Commit Graph

918 Commits

Author SHA1 Message Date
Jeremiah
bbe440b3d6 More standardization for ghost notifications (READY) (#79596)
## About The Pull Request
I'm still not satisfied with how ghost notifications work. This gives
every notification with a source (99% of all notifications, in other
words) a link to jump/orbit. Currently, notifications with "play"
interactions would only get the interact link, so jumping to the source
was pretty annoying.

It removes posting the entire message in the alert tooltip, as some got
pretty lengthy and it didn't seem to fit. To replace this, they will
always use headers

After:


![image](https://github.com/tgstation/tgstation/assets/42397676/debfce52-3627-4a43-8663-33d61d893161)


![image](https://github.com/tgstation/tgstation/assets/42397676/01f299ae-dc6a-45f8-a97a-cb2c815088b2)


![image](https://github.com/tgstation/tgstation/assets/42397676/99567376-063e-458e-af2a-2dd4306747cc)

NOTIFY_JUMP and NOTIFY_ORBIT have been merged, since the only difference
seems to be whether it's a turf. The result shaves off some redundant
lines of code, since most-every usage of notify_ghosts uses
NOTIFY_ORBIT.
## Why It's Good For The Game
More standardization for the ghost notification system. Adds a few alert
headers that never had them. All in all, makes it easier for creators to
throw alerts at ghosts
## Changelog
🆑
qol: Nearly every ghost alert should now feature a "VIEW" button, even
those with click interaction.
del: Ghost alerts no longer show the entire message in the tooltip,
instead have been replaced with titles.
/🆑
2023-11-19 05:13:25 +01:00
Jacquerel
a1e46c5d31 Basic Guardians/Holoparasites (#79473)
## About The Pull Request

Fixes #79485
Fixes #77552

Converts Guardians (aka Holoparasites) into Basic Mobs.
Changes a bunch of their behaviours into actions or components which we
can reuse.
Replaces some verbs it would give to you and hide in the status panel
with action buttons that you may be able to find more quickly.

They _**should**_ work basically like they did before but a bit
smoother. It is not unlikely that I made some changes by accident or
just by changing framework though.

My one creative touch was adding random name suggestions.
The Wizard federation have a convention of naming their arcane spirit
guardians by combining a colour and a major arcana of the tarot. The
Syndicate of course won't truck with any of that mystical claptrap and
for their codenames use the much more sensible construction of a colour
and a gamepiece.

This lets you be randomly assigned such creative names as "Sparkling
Hermit", "Bloody Queen", "Blue World", or "Purple Diamond".
You can of course still ignore this entirely and type "The Brapmaster"
into the box if so desired.

I made _one_ other intentional change, which is to swap to Mothblocks'
nice leash component instead of instantly teleporting guardians back to
you when they are pulled out of the edge of their range. They should now
be "dragged" along behind you until they can't path, at which point they
will teleport. This should make the experience a bit less disorienting,
you have the recall button if you _want_ to instantly catch up.

This is unfortunately a bumper-sized PR because it did not seem
plausible to not do all of it at once, but I can make a project branch
for atomisation if people think this is too much of a pain in the ass to
review.

Other changes:
- Some refactoring to how the charge action works so I could
individually override "what you can hit" and "what happens when you hit"
instead of those being the same proc
- Lightning Guardian damage chain is now a component
- Explosive Guardian explosive trap is now a component
- Added even more arguments to the Healing Touch component to allow it
to heal tox/oxy damage and require a specific click modifier
- Life Link component which implements the Guardian behaviour of using
another mob as your health bar
- Moved some stuff about deciding what guardians look and are described
like into a theming datum
- Added a generic proc which can return whether your mob is meant to
apply some kind of damage multiplier to a certain damage type. It's not
perfect because I couldn't figure out how ot cram limb modifiers in
there, which is where most of it is on carbons. Oh well.
- Riders of vehicles now inherit all movement traits of those vehicles,
so riding a charging holoparasite will let you cross chasms. Also works
if you piggyback someone with wings, probably.

## Changelog

🆑
refactor: Guardians/Powerminers/Holoparasites now use the basic mob
framework. Please report any unexpected changes or behaviour.
qol: The verbs used to communicate with, recall, or banish your Guardian
are now action buttons.
balance: If (as a Guardian) your host moves slightly out of range you
will now be dragged back into range if possible, rather than being
instantly teleported to them.
balance: Protectors now have a shorter leash range rather than a longer
one, in order to more easily take advantage of their ability to drag
their charge out of danger.
balance: Ranged Guardians can now hold down the mouse button to fire
automatically.
balance: People riding vehicles or other mobs now inherit all of their
movement traits, so riding a flying mob (or vehicle, if we have any of
those) will allow you to cross chasms and lava safely.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-11-10 21:04:52 -07:00
John Willard
b52ce868bc Cuts down on unnecessary non-TGUI stuff (#79590)
## About The Pull Request

Removes INTERACT_MACHINE_SET_MACHINE on machines that don't use a
non-TGUI UI.
Removes set_machine from TGUI things that forgot to remove them
previously.
Decouples advanced camera consoles from UI procs since it doesn't
actually use one.

## Why It's Good For The Game

TGUI machines don't need to be using these procs and vars, and this
makes it more clear what does and doesn't use a TGUI menu from a glance.
I explain it a bit better
[here](https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA) if you're interested.

## Changelog

No player-facing changes.
2023-11-09 15:13:09 -08:00
SyncIt21
f9c041f8f1 Removes unused vars from cargo & economy. (#79531)
## About The Pull Request
1. Removes `SSshutle.order_history`. This list is responsible for
keeping track of all orders delivered through cargo. This list however
is neither used for logging nor has an UI interface for players to
interact with, it just increases in length & memory as orders are made
and goes unused. By removing this list we can now safely delete supply
orders after cargo has shipped them thus saving memory

2. Mining orders & Material orders now delete their supply packs when
their supply orders are deleted to properly cleanup memory. These 2 are
special orders that generate their own unique supply packs that is not
part of the custom `SSshuttle.supply_packs` list so it won't cause any
issues

3. Removes `SSeconomy.export_total` & `SSeconomy.import_total`. Nobody
used these vars so no reason to keep them around.

## Changelog
🆑
code: removed order history, import & export value from cargo & economy
subsystems. Allow supply packs to be properly deleted. In general memory
savings
/🆑
2023-11-09 13:46:49 +01:00
Bloop
23f0284cab Adds some trailing commas to lists, fixes typo (#79422)
## About The Pull Request

What it says on the tin. Another one of these PR's. Is there a reason
why we don't use the linters to enforce trailing commas?

## Why It's Good For The Game

Cleaner diffs

## Changelog

🆑
code: added some trailing commas in lists that were missing them, fixed
a typo in comments
/🆑
2023-11-05 22:34:45 -07:00
Rhials
3c7005a37c Converts some notify_ghosts args to bitflags, multilines all notify_ghosts calls (#79320)
## About The Pull Request

This helps clean up my favorite helper proc in the whole codebase,
`notify_ghosts()`.

The notify_suiciders, ignore_mapload, and flashwindow args are GONE.
They have been replaced with the notify_flags bitflag argument. This was
intended to make deadchat announcements a bitflag argument too, but
those got reverted right before I originally wanted to submit this PR.

The on-screen popup now shows the notification body when you hover it
with your mouse again. The format is now `[notify_ghosts message] --
[click action (orbit/jump/play)]`

Every single `notify_ghosts()` call has been changed to multiline format
and has been given trailing commas. Pretty!
## Why It's Good For The Game

Cleans up a proc that is very popular and going through a lot of changes
at the time.

