* WE'RE SO BACK * LET THERE BE SOUND * More bugs * fixes * sound * hmm * clothing sprites + minor code changes to clothes * meestake * spritening * YARR * hiss * Cyberiad explorer remap * hand telover * delta days * rooms done * VENDOR * Mapping done * Salvage mapped * qol * Forgot the hivelord. * woops * oops redux * reviews and more * consistency * Update code/game/jobs/job_globals.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * character * Update code/modules/mob/living/simple_animal/hostile/mining/hivelord.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/game/objects/items/sellable.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/game/objects/effects/spawners/random_spawners.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/mob/living/simple_animal/hostile/pirate.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/clothing/head/job_hats.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/game/objects/effects/spawners/random_spawners.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/game/objects/items/weapons/storage/boxes.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/research/designs/machine_designs.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * some reviews * Update code/game/machinery/constructable_frame.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * supply * area repathing and ambience * mapping * metamapping * Update code/game/objects/items/weapons/storage/belt.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * the doorening * redooring * modsuit * more reviews * the plasmamamninigngg * add random salvage generation across space ruins * add blackbox tracking for salvage sold * gun * deconflicts and reviews * Update code/game/objects/items/sellable.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/clothing/head/job_hats.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/game/objects/items/sellable.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/game/objects/items/sellable.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/game/objects/items/sellable.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/game/objects/items/sellable.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/game/objects/items/weapons/storage/garment.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * all conversations resolved * maybe work now? * please no more, too many apcs * Update code/modules/mob/living/simple_animal/corpse.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/mining/machine_vending.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/clothing/suits/misc_suits.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/game/objects/items/sellable.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/game/objects/items/sellable.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * henri review + action figure * Update code/game/objects/items/toys.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * PDA * conflicts * more conflicts * maybe all conflcits? * wait fuck * maybe fixed??? * KIDAN SPRITES * MAYBE? * access fixes * explorer hotfixes 1: - fixes space pirates dying in space - gives explorers ORM access - box: fixes access on NTR airlock - box: fixes naming on BS airlock - box: adds expedition access to mail sorting room * add salvage selling back * NOT FOR SALE * oh my god actually sell the fucking salvage this time * maybe fine now? * carpover * NO MORE CABLE * balance tweaks * some depot loot updates * merge conflict * deconflicted??? * woops more oversights * skirts, bombers, exploredrobe code + sprites * woops (again) * deconflicting * remove old explorer room again * Hat fix * minor changes to sprites and code for hats * yarrr fix 1 * first fixes * don't drop loot from syndies gibbed by depot destruction * add selling back with new signal based system * speedmerge this shit * minor changes to collars/bomber resprite * docking port in * ruins * WE DON'T NEED CONFIG CHANGES WE NEED PICTURES PICTURES OF SPIDERMAN * no more murder hallway on whiteship * undelete meson sunglasses, redelete uristrunes * BOOTY BAGS * don't drop ashdrake loot from crusher kills * box: fix ntrep fax, add explorer access to ORMroom * add meson sunglasses item icon back * fix cere handtele, meta shutter control, death sound arg * cleaning up * she mosins on my russian till i dj station * Update code/modules/clothing/head/soft_caps.dm Co-authored-by: Matt <116982774+Burzah@users.noreply.github.com> Signed-off-by: Marm <85680653+ItsMarmite@users.noreply.github.com> * Update code/modules/clothing/suits/misc_suits.dm Co-authored-by: Matt <116982774+Burzah@users.noreply.github.com> Signed-off-by: Marm <85680653+ItsMarmite@users.noreply.github.com> * Update code/modules/mining/machine_vending.dm Co-authored-by: Matt <116982774+Burzah@users.noreply.github.com> Signed-off-by: Marm <85680653+ItsMarmite@users.noreply.github.com> * Update code/game/gamemodes/game_mode.dm Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> Signed-off-by: Marm <85680653+ItsMarmite@users.noreply.github.com> * mapping * Cleaning up * revert changes in tools/{bootstrap,ci} --------- Signed-off-by: Marm <85680653+ItsMarmite@users.noreply.github.com> Co-authored-by: Christasmurf <25437893+Christasmurf@users.noreply.github.com> Co-authored-by: warriorstar-orion <orion@snowfrost.garden> Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: github-actions <github-actions@github.com> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Important note:
The following readme was last updated during Late 2015. The changes between Paradise & TG's shuttle system has diverged greatly since then. Do not take the documentation here's description of differences between tg & paradise seriously without double checking.
