Commit Graph

11 Commits

Author SHA1 Message Date
Uristqwerty
d74d6e75c0 Basic teleport-to-clicked-location, menu with size dropdown. 2012-05-16 02:08:34 -04:00
Uristqwerty
bcc3972fbe Minimap (work in progress):
- Uses freelook visibility calculations
- all visible turfs represented as a 2x2 square
- - doors, windows, and structural objects that block movement show up in different colours from walls, floors, and space
- - windows and windoors that only block the edge of a tile show as a 1x2 line
- Areas that were visble but now aren't display in red. This will happen during regular activity, as doors open and close, as well as during abnormal circumstances, such as a camera being disabled/destroyed, or additional walls being constructed that block a camera's LOS.
- changes in visibility in an area triggers a map update which takes place two minutes later, reducing amount of processing (since further update triggers are ignored until the pending update has taken place), and give antagonists time after disabling a camera to conduct their business, before the map reveals that anything is out of the ordinary.

Sample screenshot: http://i.imgur.com/PS2vF.png

Todo:
- Remove test verb available to everyone, replace with AI-only (and perhaps avaiable to admins and ghosts?) verb.
- Clicking a tile immediately enters freelook and jumps to that tile
- Perhaps overlay blinking blue for areas with atmosphere alerts, brown for power? Independant of visibility, or centred on APC?
- A verb to force-update the current 3x3 area, while in freelook?
2012-05-14 04:04:56 -04:00
Miniature
e3772d4158 Made picking a camera through the camera list actually work, also a couple of comments 2012-05-11 23:59:02 +09:30
Miniature
4d9b33e3d2 AIs now are forced to use freelook, and can't turn it off 2012-04-28 21:56:55 +09:30
Miniature
c440c1e44b Fixed a very rare bug with freelook
Fixed medbay piping
Added cameras in a bunch of areas for freelook (list follows)

corridor infront of bridge
corridor to rooms next to security
counselors office
corridor infront of medbay
west side of mech bay
medbay delivery entrance
virology back room
secure part of technical storage
teleporter entrance
disposals
hallway behind hos's office
library nw,ne,back room
2012-03-10 19:08:17 +10:30
Miniature
4aa8f73128 AI freelook! I am no longer aware of any issues with it (other than one minor one involving it not removing the dim overlay sometimes, but that is very easy to ignore)
If someone goes over the map and fixes the camera coverage, I suggest we force AIs to use this (and I'll be making a thread about it)
2012-02-03 20:28:43 +10:30
SkyMarshal
0e51764af4 Final load of bugfixes. Moved ported stuff to a subdirectory in Work in Progress, telecomms bugfix, fix for solar trackers, some human and monkey procs. 2012-01-27 22:55:16 -07:00
Miniature
6a9ed446be Fixed camera chunks still being shown when an AI dies in freelook mode 2011-12-19 21:03:47 +10:30
Miniature
a7b2110194 AI freelook stuff - should work perfectly now
Urist said that /tg/ people got some runtime errors, I have no idea what they got and I haven't got any errors in testing so yeah.
2011-12-05 15:08:52 +10:30
Miniature
15fa196907 AI Freelook 2011-11-30 01:31:22 +10:30
petethegoat@gmail.com
d187ca3ba9 Committing Uristqwerty's AI freelook. Thank you!
The extent of my implementation of this involves commenting out some multi z-level specific stuff, and adding a dmi of the overlays it uses.

This currently causes runtime errors due to my lazy implementation!
Only -you- can fix them.
http://pastebin.com/AqU8sA4b

So far as I can tell, it just needs some sanity checks. I would leave this unchecked until the runtimes are fixed.

Additionally, our map doesn't actually fair too badly with proper camera LOS, but there are a couple of areas that need improvement. Please update the map when you tick this!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2395 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-19 18:47:47 +00:00