Paradise
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Various fixes and QoL tweaks to labor camp
What Does This PR Do
This PR introduces a number of small fixes, tweaks, and features.
Prisoner point manager interface upgrades:
- You can now hit the console with your ID to log in, as expected. Fixes https://github.com/ParadiseSS13/Paradise/issues/18693
- Once logged in, you can hit the console with a prisoner ID to insert it as expected.
- Random numbers and janky interface elements fixed
- Brief explanation of points system when prisoner ID inserted
- Ejecting login and prisoner ID cards properly puts them in your hands if possible, as opposed to just dropping them out
- Fingerprints now logged properly
- Sec access IDs can now use this, not just armoury access IDs
New labor camp lockers
- Four anchored labor camp lockers added for automatic returning of prisoner belongings
- Can be locked with a prisoner ID that has a points goal set
- Can only be unlocked by the locking ID, and only when points goal is met (allowing them to get their gear when they are to leave)
- Security access overrides locking and unlocking without affecting prisoner ID assignment
Misc fixes
- Labor shuttle can no longer come up to station when an ID with no point goal is inserted
- Prevents calling the shuttle to lavaland without the points to go back up
- Removed the stacker on the shuttle and made the moving based off of the gulag ORM points, so we don't have a weird double system
- Lava around gulag widened at narrowest points, to prevent easy escapes without outside intervention
- Single guaranteed one-tile wide lava crossing path at very tip of gulag island, dangerous and likely will lead to death, but gives detainees hope
- Added analyser to gulag vendor, since on alt click this can tell when a storm is coming
- Remapped gulag to facilitate new lockers
Why It's Good For The Game
Gulag is cool as hell, but nobody uses it currently due to issues with prisoners easily escaping, prisoners being able to come up on the shuttle right away if sec did not set a points goal, no documentation in-game about points system (one sentence in legal SoP is the "guide")
This will restore sec's confidence in the gulag, make it actually somewhat automated in prisoners being able to come and go on temp timers, and prevents perma prisoners put there being able to just immediately get out.
Images of changes
Testing
Extensive TGUI testing, locker testing, and other testing.
Changelog
:cl: add: Added labor camp lockers that link to a prisoner ID. They can be unlocked by anyone with that prisoner ID when points quota is met tweak: Labor camp is harder to escape, but still escapable. Prisoners can now automatically leave once points quota is met, set status to released automatically tweak: Prisoner points managment console has been updated and now behaves as expected tweak: Removed the stacker on labor camp shuttle, points for release now earned through ORM directly /:cl:
Just noticed Prison Officer secbot is in medbay rather than the Sec room, is this on purpose?
Just noticed Prison Officer secbot is in medbay rather than the Sec room, is this on purpose?
lol nope i forgot about him since i had turned off mob layer