Commit Graph

94 Commits

Author SHA1 Message Date
AffectedArc07
0dad79415a Nukes AI Multicam (#15279)
* Nukes AI Multicam

* Ah line endings
2021-01-15 13:05:08 -05:00
dearmochi
6ecc3d5234 Add ability to swap items in storage (#13648)
* Add ability to swap items in storage

Add ability to swap items in storage through
drag and drop
Fix "the the" message when putting item in storage
Clean code where possible

* Fix swap in stacked storages, clean up code (v3)

* Ignore restraints and lying for swapping items

* Clean up the code a bit, increase readability

* Clean up code, remove spawn(0)

* Fix some spacing issues

* Rename var, use crisp font
2020-12-22 16:15:40 -05:00
SabreML
fe8e82162c Bola exploit fix (#14821)
Also makes holding 'Alt' change the toggle icon.
2020-11-04 15:36:22 -05:00
mochi
81f5fd176d Merge branch 'master' into client-hud-consistency 2020-10-04 20:59:52 +02:00
Dovixx
b35a9f3af3 Add the checks 2020-09-19 23:16:59 +03:00
mochi
312932e70a Keep zone selection doll discolored 2020-08-23 20:17:44 +02:00
Fox McCloud
70b46d8aea Life refactor (#13471)
* Life Refactor WIP

* part 2

* part 3

* runtime fix

* newlines

* tweaks

* perspective checks

* fixes

* remote view tweaks

* more fixes

* robot fixes

* better updating

* cleaned up icon procs

* less proc call overhead

* performance gains

* more optimization

* shorter lists, removal of unecesary code

* gene OOP and dna styling cleanup

* oops

* axe disabilities

* typeless loop

* various tweaks and fixes

* brain checks

* runtime fixes

* cryo vision fixes
2020-06-03 19:43:30 -06:00
joep van der velden
3c00df376a inventory slot tweak
Clicking on an inventory slot now uses the item there first then tries
to equip
2019-12-17 17:11:40 +01:00
Fox McCloud
00f5e0613c Stamina Damage Rework (#12591) 2019-10-27 00:23:22 -04:00
Fox McCloud
5194094d3a Refactors Zone Selection (#12523) 2019-10-08 21:11:09 -04:00
Fox McCloud
af92373d33 though-this-world-may-be-broken 2019-09-15 05:53:43 -04:00
Fox McCloud
8587f63982 Refactors Spawners/Tendrils 2019-09-07 20:02:53 -04:00
variableundefined
a5e94c6e72 Merge pull request #11776 from Arkatos1/SlimeHUD
SlimeHUD
2019-08-15 10:37:12 +08:00
Eman
1c585d8275 AI can now change its intent
By pressing four or clicking on the on-screen object, the AI can now change its intent. This is only useful (for now) for when the AI is controlling a mech, as it can now punch people instead of pushing them.
2019-07-12 14:27:48 +02:00
Arkatos1
8914dd5256 Merge https://github.com/ParadiseSS13/Paradise into SlimeHUD 2019-07-08 14:53:12 +02:00
Arkatos1
1f78b14559 Added SlimeHUD 2019-07-01 18:08:19 +02:00
Arkatos1
b478a96397 health doll examine 2019-05-11 17:41:27 +02:00
Fox McCloud
3d90ccbfb7 nevermind, just generic fixes 2019-05-08 20:15:24 -04:00
Mark van Alphen
211468b24f Add fake ambient occlusion 2019-04-21 01:45:30 +02:00
Arkatos1
840929e0a8 Custom icons for Guardian action intents! 2019-03-13 19:23:27 +01:00
tigercat2000
13a095ec4a Fix atom init again 2018-10-23 18:48:56 -07:00
tigercat2000
8ef1b97f45 Merge remote-tracking branch 'upstream/master' into multivis
# Conflicts:
#	.travis.yml
#	_maps/map_files/MetaStation/z2.dmm
#	_maps/map_files/cyberiad/z2.dmm
#	code/game/atoms_movable.dm
#	code/game/machinery/camera/camera.dm
#	code/modules/mob/living/silicon/ai/ai.dm
#	code/modules/mob/living/silicon/ai/freelook/eye.dm
2018-10-23 17:41:41 -07:00
tigercat2000
54f6d54d4c Hover indicator for body zones 2018-10-18 22:19:25 -07:00
tigercat2000
8ce0592ac0 SSOverlays & Hover Inventory Indicator
This ports the hover inventory indicator from /tg/, and by necessity, SSOverlays.
The hover inventory indicator basically shows where you are trying to
put an item, and then shows an item ghost in red or green, giving visual
feedback as to if that item will go in the slot or not.

