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[MIRROR] Gives roundstart prisoners a key memory of what their crime is #805

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Nov 24, 2023

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Mirrored on Skyrat: Skyrat-SS13/Skyrat-tg#25205
Original PR: tgstation/tgstation#79881

About The Pull Request

Says it on the tin, roundstart permabrig prisoners a key memory so they can remember what crime they committed.
image

Why It's Good For The Game

Prisoners typically remember why they are locked in a jail forever. Also, if you have the "random" crime selected in your preferences, sometimes you can forget what crime you committed if you missed it at the start of the round.

Changelog

🆑 dieamond13
qol: gives roundstart prisoners a key memory of what their crime is
/:cl:

…is [MDB IGNORE] (#25205)

* Gives roundstart prisoners a key memory of what their crime is (#79881)

## About The Pull Request
Says it on the tin, roundstart permabrig prisoners a key memory so they
can remember what crime they committed.

![image](https://github.com/tgstation/tgstation/assets/58376695/325dbd36-bc24-43ea-8f64-1fcf5d613e5f)
## Why It's Good For The Game
Prisoners typically remember why they are locked in a jail forever.
Also, if you have the "random" crime selected in your preferences,
sometimes you can forget what crime you committed if you missed it at
the start of the round.
## Changelog
:cl:
qol: gives roundstart prisoners a key memory of what their crime is
/:cl:

* Gives roundstart prisoners a key memory of what their crime is

---------

Co-authored-by: die_amond <[email protected]>
@Iajret Iajret merged commit 3e17fce into master Nov 24, 2023
24 checks passed
@Iajret Iajret deleted the upstream-mirror-25205 branch November 24, 2023 09:45
AnywayFarus added a commit that referenced this pull request Nov 24, 2023
Iajret pushed a commit that referenced this pull request Feb 9, 2024
… specific ore configurations (#805)

* Fixes ore vents spawning without ores on icebox, sets up map specific ore configurations (#81103)

## About The Pull Request

In short, we used a static list previously within the ore_generation
subsystem that held the amount of each ore that we expected a single map
to uniformly need. We held this number constant, since we were spawning
15 vents per map.

**Pros:** This worked flawlessly for Lavaland since 15 vents on a single
Z level makes it pretty densely packed map with a good amount of
map-based ore spawns, and it worked consistently.

**Cons:** 15 vents did not work well on Icebox however, even when split
so that the majority of the ores were spawning on the lower levels,
players did not feel like icebox spawned nearly enough ores and reported
the map spawning empty.

**Result:** As a result, we adjusted the ratio, so that we spawned
vastly more ores on the lower levels, now up to 4 vents on the upper
level, and 21 vents on the lower level. However, as we were still using
the ore distribution list based on lavaland, icebox vents were quickly
running out of ores to distribute between them, resulting in empty vents
-> which produced empty boulders -> which not only don't really let you
process them properly, but also just result in a metric ton of runtimes.

Icebox now has it's own list of ore distributions. These distributions
are now moved to a set of global lists as opposed to being saved on the
subsystem as a static list, which will make going and setting up new ore
distribution lists very very easy. Additionally, we've moved the setting
and getting of those ore_distributions over to the seedRuins proc, so
that we're actually setting the list of ores right before we actually
place them to make sure that the order that it's set is roughly as it's
needed, while still setting the list at the same time the
map-appropriate ruin placements are dropped in.

**Plus some misc cleanup fixes:**
`var/list/ore_vent_sizes` in SSore_generation wasn't being treated as a
similar budget list as `ore_vent_minerals`, since it `pick()`s off it's
own static size list. Which is honestly fine for this five seconds, I
can handle that later while we make sure the rest of the code code is
stable. In the meantime, I've just tweak it so that it's easy to see at
a glance how many of each random vent has spawned into the map.

Tweaked the description to not include anything about chemical
processing, as I'm planning on hitting on that in a part 2 PR that I'll
be picking back up after the freeze.

## Why It's Good For The Game

Cleans up the code a bit, but primarily fixes ores not spawning on
icebox as they should.
Should fix #81058.
Improves description to not mention mechanics that aren't in game.
Also, cleans up a piece of code that currently isn't serving much of a
purpose.

## Changelog

:cl:
fix: Icebox should have it's ore distribution and it's ore vents fixed,
so that vents should now produce ore.
spellcheck: Boulder processing machines now don't mention things they
don't do.
/:cl:

* Fixes ore vents spawning without ores on icebox, sets up map specific ore configurations

---------

Co-authored-by: ArcaneMusic <[email protected]>
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3 participants