Commit Graph

459 Commits

Author SHA1 Message Date
kane-f
cb759c0c6d Fixes emag issues (#32535)
* Fixes emag issues

* Makes these emaggable again

* Some more just in case

* Some more just in case

Co-authored-by: Kane F <kanef9x@protonmail.com>
2022-05-07 22:35:08 -05:00
west3436
ef016fceff Fixes broken construction steps (#32444) 2022-04-24 20:04:53 -04:00
west3436
8549b30efc Cargo Automation (#32384)
* Cargo automation machines

* Fixes

* Fixes error & un-spaghettis toggle lock proc

* Somewhat better sprites, fixes label overlay, modifies planes

* Fixes alerts/messages

* emag functionality

* Syndie wrap compat

* Wrapping machine construction & circuit board + cargo pack

* Better icon and simplified direction picking

* oops
2022-04-24 10:29:15 -05:00
Hinaichigo
d63936641e Breakable Objects v2 (#32255)
* Generalize breakability to obj. Standardize health and maxHealth for objs. Make flashlights, cameras, beakers, and wall-mounted lanterns breakable.

* Moved breakable.dm.

* Fix metaclub beepsky's maxhealth to maxHealth.

* Attempted to fix named argument error.

* Attempt to fix take_damage() derived proc named argument error.

* Attempt to fixed named argument error.

* Fragments can be obj not just item.

* Remove debug.

* .

* Fixed conflicting proc definitions.

* Attempt to fix runtime.

* Partly dissolve existing implementations of object health into general framework.

* Declare parent args in take_damage() proc overrides.

* Typo fix.

* Comment change.

* Change destroy to qdel.

* Update breakable.dm

Check for null teeth.

* Teeth check.

* .

* Gum check.

* Bugfixes and general object kicking.

* .

* fix kicking

* .

* .

* Kicking small items around.

* Throwing something at an object to break the latter.

* Fix storage inconsistencies.

* Nicer kick damage calculation.

* You don't need teeth to bite properly with a beak.

* Items can take damage landing in disposals.

* Undo that.. there's bug potential.
2022-04-13 08:57:21 -05:00
ShiftyRail
6f20e1f4be Revert breakable objects for now. (#32234)
* revert

* why didn't this get reverted?
2022-03-15 22:42:00 +00:00
Hinaichigo
8ea93dd579 Breakable objects: cameras, wall-mounted lanterns, beakers, and flashlights (#32184)
* Generalize breakability to obj. Standardize health and maxHealth for objs. Make flashlights, cameras, beakers, and wall-mounted lanterns breakable.

* Moved breakable.dm.

* Fix metaclub beepsky's maxhealth to maxHealth.

* Attempted to fix named argument error.

* Attempt to fix take_damage() derived proc named argument error.

* Attempt to fixed named argument error.

* Fragments can be obj not just item.

* Remove debug.

* .

* Fixed conflicting proc definitions.

* Attempt to fix runtime.

* Partly dissolve existing implementations of object health into general framework.

* Declare parent args in take_damage() proc overrides.

* Typo fix.

* Comment change.

* Change destroy to qdel.

* Update breakable.dm

Check for null teeth.

* Teeth check.

* .

* Gum check.
2022-03-15 15:15:58 +01:00
kane-f
9640965606 Allows vaults with previous disposals issues to rotate (#32119)
Co-authored-by: kanef <kanef9x@protonmail.com>
2022-02-22 16:41:00 +01:00
kane-f
3dfe23bec9 Actually fixes disposal pipes breaking (#32115)
Co-authored-by: kanef <kanef9x@protonmail.com>
2022-02-21 21:31:56 +01:00
kane-f
340b957d72 Fixes disposal pipes breaking (#32114)
Co-authored-by: kanef <kanef9x@protonmail.com>
2022-02-21 20:42:34 +01:00
kane-f
3151cb164d Fixes shuttle rotation of some items (#32104)
Co-authored-by: kanef <kanef9x@protonmail.com>
2022-02-21 14:03:18 +01:00
gurfan
12b68b9546 Electric Boogaloo (Take Two) (#31892)
* wall and floor and overlay icons

* HOLY SHIT PLANEMASTERS ARE AMAZING <3 LUMMOX

* nevermind shit is fucked i hate byond

* apc hackin tweaks start now

* attack_ai is overridden almost everywhere for zero reason

* more attack_ai shit

* more shit

* FORCEDISABLE pt. 1

* FORCEDISABLE pt 2

* more forcedisable 3

* 3.1

* end of forcedisable

* remove all hackview shit, cleanup

* better apc hacking, lots of fixes, and UI!

