Commit Graph

22 Commits

Author SHA1 Message Date
Contrabang
1504ed98be massive burndown (#29894) 2025-07-27 20:52:39 +00:00
1080pCat
8ffdf1aa81 Curtains fixes and tweaks and refactors (#28594)
* Update curtains.dm

* Update curtains.dm

* extra shit

* more\

---------

Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
2025-03-26 10:19:32 +00:00
warriorstar-orion
5b3942da10 remove unused variable (#28589) 2025-03-05 21:00:22 +00:00
Tojo
0d968d7803 Reworks Curtains (#28163)
* Reworks Curtains

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

Co-authored-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>
Signed-off-by: Tojo <32783144+Alecksohs@users.noreply.github.com>

* New Overlay Code

* THE BEGINNING OF HELL

* Interact with Atom on mountable

* Fixes return, looks mergable.

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

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Tojo <32783144+Alecksohs@users.noreply.github.com>

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

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Tojo <32783144+Alecksohs@users.noreply.github.com>

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

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Tojo <32783144+Alecksohs@users.noreply.github.com>

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

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Tojo <32783144+Alecksohs@users.noreply.github.com>

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

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Tojo <32783144+Alecksohs@users.noreply.github.com>

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

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Tojo <32783144+Alecksohs@users.noreply.github.com>

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

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Tojo <32783144+Alecksohs@users.noreply.github.com>

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

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Tojo <32783144+Alecksohs@users.noreply.github.com>

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

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Tojo <32783144+Alecksohs@users.noreply.github.com>

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

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Tojo <32783144+Alecksohs@users.noreply.github.com>

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

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Tojo <32783144+Alecksohs@users.noreply.github.com>

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

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Tojo <32783144+Alecksohs@users.noreply.github.com>

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

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Tojo <32783144+Alecksohs@users.noreply.github.com>

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

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Tojo <32783144+Alecksohs@users.noreply.github.com>

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

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: Tojo <32783144+Alecksohs@users.noreply.github.com>

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

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: Tojo <32783144+Alecksohs@users.noreply.github.com>

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

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: Tojo <32783144+Alecksohs@users.noreply.github.com>

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

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: Tojo <32783144+Alecksohs@users.noreply.github.com>

* Update Overlays Refactor

---------

Signed-off-by: Tojo <32783144+Alecksohs@users.noreply.github.com>
Co-authored-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
2025-02-26 09:58:51 +00:00
warriorstar-orion
bd6450d884 Cleanup ITEM_INTERACT_ flags. (#27640)
* Cleanup `ITEM_INTERACT_` flags.

* replace new uses of old flags
2024-12-17 21:54:28 +00:00
warriorstar-orion
525c68d617 Attack chain, initial setup. (pull *immediately* for *any* TM issues) (#26834)
* refactor: Attack chain, initial setup.

* migrate curtain to make dreamchecker happy

* update thurible

* don't call attacked_by separately for legacy attack chain

* remove duplicate proc

* condense similar code, put allowances for legacy code in new procs

* update docs, include diagram source

* add comment on how to update diagram

* fix admonition

* mindflayer updates

* remove commented out code

* clarify all steps

* after_attack should be overridable

* whoops

* retrofit recent changes

* duh, can't restrict this yet because of tool_acts

* i hate ore bags with the fire of a thousand suns

* return correct value for object attack logic

* Various cleanups.

We don't want to attempt to pull stuff out of `/obj/item/attackby`,
because those pieces are part of the related objects' migrations, not
`/obj/item` itself. Attempting to do this causes knockon effects where
things expected to call e.g. `/obj/item/storage/attackby` in the call
chain were not ferried over to the new item interaction code, because
the related objects hadn't actually been migrated over yet.

I've used refactoring /obj/vehicle as the example for migrating
`attackby` methods instead.

* simplify some argument names

* fuck it

* make it do the thing

* Rename CI module call

* Prove that CI works

* improve test output

* aaand fix it again

* fix curtain tool interactions

* fix compile error

* fix compile error

* Better docs, introduce migration plan tool.
2024-12-02 23:36:36 +00:00
Spaghetti-bit
afd52f006a TGUI Color Picker (#26326)
* Init

* Implements `tgui_input_color`

* Implements most color wheel conversions to TGUI

* Iteration two, went over titles and made sure most color inputs are functional.

* Implements preferences for large buttons, swapped buttons, and disabled TGUI

* Iteration three... the weird ones. (as null|color)

* Removes `as color|null` and `as null|color`

* Merge conflict resolution, again.

