Commit Graph

56 Commits

Author SHA1 Message Date
Cheridan
52afa566b3 Merge pull request #2331 from ManeaterMildred/HUDFeedback
Fixes Issue #1523 : No feedback when using F12.
2014-01-14 10:37:02 -08:00
ManeaterMildred
3f485d4fb1 Added span class for the feedback, and the two warnings if you
try to use F12 when you shouldn't be able to.
2014-01-12 16:19:13 +01:00
ManeaterMildred
e352012768 Add a feedback upon using F12, in case people get confused their
HUD is gone when pressing F12 by accident
2014-01-12 15:50:48 +01:00
Giacom
03eea5642c Merge pull request #2257 from errorage/2014_01_06_borg_module_ui_update
Cyborg module selection UI update
2014-01-11 04:33:03 -08:00
Robson Richards
e83928a6ac Span classes 2014-01-07 21:12:16 +00:00
Cheridan
b2108a98ac Merge pull request #2246 from Giacom/followme
Made the ghost follow verb less buggy.
2014-01-07 08:54:00 -08:00
errorage
bfcd050b77 Partial commit for the cyborg UI upgrade, which gets rid of the pop-up window for module selection, instead displaying the available modules in storage-item like fashion. 2014-01-06 12:17:07 +01:00
Giacomand
16b35bf32f Made the follow verb less buggy.
Removed duplicated code.
2014-01-05 17:44:46 +00:00
errorage
c89f3b83d0 Adds framework for multiple UI styles for humans, with a no-UI mode being the first example. Also makes all mobs' UIs scalable.
- Rewrote all UI element positions to use values that are anchored to NORTH, SOUTH, EAST, WEST and CENTER instead of absolute numbers. Changing view range now no longer messes up the UI.
Screenshots:
http://www.ss13.eu/uiscaling_human.png (human)
http://www.ss13.eu/uiscaling_borg.png (cyborg)
http://www.ss13.eu/uiscaling_alien.png (alien)
http://www.ss13.eu/uiscaling_monkey.png (monkey)
- Changing the view range no longer messes up shortsightedness and welding mask dither effects
Screenshots:
http://www.ss13.eu/uiscaling_welding.png (welding mask)
http://www.ss13.eu/uiscaling_shortsight.png (shortsightedness)
- The flash overlay now covers the entire screen no matter what the view range is
- The damage overlay and blindness overlay are now centered even if you change the view range. They are however images of a fixed size, so they only cover a part of the screen. This one is better than it was, but still 'imperfect'. I'm guessing we'll have to wait until we switch to byond 500 for a better solution to this.
Screenshot:
http://www.ss13.eu/uiscaling_dead.png (critical condition)
- Pressing F12 now no longer only switches between the standard and a reduced overlay, it cycles through all available UI styles, of which there are currently three: Standard UI, reduced UI and no UI (intended for taking screenshots while alive). Note that this does not remove the blindness, damage and flash overlays, it however removes all damage indication icons (like suffocation, fire damage, etc)
Screenshot:
http://www.ss13.eu/uiscaling_blank.png (no UI)
2013-12-29 12:04:37 +01:00
Miauw
2b6046feb8 Fixed #1830 Monkeys now have a resist button on their HUD. 2013-12-22 16:36:26 +01:00
Razharas
f7293d8fa1 Fixes add_log being used in an obsolete way
>Contributors checking before commiting
>Maintainers checking before merging
Ahahahaha
2013-12-19 06:31:42 +04:00
Razharas
5045069899 More logging and fingerprints
Added helper proc for general logging, replaced some logging with this
proc
Pulling now leaves fingerprints
Judging by the opinions in the thread will add some more
logging/fingerprints
2013-12-15 05:23:50 +04:00
Aranclanos
f6f9f0f050 Removed a leftlover in click code and fixed changeling stings because they weren't working why aren't they working why don't they work, I keep asking that, it's a PR about changelings stings, but they don't work, why they don't work little black ball of destiny, I just want to know why they don't work on the PR that says that they will work, why why why 2013-12-05 07:35:29 -03:00
Aranclanos
a4a13681f3 Merge branch 'master' of https://github.com/Razharas/-tg-station into ImGonnaStingYa
Conflicts:
	code/game/gamemodes/changeling/changeling_powers.dm
2013-12-05 07:01:09 -03:00
Razharas
eb8b23b873 Fixed some issues
Removed all item stings legacy
Removed game balance changes
Moved stings handling to AltClickOn, added the dead check i forgot to
add
Reverted monkeyizing keeping items from previous form
Fixed the grammar in the comments
2013-12-03 00:45:05 +04:00
Giacom
6757f8d248 Merge pull request #1878 from Zelacks/remove_original_atom
Removes unused variables
2013-11-26 12:12:27 -08:00
Zelacks
c3e8fceefe Removes several more unused variables 2013-11-24 05:11:15 +08:00
Aranclanos
3e68d5ac70 Ghosts won't runtime if they click on the portal while the teleporter computer is gone 2013-11-22 00:00:24 -03:00
Razharas
f37b32a18f Further sting improvements
Now to sting someone with active sting you alt+click them
In usual mode active sting do nothing
Clicking sting icon will deactivate the sting(hasnt removed the verb
however)
Now all monkifying will grant the monkeys what they can wear from their
previous form
Now all humanizing autoequips things from under you
(Done by Gia's suggestion, the quality is meh)
One more little change in icons
2013-11-21 23:10:56 +04:00
Razharas
e6eab9b7e9 Rewrote stings
Stings are now special cases of carbons' clicks
All the problems with stings-items were solved automatically by this
Clicking the ability sets your active sting
Currently active sting is shown on the UI
Changed sting icons to fit the UI
Clicking other ability will reset the active sting to the new one
Added "retract stinger" ability so you can get rid of any active sting
Added autoequip of items below you if you go from monkey to human form
as ling
Added commented-out greater form, just because
Monkeys now have chem counter in their UI just like humans
Monkeys have active sting icon in UI as well
Hope its not too much commits for one pull request
Also changed some of the previous additiong to ABSTRACT items in
show_inv
2013-11-21 20:36:08 +04:00
Razharas
b7b45881b2 Made abstract a flag and other stuff
Everything that had abstract var now has ABSTRACT flag
Everything that checked abstract var now checks ABSTRACT flag
Fixed some runtimes
Fixed click code and face direction changing while cuffed
Added del to all attack_* of the proboscis in case shit goes real
AStar is still weird so added  a simple sanity check
2013-11-18 03:53:50 +04:00
Razharas
6d0bbc8b24 Further improvement of ling code
Yadda yadda
2013-11-17 02:09:43 +04:00
Razharas