* more machine ability, lots of cleanup, radial lock updating, modules and active modules

* movable ui elements

* ADVANCED hologrmas

* more SHIT

* SHUNTSHUNTSHUNT

* fig congflgighgsa

* more testing

* fuck

* commit 2

* holo fixes

* fake APC images!

* lots of stuff

* fixes and cleanup and vomit

* More abilities. AI Control fixes and cleanup

* fixes

* fix

* clear another warning

* remove comment fix numbers

* raise price

* raise price

* fix

* 1 autoborger limit

* remove undocumented change

* handle at bot level

* order of operations

* dont call ert

* decrease

* fix unit test

* icon check please work

* remove unused icons, comment out chem dispenser drain

* comment out firewall, add disable to turrets

* remove unused wall icons

* Sort mob list, humans appear at the top

* fix sorting, fix hologram bug

* hologram tweaks, stupid fucking alert APC name

* qdel

* raise ever so slightly

* revert

* Delete broken_hand_icons.txt

* Update setup.dm

* Create setup.dm

* attack_self

* fix filter icon, delete unused file, remove forcedisable from magtape deck

* accidental change

* mousedropfrom recharge station

* oh rite

* fixo

* remove useless code

* aaahhh

* remove rig meal, made obsolete by emag

* fffffshhhhhhwooooop

* typo!
2022-01-31 18:18:06 -06:00
DamianX
c5dffbe635 Revert "Electric Boogaloo (#31728)" (#31868)
This reverts commit 8bb40feca6.
2022-01-19 15:46:18 +01:00
gurfan
8bb40feca6 Electric Boogaloo (#31728)
* wall and floor and overlay icons

* HOLY SHIT PLANEMASTERS ARE AMAZING <3 LUMMOX

* nevermind shit is fucked i hate byond

* apc hackin tweaks start now

* attack_ai is overridden almost everywhere for zero reason

* more attack_ai shit

* more shit

* FORCEDISABLE pt. 1

* FORCEDISABLE pt 2

* more forcedisable 3

* 3.1

* end of forcedisable

* remove all hackview shit, cleanup

* better apc hacking, lots of fixes, and UI!

* more machine ability, lots of cleanup, radial lock updating, modules and active modules

* movable ui elements

* ADVANCED hologrmas

* more SHIT

* SHUNTSHUNTSHUNT

* fig congflgighgsa

* more testing

* fuck

* commit 2

* holo fixes

* fake APC images!

* lots of stuff

* fixes and cleanup and vomit

* More abilities. AI Control fixes and cleanup

* fixes

* fix

* clear another warning

* remove comment fix numbers

* raise price

* raise price

* fix

* 1 autoborger limit

* remove undocumented change

* handle at bot level

* order of operations

* dont call ert

* decrease

* fix unit test

* icon check please work

* remove unused icons, comment out chem dispenser drain

* comment out firewall, add disable to turrets

* remove unused wall icons

* Sort mob list, humans appear at the top

* fix sorting, fix hologram bug

* hologram tweaks, stupid fucking alert APC name

* qdel

* raise ever so slightly

* revert

* Delete broken_hand_icons.txt

* Update setup.dm

* Create setup.dm

* attack_self

* fix filter icon, delete unused file, remove forcedisable from magtape deck

* accidental change

* mousedropfrom recharge station

* oh rite

* fixo

* remove useless code

* aaahhh
2022-01-19 08:15:08 -06:00
jellyveggie2
00c0026ce4 Make plastic sortable for recycling, and make a multitude of items recyclable (#31593)
* Most plastic items are now recyclable, under the label "miscellaneous". Amounts to be balanced, currently same as recipe.

* Mineral tiles can be recycled

* Gold teeth and collection plates can be recycled

* Recycling sorter will now empty out crates and closets before sorting, if possible

* New recycling material category for the sorter, plastic. Many items updated to be considered such.

