* Initial stage
* final changes?
* Tweaks
* removed bad variables
* Fixed more bad vars
* is this map merged?
* spelling fix
* spelling fix
Co-Authored-By: TheDreamweaver <austin.j.rickli@gmail.com>
* Map fix?
* now this is map merger
* Fixed summoning edge cases
* Fixed spelling mistakes, Added better handling of sphere removal, Added sphere to the cargo shuttle blacklist, Made the "mystery" more dynamic
* Added better handling of stored mob summoning
* Removed redundant code.
* Made the jukebox actually accessible
* Tweaked it so that no maps would need to be loaded on Init
* comment commit
* No src
* Fixed spelling and getting trapped in rocks
* Fixed spawned-in hotel checks
* Blacklisted hotel are from blueprints and migrated storage handling from door to area.
* Prevents observing mobs (ghosts, camera entities) from getting stored.
* Condensed an if statement
* The hotel can now be used on another mob to invite them to the hotel. All living mob types can now exit out the hotel door.
* Fixed wrong user getting prompted when hotel was used on someone else.
* Added peepholes to hotel doors that can be used via AltClick.
* For the grammar lovers.
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.
Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove
cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
cl XDTM
tweak: Holding an ID in your hands uses it instead of your worn ID for authentication purposes.
tweak: If you don't have an ID in your id slot, the belt slot will be checked as well.
/cl
Fixes#40437
Makes sense if you want to use a specific access card without playing pocket tetris. The get_idcard has an argument for prioritizing worn id over held id, for stuff like identification.
cl XDTM
add: Added credit holochips, a form of semi-physical currency to use in transactions. They can be generated by id cards by drawing from bank accounts and can be used to make payments.
add: There is no limit to the amount of credits that can be stored on a holochip, but being holograms they are vulnerable to electromagnetic pulses, and may disappear if exposed to one!
add: Holochips can be split with alt-click, and can be merged by clicking on another holochip.
/cl
Inserting physical cash into ids and printing it on the go is really jarring, and since we're on a sci-fi universe i think that hard-light hologram chips with encrypted credits sounds more believable.
As a plus, they don't have to deal with messy stack calculations with different denominations, and simply have a credits var that holds their amount. They change color based on the amount of cash for easy recognizability.
The 50s/5s thing appears to be a mistake, given that 5s is 50ds and fast travel checks seconds against 50 and sets deciseconds to 50 on adjacent lines.
In addition to sending shuttles to docks, three extra modes are added:
Infinite Transit puts the shuttle in transit which lasts until another destination is chosen
Delete Shuttle does what it sounds like
Into The Sunset marks every mind on the shuttle as 'escaped' and then deletes the shuttle
Also puts the mobs in stasis so they won't suffocate, bleed out, etc. before roundend
It is also now possible to change the destination dock of the arrivals shuttle (example: an event where arrivals are sent to the Lavaland Wastes dock instead).
This is a shuttle loan event where CentCom asks you to defuse an active
syndicate bomb.
The good part? It pays a lot of dosh.
The bad part? You have a real chance of dying, blowing up the supply shuttle
and tearing a big fukken hole into cargo bay.
Maybe cargo techs will step back for a second and think "is the money really
worth that risk"?
Anywho, I blacklisted syndie bombs from cargo exports (so people can't just
send it back to CentCom) and also moved shuttle loan related items into
shuttle_loan.dm.
New titanium floors! The intent here was to reduce the eye strain that the current max saturation fuckbois have, and make some floor tiles people might actually consider using. Right now the options are still pretty limited with blue, yellow etc only coming in full tiles, and I expect this will remain so until an actual greyscale rework comes along that shrinks the file size down from its bloated 4,000 sprites to something more reasonable and modular. Decals, perhaps?
The game can use more bounties that require actual effort and cooperation to
complete, but give far higher rewards than the "collect some glass shards"
Assistant type bounties. Thanks again to Tlaltecuhtli for these ideas.
I added the following:
Engineering
Various atmos gases, price determined by how hard they are to acquire. I
deliberately left out Stimulum/Hypernobilium, as only a handful of players even
have an idea of how to make them. Plasma tank bounty got removed, since it's
just a case of "put tank into plasma canister and open valve".
Contained Tesla ball. The idea is to build a tesla setup inside the supply
shuttle, then ship it off. This pays a lot, since players have to purchase a
bunch of packs, get them unlocked+approved by heads of staff and finally
construct the whole thing inside a cramped shuttle. Materials alone cost about
14.000 credits for this one.
Tesla containment maintains power during the shuttle ride and it gets deleted
successfully on arrival at CentCom. As a failsafe, I've added both singulo and
tesla as 1 credit exports in case someone ships them over to CentCom without an
active bounty.
Mining
Almost everything you can craft from Lavaland fauna, from lava grilled steaks
over bone axes to goliath hide boats.
Now that shuttles are all loaded via template we no longer have a need for the
timid var on shuttles.
Well not all shuttles, it seems I forgot to template the backup shuttle so it
wouldn't have been working until now. This got fixed here as well.
Redesigned the white ship for metastation, this one's a salvage/cargo vessel!
The salvage pod is currently missing, however, as it doesn't work right now.
I'll add it further down the line. This ship is also filled with a few syndies
protecting it, one of them is ranged, the others are unarmed melee.
The old color-change functionality of the multitool remains unchanged. The hud is toggled with an action button, because multitools already have an attack_self() that does something. When toggled on, you get the hud as long as the multitool is in any slot on your body.
The only way I could find to reliably show exactly where an AI is looking was to place an image on every turf they are looking at. Because AI eyes move around a lot and I do not want them placing images all over the place when they do not have to, if there is nobody in the world currently using an ai detection multitool, they will not update the images until someone is.
Only AI eyes and multicamera zones currently appear. Advanced camera consoles do not appear on the hud, and no longer trigger the proximity color change. Also fixed multitools not appearing in-hands if their icon state changed.
This is in preparation for step_x support as the default behavior for these procs is necessary for proper functionality.
turf/Enter and atom/movable/Move default code got rewritten to replicate default byond functionality with minor changes.