Commit Graph

100 Commits

Author SHA1 Message Date
Celotajs
190d0a0384 Replace alert usage with tgui_alert (#58419)
Pretty much every alert() call is replaced with tgui_alert, except one I replaced with tgalert as a fallback. If tgui_alert exists, why not use it?
2021-05-20 22:43:27 +12:00
Mothblocks
84221e2cc8 The CE can now buy the BYOS (#58389) 2021-04-21 20:47:51 +02:00
Emmett Gaines
d71ce02c98 Makes cargo canister listings get automatically generated at runtime (#57844) 2021-03-21 06:07:54 -07:00
spookydonut
399b242ff6 Remove no tick check flag from SSshuttle (#57605) 2021-03-18 00:49:01 -07:00
tralezab
c63f696f30 Chef Produce Console, for cases where there are no botanists (#57298) 2021-03-02 19:16:27 -08:00
tralezab
c0e1f63aff Shuttle Insurance! (#57025)
Co-authored-by: spessbro <51048066+spessbro@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-02-19 00:42:22 -08:00
Mothblocks
0f435d5dff Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm

We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.

There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.

Hi codeowners!

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-14 16:53:29 -08:00
Qustinnus
95731342b9 [READY] Adds station traits: Small modifiers that can randomly be chosen each round (#56309)
This PR adds station traits which are essentially small changes to a normal round that can be used to create small variations in how a round might play out, sometimes there might be only one, very simple trait, but you might have a round where they have a somewhat bigger impact, to make rounds feel slightly more different from each other.

The following traits have been added:
Positive:

    Lucky winner - Free pizza and beer every 6-12 minutes
    Galactic Grant - Larger starting funds for cargo
    Premium internals boxes - emergency box has flare + radio as bonus
    Bountiful bounties - Bounties pay 20% more
    Strong supply lines - Imports 20% cheaper
    Filled maint - More loot in maint
    Fast shuttle - Cargo shuttle is faster
    Free scarves - Free scarfs if a slot is free

Neutral:

    Bananium shipment - Clown starts with 5 sheets of bananium (Neutral because this helps noone but the clown)
    Unnatural atmosphere - Lava planet can get more restricted gasses
    Unique AI - Random lawset at roundstart for AI
    Ian adventure - Ian teleports to a random spot on the station
    Glitched PDAs - PDA's have a different beep
    Announcer intern - Changes the announcement messages to sound like they're from an intern at Centcom

Negative:

    Carp infestation - Carp event is more common and can start earlier
    Weak supply lines - Imports 20% more expensive
    Blackout - Station lights are partially broken around the station
    Empty maint - Less loot in maint
    Overflow bureacracy mistake - Random overflow job (From a vetted list)
    Late Arrivals - Everyone starts in arrivals
    Random spawns - Random spawn location (by drop pod)
    Slow shuttle - Cargo shuttle is slower

Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: coiax <yellowbounder@gmail.com>
2021-02-05 15:49:49 -08:00
tralezab
3c6ce0afba Butthurt Admin Prevention (#55661)
It's a story as old as time itself. Admin loads a new shuttle, decorates it, and then shuttle catastrophe triggers and the admin gets deeply, deeply owned. With this, you can set what emergency shuttle they picked and prevent any more changes to the shuttle!
2020-12-24 00:36:36 -08:00
TiviPlus
0eaab0bc54 Grep for space indentation (#54850)
#54604 atomizing
Since a lot of the space indents are in lists ill atomize those later
2020-11-30 12:48:40 -05:00
ZeWaka
9629feed35 Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B

BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
2020-10-13 16:43:53 -03:00
Jared-Fogle
f951aa0c6d tgui: Communications Console (#54220)
* Start of work

* More work

* Finish visuals for main page for AIs, start work on behavior

* More functionality--authenticating and calling shuttle

* Set security level

* Message list

* Purchasing shuttles

* Emagging, messaing associates, nuke codes, permission fixes

* Sending message to allied sectors (done?)

