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[READY] DRAMATIC SHUTTLES!! You can now fly around the shuttle (#71906)
You can move around shuttles during transport now! Instead of them teleporting you instantly into deepspace, you can move around somewhat depending on your space-mobility and grip-strength.  **Please watch the demonstration aswell, it should answer most questions:** https://www.youtube.com/watch?v=Os77qDOVSXE Interactions: - Being within armsreach of a wall or solid object means you 'cling', where the shuttle pull is very weak and you can basically run around the shutt;e (but dont fuck up or you're gone) - Being in range of nothing gives you a very heavy pull, you can barely resist if you have a decent jetpack - Objects are instantly power-yeeted - Being pulled or riding something excempts you from hyperspace pull - Touching a space tile while being on hyperspace dumps you in deepspace, you either go back to the shuttle or enjoy deepspace - On shuttle hyperspace tiles are a lot less dangerous, and will instead launch and freeze you instead of teleporting you into deepspace - In-case it wasn't obvious, you can rest outside the shuttle as long as something is blocking your path. I think it's funny but I might nerf it 🆑 add: You can now fly around the shuttle during transit! Woohoo! You can either cling to the side or grab a jetpack and try and keep up with the shuttle! Carps can move around freely in hyperspace qol: Increased shuttle hyperspace size from 8 tiles to 16 /🆑 - [x] Find a way to detect when a shuttle arrives and do something with the shit left in hyperspace Things I will do in another PR: - Engines spit fire and hurt (almost finished but I want to keep this small) - Random shuttle events. You might run into dust meteors or migrating carps OR A CHANGELING INFILTRATOR - Hyperspace turfs on the shuttle pull you under the shuttle ### Why it's good for the game It's so much more immersive than being instantly teleported into deepspace. It gives you a chance to recover if you get spaced or for daredevils to look cool It's also just very cool idk
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@@ -17,6 +17,10 @@
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var/list/reserved_copy = reserved_turfs.Copy()
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SSmapping.used_turfs -= reserved_turfs
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reserved_turfs = list()
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for(var/turf/reserved_turf as anything in reserved_copy)
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SEND_SIGNAL(reserved_turf, COMSIG_TURF_RESERVATION_RELEASED, src)
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// Makes the linter happy, even tho we don't await this
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INVOKE_ASYNC(SSmapping, TYPE_PROC_REF(/datum/controller/subsystem/mapping, reserve_turfs), reserved_copy)
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