Commit Graph

261 Commits

Author SHA1 Message Date
Dennok 13456c32a7 remove hub coloring (#50345)
Remove hub color layer indication
Why It's Good For The Game

i see it redundant after i add cable visualization
2020-04-18 10:59:25 +12:00
Tad Hardesty e699211c8a Fix editor icon state of layer 3 cables (#50400) 2020-04-06 16:50:20 +08:00
Dennok 08984765c8 [READY] Multi z and layer power rework (#49773)
* Multi z and layer power rework

* remove some

unfinished code

* some whitespaces

Co-Authored-By: Rohesie <rohesie@gmail.com>

* better bit

Co-Authored-By: Rohesie <rohesie@gmail.com>

* better bit

Co-Authored-By: Rohesie <rohesie@gmail.com>

* up EoL

* glob rad list

* up

* more glob radial lists

* up

* up

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-04-01 17:10:25 -03:00
Tad Hardesty 0c67ccf379 Fix runtime on cable bridge mapload initialization (#50280) 2020-03-30 22:27:46 +08:00
Time-Green c04abab2bf [READY] Makes plumbing mappable and reworks hiding (#49644)
🆑
tweak: Ducts can now be hidden under tiles
code: tile hiding is now an element and way cooler and sexier
/🆑

Ducts can now be hidden under tiles
Plumbing machinery connects can now be hidden aswell
Plumbing can now also be properly mapped in without breaking anything
Plumbing component now uses the normal overlay systeem instead of being a weird exception

You can now add the /datum/element/undertile element to instantly make something hidable under tiles when appropriate.
2020-03-16 20:37:59 +13:00
skoglol 1cc3bd1b96 Merge pull request #49740 from Dennok/patch-13
get_cable_node() twix
2020-03-14 02:22:11 +01:00
Dennok b53537533b Change cable layer only in hand. (#49852)
Now you can change cable layer only in hand
2020-03-10 01:32:39 -07:00
Dennok fcf375d7d9 layer icon 2020-03-06 21:48:52 +02:00
Dennok 3eb15cdfbf up 2020-03-06 21:39:37 +02:00
ShizCalev 7209ac3c93 Removes unnessacary math defines 2020-02-17 23:09:09 -05:00
MrPerson 26093e5ac2 Further update_icon splitup (#48784)
* Further update_icon splitup

After this there'll be just under 100 old update_icon() calls that need fixing.

* Thanks Travis
2020-01-22 10:18:05 -05:00
AnturK bca492823a Runtime fixes: Episode 113 (#48814)
* Fixes mood nanite settings

* Fixes yet another quirk runtime.

* Ugly paperplane fix

* Abductor armor runtime.

* cablecutting runtime

* Nukeop death runtime (were those spec deaths meant to fire on gibbing too ? )

* headpike runtime fix

* ERT outfit runtime

* bonfire oxygen runtime

* Rest of nanite updates
2020-01-16 11:16:37 -05:00
Mickyan 55f19df748 Normalizes payouts and vendor prices to an approximate of cargo's credit value (#48174)
* prices & income

* more prices

* lower megaseed premium prices

* custom prices for premium tools

* slightly lowers prices for some snacks/drinks/cigs

* hey get back here
2019-12-16 17:43:27 +01:00
ShizCalev fc405b418a Fixes powernet avail checks (#47771) 2019-11-15 00:25:54 -08:00
Tad Hardesty 6bedaca6ce Add period to cable bridge description (#47689) 2019-11-11 11:51:49 -05:00
skoglol 938e66f62c Adds sorting to most input() lists (#47117)
* Adds sorting to most input() lists.

* Sorted some global lists, added more input sorting

* Should now use correct sort everywhere.