* CentComm -> CentCom

* Resolve part of feedback

* Remove now unused pageComponent variable

* Change children to not use array

* Split lines

* Flex box allied stations

* Don't use ternary

* Fix lints

* Rebuild tgui

* Change icon to biohazard

* Clean up color property

* Rebuild tgui
2020-10-13 09:55:42 +03:00
Dennok
d7a0d45082 Fix shuttle loader (#54200)
Set mode = SHUTTLE_PREARRIVAL to shuttle that initially placed to transit docking port.
No more SSshuttles delete transit for half loaded shuttle

Fix #54232
2020-10-08 10:18:21 +01:00
Dennok
516a3e5bdc Some shuttes rework. Allow many shuttles of one template to work at the same time. (#53993)
* add replace button to shuttle panel

load button now only load new shuttle

* shuttle teplate loads as shuttle

* new shuttle console connects to shuttle

* new navigation computer connect to shurrle

* docking_port id now unique

add count to id if id already in work

* many docks from one base tenplate

* up

* fix unregister

* up

* up

* up

* block multiple shuttle loading

* return preview button

* up  id generation
2020-10-06 00:20:15 +03:00
Hulkamania
c6a94683c6 Cross server evacuation messages now include the evacuation reason (#53980)
Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
2020-09-29 01:21:12 -07:00
Timberpoes
1f23cc281d Enforce preserving parent proc return values across ui_act call stacks (#53964)
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
2020-09-26 11:52:39 -03:00
Gandalf
95d25ec33b Emergency Shuttle Toggle (#53912)
Admins now have the option to enable or disable the shuttle(located in the admin tab).
Disabling the shuttle will basically pause it where it is, regardless(unless game is over). Until the admins enable it again. It will resume exactly back to where it was and continue from there. This is great for events. You can't recall or call the shuttle while it's disabled.

Admins also now get the option when calling the shuttle to disable the recall of said shuttle unless they cancel it or select enable shuttle.
2020-09-25 07:40:50 -03:00
Tad Hardesty
67f9ea771a Remove outdated shuttle import landmark (#53642)
Cleaning up after #44676
2020-09-13 02:52:18 +01:00
TiviPlus
ca366c3ea1 Bools and returns super-pr (#53221)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
2020-08-28 14:26:37 -07:00
tralezab
46ec19aa81 New Event: Shuttle Catastrophe (#53003)
The shuttle runs into some kind of horrible event, and is no longer servicable. The station is given a new one!
2020-08-18 21:42:06 -03:00
Aleksej Komarov
0cf00a2645 tgui 4.0 (#52085)
* tgui 4.0 hyper squash

* Upgrade dependencies
2020-07-16 20:13:04 +02:00
Ryll Ryll
0f6496a55c [READY] Adds Medical Wounds: Bamboo Bones and the Skin of Your Teeth (#50558)
About The Pull Request

This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!

Also there's a full guide here!

dreamseeker_2020-04-18_20-42-19.png

The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does

There's a lot to cover, but here's the bullet points of the main features and changes:

    Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
    You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
    Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
    Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
    The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.

dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss

dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds

ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked

Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete

Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind

    Quick balance pass to make sure nothing is horribly abuseable

Why It's Good For The Game

Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)

This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog

🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
2020-06-12 23:47:33 +12:00
actioninja
b5dfd8880d id to component name 2020-04-19 19:36:35 +03:00
TetraK1
b3abcaac9d Improve shuttle calling dialog order 2020-03-12 12:36:38 +00:00
XDTM
19655de8c7 Makes sixth sense only able to hear regular deadchat 2020-02-19 18:57:22 +01:00
Rohesie
7bef84f009 Mass-replacement of stat to machine_stat (#48758)
Living and machine stat vars are pretty different, one uses flags and other number-defines.
This should make some other mass-replacements and searches a bit easier.
2020-01-24 12:37:17 +13:00
81Denton
0564d6609f Moves shuttle related logs into a new log file (#48441)
* Logs shuttle computer usage

* Adds a separate shuttle log

* Adds missing logs to INDIVIDUAL_SHOW_ALL_LOG

* no message
2019-12-30 15:56:05 -05:00
spookydonut
175439f63a Removes unreachable code (#48143)
About The Pull Request

As detected by SpaceManiac/SpacemanDMM#123
2019-12-10 20:52:13 +13:00
Rohesie
acf3ca684c shuttlemode2str removal(#48172) 2019-12-09 09:50:56 -05:00
kingofkosmos
280d416d4f Adds missing spans, missing periods and missing span endings. Also changes spans to suit the situation better. 2019-10-12 19:34:11 +03:00
Dennok
1b165b26d1 Bluespace Navigation Gigabeacon (#44807)
About The Pull Request

This PR add "Bluespace Navigation Gigabeacon" that shuttles can use as a target for the jump computer.

You can customize locked status by multitool or name of beacons by multitool with unscrewed beacon.
If you, or emp, lock beacon you are still able see it in choice list like a "Locked" destination, but unable to jump to it.
Why It's Good For The Game

Now any spacemen can construct their own Space station on any Z lvl (that not reserved, centcom, away mission) and dock (by custom dock) his ship to it.

