes issues with multitools on power objects (#82389) ## About The Pull Request So at some point the power object's `multitool_act(...)` proc was set to _always_ block, for what I could find to be no discernable reason. ### The Main Thing |
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290a97d05e |
[MIRROR] You can do more things while floored (#26643)
* You can do more things while floored (#81641) ## About The Pull Request While on the floor, you can: - Use the UIs of Atmos machinery (except thermomachine and bluespace gas vendor), Holopads, Crayons (spray cans too), radios, and Disposal bins - Close extinguisher cabinets with Right-Click - Click and drag yourself onto a photocopier to climb onto it. I also changed all instances of ``ui_status`` to have all the args it's being passed, I was messing with it a bit but it's gonna be for a later PR. ## Why It's Good For The Game It's an extra layer of harmless realism, also nice QoL for people who do not have functional legs and do not have a wheelchair. ## Changelog 🆑 qol: You can use atmos machines, holopads, crayons, spray cans, and disposal bins while floored. fix: You can close extinguisher cabinets while floored. fix: You can climb onto a photocopier from the floor. /🆑 * You can do more things while floored --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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122d1612bf |
[MIRROR] Fix love not working right before Valentines day (VERY HIGHI priority) (#26490)
* Fix love not working right before Valentines day (VERY HIGHI priority) (#81440) ## About The Pull Request The parent new call is what handles showing the alt appearance to the mob So we add the alt appearance to our date, try to show to any mob, it fails (there is no seer), then set seer Fixes this by fixing the order ## Changelog 🆑 Melbert fix: You can once again see love on Valentines Day /🆑 * Fix love not working right before Valentines day (VERY HIGHI priority) --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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a6a36a5662 |
[MIRROR] Fix bad reference management in object overlay circuit (#26396)
* Fix bad reference management in object overlay circuit (#81338) ## About The Pull Request `/obj/item/circuit_component/object_overlay` handled the wrong references when implementing `Destroy`. ## Changelog 🆑 Melbert fix: The object overlay circuit component will no longer take things with it. /🆑 * Fix bad reference management in object overlay circuit --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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5cd3362b41 |
[MIRROR] Fixes integrated circuit speech logging [MDB IGNORE] (#25959)
* Fixes integrated circuit speech logging (#80706) ## About The Pull Request get_creator() returns a printable string rather than a mob, so it doesn't need key_name() here ## Why It's Good For The Game Bugfixes ## Changelog 🆑 fix: Fixed integrated circuit speech logging /🆑 Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> * Fixes integrated circuit speech logging --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> |
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33d7bdecc2 |
[MIRROR] Removes material breakdown flags, traits & miscellaneous fixes. [MDB IGNORE] (#25836)
* Removes material breakdown flags, traits & miscellaneous fixes. (#80389) ## About The Pull Request 1. Removes material breakdown flags i.e. all flags with the format `BREAKDOWN_XXX`. These flags do nothing, there are no special checks to transform materials based on these flags, they are passed around just because certain procs require them for syntax purposes only. Apparently there were plans to make these flags do something special from the comment |
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899063da95 |
[MIRROR] Circuit action button refactor [MDB IGNORE] (#25798)
* Circuit action button refactor (#80379) ## About The Pull Request This PR makes several changes to how circuit action buttons work: - The MOD action and BCI action components have been merged into a single component. - MOD circuit actions can be pinned from the configuration menu. This works the same way as pinning individual modules, and can be done both by the wearer and a suit AI. - Action components have an output pin for the user of the action. This allows MOD module circuits to distinguish between the wearer and an AI. - Creates a supertype for `/datum/action/item_action/mod/pinned_module` named `/datum/action/item_action/mod/pinnable`, which implements common functionality for pinned modules and pinned circuit module actions. ## Why It's Good For The Game The prior functionality of circuit MOD actions was somewhat unintuitive, requiring the user to select an action from a radial menu *after* activating the module, whether from a pinned action or from the module radial. Providing similar pinning functionality to modules themselves