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>
# Summary
This PR rebalances the spawn count and radius of overmap hazard
clusters, as well as adjusts some of their overmap movement behavior.
## Justification
Mining trips to exoplanets distant to the Horizon can force miners to
spend large portions of a given round just trying to navigate around
overmap hazards; in the worst cases, the sheer number of dead ends and
blind spots can result in their effective removal from the first 60-90
minutes of a round, and the worst delays can obviate the need for their
materials in the first place. While reducing these hazards would also
benefit the Horizon and offships, the primary motivation was to reduce
mining's "dead time" in any given round.
## Details
Most overmap hazard types have had their 'count' (the number of clusters
spawned) and radius reduced, to open up more navigable space on the
overmap. This has been compensated for by modifying movement
probabilities, speeds, and behaviors of overmap hazards.
The intervals between overmap hazards moving (their effective speeds)
has been made variable; different clusters of movable hazards will no
longer always proc movement at the same time.
Carp continue to have a random chance to move in a random direction
every interval. Space dust and meteors now also have a chance to spawn
in as movable hazards, but they will only ever move in one direction.
While more dangerous to passing shuttles and ships than carp, they are
also much more predictable.
The current numbers were based on observation of several randomly
generated maps during testing, but will likely need adjustment as it
faces actual miners and we accumulate their feedback. I erred on the
side of 'less difficult' to avoid overtuned rocks from smashing crew to
pieces every round.
Reverts #20467
For some reason, if you put a png into icon() and then show that to a
client, it uses a colossal amount of GPU. No idea.
Reverts to our older lobby system pending TGUI update.
Fixes#21489
## About PR
PR'd again from #21045 because a mistake I made, apologies for this.
Off-ship packages are now spawned whenever they exist in the overmap.
Adjusted the warehouse to include a small room for newer packages to
come in, given the alternative was letting them spawn and scatter out of
nowhere in the middle of the round. Packages for roundstart non-hidden
locations like exoplanets or any other location with delivery spots
aren't affected by any of these changes.
Also when an off-ship becomes available for packages, operations receive
an announcement message about it.
## Images
<img width="416" height="512" alt="grr"
src="https://github.com/user-attachments/assets/a8d82a60-e18e-4fda-ac3f-acccc256c6f6"
/>
<img width="891" height="42"
alt="469941125-59633a9b-a32f-40ea-98b8-4a38fd0d31ac"
src="https://github.com/user-attachments/assets/bf5586e6-efea-4c01-af51-6c405107a8d0"
/>
**Goals:**
1. Delete area definitions no longer used in any map or file.
2. Update area definitions such that everything used in mapping the
Horizon exists in 'maps\sccv_horizon\areas' with the parent
'area\horizon\'.
3. Reorganize/rename/restructure those Horizon area definitions to make
future mapping easier and code that hooks into area properties easier.
4. Present area names and blurbs in the status panel.
This PR only handles Horizon and Runtime areas, for digestibility/ease
of reviewing. Offsite areas for another PR.
Naming convention reference:
The /area/ 'name' variable no longer contains either 'Horizon' or the
Deck# of the area or its approx location on the ship. All Horizon areas
now have several new variables as metadata-- area names now need only be
strictly descriptive, and the appropriate constants used in the area
definition, and a new function generates the display name with
consistent formatting for us.
Detailed documentation to follow after any adjustments are made to
mappers' preferences.
This also adds area blurbs to most areas- if not bespoke, then general
department-wide blurbs to parents. I know feature creep always sucks,
but while some areas having pre-existing blurbs, the overwhelming
majority of areas don't, and while testing it was very distracting to
see them randomly appearing and disappearing. Most blurbs are pretty
basic but I feel are entirely presentable- more clever individual ones
can follow in a separate PR.
* Cargo delivery packages now have colored tags on them which should
hopefully make it easier to distinguish between them, instead of
changing the entire package's color.
* Delivering a package now outputs another, allowing you to continuously
deliver throughout the round, should you choose to.
* Fixed cargo packages runtiming on the runtime map.
Refactored sorting.
Added test to verify all horizon areas (outside exceptions) are marked
as station areas.
Added test to verify shuttle areas are not marked as station areas.
Refactored how the area sorting var is made and used.
Added a global list of all areas.
https://forums.aurorastation.org/topic/20198-mission-briefing-auroras-gamemode-revolution
To-do:
- [x] Finish storyteller verbs.
- [x] Storyteller landmarks.
- [x] Proper storyteller spawning. Right now the gamemode system is
happy with just picking one storyteller and no actors.
- [x] Antagonist whitelists code.
- [x] Adding the Storyteller whitelist.
- [x] Mission map loading code.
- [x] Map in a bunch of missions.
- [ ] Storyteller adminhelps.
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: DreamySkrell <>
Replaced the outside turfs with exoplanet ones for the digsite.
Fixed some exoplanet areas not having an exoplanet base turf.
Wrote a unit test for exoplanet areas to ensure they have an exoplanet
base turf.
tl;dr: instead of doing it on the last added zlevel (which is not
correct anyways...), it uses bounds received from load_new_z
---------
Co-authored-by: DreamySkrell <>
Adds some new fields to the shuttle manifest:
- Destination (Per shuttle)
- Heading (Per shuttle)
- Mission (Per shuttle)
- Departure Time (Per Shuttle)
- Return Time (Per Shuttle)
- Expedition/Mission Leader (One per shuttle)
- Shuttle Pilot (One per shuttle)
Also adds the shuttle manifest to Bridge Crew PDAs by default.
