Commit Graph

561 Commits

Author SHA1 Message Date
Rob Bailey
7c69e1232d [READY] Better shuttle sound algorithm (#43884)
About The Pull Request

Shuttle sounds previously played PER DOOR AT MAX VOLUME
This fixes that problem by instead playing shuttle sounds from the nearest engine or door if there's no engines.
Also there's distance sounds.
Why It's Good For The Game

it's not because it's actually SOUL for the shuttle sound to horribly ear rape you when it has enough doors.
Changelog

cl
fix: Shuttle sounds should no longer ass blast your ears as they no longer play PER DOOR and instead from the nearest engine, or door if none are available.
soundadd: Distant shuttle sounds.
/cl
2019-05-27 22:22:39 +12:00
vuonojenmustaturska
43548d4015 Fixes wabbajack altar becoming too inert (#44002) 2019-05-18 15:29:15 -04:00
WJohn
85cfd2318b New Boxstation mining shuttle (#43920)
* Larger mining shuttle with power connection when docked with the station. Only in use on boxstation right now.

* Whoops, forgot to add the actual shuttle!

* Fixes cable connections across shuttles

* Unlocks the APC in the mining shuttle.
2019-05-13 23:08:22 +02:00
vuonojenmustaturska
fb45b7a017 Turns trait accessors into defines, fixes some bugs (#43820)
It's free performance.
2019-05-06 19:44:05 -04:00
zxaber
264a1ae108 [Ready] Cargo Catalog small-order support, new single-pack orders, addition of Ripley (#43402)
* Initial changes

* I need my scratchpad for another PR real quick

* Access and code shuffling

* First pass at small_item markers

* Second pass at small_item markers

I think I did this right...

* Maybe I should save the files I have open

* small pack additions

* Update tgui.js

* Removing some (imo) redunadant packs.

* removing 1911 pack

press F to pay respects

* missed a debug

* reorganization

* bit of cleanup

* removed some leftover disabled code

* That red X is bullshit and you know it
2019-04-25 12:25:12 -04:00
Kmc2000
6b6537cccd Adds toggleable darkmode to the game! (#43072)
* Adds toggleable darkmode to the game! (Use the toggle darkmode verb if you want to use light mode)

* Removes a random linechange

* Undo unintentional changes

* Changes some forced font tags to use spans, which won't break darkmode.

* Fixes up some problems I found while testing
Darkmode is no longer default (this caused some issues with people getting a broken chat)

* Darkmode sucks less now

* Darkmode button now works again
2019-03-21 11:02:41 +13:00
Tad Hardesty
3d82bd7c3a Improve the error behavior of random docking ports 2019-03-18 21:19:24 -07:00
spookydonut
eb8f7a0494 Adds two shuttle states more functionality (#43005)
* Adds two shuttle states more functionality

* typo

* changes as requested to the pirate shuttle
2019-03-08 10:56:16 -05:00
Erik
9699ff0db0 You can no longer open podsafes in blue/green with alt click. (#42571) 2019-01-30 01:35:17 -05:00
coiax
881e8c1ab9 Refactors NODROP flag into TRAIT_NODROP (#42109)
* Refactors NODROP flag into TRAIT_NODROP

🆑 coiax
fix: Anti-drop implants can no longer be used to drop objects that they
were not responsible for sticking to a person's hand.
fix: Backfiring with a Barnyard spellbook will now play a spooky horse sound.
refactor: Refactors the way that "NODROP" items work to a new system,
there should be no change in functionality.
/🆑

Various items in the codebase were doing weird hoop jumps in order to
preserve the nodrop flag's state when it also wanted to change it, so I
moved it to a trait system.

I may have gone overboard with the type of unique trait sources, but
those can be changed later. My long term plan is make a general "CURSED"
nodrop origin, which means you can unlock cursed items by being hit with
a bolt of door opening or something. But that's for another PR, this has
no functionality changes, apart from some slightly modified descriptions
on cursed masks.

- Removed a bunch of redundant voice changing code for all the voice
changing animal masks, used two new clothing flags for this purpose.
- Also refactored a bit the animal masks, making new cursed subtypes that play
the sound when created.

* Drop location
2019-01-17 15:24:30 -05:00
subject217
9834e3220b [READY] Robustin's Syndicate Infiltrator PR except with the requested changes (#42034)
* Hardened Syndie Shuttle

* Fixes

* Fuck borgs

* Review

* Syndie turrets are now set to lethal by default

* here's hoping

makes the required changes this time with TGM(?)

* dv cleanup 1

* Cleans up two non-replaced plastitanium walls.

Nobody opens commit descriptions. Except the cutie reading this.

