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* why no work angy * weird errors shit sucks * fixved it I can spell good * fix? POSSIBLY * nope wasnt this * no more immutable thhanks koffee * ok ok * removes all the pref stuff ""removes"" * remove this idiot * this goes bye bye * these go too genius * bye bye * better night vision * tries to fix camera maybe * ok fuck it we ball we ball * ok lets go back go back go back go back * WORK DAMNIT * ha fuc kyou * this maybe * this doesnt work :( * maybe fix maybe * fucks everything why do i do this * test update test * Revert "tries to fix camera" This reverts commit2d14fbae66. * reverts everything I just did peko pain * bye bitch * oh yeah add this I guess * Fucks up the camera net + chunk why * test maybe revert * Revert "test maybe revert" This reverts commit98c5ef1b93. * Revert "Fucks up the camera net + chunk" This reverts commit0e421ebf5f. * this isnt going well uh oh * Attempts to rework out security camera and probably more * Revert "this isnt going well" This reverts commit1d8ceac867. * Revert "Revert "this isnt going well"" This reverts commite26fb61415. * ok ok * Revert "ok" This reverts commit7e7a7f8372. * Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit" This reverts commit01094731c1, reversing changes made toc0cf69ebf1. * this doesn't need to be redefined I guess * no we need this totally * a familiar pain * 515 is L * yeah yeah * ok god fine * bye bye basemap :( doesnt work on runtime station * Fixes AI statis not working god im good * remove this oh god * Revert "Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit"" This reverts commitb3fb3ba0db. * proves to god I exist and im pissed * yog exclusive feature (tm) plane master * bring this back from previous push * updates vendor emissives as well as firealarms * Updates barsign and fucks everything up * Fixes barsigns breaks all lights and updates barsigns to be machines and not structures We will address this in a later patch * not sure who changed that oh well * yeah this got moved * this needs updating yeah * turns off the carbon monoxide alarm duh * FIXES IT YES thank you biome * turns this off too yeah * Can't compile yet but ports a ton of shit * L * the game opens ig * extra shit * fixes * signals and smooth queue * look ma im going horribly out of scope * fixes chasms * this fixed nothing * ??? * more barsigns for later * forgive me cowboy. also fuck diagonals * oops we need this apparently * fuck it we ball * Update _lists.dm * Update icon_smoothing.dm * it now works kinda * Update atom_initializing_EXPENSIVE.dm * lighting don't work * we have light * sort turfs better * big fucking reorganize * like everything except templates * boy i sure hope nothing bad happens to these bar templates * we're back * no runtimes baby * no errors * shuttles are almost fixed i think * Revert "shuttles are almost fixed i think" This reverts commit046058827c. * Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing" This reverts commit863e1b776d, reversing changes made to884623e600. * Revert "no errors" This reverts commit884623e600. * too far back i think * midround smoothing runtimes fixed i think * comment cleanup * should fix the component runtimes * Revert "Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing"" This reverts commita8ff8d63aa. * NO RUNTIMES AND ICEMETA WORKS LET'S GOOOOOO * please stay fixed icemeta * organizing render dms * woops this too in the reorganizing * cryo fixed * nah, i'd win * parallax isn't my problem * pls don't break icemeta * runtime station gets a cam console * well it compiles * maybe fix the map * woops * man i hate maps * was that it? * PLEASE * missing focus tests * maybe that was it * maybe * let's take the batteries out of the carbon monoxide detector * fuck osha * i hate vending machines * that's not a computer * slot machine fix * PLEASE * that wasn't supposed to be there * fuck it i can't fix everything at once * BLUESPACE LOCKER? * literally why * hhh * does this fix chasms? * that should fix bad index * please? * turf_flags for reservations * haha oops * yolo (kill me) * fix wood walls and other walls * fix stairs * that might have fixed shittles * baseturfs are good now i think * should fix plasma windows * decals fixed * please fix changelog * shuttle lighting still fucky * lighting is stinky slow and doesn't finish updating by the time the server starts guh * lighting seemingly works * slipping works * shuttle sounds, slips, and windoors fixed * why am i here * fuck the changelog * of course someone touched smoothing as i'm almost done * we good? * updating ai_eye and rename * z updates and more ai cam updates * ice fixed * weather and ice fix * clockies can see and other clean up catches * windows fixed * cowbot forgive me i'm trying to update flashlights to tg because there's no light on lower multi-z z's like ice meta bottom floor * movable lighting works on multi-z * gps fix * item stacking from drag works * falsewall fix * job panel fixed * AI HANDLED * woops that comment should be gone * i hate ai i hate ai * brass glass visible again * vents on top of tiles now * sigdrobe sprite back * centcomm portals work * portals and see openspace mapping icons fixed * icemeta my behated * kill * is that it * lighting cutoff is old hat * angery overlay * not super necessary * also extra but whatever * ticker but thicker * job fix i hope * this isn't needed anymore * latejoin fix? * laserpointer, pipecrawl, and some consoles fixed * i hate fixing bugs as they're made * we're not ready for that * redef cleanup * gps arrows, gun flashlights, shuttle console placement, multi-z pulling fixed * goofy ah gun code * this was a good idea and necessary * should fix caltrop component * does this please the linter * linter please accept this async function * THERE * take the batteries out * make it stop * cowbot stopped me from letting ghosts dab * recycler loc fix * fix border firedoors not blocking movement * should fix screen fade out and fade in on round start and end * darker command tile trim and fixed bronze wall sprites * fuck you linter * railings actually stop you from leaving * probably fixes gibtonite overlay when struck * armaments dispenser and clockwork catwalk * turbine fix probably * pointing at inhand items should be fixed * fix overwatch app * should hopefully fix cable rotation on shuttle move * flashlights have better directionality logic * hopefully fixes shuttle atmos on move * grilles fixed * hopefully this fixes shuttle buttons, airolocks, and other machinery not working after moving * ice meta mining area finally not freezing * fix lightbulb icons not updating * lava mask and lighting dots * we actually have this * fuck glowshrooms GC * fix light fixture interactions and icon updates * hopefully catches all the updates * lava lighting good to go * seclite was missing inhands * smoothing in replays * light updates accurate in replays * biome's multi-z requests --------- Co-authored-by: cowbot92 <75333826+cowbot92@users.noreply.github.com> Co-authored-by: Molti <gamingjoelouis@gmail.com> Co-authored-by: Ringalong <53777086+JohnFulpWillard@users.noreply.github.com>
184 lines
5.6 KiB
Plaintext
184 lines
5.6 KiB
Plaintext
#define ENGINE_UNWRENCHED 0
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#define ENGINE_WRENCHED 1
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#define ENGINE_WELDED 2
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#define ENGINE_WELDTIME 200
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/obj/structure/shuttle
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name = "shuttle"
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icon = 'icons/turf/shuttle.dmi'
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resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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max_integrity = 500
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armor = list(MELEE = 100, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70) //default + ignores melee
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/obj/structure/shuttle/engine
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name = "engine"
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desc = "A bluespace engine used to make shuttles move."
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density = TRUE
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anchored = TRUE
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///How well the engine affects the ship's speed.
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var/engine_power = 1
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///Construction state of the Engine.
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var/state = ENGINE_WELDED //welding shmelding //i love welding //i love welding charlie! I LOVE WELDING!!!!!!!!
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///The mobile ship we are connected to.
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var/datum/weakref/connected_ship_ref
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/obj/structure/shuttle/engine/connect_to_shuttle(mapload, obj/docking_port/mobile/port, obj/docking_port/stationary/dock)
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. = ..()
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if(!port)
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return FALSE
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connected_ship_ref = WEAKREF(port)
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port.engine_list += src
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port.current_engines += engine_power
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if(mapload)
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port.initial_engines += engine_power
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/**
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* Called on destroy and when we need to unsync an engine from their ship.
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*/
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/obj/structure/shuttle/engine/proc/unsync_ship()
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var/obj/docking_port/mobile/port = connected_ship_ref?.resolve()
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if(port)
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port.engine_list -= src
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port.current_engines -= initial(engine_power)
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connected_ship_ref = null
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//Ugh this is a lot of copypasta from emitters, welding need some boilerplate reduction
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/obj/structure/shuttle/engine/can_be_unfasten_wrench(mob/user, silent)
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if(state == ENGINE_WELDED)
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if(!silent)
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to_chat(user, span_warning("[src] is welded to the floor!"))