453da53560 Ling changes and some click additiong to items 2013-11-16 23:10:55 +04:00
Giacom
00621f7817 Merge pull request #1671 from Neerti/hud_addition_01
Adds a plasma storage HUD for aliens.
2013-11-07 04:25:28 -08:00
Neerti
1e0fb790fa Moved plasma counter to right. Flipped sprite for it, named Power Display2 in screen_gen.dmi 2013-11-07 00:08:48 -05:00
Neerti
a1053c2b56 Adds a plasma counter hud for aliens that works similar to the changeling's chem storage and blob's resource storage counters. 2013-10-28 03:03:33 -04:00
Aranclanos
a2981e5f9c Merge pull request #1589 from SuperSayu/clickstuff3
Mecha, hud, and click fixes
2013-10-25 09:16:54 -07:00
Aranclanos
dd281bb6b2 Merge pull request #1561 from RobRichards1997/11/10/2013-Limbs-are-Objects
Changes Limbs into Objects [Merge/Give Feedback]
2013-10-22 00:41:09 -07:00
supersayu
fff7c61d10 More correct fix for #1164 that does not introduce new bugs (oops)
Re-adds the ability for mobs to turn when clicking on a wall object in their square (APC, etc)
Re-adds ghost shift- and alt-clicking, sorry about that.
2013-10-16 01:36:43 -04:00
supersayu
0764cac389 Mecha HUD hiding
Hides the user's inventory (as per F12) when they enter a mecha, since it is essentially unusable.  Pressing F12 will reveal it, as will exiting the mecha.  If your inventory is hidden before you enter the mech, it will remain hidden when you leave.
2013-10-16 01:33:41 -04:00
supersayu
a7398c2205 Mecha fixes
Prevents mech actions from acting on the user's inventory.  Fixes #1487.
(Almost) fully prevents inventory use from within a mech, to be more consistent.  The internals GUI button still works on the theory that it's emergency equipment.
2013-10-16 01:30:00 -04:00
Giacomand
1bf07a3065 * The AI can now use alt click to get a list of objects and the turf for easy access.
* The AI can interact with all the items in the list.
* The AI can use this for several things:
 * Since the list will not dissappear for the AI, until there's no camera coverage, they can use it to bookmark a single tile to interact while not having to look at it.
 * They can also use this to quickly jump to the listed turf.
 * They can interact with objects under other objects.
* Made the CTRL Click on the APC directly use the toggle_breaker() proc.
2013-10-14 17:23:53 +01:00
Cheridan
7a51f6d70d Merge pull request #1519 from Giacom/blob_features
Blob Features [CHANGELOG]
2013-10-12 12:16:20 -07:00
Robson Richards
1c70008d0c Changes Limbs into Obj's
Reworked all the paths for it
Reworked all the procs for it
2013-10-11 19:11:55 +01:00
Giacomand
96f34fa1a4 Merge branch 'master' of https://github.com/tgstation/-tg-station into blob_skfaj;sf
Conflicts:
	html/changelog.html
2013-10-09 08:18:03 +01:00
Giacomand
bf81256e3e Merge branch 'master' of https://github.com/Giacomand/-tg-station into blob_skfaj;sf 2013-10-09 08:15:29 +01:00
Mloc-Argent
d2e8531ee5 Made cyborg middle-clicks cycle through the list of selected modules, and added some new helper procs for selected modules.
New procs:
* module_selected(module) - Checks whether the module slot specified by "module" is currently selected.
* module_active(module) - Checks whether there is a module active in the slot specified by "module".
* get_selected_module() - Returns the slot number of the currently selected module.  Returns 0 if no modules are selected.
* select_module(module) - Selects the module slot specified by "module"
* deselect_module(module) - Deselects the module slot specified by "module"
* toggle_module(module) - Toggles the selection of the module slot specified by "module".
* cycle_modules() - Cycles through the list of selected modules.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2013-10-08 20:15:57 +01:00
Mloc-Argent
db0a908038 Make energy weapons not get a bloody overlay and fixed alt-gr not calling AltClick()
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2013-10-08 20:15:56 +01:00
MrPerson
5347cac68a Merge pull request #1494 from Giacomand/clickmobopt
Hostile Mobs Attacking Through Window Fix
2013-10-07 12:55:04 -07:00
Giacomand
cbb395dc02 * Added the same for the AI and Cyborg click code. 2013-10-07 20:47:55 +01:00
Giacomand
b4b0cfaf54 Merge pull request #1402 from Petethegoat/sayustat
Ported and improved Sayu's awesome alt-click stat panel.
2013-10-06 15:42:49 -07:00
Giacomand
d5f96002be Blob Features!
A blob tile will light up when it is being pulsed by a core/node, adds crucial visual feedback when placing resources/factories.
New shortcuts for the blob. Expand = CTRL Click - Rally = Middle Mouse Click - Create Shield = Alt Click
Blobs can now talk to each other and ghosts can hear them. Thanks to /vg/ for this code.
Removed the unnecessary AI quarantine code.
Formated the blob code to use the standard.
2013-10-06 22:56:22 +01:00
Giacomand
0bb72fcb66 * Fixed hostile mobs being able to attach through windows (thanks to the new click code's Adjacent proc)
* Made the shift examine turn your mob again.
 * Slightly optimized getting the modifier params, in the click code.
2013-10-04 14:44:53 +01:00
AndroidSFV
93497b4c3f Expansion of AI Photography. AI can now target which turf is the center of the picture taken. Other fixes included. 2013-10-01 23:10:38 -05:00
Pete Goodfellow
65909d0a33 Merge branch 'master' of github.com:tgstation/-tg-station into sayustat
Conflicts:
	code/modules/mob/mob_defines.dm
2013-09-29 22:27:35 +01:00
supersayu
61c7595489 Re-adds buildmode to ghosts
Also makes buildmode more consistent for AI
2013-09-22 20:06:52 -04:00
Pete Goodfellow
0195caad16 Ported and improved Sayu's awesome alt-click stat panel. Alt-clicking a tile will bring up a list of the objects on it in a stat panel- these can be interacted with normally, with both left and right clicks. This is particularly useful for getting specific items from lockers. 2013-09-18 23:04:08 +01:00
supersayu
a3ba991d2f Additional comments, move some code
Should improve documentation of new and old click code
2013-09-17 19:03:22 -04:00
supersayu
a993ce62db Bugfixen and minor changes. Fixes #136.
Adjusts the click code to not use client/Click().  The code is largely unchanged, except that it allows the compiler default behaviour of calling atom/Click(), and then forwards the call to mob/ClickOn().  I had some reports that melee combat mixed with movement was behaving oddly, and I believe it may be due to the use of client/Click; the byond documentation says that redefining client/Click() causes additional overhead, and it isn't strictly necessary.

