7 Commits
Author SHA1 Message Date
Time-GreenandGitHub 68be76e817 Journeying Hitchhikers Shuttle Events + Bugfixes (#86655)
## About The Pull Request

Adds the following new general shuttle events:_
**Hitchhiker**
- 1% chance
- A single assistant in an EVA suit and some PBJs in a suitcase

**Assistant Wave**
- 0.1% chance
- Spawns 10 assistants with internals
- For clarity, they don't get sent to the shuttle, but get launched at
it from space. It's a scuffle of 10 assistants trying to get in without
being spaced or succumbing to the cold/pressure

**Intern Wave**
- Admin only
- Unarmed and armed version
- Spawns centcom interns, with a little announcement to warn they're
coming

I've also fixed projectiles bugging out and admin forced shuttle events
not activating if they were added after the shuttle launched

<details>
  <summary>Admin only events added</summary>
  
**Nukie**
Spawns a single nukie, armed with a shotgun, pistol and edagger.
Basically the deathmatch nukie loadout, you dont want to fight this

**Meaty ores**
Meaty-ores meteors. Have a 4% chance to hit the shuttle, posing a
potential hazard

**3 player controlled fire-sharks**
3 fire sharks controlled by players. Not much to talk about here

**Fireball Wave**
Shoots a wave of fireballs at the shuttle. I think it's cool but
apparently shuttle walls and windows deflect fireballs so it's kind of
moot unless you're outside :/

</details>

## Why It's Good For The Game
The assistant and hitchhiker events are some flavoring that I thought up
a while ago. The Hitchhiker is just intentionally a flavor addition, but
the assistant wave and intern wave can be used by admins to repopulate
or retake the emergency shuttle as well.

## Changelog
🆑
add: Adds an assistant and hitchiker shuttle event, replenishing the
crew mid flight!
admin: Adds two intern wave shuttle events
code: You can now supply shuttle events with outfits!
code: You can now shoot projectiles with the shuttle events!
fix: Fixes projectiles bugging out when fired in shuttle transit space
fix: Fixes admin forced shuttle events not activating when added mid
transit
/🆑
2024-10-02 00:24:18 -07:00
13spacemenandGitHub 357799c8a5 Removes Orbit Polling Component, SSpolling improvement (#81748)
When I made SSpolling, jlsnow gave me his blessing to delete the orbit
polling component [where you orbit something for 20 seconds before it
chooses a ghost from the orbiters]
It's only used in a few places like soulstones replacing
jobbanned/inactive players, etc.

Also upgraded SSpolling; you can now place a little icon on the sides in
the chat message, chat message looks a lot nicer, the alert pic and the
jump target don't have to be the same anymore, and I made it be able to
pre-pick candidates since 90% of the use cases would just want 1
candidate

Also prints to chat who the chosen one was

Also made slime intelligence potions ask the user for a reason, which
will be displayed in the alert poll
2024-03-06 08:24:36 +00:00
13spacemenandGitHub 908d6f1a2b Better Ghost Selection (#80283)
## About The Pull Request
Revived my old PR https://github.com/tgstation/tgstation/pull/68901

Replaces the annoying tgui alert popup "Do you want to be X? | Yes | No
| Never for this round" that is hard to read and steals window focus,
with a nice clean alert in the top right that counts down. If it's the
same event/mob they stack with 2x, 3x, etc. It also shows how many
candidates/ghosts are signed up.

The poll alerts have screentips too, they countdown and show if you're
signed up, how many people are signed up, if you chose "never for this
round" (which is cancelable)
## Why It's Good For The Game
![Screenshot 2023-12-13
030302](https://github.com/tgstation/tgstation/assets/46101244/04061a6b-cd9a-4546-9d71-bba6a6b70d87)

Way easier to see what role is available, you get a nice pic of the role
and get it's name in big text, you can cancel "never for this round",
and you can cancel signing up for a role before the timer is up
## Changelog
🆑
refactor: Ghost roles now offer ghosts a clickable poll button. Ghosts
can select a role, deselect it, alt-click it for "Never For This Round",
can cancel "Never", can see the countdown, and can see how many other
people are signed up for the role poll.
/🆑
2023-12-22 11:44:55 -08:00
203aecbf63 [no gbp] Fixes runtimes in shuttle event and shuttle cling (#77343)
Fixes no-candidate runtime from pick() on an empty list
Fixes spawning null movables if run out of mobs to spawn
Fixes shuttle cling qdeling on Initialize due to lattices not counting
as hyperspace

🆑
runtime: Fixes runtimes in shuttle event and shuttle cling code
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-08-07 12:50:04 +01:00
Time-GreenandGitHub 80eea95636 Fixes triple carp shuttle event failing (#76860) 2023-07-17 12:31:51 -05:00
9940fb62e6 Destroys /obj/vehicle/sealed/mecha/working with a W80 nuclear warhead (#76296)
## About The Pull Request

Title.

