Commit Graph

36 Commits

Author SHA1 Message Date
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
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
ninjanomnom
2fbfdd03d2 Handle shuttle registration from inside the template 2018-08-19 22:20:23 -04:00
Emmett Gaines
e248d342b8 Removes the shuttle timid var (#39445)
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.
2018-08-01 21:19:16 -07:00
Emmett Gaines
3ffd45eaf5 Allows duplicates of shuttle templates (#39219)
* Allows duplicates of shuttle templates

* Trigger shuttle linkage from template load
2018-07-26 22:46:35 +12:00
Tad Hardesty
8636f3eefb Fix Shuttle Manipulator admin verb (#39119) 2018-07-15 03:28:56 +03:00
ninjanomnom
d6f516844e No throwing in template loading 2018-06-19 18:41:46 -04:00
Jordan Brown
6d0179f57b Merge pull request #38116 from AutomaticFrenzy/patch/anchored
Refactor machinery to default to being anchored
2018-06-01 12:27:38 -04:00
Jordan Brown
f64bc3a872 Merge pull request #38179 from AutomaticFrenzy/patch/pubby-aux
Fix Pubby auxiliary mining base
2018-06-01 10:48:12 -04:00
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
Tad Hardesty
d06d725340 Fix Pubby auxiliary mining base 2018-05-30 18:28:36 -07:00
Tad Hardesty
2f212e16a3 Remove redundant anchored=TRUE from machines 2018-05-27 19:23:37 -07:00
Emmett Gaines
49d1e9ee66 Shuttles have additional baseturfs, and other minor baseturf changes (#36388)
cl ninjanomnom
fix: Shuttles have proper baseturfs now.
fix: Mineral walls properly use their baseturfs when destroyed/drilled.
add: A new engineering goggle mode allows you to see the shuttle area you're standing in.
admin: Buildmode works a bit better with baseturfs now and can properly only remove the top layer of turfs when editing. Note that as a result the order you place turfs is important and a wall placed on space means when the wall is removed there will be space underneath.
/cl

This adds an area hook for turfs getting the PlaceOnTop proc called so shuttle areas are able to intercept it and add a special turf used for determining where the bottom of the shuttle is. I'm not too certain on this being the best way to handle it but the alternatives restrict the kind of turfs that are allowed to be on shuttles which I didn't want to do as it was part of the whole intent of the baseturf change to allow any turf type on shuttles.

The alternative to the area hook would require a tool which attaches turfs to a shuttle which is why there's a shuttle area viewing tool in this pr. I considered doing it this way first but decided it was too clunky.

In addition to other changes:

Tiled/Reinforced floors have proper baseturfs now.

A large amount of the remaining ChangeTurf calls were swapped over to various baseturf helpers so, for example, mining doesn't create a lavaland turf if somehow the mineral wall is on plating.

Escape pods, the aux base, and syndicate drop pod have been converted over to shuttle templates as well.

The error when the timid var is set incorrectly has been changed to a stack_trace.

The change turf file has been made all lowercase as per standard.
2018-04-05 11:13:20 +12:00
coiax
8e20aa3f7b Refactors shuttles to be loaded in, rather than be on the station maps (#33766)
* Refactors shuttles to be loaded in, rather than be on the station maps

- Shuttles are now loaded in by the shuttle subsystem.

You configure what shuttles are loaded in via
`/obj/configuration/shuttle_load` objects.

* Box arrivals shuttle is now imported from template

* Moves things out of the #ifdef

* Box emergency shuttle is now imported

* Box emergency shuttle is now templated

* Box ferry and whiteship now load from template

* More shuttles on Box done

* Apart from the pods, Box is now completely templated

* Delta now has all non-awkward shuttles loaded in

And Centcom..

