V2 of [previous music playing
PR](https://github.com/Aurorastation/Aurora.3/pull/21466). TLDR no
longer uses the connect_range component for implementation because it
turned out a bit too inflexible for overlapping music players.
Removes a NanoUI template for the [TGUI
update](https://github.com/Aurorastation/Aurora.3/pull/21046).
New changelog:
- refactor: "Ported Jukebox's NanoUI interface to TGUI."
- refactor: "Ported Jukebox audio playing functionality to a component."
- refactor: "Sound keys refactored from singletons to datums, along with
larger breakout of sound.dm to allow for easier SFX updates in future."
- code_imp: "Expanded track datums to include track lengths."
- code_imp: "Reorganized music file folders for more intuitive access."
- rscadd: "Earphone status feedback text now includes track length."
- rscadd: "Added autoplay functionality to earphones."
- bugfix: "Fixed earphones' 'Previous Song' verb not sending you to the
end of the playlist when used while the first track is selected."
- bugfix: "Fixed gain adjustment for 'Konyang-1' (-23 dB -> standard
-9.8 dB)."
- bugfix: "Fixed y-offset of audioconsole-running overlay animation to
line up with the actual screen."
---------
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
## About PR
Adds an interactive away site. Full of evil, traps, point-defense horde
cleaning and story. This is part 1 of the changes. Currently incomplete
on some mechanics mostly pertaining north-east section of the ruin but I
believe this has enough content as is and a good step for the next
changes to come!
## Detailed Changelog
<details><summary>Contains spoilers, click to expand!</summary>
<p>
- `A revivable mob type`. If this mob wasn't burned or deleted by any
means within a 3 minutes period, it will revive.
- `Abominations`, a subtype of revivable mob. This type can spawn with a
chance to split into smaller creatures in death, if someone approaches
close enough. These mobs are also able to mimic appearance of humans,
being completely pacifist until it reaches to its unsuspecting prey or
gets attacked before it could.
- `Mob tracking console`, tracks any mobs/objects that exists in the
same Z level as the console itself, and included in a global list.
Displays its data in a TGUI screen.
- `Rigged (trapped) vents`, if it detects a player passing by within 1
tile radius from an unwelded rigged vent, it'll spawn up to 2 mobs. The
chances of triggering varies on following coniditons: running (100%),
walking (medium chance), throwing items near it (very small chance).
- `Storytelling holopads`, core logic is ported from Paradise Station,
made by Qwertytoforty. I did minimal modifications to make it work with
our codebase and do some additional things.
- `Footprint mapping helper`, allows mapping footprints of any type.
- `A light fixture subtype`, has a 50-50 chance to spawn as broken or
functional after Initialize.
- `An extraction mini game`, special to this ruin. It entails finding 5
canisters scattered randomly in the ruin and killing every creature
that's lurking around. If these conditions are met players are required
to hold off an extraction device and protect it from the waves of
creatures, while swapping said canisters. Modified from phoron deposit
ruin.
</p>
</details>
---
### What's the overall story this ruin tries to convey, and where it's
allowed to spawn at?
This isn't final and a subject open for change where deemed fit. This
ruin is a remnant dating back to pre-Interstellar War. Solarian Alliance
Science Facility (SSF) Nemora, is a failed experiment/expedition
co-conducted by Department of Colonization. I believe it'd make sense to
find this ruin in the old Solarian frontiers far from the Core Worlds,
even so if the sector in question was colonized, nothing would've
stopped a department of a desperate nation in search for their gold in
blind hope. But not too close to an inhabited space.
***This needs to be evaluated by a lore nerd!***
**Possible Sectors:**
- Valley Hale
- Badlands
- Weeping Stars
- Light's Edge
- Lemurian Sea (still up in the air for this one, but I like to think
Solarian suveyors took a swing at it at the time)
- All Crescent Expanse Sectors (east, west, far).
<details><summary>Details on story. I'd advise to skip this bit to not
spoil the experience if you're not reviewing this PR. Spoilers alert,
click to expand!</summary>
<p>
Shortly before the Second Great Depression, when the upcoming crisis had
begun to be felt within the nation's departments, some surveyors from
the Department of Colonization encountered an anomolous signal,
incalculable energy levels in deep space. When they decided to
investigate its source, small expedition teams went missing after a
while.
This drew the attention of the department, as seeing multiple expedition
teams went radio silent. A third-party incursion was suspected here,
pirates or worse. This led to the deployment of sufficiently armed Navy
corvettes to the last known coordinates of the expedition.
