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[PORT] RCD rework (roundstart engi RCDs, cooling, disrupting, etc) #2107

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merged 14 commits into from
Jun 26, 2024

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@Absolucy Absolucy commented May 31, 2024

The RCD changes from #1810

Changelog

🆑
add: Engineers now have an RCD round start.
balance: RCD construction/deconstruction effects can now be attacked in order to cancel them. You can get the anti-disruption upgrade disk to prevent this.
balance: RCD construction/deconstruction is now slower if you already have another effect up. This does not effect reconstruction.
balance: Both of the above effects do not effect the CE's roundstart RCD, nor any other RCDs such as combat RCDs.
add: RCDs can make girders now.
fix: Some RCD constructs took more material than manual construction. The RCD cost should be consistent in comparison to manual construction now.
fix: RCDs can build wallmounts on reinforced walls.
qol: RCDs can build directional windows without requiring/building a grill.
fix: You should be able to click on lattices on icebox with the RCD and construct a floor now
balance: Maintenance drones now can use RPED, RCD, holosigns, and spray bottles.
/:cl:

Mothblocks and others added 10 commits May 31, 2024 15:00
…ompensate (tgstation#77641)

## About The Pull Request
- Gives engineers an RCD as part of their round start equipment
- RCD by default will build/deconstruct slower if you already have
another one in progress. This can be upgraded with the new cooling
upgrade disk. Reconstructing (anything that was there roundstart as per
the destructive scan) doesn't have this downside, only
construction/deconstruction.
- RCD construction effects can now be attacked in order to cancel them.
This can be deterred with the anti-disruption upgrade disk.
- RCDs for nukies and whatever don't have these downsides
- The CE's roundstart RCD also doesn't have these downsides

## Why It's Good For The Game
Construction and reconstruction are currently one of the worst aspects
of SS13--they are so slow and tedious that any sort of mass destruction
goes unfixed for 10-30+ minutes, if fixed at all. This limits us because
it means people don't want traitors to create large explosions, for
instance--I do and so I think it's crucial that we fix construction.

Reconstruction has already been improved on the RCD with the destructive
scans, but I see no reason to limit this to something so out of the way.

Ideally the RCD even gets more functionalities, like the ability to
print stock parts (or having stock parts removed), etc, in order to
lessen this burden.

## Changelog
:cl:
add: Engineers now have an RCD round start.
balance: RCD construction/deconstruction effects can now be attacked in
order to cancel them. You can get the anti-disruption upgrade disk to
prevent this.
balance: RCD construction/deconstruction is now slower if you already
have another effect up. This does not effect reconstruction.
balance: Both of the above effects do not effect the CE's roundstart
RCD, nor any other RCDs such as combat RCDs.
/:cl:

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
## About The Pull Request

tgstation#77641 made it so that RCD
effects can be hit while they're constructing to stop their
construction. however, the construction effect itself lingers a bit
after things are done constructing, allowing it to eat up clicks. this
fixes it by removing the flag when it's done constructing.

## Why It's Good For The Game

fix good 👯 👯‍♂️ 👯‍♀️ 🎉 🏖️ 🐝 

## Changelog

:cl:
fix: You should no longer attack RCD effects when they're done
constructing.
/:cl:
## About The Pull Request

rcd can make girders at half the cost of making a wall in 1.3 seconds

## Why It's Good For The Game
more "rapid" than using iron for girders and putting whatever material
on it

## Changelog
:cl:
add: rcd can make girders now
/:cl:
fixes cost values to be 1:1 of what the construction would have costed
in manual construction for the RCD. also changes all decaseconds to
seconds in code for clarity.

the biggest change is windows, they used to cost more than they needed
for manual construction:

grille - 4mu - 1 iron sheet - 100% efficiency
directional normal window - 6mu - 1 glass sheet - 66% efficiency
directional reinforced window - 9mu - 1 reinforced glass sheet - 66%
efficiency
fulltile normal window - 12mu - 2 glass sheets - 66% efficiency
fulltile reinforced window - 15mu - 2 reinforced glass sheets - 80%
efficiency

this PR fixes all of these to be 100% efficient by lowering their matter
costs, among some other items like racks or reflector frames.

consistency for material costs is good. most of these incorrect material
values are also for things that don't matter, like racks or reflector
frames. also decaseconds are gross looking in code

:cl:
fix: Some RCD constructs took more material than manual construction.
The RCD cost should be consistent in comparison to manual construction
now.
/:cl:
…tation#77858)

## About The Pull Request
Fixes tgstation#77852
RCD can build wall mounts on reinforced walls

Closes tgstation#77848
Not a fix so labelling this as a qol cause it was always intentional but
now RCD can build directional windows without building a grill first.
Saving some matter units from building a grill is a plus

Added auto doc for some procs & made the extra delay when building
multiple structures into a define

## Changelog
:cl:
fix: rcd can build wallmounts on reinforced walls
qol: rcd can build directional windows without requiring/building a
grill
/:cl:
## About The Pull Request

If you RCD a lattice with floor/wall mode on icebox, it won't actually
place down the floor because the open space is not "space" - this
switches the check to openspace, allowing you to fix floors on icebox by
clicking on lattices. For some reason this would also cause you to waste
your matter units on this action.

## Why It's Good For The Game

fix good

## Changelog

:cl:
fix: You should be able to click on lattices on icebox with the RCD and
construct a floor now
/:cl:
## About The Pull Request
1. Fixes tgstation#77981. the airlock electronics `unres_sides` and
`unres_sensor` vars were not copied onto the windoor after its
construction was finished manually without RCD. Now a windoor assembly
is spawned and it is finished by the RCD just like you would do manually

2. Windoors created via RCD did not have any electronics installed
inside them. It would only copy the `access` and `passed_name` vars onto
the windoor, leaving its `electronics` var blank. It's also fixed by the
windoor assembly

3. Airlocks constructed via RCD now uses the `finish_door()` proc of an
airlock assembly to correctly complete an airlock. This proc does
important stuff such as adding the `/datum/component/shell` component
when the airlock electronics requests shell control and the RCD was
skipping over these steps. That's fixed now too

## Changelog
:cl:
fix: Manually constructed windoors have correct unrestricted accesses
applied to them
fix: Windoors created via RCD now actually have electronics inside them
fix: Airlocks constructed via RCD have the shell component correctly
installed inside them and have no other missing variables
/:cl:
…rojectors (tgstation#81219)

## About The Pull Request

makes maintenance drones able to pick up RCD and RPEDs in order to use
for upgrading and repairing the station as per their laws state

you used to be unable to pick these up due to "using this item may break
your laws"
which made no sense since they could be used to repair and upgrade
station gear

this fixes that
## Why It's Good For The Game

drones can now easily repair and maintain station equipment like they
are programmed to do so

additionally with the use of RCD they no longer need to carry around
metal sheets and glass sheets all the time, making their job way easier
## Changelog
:cl:
balance: Maintenance drones now can use RPED, RCD, Holosign, and Spray
bottles
/:cl:
@dwasint dwasint merged commit e4cb655 into Monkestation:master Jun 26, 2024
21 checks passed
github-actions bot added a commit that referenced this pull request Jun 26, 2024
@Absolucy Absolucy deleted the rcd branch June 26, 2024 20:47
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7 participants