Allows for further flexibility when this proc inevitably gets tweaked or
improved. 12 -> 10 args is an improvement, and it doesn't impact the
helper's flexibility at all.
## Changelog
🆑 Rhials
code: The notify_ghosts proc has been cleaned up. Please report any
abnormal changes in deadchat notification behavior.
qol: The on-screen deadchat popups now contain the notification blurb
when hovered with your mouse again.
/🆑
2023-11-05 15:26:50 -08:00
lessthanthree
312cd8880d Station announcements cleanup (#79315)
## About The Pull Request

- As the size of the announcement proc has grown over the past few PRs,
did a pass over them for readability and consistency
- Include the arg names for coders unfamiliar with the new announcement
format
- Replaced leftover hardcoded Central Command text with the command name
proc, so all announcements reflect the command name if changed by an
admin
- Replaced hard coded emergency shuttle timer text with the actual
timeleft vars, so it's correct if the timers are changed for any reason
- Darkens the dark mode blue/red headers to be more red less pink, while
staying in accessibility standards
- Adds a lower profile grey colour for automated non-Central Command
announcements

## Changelog

🆑 LT3
code: Emergency shuttle announcements no longer use hardcoded values
code: Central Command announcements now correctly use its new name when
changed
spellcheck: Consistency pass on event announcements
/🆑
2023-11-04 18:38:52 -06:00
SyncIt21
e39276b869 GMM UI & Cargo budget handling tweaks (#79145)
## About The Pull Request
- Fixes #79115

This PR is a 2-part solution as specified by the last paragraph of the
above-mentioned issue.

> but also, for you to be prevented from adding more to an order that
you don't reasonably have the funds in that account to afford.

The GMM will now not add stacks to an existing order if it exceeds the
available (private or cargo depending on the mode of ordering) budget or
if it exceeds the available market quantity on the market.

The UI is improved.
- Much larger to display all materials without scrolling
- Now shows the total cost of the order
- Display's number of sheets ordered next to each material type
- Has a clear button to cancel the order
- Order buttons greys out if the order quantity is greater than what's
available in the market or if you don't have the available budget for it
![Screenshot
(340)](https://github.com/tgstation/tgstation/assets/110812394/b2e0dc50-9eee-457f-a85e-c011de014cc6)

But this is not enough. The below example will explain why.

Say you have a budget of 500 cr in both private & cargo.
1. Place an order of materials worth 500 cr be it private or by cargo
budget.
2. Now go spend that budget on something such that it falls below 500
cr, say in this example you overspend, and the available budget becomes
0(you broke)
3. Now go call the shuttle. The order gets rejected but it's left
hanging in the cargo checkout queue and will only be cleared till you
raise your budget above 500 cr and again call the shuttle.

This example just applies to 500 cr but with larger amounts you order
will be hanging in the queue indefinitely till your broke... makes the
available budget to finally purchase it

To fix this we go to the 2nd part of the paragraph.

> An ideal fix would be for GMM orders to be cancellable.

cargo will now **"remove/cancel"** this order and will not leave it
hanging in the queue indefinitely. So, this way if you by accident made
a material order way beyond your available budget cargo will forgive you
and clear you of that debt so you can start a fresh order.

Of course, this fix is only useful if you send the order without
checking the budget but even if you do there is plan B so it's helpful
to know.

## Changelog
🆑
fix: Cargo will remove/cancel orders from its cart if that order exceeds
the available budget (both private or cargo) and the player cannot
cancel this order manually. All order costs are rounded up to integer
values
fix: Galactic material market will deny appending stacks to your
existing order if it exceeds the available (private or cargo depending
on the mode of ordering) budget & if it exceeds the available materials
on the market. Galactic material market UI is overall improved.
/🆑

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-10-31 01:49:17 +00:00
Paxilmaniac
f3d81edb00 Improves the deployable component (#79199)
## About The Pull Request

The deployable component had a few random things I noticed when I tried
actually using it that kinda sucked so I'm:

Making the examine message more generic, we did NOT need to make it that
complicated.
Letting anything with hands deploy stuff, because mobs other than humans
can hold things.
Giving the option to let something be deployed more than once.
Letting direction setting be optional.
Tweaking the check for if something can be placed somewhere to be a bit
better.
## Why It's Good For The Game

I want to use the deployable component for stuff but I made it awful.
## Changelog
🆑
code: the deployable component has been tweaked and improved with some
new options to it
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-10-28 00:25:51 +00:00
Watermelon914
9dcef290ec Reworks the styling of the announcements and expands major announcements to also be colourable. (#79236)
## About The Pull Request
The styling of the announcements has been reworked and major
announcements can now be coloured too. Syndicate and hostile
announcements have been given a red/orange. Wizard federation now has a
purple colour.
Admins can set what colour they want their announcements to be and they
can also set the announcement subheader now.
The colour scheme for darkmode has been changed slightly and the colour
scheme for lightmode has been completely revamped.
Main text body of the announcements are no longer striped to allow for
easier reading.
Rolled back the changes to deadchat notifications, they're now back to
being normal text.

Shuttle-related announcements now have an orange background
<details>
<summary>Light mode pictures</summary>


![image](https://github.com/tgstation/tgstation/assets/37270891/30f56511-5c98-48ae-9f72-605a813b3103)


![image](https://github.com/tgstation/tgstation/assets/37270891/18741f85-834d-40d6-a7d3-b179760cebfa)


![image](https://github.com/tgstation/tgstation/assets/37270891/e6df8e19-8bb7-4aa4-9e44-f5d6d78563e0)


![image](https://github.com/tgstation/tgstation/assets/37270891/d791f0c5-bcc9-4f39-8c49-e6552e3dbfdd)

</details>

<details>
<summary>Dark mode pictures</summary>


![image](https://github.com/tgstation/tgstation/assets/37270891/5c383dd4-b435-4a2e-8e28-b78e73c4da96)


![image](https://github.com/tgstation/tgstation/assets/37270891/46dd1d1a-22b4-4613-85d3-aeb5be26b3b2)


![image](https://github.com/tgstation/tgstation/assets/37270891/e3b28b75-42b7-467a-b23d-748b12e3c093)


![image](https://github.com/tgstation/tgstation/assets/37270891/6a606798-42ac-4c1e-9246-9ff8f478239d)

</details>

## Why It's Good For The Game
The colours for light mode were hard to read due to bad colour
combinations, which caused the foreground and background to have too low
contrast. Additionally, I felt like the styling was less immersive
overall and that there didn't need to be so much noise over the main
text body.

## Changelog
🆑
add: Reworked the colour schemes for the minor and major announcements
as well as their layout
del: Rolled back changes to deadchat notifications
admin: Admins can now select the colour of their announcements as well
as the subheader when creating a command report.
/🆑

---------

Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2023-10-25 21:42:32 -07:00
lizardqueenlexi
1b8bcd0365 Basic drones (#79109)
## About The Pull Request

Fixes #68825
Fixes #72249
Fixes #70184

Converts maintenance drones to use the basic mob framework. As drones
don't use AI, this was mostly a perfunctory conversion, but I took the
opportunity to clean up drone code a bit and fixed a few bugs.

