Commit Graph

55 Commits

Author SHA1 Message Date
ShadowLarkens
5d972a399c Fading titlescreen from /tg/ 2020-08-25 16:53:12 -07:00
Shadow-Quill
a461d1f357 Pressing Q now properly updates borg modules (#7357)
* Press Q to refresh borg modules

* No usr for you
2020-07-22 22:39:10 -07:00
Rykka Stormheart
8235afb3ae Merge branch 'master' into shep-dev-multicam 2020-06-01 14:23:03 -04:00
Aronai Sieyes
a8f3a0a7a0 Refactor move/click code 2020-05-15 10:49:27 -04:00
Rykka
09183614fc AI Picture-in-Picture fixes, major exploit fix 2020-05-11 10:33:11 -04:00
Rykka
cc038370f9 Add AI Picture-in-Picture Mode!
This adds a system for picture-in-picture UI windows using
vis_contents. Essentially, it allows you to make UI windows that show an area of turfs. It also refactors how cameranet visibility works.

Currently, this is 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 AI Eye 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.

You can control everything inside these PIP windows EXACTLY the same as you can using a traditional AI Eye, as demonstrated below.

For admins, there is a config option to disable PIP entirely - simply set `var/multicam_allowed = TRUE` to FALSE if you wish to disable it from being used. (Please be reasonable.) <3

You can see an example of how this works here:
![https://i.imgur.com/TCND8W9.mp4](https://i.imgur.com/TCND8W9.mp4)

AI Multicam functionality.

Do note that if the lightbulb in the AI core is busted, the multicam room is dark(er) than it would be, but you can still see your camera windows just fine. (I'll probably fix this later.) It only affects the "matrix" backdrop, the PIP windows are still fine.

This has been runtime-tested with the latest `master` revision and produces 0 runtimes, and has no noticeable impact on server CPU usage.

Polarisport is here! Port of https://github.com/VOREStation/VOREStation/pull/7752
2020-05-10 14:00:45 -04:00
Rykka
61ff2cbbce Earlyport Hover Inventory and Body Indicators
The body zone selector now indicates which body part you are about to select when hovered over, and 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.

Gifs of this in action:
![https://i.imgur.com/MTi7Kpn.gif](https://i.imgur.com/MTi7Kpn.gif) 
Body Selection parts.

![https://i.imgur.com/KbLqWKy.gif](https://i.imgur.com/KbLqWKy.gif) 
Inventory Icon Overlays!

Credit goes to @ShadowLarkens for original port to Paradise and assistance with port.
2020-05-10 08:09:24 -04:00
Mechoid
08310b2fec Fix various RIG issues 2020-03-13 14:54:34 -07:00
Arokha Sieyes
5b15917d32 to_chat replacing stream operator 2020-02-17 13:14:08 -05:00
Nerezza
9d7f7a7e5e Misc rig fixes/tweaks
EVA suit no longer stores toolboxes because those use a volume inventory.

CE's suit no longer holds pickaxes and ore satchels, but can now hold inflatables.

Adjusted get_breath_from_internal() proc to disable rig internals if the helmet is retracted and no suitable mask is in place.

Adjusted the internals button to ignore offline rigs.
2018-03-06 13:49:14 -06:00
Arokha Sieyes
e248b89b7b POLARIS: Player-controlled SA QOL 2018-02-15 01:49:53 -06:00
Arokha Sieyes
f2fef6f410 Planes Framework (#4545)
* Polaris initial plane upstream merge

* POLARIS: Fix RIG visors with new plane system, and material scanner VIS_FULLBRIGHT

* POLARIS: Fix GetFlatIcon so that cameras and id pictures don't show the HUD overlays.

* POLARIS: Adds a 'alter values' proc for plane master ease of tweaking

Setting stuff like colorblindness variety and things.

* Remove NIF reference, fix lighting layer define

* Handle effects above lighting plane

* Moved all layer defines to planes+layers.dm
* Fixed overlays that are supposed to be above lighting to use the PLANE_LIGHTING_ABOVE

* Merge: 3000% human/update_icons() speed improvement

* Merge: Avoid ghosts pointing at things
2018-01-17 13:45:54 -06:00
Neerti
cca2cc5a23 Adds Berserk 2018-01-11 01:35:14 -05:00
Leshana
e48b548f2b More and more Destroy() cleanups all across the board - Return qdel hints. 2017-06-05 23:01:41 -04:00
LorenLuke
69a8d84344 Fixes a few errors. 2017-04-11 00:39:21 -07:00
Leshana
baf8e2d143 Fix handcuff hud icons appearing on the left and right hand inventory hud slots when handcuffed.
We define the inventory screen objects for hands to be special in that apply overlays to themselves for handcuffed.  By putting that logic on the screen object itself, we allow it to be expanded to other cases besides handcuffs in the future without conflict.
2017-03-10 22:06:05 -05:00
Anewbe
2c86a0a465 Returns the Vox, who now breath Phoron 2017-01-06 17:49:39 -06:00
Arokha Sieyes
82dc0dc5ac Fixes #1654
Comrade, if you speel monitor as monitort then you not need to monitor.
2016-05-19 11:57:01 -04:00
Kelenius
906b03e736 Gives AI the hud, sorts the verbs
Removes 'AI IM' category
Adds 'AI settings' category
Unnecessary verbs are hidden by default but can be shown/hidden again by
using a verb
2016-02-05 17:21:04 +03:00
Zuhayr
f93ea6a78f Tweaks to previous commits.
More tweaks to IPC fixes.
Merge resolution/compile fixes.

Further work on properly integrating, updating and fixing prosthetic options.

Repathed internal organs to organ/internal.

More work on full synthetics, changelings, overheating.

Working on getting organs to qdel properly and spawn properly when robotized.

Finalized some overheating values, added remaining prosthetic icons.

Finalizing the testing version of the full prosthetic bodies branch.

Added suit cyclers to the autolathe and map.

Fixing runtime errors.

Fixing errors.

Changelog.

Replacing limb and organ strings with constants.

Prevented brainless species from becoming full cyborgs.

Fixed issues with brain/MMIs renaming themselves inappropriately.

Various fixes and oversights.
2015-12-24 21:13:40 +10:30
Zuhayr
6e8368ac4c Rewrote targeting. 2015-12-16 10:26:40 +10:30
Zuhayr
0148e78eda Removed targeting. 2015-12-16 10:25:18 +10:30
PsiOmegaDelta
9dd1a54191 Destroy tweaks.
Ports Destroy() proc tweaks from Paradise and /tg/, sourced from https://github.com/ParadiseSS13/Paradise/pull/2091.
Adds returns in Destroy()s, to prepare for future return values.
2015-09-25 10:44:23 +02:00
LightningIron
9e2edf5ab4 Fixes #11145. 2015-09-20 19:42:54 -05:00
Kelenius
bed03443d1 Merge branch 'dev' into ofClicksAndCooldowns
Conflicts:
	code/ZAS/Airflow.dm
	code/__defines/items_clothing.dm
2015-08-21 16:15:07 +03:00
mwerezak
ac738f3db4 Moves flags values to item_flags var
Moves flags that seemed to pertain more to equipment to a new item_flags
var in /obj/item
2015-08-18 17:18:25 -04:00
PsiOmega
75c7313c46 On merge changes and map conflict fixes. 2015-08-18 18:19:51 +02:00
Kelenius
60196df634 Merge branch 'dev' into ofClicksAndCooldowns
Conflicts:
	code/modules/projectiles/gun.dm
2015-08-13 08:40:31 +03:00
GinjaNinja32
631ff21980 Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/game/gamemodes/cult/runes.dm
	code/game/objects/items/weapons/implants/implantcase.dm
	code/game/objects/items/weapons/melee/energy.dm
	code/modules/mob/living/carbon/human/emote.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/carbon/human/human_attackhand.dm
	code/modules/mob/living/silicon/robot/drone/drone.dm
	code/modules/mob/living/silicon/robot/emote.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/nano/modules/crew_monitor.dm
	code/modules/organs/organ_internal.dm
2015-08-11 18:47:05 +01:00
PsiOmegaDelta
617db485ee qdel/Destroy entries. 2015-07-21 14:22:01 +02:00
Kelenius
0071ed3f24 Merge branch 'dev' into ofClicksAndCooldowns
Conflicts:
	code/_onclick/click.dm
	code/_onclick/telekinesis.dm
	code/game/machinery/deployable.dm
	code/game/objects/items.dm
	code/game/objects/structures/grille.dm
	code/modules/mob/living/simple_animal/simple_animal.dm
	code/setup.dm
2015-06-07 14:05:54 +03:00
Zuhayr
dadc434f4e Ported action button system from Paradise/tg 2015-06-02 17:17:13 +09:30
Kelenius
3fa79f8d51 Removes click cooldowns almost everywhere.
Still have: doors, windoors, cameras, windows, grilles, blobs, resisting, alien stuff, mechas, spray bottles.
Setting changeNextMove is now responsibility of the item being attacked.
Adds a config option to eliminate click cooldowns completely. Intended to be used by devs.
2015-05-09 17:27:19 +03:00
PsiOmega
a6a428af6a Mecha + misc. Destroy() because I had already begun. 2015-04-17 09:55:59 +02:00
Mustafa Kalash
6e710ad426 Fixes switch operators. 2015-04-03 22:10:23 -04:00
Mustafa Kalash
3c767c50fa Refactors 2015-04-03 21:33:33 -04:00
Mustafa Kalash
94a56e3c2b Adds a toggle for allowing a target to use a radio (handheld or headset.) 2015-04-03 17:42:16 -04:00
mwerezak
9b2f5cea33 Merge remote-tracking branch 'upstream/dev' into inventoryfix
Conflicts:
	code/game/gamemodes/revolution/rp-revolution.dm
	code/game/machinery/kitchen/juicer.dm
	code/game/objects/items/stacks/stack.dm
	code/game/objects/items/weapons/cigs_lighters.dm
	code/game/objects/structures/stool_bed_chair_nest/stools.dm
	code/modules/destilery/main.dm
	code/modules/hydroponics/biogenerator.dm
	code/modules/mob/living/carbon/human/inventory.dm
	code/modules/mob/living/carbon/monkey/inventory.dm
	code/modules/projectiles/guns/launcher/pneumatic.dm
2015-03-31 01:37:55 -04:00
mwerezak
1b4e13aabc Removes unnecessary and cruft procs from mob/inventory.dm 2015-03-30 05:28:09 -04:00
PsiOmega
464d702d4b Mob refactoring.
Updates Bump() code.
Intents now use constants.
Simple animals can now use languages without overriding say().
There is now a difference between being able to smash normal and reinforced walls.
