DO NOT ADD US TO A LIST OF AI PROCESSING MOBS IF WE ARE QDELETING
hhhhhhhhhhhhhhhhhhh
Oh also lets add more deets to the warning, and upgrade it to an error
I want to actually have to fix these, or just remove them if they become
redundant
Changes the cascade walls from turfs to objects to improve the performances of the roundending cascade.
The issue was that ChangeTurf() was a pretty expensive proc to be called that many times so i moved the cascade wall into an object. It doesn't delete anything other than living mobs and the portal to prevent edge case runtimes.
Plus remove a span_bold() from the announcement text since it wasn't making the text bold but was leaving behind
This is a port of my PR from the beestation downstream BeeStation/BeeStation-Hornet#6845.
This basically adds a proc that will check if the arguments forwarded to generate the new moveloop are identical with the ones on maybe an old loop before it allows it to overwrite it that way we won't endlessly make new loops and destroy old ones even trough there is no reason to.
closes#64510 (Goliaths don't move after you shoot them)
Now the reason why this fixes goliaths chasing others is because goliaths have a movement delay of like 4 seconds enough time for the proc adding the moveloop to chase the target to fire again and add a new moveloop with the same arguments basically overwriting the old moveloop before that one could move the goliath even once this then basically resets the timer for the goliath to move and this goes on pretty much forever the only times the goliath can move is if lag somehow allows the moveloop to move the parent atom before it can get overwritten again (very rare but happened like once during testing).
Now my PR simply stops new identical moveloops (identical in terms of arguments) to get created and to overwrite old moveloops and thus allows the moveloop to continue normally and actually fire for goliaths.
stops unnecessary moveloop datums from beeing created and also fixes a bug as a bonus
* Jetpack and spacedrift: Fixes and niceties
Ok so when I ported spacemovement onto movement loop,
I neglected to port this behavior that existed to support jetpacks.
Basically, if something that lets you move while spacedrifing
completes a move while you're spacedrifting, the
drift should "disable" to let it complete, and then later restart.
I neglected to add support for that, so that's what this does.
There's some other stuff going on here, mostly things to let jetpacks
ignore some of drift's extra behavior, since when a jetpack is not on
stablized, we want both to coexist.
It's a bit of a mess, I'm sorry about that.
Oh and at temporal's suggestion I've moved the visual_delay set from
newtonian move to an istype on the drift component, that was a good
idea, thanks quiet
* Makes dropping a pull while drifting carry the momentum into the pulled thing\
* Adds some extra context to Process_Spacemove, fixes a bunch of stupid
space bugs
It used to be, if you called Process_Spacemove with a direction, it
assumed you were an "action", so a client or mob trying to move in a
direction.
Unfortuantely for it, I needed to be able to use direction to make mob
pull drifting work. So we now actually pass in a second variable
called continuous_move, which tracks if this Process_Spacemove is on
behalf of a continuous move or not
In addition to this, I've added logic to bumping "off" someone to
prevent backbumping if that makes sense, since the bump is in the form
of a newtonian move that's run before the thing that's bumping actually
moves, we need some way to exclude it from holding the other object in
place.
* Adds a jetpack component, uses it to unify all three versions of
jetpacking
I hate you fikou
There were three copies of the same behavior, which made it hard to fix
stuff. Let's just componentize it
* Fixes jetpacks stabalizing even without fuel
This is mildly hacky. The real fix is to do this with events, but I
really don't wanna bend my brain like that. This'll do
* Ensures turn_off always has a user)
* Shut pu
* Bulky drags no longer effect your movespeed in space, fixing a consistency issue between them and all other forms of drags
* Removes some redundant code, cleans up some messy stuff
* Removes redundant safety checking from jetpack code
* see above
* Removes redundant signals
* [DRAFT] Reformats Access IDs for accessibility and futureproofing
* replaced all the old defines and IDs everywhere
* replaced ID integers with strings, cleaned up a couple tram helpers
* replaces req_access_txt with req_access and fixes a few of my mistakes
Co-authored-by: san7890 <the@san7890.com>
i originally changed the refresh rate of the turf tab in the stat panel from 10, to 2, because i felt like it wouldn't be that intensive on clients. apparently it is. now we know!