* Color input bundle and panel bundle

* CSLint being picky.

* Picky `while ()` instead of `while()`

* Apply suggestions from code review

Co-authored-by: Aylong <69762909+AyIong@users.noreply.github.com>
Signed-off-by: Spaghetti-bit <yumyumkillkill@gmail.com>

* WIP

* de-bri'ish colour into color

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Spaghetti-bit <yumyumkillkill@gmail.com>

* Aylong review applied.
- Removed an extra space in machine.dm
- UI_STATE

+ Runechat color now uses TGUI_INPUT_COLOR

* Apply suggestions from code review

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: Spaghetti-bit <yumyumkillkill@gmail.com>

* Removes an unintentional space to `paradise.scss`

* Update code/modules/tgui/tgui_input/color_input.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: Spaghetti-bit <yumyumkillkill@gmail.com>

* Adds "is_color" regex from TG

* Fixes a few conflicting files

* TGUI Merge conflict moment v3

* V4?

* V5....

* God please don't explode. Builds TGUI like the linter wants.

* Update code/modules/tgui/tgui_input/color_input.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Signed-off-by: Spaghetti-bit <yumyumkillkill@gmail.com>

* Rebuilds TGUI, again <3

* Lint be damned

---------

Signed-off-by: Spaghetti-bit <yumyumkillkill@gmail.com>
Co-authored-by: Aylong <69762909+AyIong@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
2024-11-07 21:24:45 +00:00
DGamerL
4cf6595d12 Makes all playsounds use bools for vary (#26183)
* Makes all playsounds use `TRUE` for vary

* Same but for `FALSE`
2024-07-08 23:54:38 +00:00
KalevTait
8dcf49855b Code Readability - Structures (#18273)
* structures

* requested changes
2022-07-10 14:00:25 +01:00
SabreML
c4ebe82ea7 Exceptions part 1
Curtains,
Jani/Engi/Food Cart,
Roller Beds,
Chairs/Wheelchairs
2020-12-28 06:22:30 +00:00
SteelSlayer
74d0e6523b Fixes welders blinding you when you repair robo-limbs and cyborgs (#12988)
* Fixes welders blinding you while repairing your own robo-limbs

* gives tool_start_check() a target argument

* flash be gone

* CRLF to LF

* adds trailing newlines because travis wants them I guess

Co-authored-by: SteelSlayer <SteelSlayer@users.noreply.github.com>
2020-06-26 01:18:13 -06:00
Citinited
fddff1049b [Testmerge ready] Ports tool behaviours; refactors all tools; adds functionality for self-filling reagent containers (#11700)
* Adds support for self-filling reagent containers

* Sets tool_behaviour on the default set of tools

* Fixing merge conflicts

* Refactors welder to use tool behaviour

* The refactor: part I

* The refactor: part II

* Tool Refactor Part III: Revenge of the Maint

* Tool Refactor Part IV: A New Hope

* Tool Refactor Part V: The Oldcoder Strikes Back

* Tool Refactor Part VI: Return of the Coder

* VII

* Holy shit, it compiles?!

* Nannek I completed your TODO, you owe me ice cream

* Tool helpers; telepad is compliant

* Bugtest, Round 1: Fight

Fuck refactoring disposals

* Buggfixing, Round 2: Electric Boogaloo

* Personal crafting uses tool behaviours now

* Construction datums use new tool behaviours; better way of handling fueltank refuelling; more bugfixing

* multitool_check_buffer change; removes some useless things in tool_helpers

* proc name change

* TRUE/FALSE changes

* Bugfixing, Round 3: A Good Day To Bugfix Hard

Fixes multiple issues raised by the testmerge

* Minor style changes
2020-02-15 13:31:08 -07:00
Fox McCloud
67dc33ac3f for-the-strength-from-which-he-gives-is-unerring 2019-10-05 02:08:11 -04:00
Fox McCloud
aa49033844 nor-shall-our-souls-falter 2019-09-17 16:06:09 -04:00
Fox McCloud
5c4aa9b3fd Removes All Weapons 2018-04-15 16:25:56 -04:00
uraniummeltdown
73d7af2675 moves var/can_deconstruct to obj level
moves proc/deconstruct() and proc/take_damage() to obj level, moves a few obj damage procs in with it to new obj_defense.dm
moves plastic flaps to new plasticflaps.dm
2017-12-26 18:16:42 +05:00
tigercat2000
b419782526 Luxury Bluespace Capsule & More
tgstation/tgstation#27881

There is now a second bluespace shelter capsule, which is much more
fancy & expensive. Note, this still does not make them generally available.