Reworks simple_animal/attackby so that constructs don't need to override it simply to add damage resistance.
2015-03-29 10:44:31 +02:00
PsiOmegaDelta
d9aae79a32 Merge pull request #7008 from Zuhayr/spaceninjas
Hardsuit/voidsuit change, ninja refactor.
2014-11-22 09:30:54 +01:00
Neerti
72c9b2eb15 Resolves conflicts, cherrypicks my code. 2014-11-21 03:32:00 -05:00
Zuhayr
823f01f4bf Changed helmet lights over to a general system/overlays. 2014-11-16 13:40:13 +10:30
Zuhayr
ae66fb16d3 Added jetpack, added gear, fleshed out ERT hardsuits. 2014-11-15 17:39:44 +10:30
Zuhayr
ebbb9b36b5 Moved everything to a module-based hardsuit system.
Generalized all ninja power and gear code to work with new rig system.
Added shurikens, weapon mount, more work on deployable items.
Readded energy nets and energy blades.
Grenade launcher/charge stuff, interface stuff.
Renamed previously existing rigs to voidsuits, restructured rig and voidsuit files.
Refactored the energy net and teleportation proc.
Totally rewrote AI core/intellicard transfer procs.
Added rig sprites by Mordeth221, added step by steap suit sealing/inability to interfere with suit sealing process.
Updated map paths to use voidsuits.
Added chemical dispenser functionality, added power sink, added atom/drain_power() proc for later use.
Added rigsuit verbs, added voice changer.
Renamed MASKINTERNALS to AIRTIGHT, added internals checks for airtight helmets.
Added drain_power() procs to vulnerable machinery.
Reimplemented data theft.
Added suit maluses for losing your cell while wearing one.
Transitioned the rig suits to a back-mounted item that also controls a chestpiece.
Converted rig module to a storage item, convert ERT voidsuits to hardsuits.
2014-11-14 22:57:26 +10:30
Zuhayr
223bd86f18 Merge branch 'organremoval' of https://github.com/Zuhayr/Baystation12 into dev
First pass on major conversion of xenomorphs to a human subspecies. Additional condensing of various redundant mob verbs.
Converted larva and diona to their own class, collapsed the rest of xenomorphs into a human species, other stuff.
Completely removed attack_alien(). Still have to reimplement some of the lost behavior for human/alien.
Reapplies lost attack_alien() functionality other than tackling/caressing.
Further alien/humanoid cleanup and xenospawn fix-ups. Also uncommented caste verbs.
Removed half-finished abilities system since species.dm handles it.
All xenomorphs functionality should be working now, other than the HUD, tackling and the xenomorph balance issues.
Added icons for xenomorph castes, moved broadcast languages into datums, removed alien_talk and robot_talk vars.
Merged with organ removal code.
Reapplied verbs to simple_animals/slimes. Updated species definitions to have appropriate organs.
Readded tackle as a human verb.
Borer changes regarding brain removal.
Working on moving the human HUD to the species datum a bit. Mixed results.
Moved Cortical Link to a language, added borer husks.
Tidied up the HUD stuff. Still need to make it rebuild properly when species is changed, but this will do for no
Compile fix, forgot the DME.
Fixed up ventcrawl, added new organ mechanics for dionaea.
Fixed up some overlooked sections causing mobs without brains to die immediately.
Fixed up plasma generation for queens, bugs with organs, force_organ issues with set_species().
2014-09-29 06:19:26 +09:30
sick-trigger
e3395e7618 Clicking on UI storage boxes now uses ClickOn 2014-09-15 17:04:30 +10:00
Mloc-Argent
d5e9851b62 integrate XGM into the code
New turf proc: assume_gas().  Maps to air.adjust_gas_temp().
Lots of optimizations to processing, fire, lighting, HasEntered() and
 more.
Zones now process all fire data and existance in one go, fire objects
 only handle spreading.
Most code has been ported straight so some of it mightn't be ideally
 structured for the new gas_mixtures.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2014-07-22 19:52:12 +01:00
Mike
172bda548e Fixed internal storage, added coat pockets
/mob/proc/ClickOn() now checks storage levels, not just contents levels,
now allows items to be taken out of internal storage attached to another
item.
Coats now use internal storage for their pocket slots, removed duplicate
storage code.
Moved coat.dm out of it's special folder and into modules/clothing.
2014-04-29 19:00:36 -04:00
Ravensdale
1d6655850f Changes all appropriate instances of toxins to phoron 2014-04-10 15:11:26 -07:00