Commit Graph

161 Commits

Author SHA1 Message Date
ShizCalev d4a3f06ecb Merge pull request #44666 from Arkatos1/SlimeHUD
SlimeHUD
2019-06-20 18:09:42 -04:00
vuonojenmustaturska 8ddc9677c7 examine-code refactor (#44636)
* 1/4 done? maybe?

* more

* stuff

* incremental stuff

* stuff

* stuff & things

* mostly done but not yet

* stuffing

* stuffing 2: electric boogaloo

* Git Commit and the Kingdom of the Crystal Skull

* make it actually compile

* found more stuff

* fixes

* fix AI laws appearing out of order

* fix windows

* should be the remaining stuff

* this time for real

* i guess it should compile too

* fix sechuds
2019-06-19 22:07:57 +02:00
Arkatos1 2b8baf88ca SlimeHUD 2019-06-19 21:21:45 +02:00
Razharas c55145299a Componentizes menucrafting (#44221)
Fixes menucrafting opening a new window when finishing construction
2019-06-04 17:01:45 -04:00
bgobandit aeb603cb40 Clicking the health doll lets you examine yourself for injuries (#42357) 2019-01-15 17:12:29 -05:00
Qustinnus c7f18988db Adds icon for sanity (#41141)
cl Floyd / Qustinnus (sprites by Mickyan)
fix: sanity can now reach its highest level
imageadd: Adds HUD icons for sanity
/cl
2018-10-27 13:19:33 +13:00
ShizCalev c8ca0c5d74 Fix canequip() bad arg runtime (#40767)
keyed arg 4noraisin
2018-10-08 18:32:29 -07:00
Emmett Gaines 0943e56e08 Adds the signal origin as the first arg to all signals (#39861)
* Adds the signal origin as the first arg to all signals

* Fixes some storage and nanite procs
2018-08-28 18:28:29 +03:00
Jordan Brown debe9ac79a Merge pull request #39912 2018-08-26 17:14:02 -04:00
AnturK b00591eea1 Makes screen objects default to hud layer instead of above. 2018-08-25 23:21:49 +02:00
Tad Hardesty a763bbf7ef Merge remote-tracking branch 'upstream/master' into patch/zonesel 2018-08-22 12:51:48 -07:00
oranges ae7ab84c76 Make the inventory helper overlay less impactful (#39824)
Reduces alpha and has a traffic light system for the items

-> red ghost when the item can't be placed
-> green ghost when it can
-> full solid colour item, object is in the inventory

This is so you can differentiate the ghost view from the actual object entering
the slot, which was sticky's primary complaint

I moved the cut of overlays only to mouse out, since if that somehow isn't
called we have bigger problems than overlays doubling up. INB4 this causes
server crashes.

Side bonus it removes one image operation, it's worth investigating a cache for
this as well I would say, a simple rotating buffer list of the last x many
images.

Tested and ready to go
2018-08-21 22:55:49 -07:00
ninjanomnom 1017efbb5c Makes the hover overlay vis_contents 2018-08-21 07:09:51 -04:00
Tad Hardesty 04e268b1c3 Fix deleting the cached hover overlay on mouse out 2018-08-20 23:41:46 -07:00
Tad Hardesty f5fee4fe08 Add hover indicator for body zone selector 2018-08-20 23:36:17 -07:00
Jared-Fogle 0308655a68 Hovering over storage slots with an item in your hand will show you if you can put the item in (#39661)
Quality of life. Sometimes I forget whether or not I can put an item in my suit storage/pockets. Note this doesn't trigger for hands.
2018-08-17 16:24:56 -07:00
kevinz000 5f4b418eaa Movespeed Modification System (#39181)
In preparation of pixel movement, I want to refactor our slowdown system to something more modular, and something that doesn't require /quite/ as many proccalls/calculations a tick. The way this works is intended to only have things recalculate when it's necessary, rather than calling it every move.
However, I've left movement_delay() in, as without completely redoing a lot of code it's not /quite/ ready at this point to tear it out completely, but I'm hoping everything can be transitioned over to this system later.
2018-08-09 16:55:15 -04:00
Emmett Gaines 26c1031661 Refactors create_mob_hud() to add a signal (#39364)
* Refactors create_mob_hud() to add a signal

and make the mood component use it

* Register for the hud element click

* Observe observer safety
2018-07-29 17:47:16 +12:00
XDTM 1532545638 Adds Rest hud button, adds small delay to getting up (#39052)
* Adds Rest hud button, adds small delay to getting up

* icons and icon code
2018-07-11 15:14:59 -04:00
Cruix 70687c8cdc AI Multicamera mode (#37695)
* Added multicamera mode for AIs

* Minor multicamera fixes

* Cameras near an AI multicamera eye now light up red

* Disabled AI multicamera mode without admin intervention

* Fixed AIs being able to use multicamera mode when they should not
2018-05-30 20:31:32 -05:00
Jordan Brown 61bfefea09 Condenses a check 2018-04-29 10:05:23 -05:00
vuonojenmustaturska 98f8ca7553 Moves several clothing-specific flags from /atom to their proper type (#37486)
* lavaproof

* more flags

* it compiles

* Remove a couple of lists
2018-04-28 13:22:28 -05:00
kevinz000 ab993a117a Component Storage, Experimental attack_hand and [ui_]interact() refactors (#36696) 2018-04-12 14:46:14 +03:00
Ian Turk fbe5f4a062 Replaced body zone magic strings with defines 2018-03-19 15:44:51 -05:00
Qustinnus 5140cff38c [reviewpls] Adds moodlets to the game - [Please give suggestions for trait additions in comments] (#35475)
Floyd / Qustinnus (Sprites by Ausops, Some moodlets by Ike709)

add: Adds mood, which can be found by clicking on the face icon on your screen.
add: Adds various moodlets which affect your mood. Try eating your favourite food, playing an arcade game, reading a book, or petting a doggo to increase your moo. Also be sure to take care of your hunger on a regular basis, like always.
add: Adds config option to disable/enable mood.
add: Indoor area's now have a beauty var defined by the amount of cleanables in them, (We can later expand this to something like rimworld, where structures could make rooms more beautiful). These also affect mood. (Janitor now has gameplay purpose besides slipping and removing useless decals)
remove: Removes hunger slowdown, replacing it with slowdown by being depressed
imageadd: Icons for mood states and depression states


What this PR is

This PR adds a system that allows player to gain and lose moodlets based on events occuring to, and around them. These events then give the player a mood value based on what it is. For example a hug could give you +1 mood, while being stabbed in the eye with a screwdriver can give -5 mood. All these moodlets together determine the mood of your character which currently affects the following things:

    Movement speed - If you are very sad you move slower. Replacing movement slow from hunger. (hunger now instead affects mood)
    Screen blur - If you are sad you gain an overlay that slightly blurs the screen, increasing in severity as you get sadder.
    Interaction / do after speed - If you are sad or happy your interaction speed with things such as handcuffs is changed. with a 25% longer time if you are sad, or 10% shorter time if you are extremely happy.
    Hunger rate - You gain hunger slower if you are very happy.
2018-03-08 14:15:57 +13:00
YPOQ 610fb0b0a1 [s] Fixes observers being able to create areas (#36006)
* Fixes observers being able to create areas

* Exception for admin ghosts
2018-02-27 10:40:21 +01:00
Jordan Brown be30e328c8 Fix roundend splash screens 2018-02-01 03:04:35 -06:00
Jordan Brown abf3f76df0 Converts /mecha + extras to Initialize (#34985) 2018-01-30 13:45:28 -02:00
Tad Hardesty c4ff491b09 Grammarize the internals screen object 2018-01-13 04:35:54 -06:00
Jordan Brown 96390b7709 Fixed required images being in the config folder (#32375) 2017-11-04 00:34:20 -04:00
Jordan Brown 04c05d8e5c Adds defines for organ slots (#31737) 2017-10-15 20:33:35 -04:00
Jordan Brown b6d349e1d4 Remove drop_item, drop_item_v, put_in_hands_or_del (#31386) 2017-10-07 13:36:33 -04:00
ShizCalev 7d987884e1 Cleans up leftover Hand of God gamemode references (#31326)
* Removes leftover Hand of God gamemode references

* More
2017-10-05 18:16:47 -05:00
Firecage ee3e8d2846 merge conflict fix 2017-10-05 11:22:57 +02:00
Firecage 2ae0380fef Does some code standardization/consistency 2017-10-05 11:13:47 +02:00
KorPhaeron cc309236d9 ismecha define (#31192) 2017-10-02 02:03:40 -04:00
Ian Turk 7460f2c5b8 Replaced flags with flags_1 2017-08-16 13:01:15 -06:00
Jordan Brown af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
Jordan Brown dce49b6caf Adds defines for mouse_opacity 2017-08-14 11:18:22 -04:00
shizcalev 99624b8e74 further spellchecking 2017-07-31 23:09:08 -04:00
ShizCalev 45d3d52af7 Made some object lists less terrible to read (#29304)
* spaces

* more spaces

* last ones
2017-07-18 10:44:29 -04:00
Joan Lung deae811756 Unconscious and Knockdown are now status effects (#28696)
* Unconscious and Knockdown are now status effects