Now we actially have some shuttles that have ability to place custom dock.
That one is whiteship, but only if its not UFO, 4 ships in caravan ambush(for 2 need sindycate access), +1 for nuclear ops(sindycate access), but dont forgot that Admins can spawn "navigation computer" to any shuttle.).

Lavaland safari likers now can land anywhere where they can fit a ship, on lava, basalt, and plating turfs, also asteroid.

I drop some bombs to clear spot and land to lavaland.
http://recordit.co/qN10qfuift

Here i create dry dock near station and dock ship into it.
http://recordit.co/R4kXqN8rnt

all walls and other floors are forbidden to prevent you landing on the station

possibly more random gibberish?)
maybe change plating to reinforced (engine) floor.

Navigation computer now use trait blacklist to filter out z levels to where it can't place custom dock.
This make easy to add new z lvls where it can place dock.
2019-07-17 13:58:57 -04:00
ShizCalev
604061f7e9 Merge pull request #44889 from Dennok/shuttle_manipulator-load-fix
shuttle_manipulator load fix
2019-07-12 23:55:46 -04:00
kingofkosmos
ad64678c48 Merge branch 'addswarningspans' of https://github.com/kingofkosmos/-tg-station into addswarningspans 2019-07-01 13:32:24 +03:00
kingofkosmos
51f77267f4 * revert error spans 2019-07-01 13:28:15 +03:00
Dennok
4ee3b050e1 shuttle_manipulator load fix
shuttle_manipulator on load now send shuttle to transit
2019-06-30 18:24:00 +03:00
kingofkosmos
c969f6d3eb Merge branch 'master' into addswarningspans 2019-06-27 15:12:54 +03:00
kingofkosmos
ec5c82029a * "Is already...", "Can not...", "Not when..." etc. 2019-06-27 06:15:43 +03:00
spookydonut
18e92e152b Makes shuttle load in transit level [TESTED] (#44676)
* Removes shuttle manipulator

* oops

* fuck it lets just remove it.

* Revert "fuck it lets just remove it."

This reverts commit 8a95879f21d3f4aad3d56e33fa90ebc1940c1e27.

* re-remove the old admin proc

* Make shuttles load in transit level

* Add check

* oops

* i need coffee
2019-06-24 09:50:47 -04:00
spookydonut
c5f7f5b063 Removes shuttle manipulator (#44655)
* Removes shuttle manipulator

* oops

* moves ui to ssshuttle

* fuck it lets just remove it.

* ooops

* Revert "fuck it lets just remove it."

This reverts commit 8a95879f21d3f4aad3d56e33fa90ebc1940c1e27.

* re-remove the old admin proc
2019-06-23 21:24:10 +02:00
FrankFo
645156ff60 De-linkifies names in deadchat_broadcast(), makes deadsay css class default (#44600)
* De-linkifies names in deadchat_broadcast(), makes deadsay css class default too

* Makes the source argument come after message, since it is optional

* Removes excess </span>
2019-06-18 22:49:02 +02:00
oranges
e112629f27 Auto shuttle caller no longer tries to run if no players are on (#43887)
This prevents a runtime due to division by zero
2019-05-10 09:33:35 -04:00
Tad Hardesty
570a4da33e Replace 'throw EXCEPTION' with CRASH or WARNING 2019-03-19 23:09:24 -07:00
Youbar
565fa59574 Removes usage of variable ssshuttle.points 2018-10-25 22:49:04 +13:00
Francesco
40d2a68f56 Make a lot of subsystems' Initialize return ..() (#39955)
Subsystem Initialize has a return value, this makes all the subsystems actually
return it, too.
2018-08-31 19:01:46 -07:00
vuonojenmustaturska
a1ad24904e Stops various machines from processing needlessly (#39132)
* Stops lighting from processing needlessly

* showers too

* space heaters

* broken/unpowered vending machines

* fucken status displays

* rechargers
2018-07-15 17:01:29 -04:00
kevinz000
7996baca4c Clear transit changes 2018-06-11 19:13:38 -07:00
kevinz000
7bf86ed53f Refactors transit requests to turf_reservations. 2018-06-04 16:30:15 -07:00
ShizCalev
c41d6ac965 Standardizes and cleans up some admin messages & logging (#38128)
* Improved logging

* Fixes & emitter logging

* ded
2018-05-30 21:57:06 -07:00
Emmett Gaines
7dcd690756 Removes some unnecesary vars on shuttles (#37041)
* Removes some unnecesary vars on shuttles

* Forgot to reapply unused transit turf flag
2018-04-12 13:42:03 +03:00
Dax Dupont
8cec81dfdf Fixes dead chat announcements not using real name. 2018-04-05 18:30:13 +02:00