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68 Commits
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ff3b73dc82 |
Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack. (#85271)
## About The Pull Request I've refactored the FISH_SAFE_STORAGE trait into an element, mainly because there were a few problems with how it worked: It wasn't stopping hunger from raising, ditto with the breeding wait, and it offered no healing whatsoever, which I find kind of a bummer. The new element will keep the fish from getting any hungrier or ready to reproduce and will heal them up to 65% of their base health. Also, I've added a new bluespace fish case as a techweb design, found along with other stuff in the advanced fishing node, though if you want I can move it to a bluespace node. This should make it possible to reasonably store and carry around larger fish. Examining a fish will no longer give out readings on weight and size if you haven't at least attempted fishing once (you can get to novice level in less than a minute). While examining a fish with apprentice level or higher will also give readings on the general conditions of the fish (is it starving? drowning? has it lost a considerable chunk of health?). The fishing skillchip also gives you these traits. I've also converted two fish variables into traits, because fish have waaaay too many variables. and gave some topdown shading to the pre-existing fishbox sprite. ## Why It's Good For The Game ## Changelog 🆑 add: Added a bluespace fish case to the advanced fishing node. balance: Fish cases will keep a fish from getting hungrier or ready to reproduce, while also healing it up to 65% health. balance: Examining a fish with zero fishing skill whatsoever won't give a reading on its size and weight. Conversely, examining one with the skill leveled two times will give general information on if it's starving, sick, hungry, or dead. /🆑 |
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0b68257da1 |
Drunken Brawlening: Intoxication alters your unarmed effectiveness, bartenders are stronger fighters while drunk, deterministic stagger combo is back (your average assistant doesn't get knockdowns) (#85449)
## About The Pull Request ### Intoxication and Punching Being drunk juuuust enough allows you to land stronger punches and take punches a little more easily. However, being TOO drunk makes you WORSE at these things, and makes your unarmed accuracy an unarmed PENALTY. Don't get drunk if you can't hold your liquor. However, fighting drunk makes you really sick, so be careful as to not suddenly start vomiting everywhere. ### Drunken Brawler Bartenders are now drunken brawlers. They gain additional punching prowess if they're ever intoxicated, it does not matter how much nor do they ever suffer a penalty as a result of being TOO drunk. The more damage the bartender has taken, the stronger they hit back. (added by recommendation from WalterTruck) I have to mess the scaling on this more. ### Stagger Combo/Unarmed Combos The stagger combo is back, but significantly less stun heavy except on the extreme ends of unarmed upgrading. When your opponent has been sufficiently damaged enough, staggered and doesn't have any riot protection gear on, you can inflict additional status effects when you punch an opponent. The necessary value for this effect is: Half the target's Brute and Burn damage combined exceeds a value of: Limb accuracy + armor block (min. 40. max 200) While the thresholds are more deterministic, the effects are random. The better you are at punching, the better the effect, but the higher your targets armor, the weaker the effect. All effects are positive for the attacker and negative for the target. The dice roll is such; (a roll between -20 to 20) + limb accuracy - armor block | Stage/Value | Effect | | ------------- | ------------- | | Stage 1 (-Infinity to 0 | Staggered for 1 second | | Stage 2 (1 to 10) | Eye Blur for 5 seconds | | Stage 3 (11 to 30) | Eye Blur, Dizzying, Confusion for 5 seconds | | Stage 4 (31 to 40) | Blindness, Dizzying, Confusion for 5 seconds | | Stage 5 (41 to 45) | Knockdown for 4 seconds | | Stage 6 (46 to Infinity) | Knockdown for 4 seconds, 5 Brute with huge wound chance | Stages 5 and 6 are not possible to reach for roundstart humans who aren't intoxicated. It is almost impossible to get high effects against someone who is in full security gear as a roundstart human ### Minor Changes Any unarmed related thresholds or values that would use Stamina damage now use half of the total of Burn and Brute damage on the relevant individual. This affects punch accuracy, the threshold for getting a stagger combo, and the threshold for someone being more vulnerable to grabs. ## Why It's Good For The Game I just really wanted to add some drunken brawling/drunk fist style martial art stuff because I thought it would be fun, and bar brawls are where most people start fist fights. It's thematically entertaining. The bartender, by extension, should be pretty proficient at this kind of brawling. It also works out great when working with chefs to beat people up with their fists in their own, more unrefined style. The situation with the unarmed knockdown/stamina pr was kind of a mess, since at the time I was already going to take it out after discussing things with Walter and we were working out some alternatives together. But uh...well, it wasn't to be. Particularly, there was a lot of stuff in unarmed fighting that used Stamina damage that didn't actually get removed at all. So this cleans that up. I said I'd find a good alternative down the line to fill that gap, and this is it. For your run-of-the-mill fistfights, there are no random knockdowns. It's only when you are actually trying to brawl with a cybernetically enhanced human that this kind of thing starts to crop up. Or your opponent is a golem. Or you are both really drunk (and thus everyone starts vomiting because they're getting beaten up) The average assistant beating up another assistant is at best going to inflict some eye blurring and dizziness, assuming the fight even lasts that long. But this should be sufficient to create space to escape, or even meaningfully disable someone who might simply be invading your department. It is much less helpful against a more sufficiently geared opponent. The main reason for focusing on this is to give the average joe some kind of way for a heel turn in the event they're having to scuffle with departmental invaders or escape some determined opponent. It does not, however, allow them to manhandle a nuclear operative in an elite suit while our would-be hero is entirely butt-naked and drunk. Not that they shouldn't try, that's funny as hell. Thus, the effects chosen are more useful for escaping and befuddlement than necessarily stopping the fight outright. If you have improved arms, your arms are weapons and start to act like them, so you start seeing more significant results. It is also a nice thematic tie to unarmed's zany cousin; tackling, since the randomized effects are borrowing the logic form there, and it is cool to have those tied a bit closer. ## Changelog 🆑 add: Drunken fist fighting now has bonuses and penalties based on how intoxicated you are. Controlled liquor intake could make you a better brawler. Though you might vomit if you go too hard. add: Bartenders are now Drunken Brawlers. If they're drunk at all (no matter how drunk), they're stronger at fist fighting. add: Reintroduces the deterministic stagger combo. The effects of the combo are more varied, and based on attacker unarmed effectiveness and the defender's armor. Read the PR for more details. It's complicated. qol: Unarmed effects that would utilize stamina values now use a split of half brute, half burn to determine outcomes or for meeting thresholds. This affects; punch accuracy, stagger combo thresholds and grab vulnerability thresholds. /🆑 |
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1b19505cc1 |
Adds a copy of the famous 1995 musical "Space Station 13: The Musical" to contraband of the autodrobe (#85724)
## About The Pull Request Adds a copy of the famous 1995 musical "Space Station 13: The Musical" to contraband of the autodrobe It's a "skillchip" that forces you to sing while implanted and active (these messages were typed normally)    ## Why It's Good For The Game Makes it easier for entertainers to put on their own version of that historic musical ## Changelog 🆑 Melbert add: Adds a copy of the famous 1995 musical "Space Station 13: The Musical" to contraband of the autodrobe /🆑 |
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4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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aba588abb5 |
Buffs the Matrix Flip skillchip (#84658)
## About The Pull Request Amps up the duration of the flip and the bullet dodging to 1.4 seconds (from 0.8). EDIT: I've added a check to prevent matrix-flipping into stamcrit (unless the emote wasn't intentional) and lowered the stam cost very slightly to allow for a fifth flip. ## Why It's Good For The Game I've tested the thing, with and without stun immunity (which prevents stamcrit from overusing it), hulk, rapid gloves, against the colossus and turrets at the tdome. It's pretty meh overrall, having to keep spamming the flip hotkey to keep it going, and the duration isn't all that useful since you can't easily foresee when something or someone's going to fire at you, or react in time. This is likely going to stay a gimmick, albeit a less crappier one. ## Changelog 🆑 balance: Buffed the matrix flip skillchip duration. Lowered the stamina cost very, very slightly. qol: You can now longer matrix-flip yourself into exhaustion, unless the emote is unintentional. /🆑 |
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c46e3209a1 |
Adds the DET.ekt Skillchip, upgrading the detective's sense of taste. (#84469)
## About The Pull Request Gives the Detective a roundstart skillchip which allows them to unlock the hidden potential of their tastebuds. With this, they can identify chemicals by taste, and even identify bloodtypes in the same way. ## Why It's Good For The Game  I've been watching a lot of detective stuff and I think it's really funny how often they stick their fingers into random goo/blood and taste/smell it. The idea of a detective chugging a glass of unidentified liquid to identify that there's a lethal chem mix in there is equally funny to me. Imagine you're recovering from a mugging in the medbay and the detective comes in, takes a blood sample from you, and downs it in one go. ## Changelog 🆑 Wallem add: The detective now starts with the DET.ekt Skillchip, which allows them to identify chemicals and bloodtypes by taste. /🆑 |
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b830ba11b7 |
Research Directors are now strong (the Athletics trait, that is). Suplexing a rod is an incredible workout. (#83269)
## About The Pull Request Grants the Research Director TRAIT_STRENGTH via their skill chip. This trait is only relevant to athletics-related activities. They still need to actually do the workout before they see any results. Fitness bros will overestimate the RD's power level due to their ability to suplex an immovable rod. Suplexing a rod grants an incredible amount of athletics skill, increased by how many people the rod has taken out. The frequency of this happening is bound to be pretty small, but it's a nice in-round reward for accomplishing the task (and maybe blowing up a department as a result), and also potentially a large number of casualties on top of that. ## Why It's Good For The Game The athletics changes didn't acknowledge that there is already someone on the station that is, for some reason, unnaturally stronger than everyone else. The Research Director. So now, fitness bros think they're naturally swole. Mind over matter, I guess? I just think it'd be funny if by suplexing the rod once, you gain incredible physical power and then need to take a nap because boy that sure was an explosive amount of strength you had to apply. Since this only happens with looping rods, I don't imagine it will disrupt fitness as a skill too much. ## Changelog 🆑 add: The Research Director is now actually strong. add: Fitness bros will determine the Research Director to be stronger than they actually are, without even working out. How does he do it? balance: Suplexing a rod grants a large burst of athletics experience. add: The more sentient casualties of the rod, the more experience suplexing that rod grants. Absorb the souls of the weak and feeble. /🆑 |
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494f306fcc |
RD get robo knowledges (#82642)
## About The Pull Request Setting RD suplex skillchip as common chip. Adding Roboticist's skillchip into RD. Skillchip's categories are global defines now ## Why It's Good For The Game RD is literally the most skilled scientist and roboticist. CEO of all Silicons. Why he doesn't have robo wires trait? |
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e64331f678 |
Clowns can now make balloon... toys. And also mallets and hats. (#82288)
<!-- 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 Clowns will now start with a box of 24 random long balloons and a skillchip in their noggin allowing them to create balloon animals by combining two of them of different colour together. Owners of the skillchip also gain access to crafting recepies of balloon mallets, vests, helmets and tophats, all created from long balloons. A crate of long balloons, with a box of balloons inside, can be bought at cargo, in case the clown runs out. I might edit this once I wake up, its 3 in the morning right now. Oh also, resprited how balloons look in inventory.  ## Why It's Good For The Game Balloon animals funny. Silly features are my favourite kind of features, and this one's open-ended too. Someone on the coder chat recommended someone would do it that one time, here it goes. ## 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 long balloon box to the clown's starting inventory, and a skill-chip of long lost honk-motherian knowledge to their brain. add: Added long balloons. Consequently, added balloon animals to make from such balloons. Also, balloon top hat, vest, helmet, and a mallet. Don't ask about the mallet. add: A long balloons box harvested fresh from the farms on the clown planet will be able to be shipped in a crate to the cargo department near you! add: As per requests; water balloons can now be printed at service lathe, and entertainment modsuit can now blow long balloons! image: Balloons will now have an unique sprite when in the inventory, compared when to on the ground. /🆑 <!-- 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: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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55267e1334 |
minebot buff (#82001)
## About The Pull Request this pr buffs non-sentient minebots a bit to make them more helpful with the new arcmining changes. Minebots now have a better overall AI, they will maintain distance from enemies and shoot while running. they will also plant landmines while theyre running away from enemies. these landmines are carefully programmed by the bot not to trigger when any of its miner friends step on it. u no longer need to feed minebots an ore to get them to listen to you, as they now automatically listen to any miners around. minebots can now repair damaged node drones  they also have a new autodefend feature, which makes them automatically attack any mob that attacks its miner friends or the drone. They also have some new upgrades! First is the regenerative shield, this shield allows minebots to tank a limited amount of hits before breaking. minebots will then need to wait sometime before the shield re-activates. Second is the rocket launcher remote control, this allows players to direct minebots to fire anti-fauna missiles at their target https://github.com/tgstation/tgstation/assets/138636438/3ec3605e-8e11-4a31-acaa-1382bed98294 Also minebots are now highly customizable, you can rename them, change their colors, or program their AI through their new user interface  ## Why It's Good For The Game Improves minebot AI a bit, and makes it a more viable option for mining solo players ## Changelog 🆑 balance: minebots have been buffed and have recieved new upgrades /🆑 |
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76fa5bcdad |
Skillchips are now copied to bitrunning avatars, plus a new chip to dodge bullets while flipping. (#81980)
## About The Pull Request Active skillchips are now copied on bitrunning avatars. To celebrate this, I've made a skillchip, which can be ordered through the bitrunning vendor, that lets you dodge projectiles for the duration of your flips plus 1/10 of a second (so 8/10 of a sec), at the cost of stamina (if you think 20 is a bit too low, tell me). I've also renamed the files containing the orderable bepis disks and bitrunning tech because they inconsistent with the names of their sections shown in the UI. ## Why It's Good For The Game I think (active) skillchips being copied to bitrunning avatars makes sense as after all they're both tech-y, brainy stuff. It's a bit of a shame that no one thought of doing that. ## Changelog 🆑 add: Active skillchips are now copied on bitrunning avatars. add: To celebrate it, a skillchip is now available from the bitrunning order console, which lets you dodge projectiles for the duration of your flips, at the cost of stamina. /🆑 |
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84f4740fb9 |
Fishes love kronkaine + Examining fishing spots. (#81519)
## About The Pull Request Food items with kronkaine in it now count as great baits (this is the case of the "all-natural" bait from that overpriced cargo pack I'm converting into a less expensive goodie in another PR) Sufficiently high fishing skill (and the relative skillchip) allows you to list fishes in a fishing spot by examining it twice. ## Why It's Good For The Game Little fishing things off the top of my head before I move on bigger stuff. ## Changelog 🆑 add: Fishes love kronkaine. qol: Examining a fishing spot twice with sufficiently high fishing skill (or the skillchip) will get you a list of fishes that can be caught. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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aace5f46f4 |
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. /🆑 |
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e21dc5fec7 |
Kicks Martial Arts out of the attack chain (yippee), makes it use signals, plus a large clean up of existing martial arts (#81097)
## About The Pull Request - Kicks Martial Arts out of the attack chain. - All Martial Arts attacks are now handled via unarmed attack or grab signals - This means all martial arts are now technically on the living level, allowing any mob that can unarmed attack to martial arts. Sort of. YMMV. - All martial arts block checking is now handled by the arts themselves, meaning you can selectively decide for a martial arts strike to not be blocked. Maybe good for the future. - A comprehensive cleanup of all existing martial arts. Improving var names, code, adding some missing animation calls, etc. Fixes #74829 ## Why It's Good For The Game Untangles the mess that is martial arts, making it a lot easier to work with the attack chain and making it overall a ton more consistent. ## Changelog 🆑 Melbert refactor: Big martial arts refactor, they should now overall act a ton more consistent. Also technically any mob can do martial arts. Let me know if something is funky. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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54ab1e3936 |
Organ movement refactor *Un-nullspaces your organs* (#79687)
<!-- 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. --> closes #53931, #70916, #53931 ## About The Pull Request Organs were previously stored in nullspace. Now they are stored in their prospective bodyparts. Bodyparts are now stored in the mob. I've also had to refactor a lot of code concerning organ movement. Previously, organs were only moved into bodyparts once the bodyparts were removed. To accomodate this change, two major distinctions have been made: **Bodypart removal/insertion** Called only when an organ is taken out of a bodypart. Bodypart overlays, damage modifiers or other changes that should affect a bodypart itself goes here. **Mob insertion/removal** Called when an organ is removed from a mob. This can either be directly, by taking the organ out of a mob, or by removing the bodypart that contains the organ. This lets you add and remove organ effects safely without having to worry about the bodypart. Now that we controle the movement of bodyparts and organs, we can fuck around with them more. Summoning someones head or chest or heart will actually kill them now (and quite violently I must say (chest summoning gibs lol)). https://github.com/tgstation/tgstation/assets/7501474/5efc9dd3-cfd5-4ce4-b70f-d0d74894626e I´ve also added a unit test that violently tears apart and reconstructs a person in different ways to see if they get put toghether the right way This will definitely need a testmerge. I've done a lot of testing to make sure interactions work, but more niche stuff or my own incompetence can always slip through. ## Why It's Good For The Game <!-- 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. --> A lot of organ work is quite restricted. You can't C4 someones heart, you cant summon their organs and a lot of exceptions have to be made to keep organs in nullspace. This lets organs (and bodyparts) play more nicely with the rest of the game. This also makes it a lot easier to move away from extorgans since a lot of their unique movement code has been removed and or generalized. I don't like making PRs of this size (I'm so sorry reviewers), but I was in a unique position to replace the entire system in a way I couldn't have done conveniently in multiple PRs ## 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. --> 🆑 refactor: Your organs are now inside your body. Please report any issues with bodypart and organ movement, including exotic organ, on github and scream at me fix: Cases of unexpected organ movement, such as teleporting bodyparts and organs with spells, now invokes a proper reaction (usually violent death) runtime: Fixes HARS runtiming on activation/deactivation fix: Fixes lag when species swapping /🆑 <!-- 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. --> |