* Removes no ops turfs, more error messages

* Fixes slightly chopped off external wall

* Massaging more shuttles into working correctly

* Debug messages are king

* Delta cargo shuttle now docks again

* First pass of Metastation shuttles

* Omegastation first pass

* Metastation now has its own shuttle

* Did most shuttles on Pubby

* Turns out Pubby arrival shuttle is slightly smaller than Box arrival

* Whoops, missed a stationary port

* TGMified the pubby arrival shuttle

* First pass, box is working

* All stations now have roundstart_template and no configuration objects

* Removes roundstart_move

* Why do we even have these unused keys

* Remove unused coded vars

* removes some excessive safety checks

* Missed some Centcom cargo dock stuff

* Got it working again

* That thing that Cyberboss wanted

* Noop turfs the shuttle templates

* And template noop for the area

* Attempts to assuage travis

* Warning!

* Please love me, Travis

* RIP Remie
2018-01-25 15:18:15 -05:00
Emmett Gaines
ca603a6db4 a new file for dock and its new fractured existence (#33627) 2017-12-18 21:24:48 -06:00
Jordie
8b19b490d1 JSON feedback (#32188)
* wip

* wip2

* makes code actually compile on 511 + fixes

* versioning

* s

* adds python conversion script, schema change and removes 'force ' from item_used_for_combat

* fix to compile

* forgot to actually commit this
2017-11-17 02:43:12 -05:00
ShizCalev
0ae5cd2d97 Cleans up and fixes old landmarks 2017-10-03 23:38:59 -04:00
Lzimann
58d0f12c5c Removes a great amount of machinery copypasta with circuitboards.
Also changes New -> Initialize in most of them.
renamed: `code/game/machinery/computer/computer.dm` -> `code/game/machinery/computer/_computer.dm`
renamed: `code/game/machinery/machinery.dm` -> `code/game/machinery/_machinery.dm`
Moved all circuitboards to a new folder at `code/game/objects/items/weapons/circuitboards`
2017-08-09 11:10:48 -03:00
ShizCalev
59ef81245b Changes some 1s and 0s to TRUE and FALSE (#29144) 2017-07-10 10:31:34 -04:00
AnturK
0c3edf1ff7 Shuttle engines affecting travel time (#28564) 2017-06-25 22:52:06 -03:00
oranges
d95e859e5d Merge pull request #26386 from ChangelingRain/initialnew
New() goes in the trash, we've gotta Initialize()
2017-04-27 10:15:10 +12:00
Cyberboss
729010bbb2 Unorphans the blackbox (#26129)
Moved sql_poll_population from server_maint to this new SS. Moved few remaining server_maint tasks to SSping and deleted it.
2017-04-27 10:04:57 +12:00
Joan Lung
228df13447 Merge branch 'master' of https://github.com/tgstation/tgstation into initialnew
Conflicts:
	code/modules/mob/living/simple_animal/hostile/megafauna/dragon.dm
	code/modules/station_goals/bsa.dm
	code/modules/vehicles/atv.dm
2017-04-25 07:32:06 -04:00
MrPerson
ff3f84ab81 Replaces /image with /mutable_appearance, where appropriate (#26518)
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism.

I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default.

Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
2017-04-25 12:15:16 +02:00
Joan Lung
db9d86a39e New() goes in the trash, we've gotta Initialize() 2017-04-19 18:22:26 -04:00
Cyberboss
9e1ef0ffe2 Global variable wrappers (#25325)
* Add the system for managed global variables

* Travis ban old globals

* So you CAN inline proccall, that's neat

* Fix that

* master.dm

* Remove the hack procs

* Move InitGlobals to the proper spot

* configuration.dm

* Fix the missing pre-slash

* clockcult.dm

* This is probably for the best

* Doy

* Fix shit

* Rest of the DEFINES tree

* Fix

* Use global. for access

* Update find_references_in_globals

Always hated that proc

Whoever made it must've bee a r e a l idiot...

* __HELPERS tree

* Move global initialization to master.

Fix the declaration

* database.dm

* Dat newline

* I said DECLARATIVE order!

