Merge branch 'master' of github.com:Kashargul/VOREStation into usr-to-user-up-to-player_effects

This commit is contained in:
Kashargul
2024-11-27 23:53:06 +01:00
281 changed files with 3628 additions and 3318 deletions
@@ -6,9 +6,6 @@
icon_state = "computer"
circuit = /obj/item/circuitboard/disperser
core_skill = /datum/skill/pilot
var/skill_offset = SKILL_ADEPT - 1 //After which skill level it starts to matter. -1, because we have to index from zero
icon_keyboard = "rd_key"
icon_screen = "teleport"
@@ -151,7 +148,6 @@
data["range"] = range
data["next_shot"] = round(get_next_shot_seconds())
data["nopower"] = !data["faillink"] && (!front.powered() || !middle.powered() || !back.powered())
data["skill"] = user.get_skill_value(core_skill) > skill_offset
var/charge = "UNKNOWN ERROR"
if(get_charge_type() == OVERMAP_WEAKNESS_NONE)
@@ -184,7 +180,7 @@
. = TRUE
if("skill_calibration")
for(var/i = 1 to min(caldigit, ui.user.get_skill_value(core_skill) - skill_offset))
for(var/i = 1 to 2)
calibration[i] = calexpected[i]
. = TRUE
+2 -12
View File
@@ -9,8 +9,6 @@
var/obj/effect/overmap/visitable/ship/landable/myship //my overmap ship object
category = /datum/shuttle/autodock/overmap
var/skill_needed = SKILL_BASIC
var/operator_skill = SKILL_BASIC
/datum/shuttle/autodock/overmap/New(var/_name, var/obj/effect/shuttle_landmark/start_waypoint)
..(_name, start_waypoint)
@@ -54,15 +52,7 @@
/datum/shuttle/autodock/overmap/get_travel_time()
var/distance_mod = get_dist(waypoint_sector(current_location),waypoint_sector(next_location))
var/skill_mod = 0.2*(skill_needed - operator_skill)
return move_time * (1 + distance_mod + skill_mod)
/datum/shuttle/autodock/overmap/process_launch()
if(prob(10*max(0, skill_needed - operator_skill)))
var/places = get_possible_destinations()
var/place = pick(places)
set_destination(places[place])
..()
return move_time * (1 + distance_mod)
/datum/shuttle/autodock/overmap/proc/set_destination(var/obj/effect/shuttle_landmark/A)
if(A != current_location)
@@ -187,4 +177,4 @@
// Walls hide stuff inside them, but we want to be visible.
/obj/structure/fuel_port/hide()
return
return
@@ -49,7 +49,6 @@
// Skills
//
/obj/machinery/computer/ship
var/core_skill = /datum/skill/devices //The skill used for skill checks for this machine (mostly so subtypes can use different skills).
var/ai_control = TRUE //VOREStation Edit
//
+1 -7
View File
@@ -20,7 +20,6 @@ GLOBAL_LIST_EMPTY(all_waypoints)
icon_screen = "helm"
light_color = "#7faaff"
circuit = /obj/item/circuitboard/helm
core_skill = /datum/skill/pilot
var/autopilot = 0
var/autopilot_disabled = TRUE
var/list/known_sectors = list()
@@ -77,13 +76,10 @@ GLOBAL_LIST_EMPTY(all_waypoints)
// All other cases, move toward direction
else if(speed + acceleration <= speedlimit)
linked.accelerate(direction, accellimit)
linked.operator_skill = null//if this is on you can't dodge meteors
return
/obj/machinery/computer/ship/helm/relaymove(var/mob/user, direction)
if(viewing_overmap(user) && linked)
if(prob(user.skill_fail_chance(/datum/skill/pilot, 50, linked.skill_needed, factor = 1)))
direction = turn(direction,pick(90,-90))
linked.relaymove(user, direction, accellimit)
return 1
@@ -253,9 +249,7 @@ GLOBAL_LIST_EMPTY(all_waypoints)
if("move")
var/ndir = text2num(params["dir"])
if(prob(ui.user.skill_fail_chance(/datum/skill/pilot, 50, linked.skill_needed, factor = 1)))
ndir = turn(ndir,pick(90,-90))
linked.relaymove(ui.user, ndir, accellimit)
linked.relaymove(usr, ndir, accellimit)
. = TRUE
if("brake")
@@ -34,9 +34,6 @@
to_chat(ui.user, span_warning("Unable to establish link with the shuttle."))
return TRUE
if(ismob(ui.user))
shuttle.operator_skill = ui.user.get_skill_value(/datum/skill/pilot)
switch(action)
if("pick")
var/list/possible_d = shuttle.get_possible_destinations()
-6
View File
@@ -39,8 +39,6 @@
var/engines_state = 0 //global on/off toggle for all engines
var/thrust_limit = 1 //global thrust limit for all engines, 0..1
var/halted = 0 //admin halt or other stop.
var/skill_needed = SKILL_ADEPT //piloting skill needed to steer it without going in random dir
var/operator_skill
//VOREStation add
var/last_sound = 0 //The last time a ship sound was played //VOREStation add
var/sound_cooldown = 10 SECONDS //VOREStation add
@@ -67,7 +65,6 @@
/obj/effect/overmap/visitable/ship/relaymove(mob/user, direction, accel_limit)
accelerate(direction, accel_limit)
operator_skill = user.get_skill_value(/datum/skill/pilot)
/obj/effect/overmap/visitable/ship/proc/is_still()
return !MOVING(speed[1]) && !MOVING(speed[2])
@@ -285,9 +282,6 @@
if(!SSshuttles.overmap_halted)
halted = 0
/obj/effect/overmap/visitable/ship/proc/get_helm_skill()//delete this mover operator skill to overmap obj
return operator_skill
/obj/effect/overmap/visitable/ship/populate_sector_objects()
..()
for(var/obj/machinery/computer/ship/S in global.machines)