* Cleans up the turf I know I changed but somehow didn't in the final version.
2019-01-01 21:15:14 -05:00
coiax
c29c029d65 Non-emagged shuttles no longer throw atoms around (#41999)
- Normal shuttles that are not emagged will no longer throw things around.
  People will still be knocked down.
- Emagged shuttles and poorly designed shuttles will also throw things
  around on tables, as well as closets.

Shuttles were not mapped with the idea that their contents would be thrown
around violently every time they moved. This means that things like wheely
chairs, potted plants get chucked about the place. To get around this, the
"magnetic_catch" component was added, to partially bypass this effect in the
first place. But this component is only used in one place, in shuttle loading,
which means if a shuttle is custom built, suddenly and unexpectedly,
everything flies everywhere.

Instead, violent shuttle throwing should be limited to crappy shuttles,
(ie. asteroid with engines) and emagged shuttles. As such, I've removed
the magnetic component from tables and racks, to make shuttle throwing
more violent when it happens.
2018-12-27 11:50:23 -08:00
kevinz000
15362e2d19 Update on_move.dm 2018-12-12 04:28:17 -08:00
kevinz000
10d846022a [READY]MultiZ stuff - tile atmos, movement backend, falling backend, etc etc - Electric boogaloo (#40428)
Basic multiZ mob movement procs (Observers can always move)
Open space, showing what things are below it, and everything that entails. No complex support for dynamic generation just yet.
Decide how openspace should look :/

    Atoms falling through open space (NO MOB SUPPORT/DAMAGE/ANYTHING YET.)

//CANCELLED FOR ANOTHER PR - [ ] Being able to see upwards? Downwards is going to be handled by open space.

MultiZ tile atmospherics - EDIT: Working demo! https://puu.sh/B7mUs/3f6274740f.mp4
Bugtest the heck out of this trainwreck.
2018-12-11 22:09:59 +13:00
Dennok
869daa019e fix placing custom dock in transit. (#41475)
fix placing custom dock in transit.
2018-11-28 23:21:17 -05:00
variableundefined
7a9c71b84b Add cancel button to assault pod destination selector (#41524) 2018-11-16 06:31:55 -05:00
Ian Turk
71a5ce514c Fixed being able to land the whiteship on the transit z-level 2018-11-07 22:00:08 -08:00
XDTM
c5ed65e7aa [Ready]Adds direct pay for cargo orders (#40684)
cl XDTM
add: You can now pay for cargo orders from your account with the cargo requests console. Credits will be detracted from the requester's account instead of the cargo budget. A 10% handling fee on top of the order will be paid to the cargo department budget.
add: Cargo employees must still accept the order for it to be delivered.
add: The delivery will arrive in a locked crate that can only be opened by an id with the paying bank account.
/cl

If you're wealthy, why should you waste your time waiting for cargo to get money? Pay for the stuff yourself; the quartermaster won't have to worry about their budget and will likely just put the order in the next shipment.
2018-11-07 21:58:17 +13:00
TheDreamweaver
d464fd04d7 [SUPER DUPER EXTRA READY] Hilbert's Hotel (#41029)
* 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.
2018-11-01 15:40:31 -04:00
Youbar
565fa59574 Removes usage of variable ssshuttle.points 2018-10-25 22:49:04 +13:00
kevinz000
3e7184c975 Combat/Stun (slip) overhaul staging, mobility flags, adds crawling (#39967)
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.
2018-10-11 11:22:21 +13:00
AnturK
f925d30e73 Fixes full cargo logs. (#40646)
* Fixes full cargo logs.

* bluh
2018-10-03 13:15:36 +03:00
XDTM
6f21758521 Handheld IDs are valid for authentication (#40456)
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.
2018-10-03 09:58:37 +13:00
XDTM
1553afab24 [Ready for review]Adds credit holochips to replace magic cash (#40462)
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.
2018-09-26 10:35:02 +12:00
cacogen
9d258ff61b [READY] Luxury shuttle charges bank cards (#40334)
* Payment in increments, for handless mobs

* Luxury shuttle now works with bank cards
2018-09-24 19:44:09 -04:00
Tad Hardesty
0f96875e1e Use an atom proc to link shuttles to their computers (#40311)
* Use signals to link shuttles to their computers

* Use Initialize instead of ComponentInitialize

* Use an ordinary proc instead of signals
2018-09-23 03:50:45 -04:00
Iamgoofball
f735a7d34d [READY][PAID CODE] economy PR (#40312)
With the power of CAPITALISM AND ECONOMY, you too could be This Guy.
2018-09-23 02:50:51 -04:00
cacogen
11ef78f848 Luxury shuttle ticket booth now counts dragged money. Useful for mobs without hands. 2018-09-18 12:07:38 +12:00
Tad Hardesty
3b7549adc3 Set the default port name for navigation computers (#40277) 2018-09-15 05:56:35 -04:00
kevinz000
9eec1f8db2 Adds move force and move resist, movement/pushing/pulling tweaks (#39556)
* Removes anchroed from mobs, adds move force/resist

* Move force and move resist

* WIP, still has debug messages.

