* Corrects record_feedback()'s copy/paste comment (#74962)
## About The Pull Request
Corrects `record_feedback()`'s copy/paste comment.
## Pointless history
Originally being added in e2a8a5e, it kept its name and args for quite a
few years, that was until #32188 which had it renamed to
`record_feedback` and its args pretty much doubled. In between these
times the known copy/paste comment was already around, but that wasn't
updated, until now apparently.
* Corrects record_feedback()'s copy/paste comment
---------
Co-authored-by: Zandario <zandarioh@gmail.com>
* Refactors CTF (#74342)
## About The Pull Request
CTF code is rather infamous for being poor and hard to actually work
with, I wanted to add a feature for a mapping march project but the code
would not allow for it, so here we are refactoring the entire thing.
## Why It's Good For The Game
Replaces some really bad code with slightly less bad code. Should make
it much easier to add features onto CTF in the future.
## Changelog
🆑
refactor: CTF has been entirely refactored.
fix: Respawn times for CTF now work.
qol: CTF players are alerted during control point games when one team is
half way to winning.
admin: CTF instagib mode can now be toggled from the secrets panel.
/🆑
* Refactors CTF
---------
Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
* Fixes a spelling error in the Reload Configuration confirmation dialog. (#73129)
## About The Pull Request
This, as the title states, fixes a spelling error in the confirmation
dialog for the Reload Configuration verb.
Specifically, it changes "modificat**oi**ns" to "modificat**io**ns".
## Why It's Good For The Game
It's nice to not have to look at spelling errors.
## Changelog
🆑
spellcheck: The word "modifications" is now spelled correctly in the
Reload Configuration confirmation dialog.
/🆑
* Fixes a spelling error in the Reload Configuration confirmation dialog.
---------
Co-authored-by: sergeirocks100 <31294280+sergeirocks100@users.noreply.github.com>
* Strays away from GLOB.machines when possible (#71100)
## About The Pull Request
This replaces needless GLOB.machines with more precise lists whenever
one existed, plus adding a new one for CTF machines.
## Why It's Good For The Game
GLOB.machines holds every single /obj/machinery in the game, so checking
the whole list for stuff is pretty big. This aims to cut that down by
using smaller lists whenever possible. I also gave CTF a new list
because it checked machines very often.
## Changelog
Nothing player facing.
* Strays away from GLOB.machines when possible
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* CTF qol update for admins, map selection and admins can't render CTF unplayable by accident anymore. (#69710)
About The Pull Request
When CTF map unloading was originally created in had an unforeseen consequence of not entirely removing parts of the ongoing CTF round, namely the flags, as a result of this, this system that was originally made as a precursor to map rotation was not really usable. Since this was added various PRs have made this more and less buggy but the recent CTF voting PR has caused unloading CTF rounds to be a one way process without far more involved admin intervention to reverse. As such, I've made the disable CTF buttons admins have access to only disable CTF and not unload the map entirely. I've left the function to unload the map in incase a situation arises where an admin or maintainer really needs to get rid of the CTF map.
Removing this functionality also removes a really clunky but theoretical function of it, being that you could repeatedly unload and reload the CTF map to get one of your choice, since this is not an option anymore this PR also allows admins to pick a CTF map when they start CTF themself.
EDIT: I fixed the bug introduced by the CTF voting PR, CTF maps can now be reloaded after being unloaded, the flag issue is still around so it shouldn't be used without admin supervision however. Also unloading is a debug verb now.
Why It's Good For The Game
Map unloading was super buggy so it shouldn't be easily accessible.
Since admins cannot repeatedly unload and reload CTF maps anymore to get the one they want they can now just pick the one they want from a list which is significantly less dumb.
Changelog
cl
admin: When admins start CTF they can now choose which map is played or choose random as its always been
admin: Admins can no-longer permanently break CTF by unloading the map accidentally
spellcheck: Fixed a typo in the Map Description for CTF Cruiser
fix: CTF can now be reloaded after being unloaded
/cl
* CTF qol update for admins, map selection and admins can't render CTF unplayable by accident anymore.
Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
* Adds addition test areas verb that filters maintenance areas out (#68484)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds addition test areas verb that filters maintenance areas out
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Updates Test Station Areas Verb to filter better (#68183)
* Updates Test Station Areas Verb to filter better
Hey there,
So, previously we ran a "blacklist" system to filter out the specific areas we never wanted to see, and only ever checked areas that were on a station Z-level. This worked great four years ago, but now we have IceBoxStation. IceBox mingles several different types of areas that would take too long to blacklist, so I chose to implement a "whitelist" in concurrence with it.
We now have all station areas be under the `/area/station` path, which is quite useful. So, this will now always check for a station z-level, ensure that it's not in the blacklist (areas that we never wanna check, like the holodeck, or the bomb range that I just added), as well as the fact that it's whitelisted as well. This is very useful because otherwise, IceBox Test Areas would have these massive lists full of redundant, useless area spam, so this should condense it down a bit.
* Updates Test Station Areas Verb to filter better
Co-authored-by: san7890 <the@san7890.com>
* Assorted Ordnance Code+Map Quality Pass and QoL (#67097)
Three main things I do:
Reinforce the remap that i have made with code changes, making the atmos control devices sane and easy to put if someone else stumbles upon this part of the code again. (a4aea1e - f16e620)
Splits the ordnance areas and renames them, kills ordnance misc and things that have nothing to do with ordnance (anymore?) moves them to exp_lab (useful stuff here) and aux_lab (fluff stuff here like laser range in delta or second circuit lab in tram). (0c99f9f- 3c82a88)
Adds a roundstart program disk containing nt frontier to the ordnance office table. Added a hint to file manager there too to help give players a nudge on how to publish papers. (fd747dc)
First one: Makes mapping these things not require varedit, nicer for other people that dont know how the atmos control stuffs works.
Second one: Misc lab has nothing to do with ordnance jesus christ. Also ord hallway is now irrelevant, our ordnance labs are very far from box now. Will probably make downstreams a bit angry for a while though since they might not be fully up to date on the ordnance maps.
Third one: Pretty much justified it in the about section.
Why is this not atomic: This touches all five maps and needs code backing, so I might as well combine them into one maintenance PR instead of giving my peers merge conflict three times.
* Assorted Ordnance Code+Map Quality Pass and QoL
* set 1
* revert
* Update CentCom_skyrat.dmm
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Reimplements breathedeep's scan into atmozphere. (#67438)
* AtmoZphere tablet app now has the previous functionality of the BreatheDeep cartridge's scanning ability, meaning you can swap to analyzer mode to analyze with right-click.
* Reimplements breathedeep's scan into atmozphere.
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
* [MDB IGNORE] More /area/ typepath organization and cleanup (#67107)
This further continues what I did in b4fb8f3ed1 (but instead of just stations, its now every (most) applicable area in the game
* [MDB IGNORE] More /area/ typepath organization and cleanup
* wew
* e
* Update CentCom_skyrat.dmm
* wew
* ews
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Converts drunkness and dizziness to status effects. Refactors status effect examine text (and, subsequently, stabilized black extracts). (#66340)
* Refactors dizziness into a status effect
* Refactors the dizziness setter to use the new kind
* Drunkness.
- Should drunk continue to work off of a magic value or be swapped to duration? I've not yet decided: For understandability it's preferabale for "drunk" to use a timer (they are drunk for 3 more minutes), but both adding drunk and decreasing drunk currently use weird calculations which would be difficult to carry over.
- Ballmer is a liver trait
* Dizzy was a setter, not an adjuster
* Does all the drunk effects over
- refactors examine text fully
- refactors stabilized blacks because of this
* Removed
* repaths, fixes some issues
* Minor fixes
* Some erroneous changes
* Fixes some dizziness errors
* Consistency thing
* Warning
* Undoes this change, I dont like its implementation
* max_duration
* Max amount
* Should be a negative
* max duration
* drunk doesn't tick on death
* Rework dizziness strength
* Erroneous dizzy change
* Fixes return type
* this should do it?