* derp recycling sorter fixes

* derp what was the point in creating a category otherwise

* just in case

* dorf recycling

* Smithing recycling? It's been a while and I don't remember what I was up to.

* Fix #28612 (You cannot recycle coins into their base metal)

* Blacksmithing recycling nearly done now,
Just some weirdness with tower shields left, plasteel component doesn't transfer materials correctly.

* All sheets with materials defined should actually have a .materials now, so I can grab an alloy sheet and use it's materials to decide what's being transferred instead of trying to guess of it's material type/hoping it has a material type at all. Fixes tower shields not having plasma from plasteel.
There's still a TODO in how materials are transferred to blacksmithing products, and a bug that predates my changes, but I've no idea how to go about either and this whole PR feels unatomic enough as it already is. I just wanted to be able to recycle plastic bags man, not overhaul crafting.

* Sorter will now consider crates it can't open as non-recyclable, since the recycler simply can't deal with those and it wouldn't make sense to create another way to unlock locked crates anyway. No more clogged recycling because of a closed crate.

* Update boomerang materials

Co-authored-by: Jellyveggie <39123109+Jellyveggie@users.noreply.github.com>
2021-12-20 10:59:06 -06:00
kane-f
1ffec4dc64 Standardises opposite directional returns. (#31603)
* Standardises opposite_dirs and reverse_direction

* Moves this here, makes more sense in this file

* Compile

* Compile test for this

* Fix

* Cuts out now useless proc

* Cuts this down too

* Additional helper

* Better as a define

* Using this macro in practice

Co-authored-by: kanef <kanef9x@protonmail.com>
2021-12-13 19:22:55 -06:00
adrian
64e891d318 Add new wrapping junction disposal sprites (#31398)
Co-authored-by: Intigracy <intigracy@gmail.com>
2021-11-27 22:53:31 -06:00
Exxion
472e49c833 check_contents (#31217) 2021-11-05 21:47:06 +01:00
GreatBigFailure
df7ffcc397 The Eggcellent Update Part 2 (#30837)
* I'm unreasonably excited about this change

* Woopsy

* That was not on copy paste and 30 characters

Co-authored-by: Rubylips <Questionfrog@gmail.com>
2021-09-29 23:42:55 -05:00
kane-f
84bf965ae8 Multi-z 3: With a vengeance (#30178)
* fix map

* Fixing bad syntax

* Maybe this will work

* Travis wanted me to remove this

* Unticking attempt

* Unticking attempt 2

* Removing all useless broken zshadow stuff

* Maybe now?

* Oh weird

* Adding up/down pipe sprites

* Adding darkness overlay, attempt #1

* Second attempt, now works

* Turf tweaks, now much less visually glitchy, plus walls now make blank floors above them for less weirdness

* Fix, plus keeps this floor in place

* Really bad fix that stops space looking weird

* Now everything should work normally, except lighting overlays

* Updates the map

* Consistency

* Adds new fall damage sound

* Typo

* Jetpack fun

* Better

* Less bad brackets and parantheses pain

* OHhh

* These fly too, brooms next whenever I figure those out

* Finishing pipe icons

* Making it easier to build catwalks and stuff on turfs without clicking the stuff below by mistake

* Bringing back zshadow, but with no icon

* Oh it's this issue again

* Final fix, better attempt at image relay

* Now for it looking nice, vis_contents are bad here too

* Attempt at refactoring this, light overlays are now finally underneath players, at the cost of blocking everything else, but exxion wanted to testmerge it

* Map change

* Changing it back, test server stays on box anyways

* Removing non-working solution

* Removes broken lighting overlays

* Finally fixes up floor generation above walls

* Adding bones of a 3d implementation of spiral block for git push origin multizfungit push origin multiz

* More, almost done

* Finalised

* Cube option

* Logic fix

* Syntax

* Attempting to make item fall on arc

* Compile

* Now this is no longer needed

* BRACE FOR ENABLING MULTI-Z ZAS

* Attempt at fixing glass floor tiles

* Splitting off explosion proc into destroy part, bones of calling it recursively and smaller on above and below layers, implementation of multi-z explosion suggested by DeityLink

* Missing var

* Removing unused var and fixes consistency

* Fixing logic and syntax etc, still needs testing before uncomment

* Uncommenting, some fixes too

* Makes this a seperate function otherwise it won't call at all, MULTI Z EXPLOSIONS NOW CONFIRMED WORKING

* Client proc to test this

* Adds to list

* Typo not drawing red on main layer

* Here too

* Adding debug logs for clarity

* Better

* Even better

* Experimental multi-Z EMP support, cylindrical effect for now

* Better distance falloff

* Sound/visual support on other layers?