makes MOD actions more readily usable. Merging the two different types of circuit components into one was made with the idea that adding new types of shells with equipment actions would inflate the number of subtypes of `/obj/item/circuit_component/equipment_action` without adding much meaningful functionality. ## Changelog 🆑 qol: MOD wearers and internal AIs can pin the individual actions in a MOD circuit module in a similar way to how they can pin modules. Circuit module actions can be pinned from the configuration menu of the circuit refactor: The MOD action and BCI action components have been merged into one component - the Equipment Action component. /🆑 * Circuit action button refactor --------- Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net> |
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6c4c965ea4 |
[MIRROR] Changes occurrences of recieve in code to receive [MDB IGNORE] (#25393)
* Changes occurrences of `recieve` in code to `receive` * Fix conflict --------- Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com> Co-authored-by: SomeRandomOwl <somerandomowl@ratchtnet.com> |
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c74da996c6 |
[MIRROR] Adds arctangent 2 component to circuits [MDB IGNORE] (#25231)
* Adds arctangent 2 component to circuits (#79892) ## About The Pull Request Adds an arctangent 2 component (atan2) ## Why It's Good For The Game It's made to convert offsets into angles, something thats pretty useful in a coordinate based game ## Changelog 🆑 add: Adds an arctangent2 component to circuitry! /🆑 * Adds arctangent 2 component to circuits --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
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2b5cfd484f |
[MIRROR] Adds a user type to integrated circuits, refactors the list pick component. [MDB IGNORE] (#24827)
* Adds a user type to integrated circuits, refactors the list pick component. (#79412) ## About The Pull Request Added a user type to integrated circuits that can't be stored as a user type but can be typecasted to entity. Useful for components that directly ask for an input from the user, like the list pick component. Refactored the list pick component to use this user port and to also send failure signals whenever a success signal is not sent. Removed the triggered port for the list pick component. Also fixes a runtime that occurs with the list pick component if the list passed in only contains null values. ## Why It's Good For The Game Can't force a prompt onto people who haven't interacted with your circuit. ## Changelog 🆑 add: Added a user type to integrated circuits /🆑 --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> * Adds a user type to integrated circuits, refactors the list pick component. --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> |
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3a1925b4d1 |
[MIRROR] fixes signal circuit not working | refactors name of timer cooldown macros to be inherent, also docs them [MDB IGNORE] (#24675)
* fixes signal circuit not working | refactors name of timer cooldown macros to be inherent, also docs them (#79367) ## About The Pull Request Title ## Why It's Good For The Game Less headache in the future for a macro thats not really obvious in what it does ## Changelog 🆑 fix: signals in circuits now actually function /🆑 * fixes signal circuit not working | refactors name of timer cooldown macros to be inherent, also docs them --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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807846f7d6 |
[MIRROR] Updates signaler investigate code | Adds some nice QOL changes for signalers | Enforces cooldown on signaler circuitry [MDB IGNORE] (#24500)
* Updates signaler investigate code | Adds some nice QOL changes for signalers | Enforces cooldown on signaler circuitry (#78974) ## About The Pull Request See title. If someone was abusing signalers previously to cause server lag, going into list signalers would actually cause even worse lag as byond sat there and processed thousands of items into a string over and over, which would cause string format operations on longer and longer strings, resulting in more and more overhead. This is bad. So instead there is now a limit to the size of the list, currently I have that set to 500 although I am open to increasing and even reducing the number. I have also made signalers slightly more intuitive by having the cooldown actually displayed in the ui as a tooltip instead of just being a secret feature you didnt know about unless you code dived. Also made the cooldown actually respected by things such as circuitry where it didnt even implement the cooldown and would happily send as many signals as you had items connected to your proximity circuit. ## Why It's Good For The Game Admins won't accidentally kill the server by trying to parse a lag machines signal list. Players lagging the server? No, how about the admins trying to fix it! ## Changelog 🆑 qol: signalers now tell you their cooldown and also use balloon alerts /🆑 * Updates signaler investigate code | Adds some nice QOL changes for signalers | Enforces cooldown on signaler circuitry --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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1dd5011776 |