Shuttle system
Introduction
This folder belongs to the "shuttle" system. The shuttle system is used to control the "Shuttles" on the map, which are, at their core, a rectangular area of turfs that "move".
The shuttle system is comprised of two primary files.
shuttle.dm,
which contains the primary code, and
shuttles.dm
which contains the back-end controller system.
There are a few other files, but it isn't worth noting on.
Shuttles are used for many purposes, including the end of rounds, so it's important to understand them.
Docking ports
obj docking_port
The /obj/docking_port type is the primary component of the shuttle system. Almost all of
the shuttle system is controlled by the docking ports, the only thing that isn't, really,
is the shuttle manager, which manages, you guessed it, the docking ports.
Docking ports are split into two main types: /obj/docking_port/stationary, and
/obj/docking_port/mobile, but they share a few variables and procs defined at the
/obj/docking_port level.
Variables
id: This variable is used for any plain-text references to the docking port. It should
always be lowercase.
width, height: The width and height variables are absolute value variables which
define the bounding box of the docking port. It is very important to note that these are
different from the dwidth and dheight in terms of how they are counted. As they are
absolute representations of the size of the bounding box, they need to be equal to the
amount of turfs on the side of the bounding box. An easy way to think of it is, if you
start at the very corner piece, you would start the count at 1 from that corner piece,
IE, you move 1 turf in any direction, it would be 2.
A crude ASCII example:
||D|||
Would be classed by the values width = 6, height = 1.
It is important to note that bounding boxes are always rectangular. However, shuttles
are allowed to be any shape they so wish, as anything that matches the turf_type of
stationary docking ports will not be moved with the shuttle- by default, this is equal to
/turf/space.
Another quick example of this:
|||
|||
|||
|||||
||||||D
|||||||
||| |||
This, even though it is not exactly a rectangle, would be classified by the values
width = 7, height = 7.
dwidth, dheight: The relative offset of the docking port to the bounding box. These
values are calculated relative to the bounding box. The values are counted from the
bottom left corner of the bounding box, relative to the direction of the docking port.
The "bottom left corner" changes depending on the direction of the docking port object.
so a docking port facing north that looks something like this:
|||
|||
|||D|
|||||
Would have a dwidth value of 3, and a dheight value of 1.
A docking port facing south that looks like this:
||||||
|||D||
||||
Would have a dwidth value of 2, and a dheight value of 1
/obj/docking_port/mobile
/obj/docking_port/mobile, or, "Mobile" docking ports are used to define and control the
movement of the shuttle chunks. The "Mobile" docking port moves with the shuttle, and is
essentially attached to it. A "Mobile" docking port only moves to predefined positions
on the map, referred to as "Stationary" docking ports.
/obj/docking_port/mobile
/obj/docking_port/stationary, or "Stationary" docking ports are used as predefined
references for where "Mobile" docking ports may move. "Stationary" docking ports do not
move unless something has gone horribly wrong. They are essentially static points in
space. Going into details, whenever a "Mobile" docking port "moves", it registers with the
stationary docking port that it was requested to move to, and moves itself to it. It is
important to note that docking ports will switch direction on the fly, and a "Stationary"
docking port not matching the initial direction of the "Mobile" docking port will cause
the entire shuttle to be rotated in order for the "Mobile" docking port to face the same
direction as the "Stationary" docking port.
Modifications
There are three main differences between -tg-station13's shuttle system and the one in use on Paradise, and none are very complex.
Airlocks
The biggest modification comes in the form of how docking ports interact with airlocks. With -tg-station13's base code, any door on the shuttle will be closed, and any door directly next to the mobile docking port will be closed off of the shuttle.
In Paradise, however, when a mobile docking port undocks from the stationary docking port,
it will look for any door in the machine list who's id_tag variable matches the
stationary docking port's id variable. When it finds these doors, it will close and
bolt the doors shut. Any airlocks on the shuttle will be closed as per usual, but any
airlocks within the shuttle with the id_tag of s_docking_airlock will also be bolted,
and will stay bolted until the shuttle has exited transit space.
Initialization
In -tg-station13's shuttle system, all docking ports register with the shuttle controller
on New(). However, as Paradise uses a different system for the shuttle controller, it is
not yet created when New() is called.
To fix this issue, all docking ports will not initialize automatically on New().
Instead, they are manually initialized by the shuttle controller when it is created, via
a proc called initialize().