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Reagent obfuscation #12460

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Reagent obfuscation #12460

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ghost
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@ghost ghost commented Oct 17, 2015

  • Examining a reagent container no longer always displays reagents unless you meet certain requirements, instead displaying only the total volume of the reagents inside
  • Silicons can always determine reagents, as can ghosts
  • Science goggles allow wearers to view reagents, as well as other things with the scan_reagents variable (like the RD hardsuit helmet)
  • Chemists now start wearing science goggles
  • The bartender has beer goggles, sunglasses that also scan reagents

@ghost ghost changed the title Reagent Obfuscation Reagent obfuscation Oct 17, 2015
@Chronitonity
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Probably should give some way for the bartender to tell whats in drinks too

@Incoming5643
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xenobio also has a reagent component, so maybe they should get one. In general this is something I always wanted to see though.

@WJohn WJohn added the Balance Changes to functionality that modifies how effective certain methods are at powergaming label Oct 17, 2015
@Dorsisdwarf Dorsisdwarf added Do Not Merge You must have really upset someone Feature Exposes new bugs in interesting ways Work In Progress and removed Balance Changes to functionality that modifies how effective certain methods are at powergaming labels Oct 17, 2015
@WJohn
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WJohn commented Oct 17, 2015

I think It'd be better If you simply had to use the science goggles to examine the contents of a beaker, rather than add yet another set of glasses with just one use.

@WJohn WJohn added the Balance Changes to functionality that modifies how effective certain methods are at powergaming label Oct 17, 2015
@ike709
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ike709 commented Oct 17, 2015

I agree with WJ. Add it to science goggles.

@PKPenguin321
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it would be nice if you could still tell how full a container is (but not what it is full with) without the goggles. like if you examined a glass it would say "It looks like it has 15u of reagents left." and if you had goggles it would say "It has 15u of water." or something

@CPTANT
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CPTANT commented Oct 17, 2015

yeah, you should still have to be able to see the quantity.

Also I think the cryo tubes shouldn't show what is loaded in their beakers, it makes poisoning them pointless.

@ghost
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ghost commented Oct 17, 2015

Quantity is still shown.
I will add them to the science goggles, although I wanted them to be unique to research scans.

@ghost
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ghost commented Oct 17, 2015

ChemHUDs removed. The functionality has been added to science goggles. The bartender has a pair called 'science glasses' that also look and function like sunglasses.

Also, this is merge-ready.

@Jalleo
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Jalleo commented Oct 17, 2015

@xhuis make sure you can make science goggles in research

@Fox-McCloud
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👍 x 💯

Great idea.

@Xhuis

Might I suggest making this more modular and OOP? Instead of snowflaking this to JUST the science glasses, why not define a var for all clothing (or at least glasses and helmets), like "chemical scanner" or something. If it's set to 1, then you can see chemicals in an open container.

That way this could be added to other things, in the future, without as much snowflake. It also means you could add this to, say, the RD's hardsuit.

@ghost
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ghost commented Oct 17, 2015

@Jalleo There is a recipe for science goggles in either the protolathe or autolathe, I can't remember which. I remember seeing it while I was in the code for it, though.

@ghost
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ghost commented Oct 17, 2015

I made the scanning more modular, as @Fox-McCloud asked. Now all clothing has the variable scan_reagents, and wearing any clothing with this variable will let you see reagents.

@Iamgoofball
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@Xhuis idk man i feel that he should have aviators or some shit idfk

@Chronitonity
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You may want to change the bartenders glasses being a child of Science Goggles, the way it is now lets the them scan things for their research level.

@Fox-McCloud
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Now that it's a var, it could just be a pair of sunglasses with the chem scanner var set to 1.

@ghost
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ghost commented Oct 18, 2015

Done.

@GunHog
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GunHog commented Oct 18, 2015

Hrm. Fancy. I guess it would allow for silly antag fun? Or offering the clown a 'beverage' laced with so much poison that he cannot even honk for help before it takes him? 👍

@freerealestate
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Examining a reagent container no longer always displays reagents unless you meet certain requirements, instead displaying only the total volume of the reagents inside

It'd be neat if the container wasn't graduated (i.e. wasn't a beaker) it showed the volume as a fraction instead

@Fox-McCloud
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Yay for modularity!

@freerealestate
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how bad are these revs they can't stun a guy and take his glasses so they kill him

@Zilenan91
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Is anyone gonna look at this? It's rotted for a week.

@ghost
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ghost commented Oct 30, 2015

Yeah, this is merge-ready.

@GunHog
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GunHog commented Oct 30, 2015

Ping Raz or something

@ghost
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ghost commented Oct 30, 2015

@Razharas

@GunHog
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GunHog commented Oct 30, 2015

Goof is right, you still have unresolved code comments to fix!

@Razharas
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Razharas commented Nov 1, 2015

@Xhuis
There are comments by phil in some places about some thing he disagrees with
Are you going to fix those?

@Razharas Razharas added the Merge Conflict Adding upstream files to your repo via drag and drop won't resolve conflicts label Nov 1, 2015
@ghost
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ghost commented Nov 1, 2015

@Razharas
The first thing he disagrees with is flash protection, but unless that's a really bad thing it's staying in.
The second thing is a legitimate complaint that I have no idea how to solve.
The conflicts will be solved in a bit.
I'm at work on the shadowling update, and once that gets merged I'll come back to this PR.

@ghost
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ghost commented Nov 1, 2015

Conflicts have been fixed. Doing more work.

@ghost
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ghost commented Nov 1, 2015

Okay, I still don't know how to check all clothing while also checking if that clothing is in the correct slot.

@ghost
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ghost commented Nov 1, 2015

I replaced the issilicon() check with has_unlimited_silicon_privilege. I still can't say this is merge-ready until I get help with the issues stated above.

@Dorsisdwarf Dorsisdwarf added Needs Reproducing Nobody will fix your issue unless you do this and removed Merge Conflict Adding upstream files to your repo via drag and drop won't resolve conflicts Ready for Review/Merge labels Nov 2, 2015
@GunHog
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GunHog commented Nov 5, 2015

You could check the head, mask, and eye slots on the human mob for them. Those are the only three logical places where a scanning tool would be functional.

@Razharas
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Razharas commented Nov 7, 2015

@Xhuis ask @phil235 if he is ok with all the things now/have idea how to fix things
If he is ok tell him to merge/ask me

@phil235
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phil235 commented Nov 7, 2015

I agree with GunHog, just check wear_mask, head and glasses.

if(head && head.scan_reagents)
    return 1
if(wear_mask && wear_mask.scan_reagents)
    return 1
if(glasses && glasses.scan_reagents)
    return 1

Not super elegant, but it works.

@ghost
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ghost commented Nov 7, 2015

I've spent a ridiculous amount of time wrestling with DM trying to get that code snippet to work. I'm putting this on hiatus until I can finish my other work and get around to figuring out a better solution for this.

@ghost
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ghost commented Nov 8, 2015

@Razharas phil235 told me earlier today in Coderbus that he's okay with this being merged.

@Zilenan91
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@Razharas Can we merge this?

@phil235 phil235 closed this Nov 12, 2015
@ghost ghost deleted the reagent_obscurity branch November 13, 2015 01:45
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