## About The Pull Request Closes #89617 Prior to progression traitor some items were only available with a minimum number of (normally 25) players in the round. These items were: - The dual esword - Noslip shoes - The ebow - Holoparasite - Sleeping Carp - Contractor Kit - Maybe a couple of others that I forgot to write down When we moved to a progression system this concept was merged with reputation; under 20 players your reputation would advance more slowly thus making these "dangerous" items less obtainable and also serving as a sort of scaling factor on rewards (with fewer players the secondary objectives are easier to complete, so the reward is commesurately lower). Now that we have removed secondary objectives this doesn't really make sense any more, so now reputation simply advances at a rate of one second per second all the time, but that leaves the old population locks in question. So... I just recoded items that are only available when there are enough players   (This iconography simply vanishes once the pop level is reached). Note that this is based on "players who have joined" (roundstart + latejoin), not "players who are online" or "players who are alive". Once an item becomes available it will never stop being available, but it only becomes available based on people who are playing and not watching. Currently the only items I applied this to (with a value of 20 players) are: - Dual esword - Sleeping Carp - Spider Extract (the spider antagonist usually requires like 27 players) - Romerol It isn't applied to anything else. ## Why It's Good For The Game Reputation isn't really a tool used to designate how dangerous an item is any more (if it ever was) and resultingly it doesn't make any sense to slow its gain based on population. Some items though we maybe still don't want to show up in a "low pop" round because they'll create an overall unsatisfying experience, so we should be able to remove those items from play. ## Changelog 🆑 balance: Traitor reputation now advances at a fixed rate, not dependent on current server population. balance: The dual esword, sleeping carp scroll, spider extract, and romerol vial cannot be purchased if fewer than 20 players have joined the game. /🆑
Asset cache system
Framework for managing browser assets (javascript,css,images,etc)
This manages getting the asset to the client without doing unneeded re-sends, as well as utilizing any configured cdns.
There are two frameworks for using this system:
Asset datum:
Make a datum in asset_list_items.dm with your browser assets for your thing.
Checkout asset_list.dm for the helper subclasses
The simple subclass will most likely be of use for most cases.
Call get_asset_datum() with the type of the datum you created to get your asset cache datum
Call .send(client|usr) on that datum to send the asset to the client. Depending on the asset transport this may or may not block.
Call .get_url_mappings() to get an associated list with the urls your assets can be found at.
Manual backend:
See the documentation for /datum/asset_transport for the backend api the asset datums utilize.
The global variable SSassets.transport contains the currently configured transport.
Notes:
Because byond browse() calls use non-blocking queues, if your code uses output() (which bypasses all of these queues) to invoke javascript functions you will need to first have the javascript announce to the server it has loaded before trying to invoke js functions.
To make your code work with any CDNs configured by the server, you must make sure assets are referenced from the url returned by get_url_mappings() or by asset_transport's get_asset_url(). (TGUI also has helpers for this.) If this can not be easily done, you can bypass the cdn using legacy assets, see the simple asset datum for details.
CSS files that use url() can be made to use the CDN without needing to rewrite all url() calls in code by using the namespaced helper datum. See the documentation for /datum/asset/simple/namespaced for details.