<img width="458" alt="image"
src="https://github.com/Aurorastation/Aurora.3/assets/26849270/802d9a8d-9c43-4883-a5a7-d23967616766">
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.
Tweaked gravity check proc to be more inline with TG's version.
Added signals for gravity check, that allows atoms to perform
anti-gravity.
Fixed roller beds thinking they have no gravity and thus not emitting
the rolling sound.
Fixes#19045
Reworks blueprints to use an eye component for area selection and
changing. Blueprints will now work on whichever overmap site they spawn
on if overmap is enabled, though currently they have only been added to
the Horizon.
Adds shuttle-modifying blueprints for altering shuttle areas and
exoplanet outpost blueprints for creating areas on exoplanets. A set of
outpost blueprints and a lockbox containing blueprints for the Horizon's
shuttles have been added to the CE's locker.
Moves eye creation to a component.
Ported from:
https://github.com/NebulaSS13/Nebula/pull/465https://github.com/NebulaSS13/Nebula/pull/564https://github.com/NebulaSS13/Nebula/pull/3046
* sdaf
* sdaf
* sdfa
* sadf
* sfda
* gfd
* reduce thrusters volume
* sdafsadsdaf
* sdfa
* Reduced some sound ranges and made some/more not ignore walls for loops
* health analyzers too
* ivdrip adjustment
* most tools now use play_tool_sound to have the sound played, reduced range for it
* Port of Call Template Flag
* oops
* bitflags
* bitflags but frfr
* I give up + fix
* bitflags again again
* Port of Call Day changes
* remove Horizon check
* small thing :)
* check day directly now
* new proc to check port of call, and possible fix
* Requested Changes
* requested gem changes
* gem gaming
* gemmmmmmmmmmmmmmmmmmmmmmmmmmm
---------
Co-authored-by: Benedict <Ben10083@users.noreply.github.com>
* Re-adds the message of the day.
* Re-adds the MOTD and adds mechanical support for ports of call.
* sddsds
* Destroy it all!
* incorrect info
* grammar and shit
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* SSatlas.current_map
* hardsuit spell tab appears to clear correctly
* sdfsa
* from the moment i understood the weakness of my flesh, it disgusted me
* sdf
* SDQL2 update
* fix that verb
* cl
* fix that
* toworld
* this is pointless
* update info
* siiiiick..
* vv edit update
* fix that
* fix editing vars
* fix VV
* Port the /TG/ globals controller.
* part 1
* part 2
* oops
* part 3
* Hollow Purple
* sadas
* bsbsdb
* muda na agaki ta
* ids 1-15
* 16-31
* 41-75
* bring me back to how things used to be before i lost it all
* the strength of mayhem
* final touches
* cl
* protect some vars
* update sdql2 to use glob
* stuff?
* forgot that is not defined there
* whoops
* observ
* but it never gets better
* a
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* Command Area Remap 1/2
* Command Area Remap 1/2
Adds some rods to the construction area
* changelog
* fixes some errors
* Auto stash before merge of "BridgeRework" and "origin/BridgeRework"
* Map Is mostly done now
* Makes an XO line and unshifts the vending machines
* Plants!!
* Nearly done
* HAAAAAAAAAAAAAAA
* Lighting
* Adds the second law office area
* Fixes the area
* Assigns the areas and makes new cameras
* Makes custom area markers
* Sets the Upperdeck area
* Adds HR room and moves some things around
* fixed the area
* Creates the lounge area
* Consular Office Refinement
* bug fixes
* more bug fixes and alterations
* More tweaks
* Bug Fixes
* Removes the telecomms firing marker
* adds conference room shutters
* rearranges the shutters
* Updated changelog
If this needs more detail, let me know.
* more descriptive
* weewoo
* Access Changes
* FiXEs IndEnTaTiOnS
* I accidentally deleted a comma
* Flips the consular office and adds holopads
* Small aesthetic change to XO office
* area blurb for HRA
* Minor bug fixes
* Couple of more minor fixes
* Fixes a locker double spawning
* Fixes the power oversight
* Removes an accidentally placed apc
* Minor aesthetic changes
* Adds Yellow access requirements
* Minor Aesthetic Changes
* Adds the bridge evacuation route instructions
* notice boards for consulars
* Replaces the tiles with plating under the windows
* Takes all the lights
* fixes a door issue
* Addresses all of Arrows requests
* Meets all of Arrows requested changes
* fixes a decal
* Adds a fire lock to the engineering maintenance door D3
* Fixes a duplicate camera
* God I hate piping
* Fixes Consular Access during Blue or higher
* Actually fixes the access
* FINALLY fixes consular access
* Revert "FINALLY fixes consular access"
This reverts commit 88619f70c9.
* Actually fixes the access
* i want to die
* Adds a pinpointer and ringers as requested
* Makes Conference room radiation proof and adds more bridge folders
* changelog
* fixes the changelog bc im a dummy
* Moves the AI card to the right place