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71a1fee2f1 |
Explodes device.dmi (#80025)
## About The Pull Request I woke up today and thought 'what would be easy thing to do today so I can say I've done something?'. Then I remembered I saw several gangtool usages the time I split radio up, and I could remedy those. 7 hours later, device.dmi is split in a folder of its own, and I've also given unique sprites to door remotes and landing desginators. ## Why It's Good For The Game The device.dmi was kind of a mess. ## Changelog 🆑 /🆑 |
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af67bd7490 |
basic cleanbots refactor and new janitor skillchip (#80128)
## About The Pull Request this pr refacotrs cleanbots into basic bots. also adds a new skillchip for janitrs. this skillchip will allow janitors to communicate with cleanbots and order them around, like pointing at something and telling them to clean it. also now the cleanbot has an inbuilt mop which it will use to smack mice and cockroaches ## Why It's Good For The Game refactors cleanbots into basic bots and fixes them getting stuck sometimes while patrolling. also janitors being able to order them around can make them a bit more useful as tools for the janitor ## Changelog 🆑 refactor: cleanbots are refactored into basic bots. please report all bugs fix: fixes cleanbots getting stuck sometimes while patrolling add: janitors get a new skillchip which allow them to communicate with cleanbots /🆑 |
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ab5b06fadc |
Adds INTJ skillchip (#79902)
## About The Pull Request Adds a new skillchip, it lets you taste food by examining it.  This has all of the effects of tasting food (various moodlets based on quality and food type) and can also trigger food allergies if you have them, however it does not consume the food nor give you any nutritional benefit. You can buy it from a vendor or sometimes it spawns in maintenance. ## Why It's Good For The Game The players are constantly clamouring for more additions to our most loved and useful feature, skill chips. <details>  </details> ## Changelog 🆑 add: A new skill chip can be found in maintenance or purchased from the vendor, allowing you to experience food in new and exciting ways. add: Abductors also have access to this incredible power, simply using their genius level brains. /🆑 |
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ab8d86dc1d |
Paraplegics can use the skillchip machine. (#79860)
## About The Pull Request Fixes #64387. Gives the Skillsoft station `INTERACT_ATOM_IGNORE_MOBILITY`, making it possible to use while lying down. This means that it can actually be used by paraplegics, or anyone else without functional legs. ## Why It's Good For The Game As this particular machine can only be used from inside, and you cannot bring a wheelchair in, it is currently impossible for paraplegic characters to use skillchips at all. There is no good reason _why_ paraplegics or people without legs should be barred from this system, and it doesn't make much sense that this machine would need legs to function - so it no longer requires them. ## Changelog 🆑 fix: Skillsoft's skillchip stations are now ADA-compliant (Astronauts with Disabilities Act). Paraplegic characters can now implant themselves with skillchips, the same as anyone else. /🆑 |
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f4535255c0 |
Nukes radio.dmi, adds inhands for somewhat relevant items. (#79792)
## About The Pull Request Third /icon/ cleansing splinter 1. Comments on commits say all it does pretty much.  ## Why It's Good For The Game Inhand for walkietalkie was requested in the project, gets rid of some usecases of old 'gangtool', headset splitoff requested by Fazzie. Inhands reflecting the items they are supposed to represent is nice. ## Changelog 🆑 image: Following now have unique item sprites: syndicate war declaration radio, curator and chief beacon's, chaplain beacon. image: Following now have unique inhand sprites: radio, export scanner, walkie-talkie, syndicate war declaration radio, curator and chief beacon's, chaplain beacon. /🆑 |
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db8eca7bf3 |
The fishing portal generator expansion (plus skill-chip) (#78203)
## About The Pull Request This is a PR I worked on last month, but had to put on hold while dealing with some pressing issues with fishing feature, minigame and other stuff, and because I had to atomize out some of the stuff previously present here. I've expanded on the fishing portal generator to do something other than dispense guppies and goldfishes. It now has multiple settings, unlockable by performing scanning experiments for fish types, available from the get go, which also reward a meager amount of techweb points upon completion. The generator can now be built too. No longer it has to be ordered from cargo. It can also be emagged for the syndicate setting, tho right now it only dispenses donkfish and emulsijack, both otherwise impossible to get outside of... exodrone adventures. The advanced fishing rod now comes with an experiment handler component, specific to the fish scanning experiment, that automatically scans fished content. The node to get it now requires 2000 points and the first fish scanning exp to be unock. A new skillchip has been added, which adds a trait that changes the icon of the fish shown in the minigame UI, giving some clues on what the reward will be. The same trait is also gained by reaching the master (penultimate) level of the fishing skill. A new fish type has been added, with its own quirks. One of these quirks included temporarily switching movement direction of the bait. Currently, it can only be fished in the hyperspace and randomizer setting of the fishing portal. Screenshots:   ## Why It's Good For The Game The fishing portal generator is but a stale and underdeveloped prototype of the fishing feature right now, so much I was thinking of removing it at first. However, we also have a lot of fishes which are pretty much unfishable, so I came up with the idea of adding new portal settings that allow people to actually get them. As for the skillchip and trait, it's but an extra to both the vending machine in the library and the fishing skill itself, which has an overall humble impact on the minigame. ## Changelog 🆑 add: Expanded the fishing portal generator. It now comes with several portal options that can be unlocked by performing fish scanning experiments, which also award a modest amount of techweb points. balance: The fishing portal generator is now buildable and no longer orderable. The board can be printed from cargo, service and science lathes. balance: Advanced fishing tech is no longer a BEPIS design. It now requires the base fish scanning experiment and 2000 points to be unlocked. add: The advanced fishing rod now comes with an incorporated experiscanner specific for fish scanning. add: Added a new skillchip that may change the icon of the "fish" shown in the minigame UI to less generic ones. Reaching master level in fishing also does that. qol: The experiment handler UI no longer shows unselectable experiments. /🆑 |
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2d34c7433a |
New Mech UI and equipment refactor (#77221)
 ## About The Pull Request Made a new UI and refactored some mech code in the process. Fixes #66048 Fixes #77051 Fixes #65958 ??? if it was broken Fixes #73051 - see details below Fixes other undocumented things, see changelog. ## Why It's Good For The Game The UI was too bulky and Mechs were too complex for no reason. Now they follow some general rules shared between other SS13 machinery, and there is less magic happening under the hood. ## Detailed Changes ### New Mech UI, Air Tank and Radio as separate modules Previous UI for comparison: <img alt="9SScrXAOjy" src="https://github.com/tgstation/tgstation/assets/3625094/904e3d07-e7d7-4d3a-a062-93e0e35b4b66"> Previously mechs came with radio pre-installed and air canisters magically pre-filled with air even when you build one in fab. Radio and Air Tanks are now both utility modules that are optional to install. Gas RCS thrusters still require Air Tank module to operate. This made the Mechs more barebones when built, giving you only the basic functionality. <img alt="5SDMlXTJxv" src="https://github.com/tgstation/tgstation/assets/3625094/b9364230-49ac-416b-aa70-e851fbf2050e"> To compensate this change, all mechs got two extra utility module slots. All other modules got new UI. And ore box now shows the list of ores inside. <img alt="SRX5FjvsHA" src="https://github.com/tgstation/tgstation/assets/3625094/cbe2e98d-1cd4-4667-8dae-2f9227b4b265"> ### Mounted Radio Works as a normal radio, but with subspace transmission. Available from the basic mech research node and can be printed in fab. ### Cabin Sealing To compensate for the lack of air tank by default, mechs with enclosed cabin (e.g. all except Ripley) got an ability to toggle cabin exposure to the outside air. Exiting the mech makes cabin air automatically exposed. When you seal the cabin, it traps some of the outside air inside the cabin and you can breathe with this air to perform a short space trips. But the oxygen will run out quickly and CO2 will build up. Sealing the cabin in space will make the cabin filled with vacuum, and it will stay there until you return to air environment and unseal the cabin, letting the breathable air to enter. There are temperature and pressure sensors that turn yellow/red when the corresponding warning thresholds are reached. You could also use personal internals in combination with cabin sealing for long space travels, so Air Tank is completely optional now and mostly needed when you need RCS thruster. ### RCS thrusters They are now available earlier in tech tree and consume reasonable amount of air (5 times more than human jetpacks), and they don't work without Mounted Air Tank, unless it's an Ion thruster variant. ### Mounted Air Tank Available from the basic mech research node and can be printed in fab. Built model comes empty, and syndicate mechs come with one full of oxygen. <img alt="GrFDrH5Hwe" src="https://github.com/tgstation/tgstation/assets/3625094/b677b705-bda0-4c8c-96c7-d32bf7bf9f28"> Can be switched to pressurize or not pressurize the cabin. Releases gas only when the cabin is sealed shut. Starts releasing automatically, but can be toggled to not release if you want to use it just as a portable canister. Cabin pressure can now be configured in the module UI instead of Maintenance UI. Can be attached to a pipe network when the mech is parked above a connection port. Comes with a pump that works similarly to the portable pump. It lets you vent the air tank contents outside, or suck air from the room to fill the air tank. Intended to provide an ability to fill the air tank without the need to bother with pipes. Also has gas sensors that display gas mix data of the tank and the cabin (when sealed). ### Stock part changes All mechs now require a servo motor and they reduce mech movement power consumption instead of scanning module. Scanning modules are optional for mech operation (still required to build) and the lack of one disables the following UI elements: - Display of mech integrity (you can still see the alerts or examine the mech to get rough idea) - Display of mech status on internal damage (and you can't repair what you can't diagnose) The rating of scanning module doesn't have any effect as of now. Cargo mech comes without it roundstart. <img alt="2vDtt99oqb" src="https://github.com/tgstation/tgstation/assets/3625094/147144ca-824e-4501-acf5-6ee104f309e7"> Capacitors now also reduce light power usage and raise the overclocking temperature thresholds (see below). ### Maintenance Maintenance UI removed, and its logic migrated to other places. Access modification now managed inside the mech, and anyone who can control the mech, can adjust the access in the same way as they can set DNA key. To open the maintenance panel you just need a screwdriver. It is instant when the mech is empty and it has a 5 second delay when there is an occupant to avoid in-combat hacking and part removal. It will alert the occupant that someone is trying to tinker with their mech.  