* Here's something you can chew on @Iamgoofball

* game_modes.dm

* Fix this

* genetics.dm

* flavor_misc.dm

* More stuff

* Do it mso's way. Keep the controllers as global

* Make master actually see it

* Fix

* Finish _globalvars/lists

* Finish the rest of the _globalvars tree

* This is weird

* Migrate the controllers

* SLOTH -> GLOB

* Lighting globals

* round_start_time -> ticker

* PAI card list -> pai SS

* record_id_num -> static

* Diseases list -> SSdisease

* More disease globals to the SS

* More disease stuff

* Emote list

* Better and better

* Bluh

* So much stuff

* Ahh

* Wires

* dview

* station_areas

* Teleportlocs

* blood_splatter_icons

* Stuff and such

* More stuff

* RAD IO

* More stuff and such

* Blob shit

* Changeling stuff

* Add "Balance" to changelogs

* Balance for changelog compiler + Auto Tagging

* Update the PR template

* hivemind_bank

* Bip

* sacrificed

* Good shit

* Better define

* More cult shit

* Devil shit

* Gang shit

* > borers

Fix shit

* Rename the define

* Nuke

* Objectives

* Sandbox

* Multiverse sword

* Announce systems

* Stuff and such

* TC con

* Airlock

* doppllllerrrrrr

* holopads

* Shut up byond you inconsistent fuck

* Sneaky fuck

* Burp

* Bip

* Fixnshit

* Port without regard

* askdlfjs;

* asdfjasoidojfi

* Protected globals and more

* SO MANY

* ajsimkvahsaoisd

* akfdsiaopwimfeoiwafaw

* gsdfigjosidjfgiosdg

* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!

* facerolll

* ASDFASDFASDF

* Removes the unused parts of dmm_suite

* WIP

* Fix quote

* asdfjauwfnkjs

* afwlunhskjfda

* asfjlaiwuefhaf

* SO CLOSE

* wwwweeeeeewwwww

* agdgmoewranwg

* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?

* Fix syntax errors

* 100 errors

* Another 100

* So many...

* Ugh

* More shit

* kilme

* Stuuuuuufffff

* ajrgmrlshio;djfa;sdkl

* jkbhkhjbmjvjmh

* soi soi soi

* butt

* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING

* lllllllllllllllllllllllllllllllllllllllllll

* afsdijfiawhnflnjhnwsdfs

* yugykihlugk,kj

* time to go

* STUFFF!!!

* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!

* ngoaijdjlfkamsdlkf

* Break time

* aufjsdklfalsjfi

* CONTROL KAY AND PRAY

* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

* Goteem

* Fix testing mode

* This does not belong in this PR

* Convert it to a controller

* Eh, fuck this option

* Revert controllerization Ill do it some other time

* Fix

* Working controllerization

* FOR THE LOVE OF CHRIST PROTECT THE LOGS

* Protect admins and deadmins

* Use the inbuilt proc
2017-04-06 23:26:13 -06:00
Cyberboss
1365ab99d8 Merges map templates and map loader (#24140)
* Reorganize the mapping code

* Finish this up

* Reee line endings

* FUCKING LINE ENDINGS

* LINARU ENDARU

* >PLS SET REPO LINE ENDINGS

* Comments

* Hoisted by my own travis.yml changes
2017-02-19 16:55:02 +13:00
Leo
9c6803ae19 Ports Paradise error handler, with in game runtime viewer! (#24036)
* Ports paradise error handler, with in game runtime viewer!

* Changes to the old runtime error and removes inerror reference

* Oops

* Adds a wrapper for world.log so it displays both in the runtime diary and in DD window
2017-02-14 11:39:31 +11:00
Jack Edge
3c022aa0d1 Wheeee 2016-06-30 13:24:05 +01:00
Jack Edge
0d0c42fc6a Compilation 2016-06-28 13:04:43 +01:00
Cruix
ac0bad5d61 Added priority overlay system. (#18225)
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
2016-06-17 10:11:53 +12:00
Jack Edge
b92332053f Shuttle manipulator: Added "Fast Travel" button
🆑 coiax
rscadd: The shuttle manipulator now has a Fast Travel button, for those
admins that really want a shuttle to get to where its going FAST.
/🆑