SSOverlays is a much broader system for managing overlays, which should
eventually take over *all* overlays, but I have only ported the basic
system and implemented it where necessary for it to work for the hover
inventory items currently.
2018-10-08 22:50:39 -07:00
Purpose
4d7dd5a6c9 dayum dats defined 2018-10-08 22:48:00 +01:00
Crazy Lemon
08044a6b58 Merge pull request #9266 from Kyep/simple_animal_intent
Allows simple_animals to change intent
2018-08-06 21:27:46 -07:00
Kyep
ee1999d5ae adds icons 2018-08-01 04:04:47 -07:00
Kyep
4f13bef9b5 'simple' -> 'simple_animal' 2018-07-31 17:56:06 -07:00
Kyep
da04b48df5 do it via screen/act_intent instead 2018-07-27 17:15:25 -07:00
Crazylemon64
cbd52db2be A couple buildmode fixes
The runtime when not placing a valid path is now replaced with a warning
message

The HUD icon for buildmode is no longer covered up by item actions
2018-07-26 21:47:40 -07:00
tigercat2000
a6ebad6b18 Add Picture in Picture & AI Multivis support
tgstation/tgstation#28360
tgstation/tgstation#37695

This commit adds a system for picture-in-picture UI windows using
vis_contents, a new feature to BYOND 512. Essentially, it allows you to
make UI windows that show an area of turfs. It also refactors how
cameranet visibility works, and makes the Adv. Camera Console code a bit
cleaner and more inheritance-based, especially with it's action buttons.

Currently, this is hesitantly implemented on AIs. They gain two new
UI buttons - "Enter Multicam Mode", and "Create Multicam". When they go
into Multicam Mode, they see a background of animated binary numbers,
and they are allowed to create an infinite amount of these picture in
picture windows, which subsequently creates an aiEye for each one. They
are able to control each AI eye individually, by first clicking on the
PIP window to select it as "active" and then using the normal arrow key
controls. The PIP windows can be freely resized and moved around the
area.

The AI implementation may be considered controversial; Thus, it's locked
by default, requiring an administrator to var-edit "multicam_allowed" on
the AI before it is able to use the function. Otherwise, the buttons
just do nothing and alert the user to "Contact an administrator to use
these". There's not really any easy way to completely hide the UI
elements until they are available.

As this relies on 512 features, Travis has been bumped up to use 512.
2018-06-05 22:37:28 -07:00
Fox McCloud
5c4aa9b3fd Removes All Weapons 2018-04-15 16:25:56 -04:00
uraniummeltdown
8f26d5b8b6 rename __DEFINES/mob.dm to __DEFINES/mobs.dm
make environment_smash into bitflags
add obj_damage for simple animals
make default max_integrity and obj_integrity INFINITY for non-defined objects, until we can move more objects to obj_integrity/take_damage() system
adds examining objects to roughly check damage
more obj_defense.dm procs
tables can be attacked with items, glass tables have a narsie_act()
fixes, changes to make it compile
2018-03-04 13:52:55 +05:00
Fox-McCloud
e9e1f2de8e remove that button! 2017-07-19 12:20:36 -04:00
Fox-McCloud
77375fc1c4 Breathing is Now Handled on Lungs 2017-07-19 03:28:21 -04:00
Fox-McCloud
585db8ba28 Breathing Tube Augment 2017-06-27 23:02:48 -04:00
Sam
7cf499dcc1 Adds movement intents 2017-06-10 10:12:14 +01:00
Sam
4d57fff5c9 Updates Intents 2017-06-10 09:43:36 +01:00
Tigercat2000
09ff33ed49 /datum/browser Check Known Languages + UI button
This converts the "Check Known Languages" verb to use a
datum/browser-based UI (as opposed to the plain browse()), and adds a UI
button to most mobtypes to get to the language menu.
2017-04-24 12:07:57 -07:00
Krausus
65627091b3 Optimizes and adds missing limbs to health dolls 2016-08-03 18:38:37 -04:00
Fox McCloud
ceced8c832 Merge pull request #5095 from tigercat2000/ACTION_BUTTONS
Action Button Update
2016-07-19 23:40:51 -04:00
Tigercat2000
56a09db739 Action Button Update
- Refactors action button backend
   - Action buttons are no longer checked on Life(), items are responsible
     for adding/removing/updating them.
   - Item action buttons are no longer a static action_button_name define,
     items define actions_types, which is a list of paths.
   - Items can now have multiple action buttons.
     - This is handled by new arguments to ui_action_click, the first
       parameter is the user, the second is the path of the action datum
       that was invoked.
 - Refactored how internals function
   - You may now directly switch internals without breaking anything.
   - The internals icon has been updated to be more consistent.
 - Added action buttons for jetpacks
 - Added action buttons for oxygen tanks
 - Uses-based implants now qdel() themselves when they run out of uses.
   This is somewhat a buff to traitor implants, but it's such a minor
   change. The actual reasoning is so that the action buttons are properly
   removed.
 - Fixed a bug with the "Boo" spell which resulted in IsAvailable failing
   for certain ghosts.
 - You can now shift-click on movable HUD elements to reset them to the
   proper position (thank fucking christ)
2016-07-18 13:23:01 -07:00
SamCroswell
0466499f86 Personal Crafting - Initial Commit 2016-07-15 16:25:37 -04:00
Tigercat2000
71e5344a98 Mass replace 2016-07-07 19:34:02 -07:00
TheDZD
36aaa78b76 Merge pull request #4610 from monster860/ui_plane
Puts UI on it's own plane
2016-06-19 13:38:01 -04:00
KasparoVy
3dba1b2886 Noir Doesn't Grey out HUD, Adds Remaining Glasses for Vox, 'Yi' to Vox-pidgin syllables & Framework for Icon-based Skin Tone, Fixes #3138, Greyscales Vox Hair (#4614)
* Ports #9294 and #9322 from VG: 'Yi' to Vox-pidgin and Framework for Icon-based Skin Tone (Feat. Vox) and Glasses/Goggles for Vox.