* Z cap for EMP sound

* Booms too

* Adds back accidentally deleted file

* Muuuch more sane check

* Attempt at connecting heard speech between multi Z

* Cleaner

* Missing bracket

* Removing zshadow mobs entirely again, no need for them whatsoever

* Multi-z visible messages

* Emotes

* Fix?

* Wew

* K

* Much nicer function

* I forget about this define

* Ohhhh

* Comma fix

* Aaa

* This might fix

* Removing visible message one for now

* Trying this solution

* Typo

* RIP location, hope this won't break anything

* Actually location gets to come back, fix is here

* I give up, the tests are clearly what's borken

* Let's see what this does with those nullspaces test items (yes really)

* Indent fix, plus nice comments

* MULTI-Z SOUND???

* Woops

* Jetpack and etc trails over open space now!

* No macros, this is why we can't have nice things

* Watch how coder stops potion of levitation, broom and fairy wing wielders from falling with ONE NEAT TRICK

* Gotta make leapers not fall somehow

* Bad oversight

* Fully allows going down stairs with weird border objects

* Flying now works properly for humans on open space

* Now, fall instantly on stop

* Oversight

* Oh this function

* New helper functions

* Oversight again

* Replacing lines with abs(), multi z singulo pull attempt

* Quick supermatter fix

* Don't cut overlays

* Move down here

* Typo

* Now actually works, implementation could be better though

* Additional helper function for z distances because BYOND hates comparing z

* Reimplementing for sound

* abs() to keep positive for max comparisons in line distances

* Keeping gas overlays outside of multi-z viewing to stop some glitches

* That didn't work

* Testing removal from float planes for stuff that never needed to be on it

* Fixes gas overlays showing up all wrong in multi Z ZAS

* Gutting this controller, no longer needed period, system works fine without it

* Now glass floors look mostly perfect on open spaces

* Var name change for fun stuff later

* Knew I'd miss one

* Gravity based fall delay?

* Settle with using sleep() for now, what could go wrong?

* Lagged the game horribly, so everything

* Here all along, huh

* Just remove it for now, it kinda works but not ideally at all

* Thank you TK code for giving me a nice and working way to do this

* Comments, oversights

* No wait it was right the first time

* Now for the damage multiplier

* Knockdown too

* Nicer format

* This should still be min, plus now have a debug log and shifted around logic

* Now for mech stuff

* Clamping knockdown

* Definition fix

* Dusting this off, hopeful fix to things not falling

* Probably don't need this, I forget

* Hahaha nope, this did nothing

* Finally, a way to make fall() call in mid air after a delay without horrible lag

* Tunes pipe layering if on same zlevel, getting there

* Now fully tuned

* Adding bones for pipe item support

* Test

* z_up pipe item icon state

* z_up and z_down pipe item icon state

* Adding these to pipe dispensers

* Typo

* RCDs too

* Moved here

* Moved back

* Makes space work nicer

* Oh and here

* Fall updates

* Don't need this

* Oversights everywhere

* Fixes

* More

* More, and new stuff

* Even more

* Dampening these a bit

* So many, so moved to new file

* Forgot this

* Refactor

* Forgot to actually use

* Indentation issues

* Works better like this

* Refactors into nicer proc

* One oversight

* Stair frames, to construct into stairs

* Stack recipe for em

* Cutting useless stuff

* Fixes

* Last fixes

* Stops uncrossing at non existant aboves

* Better logic

* Better logic

* Fix

* Fixes nullspace checking runtime

* Removes redundant check on stairs

* Replaces CanPass with Cross, functionality is same and definition is duplicate of it

* Missed one

* Darkening and falling tweaks

* Better call for gravity

* Oversight

* Stops falling in space, zero-g open space movement fixes etc

* Consistency

* Fixes slipping on open spaces with catwalks (lattices make sense I guess) and stairs not being snapped down to