Also fixes a runtime because I missed a case in the shuttlemode2str
proc.
2016-06-01 15:58:18 +01:00
Jack Edge
3910a546e6 Adds admin logging to megafauna movement
🆑 coiax
rscadd: Admins are now notified if a megafauna uses a wormhole or a
shuttle.
rscadd: A new Shuttle Manipulator verb has been added for quick access
to probably the best and most bugfree feature on /tg/.
/🆑

Megafauna adminnotifies on portal TP

Standard shuttle names and logging

Also ignore .mdme files

Muh commit

Actually works and stuff
2016-05-28 16:26:28 +01:00
Jack Edge
05d23faeaa Rounds no longer end instantly
I think I learned a valuable lesson today about how changing numerical
modes should be tested.
2016-05-26 16:43:24 +01:00
coiax
4483d5275c Shuttle manipulator (#17436)
* Starting out on our tgui journey

* God tgui, why do you need to be updated

You're dynamically generated anyway

* Commit of stuff

* Further progress is being made

* Everyone loves buildscripts

* Further modifications to my incredible running script

* Starting to modify the minimap code to be better

* It's going well thusfar, I guess

* What have I done

* RIP minimap

* FUN FUN FUN FUN FUN

* Adds shuttle_manipulator.dmi

MUH HOLOGRAMS

* Is it done? IS IT OVER

* Peer review

* Some bug fixes

* Makes that damn greentext shut up

* Shuttle registration

* Made the Emergency Escape Bar more robust

No climbing on the bar.

* Do not stare into the operation end of the device

* Compile shame

* THE MOST DUMB

* Passive barmaiden

* Emergency shuttle memes

* MORE SAFETY CODE

* Fancy shuttle manipulator icons

* Smoothing it out

* We are going to have a lot of fun with this one

* Independent blobbernauts

* WABBAJACK WABBAJACK

* Message for attempting to authenticate old style

* Angry alert noise is back

* Revert "Independent blobbernauts"

This reverts commit 34d6af7c9c88cfc2864990cb37b586bb90163dd3.

* No parrot sleep plz

* Moves the special shuttle stuff to special.dm

* No Bartender like a Centcom Bartender

* Non-controversial map changes

- Backup shuttle moved closer to Centcom main structure, docking tube
created
- Moved shuttle import landmark to above Centcom main building
- Added shuttle displays to Conference Room
- Squashed the Chapel a bit in Metastation
- Made the docking port on Z2 massive
- Made the docking port on Metastation a lot larger

* Hacks and slashes at Box

A bunch of things are extended and squashed so Box shuttle dock can
support the MetaStation emergency shuttle.

* Some Metastationshit

* Never ending changes

* Wabbajack to TGM

* Modified the bar, I think that's all of them

* Stops Barmaiden wandering around

* More code review

* Whitspace, the bane of us all

* DIE WHITESPACE DIE
2016-05-26 15:15:19 +02:00
coiax
5b5d956943 Alternate escape shuttles and ferries (#16761)
* Added a simple bar-theme escape shuttle

Features include a very tough Bardrone, with laws to be a good
bartender, bathroom, a quality lounge for the heads, and a small
gambling table.

* Changed drone's health to 3000

Bardrone is now strong, to cope from stray gunfire.

* Replaces banned variables with alternates

Step_[xy] is bad, mkay?

* Added STV5, the cramped transport shuttle

Well, looks like Centcom only had this ship ready for evacuation. I hope
you're friendly with your coworkers!

* Removed shuttle area from empty space on STV5

* Added cult shuttle

Looks like this automated shuttle may have wandered into the darkness
between the stars on route to the station. Let's not think too hard
about where all the bodies came from.

* Include the Narnar Shuttle

* Meat ferry added

Very basic, could probably use some love from a map wizard.

* Moved shuttle files to shuttles/ directory

* MAPS MOVED AND RENAMED

* Hyperfractal Gigashuttle

"I dunno, this seems kinda needlessly complicated."
"This shuttle has very a very high safety record, according to Centcom
Officer Cadet Yins."
"Are you sure?"
"Yes, it has a safety record of N-A-N, which is apparently larger than
100%."

