* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs (#68033)
* addresses reviews on the tram pr made after merge, fixes diagonal movement bugs
* wew
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Tsu's Brand Spanking New Storage: or, How I Learned To Pass Github Copilot As My Own Code
* Delete storage.dm
* yippee
* shit
* holy shit i am stupid
* more fixes
* fuck
* woops
* Removes the code for four removed gateways (#68038)
* gets rid of the four axed gateways's code - Wizard Academy, Challenge, Space Battle, and Wild West.
* Removes the code for the four removed gateways
* WWSR removal
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
* (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE
* fex
* fex
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Revert "Add stamped requisition forms now give bonus credits (#66230)" (#66851)
This reverts commit f021767645.
This reverts commit f021767 from:
Add stamped requisition forms now give bonus credits #66230
This bug was encountered when we were testing this PR but I thought it got fixed.
Why It's Good For The Game
Cargo crates will now reappear.
* Revert "Add stamped requisition forms now give bonus credits (#66230)"
Co-authored-by: Tim <timothymtorres@gmail.com>
* Parallax but better: Smooth movement cleanup (#66567)
* Alright, so I'm optimizing parallax code so I can justify making it do a
bit more work
To that end, lets make the checks it does each process event based.
There's two. One is for a difference in view, which is an easy fix since
I added a view setter like a year back now.
The second is something planets do when you change your z level.
This gets more complicated, because we're "owned" by a client.
So the only real pattern we can use to hook into the client's mob's
movement is something like connect_loc_behalf.
So, I've made connect_mob_behalf. Fuck you.
This saves a proc call and some redundant logic
* Fixes random parallax stuttering
Ok so this is kinda a weird one but hear me out.
Parallax has this concept of "direction" that some areas use, mostly
the shuttle transit ones. Set when you move into a new area.
So of course it has a setter. If you pass it a direction that it doesn't
already have, it'll start up the movement animation, and disable normal
parallax for a bit to give it some time to get going.
This var is typically set to 0.
The problem is we were setting /area/space's direction to null in
shuttle movement code, because of a forgotten proc arg.
Null is of course different then 0, so this would trigger a halt in
parallax processing.
This causes a lot of strange stutters in parallax, mostly when you're
moving between nearspace and space. It looks really bad, and I'm a bit
suprised none noticed.
I've fixed it, and added a default arg to the setter to prevent this
class of issue in future. Things look a good bit nicer this way
* Adds animation back to parallax
Ok so like, I know this was removed and "none could tell" and whatever,
and in fairness this animation method is a bit crummy.
What we really want to do is eliminate "halts" and "jumps" in the
parallax moveemnt. So it should be smooth.
As it is on live now, this just isn't what happens, you get jumping
between offsets. Looks frankly, horrible. Especially on the station.
Just what I've done won't be enough however, because what we need to do
is match our parallax scroll speed with our current glide speed. I need
to figure out how to do this well, and I have a feeling it will involve
some system of managing glide sources.
Anyway for now the animation looks really nice for ghosts with default
(high) settings, since they share the same delay.
I've done some refactoring to how old animation code worked pre (4b04f9012d). Two major
changes tho.
First, instead of doing all the animate checks each time we loop over a
layer, we only do the layer dependant ones. This saves a good bit of
time.
Second, we animate movement on absolute layers too. They're staying in
the same position, but they still move on the screen, so we do the same
gental leaning. This has a very nice visual effect.
Oh and I cleaned up some of the code slightly.
* Parallax but better: Smooth movement cleanup
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Renames the `change_area` proc to be more accurate (#65758)
* Renames the `change_area` proc to be more accurate
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Removes a repeated entry of hilberts hotel from the blacklisted_cargo_types list (#65171)
* Removes a repeated entry of hilberts hotel from the blacklisted_cargo_types list
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Should fix shuttles leaving without sections(#64764)
Should(tm)
This was a suggestion by @ Mothblocks and it seemed easy to implement
Fixes#64546 (Icebox evac will sometimes leave without sections)
Fixes#64653 (You might have fixed the kilo whiteship by making it move, but you didn't fix all of it)
Uh people won't just randomly get yeeted into space with half of a shuttle.
Kinda funny for people watching but not if you die of pressure loss or get stuck on the station
Runtime man bad
(Sleeping in here in general is like admitting that we're ok with missing a few atoms, which is what this runtime is. S just missing is better then overtime. Supposedly --Lemon)
* Should fix shuttles leaving without sections
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Adds Shuttle Ceilings on Multi-z Maps (#64493)
* Ports multiz shuttle ceiling function from #63920
* Adds support for /turf/open/space/openspace to actually make the code work
* Remove tgstation.dme
* Implement code review suggestions on documentation
* Change variable names
* Replace missed oldT
* Adds Shuttle Ceilings on Multi-z Maps
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Fixes navigation computers giving too many port jumping actions (#64054)
* Fixes navigation computers giving too many port jumping actions
I'm adding a vestigial proc here, remove_jumpable_port
I prefer this over not fully implementing the behavior, hopefully it'll be of use to someone
* Fixes navigation computers giving too many port jumping actions
* Fixes navigation computers giving too many port jumping actions
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Fixes some mapping errors not using the mapping error log. (#64114)
Should help prevent #64066 from reoccurring.