Hey there,
That little portion that says (debug verbs required) is not helpful at all to anyone who isn't already familiar with the aforementioned debug verbs. It's a pretty buried feature in the codebase as of this PR, so I think it's best to add some more verbosity on actually getting these debug verbs enabled.
Escaping newlines seems to work with logging without any noted downsides, helps readability if it's not all smashed on that one line.
refactors the status panel to utilize the tgui/byond communication APIs instead of passing along href data, as well as converts the entirety of it into a datum/tgui_window
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
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).
Right now there is only 1 source of cloning: pod cloning-- and pod cloning is exceedingly rare. I don't think this warrants its own file anymore with the death of regular cloning a few years back.
Cascade walls were processing on object subsystem, they are now in their own subsystem that ticks once per second and should be more reliable even in case of high td
better description for the walls to be more interesting
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.
I don't know when we removed sandbox but this datum doesn't exist anymore and this var is unused
Also the config does nothing anymore so might as well throw that out
* Initial pipecrawl work
Ok so pipecrawl images were updating EVERY TIME YOU MOVED
This was not good mojo
What I've done here is twofold
First, I ensured pipecrawl updates only when the net changes. This
breaks the current implementation, but I intend on fixing that
Second, I moved our method of getting pipes to the spatial grid
This isn't that great at the moment, but I intend on adding support for
tracking entered/exited cells, which should make this much better
* Much faster pipecrawling processing, niceties
Adds a concept called a cell tracker datum.
It manages a list of cells a passed in bound is "inside", and when
queried will return a list of new cells, and old cells.
Because we only really care about maintaining an absolute window of
"CELLS WE ARE IN" and less about always removing cells we're not in, we
can manage a second window to prevent moving up and down on a cell line
causing a ton of updates.
Uses this concept to optimize pipecrawling significantly, from 3ms per
call before to roughly 0.03ms per call.
Also moves pipecrawl images to their own plane, so they don't overlap ui
elements
* Pipecrawling effects niceties, direction help
You can now move in more then one direction when pipecrawling
This works as expected, if you hold up and left, move up for a while,
and come to a fork, you'll go left
Added some effects to pipecrawling. It'll darken the lighting plane
slightly, so you get a nice effect instead of just fullbright.
Also added a color matrix and drop shadow to the pipe images, this way
they stand out a bit more.
You now glide between pipe moves, rather then moving instantly. This
doesn't effect your actual move rate, but it no longer feels jittery
with say, 60fps
* Bounds
* Fixes runtimes, cache something somethign sonic speed
* Reworks how being interested in the spatial grid is tracked
Rather then checking multiple variables on the atom to consider, we
instead check for the existence of a string key.
This key is used by a list on the spatial grid subsystem to retrive a
cached list of all of the atoms "types"
Doing this requires doing a bit of extra work in
important_recursive_contents code, but it allows us to separate being a
part of the spatial grid from using important recursive contents, which
is very nice.
As a consequence, I've had to unroll some lazylist macros in important
recursive contents logic. It's not ""that"" bad but it's not great
either.
Oh and this adds a slight cost to enter/exit cell, but it's minimal.
Basically, rather then checking for different features of a grid member,
we just iterate the list their string key points to. Very handy
So there's an added cost of a list copy and all, but we save the
headache of more types technically increasing the cost of
addition/removal.
I also made adding/removing from the grid into one "pulbic" proc rather then two
different ones for each operation, because it was starting to get silly
* waaa waa it doesn't compile
* chord -> coord
* Ensures important_recursive_contents is actually emptied on removal
* Removes soul
* Kyler's review
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Kyler's review 2
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Kyler's review 3
Moves some procs around, improves some documentation, catches a few
small issues
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Requisition forms now grant bonus credits when they are stamped by the appropriate stamp listed under "Authorization Required:" on the form. Initially I was just going to have the req forms give the same amount of credits as the manifest but I was convinced to lower both of them so it doesn't unbalance crate returns too much.