* I REGRET ADDING THESE

* Into templates you go

* Changed floors

* Hugbox supermatter, for map making

* Shuttles KINDA delete themselves

* Hats in hats in hats in hats in hats

* Use the hugbox supermatter in the shuttle

* Include the new verbs

* Include our new verbs

* Fixed runtime when deleting emergency shuttle

* Added to verb list

* Fixes more runtimes with deleting the shuttle

* Shuttle Destroy verb now functions

* Moved them out of the shuttles/ folder

* We'll need these docks later

* shuttle_import landmark datum made

* Changes z2 to TGM format and adds shuttle_import landmark

* SHUTTLE IMPORT VERB

Is this it? Are we there?

* Some compile fixes

* Emergency bar map updated

* Updated cramped shuttle

* Updated narnar shuttle

* Supermatter shuttle updated

* Meat ferry updated

* Debugging information included

* Debug code, QDEL hints

* Minor updates to collection of maps

* May as well use the snowflake drone code

PICK YOUR OWN BARKEEPING HAT.

* The Lighthouse

*static*... part of a much larger vessel, possibly military in origin.
The weapon markings aren't anything we've seen ... *static* ... by
almost never the same person twice, possible use of unknown storage ...
*static* ... seeing ERT officers onboard, but no missions are on file
for ... *static* ... *static* ... *annoying jingle* ... only at The
LIGHTHOUSE! Fulfilling needs you didn't even know you had. We've got
EVERYTHING, and something else!

* Made supermatter hallucination too powerful

* Added force argument for docking testing

* Added emergency backup shuttle

Hopefully it will never be seen or used. But means that provided it's
there and untouched, even with the accidental deletion of a shuttle,
round will still be able to end as normal.

* Added templates for existing shuttles

* Backup shuttle used if emergency shuttle deleted

* Added backup shuttle transit space

Don't know why transit spaces aren't dynamically generated, to be
honest.

* Hyperfractal Gigashuttle improved

More radiation lockers, chairs which makes it "safer".

* Added Shuttle Under Construction

The documentation hasn't been finished yet for this shuttle. Break glass
in case of emergency.

* Added warnings for shuttle interaction

ARE YOU SURE YOU WANT TO DELETE THE EMERGENCY SHUTTLE?

I mean, I really don't know what will happen, and it's probably
nothing good.

* Snappop(tm)!

Hey kids and grownups! Are you bored of DULL and TEDIOUS shuttle
journeys after you're evacuating for probably BORING reasons. Well then
order the Snappop today! We've got fun activities for everyone, an all
access cockpit, and no boring security brig! Boo! Play dress up with
your friends! Collect all the bedsheets before your neighbour does so!
Check if the AI is watching you with our patent pending "Peeping Tom AI
Multitool Detector" or PEEEEEETUR for short. Have a fun ride!

* Fixed horrific experiment icon, added gambling spawner

* Candle changes

Infinite candles start fires but don't run out.
Infinite candles don't make messages when created.

* Shuttle can dock if already docked

* Fixing bugs with shuttle import

Also, some minor bugs with hugbox supermatter still consuming
gas moles and slowly depressurising the area.

* Admin notice, unload bad template

* Fixes problems with some shuttles

* Warning message if roundstart dock failed

* Compiles.

* Inform admins of shuttle problems

* Names for shuttles, minor tweaks

* Moved shuttle templates to shuttles/

* Version numbers are lame

* Shuttle datums

* Shuttle manipulator barebones

It doesn't do anything at the moment.

* Added shuttle manipulator to Z2

It still doesn't do anything yet, but it looks pretty.

* Use GetAllContents(), don't delete ghosts

* Fixes bug where nothing would actually load

* Cancel button on Destroy Shuttle

* Fixed birdboat shuttle overwriting bar shuttle
2016-05-07 23:35:57 +02:00