To no avail, all that was found was the vacant shuttles of the
surveyors, drifting in orbit around an anomolous asteroid. This gave
room for further discussion in the smaller parts of relevant
departments, after hearing what the inital expedition members had left
behind. The department conceded to pursue this further, funding a
thorough investigation to unearth what was hidden and to see if this was
a threat to demolish or an unexpected resource to exploit.
In time, an outpost was constructed and a researcher, eminent in their
field was commissioned to oversee operations on behalf of the
department. A majority of the attempts didn't go far enough beyond to
bear any fruit. As the progress was too slow and unsatisfactory in the
eyes of funders, this led to a review of the project and therefore
forced Nemora's hand to commence an experimental approach, which proved
a success, _so to say_.
Following this incident, the outpost crumbled under the weight of the
crises that had befallen it. All subsequent requests and communications
fell on the deaf ears of the nation in the midst of a large scale
economic crisis, forced Nemora to join the caravan of "low priority"
demands along with many other pressing nation affairs. In the end, the
facility remained forgotten, burried beneath the many rubble inflicted
by the inevitable storm of change Spur has known, Interstellar War. But
this may yet change, now the same Spur has turned their gaze back to
those uncharted heights, in a desperate attempt to exhaust what is
little known.
</p>
</details>
---
### What does "interactive" part entail exactly?
This ruin contains some coded elements (traps, objectives, consequences
of some choices made), attempting to imitate a gameplay loop what a
player would expect from an admin controlled event. While this may not
go further than some coded/scripted events, I think this ruin has some
fun content for security/engineering/medical departments.
Currently this PR contains some core functionality for actual "choices
matter™" stuff for part 2 (if this gets approved).
Also most of the functions used in this ruin was made so it could be
used in any maps.
## Images
this:
https://discord.com/channels/157516682288562176/1162868440814600232/1393057047443931197
and this:
https://discord.com/channels/157516682288562176/1162868440814600232/1395312791925166160
<img width="4736" height="6144" alt="image"
src="https://github.com/user-attachments/assets/9526d40d-4da3-44b6-9220-80cf48ff2c72"
/>
## Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| /environmental_storytelling_holopad | Qwertytoforty (Paradise Station)
| CC BY-SA 3.0 |
| icons/obj/structure/bluespace_portal.dmi | Paradise Station | CC BY-SA
3.0 |
| icons/obj/structure/urban/bunk_beds.dmi | TGMC | CC BY-SA 3.0 |
| hospitalcurtain in icons/obj/structure/urban/tailoring.dmi | TGMC | CC
BY-SA 3.0 |
| roadbarrierwood in icons/obj/barricades.dmi | TGMC | CC BY-SA 3.0 |
| icons/obj/flora/rocks_brown.dmi and icons/obj/flora/rocks_grey.dmi |
TGMC | CC BY-SA 3.0 |
| the_thing and the_thing_chitin in icons/mob/npc/human.dmi | TG | CC
BY-SA 3.0 |
| sound/music/quarantined_outpost.ogg | Betrayer by Karl Casey --
https://karlcasey.bandcamp.com/track/betrayer | CC BY 3.0
| sound/effects/earthquake_rumble.ogg | Digging.wav by prozaciswack --
https://freesound.org/s/82722 | CC0 1.0 |
| sound/effects/robot_talk_1.ogg & sound/effects/robot_talk_2.ogg |
Robot Talk SFX by TheEndOfACycle -- https://freesound.org/s/674306/ |
CC0 1.0 |
| sound/effects/light_heavy_on.ogg | Light - Heavy lights turned on by
TILIADESIGN -- https://freesound.org/s/486536/ | CC0 1.0 |
EDIT: This is complete and no longer a work in progress. I've tried to
make sure that everything is tested and working properly but if there
are issues please let me know.
This away site is intended to be a high risk, high reward, encounter.
I'm also attempting to increase its replayability by incorporating a
number of sections and submaps that will be newly generated each time.
Things added or changed:
- Additional traps and environmental hazards.
- Lava is now more deadly. It used to only set you on fire, now it will
burn you appropriately.
- Minor sprite fixes for uncommon elements for easier mapping; throwers,
step triggers.
- Map and associated files, submap json, landmarks, areas, ect.
---------
Signed-off-by: Evandorf <ej_denton@msn.com>
Co-authored-by: Kano <89972582+kano-dot@users.noreply.github.com>
## About PR
Due to previously being decals, floor plaques weren't able to inherit
their varedited descriptions and be interacted in any way.
Now they can be read, stolen and ~used in self-defense~ occupy a place
in our lives.
Refactored the projectile code, mostly in line with TG's now.
Refactored various procs that are used or depends on it.
Projectiles can now ricochet if enabled to.
Damage falloffs with distance.