This PR adds the resonance cascade to the SM (idea ported from vg but with total rewrite)
The resonance cascade will turn reality into crystals that devours and destroy everything.
It can be triggered by delaminating the SM when is in contact with hypernoblium and antinoblium, both at over 40% and with as many moles to trigger a singulo delamination. The cascade can't be triggered if the SM is already under 80% integrity and if at any point any of the gases gets under 40% or the total gets lower than the amount for singulo, it will stop the cascade and can't be retriggered unless you reset the SM to over 80% integrity.
Have you ever noticed that the chemical smoke and chemical foam reactions are a lot less effective in confined spaces? This is because they currently attempt to spread to all tiles within n steps of their origin. If they can't expand onto a tile they get blocked and the expanding cloud/flood misses out on all the tiles that would be in range, but that can't be reached.
Obviously smoke and foam getting blocked by walls and the like makes intuitive sense, but it seemed a bit nonsensical that walls would basically delete a significant chunk of an expanding, amoebic mass. The solution I came up with is making smoke and foam expand until they cover a certain area, with a shared tracker for the target size and total size of the flood. The flood will simply expand as normal until it covers the desired target area. Blocked expansions just don't count and will be made up for with expansion elsewhere.
Attendant to these changes are a whole bunch of minor code improvement to smoke, foam, and one for wizard spells because I was already in the area and :pain:.
There have been some minor balance changes to the chemical smoke and foam reactions:
I converted them over to passing the desired area of the resulting smoke cloud/foam flood. The old equation for the resulting area was along the lines of 2sqrt(x)(sqrt(x) + 1) + 1 given reaction volume x and given unobstructed expansion. I've made them just pass around 2x instead. This is actually less than they used to try for, but now they're guaranteed to reach that unless the flood is fully contained. Not entirely certain if buff or nerf. Probably buff on the station.
Also, foam dilution is now based on covered area instead of target expansion range. Since this scales faster than it used to foam has been effectively nerfed at high volumes. To compensate for this I removed the jank 6/7 effect multiplier and increased the base reagent scaling a bit. Again, not certain if buff or nerf.
* Removes all supurfolus uses of QDEL_HINT_LETMELIVE
This define exists to allow abstract, sturucturally important things to
opt out of being qdeleted.
It does not exist to be a "Immune to everything" get out of jail free
card.
We have systems for this, and it's not appropriate here.
This change is inherently breaking, because things might be improperly
qdeling these things. Those issues will need to be resolved in future,
as they pop up
* Changes all needless uses of COMSIG_PARENT_PREQDELETED
It exists for things that want to block the qdel. If that's not you,
don't use it
* Adds force and hard del verbs, for chip and break glass cases
respectively
The harddel verb comes with two options before it's run, to let you
tailor it to your level of fucked
* Damn you nova
Adds proper parent returns instead of . = ..()
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Ensures immortality talismans cannot delete their human if something goes fuckey. Thanks ath/oro for pointing this out
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
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.
So, unbeknownst to me, the refactor to ID cards and trims from a few months ago also changed how setting your payment department is handled. In that it doesn't, you COULDN'T change your payment department. Now, this made sense at the time because it wasn't a player facing change and I don't imagine that specific circumstance mattered to anyone whose played the game in the last few months. However, as a direct consequence of the changes to paychecks and economy, it made it so that going and getting a new job DIDN'T change your paycheck department, and prevented you from being able to meaningfully avoid the lathe tax by changing jobs, which was a clear part of the previous PR's intent.
The best way I could imagine to handle this was to have it compare against the job of the trim/id set and change that value on the job stored within the account on the ID, since we can now count on IDs always having a registered account.
Having a job change should ideally change the department that is paying you, and by making you a formal member of your department you can change who you get discounts from in the future.
Ideally, we should probably make this work on making your payment department adjusted within the card program and computer, but for the moment this is a serviceable middle ground since I'm already a bit out of my depth with regard to IDs/Trims/Cards.