Both ported PRs by Intigracy.

Also adds all remaining in-use glasses/goggle sprites for Vox. I cleaned up the code a bit while I was in there. Otherwise, that's it.

Furthermore, randomizing skin tone doesn't seem to work for Vox despite their being specified in the conditional lists and s_tone being not null.

* Morph Support

* CMA Support

* Ports Intigracy's vgstation13/pull/9460, Noir Vision No Longer Greys Out HUD.

* Fixes Positioning of Vox Jensen Shades East+West facing Sprites.

Fixes Heist Goofery

Game-mode (not one-click antag) Heist tweaked and returned to working order now that I've found out how to test the actual game-mode (after temporarily adjusting the population requirement).

Vox Raiders won't spawn in with whatever socks were in their selected spawn-character's preferences anymore.

Additionally, the set_species proc now zeroes out skin tone if the species doesn't have skin tone to avoid goofing up the icons on initial generation.

Also condenses the code in preferences_setup character creation icon generation. Made it use the individual species' skin-tone handling procs instead of code snowflaked into preferences_setup.dm.

* No More Vox Tail Colours, but they can Colour Their Hair.

* Removes unneeded 'src's and retroactively prohibits colouring tails on species without HAS_SKIN_COLOR.

Colouration won't be applied to src's tail unless HAS_SKIN_COLOR is in
src's species bodyflags.

* Tidies up some Lists in CharPrefs and Retroactively Prohibits Vox Hair Colouration

* Reverts unnecessary commenting out of vox armalis post-spawn handling parent call.

* Adds Emerald and Azure Vox Skin Tones.

* Stealthy Wryn Typo Fixed.

* Greyscales Vox Head+Facial Hair and Adds More Default Colours in Species Definitions

* Gives Vox Raiders Default Hair Colour and Fixes Bug where Roundstart Raiders don't get Random Skin
2016-06-19 11:35:36 -04:00
monster860
64ea452f20 Puts UI on it's own plane 2016-06-06 17:12:28 -04:00
Tigercat2000
0f70e6810b -tg- OOP Hud Refactor
- Added 4 new HUD styles
 - Humans recreate their hud if they change their UI pref mid-game
 - Refactored how objects are added to the client screen
 - HUD's are now handled by subtype and mob/proc/create_mob_hud()
 - HUD visibility is no longer chained directly to the F12 button, it's a proc on HUD datums now
 - Mobs only create/destroy their HUD when necessary, not every Login()
 - Destroyed aim-mode, it didn't work and I couldn't make it work.
 - Renamed all of the screen1_x.dmi files to screen_x.dmi
 - Removed screen1.dmi, screen_gen.dmi now handles generic icons.
2016-04-21 20:28:08 -07:00
Tigercat2000
78f53553f8 Reduce lines by removing blank lines added by PJ's script 2016-04-05 08:25:57 -07:00
Tigercat2000
9d430844c3 Replace most (if not all) output << operators with to_chat(user, message)
Currently, to_chat is literally just a proc that does user << message.
But it'll let us do output modification in the future, especially for
something like Goon's HTML chat.

Big thanks to PJB for his to_chat script, see
https://github.com/d3athrow/vgstation13/pull/6625 for more details.
2016-04-05 08:15:05 -07:00