* Makes departmental budget accounts visible on command IDs, makes departmental budget mechanic more obvious in general (#67035)
* Head ID reports dep budget
* Adds Dep. Budget shorthand name to ID examine where applicable
* Cleaner & more readable ingame and codewise
* Modifies Cargo requests console js to allow title modification, IRN modifies titles where applicable
* Better way of doing things
* QM gets Cargo's budget on ID
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* pain peko
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Makes departmental budget accounts visible on command IDs, makes departmental budget mechanic more obvious in general
Co-authored-by: nickup9 <nicholas.shpetner9@gmail.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* OpenDream Cleanup Pass (#67036)
OpenDream can detect BYONDisms that BYOND or SpacemanDMM miss. This PR fixes all of the issues it found in TG. Each change is explained in code comments below.
* OpenDream Cleanup Pass
Co-authored-by: ike709 <ike709@users.noreply.github.com>
* Makes constable helmet a subtype of head (#66872)
Moves constable hats to be a subtype of head directly, rather than head/helmet, because they aren't helmets, they're hats, and helmet block your hair which looks odd for something that isn't actually covering it.
* Makes constable helmet not block hair
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* [MDB IGNORE] Removes tablet cartridges + reworks a ton more (#66505)
- All tablets who previously had apps in a cartridge now has them built-into their tablet instead. This means it costs space for it.
- Rebalances the sizes of several apps to help them fit on Command tablets (Cargo ordering costed 20!!)
- Removes tablet cartridges, they've been reworked into a regular old portable disk (the same you use for toxins/borgs)
- Removes Signaller (the module required to run the signaller app) from tablets (likely will remove more in the future)
- Refactors the health/chem scanning app to not be as bad
- Dehardcodes detomatix resistance
- Ability to send PDA's to all is now tied to your access rather than a cartridge
- Moves 'eject disk' button to the very top of the UI
* [MDB IGNORE] Removes tablet cartridges + reworks a ton more
* wew
* wew
* ok
* Update nanotrasen_consultant.dm
* Update nanotrasen_consultant.dm
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Revert "Add stamped requisition forms now give bonus credits (#66230)" (#66851)
This reverts commit f021767645.
This reverts commit f021767 from:
Add stamped requisition forms now give bonus credits #66230
This bug was encountered when we were testing this PR but I thought it got fixed.
Why It's Good For The Game
Cargo crates will now reappear.
* Revert "Add stamped requisition forms now give bonus credits (#66230)"
Co-authored-by: Tim <timothymtorres@gmail.com>
* Steal objective can now be cashed out early for less reward as soon as you place the bug on. Removes smuggling objective and adds a new 'Destroy Machinery' objective (#66771)
Steal objective can now be cashed out early for less reward, but completing the time in its entirety will give extra TC and reputation.
The smuggling objective has been removed and replaced with the 'Destroy Machinery' objective, which focuses on disrupting workflow by destroying stuff like protolathes, telecomms and research servers.
Made the easier steal objectives worth slightly less TC
* Steal objective can now be cashed out early for less reward as soon as you place the bug on. Removes smuggling objective and adds a new 'Destroy Machinery' objective
* eeeee
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* Anomaly expansion - part 2 - Delimber anomaly (#66420)
A new anomaly is here! the Delimber anomaly!
contrary to its name, this anomaly doesn't do you dirty by removing all your limbs.
It will instead improve your body by randomizing your limbs with every species known! Isn't that amazing?!
Incredibly enough it can also change your organs, improving them and expanding them! (we think this is amazing!)
Now you can also harness that power by constructing a reactive armor with its core, but be aware to not get hit by an EM pulse, our insurance doesn't cover that.
A note on safety, this anomaly doesn't stop, will keep on pulsating until eliminated.
* Anomaly expansion - part 2 - Delimber anomaly
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Exporting computer parts fixes (and code improvement) (#66479)
This PR fixes exporting computer parts. Previously none of the unique export datums ever got a change to trigger, because of /datum/export/modular_part which, due to its include_subtypes = TRUE overwrote all of the other computer part exports.
* Exporting computer parts fixes (and code improvement)
Co-authored-by: B4CKU <50628162+B4CKU@users.noreply.github.com>
* Parallax but better: Smooth movement cleanup (#66567)
* Alright, so I'm optimizing parallax code so I can justify making it do a
bit more work
To that end, lets make the checks it does each process event based.