* makes hud images only apply by z level
* makes some of the atom_hud procs have better names
* fixes warning with the hud_user list and adds better documentation
* better docs for hud_images
* removes TODOs
* docs for hud_list
* adds support for linked z levels so mobs can see lower ones
* fixes merge conflict and shittily makes only shocked airlocks get added
* adds support for setting images in the hud as active and inactive
* gets rid of unatomic spatial grid change
* maybe i should actually try COMPILING my changes
* fixes merge skew and makes it compile again
* fixes huds refusing to remove from users who changed z level
* improves z level and registration logic
* fixes antag huds not appearing
* Fixes antag huds not properly setting. We now use hud_list in init, so it needs to be set before the new call, not after. Not sure why the use of appearance key was split like this, but none else knows either so none can stop me
* Ensures that hiding a basic appearance also hides the atom's active list too
* Fixes antag huds going poof
Ensures that remove_atom_from_hud will return false if the passed atom
isn't managed by it
This fixes antag huds disappearing randomly, since they assumed that if
the parent call of remove_atom_from_hud returned true, we should delete
ourselves. This is a safe assumption for them to make, since they should
only ever have one atom.
Does kinda bork if we call remove_atom_from_hud in a way that is unsure
if the passed atom is actually in that list. We were forced into doing
this by how atom huds use the qdeleting signal.
* makes basic alternate_appearance's only update themselves when setting their hud image to active and makes them not add themselves to the global huds_by_category list
* fixes mistake with hud_users list being set non associatively (bad)
* as anything in bot path loops
* Fixes merge skew problems
* Makes bot paths non global
This way they can show themselves to only the bot that "owns" them, ya
feel me?
* Fixes huds not showing up sometimes, cleans up some code
Post Kapu's limb refactor, we were calling prepare_huds twice in a human
init call chain. What was happening was this:
call prepare_huds() // Human
I gained a new hud image
I set active hud icons to mirror it
call prepare_huds() // Living
I overwrote the new hud image
I attempted to set active hud icons, which failed because it assumes
this can never happen
*cries*
* Renames add_hud_to_atom to show_to
My hope is this will make understanding hud code a bit easier, by tying
the behavior to a "verb" more closely. Also renamed a few vars
* remove_hud_from_mob -> hide_from
* Nitpicks a few comments
* Whoops/fuck/shit/damn it all/hhhhhhhhhhhh
* Moves check down, improves stack trace a bit
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Two things going on here.
First, a stupid clerical error I made in the dequeue_loop proc that
prevented loops from removing themselves from a queue.
This was easy to resolve.
Second and more complex.
pour_bucket makes this assumption that when it's done with a bucket, it
can just pop the first one that's sitting in the queue.
This is unfortunately not always true, because the bucket can be already
cleared by a dequeue_loop called under loop.process().
The fix for this is to do some sanity checking on the index and
bucket_time arguments.
It's not perfect, but a second assoc lookup and a length check isn't
that bad.
The alternative would be merging buckets and sorted_buckets into one
list, but that requires doing quite a few text2num calls on insertion,
which I am not a fan of.
Thank you to DamianX and MNarath1 for mentioning this issue, and discussing it with me
You guys are real cool
* Radiation.
Replaces radiation chance with radiation intensity on radiation pulses. Radiation intensity determines the chance of getting irradiated, and diminishes over range or getting blocked by objects.
Getting close to the radioactive source will give you a high chance to get irradiated, while being far but still in range will give you a low chance to get irradiated.
* I suck at spelling.
Balances some atmos related radiation stuff. Changes supermatter radiation stuff, though I would probably need to adjust the threshold to adjust for the new changes.
Calling radiation pulse without intensity parameter filled will now set the intensity to be the value where it will give an object a 5% chance to get irradiated from the max range of the pulse, assuming there are no objects between it that absorb radiation. The same will happen if you call radiation pulse without max range parameter filled.
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
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.
This PR adds the accounting console to the game, as a console that exists round start within the HOP's office. The accounting console allows for players to get 2 separate lists of information:
- A list of all the bank accounts associated with each crewmember on the station, listing their account balance, their job, and their paygrade modifier (Which is either 1 or 0.7, depending on their species)
- The audit log, a basic list of transactions of player purchases, listed listed in the following formal universally: [person] spent [cost]CR on [Purchase Source]. It's intentionally left without all the information so that players will need to investigate if they notice strange purchases coming from an account, as a kind of ghetto money forensics.