* well, one more
Co-authored-by: MrMelbert <51863163+MrMelbert@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>
* Improper forced qdel cleanup, some expanded del all verbs (#66595)
* 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>
* Improper forced qdel cleanup, some expanded del all verbs
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
* Adds a colorblind accessability testing tool (#65217)
* Adds a colorblind accessability testing tool
I keep finding myself worrying about if things I create will be parsable
for colorblind people. So I've made a debug tool for approximating
different extreme forms of colorblindness.
It's very very much a hack. We can't do the proper correction required
to actually deal directly with long medium and short wavelengths of
light, so we need to rely on approximations. Part of that means say,
bright things being brighter then they ought to be. S not how people
actually experience things, but it's not something we can do anything
about in byond.
Anyway uh, it works by taking color matrixes, and using the plane master
grouping system floyd added to apply them to most all parts of the game
you would want to color correct.
There's some slight fragility here, but I couldn't think of a better way
of handling it.
We also need to deal with planes that have BLEND_MULTIPLY as their
blendmode, since that fucks up the filter. I've come up with a hack for
it, since I wanted to avoid breaking anything.
Oh and since I want it to apply to huds too I added plane masters to
represent them. I think that's about it.
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds a colorblind accessability testing tool
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Refactors dbcore and limits the maximum amount of concurrent async queries to a variable amount (#59676)
Refactors dbcore to work off a subsystem if executed async and limits the maximum amount of concurrent async queries to 25.
This has been tested locally on a mysql docker image and there were no crashes (as long as you didn't run it with debug extools) + data was getting recorded fine.
Why It's Good For The Game
May or may not resolve terry crashes, however, each query creates a new thread which takes up 2mb, preventing the game from using that 2mb. This can lead to ooms if they stack up, e.g. due to poor connectivity. This solves that issue.
maintainer note: this did not actually resolve the crashes, but has value anyway. Crashes were sidestepped fixed by finding out Large Address Awareness works
cl
refactor: Refactors dbcore.dm to possibly resolve the crashes that happen on Terry.
/cl
* Fixes an oversight in database code and cleans up telemetry (#64177)
As it is right now, we never actually clear the temporary list processing_queries
So if the subsystem is for some reason unable to complete a run, we will just whip right back around to it again
If it's been long enough, this could even cause horrific log spam. There was just now a manuel round with roughly 30k undeleted query errors. not good.
But what was actually not deleting you may ask?
Well
When you create a db request, a 5 minute timer starts. after those 5 minutes are up, the request is qdeleted by the db subsystem
This is to prevent the creation of unused requests, and to handle requests that are never cleaned up
Telemetry code was creating all of its db requests inside a for loop that could check tick, and then later
attempting to call them in series
Since requests by default sleep, this almost always lead to undeleted queries, which harddel'd given long enough periods
I've fixed this by moving the data gathering away from the query creation
Why is it good for the game
I was working on atmos code, happy, safe in my delusion, when suddenly I got a ping from tattle freaking out over 200 undeleted queries a second
This resolves that issue, so I can once again live in peace
Changelog
cl
admin: Telemetry code will spam you with undeleted query logs much less often now!
server: Improved how the db subsystem handles undeleted queries, should never have an incident like that again
/cl
* Fixes an error in telemetry queries (#64205)
* Hardsynced time_track.dm with upstream
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Misc admin tools improvements (#63665)
About The Pull Request
This PR makes a few small tweaks to admin tools that I think frequent users may appreciate.
Adds the "Find Updated Panel" button to the player panel, which bring up that ckey's newest PP if one exists. Useful for when the person you're inspecting has changed mobs so you don't have to search for their new mob to get their new panel.
Adds VV and TAG links to all the entries in the Get-Contents right click verb. This should make checking and editing someone's gear easier, since you don't have to VV the person -> their satchel -> their survival box -> their oxygen tank for example, you can just click the VV link for the tank directly.
Lets you ignore punctuation in the F6 player search menu. This was a request, so if you have a silicon named "H.E.R.A.", you can now pull it up by just searching "hera". Also ignores spaces, but I doubt that'll cause any issues.
