Commit Graph

218 Commits

Author SHA1 Message Date
klorpa
f445ffde0a Spelling Fixes (#8973)
* SpellingFixes

* OtherTypos

* OtherTypos
2023-04-08 21:39:28 -08:00
Varlaisvea
bf0ed5ec7b makes overlays less eyesearing 2023-03-27 21:37:19 +01:00
MistakeNot4892
db1a97868d Implementing movement system flags, fixing simplemob movement delays. 2023-03-12 01:22:03 +11:00
Atermonera
5c111e92b4 Merge pull request #8976 from Frenjo/hud-rearrange
Tweaks the positioning and icons of the eye slot and ear slots on the inventory UI
2023-03-08 18:19:21 -08:00
Frenjo
aaa7468220 Fixes drake move intent switching
Updates a check so that non-carbon mobs actually have move intents that function.
2023-03-08 06:15:33 +00:00
Frenjo
20cdc4b676 Converts move intents to /decl/move_intent (#8993)
* Converts move intents to /decl/move_intent

Adds /decl/move_intent/walk and /decl/move_intent/run.

Switches all move intent checks to use the new IS_RUNNING and IS_WALKING macros.

Renames and refactors /mob/living/proc/set_m_intent() to /mob/living/proc/set_move_intent(decl/move_intent/intent).

Removes the unnecessary /mob/var/m_int and associated code.

Updates all move intent setters to use set_move_intent().

* Swaps incorrect config values

Swaps incorrect move delays since I got them backwards somehow, oopsies.

* Adds suggested ?. operator

Compactifies two if statements using the ?. operator instead.
2023-03-04 14:28:10 -08:00
Atermonera
33c4085e60 Merge pull request #8975 from Seris02/gunqdelfix
fixes a runtime in huds deleting and the gun deletion on login issue
2023-03-04 13:16:19 -08:00
Cerebulon
69ba99b5e6 /tg/ era language pass (#8962)
* /tg/ era language pass

* Another pass, more generally inc. code comments

* Even more word tweakies
2023-02-24 23:33:52 -08:00
Frenjo
8f395cc894 Swaps ears and eyes following feedback
Swaps the glasses slot and the two ear slots so that the ear slots are either side of the mask slot and the eye slot is next to the helmet slot.
2023-02-23 05:49:22 +00:00
Frenjo
ec913fcc44 Rearranges inventory HUD so it makes more sense
Rearranges the inventory HUD to make clear that there is one ear on either side of the head and not two on one side.
2023-02-21 11:18:34 +00:00
Seris02
9a71009ce1 fixes a runtime in huds deleting and the ensuing gun deletion issue 2023-02-21 18:27:46 +08:00
spookerton
b0a6851e0f correct behavior & use of QDEL_NULL_LIST+ odd shim 2022-11-03 12:38:03 +00:00
spookerton
cd25cb4b3a correct mixed case QDEL_NULL/qdel_null + behavior 2022-11-03 12:38:03 +00:00
Sypsoti
6c674321f2 Merge pull request #8600 from Atermonera/readds_abilities
Readds ability overlays
2022-05-03 11:08:33 -05:00
atermonera
146d556eb9 Readds ability overlays 2022-05-01 11:25:37 -08:00
atermonera
a3d68f6daa Fixes zone_sel always having torso overlay 2022-05-01 11:08:51 -08:00
Atermonera
21bd8477c7 Merge pull request #8531 from Spookerton/spkrtn/sys/global-agenda
updates all bare globals to use /global/ semantics, and all shared members to /static/
2022-04-24 19:56:07 -08:00
spookerton
556331a6a3 use /global/ sugar for bare globals, no leading / 2022-04-24 07:54:34 +01:00
spookerton
1f3ffc2433 non-flagged, non-complex overlay -> ssoverlays 2022-04-24 07:51:12 +01:00
spookerton
1ccb2df2de trivial 1:1 overlays -> overlay proc changes
NB. In some cases we go from a more complex image() to a single icon_state string and I assume this works for every case but do not care to check because of the sheer scale of extra fiddly effort. Buyer beware, not my code.
2022-04-24 07:50:21 +01:00
atermonera
9d71839ac6 Removes devices 2022-04-17 19:14:43 -08:00
atermonera
7a9806d9b4 Removes weapons 2022-04-17 19:14:32 -08:00
Rykka
3fd5296682 TGMC Ammo HUD Port
Ports over TGMC's Ammo HUD and all relevant code, adapted to work for Polaris's guns. This took me several days, but hey, I learned a bunch. <:
Time to port Aim Mode + Mentorhelp. :3c 
- All guns now have an ammo HUD sprite. If one lacks one, it will be ??? or blank, at which point, make an issue report, as all guns should be working by now.
- Guns will display how many rounds they have left until ammunition runs dry.
- Ammo will only count the casings that CURRENTLY have a projectile in them. This is slightly unrealistic, yes, but it is better and more intuitive for the player. This also enables guns like the revolver to work, given they recycle casings.
- Up to 4 ammo HUDs can be displayed at once, but given we lack TGMC's attachments and guncode, you'll only ever usually see 2. TBD on porting over TGMC guncode. <:
- Ammunition for multiple guns has different colors in the HUD based on what you currently have loaded.
- If you're looking at this later on to add new things. DON'T USE _FLASH IN THE HUD_STATE_EMPTY. THE _FLASH IS ADDED ON BY CODE.
- Grenades have a hud_state, pending us ever porting over a grenade launcher. Rockets ALSO have a hud_state.


Example of Laser/Energy Weapons:
https://i.imgur.com/MGvqGxh.mp4
Captain's Gun:
https://i.imgur.com/Wd0SS3C.gif

Full Test of all weapons:
https://streamable.com/usp4dy

Upstream port of https://github.com/CHOMPStation2/CHOMPStation2/pull/4033
2022-04-07 01:00:23 -06:00
Spookerton
11f5ed7d2c Merge pull request #8507 from Atermonera/buckled_hud_color
Colors hud alerts according to their master object's color.
2022-04-03 11:17:22 +01:00
atermonera
ef3486f932 Colors hud alerts according to their master object's color. 2022-04-02 19:41:20 -08:00
spookerton
602cc67d2b removed CLAMP define 2022-03-31 19:21:58 +01:00
Cerebulon
4568dc85d5 Ports high-res lobby screen system from Eris from Bay (#8401)
* Ports high-res lobby screen system from Eris from Bay

* ok fine we don't need a 5+ MB picture of my cat
2022-02-26 11:13:00 -08:00
MistakeNot4892
2f0a618d45 /atom New() => Initialize() [MDB IGNORE] (#8298)
* Find and replace argless atom New() to Initialize().

* Manual replacement of no-arg New() to Initialize().

* Manually replacing remaining New() overrides.

* Fixing linter issues with now-removed New() args.

* Tidying area init overrides.

* Porting Neb's atom subsystem.

* Trying to isolate init problems.

* Adjusting Init code post-test.

* Merging duplicate Initialize() procs.

* Merge resolution.
2021-11-14 00:09:14 -08:00
MistakeNot4892
351243a50b Minor bodytemp warning refactor. 2021-10-10 20:09:10 +11:00
MarinaGryphon
593246b595 Linter diagnostics + bans non-var relative pathing (#8150)
* Linter diagnostics + bans non-var relative pathing

* Enable DreamChecker Annotations

* make it executable

* update hashFiles

* oops

* tries to fix it... again

* trying again

* path

* repath

* fix perms

* fixes weird capitalisation issue
2021-06-20 13:14:29 -09:00
Aronai Sieyes
bac077a8ea Portable mapping devices (#8097)
* Refactor holomap generation

* Portable mapping units

* Fix misnamed state

* Make it small

* Reduce power usage

I didn't know you could use fractional amounts!