Alters the way double clicks are handled, in an attempt to better handle clickspam, as often occurs during pitched combat.  This may also be responsible for the above, but I don't know.

Inserts proximity (aka flag) checks in all afterattack() procs.  The old assumption was that unless an item used the USEDELAY flag, afterattack() was only called when adjacent, but this is no longer true.  This led to beakers, soap, crayons, etc, all being usable at all ranges.

Removes the NODELAY flag, which was unused.  Removes all existing uses of the USEDELAY flag so that it can be readded to things that need extra delay.

Removes the hand_* procs, previously used by restrained actions.  Instead, the mob helper mob/RestrainedClickOn() has abosrbed basically all the functionality they were used for, which is really only monkeys with jungle fever.

Adds a special case of the Adjacency() proc for doors.  This fixes #136, airlocks being unreachable due to border fire doors.  However, this only takes us back to the unpleasant position where you have to open-hand the door, switch to a crowbar, and pry open the firedoor; it still needs a better fix.
2013-09-17 18:19:14 -04:00
supersayu
4c44e7cd89 Glove update
Integrates gloves into click code.  Gloves now have a proc/Touch(atom, proximity) which is called before humans do an attack_hand().  It can also occur when you click on something at range, so be sure to check the proximity flag.

Adds code to make ninja gloves work properly with this and pulls it out of the various attack_hand() procs.

Other suggested uses: secret society rings, magic/cult gloves, weaponized gloves (chemical, electric, needles, etc), powered exosuit hands (for picking up crates), I dunno, there are options
2013-09-17 18:19:13 -04:00