* Adds MC initialization stages. Earlier stages can fire while later ones init.
Removes TICK_LIMIT_MC_INIT config for barely doing anything to speed up init and being inconvenient to work with if fires and inits can happen at the same time.
Converts PDA functions and applications over to modular tablets and devices, namely the messaging function. HREF data code is quite honestly clunky and difficult to work with, as I've definitely experienced whilst working on this. By moving from this system over the easier to read (and frankly, easier to add to) TGUI system, you get cleaner looking and more user friendly UIs and a greater degree of standardization amongst other UIs.
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Adds a macro that consumes cpu up to some tick limit
Adds a define that uses said macro to leave verb processing just its
reserve of the tick
Adds a second subdefine that forces verb processing into total overtime
Mimicing the worst case scenario around maptick spikes
About The Pull Request
This pull request improves tgui API in many ways.
Using TGUI for custom HTML popups
This standardizes and simplifies the process of HTML popup creation and DM <-> JS communication.
Makes tgui window API a perfect alternative for old-style browser panels. It will be super useful for @Iamgoofball since he wanted to make a lightweight browser element that plays background music, and this will make his life a lot easier.
It is now possible to create tgui windows with fully inlined JS and CSS, which can be used to make unkillable tgui-based UIs (can't white/blue screen due to network errors). You can split files into JS and CSS, and still serve a single HTML file using this.
Moved sendMessage function to the Byond API object, where it rightfully belongs, and now supports a shorthand form: Byond.sendMessage(type, payload). This shortens and simplifies a lot of code.
Refactored window.update to no longer be public. Now to subscribe to incoming messages, you should use new public APIs: Byond.subscribe(fn) and Byond.subscribeTo(type, fn), and TGUI internally uses these functions as well, which reduces boilerplate in index.js.
Renamed window.__windowId__ to Byond.windowId (old variable is still available for backwards compatibility).
Byond API now supports null id, e.g. Byond.winget(null, 'url'), which makes things like this possible:
// Fetch URL of a currently connected server
Byond.winget(null, 'url').then((serverUrl) => {
// Connect to this server (opens a new dreamseeker instance)
Byond.call(serverUrl);
// Close this client because new instance is connecting
Byond.command('.quit');
});
Certain polyfills are now statically compiled (commited into git) and are baked into tgui.html. The downside is that HTML went 16 kB -> 50 kB. The upside is that you can now use a relatively modern level API with full support for IE8 when writing plain old html UIs using /datum/tgui_window directly. They are committed into git, because polyfills will never need to be updated (unless of course we randomly decide to get rid of ie8.js and html5shiv.js).
Breaking Changes
No breaking changes. This should be tested for regressions. Upgrading is simple if you're on a relatively up-to-date branch - copy paste all affected tgui files and you're good.
things being held inside the spatial grid while they should be deleted causes a rareish unit test failure for create_and_destroy. hopefully this fixes it by checking for if the entering movable is being qdeleted as well as early returning in enter_cell if the spatial grid isnt initialized.
Im not sure what exactly causes the hanging refs, but i suspect its something to do with not properly catching qdeleting objects if they for whatever reason enter another part of the spatial grid instead of nullspacing.
This will give us a better idea of what kind of failure we're dealing with -Lemon
Adds the navigate verb, it makes a holographic path to any navigation beacon on station
Video here: https://streamable.com/2uy76l
removes wayfiding pinpointers and the associated quirk, as theyre kinda redundant with it
needs #65665 before merge
partially inspired by goon
About The Pull Request
https://imgur.com/a/pMMEi4ihttps://imgur.com/a/xCrIcz4
Title, really.
Adds an ingame guide to atmos. Currently hooked to the atmos monitors, analyzer, and the tablet app.
Lots of reaction data not implemented yet, banking on the cleanup to get merged first, so drafting.
Done, all reactions in. Haven't double checked them though.