Noteworthy changes:
- Drones now have a `can_unhack` field. This is set to FALSE on
syndrones, because unhacking them doesn't make them stop being evil but
does cause some weirdness. Syndrones are unused right now, but you never
know.
- Drones use the Dextrous component for hand-having.
- Drones no longer have an internal ID card, instead being given
all-access with the `simple_access` component.
- Picking up drones now works the same as for other mobs, instead of
pointlessly copying the code into `attack_hand`. As a consequence, it is
now possible to punch drones if you want to for some reason.
- Drones can now reboot/cannibalize dead drones without being in combat
mode.
- Cannibalizing a drone that contains a client no longer runtimes - the
client is ghosted ahead of time.
- Drones now have TRAIT_ADVANCEDTOOLUSER, allowing them to properly
interact with machines.
- Trying to screwdriver a dead drone now gives a balloon alert about why
you can't do that.

In addition to these changes, I cleaned up the code quite a bit,
organizing things better and placing more useful comments throughout.
And removing a hell of a lot of single-letter variable names.

I will note that this PR does _not_ address #72129. The issue there is
that sprites for drones-as-hats are entirely nonexistent, and I'm not a
spriter. It shouldn't be too hard to fix if someone makes dronehat
sprites, though!

## Why It's Good For The Game
Kills 8 more simple animals.

In addition to that, drones were clearly a bit neglected, so this fixes
them up a bit and makes the code a little bit clearer. Maybe not that
much clearer, but it's something. It certainly leaves them in a better
place for further work if anyone wants to do that. Plus, a bunch of bugs
and other jankiness are fixed now, which is nice.

## Changelog
🆑
refactor: Maintenance Drones now use the basic mob framework. This
shouldn't come with any noticeable gameplay changes, but please report
any bugs.
fix: Drones can now interact normally with electrified doors.
fix: Drones' built-in tools can no longer be placed in storage objects
and/or thrown on the floor.
fix: Drones can now perform right-click interactions correctly, such as
deconstructing reinforced windows.
fix: Drones can now reboot or cannibalize other drones without being in
combat mode.
/🆑
2023-10-21 23:36:48 +00:00
san7890
30bac3a301 Adds Custom Announcement Dividers (#79071)
This ports a whole bunch of various PRs and commits from
https://github.com/effigy-se/effigy-se , with heavy refactoring to keep
it fresh for /tg/'s code standards.

## About The Pull Request

The whole slew of announcement touchups lately (as in #78995
(37db1ecbf8) / #79052
(12308dbd3d)) have made me realize how
much this stuff sucks. The author of these new spans was advertising
these in coding general, so I sat down and coded it. Look at the spans,
they're much nicer than what we had going on:

(ignore the capitalized alert status names, this was removed)

<details>
<summary>Dark Mode</summary>


![image](https://github.com/tgstation/tgstation/assets/34697715/107b8efb-b7a1-41ff-9d16-358c4dc3738d)

![image](https://github.com/tgstation/tgstation/assets/34697715/9e730dfe-7ba3-4edd-96bb-0630fe5e85cf)
</details>

<details>
<summary>Light Mode</summary>


![image](https://github.com/tgstation/tgstation/assets/34697715/57f642f9-ee17-4b16-8027-00a9350e9059)

![image](https://github.com/tgstation/tgstation/assets/34697715/b28b7f49-fd4f-420a-9313-e16b9781c07c)
</details>

This PR also features

* Major announcement code handling cleanup and refactor! There was a lot
of copypasta so let's distill it all down into one proc
* Better cacheing! We were doing a shit load of new string generation
needlessly! That's fixed now.
* Better string concatenation! Lists are better for string tree reasons.
It still works just as well, as you can see from the screenshots above.
Best of all, no fucking `<br>` dogshit everywhere!
* We don't use string equivalency in order to figure out the "type" of
an announcement. It's all defines now. This was a bonus that I just
coded in since it irritated me.
* Minor spellcheck of "announcement".
* All of our HTML string mangling stuff is now all span macros! I love
macros.

## Why It's Good For The Game

In the same vein of adding examine blocks (#67937
(b864589522)) because old examinations
tended to blend in with the chat and everything chat-wise used to suck
really hard- I think this is a really nice way to draw attention to
announcements in the chat box without needing a shit load of line breaks
that just really look ugly and have no real consistency. You can look at
the PRs/commits I linked above for an idea of just how ugly it could be
getting.

I haven't audited every announcement in this PR, we can tweak this down
the line.

## Changelog

🆑 LT3, san7890
add: Announcements have gotten a fresh coat of paint! They should be
popping with splendid new colors and should have a lot less ugly
linebreaks, while still managing to keep your attention at the screen.
/🆑

I know we didn't need to port all the CSS themes but I added them
anyways in case admins wanna have some fun.
There can probably be more code improvements, just figured I'd crack it
out while I had time.
The colors also seem fine, let me know if we need more redness or
something. It's okay for stuff to be toned down a bit imo, but that
should be done after a hot second.

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-10-20 21:35:20 +02:00
Emmett Gaines
96d7e9c690 Invisibility refactor (#78908)
This adds a tracker for sources of invisibility and a priority system. I
needed this for another thing so I'm doing this first since it touches a
lot of code. As for the bugs fixed in the changelog, it's only what I
noticed while going through everything and there's likely a few more
things fixed with this. This should be testmerged for a while, I'll
bring this out of draft when it feels safe.

🆑
admin: Invisimin can now be used on mobs that are already invisible,
whether through temporary or permanent effects.
fix: Monkeyize/Humanize mob transformations no longer permanently reveal
invisible mobs if they had effects making them invisible otherwise.
fix: Objects with the undertile element that have been made invisible
through other means are no longer revealed by being uncovered.
/🆑
2023-10-17 13:07:31 -06:00
Tim
d6f79f4427 Refactor gib code to use bitflags and have documentation (#78754)
## About The Pull Request
This takes all the gib related procs:
- `gib()`
- `spawn_gibs()` 
- `spill_organs()`
- `spread_bodyparts()`

And adds heavy documentation that communicates what the procs are used
for and how the different bitflags affect them. The difference is
noticeable:

`gib(TRUE, FALSE, FALSE, null)` vs `gib(DROP_ORGANS|DROP_BODYPARTS)`

The code is now much more legible which is important considering it's
used in a lot of places!

Another robust change, is that we had several places in the code where
there were double negatives like so:

```
/mob/living/carbon/spill_organs(no_brain, no_organs, no_bodyparts)
	if(!no_bodyparts) // DOUBLE NEGATIVES ARE BAD M'KAY?!?
		// do stuff here
```

This is a mindfuck to untangle. I inverted a lot of these parts so we
don't lose our sanity.

Last thing that was changed was a big `if()` loop in the `spill_organ()`
proc. This was refactored to just be a simple `for` loop with `continue`
statements where we needed to skip enabled bitflags. It's now shorter
and cleaner than before.

The only slight gameplay change this affects is that gibbing a mob now
guarantees to drop all items unless the `DROP_ITEMS` bitflag is
deliberately omitted. Some places like admin gib self, we don't want
this to happen.

## Why It's Good For The Game
Gib code is very old. (~15 years) People kept adding more arguments to
the procs when it should have been a bitflag initially. By doing it this
way, there is more flexibility and readability when it comes to adding
new code in the future.