Homing projectiles can now have accuracy falloff with distance.
Projectiles have a maximum range.
Muzzle flash is configurable per projectile.
Impact effect of the projectile is configurable per projectile.
Accuracy decreases with distance.
Projectiles work with signals and emits them, for easy hooking up from
other parts of the code.
Meatshielding is now less effective .
Impact sound is now configurable per projectile.
High risk.
God help me.
PR does the following:
- Adds the Apollo event shuttle we've been using, along with 2 variants
of it, and several other copy/paste-able event shuttles to use as start
points. Also, fluff writing regarding it that's subject to change.
- Adds a pipes guideline to give some guidance on preferred ways of
doing scrubber/supply pipes. Also copy paste ready atmos stuff.
- Adds a ton of industrial flooring decal color presets.
- Refactors /obj/effect/floor_decal/industrial/outline/engineering into
outline/engineering and outline/operations. Replaces all instances of
outline/engineering with outline/operations. This was done because
outline/engineering was using brown as its color, which isn't really an
engineering color.
Ported SSThrowing from TG, to handle throwings.
Updated movement system to the latest iteration, made it a datum as per
latest iteration.
Updated pass/hit handling of atoms, introduced pass_flag_self to
determine what atoms allow to pass.
Moved procs and defines around to make them more organized.
This PR brings back the more accurate title for First Responders, of
Paramedic, to bring it in line with some snippets of the SOP and to be
more accurate to the role itself, as both Security Officers and the rare
and elusive Firefighting Atmospherics Technician can be considered first
responders.
also I just like it better.
Changes any mentions of first responder in gear/access/etc to Paramedic
or PARAMEDIC where applicable.
Our SSOverlays system is outdated, and is likely the cause of many of
the issues seen in #18895. It has also been linked to a massive server
performance decrease.
This brings an updated system from Baystation, hopefully with speed
increases.
Should be testmerged, ideally with #18895.
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
Adds several ruins for the uninhabited planets of Uueoa-Esa.
Adds a pre-contact Unathi spacesuit for one of the ruins and potential
future use.
Voidsuits and other refittable clothing items (if any are added) can now
be set to refit to a species on initialize rather than copypasting code
for mapped-in suit variants.
Will require updating for #18850 and #18920 when merged.
This is part 1 of a project to, eventually, bring the render planes
system from /tg/ and bay into Aurora. This is a prerequisite and blocker
for many things the development team and community want to have, and
this was long overdue.
Many objects have been re-assigned layers, which are now thoroughly
defined. Maps have had their custom layer defines purged, as we should
be moving away from this in favor of saner definitions in the base
items.
This should be a test-merge due to the sheer amount of layers changed,
which will very likely create issues that I cannot possibly discover and
debug in a reasonable amount of time myself.
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
* testicle torsion
* fish
* fixes compile
* fin
* dreamy suggestion
* fixes conflicts and adds rustings stuff
* matt thing
* what the matt doin
* fixing airlock ids
* landing zone areas fix
* readding grates
* FUCK
* removing closed air spaces in the garage ruin
* tis time for nefarious deeds
* all it takes is one lattice
* francisca directions and minor tweaks
* scarab origin ooc note
* lint pls
---------
Co-authored-by: ShakyJake <jakeisnowshaken@gmail.com>
* starting point verdant
* major progress
* PAIN
* test
* zlevels AAGHHH OH NO
* im scream
* kawnyang
* dam thats good
* Biff Largehuge
* Look Gordon, ropes!
* wawagh
* rgrhgrhrgrh
* Gordon, you're alive! Thank God for that hazard suit.
* help
* frownie face
* wegh
* Gordon! Get away from the beams!
* Good morning, Gordon.
* Signs
* fix multiple proc definition
* initial ambience
* gay rain
* beach and some pebbles literally
* fixing conflicts aUGH
* generation
* guh?