[MIRROR] Adds pathmaps, refactors pathfinding a bit [MDB IGNORE] (#24414)
* Adds pathmaps, refactors pathfinding a bit (#78684) ## About The Pull Request Implements /datum/pathfind/sssp, which generates /datum/path_map /datum/path_maps allow us to very efficently generate paths to any turf they contain from their central point. We're effectively running the single source shortest paths algorithm. We expand from the center turf, adding turfs as they're found, and then processing them in order of addition. As we go, we remember what turf "found" us first. Reversing this chain gives us the shortest possible path from the center turf to any turf in its range (or the inverse). This isn't all that useful on its own, outside of a few niche cases (Like if we wanted to get the farthest reachable turf from the center) but if we could reuse the map more then once, we'd be able to swarm to/from a point very easily. Reuse is a bit troublesome, reqiures a timeout system and a way to compare different movables trying to get paths. I've implemented it tho. I've refactored CanAStarPass to take a datum, /datum/can_pass_info. This is built from a movable and a list of access, and copies all the properties that would impact pathfinding over onto itself. There is one case where we don't do this, pathing over openspace requires checking if we'd fall through the openspace, and the proc for that takes an atom. So instead we use the weakref to the owner that we hold onto, and hold copies of all the values that would impact the check on the datum. When someone requests a swarmed path their pass info is compared with the pass info of all other path_maps centered on their target turf. If it matches and their requested timeout isn't too short, we just reuse the map. Timeout is a tricky thing because the longer a map exists the more out of date it gets. I've added a few age defines that let you modulate your level of risk here. We default to only allowing maps that are currently being generated, or finished generating in our tick. Hopefully this prevents falling into trouble, but consumers will need to allow "failed" movements. As a part of this datumized pass info, I've refactored pathfinding to use access lists, rather then id cards directly. This also avoids some dumbass harddel oppertunities, and prevents an idcard from changing mid path. Did a few things to the zPass procs, they took args that they did NOT need, and I thought it'd be better to yeet em. If you'd all like I could undo the caching/can_pass_info stuff if you'd all like. I think it's useful generally because it avoids stuff changing mid pathfind attempt, but if it's too clunky I could nuke it. Oh also I added optional args to jps that constricts how it handles diagonals. I've used this to fix bot paths. ## Why It's Good For The Game Much of this is redundant currently. I'm adding it because it could have saved hugglebippers, and because I get the feeling it'll be useful for "grouping" mobs like bees and such. We're doing more basic mob work currently and I want to provide extra tools for that work. https://github.com/tgstation/tgstation/assets/58055496/66aca1f9-c6e7-4173-9c38-c40516d6d853 ## Changelog 🆑 add: Adds swarmed pathfinding, trading accuracy for potential optimization of used correctly fix: Bots will no longer take diagonal paths, preventing weirdo looking path visuals refactor: Refactored bits of pathfinding code, hopefully easier to add new pathfinding strategies now /🆑 * Adds pathmaps, refactors pathfinding a bit --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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fd1ac2de54 |
[MIRROR] Adds associative list manipulation to circuits, updates a few list circuit components. [MDB IGNORE] (#23362)
* Adds associative list manipulation to circuits, updates a few list circuit components. (#77803) * Adds associative list manipulation to circuits, updates a few list circuit components. --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> |
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5723b1349d |
[MIRROR] Adds Radio Circuit Component Signaler to list-signalers [MDB IGNORE] (#22344)
* Adds Radio Circuit Component Signaler to list-signalers (#76613) ## About The Pull Request Fixes #76503 Probably important for this stuff to be logged. ## Why It's Good For The Game Helps admins figure out the signallers that are signalling, and who triggered the signaller. ## Changelog 🆑 admin: If a circuit component outputs a radio signal, it should now be logged in list-signalers. /🆑 * Adds Radio Circuit Component Signaler to list-signalers --------- Co-authored-by: san7890 <the@san7890.com> |