## Changelog
🆑
refactor: Refactor gib code to be more robust.
qol: Gibbing a mob will result in all items being dropped instead of
getting deleted. There are a few exceptions (like admin gib self) where
this will not take place.
/🆑
2023-10-06 13:12:22 +01:00
Zephyr
d259cbb30d Fixes Lazy Templates fucking over cables, pipes , and shuttles at random (#78622)
## About The Pull Request

See title.
## Why It's Good For The Game

If a lazy template is loaded AFTER roundstart it doesn't get included
into the global init procs, because that work is offloaded into a
subsystem
LINDA runtimes are bad, null.archive() runtime be gone.
## Changelog
🆑
fix: The Syndicate have fired their previous construction company after
poor results in recent outposts.
/🆑
2023-10-03 12:26:34 +02:00
Timberpoes
da1211a30b Patches some cargo shuttle Centcom exploits. (#78540)
## About The Pull Request

Globally prevents anything blacklisted from actually getting to the
Centcom z-level by shipping blacklisted items back to their location of
origin just before the shuttle docks at Centcom.

Everything rejected in this way is logged and admins are given an alert
to let them know something funky went on.


![image](https://github.com/tgstation/tgstation/assets/24975989/09717f16-1115-45f2-8f8b-85b316ed4bc6)

![image](https://github.com/tgstation/tgstation/assets/24975989/af149939-1cf1-49f1-b458-7d5d4ff6ae89)
## Why It's Good For The Game

Hopefully universally patches all current methods of getting to the
Centcom Z-level via getting on the cargo shuttle mid-transit.

Individual methods to accomplish this can still be patched individually,
but this tries to blanket prevent such exploits from working on a more
fundamental level.
## Changelog
🆑
fix: Centcom now rejects contraband that somehow makes it way onto the
cargo shuttle mid-transit and returns it.
/🆑
2023-09-24 20:57:25 -07:00
Zephyr
1b96345e44 Multi-Z Support for Lazy Templates | Cleans up some turf flag misuse (#77786)
## About The Pull Request

Adds multi-z support for lazy templates
Also fixes some improper use and placement for turf flags
## Why It's Good For The Game

Shadow needs/wants this for bit runner maps.
Turf flags are also why lava has been generating in places it shouldnt.
(inside of ruins)
## Changelog
🆑
fix: Lava can no longer occasionally generate inside of previously
loaded templates and breach and/or destroy shit
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-09-19 01:06:08 +00:00
lessthanthree
29cb4b5f35 Emergency shuttle is aware of security level (#78271)
## About The Pull Request

The emergency shuttle maintains its security level coefficient and does
the calculation instead of outside procs that aren't aware of what alert
it was when the shuttle was first called.

If the shuttle auto-call timer should be capped at the current security
level timer, that can be done in a different PR.

## Why It's Good For The Game

Fixes https://github.com/tgstation/tgstation/issues/78159

## Changelog

🆑 LT3
fix: Emergency shuttle should correctly scale timer up/down when
changing security levels
/🆑
2023-09-13 23:06:22 +01:00
leaKsi
d5c2d11b0a Exploration drones can no longer be used to get to centcom (#78197)
## About The Pull Request
Fixes #73417
Implements a check for exploration drones to make sure that containers
inside the storage don't have blacklisted items in them before launch.
Now you won't able to hide beacons and living beings inside bluespace
body bags.

Also adds exploration drone launchers to cargo shuttle's blacklist to
prevent potential shenanigans in the future.

[I suck at explaining, so here's a poorly made video that shows how to
do this](https://www.youtube.com/watch?v=U45ifQGQxzI)

~also, why does it take 10 hours to get the "Time Waster" achievement.
how did 6 people even get it??~

## Why It's Good For The Game
centcom is scary and exploits are bad

## Changelog
🆑
fix: Exploration drones can't be used to reach Centcom anymore.
/🆑
2023-09-09 14:48:33 +02:00
san7890
4b8de7b79f Refactors the notransform variable into a trait. (#78146)
## About The Pull Request

Hey there,

There were more than a few times (like in cinematic code) where we might
need to accurately know the source of what's adding this trait (or have
multiple sources for the whole 'we don't want this mob to do shit while
we transform this mob'), so in order to rectify this potential issue,
let's refactor it into a trait.

## Why It's Good For The Game

Some code already declared that there might be issues with this being a
boolean var (with no way of knowing _why_ we don't want this mob to not
transform (or not do anything idk). Let's remove those comments and any
future doubt in those instances with the trait macros. Also, stuff like
`TRAIT_IMMOBILIZED` which does a similar thing in many contexts was
already a trait that was regularly added in conjunction with flipping
the variable, so we're able to flatten all that stuff into
`add_traits()` and `remove_traits()` now. nice

I also cleaned up quite a bit of code as I saw it, let me know if it
should be split out but I guarantee that if I didn't do it- no one will
for the next two years.

## Changelog

🆑
refactor: If you transform into another mob and notice bugs with
interacting with the game world, please create a bug report as this
framework was recently refactored.
/🆑

Probably fucked up somewhere, lmk

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-09-07 16:45:50 +01:00
DrTuxedo
a49b804ab3 Better alert/announcment sounds and Status displays (#78047)
## About The Pull Request
**Simplified version of #72179**

### SOUNDS

Changes next sound files:
- airraid.ogg
- bloblarm.ogg
- alert.ogg

Adds next sound files:
- notice3.ogg
- announce_syndi.ogg

Now `announce.ogg` plays when a Captain joins round, and
`announce_dig.ogg` for Requests Console announcements.
The `announce_syndi.ogg` plays when an announcement is made through an
emagged communications console. It also plays when the evacuation
shuttle is fully hijacked or Cultists fully corrupt the evacuation
shuttle.
You can listen to them all here:


https://github.com/tgstation/tgstation/assets/42353186/10c5e597-6db7-464a-b693-f5a2672dc3d0

_All of the sound files are either made by me from existing sounds in
the game or taken from freesound.org and properly credited._

### STATUS DISPLAYS
Status displays are fully replaced with the addition of a few new ones.
<details>
<summary>Status display monitor</summary>


![monitor](https://github.com/tgstation/tgstation/assets/42353186/3ad61a98-d4c7-47da-9107-b39a2fcedace)

![logo](https://github.com/tgstation/tgstation/assets/42353186/38f48aa9-1451-46c0-bccb-7f61d8aa6731)

</details>
<details>
<summary>Misc displays</summary>


![biohazard_big](https://github.com/tgstation/tgstation/assets/42353186/54204671-308b-4a0d-b6a1-a91ad6014eec)

![lockdown_big](https://github.com/tgstation/tgstation/assets/42353186/5d603daa-75b3-4390-a5df-2f6546d66bbf)

![radiation_big](https://github.com/tgstation/tgstation/assets/42353186/d77c5ff6-4a3b-46de-91ad-b3da7326f8b2)

</details>
<details>
<summary>Alert displays</summary>


![greenalert_big](https://github.com/tgstation/tgstation/assets/42353186/adc96267-c722-46e5-8e55-1998860e1c30)

![bluealert_big](https://github.com/tgstation/tgstation/assets/42353186/9a4d2da7-c29a-4987-8333-b2041b0ccb42)

![redalert_big](https://github.com/tgstation/tgstation/assets/42353186/427d4fed-19a2-49c1-86fe-d04c25f0417d)

![deltaalert_big](https://github.com/tgstation/tgstation/assets/42353186/72717e79-bb04-4961-ab06-baf714924139)

</details>

Now the communications console Status Display menu replaced the "Red
Alert" display option with the "Current Alert" which showcases the
current alert display.
Also, the Status Display menu has an additional "Radiation" display
option.
## Why It's Good For The Game

I believe this Pull Request is a good game for a couple of reasons:

