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John Willard aa4dc56835 Removes Station-time (more time changes) (#95744)
## About The Pull Request

Removes Station-Time entirely
Server Time is now NST (Nanotrasen Standard Time). SS13 takes place
exactly 540 years in the future of the current day, so every second is 1
second in-game.
Round Time is now PT (Pay-Time), how Nanotrasen keeps track of how long
the current rotation of Employees has been working for.

Telecomms uses NST due to its importance of being the communication to
the blackbox.

Autopsy report, clocks, scientific reports and requisitions use both
timestamps due to them being more official documents that NT may need to
know beyond just the current round (just for flavortext).

Pretty much everything else (Det scanner, PDA, IC logs, Time-of-Death,
AI law changes, Cyborg file downloading) uses PT

PT
<img width="305" height="217" alt="image"
src="https://github.com/user-attachments/assets/cef73025-6292-4f9c-8565-197397bda2ca"
/>
<img width="168" height="59" alt="image"
src="https://github.com/user-attachments/assets/a99db568-045d-45fc-8206-0d9a7b13c7d2"
/>
<img width="308" height="122" alt="image"
src="https://github.com/user-attachments/assets/37ca6f17-8916-4af2-9c91-0f0707038ca5"
/>



https://github.com/user-attachments/assets/29445051-c98b-4af3-a657-812083aab91a


Clock (Literate)
<img width="748" height="292" alt="image"
src="https://github.com/user-attachments/assets/c824e812-91b5-4737-858d-768336e9a7c4"
/>

Clock (Illiterate)
<img width="446" height="94" alt="image"
src="https://github.com/user-attachments/assets/90d5ea0d-eaff-4ced-aa31-ffdf0b4832a5"
/>

New paperwork time working properly

<img width="311" height="190" alt="image"
src="https://github.com/user-attachments/assets/6d048926-db61-4c91-893b-ce93e1ea7775"
/>

NST
<img width="800" height="115" alt="image"
src="https://github.com/user-attachments/assets/35ffde49-13c1-4ce7-ab24-858e48b608bd"
/>
<img width="1288" height="142" alt="image"
src="https://github.com/user-attachments/assets/40c30d16-e0de-4efc-b460-9486eeb901d6"
/>

# Other changes

1. Circuit time checker will now get the value of the given input (Hour,
Minute, Second) rather than the full dedisecond time converted into
hour/minutes/seconds

<img width="270" height="67" alt="image"
src="https://github.com/user-attachments/assets/097440cc-1c45-447f-9976-18de7f9c722c"
/>

2. Turns nightshift into a round event that'll last approximately 22
minutes
3. 12-hour pref (doesn't apply to the stat panel because it's global
info) & removal of "TCT" time

<img width="569" height="440" alt="image"
src="https://github.com/user-attachments/assets/d39083b1-d248-41c0-9a1c-b2398ca203a7"
/>

4. The chocolate pudding negative moodlet is now based on the server's
IRL time.
5. Admins can now use ``class``, ``style`` and ``background`` (they were
already given perms to use ``img`` so hiding background, which was
removed to prevent image embedding, is pointless)
6. Also fixes ``year`` being off on localhost.


## Why It's Good For The Game

Server Time is approximately 1s = 12s converted, not including it
desyncing from lag (I believe?).
This makes it pretty much impossible for people to actually use this as
a unit of measurement for in-game actions.
Different things also uses different timestamps which is a bit more
confusing.

The main change here is for accessibility and, hopefully, using time as
a source of immersion. "20 minutes ago" is no longer OOC, they're just
speaking in PT. There's no timezones in space, Nanotrasen Standard Time
is the closest there is, but Pay Time is how NT considers when you get
your paychecks, so it's what is more commonly used.

It also fixes major inconsistencies between "IC time" and "Station
time", things like breakfast moodlet was the first 15mins of the round
despite the round starting like 7 hours in? Nukies with an L6 SAW firing
down the halls was shooting like 1 bullet every 3 seconds (assuming 4
bullets per second), overall there was just a disconnect between how
long time actually is in the universe.

The secondary reason for this change (though it is what pushed me to
actually get around to making this change) is the greater stat-panel
removal. This hopes to lessen the dependence on the stat panel for
station-time by making it easier to understand, and the end-goal I have
is for this information to be limited to Admins & the AI (AI will get
the IC version with the accurate year), so until that happens I would
like to improve the use of station-time by making it consistent (for
example, you should only care for PT for IC, which is also what your PDA
displays), so that when it gets removed it won't leave players timeless.