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6dfe17306c |
[MIRROR] Pulls apart the vestiges of components still hanging onto signals [MDB IGNORE] (#21738)
* Pulls apart the vestiges of components still hanging onto signals * update modular --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
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fcacccc459 |
[MIRROR] Fixes bypassing integrated circuit cooldowns with module components. [MDB IGNORE] (#21374)
* Fixes bypassing integrated circuit cooldowns with module components. (#75581) ## About The Pull Request See title. In order for this change to work, these components will not work if there is no shell, but this will change nothing user-facing because all player-facing circuits require shells to function in the first place anyways. ## Why It's Good For The Game Fixes a cooldown bypass bug. Closes #75580 ## Changelog 🆑 fix: Fixed bypassing component cooldowns with module components. /🆑 --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> * Fixes bypassing integrated circuit cooldowns with module components. --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> |
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724d407af6 |
[MIRROR] Refactored the TTS subsystem to more properly handle message garbling. Added a volume preference for TTS. [MDB IGNORE] (#21353)
* 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> * Refactored the TTS subsystem to more properly handle message garbling. Added a volume preference for TTS. --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> 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> |
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9a594755f3 |
[MIRROR] Renames delta time to be a more obvious name [MDB IGNORE] (#20507)
* Renames delta time to be a more obvious name * updates to our code --------- Co-authored-by: oranges <email@oranges.net.nz> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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e4b4d4d3c0 |
MISSED MIRROR [Lints Against Unmanaged Local Defines] (#20204)
* https://github.com/tgstation/tgstation/pull/74333 https: //github.com/tgstation/tgstation/pull/74333 Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com> * var stuff Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com> * vars * Update sol_fed.dm --------- Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> |
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b1067980e0 |
[MIRROR] Fixes ntnet circuits [MDB IGNORE] (#20191)
* Fixes ntnet circuits (#74338) ## About The Pull Request I underestimated SEND_GLOBAL_SIGNAL and assumed it worked differently to SEND_SIGNAL, as in I thought it would not be sending the source as the first arg. Because it does, it meant that the list of data was actually just ntnet sending circuit. This fixes it and makes the args work properly. I've shamelessly stolen the circuit in the screenshot of the issue to test it in-game  ## Why It's Good For The Game Closes https://github.com/tgstation/tgstation/issues/74327 ## Changelog 🆑 fix: NtNet receive/send circuits should work now. /🆑 * Fixes ntnet circuits --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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79bb4facfc |
[MIRROR] Removes networks from the game [MDB IGNORE] (#20083)
* Removes networks from the game (#74142) ## About The Pull Request This is a continuation of https://github.com/tgstation/tgstation/pull/74085 - I announced in the comments there that this would be my next PR, and this is it. Removes SSnetwork, ``/datum/ntnet``, ``/datum/component/ntnet_interface``, ``var/network_root_id``, the network unit test, and a lot of other things related to networks. - NTNet circuits now check for an Ntnet relay, and uses signals to operate. - Logs in Wirecarp is now only for PDA and Ntnet Relay things, so you can no longer see what ruins exist using it (why should Wirecarp know that Oldstation spawned? The flavor is that they dont know its there). - Removed it from MULEbots entirely, I don't think it even did anything for them? Botkeeper seems to work without it, so it's possibly there from pre-tgui PDAs. - Moves assigning random names to a base proc instead of being tied to network, this is things like random-naming scrubbers/vents. The behavior hasn't changed at all. - Makes Ntos work for consoles when relays are down, as the comments said they're supposed to (because they're wired). I think this was an accidental change on my part, so this is a revert of that. ## Why It's Good For The Game Ntnet is ancient code that hasn't given us much that we can't do with already existing alternatives, we've been slowly moving away from it for init times, and though a large portion of that was limited to airlocks, I still don't think this is a system worth keeping around. It's way