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Adds the Janitor access keyring #73768
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I don't see why letting latejoiner janitors spawn with it would make it significantly easier to tide? |
As Command has access to airlock remotes and can bolt down their office, they can still give access to their department while keeping their own office off limits if desired. The PR is good on 2 fronts. |
The head of staff of a department could just open the doors for them while they clean, I don't think it's really worth it for them to go all the way back to their office to give them access. |
#janitorsweep |
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Fixes the description (as 'the' wouldnt show up), and makes department_access hold the first entry, rather than the key only checking the first entry, making it much more simple.
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Honestly, I feel like this adds unneeded complexity. giving temporary EA is quicker and more convenient. |
complexity is fun and the spice of life |
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should be a way to remove the access from the keychain in hand IMO... doesn't feel fair to be gimped out of getting access to another department through this nifty system in case you finish cleaning up early or something
You can get access to more departments, it'll overwrite. |
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Code looks good, only minor thing I can see is someone trapping the janitor in another department "accidentally" by giving them access to their department while they're inside a different one, (which is hilarious)
well doesn't that mean you could be trapped inside of a department (oh zephyr brought that up i have tunnel vision) |
Does this tell the jannie when they get access? Because this would be a really cool way to beep them and let them know the genetics lab has become ground zero |
@JohnFulpWillard could you address this just so we know if it's intended or unintended. |
Their keyring will buzz at them that they got access
It's easier to get out of a department than it is to get in, so I wouldn't consider this a problem. It's unintended, but funny enough that I'll keep it in, and not disruptive enough to make it unfun for players. |
Honestly, assuming the worst-case scenario and you're trapped deep in a department, you can just ask the AI to guide you out of the department. Plus, if I recall right if there are any maint doors in a department, you can just take those to get out of a department as janitors have maint access. |
Original PR: tgstation/tgstation#73768 ----- ## About The Pull Request HackMD for this can be found here: https://hackmd.io/VEbjO1kaQJarao4KqGfzgw?view Basically, this gives the first Janitor an access key that they can use to enter departments. This requires a Head of Staff to approve it through the keycard authenticator, and only holds one department at a time, and will clear itself out after 10 minutes. This gives departmental AA, including the head of staff's office, adding a tradeoff. The Janitor is alerted when access is given to their key (as their keyring will say such) and everyone can see janitors trying to open a door when they use it (with a cool sound, too). You can't bump open airlocks with it, I limited it to directly using it on the door, because I thought it made it feel more realistic to a keyring. I had an earlier version of this that gave the key it's own access, which allowed bumping open, but it also allowed things like locking RD consoles, and I dunno how strong I want this key to be. I also wanted to limit how easy this is to greytide/steal, currently only the first Janitor spawns with the key. I thought it would be too easy to exploit otherwise, or essentially stolen roundstart if there were no Janitors. Maybe this can also fit as a Traitor objective after melon's new objective PR is done? ### Minor detail While adding icons, I realized inhands don't actually set its icon state to the default if it's null, so I removed that LYING comment. ## Why It's Good For The Game ![geromekey](https://user-images.githubusercontent.com/53777086/222824948-4d42d801-fea5-423b-9050-2a23d02f8ea4.gif) ![gerome](https://user-images.githubusercontent.com/53777086/222824598-1225aeb0-4aa8-4826-bf29-5674e9cda7ad.gif) Alternatively, https://youtu.be/dlkSbQ-IkRM?t=182 (timestamp) ## Changelog :cl: JohnFulpWillard, sprites by BalkyGoat add: The Janitor Access key: Janitors can now be given departmental AA (one at a time) using the Keycard authentication device in Command offices. Use it if you need cleaning! fix: HoP's trim is no longer set to edit Supply access. /:cl: --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