* sewers and beach additions
* maping
* map
* womp womp
* landing zone
* fixing missing shit
* buddha
* ass
* major map updates
* implemented key doors, fixed baloon alert and tasks
* mineral color, adds ozone layer
* real fake walls
* vending subtypes for the regional market
* mooooar
* minimart pt 1
* haneunim skybox
* station mapping progress
* minimart and roboclinic
* offices progress
* bar work
* size change, some polishing of the office + police station
* map size update. Also a fuckton
* tunnels
* more work
* Why doesnt the map initialize
* broke shit
* fixing point verdant spawning, also ocean landing zone
* finishing some buildings
* mapping, village, not finished
* village, main road
* village stuff
* village stuff
* village stuff
* village stuff
* anchoring
* village stuff
* random space tiles fix
* random space tiles fix
* bin fixes
* missing initialize hint on new floors
* fix open space on basement level
* idk
* missing initialize hint
* tests again please
* tests rerun please
* oven/small be gone
* remove shuttle landmarks idk
* bad stairs fix maybe
* fix missing open space above stairs
* tests rerun please
* CircularRandomTurfAround fix
* spaces to tabs
---------
Co-authored-by: atteria <tarkona@protonmail.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: DreamySkrell <107256943+DreamySkrell@users.noreply.github.com>
* after dark
* FIXES
* breakin
* butt
* Update code/game/objects/items/devices/floor_painter.dm
Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>
* Update code/game/objects/items/devices/floor_painter.dm
Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>
* Update code/game/objects/structures/lattice.dm
Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>
* testing 1
* a
* FUCK THIS PRESET!!!
* allah
* OTEMACHI
* tis' done
* Project Exorcism : Sneed's Snairs (Formerly Chuck's)
* Update code/game/objects/structures/stool_bed_chair_nest/chairs.dm
* Update code/game/objects/structures/stool_bed_chair_nest/chairs.dm
* Update stools.dm
* Update code/game/objects/structures/stool_bed_chair_nest/stools.dm
* Update code/game/objects/structures/stool_bed_chair_nest/stools.dm
* Update stools.dm
* Update chairs.dm
* Update code/game/objects/structures/stool_bed_chair_nest/chairs.dm
* inhand fixes
* airlocks (matt has cooked)
fuck
* my cody plays the mamba
* fuck
* fixes layering issue
* airlocks and everything else Please fucking kill me
* underlays
* unfuck blending
* finished replacing old ass shit
* your ass is geass
* conflicts die now
* public fat'wa
* progress on walls and windows
* more mapping
* baltimore accents be like
* minor progress
* monitors
* fire alarms and apc adjustments
* apcs pixel adjustments, final airlock look
* also grilles
* shuttle wall start plus shuttle windows
* starting consoles
* table outlines
* I love broke ass sprites
* fixing the stupid ass exterior walls
* light fuckery
* terminal directionals, external airlocks, table fixes, blahblahblah
* fix 1
* fix 2
* some more fixes
* fix chairs
* basic untested railings and updating colors from atteria
* bridge and some fixes
* removing some artifacts on the new walls
* breaking wood tables and adding 4 wall materials
* fix
* compile & wood fixes
* make the horizon compile again
* railings, firedoors, ATMs, intercomms and tables again
* mapping begins also some tweaks to map view of icons
* full tile steel walls
* i sure hope nothing bad happens
* airlock updates (untested)
* reverts most wall machinery
* skull
* wall coloring
* makes the tg wood chill out
* work on airlocks
* hull consistency
* cause you live forever in the lights you make
* whoops can't show that in a christian manga
* terminals should be on walls and everything's hunky dory now
also i changed the wood stuff as per atteria's suggestion
* fixing airlocks
* fixes
* window resprite, coloring adjustments
* scc hull resprite
* new grilles, frame edits, and borosilicate
* greyscale wood palette improvement
* shuttle windows
* window frame fix
* apc update
* refit and reshaded fire alarms
* mapping icon fixes
* table fixes
* map fixes, platforms and stairs
* updates cutter, new walls and terminals
* mapping fixes
* fix preview
* preview fix stone
* stairs
* initial work for the map
* railing and windowpane fuckery
* new external airlocks
* a
* fix the maps in preparation
* wall object pixel offsets
* air alarms D1
* extinguisher cabinets
* APC DESTROYED MISSION ACCOMPLISHED GOOD WORK
* deck 3: floor decals, APCs, air alarms, fire extinguisher cabinets
* deck 3: fireaxe cabinet
* /shuttle_landmark/distress/blue, move base_turf from map to obj def
* intercom presets
* formatting
* deck 1: floor decals
* deck 2: named area fix (LMAO), signs to use single quotes
* deck 2: floor decals, APCs, air alarms, fire extinguisher cabinets, fireaxe cabinets
* Platforms and stairs!