1. It better conveys the gravity of emergency situations, such as Code
Red, by utilizing a more intimidating and recognizable sound. This gives
more weight to these situations, making them feel more urgent and
important in the game. Players always tend to not notice that it's in
action.
2. The replacement of the old and outdated Status Display sprites with
newer, more eye-catching ones is a great improvement. This helps to
emphasize the importance of emergency situations even further by making
them more noticeable. Status Displays was one of the last wall-mounts
using ancient sprites.
3. The Captain's arrival using another sound effect from other
announcements gives more status to the Captain as the ultimate head of
the station.
4. Heads announcement using `announce_dig.ogg` makes the sound itself
more used outside of SM cascade, and also makes Head announcements more
noticeable.
5. Emagged console using `announce_syndi.ogg` making Traitor
announcements more noticeable. Also, it is played after evac shuttle is
fully hijacked or corrupted by Cultists giving a more ominous effect
## Changelog
🆑
sound: Adds/modifies next sound files: airraid.ogg, bloblarm.ogg,
alert.ogg, notice3.ogg, announce_syndi.ogg
sound: Code Red, Delta, and other extreme emergencies now possess more
unique alarm sound effect
sound: Captain's arrival now is announced by Captain's announcement
sound, but not for Acting Captain's
sound: Making Captain announcement through emagged console; hijacking or
fully corrupting evacuation shuttle now plays more ominous sound
sound: Making announcements through Requests Console now plays a more
noticeable sound
image: Status Displays sprites have been fully changed. Now they include
displays for every Security Level
qol: The "Red Alert" button in the Communications console status display
menu has been replaced with a "Current Alert" button showing the current
station Security Level display on Status Displays
qol: Communications console status display menu got a new "Radiation"
button which shows radiation symbol on Status Displays
/🆑
2023-09-03 06:10:41 +02:00
san7890
498f8264a9 Updates message for HREF Dock Exploit (#77891)
## About The Pull Request

Hey there,


![image](https://github.com/tgstation/tgstation/assets/34697715/86282805-5c5d-4e13-aec4-91a5877831ed)

This message randomly popped up while I was adminning, and it was
completely dogshit useless (as well as not being an HREF exploit since
Snowdin was loaded and you should be expected to do that, but that's
indicative of a harder bug). Let's yeet the `message_admins()` portion
(as well as make it actually actable information rather than just
'Unknown' and give it an actual follow jump button) and if then if we
don't have a client, stack_trace (in case people want to make basic mobs
keymash to send shuttles in the future).
## Why It's Good For The Game

This is completely useless and confusing. It's not even an HREF exploit
because this behavior is completely intended. It's more helpful to
coders now too because this thing failing isn't just locked to
admin-only logs, it stack traces (which is publically available).
## Changelog
🆑
admin: The "HREF Dock Exploit" message should now contain a bit more
usable information (such as a jump link) so you can investigate if
something is really going wacky with shuttles.
/🆑

---------

Co-authored-by: Gallyus <5572280+francinum@users.noreply.github.com>
2023-08-25 18:28:05 -04:00
MrMelbert
43673e2cdf Adds a check grep for using src as a trait source rather that REF(src) (#77836)
## About The Pull Request

Using `src` as a trait source is an error and can often lead to
hard-deletes

If you wish to tie a source to a certain datum, it is common to use
`REF(src)` instead.

Ideally, we would lint or test for any use of a reference rather than a
string in use in trait sources, but that's a bit harder to setup.
Currently (from what I can see) the *only* erroneous use of references
as sources are via `src`, so it being the most common error, I see it
fine to lint for it.

## Changelog

Nothing player facing.
2023-08-22 10:26:33 -06:00
Paxilmaniac
b52f671be6 Makes bluespace navigation gigabeacons both significantly nicer to use, and significantly cooler (#77223)
## About The Pull Request

"Behold, a navigation beacon" Plato says to the crowd of shocked
onlookers.


![image](https://github.com/tgstation/tgstation/assets/82386923/a8ec22f0-69a0-4ba6-9032-9936031873f0)

What are you looking at here? Navigation beacons have been party
reworked for significantly improved ease of use, and for significantly
cooler functionality.

As it stands, in order to explore space with a ship of some sort, you
have to take the following steps:

Fly to target zlevel
Build a floor
Build a machine frame, then make the beacon out of it
Go back and park your ship

Now, while this doesn't eliminate this process, it makes it a step
shorter and a good bit less annoying to do. There are no gigabeacon
boards, instead a compact beacon can be printed. This can be used inhand
and, after a delay of three seconds, will create a brand new gigabeacon
in front of you with no extra hassle.

So, aside from the sprite (the old one is an alien power core, by the
way), what's new? Just a bit of flavor. Examining a gigabeacon will
mention a radio frequency. If you tune into this radio frequency, then
you might be able to catch the automatic messages the beacons put out
every five minutes. They detail a little bit about the beacon, namely
its coordinates, and if its activate or locked. While not critical info
my any means, it can be good information to have pop up every few
minutes, or for discovering that there are gigabeacons you didn't know
were there before.
## Why It's Good For The Game

Gigabeacons had two big problems, one was that they were pointlessly
annoying to set up, and two was that they didn't have their own sprite.
Yup, they just used a random alien tech structure and nobody said
anything about it. Hopefully this pr fixes both of those problems,
alongside adding a little neat bit of flavor to them in the form of the
automatic radio broadcasts they put every few minutes on a non-standard
channel.
## Changelog
🆑
qol: Gigabeacons no longer need to be constructed like standard
machines, instead being printed as items that can be deployed quickly
inhand without tools.
qol: Gigabeacons are no longer their own research node, instead being a
part of telecomms tech (due to the fact they're RADIO navigation
beacons)
image: Navigation gigabeacons now have their own unique sprites,
inspired by maritime EPIRB devices. If you find a yellow box with an
antenna on it, you probably found a nav beacon!
code: The deployable component now gives you an option to disable the
examine blurb it adds to its parent
/🆑
2023-08-11 19:36:19 -04:00
Tim
995dce77a1 Emergency shuttle information display improvements (#77457)
## About The Pull Request
Emergency shuttles now:

- Display occupancy limits and prerequisites  
- Has their own folder that is split into several subfiles
- Have documentation for a few variables

## Why It's Good For The Game

![4cUSVwSNl8](https://github.com/tgstation/tgstation/assets/5195984/01cd7e10-27f6-4a7d-a9a9-88477cc93310)


## Changelog
🆑
qol: Emergency shuttle now gracefully display occupancy limits and
prerequisites in the communication console.
/🆑
2023-08-11 20:39:28 +02:00
Time-Green
b3831e5fa6 Prevents shuttle events running in-case of catastrophic failure (#77479)
Closes #77433

When the rare "shuttle doesn't leave" bug happens, shuttle events can
still run at the shuttles location. I have no idea why the shuttle
sometimes doesn't leave, but this at least fixes shuttle events running
when it doesnt

Also adds some logging to hopefully find out why this happens 

/🆑
fix: Fixes shuttle events running when the shuttle breaks
/🆑
2023-08-10 20:51:22 -06:00
Tim
7efb913baf Add admin blackhole(s) shuttle event (#77188)
## About The Pull Request
This adds a new **Black Hole** admin shuttle event while the escape
shuttle is in transit. The regular version spawns a small 1x1
singularity that falls through the ship. There is also a special
adminbus Kobayashi Maru version that spawns multiple black holes
rapidly.

## Why It's Good For The Game

![dreamseeker_MxqHmKXXQ8](https://github.com/tgstation/tgstation/assets/5195984/e169669a-fb71-48c5-8314-df82852eef3b)

Tell me this doesn't look fun?