* Fixes

* Update living.dm

* Anchored removal

* Stuff

* Unit tests

* Removes anchored from dview

* DME

* Update anchored_mobs.dm

* Fix

* No ghost spacewind

* Update mulebot.dm

* Update temporary_visual.dm

* Update forcefields.dm

* Update step_triggers.dm

* Update portals.dm

* Update alien_acid.dm

* Update bump_teleporter.dm

* Update landmarks.dm

* Update countdown.dm

* Update blessing.dm

* Update shieldgen.dm

* Update containment_field.dm

* Update field_generator.dm

* Update singularity.dm

* Update atmosmachinery.dm

* Update door.dm

* Update gravitygenerator.dm

* Update door.dm

* Update effects.dm

* Update temporary_visual.dm

* Update bump_teleporter.dm

* Update forcefields.dm

* Update landmarks.dm

* Update portals.dm

* Fixes

* Throwforce annnd done, finally

* Fixes

* Haha I'm dumb sometimes
2018-09-15 05:08:30 -04:00
Jordan Brown
07040f8727 Merge pull request #40092 from AutomaticFrenzy/patch/cycle-link
Fix double-wide shuttle airlocks losing their cycle-link
2018-09-06 01:19:30 -04:00
Jordan Brown
b0e880a1b0 Merge pull request #40091 from AutomaticFrenzy/patch/get-status-text
Make shuttle getStatusText more useful
2018-09-06 01:19:01 -04:00
Jordan Brown
a0e38b47bf Merge pull request #40074 from AutomaticFrenzy/patch/navigation-computer
Fix runtime on navigation computer first use
2018-09-06 01:16:53 -04:00
Tad Hardesty
8bfdee9f64 Improve accuracy of shuttle ripple removal (#40078) 2018-09-05 13:04:30 -04:00
Tad Hardesty
f2f46060d7 Fix double-wide shuttle airlocks losing their cycle-link 2018-09-03 22:56:55 -07:00
Tad Hardesty
7949ed8445 Make shuttle getStatusText more useful 2018-09-03 22:35:32 -07:00
Tad Hardesty
88c3410d75 Fix runtime on navigation computer first use 2018-09-03 12:21:32 -07:00
Emmett Gaines
451d35c9c9 Converts more dir assignments to setDir (#40023) 2018-08-31 22:54:37 +03:00
Tad Hardesty
aff11eaaa8 Give multiple copies of shuttles their own area instances (#39890) 2018-08-27 06:04:48 -04:00
Jordan Brown
19f649e05c Merge pull request #39908 2018-08-26 17:14:02 -04:00
Tad Hardesty
77d2e26172 Enhance the power of the Shuttle Manipulator (#39870)
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).
2018-08-26 12:54:24 +12:00
Tad Hardesty
ac2d857da0 Fix Build Your Own Shuttle crashing the server (#39886) 2018-08-25 14:42:24 +03:00
81Denton
523ebb1adf Add bomb defusal shuttle loan event (#39881)
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.
2018-08-25 02:06:18 -07:00
Tad Hardesty
ba887b39ed Refactor status displays 2018-08-25 01:34:30 -07:00
AnturK
bd72eb3371 Refactors exports and pirate loot gathering. (#39749)
* Pirate export

* Stuff

* ATTEMPT TWO

* Vault area was removed look for control terminal here.

* Fixes and improvments

* cb stuff
2018-08-24 12:50:53 +03:00
ninjanomnom
2fbfdd03d2 Handle shuttle registration from inside the template 2018-08-19 22:20:23 -04:00
WJohn
c5f7f68d36 Updates titanium and plastitanium floor sprites. (#39723)
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?
2018-08-19 23:49:01 +12:00
Tad Hardesty
0708d3dbaa Fix escape pod 1 not reaching the recovery ship (#39675) 2018-08-14 17:12:25 -04:00
ShizCalev
600586c72b Fixes var set lists on maps (#39615) 2018-08-09 17:04:25 -04:00
81Denton
abb5e84f37 Adds mining and engineering cargo bounties (#39568)
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.
2018-08-08 21:12:56 -07:00