* compiles

* Last fixes.
2019-10-22 04:28:42 -07:00
Qustinnus a394ccdc2b Material datum chairs & tables and applies materials to all items (Now with less pain for mining & RnD) (#46525)
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)

this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc.

also applies materials to everything, with fixes, which can close #46299
2019-10-08 11:06:02 -04:00
Rob Bailey 12d2e89d50 Cable Layers (#46761)
* Cable Layers

rudimentary function

layer placement

icons

rebase fixes

sprites

refactor

dme fix

dme fix again

potentially functional version

power bridge sprites work correctly

slightly better sprite

examine message + minor organization

* revert runtime changes
2019-10-03 13:25:33 +02:00
kingofkosmos df1fecc58c Adds notice-span to visible_messages with no spans (#46044)
About The Pull Request

Adds 'notice' span class to all visible_messages which had no span class, making all those black messages blue.
Why It's Good For The Game

This should help differentiate action-messages from talking-messages in the chat. More actions will be blue, thus black talking-messages should pop out more.
2019-08-26 20:50:00 +12:00
Rob Bailey 26b04ede42 Obliterates item_color: new washing machine functionality edition (#45961)
About The Pull Request

Completely removes item_color and the clusterfuck of bad programming it caused.

In places where item_color was used for entirely unique purposes it was split off and renamed to a new var on that typepath only, or refactored so it wasn't needed

In places where item_color was used as a dye color, it was converted to the new dye_color var

In places where item_color was used as the worn overlay it was removed and instead now icon_state is always used as the clothing overlay.

A new mob_overlay_icon var was added for manually setting where the mob overlay icon path is for specific items.

Moved some mob overlay files relating to clothing to their own directory as well for organization purposes.

Totally refactors washing machines, instead of the horrible abortion that was iterating through the typepath it now uses a registry of dye results.

Some bonus functionality to come out of this:
the washing machine now supports arbitrary dye colors.
Why It's Good For The Game

It's been 4 years since the "this should be deprecated soonish" comment was added, and this var is a shitpile of confusion if you just trace the usage of it.
Changelog

cl
add: Washing machines now support arbitrary dye color
add: Washing machines now dye nearly every item.
refactor: lots of backend changes to clothing overlays, report any issues
/cl
2019-08-26 20:38:11 +12:00
Qustinnus b33d1c49a3 [READY] Floydmats (Datum materials) & custom toolboxes (#45118)
* Initial work

* more

* ass

* wsedfwedff

* asss

* test

* stuff

* fuck

* sss

a

* kms

* asdadwedwdfwefwef

* start

* test

* dwwdew

* ewefwfef

* Redemption machine (#8)

* Redemption machine

* Removes debug messages

* changes

* fuckmyshitup

* coin mint works with new material shenanigans (#10)

* Auto stash before merge of "materials" and "origin/materials"

* woops

* furnace (#11)

* autolathe manufacturing of toolboxes

* eggs in a basket

* some small changes

* matcolors

* documentation

* more documentation and effects

* done

* Color man bad (#12)

* fixes designs

* ass

* more fixes

* fuck me

* firestacks adder

* epic fixes

* fixes designs

* DONE DIDDILY DOO

* removes category macro

* ch-ch-ch-changes

* fixes some stuff

* Fixes display of ore values (#9)

* Redemption machine

* Removes debug messages

* Re-adds value display

* Replaces the fire stacking component with an element instead (#13)

* fixes examine

* fixes ligma bugs

* double ligma boofus

* fix

* misses some defines

* fixes ORM

* Update code/datums/components/material_container.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* fixes

* Makes glass objects weaker (#14)

* Makes glass objects weaker

* uses correct proc

* fixes shit

* honk honk

* better

* oh shit oh fuck

* fixes

* fuck ORMs

* fixes the biogen

* documentation

* ass (#15)

* component

* changes

* ass

* ass

* doc

* Auto stash before merge of "materials-plasmacomponent" and "origin/materials-plasmacomponent"