## Changelog
🆑
add: Add admin blackhole shuttle event with a normal version and
suicidal version.
fix: Fix several shuttle event runtimes
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2023-08-10 10:27:19 +02:00
Time-Green
203aecbf63 [no gbp] Fixes runtimes in shuttle event and shuttle cling (#77343)
Fixes no-candidate runtime from pick() on an empty list
Fixes spawning null movables if run out of mobs to spawn
Fixes shuttle cling qdeling on Initialize due to lattices not counting
as hyperspace

🆑
runtime: Fixes runtimes in shuttle event and shuttle cling code
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-08-07 12:50:04 +01:00
Ben10Omintrix
cc64ed0ca4 convert the bear to a basic mobster (#77143)
## About The Pull Request
the bear now a basic and he have a new behaviers. the bear now can go to
climbed the trees! he will looked for a tree to climbing and if he
founded a tree he will go climb him. also the bear now love honey he
will look for a bee hives to stole the honey from it so botanists must
be care. the bear will drag the honey behind him so u must chased him to
get the honey back again

## Why It's Good For The Game
the bear is a basic now so he and have more behavier for more depth
mechanis

## Changelog
🆑
refactor: the bear is a basic now. please report any bugs
add: the bear will climb trees and search honey
/🆑
2023-07-28 19:34:39 -06:00
Ghom
5d5492e111 Implements usage of the REVERSE_DIR macro throughout the code. (#77122)
## About The Pull Request
Replaces a ton of `turn(dir, 180)` calls with the aforementioned macro.

## Why It's Good For The Game
Afaik, `REVERSE_DIR` was coded to be faster than the classic `turn(dir,
180)` call, being a simple set of binary operations. To sum it up, micro
optimization.

## Changelog

N/A
2023-07-28 15:16:09 +02:00
nikothedude
f44adfde1e Refactors vendor tipping and adds 2 new malf modules: Remote vendor tipping, and the ability to roll around and crush anything in your path. (#76635)
## About The Pull Request

Title.

Vendor tipping code is now on /atom/movable, and any movable can fall
over like a vendor does. Things like crits have been moved to
type-specific availability tables, their effects are now held in their
own proc, are now random per crushed item, have probability weights,
etc.

In the process of making this PR I also had to fix another issue, where
a bunch of take_damage() overrides had incorrect args, so that explains
the take_damage changes I made.

Tipping now also attacks any atoms on the target, given they use
integrity.

Adds 2 new malf modules.

1. REMOTE VENDOR TIPPING: A mid-cost and mid-supply module allows malf
AIs to remotely tip a vendor in any of the 8 directions. After 0.5
seconds of delay and a visual indicator (along with other warnings), the
vendor falls over.
1.1. In the process of making this I had to expand a arrow sprite to
have orthogonal directions, which is why you may see the testing dmi
being changed.
2. CORE ROLLING: A mid-cost but low-supply ability that allows the AI to
roll around and crush anything it falls on, including mobs. This has a
5% chance to have a critical hit so it isnt THAT terrible - plus it's
guaranteed to never stunlock. It's real utility lies in the fact the AI
now has limited movement without borgs. Also, the psychological factor.

As a bonus, vendor tipping now uses animate and transforms instead of
replacing matrices.
## Why It's Good For The Game

1. Generifying vendor tipping code is just good, period. It's a very
wacky and silly little piece of code that really doesn't need to be
isolated to vendors exclusively. ANY big and heavy object can fall over
and do a ton of damage.
1.1. Also, adding weights to critical hits is really good, because it
lets things like the headgib finally be a lot less terrifying, as
they're a lot less likely to happen.

2. Remote vendor tipping is a bit of a goofy ability that isn't really
THAT practical but has a chance of catching someone unaware and doing
some serious damage to that person alone.
2.1. Atop of this, vendor tipping isn't that loud of an action as say,
blowing things up, or doing a plasma flood. Even overrides aren't this
silent or a non-giveaway. A vendor falling on someone, though, is a
mundane thing that happens a lot. This is a decent way to assassinate
people before going loud (or at least, damage people) that isn't offered
yet.

4.
3.1. For real though, AIs rolling around is just fucking hilarious. The
ability to move isn't offered right now (which isn't that much of a bad
things), but with sufficiently limited charges (or limits to how many
times you can buy the ability), this can be a funny little t hing that
lets the AI potentially hide somewhere on the sat (or just relatively
close to the sat, such as engineering [it can't go through the
teleporter with this but it can go through transit tubes]) without the
need for borgs.
3.2. Also, it lets the AI sacrifically execute people by blowing up
their brains.
2023-07-27 18:41:10 +00:00
Time-Green
80eea95636 Fixes triple carp shuttle event failing (#76860) 2023-07-17 12:31:51 -05:00
Zephyr
f71ea26f72 Machine list is now stored in SSmachines | Remove excessive use of global lists for specific machine types (#76822)
## About The Pull Request

Removes all of the duplicate global lists for specific machine types
where the only thing they do is store all machines of that type.
Adds machine tracking to SSmachines in the form of a list for all
machines, and then an associative list for machines by their type.
Previously we have machines in multiple global lists, such as airlocks
being in GLOB.doors, GLOB.airlocks, GLOB.machines.
This makes that not a thing, and also means that iterating through
GLOB.machines looking for a specific type is no longer as expensive.
2023-07-15 16:17:46 -04:00
nikothedude
ccf547c142 Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts (#76669)
## About The Pull Request

New malf AI upgrade

Remote safety overrides: Mid-cost, Mid-supply. Allows the AI to remotely
emag things it can see and can access.
1. Very useful for psychological warfare (Emagging APCs to throw the
crew off their trail)
2. Logically makes sense - why, of all things, can the AI not emag
anything when it's fundumentally integrated with the station's
electronics?
3. Generally speaking can only access things that make sense for it to
access - it cannot emag ethereals, sadly

In order for this to work, emag_act now returns a boolean, designating
if the emag had any effect.
While I was in there, I also added args to every single emag_act I could
find and added far more feedback/converted a lot of things to balloon
alerts to allow the AI to see if its emag had any effect.
## Why It's Good For The Game

It just makes sense that the AI, the most electronically-sensitive
entity in the game, would be able to emag things. Plus, more options
given to malf that aren't strictly MURDER KILL MURDER are always a plus,
especially if they allow for fancier plays.
## Changelog
🆑
add: New malf ability: Remote safety overrides. Allows the AI to
remotely emag things it has access to.
code: emag_act() now returns a boolean designating it's success in
emagging
code: All instances of emag_act() now have the proper arguments
qol: Most usecases of emagging now have some kind of feedback, and
existing feedback has been sanity checked and converted to balloon
alerts.
/🆑
2023-07-15 15:35:14 +01:00
YesterdaysPromise
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
2023-07-14 18:36:41 +00:00
Zephyr
763112fb61 Refactors bardrone area based godmode into an element (#76619)
Let's this be used for more than just bardrones and for more than just
the exit shuttle in the future
2023-07-13 03:35:12 +00:00
LemonInTheDark
0b29e77985 Adds user feedback for going over order limits in cargo console (#76344)
## About The Pull Request
This'll prevent weird "above the max by accident" cases, and also uses
defines instead of hardcoded stuff. This code is often duped, wish we
had a better way of handling it.