* Misc admin tools improvements
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Possesing a mob no longer lowercases your ckey in admin messages #63686
* Possesing a mob no longer lowercases your ckey in admin messages
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Cleans up unnecessary transformation options in admin player panel (#62832)
I got tired of having to walk new admin candidates through the admin buttons and telling them about all of the antiquated buttons they'd never use, so I'm doing my part and removing a bunch of the transformation bloat from the player panel. Below is the current menu
The only button admins I know ever actually use is the human rudimentary transformation one, and literally nothing else. Judging by how the options are a random choice of some of the station pets, these options probably haven't been updated since like 2012. In addition, the non-rudimentary transformations only work if you're a human, so not sure why they show up for non human player panels.
Here's the new pared down selection, I figured these would be the only useful ones from the bunch. They work no matter what mob the target was previously, whether it be another living mob or a ghost. In addition, I also cut out the transformation equivalents from the VV dropdown, because lord knows that menu keeps getting longer and longer. Lastly, I refactored stuff where possible without getting too trapped in cursed pre-MSO era admincode.
* Cleans up unnecessary transformation options in admin player panel
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Revert "[MIRROR] Refactors dbcore and limits the maximum amount of concurrent async queries to a variable amount (#6436)"
This reverts commit e2519525f9.
* Update time_track.dm
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Merge the Ruins module into the Mapping module
I was always confused which to use soooo now theyre just the same
* Re-mapping + Files
THIS ISNT WORKING HELPHELPHELP
* wow thats a bad typo
fun fact, missing a single / can keep all ruins from spawning :)
* Ruins atmos + adds
There's probably a better way to do this. I'll probably have to revert the atmos things with this. Oh well.
* fixefixe
hngh
* fix that little pre-spawned ruin
hnngh
* fixes that pre-spawned ruin
hnngh OCD
* Delete quicksand.dmi
whoops
* Apply suggestions from code review
Co-authored-by: Tom <tomforde4@gmail.com>
* makes var-edited turfs into subtypes
i fucking hate it
* adds whiteship LZ (hopefully they all fit?)
* RENAMES ANY CODE MENTION TO "ROCKPLANET" FROM "ASTEROID"
Fixes having to differentiate between Asteroid(Mining planet) and Asteroid(Space object)
* rocklblnbglb
mapp p
* renames asteroid.txt to rockplanet.txt in config
* "sorts" files in the mapping module
while I'm here im gonna tidy it up ok
* fixes map conflicts
* missed a bit
* few gulag tweaks
hehe
* fix random space tile/area fuckery/aaaaaaa
* move mobs stuff about/rename/prep for The Lost
* pretty stuff.,.,.,
MY METAL POLES ARE HERE POG
* lz lz lz
* shower fix ree
Co-authored-by: Tom <tomforde4@gmail.com>
* makes a bunch of lists that use typecacheof() static. doesnt find out why its overtiming at all but what the hell it helps (#60147)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* makes a bunch of lists that use typecacheof() static. doesnt find out why its overtiming at all but what the hell it helps
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Refactors dbcore and limits the maximum amount of concurrent async queries to a variable amount (#59676)
Refactors dbcore to work off a subsystem if executed async and limits the maximum amount of concurrent async queries to 25.
This has been tested locally on a mysql docker image and there were no crashes (as long as you didn't run it with debug extools) + data was getting recorded fine.
Why It's Good For The Game
May or may not resolve terry crashes, however, each query creates a new thread which takes up 2mb, preventing the game from using that 2mb. This can lead to ooms if they stack up, e.g. due to poor connectivity. This solves that issue.
maintainer note: this did not actually resolve the crashes, but has value anyway. Crashes were sidestepped fixed by finding out Large Address Awareness works
cl
refactor: Refactors dbcore.dm to possibly resolve the crashes that happen on Terry.
/cl
* Refactors dbcore and limits the maximum amount of concurrent async queries to a variable amount
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* Fixes ERT Briefing Officer Outfit pref (#57069)
I was dumb in #56345 and committed a suggestion from a maintainer without actually checking what it did, leading to the part where you select what outfit you want in your preferences to not actually let you select an outfit.
This also removes the can_be_admin_equipped var from outfit datums, apparently it was supposed to be used for outfits that were only supposed to be spawned in certain ways or some nonsense, but nothing actually used it so bye bye
* Fixes ERT Briefing Officer Outfit pref
* Update preferences.dm
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>