[TG Mirror] Tram v6/Transport Subsystem [MDB IGNORE] #119
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Mirrored on Skyrat: Skyrat-SS13/Skyrat-tg#24399
Original PR: tgstation/tgstation#78230
About The Pull Request
HackMD: https://hackmd.io/@ lessthanthree/BJoiOEGP3
A year since the last tram update, this one focuses on:
Why It's Good For The Game
It sucks when the tram breaks, particularly when you can't do anything about or know what happened. By giving players and admins the ability to build/spawn replacement parts and get the tram back up and running with less effort improves the round and hopefully we have less where the tram is outright broken all round.
Adding small, optional tasks similar to the Radiation Leak event give engineers a way to contribute to malfunction events to speed up getting things back to normal.
Fixes the sprite and layering issues with the various tram components, doors clipping through walls. Build more tram bars, security checkpoints, and other interesting things without having to build actual walls and sometimes wreck the tram.
tram_fix_low.mp4
Closes tgstation/tgstation#78068
Closes tgstation/tgstation#76270
Changelog
🆑 LT3
refactor: Tram process/industrial lift refactored into transport subsystem
refactor: Nanotrasen has traded in last year's tram for a new 2563 model!
add: Tram spoilers can be emagged to cause extra damage on collision
add: Tram can now be manually driven from the controller cabinet using TGUI
add: Tram floor tiles can be created using plastic sheets
add: Tram walls/floor tiles can be removed, repaired, and replaced
add: Tram frames (girder) can be created/placed using titanium sheets
add: Broken tram machinery causes crossing signals to malfunction
add: Ninja drain on tram controls will cause minor malfunction on other tram components
add: Engineers can stop/start and disable the tram
qol: Tram machinery now has context hints and examine text to indicate status
qol: Tram remote no longer requires physically touching the tram before using
code: You can now construct furniture and other decorations on the tram
code: Tram electrocution is now a component, not a turf
code: Tram stats are now persistent between rounds and logged to feedback
code: Engineers can now end Tram Malfunction event early by repairing the tram controller
code: Replacement tram machinery is researchable and buildable
code: Most tram machinery now performs auto configuration instead of hardcoded map values
code: Tram remote can now set specific destinations
code: Tram actions/errors now create log entries
balance: Tram base floor is no longer indestructible
balance: Damaged energized tram plates have a chance to electrocute
fix: Tram destination signs should no longer display incorrect emissive overlays
fix: Tram crossing signals no longer turn amber before the tram starts moving
image: Improved sprites for most tram components
image: Removed all unused/duplicate tram icons from .dmis
image: Colors are now consistent between status, tram, incident displays
admin: Reset tram commands available to admins in the debug panel
/:cl: