Commit Graph

72 Commits

Author SHA1 Message Date
nightred
15452cac44 [READY] Two Handed Component (#49422)
About The Pull Request

For an item to be two handed just add this handy component.

All existing two handed items have been converted to use this component.
Why It's Good For The Game

It has components and signals, and now you can make items two handed so simply.

/obj/item/shockpaddles/ComponentInitialize()
	. = ..()
	AddComponent(/datum/component/two_handed)
2020-03-04 11:26:01 +13:00
ArcaneMusic
94f27c7b25 [READY]Arconomy: Sales Taggers, split profits on barcoded, sold items! (#49111)
* Startwork

* "Arcane: Everything works up until the export datum bullshit"

* I got up to "Split Profit" in "sell object"

* This is when I switched over to components and it STILL doesn't work

* alright stopwork for the 'night'

* So this is the version that crashes

* One step further in my descent to madness.

* Alright, this should be working (Minus maybe profit_split)

* Alright splitting up custom sales splits is broken right now.

* Profit split works now.

* Alright what the hell is going on here.

* Revert "Alright what the hell is going on here."

This reverts commit 6cb3b6eb56ea45ede3496bbe219ca18302c806e2.

* Oh wait, I can do commit messages through VSC?

* Adds a quick little box with all the shipping supplies you'll ever want, unwrapping signal

* Added shipping box to all maps and the service/cargo lathes.

* Fuck you mapmerge hook you ain't shit

* Alright, yet another take of making it get rid of the pricetag

* [3:43 PM] oranges: anturk is smart (This is true)

* Tested, cleaned up component procs,  and limits signals sent a bit.

* Whoops

* Other comments from Ninja over discord

* Left in a comment line.

* Fixes the issue with ind. barcodes, adds examine.

* Well thank GOD the children wern't there to see it

* Adds a do_after to prevent accidents.

* Fixes merge conflicts

* Fixes merge conflict. Twice in one day.

* Fixes merge conflict.

* one tiny bit of documentation

* Travis play nice.
2020-02-25 20:42:01 +08:00
MMMiracles
ee70efac67 Makes railings good (#49171)
About The Pull Request

Makes rails functional in that they can be vaulted from either side, moved, and repaired. Still doesn't add a way to make them.
Why It's Good For The Game

make multiz great

Waiting/working on a few things for the map so I'm just atomizing the few things I'm sitting on so other map makers can take advantage of in the meantime.
2020-02-17 21:41:52 +13:00
skoglol
a28b24f149 Completely removes cloning (#48668)
* Removed from code

* Removes cloners from maps

* Some more references, now compiles.

* Reduces availability of replica pods

* DNA scanner and tech disk rebranding

* pubby door name, cargo pack description
2020-02-04 16:04:06 -05:00
81Denton
632094e557 Adds directional stair subtypes, fixes missing icon states (#48400) 2019-12-27 10:35:07 -05:00
81Denton
195d3291eb Multi Z test map improvements (#47557)
* Multi Z test map improvements

* h
2019-11-04 11:45:25 -05:00
81Denton
e576466d6d Multi-Z debug map update (#47500)
* Fixes jaws of life path/areas

* Multi-Z debug map update

* Update
2019-11-03 01:09:25 -08:00
Fikou
31ab3ac830 power tool refactor (#46974)
Power tool refactor
2019-10-13 20:34:52 +02:00
nemvar
e9e65917cd Fixes Runtime Station (#46389) 2019-09-10 20:19:16 +02:00
Rob Bailey
2c720c6408 No ID insertion for everything except the hop console (fixes the ORM) (#45693)
About The Pull Request

machines and consoles that previously required an inserted ID now check access on worn and inhand ids. They otherwise function identically.
Affected things:
ORM: click claim to claim cash to connected ID (also fixes it)
Mining vendor: uses ID on person or in hand.
medical console: checks worn ID
security records console: checks worn ID
gulag consoles: claim points to worn ID, checks access and point requirements from worn ID

Also some backend refactoring to prisoner management and gulag teleporter consoles

hop console will be next to strip out the shitcode entirely but this at least gets things functional in the mean time, but fully tested this time. It's very late here and I need to sleep. Due to the nature of it it's more elaborate of a rework.
Changelog

cl
tweak: Medical and Security consoles now check access on worn or inhand ID instead of requiring an inserted ID
tweak: mining vendor now reads from ID in hand or on person instead of requiring an inserted ID
fix: ORM is functional again (for real this time)
tweak: ORM claim points button transfers points to worn/inhand ID instead of to an inserted ID, no longer accepts insertions
tweak: Same for gulag consoles
/cl
2019-08-04 22:53:55 +12:00
actioninja
169a974b6c map vars cleanup 2019-07-09 21:29:08 -07:00
Dennok
9069855e3f Add drydock to runtimestation. (#45013)
* Add drydock to runtomestation.