There's two. One is for a difference in view, which is an easy fix since
I added a view setter like a year back now.
The second is something planets do when you change your z level.
This gets more complicated, because we're "owned" by a client.
So the only real pattern we can use to hook into the client's mob's
movement is something like connect_loc_behalf.
So, I've made connect_mob_behalf. Fuck you.
This saves a proc call and some redundant logic
* Fixes random parallax stuttering
Ok so this is kinda a weird one but hear me out.
Parallax has this concept of "direction" that some areas use, mostly
the shuttle transit ones. Set when you move into a new area.
So of course it has a setter. If you pass it a direction that it doesn't
already have, it'll start up the movement animation, and disable normal
parallax for a bit to give it some time to get going.
This var is typically set to 0.
The problem is we were setting /area/space's direction to null in
shuttle movement code, because of a forgotten proc arg.
Null is of course different then 0, so this would trigger a halt in
parallax processing.
This causes a lot of strange stutters in parallax, mostly when you're
moving between nearspace and space. It looks really bad, and I'm a bit
suprised none noticed.
I've fixed it, and added a default arg to the setter to prevent this
class of issue in future. Things look a good bit nicer this way
* Adds animation back to parallax
Ok so like, I know this was removed and "none could tell" and whatever,
and in fairness this animation method is a bit crummy.
What we really want to do is eliminate "halts" and "jumps" in the
parallax moveemnt. So it should be smooth.
As it is on live now, this just isn't what happens, you get jumping
between offsets. Looks frankly, horrible. Especially on the station.
Just what I've done won't be enough however, because what we need to do
is match our parallax scroll speed with our current glide speed. I need
to figure out how to do this well, and I have a feeling it will involve
some system of managing glide sources.
Anyway for now the animation looks really nice for ghosts with default
(high) settings, since they share the same delay.
I've done some refactoring to how old animation code worked pre (4b04f9012d). Two major
changes tho.
First, instead of doing all the animate checks each time we loop over a
layer, we only do the layer dependant ones. This saves a good bit of
time.
Second, we animate movement on absolute layers too. They're staying in
the same position, but they still move on the screen, so we do the same
gental leaning. This has a very nice visual effect.
Oh and I cleaned up some of the code slightly.
* Parallax but better: Smooth movement cleanup
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* [MDB IGNORE] You can have your cake and eat it too. Remake of #66406 (Splitting up areas.dmi + code related stuff) (#66726)
Areas.dmi right now houses all of our mapped turfs icons (which is roughly 400 icons). Not an issue, but it's incredibly large and clunky to navigate right now. This isn't an issue for the average coder and/or player code diving, but it is for mappers wanting to add new turfs. Currently, the file has some organization, but its still an overall mess. This PR aims to slice the behemoth with multiple .dmi files corresponding to specific areas.
I also plan to repath /area/* -> /area/station/* for station turf only. This is to clean it up, as most other turfs follow this format (that being /area/turf_zone/*).
I'm also writing an update paths file as I go along.
* fixbatch 1
* fug
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* 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
* Anomaly expansion - part 1 - Hallucination anomaly
* Update hud.dm
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
* Added a new variable to describe if organs will spill or not
* Added code to make sure that organs that should not spill, will not spill
* Ensured that a few organs would not spill
* Added code in the supply pods to also prevent organs from being dropped.
* Standardizes donuts and donks on all stations (#66063)
About The Pull Request
This PR rebalances donuts and donkpockets to be relatively scarce on all maps based on population size. It endeavors to spread out boxes through different departments and equalize them. Most maps total box count was reduced. Here is the result:
Delta - 16 boxes total
Meta - 12 boxes total
Box - 11 boxes total
Kilo - 8 boxes total
Tram - 8 boxes total
Since I'm reducing the number of donuts, I'm also reducing the requirement and rewards for the assistant donut bounty.
Why It's Good For The Game
Having all the food you need for the entire round at start is pretty hugbox. Introducing scarcity means the crew will have to actively look for food sources instead of relying on an optimal setup at roundstart. There are many ways to obtain food if you interact with the rest of the crew, and this should encourage that while also taking into account the importance and utility of a quick bite to eat by not removing the boxes entirely.