* Fixes some mapping errors not using the mapping error log.
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Fixes typos in span, other html elements (#63510)
Atomizes a much larger PR for another time...
There are typos in span and other html messages that causes them to not render correctly or at all.
Bug fixes
Converts those instances of span to use the macro
* Fixes typos in span, other html elements
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* clean up closets
* add new closets back
* it didnt use dir lights!?!?!
* bye bye
* name can be shorter reee
* com press
* HERE THEY COMEEEEE
* largemine/labor
* consign my love
* h
* tweakingsies
* better miining
* these look nice
* oops
* fix the evac shuttle tiles a bit (i still hate it)
* hngh
* i coulda sworn..
* exodus
* apostraphe
* area
* name
* clozet
* color consistency
* backwards ship moment
* fix my oops with the vents
SUS??
* this is cleaner
* typo moment
* note
* note, no-sell in cockpit, wall lockers
* jsons for crago
* oh hey thats broken cool
* map moment
* totally unrelated fix that I just wanna do here bc no one remembers it
* this doesnt actually work. Yet.
* ferry and readme fixes
* this doesnt work and I cant be bothered to fix it this second. Dunno how
* double period moment
* dir was wrong, oops
* map conversion moment
* CI fail moment
* h
* pain
* Fixed spelling of possession, separate, and cemetery (#63203)
Just fixes some spelling for gangs. I also fixed misspellings for "posession" to "possession". Fixed "seperate " to "Separate" Fixed "Cemetary" to "Cemetery"
* Fixed spelling of possession, Separate, and Cemetery
Co-authored-by: Doctor Pope <84367152+Dr-Pope@users.noreply.github.com>
* Upgrades the Fission360 app to be more on par to the old pinpointer (#63045)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Upgrades the Fission360 app to be more on par to the old pinpointer
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixes a few cargo exports problems. (#62686)
About The Pull Request
Cargo exports will now start deleting the thing and its contents only after everything has been sold and hopefully stop objects from being deleted before getting sold (no export datum actually deletes anything on sell_object()). This PR also removes a variable only used in one place (an admin only item created by ExcessiveUseOfCobblestone, who probably didn't know there's an argument that stops unsold items from getting deleted) and that may be source of harddels.
Why It's Good For The Game
This will fix#62644, perhaps some harddels and other oddities.
Changelog
cl
fix: Cargo exports will now start deleting items only after everything is sold. This will fix issues such as unachievable exports (like machine ones) and getting less credits than what export scanners says.
/cl
* Fixes a few cargo exports problems.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Routine Cargo Departmental Deliveries (#61992)
About The Pull Request
Document: https://hackmd.io/@ bazelart/HkY-SO9VF
Each department's request console is upgraded. Instead of making requests, they are only able to see crates related to their department that helps the department. They can order one for free (so not out of anyone's wallet) and it will arrive at cargo. Cargo gets the price of the ordered crate for bringing it to the department that ordered it (via an area check, of which the crate will remain locked until satisfied, emitter cracking aside).
Ordering a crate puts the console on a cooldown depending on the price of the crate ordered. The time ranges from 10 minutes at the lowest value, to capped at 20 minutes at 4x the default crate's price. the price in time follows a ease in out circular function, where the time increases slowly as the time goes up, but a lot in the middle. towards the higher end it slows down again.
Cargo will start with far less money, but this is countered by the new source of income.
Finish Mapping it
Finish tgui panel for department orders
Testmerge it for balance and feedback who cares
Maybe give multiple destination areas, just in case one area gets obliterated who cares!
Why It's Good For The Game
Cargo starts with a budget to spend on themselves, which lets them order their department rewards before doing anything. There is no inherent reward to delivering to other departments other than social expectations of filling the job, which means cargo will simply ignore deliveries and requests if there are more self-important things going on, since those deliveries both cost cargo and do not help cargo in any way
Changelog
cl
add: replaced the request consoles in each department with department order consoles, which order for free on a cooldown. cargo gets these orders and delivers the crates, which are locked until delivery. upon delivery, cargo gets paid the value of the crate, and can then sell the crate back on the shuttle.
balance: cargo doesn't start with a budget, other departments get what their budget was split up amongst them
/cl
* Routine Cargo Departmental Deliveries
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* removes double spaces before symbols (#62397)
This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all.
* removes double spaces before symbols
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>