To show work of the shuttle landing mechanics.

* Add some lost cable to runtimestation.
2019-07-08 22:59:33 +10:00
Rob Bailey
65e9888fa6 [READY] Smart Cables (#44265)
Cables now autoconnect on cardinal directions. All cable placement has been completely stripped out and replaced with simple single cable per tile logic.
Low effort demo: https://www.youtube.com/watch?v=fXp8s6ORWbA
Yes I am aware that cutting it is not dropping wire, that version was bugged.
Cables no longer need a knot specifically placed to link to power objects. The sprite is automatically changed to represent this.
The only exception to this logic is that on smes units, due to the terminal being next to the output, they will not link there.
On a technical powernet side, this is the same as old cables once actually placed. They still use the existing powernet system, just the placement and connection works differently.

Old cables have been turned into "pipe cleaners" for wire art purposes. they work just like the old ones, just missing all the powernet functionality, and also you can put them on top of the floor.
Why It's Good For The Game

How obnoxious cables were to both map and work with in game has been something that has annoyed me for a really long time now.
This is both easier for new players to learn, and easier for experienced players to work with.
Along with making in game much more intuitive and easier, it makes mapping much easier as well. Mad lad wjohn was able to rip out all the mapping conversion in one day because of how much faster it is to work with.

cl actioninja and wjohn
add: Cables have been completely reworked. Simple per tile connection logic, automatically connects to things above it. Think minecraft redstone.
add: Old cables have been kept as pipe cleaner. They are non-functional in terms of power, but otherwise have the same connection logic. Also can go on top of tiles.
remove: mech cable layer has been removed because it was terrible shitcode nobody used
tweak: (sort of balance) cable stack sized has been reduced to 15.
/cl
2019-06-22 10:24:37 +12:00
vuonojenmustaturska
94c42e3a45 Removes VR (#43832)
* dunk

* this too
2019-05-12 13:33:06 -04:00
Tad Hardesty
1569642728 Fix incorrect APC pixel offsets in maps (#43539)
* Add additional functionality and logging to update paths script

* Fix incorrect APC pixel offsets
2019-04-11 10:47:30 +02:00
Tad Hardesty
84c06057ce Fix untold mountains of minor mapping issues (#42541)
* Fix stacked turfs

* Fix cables with pixel offsets

* Fix outdated icon state overrides
2019-01-28 02:42:17 -05:00
WJohn
c3ad5fbd24 Fix shuttle rotation of decal corners (#42261)
Had to touch a lot of maps because their directions were wrong in the icons
file, so when I changed those every map that had these needed updating. I've
added a script called cornersfix to mapmerge2/map_scripts for downstream
servers.
2019-01-09 12:55:15 -08:00
Denton
1fec2a3d1b Runtimestation tweaks 2018-12-29 00:32:14 +01:00
Tlaltecuhtli
bcf0fc44a3 Add contents to RuntimeStation medkit (#42010) 2018-12-20 13:43:30 -08:00
81Denton
8d09255b9c Multi Z test map fixes (#41967)
* Multi Z testmap fixes
wefgbezrtbnhjrtzn

* ree dvars
2018-12-18 18:40:57 -05:00
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
Denton
7b729a3dc4 Runtimestation: Uplinks, darkroom, ARCD/RLD 2018-09-28 23:07:08 +02:00
WJohn
e54f1d5342 The great floor tile purge (#40065)
* Converts all colored plasteel tiles to turf decals.

* Removes now deprecated floor icons and paths.

* Hotfixes on three maps.

* Moves script to its own folder.

* Fixes wild west.

* Fixes holodeck

* Fixes eye rape bug.