Code is pretty much finished, feel free to take a look. Ill probably retidy them while adding stuffs so no rush.
Might add a reaction handbook obj later Implemented in analyzer.
Dotted tooltip idea shamelessly stolen from preferences.
Lots of the diffs are from breaking the sensor file up, dont worry about it.
Why It's Good For The Game
Less need to open the wiki in another page I guess.
Changelog
cl
add: Added an ic atmos reaction guide. Available in your atmos control consoles/monitors, ntosatmos app, and analyzer.
code: Some changes to how gas canister descriptions are generated.
/cl
About The Pull Request
I noticed a lot of strange and un-intuitive behavior in action buttons, and got stung by the bloat bug. Damn it hug #58027
I'll do my best to explain what I've changed and why, might get a bit long.
If you want a better idea, read the commits. Most of em are pretty solid, if long.
Whelp. Here we go.
How do action buttons currently work
All action buttons are draggable, to any place on the screen. They're held in an actions list on the player's mob.
Their location in this list determines their position on the top of the screen. If one is dragged away from the top, its position in the list is "saved". This looks really bad.
If two buttons are dragged over each other, their positions swap. (inside the actions list too)
If a button is shift clicked, it is brought back to the position it started at.
If the action collapse button that you likely just mentally edit out is alt clicked, it resets the position of all action buttons on the screen.
If an action is ctrl clicked, it is "locked". This prevents any future position changes, and also enables a saving feature. With this saving feature, locked button positions persist between rounds. So your first o2 canister will always start where you saved it, etc.
Actions and buttons are a one to one link. While there is functionality to share action buttons between two players, this means showing the same object to both. So one player can move a button on another's screen. Horrendous.
This also makes code that modifies properties of the screen object itself very clunky.
Why is this bad
A: None knew pretty much any of this information. It is actually documented, just in a horribly formatted screen tip on the collapse button, you know the one we all mentally delete from the hud.
B: None of this is intuitive. Dragging buttons makes the hud look much worse, and you get no feedback that you even can drag them. Depressing
C: We use actions to make new options clear to the player. This means players can have a lot of action buttons on the hud. This gets cluttery
D: The collapse button is useless. It lets you clear your screen if someone like me fucks up and gives you 2000 actions, but outside of that it just hides all information from you. You never want to see none of your action buttons, just a filtered list of them.
E: On a technical level, they're quite messy, and not fully functionally complete. This is depressing.
What I've done
Assuming the above to be true, how do we fix them?
Well first I'm going to go over everything I changed, including links to major commits. I'll then describe the finished product, and why I made the decisions I did.
Oh and I've moved some of the more niche or technical discussion to dropdowns. Hopefully this makes finding the major functional changes easier
Adds helper procs for turning screen_loc strings into more manageable arrays. This doesn't fully support all of the screen_loc spec, but it's enough for what I'm doing. (f54865f)
Uses these helper procs to improve existing code (6273b93)
Fixes an issue with tooltip code itself. If you tried to hold down a mouse button while dragging onto a tooltip enabled object, it would silently fail. The js made assumptions about the order args came in, which broke when buttons were held down (e0e42f6)
Adds a signal linked to /client/Click(). Surprised we didn't have this before honestly (c491a4a)
Makes /client/MouseDrag() return parent. If we don't do this, any overrides of MouseDrag will never actually be called (2190b2a)
Refactors how action buttons work under the hood (53ccce2)
Basically, rather then generating one button per action, we generate one button per viewer
Starts to change button behavior, more cleanup
Changes the mouse cursor when an action button is dragged. Hopefully
this makes moving things feel less like an accident, and makes you doing
it more clear
Removes the moved and locked vars. This will be more relevant later, but
for now:
Moved exists as a sort of budget "We've been dragged" variable. We can
handle this more cleanly, and the movable type doesn't care about it
Locked is a very old variable that is also not something that the
movable type "owns". It's more an action button thing that's been moved
down.
It exists so an action can be locked in place, and in that locking, be
treated as a "saved location"
(21e20fc)
Because I've nuked move, we don't need to directly set our button's
position. We can use the default_button_position var instead. This is
quite handy.