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return FAILED_UNFASTEN
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return ..()
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/obj/structure/shuttle/engine/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
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. = ..()
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if(. == SUCCESSFUL_UNFASTEN)
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if(anchored)
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state = ENGINE_WRENCHED
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connect_to_shuttle(port = SSshuttle.get_containing_shuttle(src)) //connect to a new ship, if needed
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else
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unsync_ship() //not part of the ship anymore
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state = ENGINE_UNWRENCHED
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/obj/structure/shuttle/engine/wrench_act(mob/living/user, obj/item/I)
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default_unfasten_wrench(user, I)
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return TRUE
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/obj/structure/shuttle/engine/welder_act(mob/living/user, obj/item/I)
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switch(state)
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if(ENGINE_UNWRENCHED)
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to_chat(user, span_warning("The [src.name] needs to be wrenched to the floor!"))
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if(ENGINE_WRENCHED)
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if(!I.tool_start_check(user, amount=0))
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return TRUE
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user.visible_message("[user.name] starts to weld the [name] to the floor.", \
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span_notice("You start to weld \the [src] to the floor..."), \
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span_italics("You hear welding."))
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if(I.use_tool(src, user, ENGINE_WELDTIME, volume=50))
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state = ENGINE_WELDED
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to_chat(user, span_notice("You weld \the [src] to the floor."))
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alter_engine_power(engine_power)
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if(ENGINE_WELDED)
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if(!I.tool_start_check(user, amount=0))
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return TRUE
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user.visible_message("[user.name] starts to cut the [name] free from the floor.", \
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span_notice("You start to cut \the [src] free from the floor..."), \
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span_italics("You hear welding."))
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if(I.use_tool(src, user, ENGINE_WELDTIME, volume=50))
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state = ENGINE_WRENCHED
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to_chat(user, span_notice("You cut \the [src] free from the floor."))
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alter_engine_power(-engine_power)
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return TRUE
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/obj/structure/shuttle/engine/Destroy()
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if(state == ENGINE_WELDED)
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alter_engine_power(-engine_power)
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. = ..()
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//Propagates the change to the shuttle.
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/obj/structure/shuttle/engine/proc/alter_engine_power(mod)
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if(!mod)
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return
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var/obj/docking_port/mobile/port = connected_ship_ref?.resolve()
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if(port)
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port.alter_engines(mod)
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/obj/structure/shuttle/engine/heater
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name = "engine heater"
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icon_state = "heater"
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desc = "Directs energy into compressed particles in order to power engines."
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engine_power = 0 // todo make these into 2x1 parts
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/obj/structure/shuttle/engine/platform
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name = "engine platform"
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icon_state = "platform"
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desc = "A platform for engine components."
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engine_power = 0
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/obj/structure/shuttle/engine/propulsion
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name = "propulsion engine"
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icon_state = "propulsion"
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desc = "A standard reliable bluespace engine used by many forms of shuttles."
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opacity = TRUE
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/obj/structure/shuttle/engine/propulsion/left
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name = "left propulsion engine"
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icon_state = "propulsion_l"
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/obj/structure/shuttle/engine/propulsion/right
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name = "right propulsion engine"
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icon_state = "propulsion_r"
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/obj/structure/shuttle/engine/propulsion/burst
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name = "burst engine"
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desc = "An engine that releases a large bluespace burst to propel it."
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/obj/structure/shuttle/engine/propulsion/burst/cargo
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state = ENGINE_UNWRENCHED
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anchored = FALSE
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/obj/structure/shuttle/engine/propulsion/burst/left
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name = "left burst engine"
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icon_state = "burst_l"
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/obj/structure/shuttle/engine/propulsion/burst/right
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name = "right burst engine"
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icon_state = "burst_r"
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/obj/structure/shuttle/engine/router
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name = "engine router"
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icon_state = "router"
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desc = "Redirects around energized particles in engine structures."
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/obj/structure/shuttle/engine/large
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name = "engine"
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opacity = TRUE
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icon = 'icons/obj/2x2.dmi'
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icon_state = "large_engine"
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desc = "A very large bluespace engine used to propel very large ships."
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bound_width = 64
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bound_height = 64
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appearance_flags = 0
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/obj/structure/shuttle/engine/huge
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name = "engine"
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opacity = TRUE
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icon = 'icons/obj/3x3.dmi'
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icon_state = "huge_engine"
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desc = "An extremely large bluespace engine used to propel extremely large ships."
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bound_width = 96
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bound_height = 96
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appearance_flags = 0
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#undef ENGINE_UNWRENCHED
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#undef ENGINE_WRENCHED
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#undef ENGINE_WELDED
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#undef ENGINE_WELDTIME
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