* Fixes meta and lavaland biodome ruin having some missing textures.
2018-09-05 22:14:31 +03:00
Tad Hardesty
2e2b816a36 Fix stray space area on RuntimeStation (#39935) 2018-08-27 15:48:20 -04:00
Tad Hardesty
ba887b39ed Refactor status displays 2018-08-25 01:34:30 -07:00
81Denton
7a52e44b0d Add ore silo examine message, add it to runtimestation (#39792)
I added an examine message to the ore silo:

    [src] can be linked to techfabs, circuit printers and protolathes with a
    multitool.

Also added it to runtimestation, which required me to expand the area a little.
2018-08-20 23:24:36 -07:00
81Denton
4fc4528258 Runtimestation tweaks (#39708) 2018-08-15 12:42:07 -07:00
Denton
d3dc376f9b Adds tcomms to runtimestation 2018-06-28 15:51:34 +02:00
81Denton
b7c140fd27 Adds shuttle docks to runtimestation (#38507)
* adds shuttles to runtime

reeeeeeeee

* dvars

* escape pod tinyfans
2018-06-16 13:36:18 -07:00
81Denton
115ff7f6f1 Runtimestation tweaks (#38340)
* runtimestation tweaks, debug subtypes

* moves exposed wire to maint tunnel
2018-06-08 10:51:00 -07:00
Tad Hardesty
fa6ec2f00a Fix premapped atmos machines turning on automatically when re-wrenched (#38065)
* Fix premapped atmos machines turning on automatically when re-wrenched

* Move on and open variables up to atmospherics base

* Update maps for valve var change

* Rename valve/open to valve/on, add valve/digital/on
2018-05-26 20:59:25 -04:00
Trevor Serpas
7f514db8d3 Circuitry lab changes (#38029)
* circuitry lab changes

* syndicate cell charger board
2018-05-26 00:29:19 -04:00
Dax Dupont
92a811ee89 Adds VR Snowdin and Syndicate Trainer/VR Update roll up (#37915)
* Adds VR Snowdin and Syndicate Trainer

* Replace var edit

* I did forget to add a few

* Adds one full outfit spawn

* internals too

* closet

* Extends same Z level check to monitor and emping

* restricted uplinks

* camera bug fixes

don't talk about the bees

outfit changes

More items

outfit fix

* Adds vr sleepers to runtime station

* More mapping fixes

* Adds telecomms to taunt your enemies

* More restrictions

* Some fixes

* badabing

* More fixes

* emag related changes

* forgot the ract

* Additions

* griff resistance mode

* minor changes

* Removes old centcom away map

* Pushes you out of VR if you try to ghost

* this is :b:roke

* this shit is not :b:roke

* as requested
2018-05-24 17:31:18 -07:00
81Denton
31353719a2 Runtime: fixes RTG power, adjusts pipenet, adds debug chem dispensers (#37673)
* fixes RTG power, adjusts pipenet, adds debug dispensers

* newline

* missed one

* infinite cell for debug dispenser

* adds debug chem synthesizer, axes dispenser/full/debug

* fixes chem dispenser/fullupgrade

* updates tgui.js and chem synth beaker name

* adds can_synth_debug var and comments
2018-05-12 16:53:46 -07:00
Denton
a21ff99392 fixes rnd machinery, adds circ printer+analyzer
reeeee
2018-05-03 19:00:37 +02:00
Armhulen
ca273db3f0 Removes SCP_294 (#37326)
* aaah sweet essence

* bye bye sprites

* goodbye machine code

* bye bye blacklist entry

* whoops

* scp gone from runtime

* bye bye ract

* bye bye space ruin folder

* bye bye area
2018-04-26 03:05:41 +12:00
Fox McCloud
057aa31cda Kills off /obj/item/device (#37297)
* Kills off /obj/item/device

* whoops

* whoops

* Fix
2018-04-23 15:00:23 +02:00
81Denton
77b1072d9b [Ready] Atmos cleanup + subtypes (#36690)
* dv cleanup/pump fixes
dv cleanup pubby