Once the panel is open, you can see the part ratings:  With open panel you can hack the mech wires (roboticists can now see them): <img alt="mj205G2qDa" src="https://github.com/tgstation/tgstation/assets/3625094/44cea0d1-44b4-4b50-b1d3-a97c0056bab3"> There are wires for: - Enabling/Disabling ID and DNA locks - Toggling mech lights - Toggling mech circuits malfunction (battery drain, sparks) - Toggling mech equipment malfunction (to repair after EMP or cause EMP-like effect, disarming mech) - 3 dud wires that do nothing The hacker may be shocked if the mech power cell allows. When the panel is open and the user has access to the mech, they can remove parts with a crowbar: <img alt="jR40gyTWtJ" src="https://github.com/tgstation/tgstation/assets/3625094/b573f5b9-b8ea-412e-b3e0-c872e01e0c23"> Hitting the mech with an ID from outside now toggles the ID Lock on/off if the ID has sufficient access. ### Power consumption and overclocking Rebalanced mech power consumption. T4 parts were not working in Syndicate Mechs, as their effect was not calculated until you manipulate parts manually. Constructed mechs with t1 parts even had their energy drain reduced with upgrade to t1. Now all mechs apply their base step power usage correctly don't ignore the stock parts. Servo tier now reduces base power consumption by 0% at t1, 50% at t2, 33% at t3 and 25% at t4 Capacitor tier now reduces base power consumption of mele attacks, phasing and light by the same amounts. Gygax leg actuators overload replaced with mech overclocking. Any mech can be overclocked by hacking wires, but only Gygax has a button for toggling it from the Cabin. Now there is an overclock coefficient. 1.5 for Gygax and other mechs, 2 for Dark Gygax. When overclocked, mechs moves N times faster, but consumes N times more power.  While overclocked, mech heats up every second, regardless of movement, and starts receiving internal and integrity damage after a certain temperature threshold. The chance is 0% at the threshold, and 100% at thresholds * 2. The roll happens every tick. Capacitor upgrades this threshold, letting you overclock safely for longer periods.  When you stop overclock, the temperature goes back down. ### Other changes and fixes Concealed weapon bay now doesn't show up when you examine the mech, so it's actually concealed now. New radio module can properly change its frequency, as it didn't work for previous radio. Launcher type weapons were ignoring cooldowns and power usage, so you could spam explosive banana peals, while they should have a 2 second cooldown: <img alt="q5GjUsHwGr" src="https://github.com/tgstation/tgstation/assets/3625094/d102725d-e9e1-4588-9d6c-b9e38b7a6535"> Now this is fixed and all launcher type weapons properly use power and have their cooldowns working. And now they have the kickback effect working (when it pushes you in the opposite direction in zero gravity on throw). Thermoregulator now heats/cools considering heat capacity instead of adding/reducing flat 10 degrees. So you can heat up cabin air quicker if the pressure is low. There were some other sloppy mistakes in mech code, like some functions returning too early, blocking other functionality unintentionally. Fixed these and made some other minor changes and improvements. ## Changelog 🆑 refactor: Refactored Mech UI refactor: Refactored mech radio into a utility module, adding extra slot to all mechs refactor: Refactored mech air tank into a utility module with an air pump, adding extra slot to all mechs refactor: Refactored mech cabin air - there is now a button to seal or unseal cabin to make it airtight or exchanging gases with the environment refactor: Removed mech maintenance UI Access is set in mech UI, and parts are ejected with a crowbar add: Mech now has wires and can be hacked qol: Roboticists now can see MOD suit and mech wires add: Mechs now require servo motor stock part and it affects movement power usage instead of scanning module add: Scanning module absence doesnt block mech movement and hides some UI data instead. Big Bess starts without one. qol: Hitting mech with ID card now toggles ID lock on/off if the card has required access fix: Fixed concealed weapon bay not being concealed on mech examine fix: Fixed mech radio not changing frequency fix: Fixed mech launcher type weapons ignoring specified cooldown fix: Fixed mech launcher type weapons not using specified power amount fix: Fixed mech temperature regulator ignoring gas heat capacity fix: Fixed mech stopping processing other things while not heating internal air fix: Fixed mech being able to leave transit tube in transit fix: Fixed mech internal damage flags working incorrectly fix: Fixed Gygax leg overloading being useless fix: Fixed mechs ignoring their stock parts on creation. Syndicate mechs now stronger against lasers and consume less energy on move. Upgrading from tier 1 to tier 2 doesn't make mech consume MORE energy than before the upgrade. balance: Rebalanced mech energy drain with part upgrades. Base energy drain reduced by 50%, 33%, 25% with upgrades and applies to movement (Servo rating), phasing, punching, light (Capacitor rating). balance: Hydraulic clamp now can force open airlocks balance: Made mech RCS pack consume reasonable amount of gas code: Fixed some other minor bugs and made some minor changes in the mech code /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Sealed101 <cool.bullseye@yandex.ru> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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c92d338dad |
Refactors chameleon actions, Adds chameleon outfit saving, Adds chameleon scanner (#77140)
## About The Pull Request - Refactors chameleon actions a good bit, reducing a lot of the boilerplate copied around chameleon items. - I noticed that the EMP comsig completely disregarded any EMP protection the mob might have. I split the comsig into `COMSIG_ATOM_PRE_EMP_ACT` and `COMSIG_ATOM_EMP_ACT` - the former now used to aggregate protection flags and the latter to actually do EMP stuff. - As a result of above, this fixes a few oversights in which things using `COMSIG_ATOM_EMP_ACT` disregarded EMP protection. - Adds Chameleon Outfit saving. - RMB clicking the "Select Chameleon Outfit" will now save your current chameleon setup as a custom outfit. They become selectable as any other outfit afterwards. - Because it might be *too* easy to bamboozle people / might make people think you're a ling, I added a slight "animation" to swapping whole chameleon outfits. It's less than a second long. - Adds the Chameleon Scanner. - The chameleon scanner is, surprise, a chameleon item that can disguise as small gadgets or items (toys, cameras, analyzers, etc). - On LMB, the chameleon scanner will copy the outfit of the target to a custom outfit slot, allowing you to mimic them entirely without going through all the menus. - RMB does the same, but instantly equips the disguise you select in addition to saving it to a slot. ## Why It's Good For The Game Right now traitor stealth is very capable but cumbersome, which makes it much less appealing than just running and gunning. One big problem with it is that the chameleon kit is rather time consuming to use. You have to sort through hundreds of items for each of your chameleon items to find exactly the one you need. These items seek to amend that time gate, allowing for much quicker swapping between disguises or picking up the disguise of someone you kill to replace them like a pseudo-changeling. ## Changelog 🆑 Melbert refactor: Refactored chameleon actions a fair bit add: Adds outfit saving to chameleon clothes. RMB the "chameleon outfit" action to save your current chameleon setup for quick swapping. add: Swapping between chameleon outfits now has a slight "animation" associated, to distinguish traitors from lings slightly. add: Adds a new chameleon item, the "Chameleon Scanner". Use it on other crewmembers to stealthily save their current outfit as a custom outfit to use later. And of course, it's chameleon too. fix: Ethereals, the DNA lock mod, GPSs, and storage items now respect EMP protection /🆑 |
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fb10121022 |
Icons folder cleaning wave two (#76788)
## About The Pull Request Further continous organizing and cleaning the Icons folder. There are still some minior nitpicks left to do, but I reached my daily sanity expenses limit again, and the faster these get in the less issues for both me and others later. Also cleans some mess I caused by my blindness last PR. ## Why It's Good For The Game Saner spriters = better sprites |
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9ae549e096 |
Resprites Skillchips (#75183)
## About The Pull Request Replaces the skillchip sprite with a new, smaller one that looks more like a chip rather than an 8-inch floppy. (With a fancy housing because consumer electronics can't just be bare circuit boards that's not stylish.)  ## Why It's Good For The Game The old one looks like this and takes up most of a tile, need I say more?  ## Changelog 🆑 image: Skillchips have been resprited to be smaller and more chip-like /🆑 |
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ccef887efe |
Lints Against Unmanaged Local Defines (#74333)