too complex to expect feature coders to do anything with it, and too old with better alternatives for anyone to want to improve any of it. ## Changelog 🆑 fix: Computers are now properly connected to Ethernet, and can use Ntos when Relays are down. refactor: Removes Ntnet and Ntnet interfaces, which was only used by Ntnet circuits (which now directly checks for a Relay to work) and MULEbots, which did nothing with it. balance: Wirecarp no longer tells you what ruins spawned in a round, instead it's limited to PDA logs, and tells you the source too. This means the RD can catch someone running illegal programs if they don't make any attempt at hiding it. qol: Wirecarp logs is now set to save 300 at once, instead of 100 and being increased to 300 by the RD during the round. This is pretty insignificant, since there's no reason to NOT want as many logs as possible. /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> * Removes networks from the game --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> |
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f8f2abb11f |
[MIRROR] Refactor, improve, and rename canUseTopic to be can_perform_action [MDB IGNORE] (#19391)
* Refactor, improve, and rename canUseTopic to be can_perform_action * updoot * https://github.com/tgstation/tgstation/pull/72876 https://github.com/tgstation/tgstation/pull/72876 --------- Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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5df645a0f0 |
[MIRROR] Adds clarity to the associative list data type in wiremod [MDB IGNORE] (#19498)
* Adds clarity to the associative list data type in wiremod (#73536) ## About The Pull Request Once pulled, these changes will adjust how the associative list data type is shown like on circuits and the description of the index table component.   ## Why It's Good For The Game Given the entry difficulty level of the circuits system, some players may find themselves overwhelmed and frustrated seeing that their index table component's output is not connecting to the index list component's input, despite there being an index associative list component they may not be aware of. These changes should hopefully lead players to learn more about associative lists and how different they are from normal lists. Just adding "assoc." to the descriptor should lead players to search the term in the component printer and find the index associative table. ## Changelog 🆑 qol: Made associative lists more apparent in circuits. /🆑 * Adds clarity to the associative list data type in wiremod --------- Co-authored-by: CesarBaylina <72105993+CesarBaylina@users.noreply.github.com> |
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3954fd1a94 |
[MIRROR] Adds the 2 new components to the techweb [MDB IGNORE] (#18953)
Adds the 2 new components to the techweb (#72910) ## About The Pull Request Adds the 2 new components I made in my prior PR to the basic circuit research also fix an issue with associative pick list ## Why It's Good For The Game Being able to print them would be usefull Reason I didn't notice was properly since I ran on debug station and it never crossed my mind that they where research thingy ## Changelog 🆑 fix: You can print the new list pick and associative list pick components fix: Associative list pick works as intended now /🆑 Co-authored-by: Autisem <36102060+Autisem@users.noreply.github.com> |
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c5ca08fd01 |
[MIRROR] Adds spaces around logical operators [MDB IGNORE] (#18776)
* Adds spaces around logical operators * Update code/modules/admin/verbs/admingame.dm Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
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92cb29c361 |
[MIRROR] List pick component [MDB IGNORE] (#18811)
List pick component (#72097) ## About The Pull Request Adds a new component to let a user pick from a list. and pass the picked value as a result. The player most be adjescent to the connected circuit for this to work. ## Why It's Good For The Game You can do similar thing through voice activation, but this is honestly way easier for normal players to use instead of knowing "magic words" or having the circuit say all the options and copy pasting.  ## Changelog 🆑 add: New circuit component, list pick! /🆑 Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Autisem <36102060+Autisem@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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5a18ff0bbb |
[MIRROR] Completely Culls req_access_txt/req_one_access_txt [MDB IGNORE] (#18458)