Also, fixes https://github.com/tgstation/tgstation/issues/75568 at the
request of @TheVekter

## Why It's Good For The Game

This subtype only exists to append ore box behavior and is clearly a
relic of pre-2020 mechcode.
Keeping it around will only make it harder in the future to add new
mechs with ore box support.

## Changelog

🆑
fix: Clarke ore box now has a less confusing dump contents button.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-06-27 21:10:23 -06:00
8788e48378 Shuttle events (#76008)
## About The Pull Request


https://github.com/tgstation/tgstation/assets/7501474/a2d83ce8-eba1-42d9-a1f8-9d73f7c40b21

Adds shuttle events! Stuff can now start to happen outside the shuttle,
either benign or spicy (but usually just fun to watch)!
## Why It's Good For The Game

The shuttle escape sequence is an important part of the game, uniting
about every player surviving player. Recently, #71906 has made the
escape sequence more forgiving as well as more interesting by
conditionally doubling the playing field. The area outside the shuttle
is still mostly empty though, except for the few people being spaced,
daredevils and the occasional epic space fight.

This PR adds adds some space events to spice up the outside of the
shuttle! This both gives people something too look at, making the escape
sequence feel less static and more lively, as well as give people a
reason to go outside and get the full experience of ~being decapitated
by a meteor~ swimming with the fishes!

<details>
  <summary>Shuttle Events</summary>

**Friendly carp swarm**
Spawns a group of carp that flies past the shuttle, completely friendly
unless provoked.

**Friendly meteors**
Spawns a lot of strong meteors, but they all miss the shuttle.
Completely safe as long as you don't go EVA

**Maintenance debris**
Picks random stuff from the maintenance spawn pool and throws it at the
shuttle. Completely benign, unless you get hit in the head by a toolbox.
Could get you some cool stuff though!

**Dust storm**
Spawns a bunch of dust meteors. Has a rare chance to hit the shuttle,
doing minimal damage but can damage windows and might need inflight
maintenance

**Alien queen**
One in every 250 escapes. Spawns a player controlled alien queen and a
ripley mech. RIP AND TEAR!! Really not that dangerous when you realize
the entire crew is on the shuttle and the queen is fat as fuck, but can
still be fun to throw people around a bit before being torn to shreds.

**ANGRY CARP**
Once in every 500 escapes. Spawns 12 normal carp and 3 big carps, who
may just decide to go through the shuttle or try and bust through the
window if you look at them wrong. Somewhat dangerous, you could stay
away from the windows and try to hide, or more likely shoot at them and
weld the windows

**Fake TTV**
Lol

**Italian Storm**
Once in every 2000 rounds. Throws pasta, pizza and meatballs at the
shuttle. Definitely not me going off the rails with a testing event

**Player controlled carp trio**
Once in every 100 escapes. Spawns three player controlled carp to harass
the shuttle. May rarely be a magicarp, megacarp or chaos carp. I can't
honestly see them do anything other than be annoying for 3 seconds and
die

There are some other admin only ones: a group of passive carps going
directly through the shuttle and just being little shits, and a magic
carp swarm
</details>

Events are selected seperately, there isn't a crazy weighting system,
each just has a chance to run, and multiple could run at once. They also
don't immediately trigger, so people can get settled a bit, and to make
sure just waiting out the more dangerous ones is still a valid strategy.

## Changelog
🆑
add: Adds shuttle events! If shuttle escapes weren't exciting before
(doubtful), they definitely are now! I'm joking it's mostly an
atmosphere thing.
admin: Adds an admin panel to interact with shuttle events, under the
Events tab: Change Shuttle Events
fix: Objects spawned in hyperspace will properly catch hyperspace drift
/🆑

There's a few things I'd like to do later (another PR) (honestly anyone
can do them because I suck at follow-ups), because this is too big as
is:
- Hijack triggered shuttle events
- More events (got a lot of cool suggestions, but I'm putting most of
them on hold)
- Maybe stration announcements if some more dangerous ones get added
- Structures appearing next to the escape shuttle???

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-06-18 08:14:05 -04:00