If you haven't already, and is interested in helping remove the stat
panel, every entry that needs to be removed can be found here -
https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view

Closes https://github.com/tgstation/tgstation/issues/94988

## Changelog

🆑
del: Removed Station Time, now we use NST (Nanotrasen Standard Time),
which is IRL server time +540 years, and PT (Pay Time), the amount of
time since the round has started.
del: Station nightshift is now a Station event rather than being based
on Server time.
balance: Time circuit's Unit of Measure now tells the amount of time in
hour/minute/seconds rather than giving the whole time translated to
hours/minutes/seconds.
qol: Added a 12-hour clock pref for people who prefer it.
qol: Hovering over NST timestamps on official documents will now
translate how much it is in PT/Shift Time.
admin: Admins can now use style/class/background in their papercode.
/🆑

---------

Co-authored-by: Isratosh <Isratosh@hotmail.com>
2026-04-25 14:13:31 -06:00

262 lines
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//CONTAINS: Detective's Scanner
/obj/item/detective_scanner
name = "forensic scanner"
desc = "Used to remotely scan objects and biomass for DNA and fingerprints. Can print a report of the findings."
icon = 'icons/obj/devices/scanner.dmi'
icon_state = "forensicnew"
w_class = WEIGHT_CLASS_SMALL
inhand_icon_state = "electronic"
worn_icon_state = "electronic"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
obj_flags = CONDUCTS_ELECTRICITY
item_flags = NOBLUDGEON
slot_flags = ITEM_SLOT_BELT
/// if the scanner is currently busy processing
var/scanner_busy = FALSE
var/list/log_data = list()
var/range = 8
var/view_check = TRUE
var/forensicPrintCount = 0
/obj/item/detective_scanner/interact(mob/user)
. = ..()
if(user.stat != CONSCIOUS || !user.can_read(src) || user.is_blind())
return ITEM_INTERACT_BLOCKING
ui_interact(user)
return ITEM_INTERACT_SUCCESS
/**
* safe_print_report - a wrapper proc for print_report
*
* Calls print_report(), and should a runtime occur within we can still reset the 'busy' state
*/
/obj/item/detective_scanner/proc/safe_print_report()
print_report()
scanner_busy = FALSE
/obj/item/detective_scanner/proc/print_report()
// Create our paper
var/obj/item/paper/report_paper = new(get_turf(src))
//This could be a global count like sec and med record printouts. See GLOB.manifest.generalPrintCount AKA datacore.dm
var/frNum = ++forensicPrintCount
report_paper.name = "FR-[frNum] 'Forensic Record'"
var/list/report_text = list("<h1>Forensic Record - (FR-[frNum])</h1><hr>")
for(var/datum/detective_scanner_log/log_entry as anything in log_data)
report_text += log_entry.generate_report_text()
report_text += "<h1>Notes:</h1><br>"
report_paper.add_raw_text(report_text.Join())
report_paper.update_appearance()
if(ismob(loc))
var/mob/printer = loc
printer.put_in_hands(report_paper)
balloon_alert(printer, "logs cleared")
// Clear the logs
log_data = list()
/obj/item/detective_scanner/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(SHOULD_SKIP_INTERACTION(interacting_with, src, user))
return NONE // lets us put our scanner away without trying to scan the bag
safe_scan(user, interacting_with)
return ITEM_INTERACT_SUCCESS
/obj/item/detective_scanner/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
safe_scan(user, interacting_with)
return ITEM_INTERACT_SUCCESS
/**
* safe_scan - a wrapper proc for scan()
*
* calls scan(), and should a runtime occur within we can still reset the 'busy' state
*/
/obj/item/detective_scanner/proc/safe_scan(mob/user, atom/atom_to_scan)
set waitfor = FALSE
if(scanner_busy)
balloon_alert(user, "scanner busy!")
return
if(!scan(user, atom_to_scan)) // this should only return FALSE if a runtime occurs during the scan proc, so ideally never
balloon_alert(user, "scanner error!") // but in case it does, we 'error' instead of just bricking the scanner
scanner_busy = FALSE
/**
* scan - scans an atom for forensic data and outputs it to the mob holding the scanner
*
* This should always return TRUE barring a runtime
*/
/obj/item/detective_scanner/proc/scan(mob/user, atom/scanned_atom)
if(loc != user)
return TRUE
// Can scan items we hold and store
if(!(scanned_atom in user.get_all_contents()))
// Can remotely scan objects and mobs.
if((get_dist(scanned_atom, user) > range) || (!(scanned_atom in view(range, user)) && view_check))
return TRUE
playsound(src, SFX_INDUSTRIAL_SCAN, 20, TRUE, -2, TRUE, FALSE)
scanner_busy = TRUE
user.visible_message(