* atmos machinery subtypes

* incinerator cleanup after on = FALSE; removes luminosity overrides

* fixes freezer target temp

fixes heater/freezer target temp

* flipped filters, flipped/inverse air mixers

* atmos filters and air mixers

* freezers and heaters

* semicolon

* solves conflicts with #36659, #36673

* fixes pubbystation.dmm merge conflict

* adds icon_state and comments to pumps/mixer/thermomachine

* min/max_temperature comment

* replaces 4500kPa with MAX_OUTPUT_PRESSURE

* handles freezer/on temp in Initialize()
2018-03-31 16:33:21 -04:00
ShizCalev
40e2cc568d Cleans up vars 2018-03-10 12:54:22 -05:00
kevinz000
79b96dd55d Fixes master 2018-03-07 21:36:58 -06:00
XDTM
4cdffdac1a Updates RuntimeStation to make testing faster 2018-03-03 20:59:26 +01:00
ShizCalev
15f0d19ce7 Adds mapping helpers to handle cyclelink & locking airlocks, updates all relevant maps (#35674)
* Adds airlock helpers

* Maps updated

* few more
2018-02-16 14:05:26 +02:00
FrozenGuy5
249bb6b61e mapmerge2 on lots of maps (#35023)
* mapmerge2 on lots of maps

* removes da colon
2018-01-27 19:33:06 -05:00
ShizCalev
9cb4772b61 Sign restructure (#34527) 2018-01-18 21:15:02 -05:00
Ashe Higgs
a877b9022a adds cameras to runtimestation (#34506) 2018-01-17 08:08:26 -05:00
Tad Hardesty
829f264bbe Update Space Station 13 decal on RuntimeStation 2018-01-15 18:21:41 -08:00
uraniummeltdown
984406c1e5 Glass Airlocks Made Into Subtypes (#33764)
* move door_assembly types to new door_assembly_types.dm
fixed some stupid airlock varedits
made glass airlocks a subtype of their solid variant

* examine door assembly to see what name is set
move airlock emagged description to examine()
2017-12-25 17:50:03 -05:00
uraniummeltdown
09be3e9b6b Airlock Construction Update (#33152)
* removed typetext and icontext vars from door assemblies, airlock painter no longer works on door assemblies
removed 'anchored = TRUE, state = 1' copypasta from door assemblies
door assemblies update their name more regularly during construction
added new airlock types to airlock painter on airlocks, and to the RCD
airlock assemblies built with metal are now in a list, you can build many more airlocks
vault door assemblies can be built with 4 plasteel
added a solid version of station2 airlocks, renamed to "public airlock"
glass and mineral sheets are now able to be welded out of door assemblies

* find n replace airlock/glass to airlock/glass_public in maps
door_assembly_glass to door_assembly_public

* made highsec airlocks built with 6 plasteel, removed from RCD and airlock painter
vault doors built with 8 plasteel
removed redundant vars in airlock_types.dm
reverts the dumb rglass 'replacement' addition in door assembly construction

* moved airlock assembly defines to construction defines file
fixed incorrectly named shuttle airlock glass_closed and maint panel protected closed overlays
improved examination message for glass/minerals present in assembly

* airlocks take their dir from the assembly when built from assembly
removed "vertical" variant of survival pod airlock, unneeded
survival pod airlock assembly can have glass applied
solid and glass overlays for survival pod airlocks

* OOPs some airlocks, removes a duplicate door assembly, removes some var edits on maps for a new glass type

* turn copied door assembly code into a proc
some feedback during door assembly construction
door assembly created airlock takes name from base_name if no custom name
moved plasma airlock proc to airlock_types.dm
2017-12-10 22:23:43 +01:00
ShizCalev
e7197ec589 Nearstation fixes (#32931) 2017-11-21 09:41:37 -05:00
WJohn
84f0306761 Cleans up floors.dmi a bit and adds new turf decals. (#32860)
* Updates floors and decals as well as all relevant maps.

* Fixes centcom compilation errors

* Fixes some missing floors I did not see under blast doors whoops.

* Removes a bunch of tags reeeee

* Removes redundant icon states.

* Updates almost all maps, mostly to deal with /black being changed to /dark.

* Fixes pirate ship too.

* Let's try that again fuck

* Whoops extra area error

* Proper conflict fixes.

* Actual fixes now

* Actual fixes.

* Last couple of fixes hopefully at ninja's request.
2017-11-20 21:47:33 -05:00