* fixes rounding

* fixed
2019-07-24 11:27:01 -04:00
oranges 48624da23c Merge pull request #45351 from actioninja/doublepropogatefix
Fixes cable propagate logic after a cut being completely incorrect
2019-07-24 15:24:19 +12:00
oranges cd45c46375 Merge pull request #45352 from actioninja/propagatecleanup
Cleans up powernet propagate code
2019-07-24 15:23:52 +12:00
actioninja 0837f201b3 cleans up propagate code 2019-07-21 18:45:57 -07:00
actioninja 7aa181cccc fixes powernet splitting working completely incorrectly 2019-07-21 18:32:06 -07:00
actioninja ad63fa879d fixes a runtime in cable Destroy that resulted in singularities not succing 2019-07-21 15:30:09 -07:00
Rob Bailey 65e3913df3 Fixes smeses linking to themselves (#44971)
* fixes smeses linking to themselves

* Update code/modules/power/cable.dm

Co-Authored-By: Tad Hardesty <tad@platymuus.com>
2019-07-05 09:31:55 +12:00
Rob Bailey f8ee5be8ee Properly fixes smart cable lag issues and also fixes the awful connection issues. (#44945)
About The Pull Request

I ended up just rewriting propagation logic entirely. This needs a bit of cleanup but this is a really high priority fix.
Actually tested this time. I can confirm for sure this is working in all situations that were previously broken.
Closes #44940
Closes #44936
Closes #44935
Closes #44929
Why It's Good For The Game

I fucked up bad
Changelog

cl
fix: cables now actually function again (I'm so sorry)
/cl
2019-07-03 23:34:13 +12:00
Rob Bailey 532cc7ea63 Smart cable fixes (#44784)
I wanted to get this up next day but I kept falling asleep before finishing what I wanted to
About The Pull Request

Fixes some issues that have been brought to my attention with smart cables

Closes #44768
Closes #44775
Why It's Good For The Game

this shit pretty broke as is in game.
Changelog

cl
fix: removed mech rcl from the research node so it stops spamming a warning in log
fix: cables now disconnect machines when cut
fix: terminal linking/not linking behavior with smeses has been improved
fix: couple of small mapping fixes
tweak: changed cable coils back to 30
tweak: changed the box smes room a little to prevent stacking terminals
tweak: removed the rpcl from engineering on every map because it's not used for wiring anymore
/cl
2019-06-27 12:20:49 +12:00
Rob Bailey 65e9888fa6 [READY] Smart Cables (#44265)
Cables now autoconnect on cardinal directions. All cable placement has been completely stripped out and replaced with simple single cable per tile logic.
Low effort demo: https://www.youtube.com/watch?v=fXp8s6ORWbA
Yes I am aware that cutting it is not dropping wire, that version was bugged.
Cables no longer need a knot specifically placed to link to power objects. The sprite is automatically changed to represent this.
The only exception to this logic is that on smes units, due to the terminal being next to the output, they will not link there.
On a technical powernet side, this is the same as old cables once actually placed. They still use the existing powernet system, just the placement and connection works differently.

Old cables have been turned into "pipe cleaners" for wire art purposes. they work just like the old ones, just missing all the powernet functionality, and also you can put them on top of the floor.
Why It's Good For The Game

How obnoxious cables were to both map and work with in game has been something that has annoyed me for a really long time now.
This is both easier for new players to learn, and easier for experienced players to work with.
Along with making in game much more intuitive and easier, it makes mapping much easier as well. Mad lad wjohn was able to rip out all the mapping conversion in one day because of how much faster it is to work with.