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW RATHER THAN AFTER THE FACT. ## About The Pull Request Hey there, This took a while to do, but here's the gist: Python file now regexes every file in `/code` except for those that have some valid reason to be tacking on more global defines. Some of those reasons are simply just that I don't have the time right now (doing what you see in this PR took a few hours) to refactor and parse what should belong and what should be thrown out. For the time being though, this PR will at least _halt_ people making the mistake of not `#undef`ing any files they `#define` "locally", or within the scope of a file. Most people forget to do this and this leads to a lot of mess later on due to how many variables can be unmanaged on the global level. I've made this mistake, you've made this mistake, it's a common thing. Let's automatically check for it so it can be fixed no-stress. Scenarios this PR corrects: * Forgetting to undef a define but undeffing others. * Not undeffing any defines in your file. * Earmarking a define as a "file local" define, but not defining it. * Having a define be a "file local" define, but having it be used elsewhere. * Having a "local" define not even be in the file that it only shows up in. * Having a completely unused define* (* I kept some of these because they seemed important... Others were junked.) ## Why It's Good For The Game If you wanna use it across multiple files, no reason to not make it a global define (maybe there's a few reasons but let's assume that this is the 95% case). Let me know if you don't like how I re-arranged some of the defines and how you'd rather see it be implemented, and I'd be happy to do that. This was mostly just "eh does it need it or not" sorta stuff. I used a pretty cool way to detect if we should use the standardized GitHub "error" output, you can see the results of that here https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792 ## Changelog Nothing that really concerns players. (I fixed up all this stuff using vscode, no regexes beyond what you see in the python script. sorry downstreams) |
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ecbcef778d |
Refactors Regenerate Organs, and a few organ helpers (#74219)
## About The Pull Request Refactors regenerate organs to be slightly more intelligent in handling organ changes and replacements. Noteably: - We don't remove organs that were modified by the owner; such as changing out your heart for a cybernetic - We early break out of the for loop if they aren't supposed to have an organ there and remove it - We check for the organ already being correct, and just healing it and continuing if it is Also changes the names of some of the organ helpers into snake_case ### Mapping March Ckey to receive rewards: N/A ## Why It's Good For The Game ## Changelog --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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fcdbb85fc9 |
Fixes machines not releasing their contents when opened (such as mobs), when they otherwise should. (#74215)
## About The Pull Request Broken by #74163 Various child procs of `/obj/machinery/proc/open_machine(drop = TRUE, density_to_set = FALSE)` didn't have the same params as the parent proc. This leads to the wrong arg being passed to the parent's `drop = TRUE` param during the parent proc call. In this case, 0 (FALSE). Leading to machines that never dropped their contents when opened. This is a problem when a lot of the machines I've fixed contain players, necessitating admin intervention to free them. ## Why It's Good For The Game Feex. ## Changelog 🆑 fix: DNA Scanners, Sleepers, Abductor Experimentors, Skill Stations and Mod Installers now appropriately release their contents when opened, fixing an issue where they could permanently absorb players and items until admins intervened. /🆑 |
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0e1cedd354 |
Machines can now be pried open multiple times and maintain their initial densities (#74163)
## About The Pull Request These changes fix how machines are pried open with crowbars. Currently, most machines can be pried open, but many of them have no method for being closed again. This means they can be pried once, and then never again (as their internal logic has them stuck in an "open" state). Additionally, the densities of these machines is also inconsistent, as density is tied to the procs for opening/closing machines (open = non-dense, closed = dense). Thus, these new changes allow desired densities to be passed to `open_machine()` and `close_machine()`, as well as `default_pry_open()`, meaning that atypical machine densities can be maintained (e.g. machines that should remain dense when open, or non-dense when closed). I've also added a `close_after_pry` boolean parameter to the `default_pry_open()` proc, which determines whether to immediately close a machine after opening it. This is useful for machines that don't really have a use case for remaining open, often lacking a sprite to represent this state as well. * Note: Opening and immediately closing machines with this boolean will still drop their contents onto the floor, but will now immediately "close" in their logic, allowing for further prying attempts in the future. It's worth noting that this implements default density values for these procs, which match the existing behavior for machines, so as to (hopefully) not disrupt existing or expected machine behavior. Two caveats to these changes currently exist: 1. On machines that immediately close after prying, the prying action can now be spammed to the chat with repeated clicking. I'm uncertain if this needs some sort of spam protection or if it's fine as is. 2. I've only been able to manually test this code. I'd love to write unit tests for it, as it affects a lot of different machines, but don't know where to begin with DM Unit Testing (or which files would be good examples to reference in the code base). * Note: I did manually test each and every machine that calls `default_pry_open()` and they all seem to be working correctly. (Except for `obj/machinery/plumbing/sender`, but that doesn't seem to need prying, as it has no contents to drop, only reagents.) As always, let me know if any improvements/changes should be made. This closes #26833. ## Why It's Good For The Game These changes allow crowbar prying to correctly occur multiple times on any machine, which is intended behavior. It prevents player confusion that could occur when a machine couldn't be pried open a second time during a shift, even though it had previously been pried before, forcing players to question themselves. (Are they missing something? Did they perform the action a different way last time? Is the machine actually still powered on instead of off? Etc.) These changes also maintain the correct density for machines after prying, preventing scenarios where a machine might behave differently once it had been pried open. (An example of this was being able to walk through a smartfridge after prying it open.) Additionally, players are no longer required to know/use workarounds (such as machine disassembly) to retrieve a powered-off machine's contents. Overall, these changes improve consistency around machines, creating more scenarios where they behave as players would expect. ## Changelog 🆑 fix: machines can now be pried open more than once. fix: machines now have the correct density when pried open. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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bf6f81a9b5 |
Implements AddTraits and RemoveTraits procs for adding/removing multiple traits + swag unit test (#74037)
On the tin, doing it like this means we can reduce our overall line fingerprint whenever we have to add two or more traits from the same source on the same target. Especially helps when we get to the 4+ range of traits, a breath of fresh air even. Doesn't mean we have to do for loops, as that's already handled within the define as well. I replaced some of the checks with `length()` checks, let me know if I should switch it over to something else (maybe `islist()`)? We stack_trace whenever we're not passed a list reference on purpose, and sometimes var/lists are null by default (or just empty, making this redundant). ## Why It's Good For The Game I commonly feel the urge to write "use `AddTraits()`" or something in reviews, then am sad when I remember it doesn't exist. I will no longer be sad. Can ensure a lot more trait safety as well by using static lists- when both ADD_TRAIT_LIST and REMOVE_TRAIT_LIST re-use the same list, you are confident (from a static point of view) that everything that you want to be adding/removing works. I may have missed a few things where this could be used, but both macros implemented in this PR still use the same framework that was being used in the last four years- so stuff won't break if left untouched. Just a nifty new tool for developers. also fixed up some code in the area, numerous bugs were found and exploded |
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9dab26371c |
Throws a bunch of parenthesis around to ensure dear Aunt Sally is always properly excused. (#71281)
Similar vein to #37116 This is supposed to be standard, yet here we are. SHOULDN'T change anything, but there's likely something out there that's bound to behave different because of it. These were done manually, regex to find things that MIGHT need to be corrected; `^#define.+\+((?!\)).)*$` `^#define.+-((?!\)).)*$` `^#define.+\*((?!\)).)*$` `^#define.+\/((?!\)).)*$` (yeah that's a lot of stuff.) `^#define.+%((?!\)).)*$` `^#define.+SECONDS((?!\)).)*$` `^#define.+MINUTES((?!\)).)*$` |
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4d6a8bc537 |
515 Compatibility (#71161)
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
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4ad330b585 |
Adds Sabrage (#70755)
This PR adds an interaction to champagne bottles that allows the user to pull off the cork with an edged (for code purposes, sharp) item. The sharper the item, the better your chance is to pull the stunt off. Minimum force is 5, which lets you do it with a captain's pen, for instance. It's slower than just removing the cork by hand, as to simulate the player removing the foil before taking the swing. Heads of staff get a +20% chance to succeed due to being officers in some capacity. A skillchip that can be bought from the Library Play Room vendor increases the chance by +35%. Failing the stunt will smash the bottle in your hands, spilling the contents all over you. This will produce a bottle with the neck broken off, instead of its bottom. Pulling the stunt off provides a weak mood buff for the user, and a weaker mood buff for any witnesses. However, if someone else pulls the sabrage off after you, you will get your success buff removed. Think of it like pulling any other stunt and challenging someone else to do it, only for them to succeed as well. Makes you bitter, doesn't it? Failing the stunt also produces a weak mood debuff to the user. |
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1ac4a67c27 |
Chefs can now kiss food they make to make it with love. (And a lot of cooking refactoring) (#70409)
About The Pull Request
Adds a skillchip to the chef's vendor. This vendor allows the chef to kiss their food to deliver a chef's kiss.
Chef's kissing your food will add the "love" reagent to the food, which makes people much happier when they eat it. Be careful, overdosing on love can cause heart attacks.
Refactors microwaving.
Separates microwaving out of the edible component and makes it its own element, like grillable and bakeable.
Also removes some magic numbers from microwave code.
Code improvements all around baking and grilling code.
Refactors edible component inheritance.
Inheriting the edible component is now a viable way to cleanly add food types, flags, and callbacks. This makes it much much easier to change the values of an edible item without adding hacky signals / procs / getcomponent.
Why It's Good For The Game
Emergent chef gameplay.
Being able to further enhance your food with mood buffs.
Better code.