* Completely Culls req_access_txt/req_one_access_txt (#72281) Hey there, Now that every instance of `req_access` and `req_one_access` is a list of strings, there is absolutely no reason for req_access_txt/req_access_one_txt to exist. In fact, any instance where they were still used in the codebase was very convoluted and was very broken! Don't worry, I fixed it all out, and life is good. I also dmdoc the surviving access variables, because those were missing. I went on the side of caution and made a more verbose documentation with an example just to have people really grasp this (it took me a while to actually get it) I believe that we changed _everything_ over to the req_access/req_one_access system earlier this year in VV, but the problem is that _new mappers don't understand the difference between the two systems_. In fact, the "txt" system is completely redundant since all it does is transition stuff to the "base" system. So, let's just completely cull the one that's all but deprecated and ensure this confusion no longer arises. The whole purpose of "txt" seemed to be to convert the access, but it's all pointless now that we can just read the list directly. I'm also 99% certain that the "access check" on vending machines broke (and didn't seem to have correct logic in the first place? I legitimately couldn't find a case where it could fail in testing, so I changed that up), and that's fixed up now. Let me know if I was clueless there. I know it's short-circuiting now as opposed to "all must be true", but it just didn't work. * Completely Culls req_access_txt/req_one_access_txt * oh the misery * makes them use the thing that actually works * test to see if engineering access is breaking it * Revert "test to see if engineering access is breaking it" This reverts commit 3cc2c554ff18f435a51601782e64c76193298db7. * Fix access checks when req_access is null (#72458) ## About The Pull Request Fixes #72450 - This seems to be an oversight in some of the access refactors we've been through recently. When there was an assumption in `check_access_list()` that `req_access` would always be a list, and that if it was not something terrible had gone wrong and the door should default to public access. With the cleanup of the _txt access vars and the introduction of mapping access helpers, this assumption is no longer true. `req_access` will be null when multiple helpers are painted onto the same door, so we need to handle that properly. Thanks to @MrMelbert for spitting out the attached fix in mapping general and letting me PR it after testing. This really needs a suite of unit tests around it. San has helpfully volunteered to work on that for three hours before getting frustrated. ## Why It's Good For The Game No more public access to engineering lobby, lathe, etc. ## Changelog 🆑 Vire, MrMelbert fix: The engineering lobby and lathe are no longer public access fix: Doors will no longer be treated as public access when they have multiple accesses set on them /🆑 Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com> Co-authored-by: Vire <66576896+Maurukas@users.noreply.github.com> Co-authored-by: Tastyfish <crazychris32@gmail.com> |
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1135ac5e2c |
Mirror #72280 (#18648)
Add lints for idiomatic balloon alert usage (#72280) Adds lints for `balloon_alert(span_xxx(...))` (which is always wrong), and balloon alert where the first letter is a capital (which is usually wrong). Fixes everything that failed them. As a reminder, abbreviations like "AI" and "GPS" shouldn't be capitalized in a balloon alert. In cases where this is intentional for flavor (there was one case), you can `UNLINT` like so: Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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cfe2039de9 |
[MIRROR] View Sensor circuits now have a range modifier [MDB IGNORE] (#18260)
* View Sensor circuits now have a range modifier (#72123) ## About The Pull Request Adds the ability to use ranges between 0 and 5 for View Sensor circuits. Currently these nodes are locked to 5 tiles and it is rather difficult to limit the area this circuit effects either for speed reasons or otherwise. This PR makes it a simple variable that remains capped at 5, admins can raise the cap by modifying a variable. ## Why It's Good For The Game I mostly use circuits as an admin, I can't for the life of me figure out how to make a shorter range AOE circuit although I imagine its possible by comparing x and y coordinates of things in the list and yourself this is far to finicky. Players can also utilize this to, for example check all objects on the tile the view sensor is on, "possible" at the moment but way to finicky compared to a 5 tiles. ## Changelog 🆑 qol: You can now reduce the range of View Sensor circuits. /🆑 Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> * View Sensor circuits now have a range modifier Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> |
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a388d294a6 |
[MIRROR] Saycode refactor, unit tests, and fixes [MDB IGNORE] (#18032)
* Saycode refactor, unit tests, and fixes * parrot * SR tweaks * say tests from pstream/71873 Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: tastyfish <crazychris32@gmail.com> |