Oh also removes a few safety copies before for loops that aren't
actually needed (for x in list copies the list)

## Why It's Good For The Game

Better UX, slightly saner code
2023-07-05 18:26:56 -06:00
Nick
2333e8b0c1 Makes cargo orders and req forms easier to differentiate (#76499)
## About The Pull Request
This PR makes two very simple changes. First, requisition forms printed
off by the order consoles in cargo now print with a timestamp on the
name, so that it's a bit easier to differentiate between forms when
there's a bunch of them. Second, crates that come on the cargo shuttle
now have the order ID they are associated with appended to their name.
The req forms:

![image](https://github.com/tgstation/tgstation/assets/42454181/233777d9-79ed-4bf7-9d62-4d4b65ce88c7)

As well as two crates that would normally be impossible to differentiate

![image](https://github.com/tgstation/tgstation/assets/42454181/340ffc7a-ac2e-4668-9eac-73ce5e9975b7)

![image](https://github.com/tgstation/tgstation/assets/42454181/105d1b34-edac-4e16-8fe6-641b344fc2fc)

## Why It's Good For The Game
When there are lots of requisition forms laying on the ground and you
need to refer back to one of them (to see who ordered what or something
like that), it can be a pain to find the right one since they all have
the same name. This is even worse if someone has tried to be helpful and
put them all in a folder, since you now have to take them out and look
at each one. Adding the timestamp helps to remedy this.

For the crates, when someone orders something that doesn't come with a
named crate (for example, some medical orders just have the name
"medical crate"), or when multiples of the same things are ordered, it
can be hard to match up the shipping manifest with the crate again,
leading to unwanted fines, especially when people don't return all their
crates at once. Adding the order ID to the name of the crate lets you
easily identify which manifest goes where.
## Changelog
🆑
qol: Crates that come in the cargo shuttle now have the order ID in
their name
qol: Requisition forms are now blue, and named with the timestamp they
were created on
/🆑

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2023-07-04 04:13:26 +00:00
ChungusGamer666
9940fb62e6 Destroys /obj/vehicle/sealed/mecha/working with a W80 nuclear warhead (#76296)
## About The Pull Request

Title.

Also, fixes https://github.com/tgstation/tgstation/issues/75568 at the
request of @TheVekter

## Why It's Good For The Game

This subtype only exists to append ore box behavior and is clearly a
relic of pre-2020 mechcode.
Keeping it around will only make it harder in the future to add new
mechs with ore box support.

## Changelog

🆑
fix: Clarke ore box now has a less confusing dump contents button.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-06-27 21:10:23 -06:00
Time-Green
8788e48378 Shuttle events (#76008)
## About The Pull Request


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

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

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

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

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

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

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

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

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

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

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

**Fake TTV**
Lol

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

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

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

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

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

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

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-06-18 08:14:05 -04:00
Fikou
8be54ac1df dont send raw href to admins (#76125)
## About The Pull Request
if href exploiting the shuttle computer it no longer sends admins the
raw html

## Why It's Good For The Game
lol

## Changelog
2023-06-17 20:23:00 -04:00
Profakos
fe27d3198e Cargo category cleanup (#75374)
## About The Pull Request

I accidentally discovered that when #55504 removed cargo export
categories being a thing during export value evaluation, in two
instances, they forgot to remove passing over the now defunct export
categories, causing it to be passed in as the elasticity value, and by
sheer coincidence, this was not causing problems (due to being overriden
by a named argument in the pirates case, and cargo_exports being
evaluated as true in another).

This PR fixes the arguments, preventing possible bugs in the future.
This also removes the code that set if the cargo shuttle could sell
contraband and emagged items, as that is no longer a thing. I talked
with @ArcaneMusic about this, and they agreed, albeit with the caveat
that if someone finds a good use case for this feature, it could be
saved.

This PR also autodocs several export related files, and cleans up
various single and two letter vars.

## Why It's Good For The Game

Cleaner code, unused code removed.

## Changelog

🆑
code: cleaned up cargo export code a bit
/🆑
2023-05-12 20:43:00 -06:00
Shadow-Quill
3dd563159d Removes current destination for a shuttle in transit from the destination list (#75170)
## About The Pull Request

Shuttles with multiple destinations will no longer show the current
destination as a selectable choice during transit.

<details>
<summary>Example</summary>
A shuttle has two possible destinations. A and B. <br>
While at A, the only valid destination is B and vice-versa. <br>
But while in transit to B, _both_ A and B can be chosen as destinations.
<br><br>
The change now hides B as a valid destination, as you are already going
there. <br>
It has the nice side effect of making shuttles with only two
destinations never showing a dropdown list while in transit.
</details>

## Why It's Good For The Game

Telling the shuttle to go to the same place as you're going to doesn't
do anything.

## Changelog
🆑
qol: Shuttles will no longer show their current destination as a choice
while in transit.
/🆑
2023-05-06 01:52:24 -07:00
John Willard
ba24aa3404 Ore silo will put machines off its level on hold, instead of disconnecting (#74990)
## About The Pull Request

There's a problem where people would try to rebuild a whiteship and use
an Ore Silo for it. However, it would automatically unlink everything
when moving, because it's checking for z level as soon as it changes z
level itself, before the Ore silo has 'moved' as well.

~~To fix this, I'm now only disconnecting ore silos when a shuttle
moves. This mostly does the same as before, but technically you can sync
an unwrenchable connected machine and bring it to space with you
(without using a shuttle) to stay connected, but I don't see this as a
problem, and my original point of the PR was to prevent Lavaland ORMs.~~

I decided against this, instead I've made it so machines that aren't on
a valid level (either both on the same z level or both on the station
level) will be considered 'on-hold', much like if the QM has set it to
hold through the silo directly. This means that machines no longer
disconnect from the Ore silo on moving, they just can't access the
materials in it. This affects gameplay in 2 ways:

1. You no longer need to resync when you bring the machine back
2. It won't unsync itself every time you move station z-level with its
silo (such as on a whiteship).

I also made disconnecting from an ore silo actually remove them from the
ore silo's list of connected machines.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/69863

## Changelog

🆑
balance: Machines (such as ORM and Techfabs) will no longer unsync from
Ore silos when it moves Z-level, instead it will prevent materials from
being used, as if it was on hold.
/🆑
2023-04-30 16:06:12 -06:00
san7890
fa0225b05c Converts Spiderlings from Structures to Basic Mobs (#75001)
If I could've made this more atomic, I would have in a heartbeat, trust
me.

## About The Pull Request

Hey there. People were mocking us for having spiderlings still be a
subtype of `/obj/structure`. I decided to take a lot of time to fix
that. A lot of behavior it was implementing was just pseudo-mob stuff,
so it was actually easier than it looked for the raw conversion. A lot
of the footwork on spider stuff in the basic framework was already done
previously by Jacquerel, so that was pretty nice.

However, there are two new things that weren't introduced in the code
that had to be put in.

A) A component to handle growth and differentiation into a mob. This may
have already existed, no clue. If it does (and it's NOT
evolutionary_leap), let me know.
B) AI Behavior to handle seeking out a vent, entering a vent, and then
exiting out of a different vent. I may have gone a bit wacky on the
code, but it certainly works as expected (spiderling goes in one vent,
exits the other). Let me know if you can think of a way it can be better
optimized, but it was deliberately written to be very failsafey in case
shit goes yonkers.