Changelog
cl
balance: Brand partners have encouraged Nanotrasen to reduce the availability of syndicate-made donuts and donk pockets aboard all stations
/cl
* Standardizes donuts and donks on all stations
Co-authored-by: Son-of-Space <63861499+Son-of-Space@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Adds admin logging to supply orders' rare erroneous manifests mechanic (#66001)
Cargo orders currently have a weird undocumented mechanic where there is a small chance for the manifest to generate an incorrect listing for the station name, the order's contents or for the content to go missing altogether. As it isn't a well known feature, plenty of people ahelp it thinking that they have been victims of a bug and as the event isn't logged anywhere, the online staff is inclined to think so if they haven't code dived for it before.
* Adds admin logging to supply orders' rare erroneous manifests mechanic
Co-authored-by: Pepsilawn <reisenrui@gmail.com>
* Fixes supply pods not being displayed below its contents when opened. (#65949)
* [NO GBP] Fixes supply pods not being displayed below their contents when opened.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Ports new evangelion jumpsuit sprites from bee, adds them to robotics vendor (#65940)
Ports evangelion jumpsuit sprites from BeeStation, adds red and black mech jumpsuit sprite
* Ports new evangelion jumpsuit sprites from bee, adds them to robotics vendor
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* Adds pack checks to departmental order console (#65804)
Department console could "buy" emagged/special/unbuyable crates prior.
* Adds pack checks to departmental order console
Co-authored-by: CocaColaTastesGood <47264839+CocaColaTastesGood@users.noreply.github.com>
* Adds Command Encryption Keys to the Cargo Console (#65637)
does pretty much everything
* Adds Command Encryption Keys to the Cargo Console
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Reimplements food exports. (#64207)
This PR reimplements food exports using the obj/item/food path, as was originally intended, extended through the venue_value variable that tourists use with restaurant portals. While my original PR implemented 6 tiers of food defines based on value, that would be a rather massive undertaking right now that I can't exactly afford, so I'm limiting it down to what's currently used in restaurants as those were all previously defined by food exports anyway (Nothing new).
* Reimplements food exports.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Adds burial garments to the religious supply crate (#64565)
Corrects the description of the religious supply crate by adding burial garments to the contents as listed.
* Adds burial garments to the religious supply crate
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
* Add undelivered departmental order crates and syndicate bombs to the cannot be delivered message. (#64606)
* Add undelivered departmental order crates and syndicate bombs to the shuttle cannot be sent message.
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Black Market code, Revisited. (#64271)
This PR updates and refreshes the whole of black market code for improved usability as well as to better sell the backbone of the content behind the blackmarket in-game.
For starters, the datums for the black market were designed around not being specific to the black market. Reading the code, it was intended to allow for multiple blackmarket_markets to be added after it's original inclusion, which was passed up as a result of what I'd guess is a branding issue, as every datum associated with the blackmarket was labeled... as for the black market, nothing else.
So to begin I've renamed most of the backend of the blackmarket code to just market instead, datum/market, datum/market_order, datum/market_item, datum/market_uplink(/blackmarket). The works.
Next, QOL change to how blackmarket uplinks were implemented: Now, instead of having to manually load credits into a black market uplink by hand, then choose to buy things using the uplink, they instead just draw from the user's ID card, checks for a bank account, and purchases through that, with quick inputs added when purchases are successful and warnings when a purchase cannot be made.
Lastly, code change. In an old economy PR of mine I standardized purchased cargo items to use the CARGO_CRATE_VALUE define, and for vendible items to use paycheck defines instead. In that PR I rebalanced quite a bit of prices as a result, but this got passed up when that happened. I'll leave the balancing for another time then, but this updates the code of market_item datums to use CARGO_CRATE_VALUE for their upper and lower cost ranges to maintain that standard.
* Black Market code, Revisited.
* Black Market code, Revisited.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* SWAT suit no longer has space-proofing, less slowdown and retains temp resist, cargo cost lowered to 1400 (#64343)
The SWAT suit ordered from cargo is no longer space-proof, but it's slowdown is cut back. It retains it's temperature proofing. It's crate cost from cargo has been reduced to 1400 from 2400.
* SWAT suit no longer has space-proofing, less slowdown and retains temp resist, cargo cost lowered to 1400
* Update zombieprison.dmm
Co-authored-by: castawaynont <76170211+castawaynont@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>