Changelog
cl Melbert
add: Chefs can now make food with love. They can purchase a skillchip from their vendor which enhances their kiss emote. Using your kiss on food you create will add a special reagent to it which makes it nicer.
refactor: Separated Microwavable from the Edible component, refactored microwave act to accompany this
refactor: Refactored how grilled items are generated
refactor: Refactored how silver slime food items are generated
refactor: Refactored how edible items inherit new edible statuses
code: Removed some magic numbers from microwaves
code: General code improvements for grillable / bakeable / etc
/cl
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a2fcec6a33 |
BCIs are now stored in the manipulation chamber's contents, instead of nullspace (#70350)
Fixes a bug where MMIs would be sent into the nullspace room when in an MMI component inside of a BCI that is inserted into a BCI manipulation chamber. Stores the BCI in the chamber's contents, instead of nullspace, allowing the MMI to talk, the BCI to still act as it would normally and overall just solves the issue and maybe some others alongside it. Fixes #70349 |
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6d470992cb |
This tail refactor turned into an organ refactor. Funny how that works. (#67017)
* Fuck you (refactors ur tails) * Errors * Wow. Pain. * Fixes up probably everything * finish up here * Fixes hard del maybe * original owner hard del * garbage collection runtime * suck my peen byond * Mapped tails * motherfucker. * motherrfucker. again. * Whooopppppsie * yeah bad idea * Turns out external organs literally just sat in nullspace forever if their parent was deleted, and didnt Remove() themselves, causing harddels. * So anyways I repathed all organs * Fixes * really. * unit test... test * unit test-test but it passes linters this time because im a moh-ron * I've lost track of what im doing at this point * Hopefully fixes hard del? * meh * Update code/datums/dna.dm * things n stuff * repath from master pull |
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4327268d5b |
Appraiser Skillchip (#67126)
...because why not |
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b0c8eb5a3a |
Fixes Cook CQC + job change config fixes (#66876)
Allows configs to once again change job positions of jobs, and additionally allows them to completely disable some jobs. In the past, Pubby didn't have Lawyers and Curators, I doubt this would be the case in the future, but I find having this as an option for config is still good. I also properly logged jobs not loading due to removal from mapping config, to be in job debug instead of testing. Finally, I removed the old config_job, and made all configs use title instead. It was suggested I use typepath instead of title, but I am against doing it for the time being, as I don't expect Mappers to look for typepaths if all they want to do is make mapping stuff, though arguments can be made against that (like how its case sensitive so it's easy to break). |
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abb095886d |
Anomaly expansion - part 1 - Hallucination anomaly (#66392)
New anomaly, the hallucination anomaly. It has small bursts of hallucinations while alive followed by a big one in the moment of the end. More anomalies are fun, i'm planning to add more of these added the hallucination anomaly, spawnrate similar to the flux one, can spawn from the SM if eer are over 5000, can spawn when the SM delams (higher rate than the grav one), you can make the hallucination reactive armor |
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5f4d5a42d4 |
Arconomy: The bigger balance PR (REVISED EDITION) (#65795)
This PR covers 4 Key features:
Price Rebalancing
Passive Income
Gas Exports
Lathe Tax
Relevant Design Doc (Slightly out of date as a result of the discourse on the subject).
https://hackmd.io/WlWgyRafTaiAqz6ouOqC-Q
-- START DOCUMENT --
# Arconomy Version Two
This is mostly me organizing a long list of thoughts that I'm not sure if I can properly describe and get across, but lets just work with what we got and go from there.
## There should probably be a relationship to time and profit
So, part one of a series called "Arcane was completely wrong about game design", I made a rather large misstep in regards to designing arconomy, and nobody told me this until far, FAR after I had gone way too in on my own ideas:
"There needs to be a relationship between time and money". Because Space Station 13 is a game that is built around rounds, either long, LONG rounds on MRP or 30 min - 1 hour long rounds in LRP, your whole orientation of the game is built around time. The longer you spend in a single round, the more you can do and mold the station and the game in a specific direction, whether it's from an admin event, doing your job, or going off on a wierd character based tangent.
The issue here lies in a question I tried to answer in my previous design doc:
> "Command players start with lots of money, and make mountains of money, and as a result, have so much money by the end of the shift that they're practically immune to the effects of the economy.
> Assistant players start out with practically no money, find that the station is covered in costs that they'll never be able to practically afford, and decide that the economy is stupid and not worth utilizing altogether."
Two fundimentally different outlooks on the same problem, caused by the pay discrepency as it existed originally. Since we have so many different jobs all at different paygrades, the option that made the most sense at the time was to completely remove paychecks alltogether because they would multiplicitively exacerbate the previous issue.
While it would flood the in-game economy over time at high levels, it did add a sense of timescale to the existing in-game relationships. You **KNEW** that after x many minutes you would get that fancy hat, or that you would need to find cash in other ways to get it. Having that time-scale is helpful as we've moved to our 90 minute round average/goal. It also, similarly, means that we know exactly how many credits each job SHOULD have had access to before a major disaster calls for a shuttle call. But, in hindsight, that is a value that should be consistant for all players. If a single, unaided player looks at a 200 credit bill, that should have the same impact player to player, and not limit their access to jobs.
## Bounties just ain't that fun, but they stand to see improvement from where they are now
So, guilty as charged, bounty running doesn't quite have the same charm as it used to have. For our friends just joining us, cargo used to have a single, per round laundry list of items that would payout to the cargo budget each shift. Each list would start with 10 items, one of which would randomly be assigned higher priority with a higher payout, and it would be cargo's job to ~~Break into each department and steal that thing~~ cooperate with jobs around the station to aquire funds for station crisis or when you just want to dick around and make stacks of cash. This had a distinct charm to it, but one element of it that majorly reduced the replayability of bounties was that they were severely limited in scope. Once you did your ONE drink bounty or your ONE chemical bounty, you no longer needed to interact with that department.
My original goal was this: Make an unlimited bounty system, where crewmates were able to get a cut of their work as profit. To a degree, it's fairly successful! Crew do have a way to actively work with cargo to get paid for their labor, and they help cargo as a result by giving them free valuables. The issue lies in the fact that this has kinda flipped the relationship on it's head: Bounties stopped being cargo's job to outsource to the crew, and instead the crew's job that becomes dependent on cargo.
In general, many bounties simply weren't meant to be repeatable content in the first place. And certainly not meant to be used for every job. Offloading it as a kind of fetchquest minigame so that all jobs can offset the loss of passive income? It's not the best choice. For jobs like botanists or scientists it's tolerable at best, frustrating at worst. Just look at the state of things like experisci-slime experiments or scanning furniture.
It gets far worse when it's from the perspective of jobs that have *explicitly* limited supplies like security. No, a security player is not going to be allowed to haul away all the good metal handcuffs from the brig for a bounty, and no, you cannot take all the riot shotguns from the brig.
Now, a few of these things were fixed over time, with mixed successes. Bounties started to be cleaned up in order to prevent limited quantity items from being an option for repeat bounties. Jobs that lack exports started to get some content for still allowing them to have repeatable exports (Like the Scanners for Security Officers to go on patrols).
The BIG EXCEPTION to this is Restaurant Bots, but we'll hit that in a second.
## Getting everything on the same price scale has been a major improvement.
Unironically one of the best changes made has been the idea that even if we lack that good time-credit scale from before, we didn't really have a "standard" to work off of when something new is added to the game and the dev needs to determine how much to make that thing cost. That's why the current costs of objects and values on-station are scaled off of a single define, the value of a crate sold on the cargo shuttle.
> Yes, I'd like an APPLE. It's worth 3124151 CREDITS. NO, I don't know why the apple juice in the vendor is worth 415 CREDITS, nor do I CARE, GOOD MAN.
From the back end, everything is scaled off the same define now. Paygrades are defined off of a different scale still, but that's fine. You know, from the cargo end of things, that a cargo player needs to ship off X number of empty metal crates to purchase a laser crate, or a pizza crate. Definate relationships help in solidifying the singular value of a product.
If we decide that we want to rescale the in-game economy and provide space credits with more granularity, at least we know we can do it with a single line of code, and not looking at every single instance of something that charges the player money.
### Arconomy Tangent: We gotta nuke gas selling.
This has been a long time coming and I know people are going to be upset at me, but look man.
I have no idea how selling moles of gas works these days. It seems like with minimal resources, true atmos wizards are able to make singular cans of gasses with infinite moles of some kind of gas, and if it's exotic enough, they can make upwards of a million credits a can. I've seen multiple occasions where selling gas cans to cargo has allowed for players to buy a bike.
For our Gen-Z zoomers reading this, players were never meant to BUY the bike. The bike is just a reskinned scooter meant as a cute little pokemon joke. If a player can actually buy a bike in a round, that's a sign that someone, somewhere, fucked up.
We fucked up the whole system with atmos gas selling.
We've now gone through metas of extracting miasma from lavaland for credits, we've gone through a meta where cargo starts building their own hydrogen burn chambers for simply produced gasses, we've seen time and time again that processed gasses in the funny space simulator just tends to be abused to death and back. I've had talks with TheFinalPotato on this in the past, and it just feels like a system that would need to be rewritten from the ground up, or looked at in terms of the whole cargo department. If I don't get to it first, the next cargo design doc someone writes **SHOULD**.
## Giving jobs content that integrates into the economy can be really fun.
Tourism bots and the baked in ingredient shopping is fun! It's enabled for a fluff job that doesn't have too terribly much by way of serious responsibilites to integrate active income minigames into the gameplay of chefs and bartenders. It's fully optional, it's quick, and it's not even a full shift investment.
These secondary tasks, which utilize jobs core gameplay loops in a new way, while rewarding them within the in-game economy are a decent way to keep players engaged with their jobs, and allow for them to use credits as a player resource as well as a primary job resource.
**I AM NOT SAYING** that all jobs need to find tasks to arbitrarily reward players with credits for. The reason it works so well for jobs like the chef or bartender is because their job is already to make food and drinks, but they have so many options that they're not encouraged to make too wide of a variety of food, especially when botanists won't always make everything you need. The food market gives them an outlet to buy outlier ingredients and the tourists pay handsomely enough that you can offset your costs most or the time.
I'll break this down as well into the three different methods of money-making in game as well, to guide someone on how to make good, secondary income content.
| Primary | Secondary | Tertiary |
| -------- | -------- | -------- |
| This is something like passive paycheck income. You get this just purely for playing the game, and staying alive. | This is an active trade off between your job's specific content, where you are trading your time for something it is directly your responsibility to do. Eg. Tourist Bots. | An active task you are performing for income, but lacks the specialization of a job. EG. Bounties. |
Jobs that excell at more service based tasks and less production based tasks should aim to aquire more seconary style economy integration, like medical, science, or security.
