Commit Graph

18 Commits

Author SHA1 Message Date
san7890
6dca51598a MULTI-Z IceBoxStation Locker Room (Laundromat Diplomat) (#64055) 2022-01-17 18:13:37 -07:00
Jeremiah
9c6fdb567d TGUI list conversions + bug fixes (#63354)
About The Pull Request

    Converts more inputs to TGUI. Possibly all user-facing input lists in the game.
    Did any surrounding text/number inputs as well
    Added null choice support so users can press cancel.
    Added some misc TGUI input fixes
    Fixed custom vendors while I was there

I refactored a lot of code while just poking around.
Primarily, usage of .len in files where I was already working on lists.
Some code was just awful - look at guardian.dm and its non use of early returns
If there are any disputes, I can revert it just fine, those changes are not integral to the PR.
Why It's Good For The Game

Fixes #63629
Fixes #63307
Fixes custom vendors /again/
Text input is more performant.
Part of a long series of TGUI conversion to make the game more visually appealing
Changelog

cl
refactor: The majority of user facing input lists have been converted to TGUI.
refactor: Tgui text inputs now scale with entered input.
fix: Many inputs now properly accept cancelling out of the menu.
fix: Fixes an edge case where users could not press enter on number inputs.
fix: Custom vendor bluescreen.
fix: You can now press ENTER on text inputs without an entry to cancel.
/cl
2021-12-31 11:07:28 +13:00
Mothblocks
0f3c4e51f7 Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed (#62265)
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else.

Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter.

Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
2021-11-01 04:20:39 -03:00
Ghom
4d84a5b36e The monkey portrait decoration is now a set of random pictures that also act as persistent photo frames. Every station map gets one. (#61844)
spriteadd: Desouled the picture frame sprites.
2021-10-08 06:10:03 -04:00
Kylerace
d9ee5e7297 moves obj_integrity and associated procs to the atom level (#61183) 2021-09-06 04:07:26 -07:00
Fikou
cd5c44d4ed Set commission plaques to below open door layer (#59984)
it looks bad when you drop an item
2021-07-04 17:47:51 +01:00
Watermelon914
375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00
Emmett Gaines
43c5dc8bfa Makes obj_integrity only updated through procs (#59474)
Having things updating integrity directly is just going to cause more problems down the line as more elements and components depend on being notified of integrity changes. It's an easy mistake to make so making it private should deal with the problem.

get_integrity() might be useful in the future but is mainly a side effect of making obj_integrity private as that also disallows reads.
2021-06-04 11:48:05 -03:00
EOBGames
4471de4675 Commission Plaques (#58995)
Adds commission plaques- these commemorate the day a station was added to the game (adjusted for SS13 time) and the day it was removed (in the case of removed stations). If I got any of the dates wrong, please feel free to tell me.

They're added to every in rotation station, as well as the Derelict and Runtime Station.

Many thanks to Fikou for providing the git hashes for each commit to add/remove a station:

It's a neat nod to the maps' OOC history, as well as simply being some nice flavour.
2021-05-12 10:49:18 +12:00
LemonInTheDark
5c22a0cfc1 Converts many proc overrides to properly use list/modifiers, lots of other smaller things (#56847)
Converts many proc overrides to properly use list/modifiers, fixes some spots where modifiers should have been passed, calls modifiers what it is, a lazy list, and cleans up some improper arg names like L, M, C, and N. Oh and I think there was a spot where someone was trying to pass M.name in as a string, but forgot to wrap it in []. I fixed that too.
2021-02-16 09:18:46 -05:00
Qustinnus
707fc287b4 Replaces intents with combat mode (#56601)
About The Pull Request

This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:

    Disarm and Grab intents have been removed.
    Harm/Help is now combat mode, toggled by F or 4 by default
    The context/verb/popup menu now only works when you do shift+right-click
    Right click is now disarm, both in and out of combat mode.
    Grabbing is now on ctrl-click.
    If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)

Minor interaction changes:

Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game

Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.

As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.

As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.

In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.

The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog

cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
2021-02-04 16:37:32 +13:00
TiviPlus
0eaab0bc54 Grep for space indentation (#54850)
#54604 atomizing
Since a lot of the space indents are in lists ill atomize those later
2020-11-30 12:48:40 -05:00
TemporalOroboros
6e950daccc Defines damage flags. (#53158) 2020-08-24 08:20:33 -03:00
MrMelbert
3f6e6ef5b4 Braille 2020-08-04 15:01:09 -05:00
LemonInTheDark
f59207ec83 Converts rad_flags to flags_1, holy shit why 2020-07-09 00:20:46 -07:00
nemvar
6ef421be42 Renames a few variables. Also reorders icon fallback order again. (#51060)
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.

* Fixes some comments

* Fixes map issue

* Restart lints

* Properly resolves conflicts
2020-05-25 06:47:19 +02:00
uomo
7a31f65220 Some more fixes for signs and related stuff. (#50752)
* inhand icons

* Adding to the object, forgot to name one icon.

* Fixing some stuff, and creating inhand icons.

* Fixes a thing I broke.

* Fixes things (including ALL posters) that shouldn't be wrenchable being wrenchable. Plaques now transfer icon_state always.

* Picture frames, painting frames, and the monkey portrait are now wooden.

* Fountain pens can now be uncommonly found in maint.

* Uneditable sign types should not become editable when unwrenched.

* Move redefined var above newly defined var.
2020-05-01 21:52:36 -03:00
uomo
d5451ae60a Department, warning, and general sign code fix. And brand new custom plaques! (#50550)
* Oh God I hope this works...

* It didn't work.

* Making things better.

* Making things even better.

* That made things worse.

* Sorting works! \o/

* Tidying some thing ups.

* Adding a custom plaque to the game.

* Some plaque tweaks.

* Makes plaques more durable than signs.

* Adds the stack crafting.

* Plaques take a little time to engrave, signs can't be changed instantly anymore.

* Comments, and renamed the global list to avoid confusion.

* Appends "sign" to every name, makes department signs not all caps, fixes some names and descriptions.

* Touching up plaque customization and display, removing one last all caps.

* Plaques can now be engraved in hand too.

* Newline.

* Update code/game/objects/structures/customplaque.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/game/objects/structures/customplaque.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Mirroring some fixes from customplaque.dm

* A bunch of stuff.

* Unwrenched signs now lay horizontal.

* A lot more stuff, turned a negative variable into a positive.

* Fix chat inconsistency, remove deprecated and unused variable.

* Apparently buildable_sign is used elsewhere, whoops.

* Adding documentation to this, fixing a bool being 0 in another file.

* Don't know why this was here, sign dir is 100% irrelevant.

* Fixes some sound malarkey.

* Changes delays to be readable, removes unneeded return.

* Fixes these two early returns, it needed return TRUE at the end to work.

* Trying to fix a revert I messed up...

* Moving plaques to a directory, moving old sign plaque types into it. Map changes.

* Rename since I relocated this object entirely.

* Signs (and plaques) now properly place, and aren't visible through walls.

* Comment to help people in the future.

* Signs and plaques can be placed diagonally now.

* Removes duplicated code line.

* Blank signs now commonly spawn in maint, blank plaques uncommonly.

* Repairing signs & plaques with a welder is now good to go.

* Moves the GLOB, makes it start as an empty list.

* Update code/game/objects/structures/plaques/_plaques.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Gets rid of some oldcode.

* Apply suggestions from code review

Co-Authored-By: tralezab <40974010+tralezab@users.noreply.github.com>

* Simplifying dir switch to two if elses.

* Plaques take one sheet of gold to graft instead of five.

* Just making this wording in crafting a little clearer.

* They can be removed with wrenches, so I don't think this is proper.

* Makes variables descriptive.

* More descriptive variables, a little dmdoc, move things around to be next to like things.

* Remove a redundant definition.

* Apply suggestions from code review

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Fixes mapping path, rename sign_backing to just sign.

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2020-04-28 01:43:44 -03:00