* Fixes #28628

* fixes borgs

* the terrifying second argument

* Much better
2017-06-23 12:00:49 -04:00
Joan Lung 58c054acb5 Stun is now a status effect (#28654)
* Stun is now a status effect

* I'D RATHER NOT

* smart

* very smart

* pideyview

* small fixes

* slight fix
2017-06-22 10:50:46 +10:00
Joan Lung 2672d88800 Renames stun effects and changes stun input values as preliminary work for changing stuns to status effects (#28524) 2017-06-18 23:03:51 -03:00
coiax b633cd6ba2 Moves languages to a holder datum, gives mind its own language holder (#26776)
* Ghosts now have a language menu

🆑 coiax
add: Ghosts can now modify their own understood languages with the
language menu.
/🆑

- Language menu is now on /atom/movable, and can be opened by any atom
with the `open_language_menu` proc.
- Used for testing, and simulating what various station members hear.

* Language holders, I

* Language holder, II

* Dos line endings

* MIND LANGUAGES

* Fixes some mobs not having language holders in their minds

* Shadow languages

* How did you lose the holder?

* Mob level IC->Open Language Menu verb

* Gives draconic to silicons

* Lazy breeki

* Use of pre-initialized global lists for languages

* Fixes bugs with lazy holders
2017-05-05 15:12:27 +02:00
Robustin 498559db33 Cult Construct Non-Balance Update (#26598)
* Adds Construct HUD

* Update _defines.dm

* Construct health icons

* Update tgstation.dme

* Update constructs.dm

* construct glow

* Nightvision

* Add files via upload

* Update constructs.dm

* HUD fix

* updated icon names

* Update screen_objects.dm

* here goes nothing

* Throwing code at the wall and seeing what sticks

* Update constructs.dm

* Update constructs.dm

* Update constructs.dm

* wew

* empty space memes

* Update constructs.dm

* Update and rename constructs.dm to construct.dm

* Update construct.dm

* Filename memes

* Update constructs.dm

* update

* Finished and tested
2017-04-29 14:10:41 +12:00
Cyberboss 5ace376e4a Initialize Refactor (#25981)
Shouldn't break anything, stops warning spam, logs errors qdel style at the end of the game.

Initialize now expects a hint to be returned, one of:
INITIALIZE_HINT_NORMAL - Does nothing, returned by the root proc
INITIALIZE_HINT_LATELOAD - Call atom/proc/LateInitialize
INITIALIZE_HINT_QDEL - Calls qdel on the atom

LateInitialize currently defaults to the old re-calling behavior so there should be no issues with that.
Things that didn't return a hint or fucked up somehow will be logged less loudly than they were before

No more world start warnings!
2017-04-27 09:02:29 +12:00
MrPerson ff3f84ab81 Replaces /image with /mutable_appearance, where appropriate (#26518)
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism.

I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default.

Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
2017-04-25 12:15:16 +02:00
coiax 7554b5f454 Language datums; removes the talk wheel (#25333)
* Initial burst of languages

* Scratchings of beginnings

* Code review I

* Compilation!

* You can now understand your own speech

* Fixes whispering

* Gets typecaches working again

* Remie's `PASS`ing

* Back to pass() to stop the compiler whining

* Why can't drones check their languages

* Everyone speaks how they should

* Removes world string debug stuff

* Currently failing to massage radio code into working

* The radio transmits the languages!

* ,0 to talk common

* Replaces speech wheel with language menu

* Observers can speak all languages

* pAIs now speak languages FOREVER

* New action button for language menu

* pAIs have an action button to open their language menu

* AIs can talk and all that

* AIs have a language menu button

* Fixes supermatter making strange noises

* Fixes AI holopads

* Fixes request consoles

* Fixes bots making strange sounds

* Meaningless MMI change

* Some caching of datums

* Brains in MMIs speak common

* Ratvarian AIs can only speak Ratvarian

* Tables can speak common, apparently

* Removes var in args

* Fixes the (AI Eye) problem

Thanks to Shadowmobile for their help with this one.

* Fixes tape recorders

* Fixes humans being able to speak in languages they did not know

* Adds some new posibrain names

Honk.

* The voice analyzer replies in the language you spoke to it

* Gives swarmers only swarmer language

* `initial_languages` var.

* OMNITONGUE, clockwork restrictions

* Fixes barmaid and bardrone language abilities

* Code review I

* Omnitongue correction

* Code review II

* Removes force_compose var
2017-04-02 21:03:40 +02:00
Cyberboss db2d9c6e5d Map splash transition will no longer be blank (#25671) 2017-04-01 19:39:32 -03:00