One fundamental difference between structure spiderlings and basic mob
spiderlings (beyond the AI and not just a random prob() check for
movement) is the fact that they had vent movement coded in... but we
_really_ don't need stuff like that for our intents and purposes. If the
range turns out to be too OP in the current framework, we can always
change it up a bit, but also there's a _lot_ of vents we can end up in
the station (my testing had one spiderling end up in the AI sat to get
obliterated).
## Why It's Good For The Game

Spiderlings aren't structures! They behave like a mob should! Players
can possess spiderlings! They work seamlessly with differentiating into
a giant spider! Better AI! More room for people to add into this very
under-utilized buggers!
## Changelog
🆑
refactor: Spiderlings are now basic mobs, report any complete
weirdness/deviation from known behavior. They should be a lot more
intelligent now though.
add: AI Spiderlings are super fragile, but they're also super fast,
especially when they get into a vent. Once they're in circulation, they
could end up everywhere! Maybe in the armory, maybe in a locked closet
in maintenance. Be sure to be vigilant and splat them whenever you can
to save the station from a whole lotta heartache!
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-04-30 14:17:02 +01:00
Profakos
1c69ffa642 Refactors Navigational Beacons (#74575)
## About The Pull Request

This PR refactors navigational beacons. In detail, this PR does the
following:

**General Interactions**

- You can now print boards. They are unlocked at Basic Robotics
Research, and can be printed both at engineering and robotics.
- The constructed machine requires no stock parts. When constructed, the
floor tile pops up, so you can actually interact with the device from
the get go.
- Made interacting with it more standardized, you no longer have to
screwdriver it to access the interface, instead you just click on it.
- Screwdrivering is instead part of the regular screwdriver -> crowbar
deconstruct process. However, you have to unlock the maintenance hatch
through the UI first.
- You can now use wallets too, to unlock the control interface, using
the GetID() proc.
- Interacting with tools uses balloon alerts where its possible.

**UI Interactions**

- New tgUI interface!
- Previously, you could put in anything as codes, and there was no guide
in game about what codes and values were valid. This has been replaced
by buttons with pop up text boxes, checkboxes and dropdowns.
- You can also reset the code values to roundstart values, or to blanks,
if the beacon had none.
- InterfaceLockNoticeBox component allows the silicons to unlock the
controls

**Other backend changes**

- Autodocs vars and procs in the navigational beacon file.
- Added defines for the various nav beacon codes.
- The freq var on beacons and the beacon_frequency var on robots did
absolutely nothing, so I have removed them, along with the map varedits,
and the frequency define. Maybe in the future one can readd them, to
make bots that only patrol specific areas (though you can still do that
with good next patrol location tagging).
- Mulebots were using the navbeacon's direction itself to figure out the
direction they have to put down crates, instead of the direction tag.
Now the tag actually works, allowing me to remove a bunch of varedits. I
did keep the beacon's direction as a fallback, in case no direction tag
is set, which should be South always.
- I audited and touched up the directions tags that were not in line
with the previous beacon directions (which caused things such as the
mule trapping themselves behind the crate.
- Sadly, making it use the default screwdriver construction means it is
no longer transparent in maps editors 😔


![image](https://user-images.githubusercontent.com/2676196/230599815-5265033a-d85f-4645-a73c-60e3f2c7eee8.png)

## Why It's Good For The Game

Closes #38064 . More items being constructable is more fun, and its
better if you can use an item without checking the map about how it is
supposed to work.

## Changelog

🆑
refactor: Refactored navigational beacons, making them constructable,
deconstructable, and generally easier to use
/🆑
2023-04-10 09:14:50 -07:00
DrTuxedo
e3ec4eb8e1 New sprites for requests, pod, and gulag wall consoles (#74456)
## About The Pull Request

Changes ancient sprites for requests _(don't confuse them with cargo
requests computer)_ and pod wall consoles, to the new polished ones with
the same style as the newscaster. Also makes the gulag/pod console
actually use overlays, instead of having the screen melted into its icon
(so now when it has no electricity it screen turns off).
Now pods and gulag console's screen changes when they get emagged.

Requests console:

![req_console](https://user-images.githubusercontent.com/42353186/229344252-fd79536a-faa8-47e5-8aa6-01eb172d2efd.png)
![req_0
big](https://user-images.githubusercontent.com/42353186/229344253-3f090c0b-1264-4303-9b83-38fd1a258ef5.gif)
![req_1
big](https://user-images.githubusercontent.com/42353186/229344254-3a5f2c17-a10c-4a76-9fb0-ca2e82e8291b.gif)
![req_2
big](https://user-images.githubusercontent.com/42353186/229344255-95e27da3-1180-4de6-9984-5da503bdfe44.gif)
![req_3
big](https://user-images.githubusercontent.com/42353186/229344256-7d2c44c8-047b-413b-bce8-a1a8c52ea48f.gif)

Pod console:

![pod_console](https://user-images.githubusercontent.com/42353186/229344287-60b33b09-1c36-47d1-8c0c-163be7ffdcd9.png)
![pod_0
big](https://user-images.githubusercontent.com/42353186/229344289-c315e3a4-69f1-4067-83fd-e855e2b9ec39.gif)

Gulag item retrieval console:
![gulag_0
big](https://user-images.githubusercontent.com/42353186/229344308-b09349cf-e607-4c0c-b4b5-e6f53aa6934f.gif)

![gulag_console](https://user-images.githubusercontent.com/42353186/229344310-9bfebc88-a5a4-4525-acb1-34b677fe8c95.png)

Emagged gulag/pod console:
![emagged
big](https://user-images.githubusercontent.com/42353186/229344319-1d523d2c-ca57-4da7-937d-459a5ddec515.gif)

## Why It's Good For The Game
The old sprites of them are really ancient, have bad looks and that old
isometric perspective.
![old gulag and pod
console](https://user-images.githubusercontent.com/42353186/229344549-dae413e1-98e2-4aa8-94fa-fde74ea4a4df.png)
![old req
console](https://user-images.githubusercontent.com/42353186/229344551-3d12705a-8cb6-4c4c-b4f7-adfa013b1956.png)

Having new sprites is always great for people's eyes. This also will
make the requests console more noticeable, that way _maybe_ people will
start using it more often.
Making them use overlays instead of having the screen icon merged into
the base icon is good because it gives more dynamic, as when electricity
turns out it signals more to the players that it's not functional right
now.

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

## Changelog

🆑 DrDiasyl aka DrTuxedo#0931
imageadd: Requestions consoles got a new sprite!
imageadd: Gulag consoles got a new sprite!
imageadd: Escape and assault pod consoles got a new sprite!
qol: Now the gulag and pods consoles use overlays, instead of having
turned ON screen in their base icon.
qol: Now the gulag and pods consoles screen change when they are
emagged.
qol: Requests console now shows examine prompt on how to open their
panel. Also shows a prompt if they were hacked.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-07 19:35:36 -06:00
SgtHunk
4d3a1c320f [MDB IGNORE] Gets rid of the /brig shuttle floor subtype (#74100)
## About The Pull Request

Removes the /brig red plastitanium shuttle floor, replaces the checks
related to it with checking if the area is the shuttle brig
From what I checked in vscode, all the shuttles that use this floor
already also have the shuttle brig area on the same tiles so it changes
nothing (and might even fix things if shuttles don't use this floor type
for their shuttle brig)

## Why It's Good For The Game

Why the fuck are we checking for a TURF

## Changelog

Not player facing
2023-03-31 22:29:59 -06:00
Singul0
f00d9eca50 March into Mapness: The Waystation (#74192) 2023-03-30 00:07:43 +00:00
san7890
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)
2023-03-29 10:17:03 -07:00