Please ignore position_action, I will explain that later
(83e265e)
Removes the buttons locked pref
It was another obscure part of action buttons, basically do buttons
start "locked" or not. See previous discussion of locked
(b58b1bd)
Major rework starts here
Alright. Sorry for this, this is where me not commiting regularly starts
to suck. I'll do my best though.
Rather then figuring out an action button's position via a combination
of the moved and ordered vars, we use a separate location var to store
one of a few defines. This makes life later much easier.
Adds tooltip support for dragging action buttons. The way the tooltip
just froze in place when dragging really bugged me, and lead to some
nasty visual artifacts.
This is a bit messy because the drag procs are horrible, but it's
workable
Dropping a button on another button will no longer swap their positions
Behavior instead depends on the target button.
If it's a part of a group (A concept I will explain later) the dragged
button is simply inserted before it in the group's list.
If it's floating on the general hud, we instead position the dragged
button to its right. There's extra logic here to ensure buttons will
never overflow the screen, but I'll get into that later.
Alright. That's most of the refactoring. Time for the larger behavior
changes.
Adds a button palette. This is a separate dropdown that renders
underneath buttons.
image
The idea is to allow for a conceptual separation between "important"
buttons and the ones that end up cluttering the screen.
You can click on the dropdown to open it, then any later clicks that
don't involve actions in some way will autoclose it.
My goal is to come up with an alternative for the action button that
just acted as a way to hide all buttons on screen. Not convinced it saw
much use.
As a side effect of removing that, I've moved its tooltip stuff to the
palette. I've properly formatted it, so hopefully it's easier to read
then the jumble that we used to have.
(You can alt click the palette button to reset all button positions)
Oh and the palette can scroll, since as you'll see later it has a
limited size.
image
Moving on from that, I've added what amounts to action landing buttons.
These allow buttons to rejoin groups, or be positioned at the end of a
line of buttons.
image
They've got a 32x32 hitbox, and only show up when dragging. Hopefully
this makes the system more clear just by dragging an action.
Oh and I've changed how button position updating works. The old system
of calling update_action_buttons on mob every time an action button
changes position is gone, mostly because I've setup more robust
grouping. Will discuss when I get to huds
(0d1e93f)
Adds the backbone behind action button position changes (94133bd)
Moves hud defines to the global folder, safer this way (7260117)
Adds color changing to the palette button, giving some heads up for buttons being inserted into the palette automatically
image
image
Ensures a landing button is always shown, even if it needs to break the
max row rule
Makes palettes auto contract if they have no buttons inside them
Prevents palettes from being opened if they have no buttons inside them
(f9417f3)
How it looks
2022-02-26.02-30-10.mp4
Why It's Good For The Game
Players have more control over the clutter on their screen.
Buttons are available, but not in the way,
Since any player move of a button saves it, any lack of clarity in the way buttons work will be forced out by buttons not just resetting when a new game starts.
We don't overlap any existing screen elements, unless the upper button list gets really long.
The code is much less crummy (I think, may have made it worse it's hard for me to judge my own work)
If it ends up not being as usable as I'd like, I'll rip out the existing changes and just implement the qol and backend stuff. I think it's worth doing though.
Changelog
cl
add: Expanded heavily on action buttons
add: Adds an action button dropdown that sits just under the normal list in the top left. You can drag new buttons onto it to insert them. Click on it to show its contents, do what you want to do, then click again anywhere to contract it. Alt click it to reset all button positions
add: Action buttons will now remember their position between rounds. So if you really like your flashlight right next to your player for some reason, we support that now
add: When you start to drag an action button, docking ports will appear in places that it can be inserted into. (Outside of just floating somewhere on your screen of course)
del: Removed action button locking, and the associated preference. I'm reasonably sure literally none uses this, but if you do hit me up
qol: Dragging an action button will now give you an outline of its size around your cursor
fix: You can no longer cause the screen to expand by putting an action button on the edge of widescreen, and then resizing to standard.
refactor: Refactors action and button code significantly. lots of little things.
/cl