span_notice("\The [user] points \the [src] at \the [scanned_atom] and performs a forensic scan."),
ignored_mobs = user
)
to_chat(user, span_notice("You scan \the [scanned_atom]. The scanner is now analysing the results..."))
// GATHER INFORMATION
var/datum/detective_scanner_log/log_entry = new
// Start gathering
log_entry.scan_target = scanned_atom.name
log_entry.scan_time = round_timestamp()
var/list/atom_fibers = GET_ATOM_FIBRES(scanned_atom)
if(length(atom_fibers))
log_entry.add_data_entry(DETSCAN_CATEGORY_FIBER, atom_fibers.Copy())
var/list/blood = GET_ATOM_BLOOD_DNA(scanned_atom)
if(length(blood))
log_entry.add_data_entry(DETSCAN_CATEGORY_BLOOD, blood.Copy())
if(ishuman(scanned_atom))
var/mob/living/carbon/human/scanned_human = scanned_atom
if(!scanned_human.gloves)
log_entry.add_data_entry(
DETSCAN_CATEGORY_FINGERS,
rustg_hash_string(RUSTG_HASH_MD5, scanned_human.dna?.unique_identity)
)
else if(!ismob(scanned_atom))
var/list/atom_fingerprints = GET_ATOM_FINGERPRINTS(scanned_atom)
if(length(atom_fingerprints))
log_entry.add_data_entry(DETSCAN_CATEGORY_FINGERS, atom_fingerprints.Copy())
// Only get reagents from non-mobs.
SEND_SIGNAL(scanned_atom, COMSIG_ON_REAGENT_SCAN, user)
for(var/datum/reagent/present_reagent as anything in scanned_atom.reagents?.reagent_list)
log_entry.add_data_entry(DETSCAN_CATEGORY_REAGENTS, list(present_reagent.name = present_reagent.volume))
// Get blood data from the blood reagent.
if(!istype(present_reagent, /datum/reagent/blood))
continue
var/blood_DNA = present_reagent.data["blood_DNA"]
var/blood_type = present_reagent.data["blood_type"]
if(!blood_DNA || !blood_type)
continue
log_entry.add_data_entry(DETSCAN_CATEGORY_BLOOD, list(blood_DNA = blood_type))
if(istype(scanned_atom, /obj/item/card/id))
var/obj/item/card/id/user_id = scanned_atom
for(var/region in DETSCAN_ACCESS_ORDER())
var/access_in_region = SSid_access.accesses_by_region[region] & user_id.GetAccess()
if(!length(access_in_region))
continue
var/list/access_names = list()
for(var/access_num in access_in_region)
access_names += SSid_access.get_access_desc(access_num)
log_entry.add_data_entry(DETSCAN_CATEGORY_ACCESS, list("[region]" = english_list(access_names)))
// sends it off to be modified by the items
SEND_SIGNAL(scanned_atom, COMSIG_DETECTIVE_SCANNED, user, log_entry)
// Perform sorting now, because probably this will be never modified
log_entry.sort_data_entries()
stoplag(3 SECONDS)
log_data += log_entry
return TRUE
/obj/item/detective_scanner/click_alt(mob/living/user)
return clear_logs()
/obj/item/detective_scanner/examine(mob/user)
. = ..()
if(length(log_data) && !scanner_busy)
. += span_notice("Alt-click to clear scanner logs.")
/obj/item/detective_scanner/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "ForensicScanner", "Forensic Scanner")
ui.open()
/obj/item/detective_scanner/ui_data(mob/user)
var/list/logs = list()
for(var/datum/detective_scanner_log/log as anything in log_data)
UNTYPED_LIST_ADD(logs, log.ui_data(user))
var/list/data = list()
data["logs"] = logs
return data
/obj/item/detective_scanner/ui_static_data(mob/user)
var/list/categories = list()
for(var/key,value in GLOB.detective_scan_categories)
var/datum/detective_scan_category/category = value
var/list/category_data = list()
category_data["name"] = category.name
category_data["uiIcon"] = category.ui_icon
category_data["uiIconColor"] = category.ui_icon_color
categories[category.id] = category_data
var/list/data = list()
data["categories"] = categories
return data
/obj/item/detective_scanner/ui_act(action, params, datum/tgui/ui)
. = ..()
if(.)
return
switch(action)
if("clear")
clear_logs(ui.user)
ui.send_update()
if("delete")
var/index = params["index"] + 1
if(!log_data[index])
return
if(scanner_busy)
balloon_alert(ui.user, "scanner busy!")
return
log_data.Cut(index, index + 1)
balloon_alert(ui.user, "log deleted")
ui.send_update()
if("print")
if(!length(log_data))
balloon_alert(ui.user, "no logs!")
return
if(scanner_busy)
balloon_alert(ui.user, "scanner busy!")
return
scanner_busy = TRUE
playsound(src, 'sound/machines/printer.ogg', 50)
balloon_alert(ui.user, "printing report...")
addtimer(CALLBACK(src, PROC_REF(safe_print_report)), 3 SECONDS)
/obj/item/detective_scanner/proc/clear_logs(mob/living/user)
if(!length(log_data))
balloon_alert(user, "no logs!")
return CLICK_ACTION_BLOCKING
if(scanner_busy)
balloon_alert(user, "scanner busy!")
return CLICK_ACTION_BLOCKING
balloon_alert(user, "logs cleared")
log_data = list()
return CLICK_ACTION_SUCCESS