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* Removes networks from the game (#74142) ## About The Pull Request This is a continuation of https://github.com/tgstation/tgstation/pull/74085 - I announced in the comments there that this would be my next PR, and this is it. Removes SSnetwork, ``/datum/ntnet``, ``/datum/component/ntnet_interface``, ``var/network_root_id``, the network unit test, and a lot of other things related to networks. - NTNet circuits now check for an Ntnet relay, and uses signals to operate. - Logs in Wirecarp is now only for PDA and Ntnet Relay things, so you can no longer see what ruins exist using it (why should Wirecarp know that Oldstation spawned? The flavor is that they dont know its there). - Removed it from MULEbots entirely, I don't think it even did anything for them? Botkeeper seems to work without it, so it's possibly there from pre-tgui PDAs. - Moves assigning random names to a base proc instead of being tied to network, this is things like random-naming scrubbers/vents. The behavior hasn't changed at all. - Makes Ntos work for consoles when relays are down, as the comments said they're supposed to (because they're wired). I think this was an accidental change on my part, so this is a revert of that. ## Why It's Good For The Game Ntnet is ancient code that hasn't given us much that we can't do with already existing alternatives, we've been slowly moving away from it for init times, and though a large portion of that was limited to airlocks, I still don't think this is a system worth keeping around. It's way too complex to expect feature coders to do anything with it, and too old with better alternatives for anyone to want to improve any of it. ## Changelog 🆑 fix: Computers are now properly connected to Ethernet, and can use Ntos when Relays are down. refactor: Removes Ntnet and Ntnet interfaces, which was only used by Ntnet circuits (which now directly checks for a Relay to work) and MULEbots, which did nothing with it. balance: Wirecarp no longer tells you what ruins spawned in a round, instead it's limited to PDA logs, and tells you the source too. This means the RD can catch someone running illegal programs if they don't make any attempt at hiding it. qol: Wirecarp logs is now set to save 300 at once, instead of 100 and being increased to 300 by the RD during the round. This is pretty insignificant, since there's no reason to NOT want as many logs as possible. /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> * Removes networks from the game --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
The code in this module originally evolved from dmm_suite and has since been specialized for SS13 and otherwise tweaked to fit /tg/station's needs. dmm_suite version 1.0 Released January 30th, 2011. NOTE: Map saving functionality removed defines the object /dmm_suite - Provides the proc load_map() - Loads the specified map file onto the specified z-level. - provides the proc write_map() - Returns a text string of the map in dmm format ready for output to a file. - provides the proc save_map() - Returns a .dmm file if map is saved - Returns FALSE if map fails to save The dmm_suite provides saving and loading of map files in BYOND's native DMM map format. It approximates the map saving and loading processes of the Dream Maker and Dream Seeker programs so as to allow editing, saving, and loading of maps at runtime. ------------------------ To save a map at runtime, create an instance of /dmm_suite, and then call write_map(), which accepts three arguments: - A turf representing one corner of a three dimensional grid (Required). - Another turf representing the other corner of the same grid (Required). - Any, or a combination, of several bit flags (Optional, see documentation). The order in which the turfs are supplied does not matter, the /dmm_writer will determine the grid containing both, in much the same way as DM's block() function. write_map() will then return a string representing the saved map in dmm format; this string can then be saved to a file, or used for any other purose. ------------------------ To load a map at runtime, create an instance of /dmm_suite, and then call load_map(), which accepts two arguments: - A .dmm file to load (Required). - A number representing the z-level on which to start loading the map (Optional). The /dmm_suite will load the map file starting on the specified z-level. If no z-level was specified, world.maxz will be increased so as to fit the map. Note that if you wish to load a map onto a z-level that already has objects on it, you will have to handle the removal of those objects. Otherwise the new map will simply load the new objects on top of the old ones. Also note that all type paths specified in the .dmm file must exist in the world's code, and that the /dmm_reader trusts that files to be loaded are in fact valid .dmm files. Errors in the .dmm format will cause runtime errors.