## About The Pull Request HackMD for this can be found here: https://hackmd.io/VEbjO1kaQJarao4KqGfzgw?view Basically, this gives the first Janitor an access key that they can use to enter departments. This requires a Head of Staff to approve it through the keycard authenticator, and only holds one department at a time, and will clear itself out after 10 minutes. This gives departmental AA, including the head of staff's office, adding a tradeoff. The Janitor is alerted when access is given to their key (as their keyring will say such) and everyone can see janitors trying to open a door when they use it (with a cool sound, too). You can't bump open airlocks with it, I limited it to directly using it on the door, because I thought it made it feel more realistic to a keyring. I had an earlier version of this that gave the key it's own access, which allowed bumping open, but it also allowed things like locking RD consoles, and I dunno how strong I want this key to be. I also wanted to limit how easy this is to greytide/steal, currently only the first Janitor spawns with the key. I thought it would be too easy to exploit otherwise, or essentially stolen roundstart if there were no Janitors. Maybe this can also fit as a Traitor objective after melon's new objective PR is done? ### Minor detail While adding icons, I realized inhands don't actually set its icon state to the default if it's null, so I removed that LYING comment. ## Why It's Good For The Game ![geromekey](https://user-images.githubusercontent.com/53777086/222824948-4d42d801-fea5-423b-9050-2a23d02f8ea4.gif) ![gerome](https://user-images.githubusercontent.com/53777086/222824598-1225aeb0-4aa8-4826-bf29-5674e9cda7ad.gif) Alternatively, https://youtu.be/dlkSbQ-IkRM?t=182 (timestamp) ## Changelog :cl: JohnFulpWillard, sprites by BalkyGoat add: The Janitor Access key: Janitors can now be given departmental AA (one at a time) using the Keycard authentication device in Command offices. Use it if you need cleaning! fix: HoP's trim is no longer set to edit Supply access. /:cl: --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
… the first one's (#83103) ## About The Pull Request This PR makes it so that all janitors spawn with the keyring, instead of just the first one. So the janitor keyring was added roughly a year ago. I like it a lot but the one aspect that I never quite got was how the spawning worked. Currently, the janitor keyring spawns for the first janitor only. Any additional janitors will not get a keyring. The reasoning for doing so is as follows: (Per Adds the Janitor access keyring #73768 PR): _"I also wanted to limit how easy this is to greytide/steal, currently only the first Janitor spawns with the key. I thought it would be too easy to exploit otherwise, or essentially stolen roundstart if there were no Janitors."_ Although I understand the idea, I feel like the potential issue was overblown. There are significantly easier ways to tide than a keyring that: 1. Requires a head of staff to head to their office and grant keyring access. (Most heads of staff do not know how to do this, or that you can even do this) 2. Requires you to fumble with the keys at each door for several seconds, which makes an incredibly distinct and unique sound. 3. Expires after ten minutes. This isn't to mention other jobs that either start off with significant access (paramedic) or jobs that spawn with the tools to tide easily (engineering). If the keyring is being used for tiding, the head of staff can revoke access or have security/department personnel deal with whoever is abusing access ICly. ## Why It's Good For The Game Allows multiple janitors to respond to emergency mess calls. The second (or more) janitors aren't permanently lacking an important tool of the job the whole shift. ## Changelog :cl: add: Janitorial keyrings are now part of every janitor's toolkit instead of just the first one. /:cl:
About The Pull Request
HackMD for this can be found here: https://hackmd.io/VEbjO1kaQJarao4KqGfzgw?view
Basically, this gives the first Janitor an access key that they can use to enter departments. This requires a Head of Staff to approve it through the keycard authenticator, and only holds one department at a time, and will clear itself out after 10 minutes.
This gives departmental AA, including the head of staff's office, adding a tradeoff.
The Janitor is alerted when access is given to their key (as their keyring will say such) and everyone can see janitors trying to open a door when they use it (with a cool sound, too).
You can't bump open airlocks with it, I limited it to directly using it on the door, because I thought it made it feel more realistic to a keyring.
I had an earlier version of this that gave the key it's own access, which allowed bumping open, but it also allowed things like locking RD consoles, and I dunno how strong I want this key to be.
I also wanted to limit how easy this is to greytide/steal, currently only the first Janitor spawns with the key. I thought it would be too easy to exploit otherwise, or essentially stolen roundstart if there were no Janitors. Maybe this can also fit as a Traitor objective after melon's new objective PR is done?
Minor detail
While adding icons, I realized inhands don't actually set its icon state to the default if it's null, so I removed that LYING comment.
Why It's Good For The Game
Alternatively, https://youtu.be/dlkSbQ-IkRM?t=182 (timestamp)
Changelog
🆑 JohnFulpWillard, sprites by BalkyGoat
add: The Janitor Access key: Janitors can now be given departmental AA (one at a time) using the Keycard authentication device in Command offices. Use it if you need cleaning!
fix: HoP's trim is no longer set to edit Supply access.
/:cl: