Commit Graph

46 Commits

Author SHA1 Message Date
Pickle-Coding
5c31529dea [NO GBP]Fixes some mapped SMES starting with low energy. (#82203)
## About The Pull Request
Scales them all by up to 20 to account for removing the dumb SMESRATE
define. This isn't a 100% conversion for every SMES because it would go
beyond their capacity (old SMES use to duplicate cell energy, so they
had a higher capacity than their cell parts imply). Also removes
instances of varediting their capacity to fucking 1e+600 and replaces
them with magical SMES.
## Why It's Good For The Game
So lavaland and crap don't instantly run out of power. Also I don't
think we should be varediting anything to 1e+600.
## Changelog
🆑
fix: Fixes lavaland SMES and other crap from not starting with enough
energy.
fix: The pirate SMES are now magical instead of secretly infinite.
/🆑
2024-03-28 22:47:47 -06:00
lessthanthree
7626c3bd6c Tram v6/Transport Subsystem (#78230)
Co-authored-by: Unit0016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2023-10-17 10:52:38 -07:00
lessthanthree
35ad0ab502 Elevator machinery changes/fixes (#74190)
## About The Pull Request

- Any type of door can now operate as an elevator door
- emag action is linked to elevator panel
- Cargo elevator access fixed, lost in a skew somewhere
- Engineers can override safety controls
- Elevators near tram are connected to tram APC
- Creates a global list of elevator doors so that elevator procs don't
have to go through all of GLOB.machines

## Why It's Good For The Game

Elevator doors have their own controller, don't use the blast door
controller, have no similarities to poddoors. Emag works as expected,
some access issues fixed, and avoids searching GLOB.machines.
2023-04-13 01:37:55 +00:00
Zephyr
2d088480e6 Unit Test connected station areas (#74367)
## About The Pull Request

Ensures that we don't get station areas which are disconnected
### Mapping March
Ckey to receive rewards: N/A

## Why It's Good For The Game

"Drake, why is this room depressurized?"
## Changelog
2023-03-31 10:52:51 -06:00
Tastyfish
5857c95180 [MDB IGNORE] Adds elevator floor indicator (#69413)
* Adds lift floor indicator

* bump stuck ci
2022-08-24 17:33:33 -04:00
MrMelbert
ff1ecff081 Adds support for "realistic" public elevators (elevator doors, elevator panel, etc) (#68888)
* Elevators are a bit more friendly part 1
- Emaggable elevator buttons / support for emaggable device assemblies
- Delayed travel between floors
- Elevators can now show a warning sign to areas below while travelling
- Elevators can now optionally wound heavily instead of gibbing

* Adds supoprt for "lift doors"

* Comment tweak

* Splitting these variables

* Functional prototype

* multiz debug

* Elevator button framework

* Unifies these behaviors

* Emergency doors

* Lift button framework

* UI closes on floor change

* Testing changes

* Fix

* UI Tweaks

* Panel works pretty swell

* Minor tweaks

* Move to static

* Bonus tram change

* User experience

* Slight tweak to mapload stuff

* This is silly

* Some UI tweaks, need to update css

* CSS and ui overhaul

* Documentation updates.

* Multi-z lift support

* Multitile lift fix
2022-08-09 22:32:25 -07:00
John Willard
c9b3d9ab67 Fixes gravity gen sound & off gen loops (#67586)
* Fixes some minor problems with grav gen

* Fixes gravity generator completely obliterating your ears by having several gravity generator soundloops (now there's only 1) by starting soundloop on creation, during parent's Initialize (so it doubled since things like grav gen part (a generator inside the generator??), starts a soundloop too, now the station's gen just starts the loop if it spawns on)
* Fixes offstation gravity generator looking like it's turned on when it isn't, and fixes it having sound when it's off.
* Removes /station grav gen subtype, because it was frankly useless.
* Adds some early returns to gravity generator's process, and removes the unused set_state proc, which was replaced with enable() and disable() in the radiation rework.
* Lastly, removes grav gen parts from QDEL_NULL'ing their soundloop twice, since they called parent's Destroy() that did it for them anyways.

* fixes minor typo

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* more grav gen code improvement

This commit is solely focused on code improvement.

* gravity_field and sound_loop was moved from gravity generator to main gravity generator, since they're the only place it was used.
* Added checks for a main part across generator part procs, rather than using ? randomly.
* Autodocs all Gravity generator vars
* Adds better var names in for() loops, makes use of as_anything, and renames parts to generator_parts.
* Adds some better var names in general.

* Adds an UpdatePaths

* fixes infinite del loop

* fix to harddels

* Update gravitygenerator.dm

* merge conflict moment

* fix maps

* fixes merge conflict

* Update gravitygenerator.dm

* updates the updatepath

* Update gravitygenerator.dm

* Update gravitygenerator.dm

* merge conflict

* set_broken()

* Update gravitygenerator.dm

* unregister signal on destroy

* Update gravitygenerator.dm

* middle part

* Update gravitygenerator.dm

* more improvement + moves grav code to grav file

* Update gravitygenerator.dm

* handles map merge conflicts

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-06-28 10:24:43 -04:00
Mothblocks
d47a22a876 Fixes spontaneous test failure that made nuclear disks not teleport correctly in Multi-Z debug by adding the blobstart that it should have anyway (#67948)
Fixes #67789 

This was spontaneous because stationloving uses find_safe_turf, which has an iteration limit of 1,000.
2022-06-24 15:18:32 -06:00
san7890
e37591540b [MDB Ignore] OH GOD OH FUCK OH SHIT OH LORD - SPACE AND RUINS IS BROKEN (#67324)
So, for the last few days on production, Space Ruin generation has refused to work. Why is this? It's because in #67107 (cfc2330528), we repathed `/area/space`  to `/area/misc/space` (lol i should have paid attention to that) without updating everything in code to match. I couldn't seem to get `/area/misc/space` to properly work somehow (this could have also been something I was doing wrong), but I worked it back to just making everything vanilla `/area/space` and all of those unwanted behaviors should be squashed out. Let's get the game working again.
2022-05-26 17:11:42 -05:00
san7890
a2e8f2815a Fixes Uncovered Room on Multi-Z Debug (Bonus Pipe) (#67197) 2022-05-25 18:09:55 -07:00
Jolly
cfc2330528 [MDB IGNORE] More /area/ typepath organization and cleanup (#67107)
This further continues what I did in b4fb8f3ed1 (but instead of just stations, its now every (most) applicable area in the game
2022-05-23 13:01:19 -06:00
san7890
0fff4cfc63 Fixes 968 Active Turfs on MultiZ-Debug (and more) (#66941) 2022-05-14 10:09:30 -07:00
Jolly
b4fb8f3ed1 [MDB IGNORE] You can have your cake and eat it too. Remake of #66406 (Splitting up areas.dmi + code related stuff) (#66726)
Areas.dmi right now houses all of our mapped turfs icons (which is roughly 400 icons). Not an issue, but it's incredibly large and clunky to navigate right now. This isn't an issue for the average coder and/or player code diving, but it is for mappers wanting to add new turfs. Currently, the file has some organization, but its still an overall mess. This PR aims to slice the behemoth with multiple .dmi files corresponding to specific areas.

I also plan to repath /area/* -> /area/station/* for station turf only. This is to clean it up, as most other turfs follow this format (that being /area/turf_zone/*).

I'm also writing an update paths file as I go along.
2022-05-06 12:09:53 -06:00
Ghilker
fa746bad9b Turbine Rework (#65586)
This PR rework the atmos turbine into a 3x1 multiblock machine.
The calculations are now done by simulating the flow of gases and expansion work that they do inside the turbine (heavily simplified), now a pressure differential between the inlet and outlet will heavily change the output of current that the machine is able to deliver.

The machine will not use stock parts for upgrades, but instead it will use 3 main components that are to be made by hand (except for the first tier that can be printed)
Those are compressor part, rotor part and stator part.
There are 4 tiers to them where the last one will use metallic hydrogen to be made, but will significantly increase the output and resistance of the machine.

-- Docs for the turbine:

A work based engine that “simulates” the flow of gas to calculate the energy produced by the moving gases.

These gases cool down while passing through due to the work done on the turbine blades and the expansion it get inside the machine
The new turbine

The machine will be expanded into a 1x3 multiblock machine that will accomodate 3 parts to it:

    An input compressor
    An output turbine
    A core rotor

There are 3 other main component that are:

    The Compressor Blade part
    The Rotor Shaft part
    The Stator Generator part

These three are the main (and only) upgrade path the machine can follow.
Parts
Input Compressor

It handles the input of gases inside the machine, it contains the Compressor Blade part.
This part moves the gas in, compresses it and increases its temperature by the amount of work the compression of the gas does.
Output Turbine

It handles the output of the gases outside the machine, it contains the Stator Generator part.
The gases moving through will expand 6x the initial volume and cools down before getting expelled.
Core rotor

Main part of the multiblock machine. It contains all the logic for building and processing the turbine.
Can be connected to a computer for control.
Contains the Rotor Shaft part.
Upgrades

The three installable parts can be upgraded with specific sheets to improve their efficiency and resistances. Each tier up will increase the max RPM reachable by the turbine and the max input temperature that the machine can take before starting to be damaged.

Each first tier part can be printed in any Lathe (proto/auto) but it requires hand crafting with different materials to be upgraded.

    Compressor Blades can be upgraded with plasteel, titanium and metallic hydrogen.
    Rotor Shaft can be upgraded with plasteel, titanium and metallic hydrogen.
    Stator Generator can be upgraded with titanium, metallic hydrogen and zaukerite.

-- End docs

Fixes #50667 (Infinite power generation by piping turbine output into its input. This worked because there was no temperature threshold, and the cost of applying pressure via pumps was lower then the power generated -Lemon)

Better turbine in many aspects, preparation for SM rework
2022-04-08 22:25:17 -07:00
Gandalf
ed06adde60 [MDB IGNORE] 3/4th medkit sprites + firstaid > medkit (#65230)
imageadd: Medkit sprites have now been updated to proper 3/4th perpsective.
2022-03-11 23:44:48 -05:00
san7890
a166015fc3 The Purge Of Non-Auto APCs (#64866)
* The Purge Of Non-Auto APCs

This PR removes all non-autonaming/varedited APCs found across our miscellaneous maps.

It's a lot better to use these than the varedited ones. We've also been seeing some weird CI stuff crop up lately, so this is a good step to make to rule out some potential causes of that.
2022-02-13 16:22:35 -07:00
esainane
b6f761468e [MDB IGNORE] dir sanity, primarily on WALLITEMs (#62601)
About The Pull Request

Wall items mostly use the direction from the floor to the wall in the named mapping helper. Wall items mostly use the direction from the wall to the floor for the internal dir variable.

This leads to a headache when it comes to working out what conflicts with what, and what needs placing where.

Wall frames provided a member, inverse, which specified whether or not to invert the direction of the item when looking for conflicts. It was also used to specify whether to look for conflicts outside of the wall (cameras and lights appear external to the wall) or inside the wall (most wall items). This flag was set for Intercoms, APCs, and Lights. Since APCs and Lights expect a floor-to-wall direction, and Intercoms expect a wall-to-floor direction, this means that APCs and Lights were getting the correct direction, and Intercoms were getting the wrong direction.

Some implications of this setup were:

    You could build an APC on top of another wall item, provided there was nothing external attached to the wall and the area didn't have an APC.
    You could stack Intercoms indefinitely on top of the same wall, provided you weren't in a one-tile wide corridor with something on the opposite wall.

Or both! Here's twenty Intercoms placed on the wall, and a freshly placed APC frame after placing all Intercoms and deconstructing the old APC:

endless-stack-of-intercoms

Not everything used this inverse variable to adjust to the correct direction. For example, /obj/machinery/defibrillator_mount just used a negative pixel_offset to be visually placed in the correct direction, even though the internal direction was wrong, and never set! This also let you stack an indefinite number of defib mounts on the same wall, provided it wasn't a northern wall... except you could do this to northern walls too, since defibs weren't considered a wall item for the purposes of checking collisions at all!

Ultimately, every constructable interior wall item either used this inverse variable to adjust to the correct placement, set a negative pixel_offset variable to have its offset adjusted to the correct placement, or overrode New or Initialize to run its own checks and assignment to pixel_x and pixel_y!
Inventory: Table of various paths, related paths, and the adjustments they used

Unfortunately, untangling /obj/structure/sign is going to be another major headache, and this has already exploded in scope enough already, so we can't get rid of the get_turf_pixel call just yet. This also doesn't fix problems with the special 2x1 /obj/structure/sign/barsign.

Some non-wall items have been made to use the new MAPPING_DIRECTIONAL_HELPERS as part of the directional cleanup.

tl;dr: All wall mounted items and some directional objects now use the same direction that they were labelled as. More consistent directional types everywhere.
Why It's Good For The Game

fml
Changelog

cl
refactor: Wall mounted and directional objects have undergone major internal simplification. Please report anything unusual!
fix: You can no longer stack an indefinite amount of Intercoms on the same wall.
fix: Defibrillator Mounts, Bluespace Gas Vendors, Turret Controlers, and Ticket Machines are now considered wall items.
fix: Wall mounted items on top of the wall now consistently check against other items on top of the wall, and items coming out of the wall now consistently check against other items coming out of the wall.
fix: The various directional pixel offsets within an APC, Fire Extinguisher Cabinet, Intercom, or Newscaster have been made consistent with each other.
fix: The pixel offsets of Intercoms, Fire Alarms, Fire Extinguisher Cabinets, Flashers, and Newscasters have been made consistent between roundstart and constructed instances.
fix: Constructed Turret Controls will no longer oddly overhang the wall they were placed on.
qol: Defibrillator mounts now better indicate which side of the wall they are on.
fix: Some instances where there were multiple identical lights on the same tile have been fixed to only have one.
/cl
2021-11-09 10:02:34 +13:00
Jordan Brown
424ad42ffa External airlock access fixes [MDB IGNORE] (#62191)
Missed from #62161

Fixes lavaland airlock accesses
Fixes needing ACCESS_EXTERNAL_AIRLOCK for ruin airlocks
2021-10-18 21:24:46 +01:00
Maurukas
6da0b443b5 Fix Atmos Tanks Connecting to pipenets when mapped [MDB IGNORE] (#61646)
## About The Pull Request

Fixes #61594

#59556 changed atmos tanks so that they do not automatically connect to adjacent pipes, but can support up to 4 directional connection, and merge with neighboring tanks to form one large one. Old tanks would connect based on their dir variable. New tanks would not. A work around was to varedit both dir *and* initialize_direction variables to the same value in the map editor - but this is not expected behavior for mapping.

This adds a check for mapload in the tank's initialize proc. If the tank is initializing during mapload, dir will be copied to initialize_directions (as it is in most other atmos devices), and the tank will connect in the specified direction(s). 

The behavior of player constructed tanks is unchanged.
## Why It's Good For The Game

The primary purpose of these large, constructed atmos tanks is to provide a bulk source of gas to a map, such as a plasma tank for the incinerator, or air supply tanks to ruins or disconnected parts of the station. This enables them to be readily used for their purpose.
This fixes the 41 broken atmospheric tanks currently mapped in the codebase.
2021-09-24 17:59:44 -04:00
Tim
e26a859016 Mapping DLC - Random Spawner Pack [MDB IGNORE] (#60522)
First off, I am aware of the Feature Freeze for this month. This PR was initially started in #60401 about a month ago to break the changes into smaller PRs. The end result for this PR is a poor man's attempt at roguelike procedural generation. Enjoy!

Link to the README for how the new spawner system works.

Added the following new random mapping spawners:

pen, crayon, stamp, paper, pamphlet, briefcase, folder, wardrobe closet, wardrobe closet colored, backpack, narcotics, permabrig_weapon, permabrig_gear, prison, material, carpet, ornament, generic decoration, statue, showcase, paint, tool, tool_advanced, tool_rare, material_cheap, material, material_rare, toolbox, flashlight, canister, tank, vending_restock, atmospherics_portable, tracking_beacon, musical_instrument, gambling, coin, money_small, money, money_large, drugs, dice, cigarette_pack, cigarette, cigar, wallet_lighter, lighter, wallet_storage, deck, toy, toy_figure, booze, snack, condiment, cups, minor_healing, injector, surgery_tool, surgery_tool_advanced, surgery_tool_rare, firstaid_rare, firstaid, patient_stretcher, medical supplies, crate, crate_abandoned, girder, grille, lattice, spare_parts, table_or_rack, table, table_fancy, tank_holder, crate_empty, crate_loot, closet_private, closet_hallway, closet_empty, closet_maintencne, chair, chair_maintence, chair_flipped, chair_comfy, barricade, data_disk, graffiti, mopbucket, caution_sign, bucket, soap, box, bin, janitor_supplies, soup, salad, dinner

Removed deprecated wizard trap, vault, and armory spawners.
2021-09-23 03:30:28 +01:00
EOBGames
b08632353c [MDB IGNORE] Eliminates Toxins (#60619)
Repaths everything referring to "toxins" while actually meaning either the room in science or plasma gas. While this PR might be disrespectful to our forefathers, given this is (I believe) a holdover from as far back as the Exadv1 days, this has constantly irked me since I started working with the code. None of the player-facing stuff has referred to plasma as toxin since before 4407 hit, besides the Toxins Lab, and yet all of the type-paths are still pointing at toxins, making it a nightmare to search for in a map editor, and making the code needlessly easy to confuse with that of toxin damage. So this just fires it into the sun.

Anything relating to Toxins, the science subdepartment, now makes reference to Ordnance instead. This felt fitting enough given the focus of the subdepartment is around the creation of and testing of explosives.
Anything relating to plasma gas has, fittingly, been made to refer to plasma gas.

Edit: Ah yes, I feel I should probably apologise off the bat for the size of this PR- the code touched is mostly atmos machinery and simplemobs, a few sprites here and there, and of course the station maps + a few offstation maps.

Makes the code more legible and makes mapping less painful.

(The payment has been made)
2021-08-17 11:49:47 -07:00
Emmett Gaines
67c89fa1ab Greyscale Mat Datum Stationary Smooth Tanks (#59556)
Stationary gas tanks have been in a terrible place for a long time, this addresses some of the issues with a more balance focused change coming in a second mapping pr after this one.

Stationary gas tanks have been made constructable and act similarly to canisters in that they can be damaged, repaired, and over-pressurized to explode. Additionally, they can be made with any rigid material and their stats depend on that material. A glass tank is going to have far less pressure capability than one made of plasteel.

In terms of gameplay there are two main differences now: Adjacent stationary tanks will merge together both graphically and with their internal storage. Any port on any of the tanks can access this shared storage. Also stationary tanks no longer magically have many times the volume for gas as the tile it's in, instead they have a pressure cap and a normal amount of volume.

Of interest to coders this pr also adds a generic grouping datum that acts similar to how pipe networks work. It maintains a listing of all adjacent objects whose type falls within a specified filter. In this case it's used for the gas tanks to know of every other tank in the group. I'll be looking into spreading it's usage elsewhere where this can replace existing one off systems.

Some (de)construction:
First a glass tank is constructed which is then immediately damaged by the high pressure in the gas storage that is now shared. After repairing it for a moment another metal tank is built.
2021-06-26 19:26:33 -07:00
dragomagol
db65b95d02 misc map wall mount conversion (#58969) 2021-05-13 17:15:43 -07:00
Ghilker
3e8407c471 Smart Pipes(reborn) (#58038)
How these new pipes work.
-Smart pipes autoconnect to nearby smart pipes
-They are now color coded, so they only connect to the same colored pipe, the GREY pipe is the wildcard and can connect to every other color, so be aware of this
-ALL components spawned by the RPD can be colored (from pumps to connectors, from pipes to manifolds), if you leave them GREY they can connect to every other color. Color adapters can be colored, but they'll still connect two pipes with different colors. BUILDABLE machines are GREY (thermomachines, cryo, HFR) so be aware of this
-Trying to go across another smart pipe will now build a bridge pipe automatically already colored of the color you choose, so you don't have to place it yourself anymore (is still available in the RPD tho)
-ALL binary components, layer manifolds, color adapters and bridge pipe can be put ONTOP of a smart pipe, but not on another of these. Smart pipes can't be placed on top of these pipes, so you have to build them first.
-Lcrossings can't be made anymore (sorry y'all i tryed, if someone have a way of doing them ping me on discord)
-REMEMBER you still have 5 layers to go, these rules apply to the same layer pipes, so if you do a crossing on different layers you won't see a bridge pipe appear.
2021-04-05 20:55:41 -04:00
Timberpoes
890615856e Fully implements the ID Card design document (#56910)
Co-authored-by: Rohesie <rohesie@gmail.com>
2021-02-28 19:26:45 -08:00
Fikou
f6dfc68360 repaths plasteel tiles to iron (#56644)
Repaths plasteel tiles and turfs to iron. We're in too deep to back out now
2021-02-06 13:53:08 -08:00
Son-of-Space
c54bd59e7a Standardizes area paths and area-based nomenclature (#56430)
This PR repaths areas to follow a department - purpose - room formula (just department - room if purpose is unnecessary), reorganizes the area file to properly sort by department, removes some unused areas, and better utilizes child subtypes for areas. It fixes several problems with areas which were previously improperly subtyped causing problems like the lack of AI monitoring on vault areas and the inability to use the civilian door remote on most service areas.

Properly organizing our areas will make mistakes in adding areas or duplicates harder to do. By organizing each department in this way, it also provides better infrastructure for autoname devices and any future code that has to reference areas by department.
2021-02-05 13:36:25 -08:00
Fikou
d4437a15ca removes all dirty map var edits from the codebase and reverts pixel_x/y grep (#55256)
* Revert "grep for pixelx/y = 0 varedits (#54845)"

This reverts commit 311b9da86b.

* part1

* part2

* part3

* Delete PubbyStation.dmm
2020-12-23 21:50:07 +01:00
Qustinnus
6424b6136e Turns transparency for turfs into an element, and gives it to datum materials. (#54250) 2020-11-03 15:05:54 -08:00
Timberpoes
9ad38ff0ce Fixes mapstart and random arcade machines (#53958)
Randomly generated arcade machines were getting random boards and initing properly, but they weren't re-built as the appropriate subtype.

This oversight has been remedied. A new subtype has been created for random arcade machines which exists purely to pick a random circuit then create a machine from that circuit's build path before returning that it should be qdel'd.

This new subtype has been appropriately regex find-and-replaced into all maps.
* Objectify
2020-09-27 13:59:07 -03:00
nicbn
88257cd02f Fixed the multi z pipe adapter (#53829)
So yeah the multi-z pipe adapter was showing the big gmod error.

This fixes it and adds multiple directions and layers for the adapter.

Also RPD now can produce said manifold.

Also this reworks the painting mechanism so that it uses a variable+proc instead of checking for subtypes .
2020-09-25 14:30:58 -07:00
Dennok
69db5d2900 [READY] for Z debug. Industrial lift (not shuttle edition) (#52397) 2020-08-20 03:23:35 -03:00
nemvar
b87f65d95e Converts ALL typepaths to lowercase (#51642)
* Case of lower

* More changes

* Ruins the nice 420 diff, brainfart when doing the second batch of conversions

* More changes

* Next batch. I think

* Converts even more paths

* Restarts bots

* Capital Free Zone

* Come on travis, do something

* Renames areas

* Bots, please stop dying

* Updates CONTRIBUTING.md and updates a few paths I missed.

* APC recgarftzfvas
/obj/item/computer_hardware/recharger/apc to /obj/item/computer_hardware/recharger/apc_recharger
2020-06-17 20:47:57 -03:00
Qustinnus
2c9a9d90ac Adds glass floors (That work with multi-z) (#50831) 2020-05-06 05:03:10 -07:00
ShizCalev
c36caebc86 cleans up some stacked cables 2020-04-19 16:57:53 -04:00
Dennok
08984765c8 [READY] Multi z and layer power rework (#49773)
* Multi z and layer power rework

* remove some

unfinished code

* some whitespaces

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

* better bit

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

* better bit

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

* up EoL

* glob rad list

* up

* more glob radial lists

* up

* up

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-04-01 17:10:25 -03:00
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
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
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
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
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
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
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