* Apply suggested changes, fix indent

* Fix icon_state bug
2021-06-13 20:30:00 -09:00
ShadowLarkens
0198ff3fbf Personal Crafting & Dependencies 2021-05-02 18:05:54 -07:00
ShadowLarkens
5d972a399c Fading titlescreen from /tg/ 2020-08-25 16:53:12 -07:00
ShadowLarkens
7349c62356 Merge remote-tracking branch 'upstream/master' into tgui4.0-and-camera-console 2020-08-06 21:29:47 -07:00
ShadowLarkens
971a95bc0a TGUI 4.0 & Camera Console 2020-07-30 17:48:11 -07:00
Rykka
28a7698b9e Port lots of things that had to wait on alerts
Adds a HUD for observers
Adds a HUD for rigs and mechs
Adds up/down buttons for AI hud
Add more tg style alerts
Fix some bugs with the tg alerts
Improve icon_states usage by caching it
Redo how respawning works, add a button to ghost hud for it
2020-07-30 16:23:32 -04:00
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
Kates
ce9ceb46e9 Add clickable action buttons from /TG/, rework a lot of backend and other improvements. (#7315)
* Fix a typo in a verb.

* Add straffing to mechs. This took my entire morning goddamnit.
You now have a straffing verb. Very convenient to shoot while firing back.
Thanks to @drexample even if i didn't use all that much of the original code i stole.

* Change straffing to strafing.

* Correct an oversight.

* Add a variable that determines whether or not you are in a mech or fighter at the moment.

* Rework a lot of mech code backend and add clickable buttons.
- Gygax overload, Durand defence mode, phazon phase, marauder smoke, zoom and thrusters have been made into modular things. Just put the 'smoke_possible' var to get those actions.
- Move most abilities that aren't for default mechs to 'Mecha_actions.dm' for less huge of a file. Marauder abilities to be moved shortly.
- Lot of verbs have been broken into procs such as toggle_lights() now being a verb refering to a lights() proc for easier work later on.
- Delete some movement code duplications.
- Changed the smoke system to be more up to date, inspiration taken from the cooking machines.

* Space out some things for ease for reading.

* Improve the damage readout for mechs on examine

* Improve speed boost code to an easier to modify version.

* Deleting a couple few forgotten debug messages.
2020-07-03 15:28:08 -07:00
Rykka Stormheart
8235afb3ae Merge branch 'master' into shep-dev-multicam 2020-06-01 14:23:03 -04:00
Rykka Stormheart
9917f31031 Merge branch 'master' into shep-dev-upstream-screenport 2020-05-30 06:54:08 -04:00
Rykka
021d0aedd1 Changes spawn to addtimer CALLBACK, and changes a usr << to to_chat 2020-05-30 06:40:00 -04:00
Rykka
373810b4a8 Fix some formatting, add the toggle verbs to the AI 2020-05-23 20:15:03 -04:00
Rykka
eec5d912f7 Fix leftover mymob calls and other things 2020-05-23 04:48:47 -04:00
Rykka
fc1d6e741c Ported /tg/ style screen alerts, replacing the hunger icon with them
This adds throw_alert() and /obj/screen/alert, a system that allows you to do custom hud alerts for any variety of things from "You're too cold!" to mecha status indicators for the pilot.

There's quite a few things that actually got replaced; the
fire/oxy/tox/co2 alerts are all now just alerts, as is nutrition. There's also a number of new alerts, such as blindness, highness, legcuffed, buckled, handcuffed, and probably some more I missed; read code/_onclick/hud/alert.dm and see for yourself!

Additionally, a number of tweaks have been done to resisting code, to make it so that there's an indicator when you're buckled or handcuffed, and can just click the alert to start resisting. This includes a refactor that combines the logic for lockers, holders all into one proc, called container_resist().

Also, the health and internals indicator got moved down one tile each. Needed room for the alerts. If we add the oxygen tank action buttons from /tg/ and remove the internals indicator, the health indicator can go back where it was originally.

Alerts, pictured in the top right.
![https://i.imgur.com/H7Bipci.png](https://i.imgur.com/H7Bipci.png)
2020-05-23 04:48:47 -04:00
Aronai Sieyes
1eb783a81a Refactor spacemoves 2020-05-19 10:40:40 -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
KasparoVy
a9e7a4d16a Update Human HUD Generation to Fix Internals Graphical Bug
Fix an issue whereby when reconnecting to the server after disconnecting/losing connection your internals HUD element will always be off, even if you're actually still breathing from a tank.
Now it checks & shows the correct state so you don't panic after lagging out IN SPACE AAAAAHHHH
2020-04-15 02:19:09 -04:00