* grates and bugfixes
* Angled ship walls + grate color fix
* corrects apc anim overlay
* deck 2 and away site fixes
# Conflicts:
# maps/sccv_horizon/sccv_horizon-2_deck_2.dmm
* deck 2 missing grate
* warning stripes
* railings and ledges
* windows and fixtures
* windoorsagain
* airlocks pt1
* windows de-seamed and transparent
* airlocks and pixel offsets
* fixes for airlocks
* more airlock fixes
* presets for ringer, request console and newscaster
* 132
* asfsaf
* kitchen tiling
* thicker freezer tile bevels
* More angled walls
* New shutters and blast doors
* directional corrections
* ops railing fixes
* updated window map things and shutters
* value changes and blast door changes
* Ledges and platforms galore (D2/D3)
* all decks: fix door dirs
* all decks: newscasters, intercoms, requests consoles, ringer consoles
* helm light blue decals to dark blue
* supermatter door dir fix
* fix directional presets (dirs/offsets): newscaster, intercom, requests console, ringer console
* firedoor changes
* deck 3: overlapping wall mountables fixes
* map changes
* airlock changes
* map tweaks
* airlock & stair icons
* various mapping modifications
* Double airlocks + fixing denied states + fixing airlocks on all levels
* Rebase
* directional terminals buttons and lights again, platform tweaks
terminal north facing sprites, atm/food terminal directionals
proper door control and lightswitch directionals (presets still need to be set up, mapping)
re-adds new light tube sprites, again
new sprites for floor lights and the other stuff that got added
adjusted platforms to be recolorable, added light and dark versions, fixed some shading
* missing ERT outfit thingy fix
* floor lights fixed
* deck 3: various small fixes
* deck 1: various small fixes
* deck 2: various small fixes
* fixes
* d2 fixes & multitile door fix
* d2 fixes, remove unused airlock files, button icon fixes, window icon fixes
* make it actually compile, oops!
* make it actually compile, pt2
* CE office camera
* pew pew pew
* pew pew pew 2
* fixes
* deck 3: buttons fixes
* deck 3: button and other fixes
* deck 3: fixes and stuff
* D1 fixes & skrell airlocks
* minor D2 tweaks
* a lot of airlock-related fixes, glass tables, paint sprayer fixes, decal fixes, changelog
* maintenance hatch sprites
* fixing double doors
* flips multi-tiles, fixes multi-tiles, adds desk windoors
* new plastic flaps
* deck 2: a few buttons
* side + middle doors
* created paths for 3-tiles doors
* apply to map the 3 tiles airlocks
* some fixes, windoor alpha
* remove this random ass potted plant
* more map fixes
* holodeck disposal pipe fix
* secure airlock sprites
no code or obj definitions yet
* vault airlock
* vault door fixes
* scc window alpha
* adjusts double door glass, firedoor open state
* adjusts construction states for doors
* remove some defunct icons and fix anims
* assembly stuff
* pharma fixes
* vault door dir
* firedoor smart generation moved to its own proc
* lift doors, d1 fixes
* firedoor smart generation: adjacent wall check
* firedoor smart generation: adjacent firedoor check
* all decks: missing firedoor and other fixes
* deck 2: weird maint stairs fix
* oops
* diona airlock fix
* the shuttle wall gigadeath
* fixes
* some fixes for leftover map item paths, and double lattices
* new diona walls
* more fixes
* and more
* deck 1: fix out of bounds keys
* deck 3: fix out of bounds keys
* runtime 3: duplicate APCs fix
* all decks: make all 3 tile wide doors glass
---------
Co-authored-by: Wezzy <wowzewow@gmail.com>
Co-authored-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>
Co-authored-by: kyres1 <noodle.buster31@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: atteria <tarkona@protonmail.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: DreamySkrell <107256943+DreamySkrell@users.noreply.github.com>
Co-authored-by: naut <nautilussplat@gmail.com>
Co-authored-by: naut <55491249+nauticall@users.noreply.github.com>
* starting out
* HEWWP
* fixing the list
* adding away sites
* bumping the stargazer down
* fix this fucking away site
* fix 2
* fix 3
* oops
* im at my limit
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* initial_gas
* tries to fix unit tests
* another attempt at fixing active edge test
* bracket fix
* gets rid of some of the hellish mapped in variables
* more runtime fixes
* away site runtimes
* aurora runtime fixes
* Let's see how this goes, updated the versions of various dependencies
* Changelog
* Didn't we merge a fix for those already? Anyways...
* Almost...
* Switch flyway to 9.9.0 instead
* Forgot one place where this is doubly defined
* Package dependency attempt fix
* Try to run on latest ubuntu version
* Forgot one
* Try to force cffi consistency
* Other way around
* aurora was a mistake
* Like this more?
* Stupid pipeline
* F
* FF
* Bruh ZAS
* GDI
* FFS ZAS + UT
* Checked maps, temp is set as this in there, so updating ZAS UT, wich was probably conked before
* All AI rooms are in normal expectation, so updating ZAS UT for it
* First attempt at making the AI area in the Horizon cooled
* F
* And the old aurora
* Remove version binding on requirements
* Updated changelog
* Spelling
* Binds versions again, as majority voted