Changes Summary:
 - Added "Shelter Beta" - It comes with a built in kitchen, toilet, shower, three
 course meal, and an artifact™️! There are plenty of secrets to
 behold..
 - Added black carpeting. This can be created by the personal crafting
 menu and having any crayon + a carpet with you.
 - Added fancy wooden and fancy black wooden tables. These are craftable
 by hitting wooden table parts with regular and black carpet,
 respectively.
 - You can now unanchor, deconstruct and color shower curtains. Use any kind of
 crayon to color them, and screwdriver to unanchor them. Once they are
 unanchored, you may use wirecutters to change them back into materials-
 All of which are used in a new crafting recipe for creating them.
 - Display cases moderately refactored.
 - Added survival pod windows/windoors for the new luxury pod.
2017-06-07 11:17:44 -07:00
Tigercat2000
129a57bd9b Goonlights
Ports Goon Lighting from /vg/station.

Summary -
 This adds smooth edges to all lighting in order to increase the
 aesthetic appeal of the lighting system.
 It works by using a matrix to change the appearance of the lighting
 overlay sprite, which has been changed to be a base for the matrix to
 modify.
 Ported from /vg/station with the help of @PJB3005. This lighting
 system is a hybrid between Mloc's lighting rewrite and Tobba's
 Goonlights.

Notable changes:
 - Darksight now matters on mobs. The lighting overlays are not
 alpha=255 when they are completely dark, meaning you can still see the
 floor- assuming you can view the turf at all, because it retains the
 luminousity setting.
   - This means Tajaran have 100% night vision again as they are
   intended to. Humans can see in a 3x3 square centered around
   themselves.

   - No, I'm not changing this, if it's even possible. This is how
   BYOND's lighting is meant to work. If you have any complaints about
   game balance, please feel free to make a pull request to change
   see_in_dark values, which will be seperately evaluated.

 - The lighting controller now runs at world.tick_lag, to emulate the
 realtime function of StonedMC. So far with my testing, this hasn't
 caused any noticable performance decreases- the lighting system is
 obviously more expensive than our previous iteration, however, it's not
 the next ZAS ;)

Technical Details:
 - /atom/movable/lighting_overlay/proc/get_clamped_lum has been removed,
 succeeded by /turf/proc/get_lumcount. They behave identically.
 - Turf lighting is actually controlled by four "corner" datums, which
 feed information into the overlay.
 - The way opacity is factored into the system has changed. Anything
 that doesn't use set_opacity is not going to work to block light.
 - /area/lighting_use_dynamic has been renamed to
 /area/dynamic_lighting, for consistency with /turf/dynamic_lighting.
 - Lighting is no longer seperately initialized for away missions. It is
 handled in ChangeTurf() as it should be.

Known & Unfixable issues:
 - There is a 5-10 second delay from starting the round to the lights
 turning on. Attribute it to "the powernet being spun up" if you would
 like to- but it's actually just how long it takes the lighting system
 to update every single turf on the map.

 - When you walk with a light on you, the light will actually jump ahead
 of you before you visually get to the tile. This is because of the
 movement gliding on mobs, realtime lighting actually goes faster than
 the glide takes to complete, so it appears that your lights are moving
 faster than you.

Thank you krausy~

Animated Goonlights

This adds an animate() call to the update_overlays() proc. This makes it
so that any light changes will smoothly transition between the changes
instead of instantly changing their appearance.

Also fixes a few issues pointed out on Github.

Change lighting animation (turns out the old one totally breaks if you toggle a light quickly, whoopsies)

Kill LIGHTING_INSTANT_UPDATES

isturf
2017-02-05 07:08:17 -08:00
Tigercat2000
a54be7c47b Centcomm Mods
Moved the kitchen and dorms to be sticking out less
Added escape bathrooms
2015-08-27 12:59:37 -07:00
Fox-McCloud
0dbea7621f The Great Del() Cull of 2015 2015-07-09 02:48:34 -04:00
Tigercat2000
7f8b190e5f Small refactor of curtains
This commit ports Baystation12/Baystation12#8921.
Curtains now use SHOWER_OPEN_LAYER and SHOWER_CLOSED_LAYER instead of
manual layer definitions. Two new default shower curtains have been
added, Engineering and Security. They are not currently avalible on the
map due to the fact that Paradise's map, as of this commit, does not
have any showers anywhere but the dorms & engineering satellite.
2015-04-25 09:36:08 -07:00
Markolie
ca902cbede Curtains 2015-01-11 05:49:47 +01:00