* Var name fix

* Much nicer system with no recursive function or last_fall variable use

* Adds buildFrom()s so z-pipes can actually be fitted, stops spam of fall() calls on enter with lock for nicer gravity

* Makes z distances pay attention to multi z support

* Maybe this is better

* Left this in

* Adding visible and hidden variants for mapping

* Counts glass floors as open space for the purpose of open space checks

* Bracket fix

* Makes it a macro for easy viewing

* Space looks much better like this honestly

* Makes schematics actually show up on RPD in multi-z

* Making these tied to WORLD_ICON_SIZE

* Changes for someone to test

* Now the fix actually works

* Removes forceMove(), nicer solution

* Giving stairs all their dirs

* Fixing stair position problem and other things

* Stair deconstruction

* Removing redundant enter() check to move()

* Some updates as requested

* .dme and map/file fixes

* .dme and map/file fixes

* Updating can_falls

* Ladder climb fix

* Some port notes updates

* Docs itself

* Removing unused edge_type var

* Removing landmark object, converts it code side

* Removing unsimmed walls doing it, not necessary

* Updated descs

* Fixing observer non-standards in file

* More file cleanup

* Jetpacks allow z-travelling

* Now they really do

* Robots too

* Updating docs

* Code cleanup

* Catch one

* Indent fix

* Not sure what that even is

* Catching these

* Applying some old fixes

* Removing unused file

* Moving nodes back to original places, or an attempt to

* Here too

* Removing unused file

* Moving these back too

* Some fixes for now

* Some more

* Even more, almost done

* Better pipe icons

* More icons

* Disposal pipe construction

* Mixup

* List optimisation, new fixes

Co-authored-by: Damian <damian@autistici.org>
Co-authored-by: kanef <kanef9x@protonmail.com>
2021-08-27 08:14:13 -05:00
DeityLink
69bbcab728 Fixes conveyor lagging if too many items are on top of it (#30254) 2021-08-18 14:31:22 -05:00
Apogee-dev
bc3e16f5b4 man shipping (#29905) 2021-07-03 19:26:51 +00:00
Apogee-dev
156f56a1eb Mimic shipping (#29872)
* mimic wrapping

* mimic shipping

* mimics only for now

* angry unwrapping

* cleanup
2021-06-25 15:48:20 -05:00
DeityLink
2206646cc8 adjacency (#29838) 2021-06-19 21:35:57 -05:00
DeityLink
aa5280b9ea Fixes Delivery Chutes interaction with conveyor belts (#29788)
* FixDeliveryChutes

* goddamn linters, ok here have a few new dreaming fluff lines, from Blade Runner
2021-06-15 17:14:38 -05:00
DeityLink
41d1d6fc39 [Cult 4] Part #5: Astral Journey rework - spooky edition (#29516)
* astrrrr

* raaaaal

* jjj

* ooouuuuu

* rnneeeyyyyy

* astral journey

* yenruoj lartsa

* geez thank god I am such a rigorous QA Tester am I right?

* oh yeah, this takes care of that

* gne gne gne user

* scrapped

* there

* spawnless

* removing the extra linebreaks
2021-05-24 20:58:45 -05:00
kane-f
6651e95cf7 The engines, they wheel (#29524)
* Loading AME jars with conveyors

* And rad collectors

* Fix

* Wrong name

* And now P.A.C.M.A.N.s

* And canisters

* And disposal bins

* And R-UST fuel injectors

* And R-UST fuel assembly ports

* Path fix

* Fix 2

* Typo

* Oh they're here too

* Supermatters too, hopefully fixes bugs

* Makes admin logs nicer

* Maybe like this

* Or this

Co-authored-by: kanef <kanef9x@protonmail.com>
2021-05-21 09:53:29 -05:00
Kurfursten
d034a7365e Cloud IX Crate (#29100)
* Cloud IX Crate

* add atom

* and removes duplicates

* progress

* Just changing a couple more files

* finished

* fixes
2021-05-04 16:15:37 +02:00
help-maint
2917764d01 The Tubes, They Wheel (#29268)
* Consolidates sanity for loading people into medbay machinery

* Adds conveyor_act()

* Can multitool set output tile for Cryo and Cloner

* Conveyorbay only works on lying subjects

* Cryobelt accepts non-lying targets if they have clone damage

* powerhouse.ogg

* Create powerhouse.ogg
2021-04-26 11:11:46 -05:00
DrSnips
1ce25ff1b7 Re-paths tools, adds a parent for them, and moves some welder code to the proper place. (#29257) 2021-04-19 10:53:30 +02:00
help-maint
deef924fd5 Conveyors auto-generate ID tag (#29284) 2021-04-19 10:50:23 +02:00
Kurfursten
7c41613c52 Snaxi Cabin Update (#28432)
* Snaxi Cabin Update

* New gear
2020-12-22 08:03:31 -03:00
DamianX
9efa3f14f2 Fixed holodeck hard dels (#27415)
* Fixed holodeck hard dels, MURDERED VARIABLE COPYING

* air but differently

* Add return type hint
2020-08-09 15:21:10 +02:00
DamianX
f5c96279c6 Removed datum pooling (#26992)
* removed pooling

* replace returnToPool with qdel

* did stuff
2020-07-03 19:38:38 -03:00
ShiftyRail
eeb24fd031 Expunges hasvar() (#26846)
* Expunges hasvar()

* removes whitespace

* remove
2020-06-26 09:55:08 +02:00
boy2mantwicethefam
56d1914ee0 Disposal units have a bit more sanity. (#26763)
* a bit more sanity

* remove unneeded check
2020-06-13 20:30:47 -03:00
Shifty/Anthomansland
e9eb1438bf removes fun 2020-06-03 23:47:26 +02:00
jknpj
f6aae72618 Tool Sound/Speed (#25529)
* Initial work on tool sounds

* Crowbars

* playtoolsound()

* aaaaaaaaaaaaaaaaaaaa

* HERE WE GO AGAIN

* Wrench

* Screwdriver.ogg REDUX, Cuffs

* drilling tools toolspeed is now a multiplier too

* Wirecutter
2020-02-08 09:07:00 -06:00
jknpj
89abfd45ba Replaces iswrench() macro with an is_wrench() proc (#25528) 2019-12-28 10:29:40 -06:00
jknpj
1b2a4aac07 Merge pull request #24978 from Zth--/cleaningDuplicates2
Cleaning duplicated procs, part 2
2019-11-13 09:41:31 -03:00
zth
3c7be6dfd1 A bunch more of duplicated procs. I'm expecting a failed travis because I can't compile where I am 2019-11-12 11:38:51 -03:00
dylanstrategie
d00e34d458 Atmospheric pipes, cable wires and disposal pipes are again visible in the map editor (#24863) 2019-11-06 22:50:19 +01:00
Exxion
4d7a2df990 Renamed Clamp() to clamp() 2019-10-25 17:18:20 -04:00
Paul Ritter
fba040db42 changed can_be_used_as_screwdriver to is_screwdriver cause we are to lazy to type 2019-04-13 23:22:12 +02:00
Paul Ritter
87358975b1 the remaining changes. forgot how to used smartgit there for a sec oops. 2019-04-13 20:54:21 +02:00
Kurfursten
570dfa1dcd More Incense! (#21804)
* More Incense!

* Gotta code em all

* improvement

* updates
2019-02-25 19:10:28 -03:00
DamianX
f116ad5596 Remove taxi and taxi accessories (#20234)
* Remove taxi and taxi accessories

* fuck
2018-10-23 17:27:45 -03:00
ChooChuChu
355c4cbe84 Fixes double you grammar errors (#20285) 2018-10-18 05:03:20 +02:00
Carlen White
924b4ff8cb Merged disposal holders will prefer going to a destination, not disposals. (#19132)
* It should now make the passing holder assume the 'other' holder destination if it does not have one for itself, preventing items from being trashed because some fatass clogged the pipe _after_ the cargo office.

* Flipped the operation since it's dependent on the src going to disposals.
2018-08-11 13:45:36 -03:00
Carlen White
6bee0a027c Becoming skinny will set you free (#19129)
* Now with 100% less compromising information.

* Feedback is given if something dislodges the player.
2018-08-07 17:04:18 -03:00
DamianX
351c8e1e33 Layering tweaks (#19059) 2018-08-01 12:31:53 -03:00