## The options for moving money around the station are actually pretty decent, but could be streamlined
Bounty boards are pretty decent at being a way to pay crew members for single service jobs. However, bounty boards are pretty much dead content, in a sense. There's not much incentive to hunt down your department's bounty board.
Similarly, most crew would just prefer to hand credits out by hand to prevent most kinds of abuse of their own credit supply.
Long term and certainly a major personal outcome I'd like to see: Bounty boards and Newscasters should be merged together. Newscasters have some truely awful spaghetti and their being held together by shoe-strings and duct tape (This is slang for HTML). Bounty boards are... well they're functional, but they have the benefit of being built in TGUI. Merging the two's functions should cut down on wall-space, as well as improve the quality of a vast deal of code, and make money transfer on station slightly easier.
Honestly, pretty happy with vend-a-trays. They're pretty decent store-machines on station and do their job pretty well when they get used. All in all I'm happy with how they work.
Custom Vendors are clunky to a fairly major degree and I don't think most players get how to make them work on account of need a price tagger (not a sales tagger, that's the cargo item) to mark an object for it's sale value, then load it into a custom vendor sales unit, then load it into a custom vending machine, and that's only IF custom vending machines decide to work this year. Streamlining the tools, or perhaps just vending machines would certainly improve this as a service.
## Just ain't enough cool stuff to buy with credits.
An ever-present problem, that we're just kinda stuck with. There's a decent number of issues involved with making content that can safely be gated with just credits.
* If it's usable as a weapon, is it too dangerous to hand out to the crew at large?
* Does security get potential oversight?
* If it's illegal, does it go through cargo?
* Does it HAVE to go through cargo?
* If it's beneficial, is it going to invalidate the existance of a job? (Think old medkits!)
* Is there anything that players WANT that's not a weapon, benefical to the station but not too strong, or quite literally traitor equipment?
It's a tough question.
Some items make complete sense to implement on a per job basis as either uncommon or premium equipment, while other items could potentially be moved to station-wide unique purchasables.
# Takeaways:
Look, these are just some possible solutions that I'm considering. I think that working alongside a maintainer who could actually give a damn on getting this system orderly and possibly alligned with our current design philosophy (Who also understands that a not-insignificant amount of current economy was abitrarly written by goofball an actual decade ago) could help iron this out into a clear and consise set of goals and milestones to make the in-game economy workable. Not balanced, but workable.
* **Design a simple simulation for per round intake and outtake, to determine benchmark values for a 90 minute round.**

It would need to look something like this, as a kind of fucked up, Multi-Input Multi-Output Control Problem. Possibly could be done in simulink, but I'm not quite sure how to do that at this moment, so a less complex version might be fine.
* **Look back at implementing crewmember incomes, but at a flat, more consistant rate over all jobs**
My leading idea: 50 credit, uniform paygrade. No wild, unscaled pay rates based on what job is "important" or not.
That line of thinking means that certain jobs should have more expensive equipment over other jobs, but then we're right back to the captain thinking that a cup of coffee is practically free where an assistant thinks that a screwdriver from the vendor is going to put them out of house and home.
Improves time-relationship values with credits.
This could lead way to heads of staff having some degree of control to giving raises or paycuts to crew-members, but perhaps at a very, VERY gradual rate.
* **Perform another big-picture look at bounty cubes.**
Potentially try to put bounties back in the hands of cargo, while still providing payouts to crewmates who assist in completing jobs. This may require some minor refactoring of the pricetag component, perhaps to even allow for multiple crewmembers to recieve profit from a payout.
This means once again, look at making bounties workable for all jobs on the station, not making the objects requested literal lathe-fodder, and finding ways to benefit the station in some way with the task of bounty cubes, even if it's just for credits.
Deceptively hard task.
* **Add secondary tasks that integrate the economy into non-bounty-able jobs/departments**
Like it says on the tin, look into ways to add content that improves economy integration into existing jobs, without necessarily changing what those jobs DO. The bounties for those jobs can still exist as a tertiary thing, but should be made clear that they're... tertiary.
Chefs still make food and bartenders still serve drinks, but they have a way to hand them out for fun and profit.
Some thoughts and ways to handle this potentially:
*Science:* Perform intricate testing on anomalous materials using science equipment. Should NOT REWARD RESEARCH POINTS. Mr. OJ Headcoder will CHEMICALLY CASTRATE me, or you, if you do.
*Medical:* Complete tricky or non-standard surgeries on dummies for medical data. Think like that meme from the TV show, House.
"He needs Mouse bites to live. MORE MOUSE BITES."
*Engineering:* Repair wacky machines that use both station-standard parts as well as solving quick puzzles.
* **Look into more effective money sinks that are dynamic sensitive**
Think, for example, about the station ransom event that spawns space pirates.
What if instead of the captain just dumping credits from the cargo budget into the aether to prevent pirate spawns (They're bugged anyway to my knowledge to spawn anyway), crewmates had to cough up that dough before a time-limit, or risk a pirate spawn. For those of you who were scratching their heads at (Operational Costs!?) in the above controls diagram, this is the sort of thing I mean.
Little, smaller things that might need to be purchased, invested in, or otherwise drain credits from the station over the course of the round.
# Arconomy 2.0: Smarter, Better, Flashier.
## Roundstart
Players begin each shift with a set amount of money, with the value being mostly uniform over the course of a shift assuming no interaction with economy. Jobs are split up into only 3 paygrades, Minimal, Crew, and Command. Minimal is reserved for jobs that are meant to fill population counts but lack a specialization, like prisoner and assistant. When starting the shift, a player will start with 5 paychecks worth of savings. This system is not designed for persistance, so you will always be able to tell how much money a player starts out with. Every 5 minutes, aka every economy tick, the player will recieve one paycheck, which is capped out at the standard crew member paycheck. This means that even if you start the shift as the captain, and begin the shift with 500 credits, you will recieve the same 50 credits as regular crew members.
| Minimal Paycheck | Crew Paycheck | Command Paycheck | Frequency |
| -------- | -------- | -------- |--------|
| 125 Cr | 250 Cr | 500 Cr | Roundstart |
| 25 Cr | 50 Cr | 50 Cr | Passive Income |
## Product Prices
Products found in vending machines are defined by the amount of a player's paycheck they're meant to cost. Regular items use the PAYCHECK_CREW value, while more expensive or otherwise prohibitive items are defined by PAYCHECK_COMMAND. Items are defined in this uniform, horizontal fashion in order to maintain the equal value of credits over all jobs. A 100 credit medkit in medical should have the same value to a doctor as it does to a botanist.
Jobs apply a discount to vending within their own department, so an engineering would have a discount on tools, and a doctor would have a discount on sutures. Items that are important to gameplay progression in a role are less expensive to their intended users.
> **AUTHORS NOTE:** I am considering removing in-department discounts. In the benefit of making the value of purchasables more universal, deciding that credits shouldn't be spent within their own department just seems... rather fucking stupid.
> Possibly move the discount to only the first few minutes of the shift, or perhaps as some kind of gameplay benefit to slowly increase in-department discount through gameplay milestones? Who knows 👻
>
Some jobs have premium, high value items stocked in their vending machines that are not meant to be purchased at roundstart. These are meant to encourage players to save or combine resources to gain access. An example of this is insulated gloves. Other high value items can also be found in contraband through hacking vending machines. This remains unchanged.
## Markets
The cargo department has been changed in order to improve player involvement with the economy, as well as to give cargo more variety in their merchandise while preventing a singular stale meta of products to purchase from.
Yes, I'm looking at you, russian surplus crate.
Lets start with what's remaining the same:
* Cargo is a department that manages imports and exports of products, fulfilling departmental orders, and aquiring supplies dependent on the station's state.
* Cargo encompasses the station's mail, mining, and flow of orders, as well as drone exploration.
* A skilled cargo member is able to find high value items to sell back to centcom in exchange for more funds, to purchase those supplies.
* Centcom may request bounties which crew can fulfill in exchange for credits, if they wish for additional work.
**Now for the new design flow:**
Cargo starts out with a new mechanic called a market. Markets hold existing export datums as well as purchasable products. The values of items will fluxuate up and down based on the market status, with in-game events or player actions raising or lowering the values of specific markets.
At roundstart, cargo has a single market to sell to, which is Nanotransen. This will not incapsulate all the existing export datums in the game, just the *primary* exports that are used by players. Items that are exclusive to nanotrasen and required to play certain game modes, like mindshield implants or being able to sell crates, are included and will always be available to purchase.
Additional markets can be unlocked through gameplay sources, such as:
| Market Name | Source | Imports/Exports |
| -------- | -------- |- |
| The Syndicate | Emagging/Hacking the Console | Illegal Goods/Contraband |
| The Clown Planet Commerse | Discovering the clown planet ruin | Pies, Horns, Pranking Equipment |
|Terragov Sector Security Surplus | Killing any megafauna. | Weapons, Ammunition, Advanced Riot Gear. |
| Mekki Materials Co. | Recovered loot from Exodrones | Materials and industrial equipment. |
|Donk Co.| As a tip from tourist robots. | Foods and Drinks, Toys and Games.|
|Waffle Co.| As above. | Bootleg products and wacky merchandise. |
|The Research Consortium| Reward for completing any experiment tree. | Slime Cores, RnD Artifacts, Robotics Equipment |
...And more, if I can think of more.
The purpose being, of course, to split up cargo's purchasable goods to be more instanced and unique, while also create unique situations where due to profitable markets, very specific exports are needed to help the department make money.