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257feb1be7 |
[MIRROR] More horrible 515 proc compatibility. [MDB IGNORE] (#17671)
* More horrible 515 proc compatibility. * Feex * Hopefully we're done now Co-authored-by: AnturK <AnturK@users.noreply.github.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |
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24ae11ad6f |
[MIRROR] Adds a reagent injector component and BCI manipulators to all circuit labs [MDB IGNORE] (#17617)
* Adds a reagent injector component and BCI manipulators to all circuit labs (#71236) <!-- 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 This PR adds a reagent injector component that's exclusive to BCIs. (Requested to be integrated into BCIs by Mothblocks.) When outside of a circuit, the component itself stores the reagents. However, if it's inside of a BCI, the storage is moved to the BCI. The storage can contain up to 15u of reagents and acts like an open container. (However, it won't spill even if you throw it, it just acts like an open container code-wise, don't worry about it.) You can only have one reagent injector in a circuit. Trying to insert multiple will give you an error message. The entire dose is administered at once. (Requirement set by Mothblocks.) Please don't try to dispute any of the specific limitations in the comments as they're out of my control. They're reasonable anyways. Reagent Injector Input/Output: Inject (Input Signal) - Administers all reagents currently stored inside of the BCI into the user. Injected (Output Signal) - Triggered when reagents are injected. Not triggered if the reagent storage is empty. New BCI Input: Show Charge Meter (Number) - Toggles showing the charge meter action. (Adds some capacity for stealth.) Install Detector Outputs: (Added following a comment about having to use weird workarounds for proper loops.) Current State (Number) - Outputs 1 if the BCI is implanted and 0 if it's not. Installed (Signal) - Triggered when the BCI is implanted into it's user. Removed (Signal) - Triggered when the BCI is removed from it's user. This PR also adds BCI manipulation chambers to all currently present circuit labs. (Solution proposed by Mothblocks.) Yes I had to do some other mapping changes to allow for this. No I don't have any mapping experience, why do you ask? <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game One small step for BCIs, one giant leap for circuit kind. (First "proper" circuit to human interaction in the entire game!) This allows for some funky stuff and also makes it less of a pain in the ass to use BCIs. What's not to love? <!-- 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 <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Added a reagent injector component and BCI manipulators to all circuit labs. (+ install detector component) /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> * Adds a reagent injector component and BCI manipulators to all circuit labs Co-authored-by: RikuTheKiller <88713943+RikuTheKiller@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com> |
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f7c26bbf25 |
515 Compat (#17465)
* ONLY SKYRAT CHANGES * ACTUALLY SKYRAT CHANGES * yolo, revert later * Update alternate_byond_versions.txt Co-authored-by: AnturK <AnturK@users.noreply.github.com> |
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fe45bc894b |
[MIRROR] [s] Dead people can no longer communicate with the living [MDB IGNORE] (#16878)
* [s] Dead people can no longer communicate with the living (#70446) * [s] Dead people can no longer communicate with the living Thought listener, through chicanery, could let you still pass through valid strings (and not fail) if you were a mob/dead/observer occupying your mob/living body. god dammit. check to make sure the fucker is dead. * [s] Dead people can no longer communicate with the living Co-authored-by: san7890 <the@san7890.com> |
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9bf006d189 |
[MIRROR] Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) [MDB IGNORE] (#16472)
* Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) * skyrat changes * bodyparts merge * unres door floorlight fix * Future upstream fix for blindness * upcoming upstream airlock fix * fix button emissive * Fix FOV markings? Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: tastyfish <crazychris32@gmail.com> |
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049b19bb18 |
[MIRROR] Moves "catch this var/flag" code from obj/init and datum/new into the types that use it [MDB IGNORE] (#16091)
* Moves "catch this var/flag" code from obj/init and datum/new into the types that use it * Update atoms_movable.dm * Update airlock.dm * SRCC Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> Co-authored-by: John Doe <gamingskeleton3@gmail.com> |
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cfe169d1de |