cl actioninja and wjohn
add: Cables have been completely reworked. Simple per tile connection logic, automatically connects to things above it. Think minecraft redstone.
add: Old cables have been kept as pipe cleaner. They are non-functional in terms of power, but otherwise have the same connection logic. Also can go on top of tiles.
remove: mech cable layer has been removed because it was terrible shitcode nobody used
tweak: (sort of balance) cable stack sized has been reduced to 15.
/cl
2019-06-22 10:24:37 +12:00
vuonojenmustaturska 6a106bc877 Remove reagent ids and use typepaths where applicable (#44166)
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
2019-05-31 21:57:26 +12:00
oranges 7e9ddc2fe4 Merge pull request #43893 from Flatgub/RCL_GUI_candidate
Implements RCL radial wiring menu
2019-05-14 11:15:57 +12:00
oranges d5dd41f524 Power cables now have more robustness when removing their stored item (#43772) 2019-05-10 18:07:24 +02:00
Flatgub 14e68bd66a Implements RCL radial wiring menu 2019-05-09 22:25:34 +10:00
ShizCalev ebe3cb2442 Improve grammar on prosthetic limb repair message (#43204)
Repairing robotic limbs attached to yourself will no longer refer to you
in the third person.
2019-03-20 15:46:05 -07:00
skoglol b943c2f3f6 Adds load and excess to multitool power readout. (#41219)
* Adds load and excess to multitool power readout.

* removes a src.

Co-Authored-By: kriskog <33292112+kriskog@users.noreply.github.com>
2018-10-31 14:30:49 -04:00
BeeSting12 e51d8d173c Makes the prices more reasonable. (#40532)
* flashlight

* YouTool check

* bar vendor

* shadycigs and kitchen

* engivend

* subject217s autodrobe stuff

* vendomat and botany

* merge conflict

* megaseed vendor

* emergency nanomed is down to 25

* medical vendor
2018-10-12 15:04:03 +02:00
ShizCalev 2fa1ac1349 Replaces istypes with the proper tool_behaviour checks. (#40414) 2018-10-01 03:10:31 +03:00
skoglol 817c9c0ffc Powernets now tracks load added between power ticks. (#40216)
* Powernet non-machine processing changes.

* forgot an =

* Reverts floodlight changes.

* Clamps surplus() to valid values.
2018-09-14 13:05:21 +02:00
ShizCalev 3abd2b6d27 Cleans up logging 2018-06-09 15:51:58 -04:00
ShizCalev c41d6ac965 Standardizes and cleans up some admin messages & logging (#38128)
* Improved logging

* Fixes & emitter logging

* ded
2018-05-30 21:57:06 -07:00
AnturK 4c5a43eeb8 Prefix for item flag slot defines. 2018-04-27 10:30:48 +02:00
Fox McCloud 057aa31cda Kills off /obj/item/device (#37297)
* Kills off /obj/item/device

* whoops

* whoops

* Fix
2018-04-23 15:00:23 +02:00
kevinz000 f300a5c155 Interaction/Attack Hand Refactor (#36405) 2018-03-23 11:20:54 +01:00
ACCount 100c4b6114 Adds new helper: use_tool, shakes things up in tool code (#35095)
* small changes

* Adds a use_tool helper and changes some tools to use it

* Ports most tool operations to use_tool

* Converts more tool operations to use_tool and tool_act

* Changes some things to default_unfasten_wrench

* Improves tool_behavior support in mech construction

* Code review memes

* Fixes all instant use_tool calls failing

* Code improvements

* merge fixes
2018-02-06 11:02:53 +01:00
ShizCalev 7118da887b Fixes derelict area issues 2018-01-23 17:21:01 -05:00
Cruix d73b74f276 Consolidated t-ray scanner code (#34759)
* Consolidated t-ray scanner code

* Fixed cables not showing up on t-ray scans
2018-01-22 16:44:49 -05:00
vuonojenmustaturska 6406896df1 Replaces a bunch of obj vars (and emagged on machinery/items) with obj_flags (#34078)
* It works, but is it worth it?

* bitfield helpers take 1

* Would this work?

* remove dangling debug code

* rebase & fixes

* vv bitfield stuff, reading

* DNM oceans of shitcode DNM

* honk

* honk2

* plonk

* rebase & fix
2018-01-22 20:19:46 +01:00
Cruix 3c45b8ff0e Removed some superfluous stack code (#34083) 2018-01-05 06:59:28 -05:00
ShizCalev 8c78dc5d3a Fixes white power cables in DM (#34066) 2018-01-04 21:16:33 -05:00