End of document for now :@ArcaneMusic
-- END DOCUMENT
Price Shifting
So, in-game items that have prices have a major issue on their hands, being that they were decided by how much money that job should make. This means that many of the jobs in-game have been given prices scaled to their job's income. That income I adjusted by removing passive income in #54161. While this was helpful to moving towards an active in-game economy, it resulted in items falling into distinct price brackets. A high paying job like security's items could never be purchased by someone like a botanist, but a job like a security officer had more capital and buying power than most other jobs in-game combined when moving down those brackets. We've done a simple normalization of scale to help in bring things closer to a semblance of equality.
There are now 3 price brackets, PAYCHECK_LOW, PAYCHECK_CREW, and PAYCHECK_COMMAND. Command staff will still have a higher base level of money on-hand than other crew, and low paying wages that we on-station don't respect as being real jobs (assistant, prisoner) will have their items be intentionally cheaper to encourage active participation in the economy, but the difference in scale is now noticeably far closer to each other. This means that assistants can still interact with the economy as spenders, but if they want to be doing a lot of work with money, they'll need to put in work. Additionally, this means we arbitrarily enforce a system that allows for items to have uniformity in what they cost to other players. 50 credits for a wrench feels better when you know that other job critical items in-game are also around the same price, and it's equivalent to one paycheck.
Paychecks are reintroduced
Economy lost it's relationship to time. In a game where a single round takes 90+ minutes (Backed up not only by the head-coder's design direction as well as plenty of aggregate round data), having a relationship to time and how long it takes to afford something is a major consideration when you look at buying something. Also, we get to say that I was certifiably wrong in regards to the active economy thing, since we have very, VERY few active sources of content in-game that are very... fun? Bounties are literal fetch quests but something like tourists is at least more engaging and interactive with the round, and should be the direction we want economy-job integration to head in.
Between having inflation as a price manipulation mechanic already in the code, as well as prices being roughly equalized in terms of their costs between jobs and their impact on the round, this allows for the reintroduction of paychecks to an extent.
As an additional note, doing this meant tweaking down the syndicate briefcase of cash, so that instead of giving you 5000 credits for 1 TC, it now costs 5 TC to accompany the fact that this is now a rather significant amount of money, even on decently high population. Fun fact: the Syndicate Briefcase of Cash actually PREDATES the economy, and was NEVER ADJUSTED beyond the original implementation of the economy as a result!
Gas Exports.
ALRIGHT ARE YOU READY FOR SOME GRAPHS? I THOUGHT SO, YOU LOVE GRAPHS.
So, gas exports are fucked, have always been fucked, and consistently have proven to be capable of breaking the in-game economy for a long time. This is no secret, I've been pinged with players getting billions, actual billions of credits using it multiple times in as many years. See, any round where a player manages to buy the bicycle is a round where I've fucked up, or someone fucked and I let it get past me.
So here's how gas exports work right now.
So, all of this hinges on the value of a single mole of gas, and some gasses enable you to make extremely, EXTREMELY profitable gasses through atmospheric gas wizardry However, even those less profitable gasses are still in an extremely high magnitude of value.
Most gasses if you have a full can of it will net you OVER 10k credits. For scale, one crate being sold in cargo is 200 credits.
That's a minimum of crates for pumping gas into a hollow metal box and praying it doesn't explode.
So we adjusted the values accordingly.
The baseline value of a single gas has been tweaked downward significantly. Even these values are still arguably very high, but I can play with it at the discretion of LemonintheDark. The green line at the top represents gasses that previously sold for 100 credits per mole, antinobilium I believe, and working downwards. I am going to try and enforce 10 credits per mole as the absolute maximum hard cap on gas exports, regardless of how many gasses we try to add in the future. Because the alternative is getting a gunjillion credits by huffing miasma into a tank of steel. And we ain't having that shit.
Lathe Tax
Part of the testing for this PR involved me modeling the SS13 economy in a given round as a kind of controls problem, with each source of income introduced in the round as a kind of input (Passive Income, Bounties, Tourists) in order to get a handle on roughly how much income a single round of SS13 will see per player on the given designed round-length, in order to estimate how much things are going to cost. Modeling how much players spend on a given round is variable enough that it'd be too difficult to accurately test without just throwing this up on a server and getting live data.
However, from the appearance of my dataset, players would be making a LOT more money nowadays with all of the above changes implemented. In an attempt to curve that intake, I attempted to implement a small, low scale tax of printing items that would take a small amount of players income every time they print, as a way to add a basic economic side-effect to this mechanic.
This has made a lot of people very angry and been widely regarded as a mixed decision. So, maintainers came up with an intended direction they want to see it, as they wanted to make sure that economy would remain a secondary system, that could still have an impact on round direction and the changes they want to see in the game.
So, here's the intent:
Lathe tax should exist in the form of printing things from protolathes outside of your department, not on autolathes or your own protolathe.
We want to promote people talking and collaborating to access things if it's outside the scope of their department and they still want it, with theft still being a viable avenue of gameplay.
Players will be charged 10 credits for printing a set of items not from their own protolathe, each. Printing an item can be paid for from your own ID card's bank account automatically, but the payment component has been buffed to handle physical money alternatives, as well as pulled money, similar to the luxury shuttle scanner gate's behavior.
Borgs are still enabled to print from lathes, however instead of it costing them credits, they now take a self-significant power cost in order to do so, preventing them from being used as a roving bank account for printing. I'll look into this further as we don't want to invalidate mechanics like borgs being able to do organ based surgery or building machinery, but we don't want them to become credit cards, so place that under advisement.
Tweaks and Updates:
(Suggested by Ziiro) If the revolutionaries win, centcom will no longer enforce the Lathe Tax.
(Suggested by about ~1000 people independently between my DMs, Reddit threads, the Feedback Thread, and elsewhere)
Printing items only taxes you once per print. EG: If you print 10 Kitchen Knifes as an assistant from the service lathe, you will only be charged once instead of 10 times.
For many of the reasons that I outlined above, this is a good change in a positive direction.
Players get more ability to interact with the economy without having to do content that's becoming increasingly depreciated in my absence.
Players also have a baseline consensus on what values of credits are high and low because jobs have been given an equalized standard in regards to the cost of certain items.
Price fluctuations through inflation will now be more meaningful in situations where the economy becomes more relevant.
The system will still encourage you to play a job that's productive to the status of the station through lower paycheck jobs existing as well.
Gas exports are now reduced to the point that their value is appropriate for the first time... actually ever. Nice.
The values of nearly every item purchasable by players has been rebalanced.
Players will now start with less starting money, but will receive a paycheck once every 5 minutes.
The value of gasses exported through the cargo department have been skewed way, WAY down in terms of price.
The Syndicate briefcase of cash now contains now costs 5 TC, up from 1 TC, for 5000 credits.
Printing items from lathes on station now costs a fee of 10 credits per item printed if it's from a lathe not under your department.
The payment component has received additional handling for physical credits, as well as pulled credits/ID cards for those without hands.
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14deaa41ed |
Remove code/__DEFINES/misc.dm (#63879)
This removes code/__DEFINES/misc.dm and moves all the defines to either: another existing define file new define file local .dm file if the define was only used in one file I also deleted defines that were not being used and added documentation to all of the ones that were moved out of misc.dm Why was this needed? People were basically using the misc.dm file as a dumpster to toss all their defines into that was creating one giant mess. The defines have been organized into their proper groups and files now. |
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51705fcd9d |
Adds The Secret Brainwashing Technique-Chip (#62295)
Adds a skillchip found in maint that lets you put brains in washing machines, and scrub em back into good health. Brains now get maximum damage if put in a washing machine OTHERWISE. VERY heavily inspired by this video: https://www.youtube.com/watch?v=88po7PY14E8 > I believe having a brain successfully washed should give its brainmob an achievement for exposure of this feature. can be done in a separate pr |
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6c01cc2c01 |
every case of initialize that should have mapload, does (#61623)
## About The Pull Request stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload  ## Regex used: procs without args, not even regex `/Initialize()` procs with args `\/Initialize\((?!mapload)((.)*\w)?` cleanup of things i didn't want to mapload: `\/datum\/(.)*\/Initialize\(mapload` |
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e03cd1aada |
Refactors move procs to support multitle objects (#59658)
Enter(), Entered(), Exit() and Exited() all passed the old loc forward, but everything except a single a case cared about the direction of the movement more than about the specific source. Since moving multi-tile objects will have multiple sources of movement but a single direction, this change makes it easier to track their movement. Cleaned up a lot of code around and made proc inputs compatible. I'll add opacity support for multi-tile objects in a different PR after this is merged, as this has grown large enough and I don't want to compromise the reviewability. Tested this locally and as expected it didn't impair movement nor produced any runtimes. |
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375a20e49b |
Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such) |
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7d58d8de6c |
REOPEN: REVERT: Changes faster fireman carrying from a trait on gloves to a skillchip (#58268)
Co-authored-by: SuperNovaa41 <supernovaa41@protonmail.com> |
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f327768bc3 | reduce skillchip implant time (#58247) | ||
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a85e24c520 | Moves chef's CQC area whitelist into the mapping config and better balances chef CQC as a result. (#57593) | ||
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7337a984b8 | Removes the Chameleon Skillchip from the game. (#57620) | ||
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e4079c87b8 |
update_appearance (#55468)
Creates update_name and update_desc Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together Less non-icon handling code in update_icon and friends Signal hooks for things that want to change names and descriptions 99%+ of the changes in this are just from switching everything over to update_appearance from update_icon |