[MIRROR] Changes reagentscanner circuit component to use Table [MDB IGNORE] (#16145)
* Changes reagentscanner circuit component to use Table (#69745) Changes components\atom\reagentscanner to use table list from Assoc list. Added purity output to components\atom\reagentscanner. At time of making this its impossible to iterate through the output of reagentscanner via loops or numerical index and to determine the amount or the reagent scanned you needed to know its associated value which is less than idea. Queried this issue on coderbus meeting 3 then asked Watermelon and he agreed that a change would be good. Added a "purity" to the table outputs to make shells of this component "desirable" to chemistry who need to use Ph_meter to check exact purity. If this not allowed I’m willing to make an \atom\reagentscanner\adv variant that will comparable to Ph_meter. I intend to give the same treatment to materialscanner. * Changes reagentscanner circuit component to use Table Co-authored-by: Dmeto <75919495+Dmeto@users.noreply.github.com> |
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1b7f17f107 |
[MIRROR] [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) [MDB IGNORE] (#15801)
* [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) * Fixes all the conflicts and all of our modular files using core icon files with broken paths Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |
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a8c10d1659 |
[MIRROR] Converts a shitload of istypes to their more concise macros [MDB IGNORE] (#15702)
Converts a shitload of istypes to their more concise macros Co-authored-by: Seth Scherer <supernovaa41@gmx.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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9a60e7fe18 |
[MIRROR] Add more checks to view sensor code [MDB IGNORE] (#15712)
* Add more checks to view sensor code (#69297) See title, these checks are based on those used by set_turf_examine_tab for the statpanel. Fixes #68596 (in the specific case of the plasma image holder in the bug, it has MOUSE_OPACITY_TRANSPARENT) * Add more checks to view sensor code Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com> |
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b1bd40e760 |
[MIRROR] [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition> [MDB IGNORE] (#15362)
* [MDB Ignore][Bounty][Complete Refactor] Papercode Redux: Too Many Damn Files <Map Conflict Edition> * Fixes merge conflicts and compilation errors, alongside fixing the joker card to make it fully functional again * Fixed a bunch of info variables in map files * Alright this is why I wanted this merged yesterday Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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856ea9c79a |
[MIRROR] Refactored fundamental circuit components that have varying inputs. Improvements to the integrated circuit UI. Improves and rebalances the drone shell [MDB IGNORE] (#15264)
* Refactored fundamental circuit components that have varying inputs. Improvements to the integrated circuit UI. Improves and rebalances the drone shell (#68586) * Refactored fundamental circuit components that have varying inputs. Made the integrated circuit UI slightly better. * Fixes with UI * Removes logger * Ran prettier * Fixed documentation * Rebalances drone circuit * Drones can now charge in chargers Co-authored-by: Watermelon914 <hidden@ hidden.com> * Refactored fundamental circuit components that have varying inputs. Improvements to the integrated circuit UI. Improves and rebalances the drone shell Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Watermelon914 <hidden@ hidden.com> |
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5aeb64a542 |
[MIRROR] Fixes some cases which references are used in trait sources, potentially causing hard deletes [MDB IGNORE] (#14716)
* Fixes some cases which references are used in trait sources, potentially causing hard deletes (#67974) About The Pull Request Fixes some cases in which actual references were used in trait sources instead of keys (or ref() keys). This can cause some rare and difficult to find hard deletes. Trait sources should be a string key relating to the source of it, not an actual reference to what added it. References within trait sources are never handled in Destroy(), because it's not expected behavior, meaning it can cause hanging references. So, I went through with a regex to find some cases and replaced them. I used the following and just picked through the few by hand to find erroneous ones. ADD_TRAIT\(.+, .+, [a-z]+\) REMOVE_TRAIT_TRAIT\(.+, .+, [a-z]+\) Why It's Good For The Game Less hard deletes, probably. Changelog cl Melbert code: Some traits which mistakenly were sourced from a hard reference are no longer. /cl * Fixes some cases which references are used in trait sources, potentially causing hard deletes * wew Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |