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[READY] DRAMATIC SHUTTLES!! You can now fly around the shuttle #71906

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merged 17 commits into from Jan 3, 2023

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Time-Green
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@Time-Green Time-Green commented Dec 10, 2022

You can move around shuttles during transport now! Instead of them teleporting you instantly into deepspace, you can move around somewhat depending on your space-mobility and grip-strength.

image

Please watch the demonstration aswell, it should answer most questions:
https://www.youtube.com/watch?v=Os77qDOVSXE

Interactions:

  • Being within armsreach of a wall or solid object means you 'cling', where the shuttle pull is very weak and you can basically run around the shutt;e (but dont fuck up or you're gone)
  • Being in range of nothing gives you a very heavy pull, you can barely resist if you have a decent jetpack
  • Objects are instantly power-yeeted
  • Being pulled or riding something excempts you from hyperspace pull
  • Touching a space tile while being on hyperspace dumps you in deepspace, you either go back to the shuttle or enjoy deepspace
  • On shuttle hyperspace tiles are a lot less dangerous, and will instead launch and freeze you instead of teleporting you into deepspace
  • In-case it wasn't obvious, you can rest outside the shuttle as long as something is blocking your path. I think it's funny but I might nerf it

🆑
add: You can now fly around the shuttle during transit! Woohoo! You can either cling to the side or grab a jetpack and try and keep up with the shuttle! Carps can move around freely in hyperspace
qol: Increased shuttle hyperspace size from 8 tiles to 16
/:cl:

  • Find a way to detect when a shuttle arrives and do something with the shit left in hyperspace

Things I will do in another PR:

  • Engines spit fire and hurt (almost finished but I want to keep this small)
  • Random shuttle events. You might run into dust meteors or migrating carps OR A CHANGELING INFILTRATOR
  • Hyperspace turfs on the shuttle pull you under the shuttle

Why it's good for the game

It's so much more immersive than being instantly teleported into deepspace. It gives you a chance to recover if you get spaced or for daredevils to look cool

It's also just very cool idk

@tgstation-server tgstation-server added the Feature Exposes new bugs in interesting ways label Dec 10, 2022
@Xander3359
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How does this affect hyperspace tiles inside the shuttle? After an explosion blows up the escape shuttle, will all objects fling into people killing them with embedded iron rods?

@NamelessFairy
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How does this work with in shuttle breaches? Would a hold in the middle of the shuttle just result in those who fall into it drifting to the back of the shuttle?

@Time-Green
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Time-Green commented Dec 10, 2022

@NamelessFairy @Xander3359
Right I forgot to mention. In-shuttle hyperspace will be a cannon, unless there's some lattices left. I think it's fine but I can do an area check if it's problematic

@Bawhoppen
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Bawhoppen commented Dec 10, 2022

One of the best PRs in years
I look forward to shootouts mid shuttle flight
👍 x 💯

@NamelessFairy
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I can't say I'm a fan of this. It certainly looks good for items rapidly being thrown into space but I think it makes hyperspace too forgiving. People who are equipped for it will be able to just chill in front of the shuttle to avoid potential hazards on the shuttle and in shuttle breaches have very little effect on people when compared to effectively being fatal as they are now. Throwing yourself out into hyperspace should be deadly and a generally bad idea this removes the threat of it from people who come prepared and those who aren't prepared will still in theory be able to chill for a little while outside the shuttle.

@Jacquerel
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Jacquerel commented Dec 10, 2022

This feature is great but then you had to go and stimulate my imagination by proposing a "shuttle events" feature we don't even have at the bottom of it. Now I'm excited about that too :(

@Farquaar
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Can you make it so that if you are outside the shuttle when it lands you "keep going" due to inertia? (a.k.a. get lost in space because you didn't stop when the shuttle did)

@distributivgesetz
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how does this handle the shuttle docking at CC, do you get left behind?

@KittyNoodle
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How does this handle large shuttles like monastery

@Time-Green
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how does this handle the shuttle docking at CC, do you get left behind?

You remain in hyperspace for a bit and then get deepspace dumped. I’ll make people violently crash with invisible droppod near the arrival area, but it’s a bit fucky to do right

@Time-Green
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How does this handle large shuttles like monastery

Just fine, it uses the already existing hyperspace + a few tiles

@AdipemDragon
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Would the pods be affected by thing or is this just specific for shuttles?

@Time-Green
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Would the pods be affected by thing or is this just specific for shuttles?

ALL shuttles, including pods

@CMDR-Gungnir
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I kinda don't like this. Hyperspace being spooky and being flung out of the shuttle/pod being terrifying are both good things, imo.

Cool concept, but high cost.

@Time-Green Time-Green marked this pull request as ready for review December 17, 2022 14:41
@Time-Green
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Nieuwe.video.mp4

Alright I'm content with the PR as it is now, extra fluff and features come later

@Time-Green Time-Green changed the title DRAMATIC SHUTTLES!! You can now fly around the shuttle [READY]DRAMATIC SHUTTLES!! You can now fly around the shuttle Dec 18, 2022
@Time-Green Time-Green changed the title [READY]DRAMATIC SHUTTLES!! You can now fly around the shuttle [READY] DRAMATIC SHUTTLES!! You can now fly around the shuttle Dec 18, 2022
@KittyNoodle
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make being in front of shuttles kill the everliving shit out of you like trams

@Pumpkinoe
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That’s already the case, the sequence you mean is when the person is clinging to the side (I think) where the pull is a lot weaker. Flying without holding the shuttle is really hard and with a jetpack it lets you barely move up

Very cool then! Excited to see this.

@adamkad1
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Another of goons great features

@github-actions github-actions bot added the Merge Conflict Adding upstream files to your repo via drag and drop won't resolve conflicts label Dec 26, 2022
@Time-Green Time-Green removed the Merge Conflict Adding upstream files to your repo via drag and drop won't resolve conflicts label Dec 26, 2022
@Time-Green Time-Green added the Quality of Life Increasing esword damage is not a quality of life for traitors label Jan 3, 2023
@jlsnow301 jlsnow301 merged commit bf73344 into tgstation:master Jan 3, 2023
comfyorange added a commit that referenced this pull request Jan 3, 2023
github-actions bot added a commit that referenced this pull request Jan 3, 2023
@Time-Green Time-Green deleted the dramatic-space-shuttles branch January 3, 2023 19:17
@Time-Green Time-Green mentioned this pull request Jun 12, 2023
ZephyrTFA pushed a commit that referenced this pull request Jun 18, 2023
## About The Pull Request


https://github.com/tgstation/tgstation/assets/7501474/a2d83ce8-eba1-42d9-a1f8-9d73f7c40b21

Adds shuttle events! Stuff can now start to happen outside the shuttle,
either benign or spicy (but usually just fun to watch)!
## Why It's Good For The Game

The shuttle escape sequence is an important part of the game, uniting
about every player surviving player. Recently, #71906 has made the
escape sequence more forgiving as well as more interesting by
conditionally doubling the playing field. The area outside the shuttle
is still mostly empty though, except for the few people being spaced,
daredevils and the occasional epic space fight.

This PR adds adds some space events to spice up the outside of the
shuttle! This both gives people something too look at, making the escape
sequence feel less static and more lively, as well as give people a
reason to go outside and get the full experience of ~being decapitated
by a meteor~ swimming with the fishes!

<details>
  <summary>Shuttle Events</summary>

**Friendly carp swarm**
Spawns a group of carp that flies past the shuttle, completely friendly
unless provoked.

**Friendly meteors**
Spawns a lot of strong meteors, but they all miss the shuttle.
Completely safe as long as you don't go EVA

**Maintenance debris**
Picks random stuff from the maintenance spawn pool and throws it at the
shuttle. Completely benign, unless you get hit in the head by a toolbox.
Could get you some cool stuff though!

**Dust storm**
Spawns a bunch of dust meteors. Has a rare chance to hit the shuttle,
doing minimal damage but can damage windows and might need inflight
maintenance

**Alien queen**
One in every 250 escapes. Spawns a player controlled alien queen and a
ripley mech. RIP AND TEAR!! Really not that dangerous when you realize
the entire crew is on the shuttle and the queen is fat as fuck, but can
still be fun to throw people around a bit before being torn to shreds.

**ANGRY CARP**
Once in every 500 escapes. Spawns 12 normal carp and 3 big carps, who
may just decide to go through the shuttle or try and bust through the
window if you look at them wrong. Somewhat dangerous, you could stay
away from the windows and try to hide, or more likely shoot at them and
weld the windows

**Fake TTV**
Lol

**Italian Storm**
Once in every 2000 rounds. Throws pasta, pizza and meatballs at the
shuttle. Definitely not me going off the rails with a testing event

**Player controlled carp trio**
Once in every 100 escapes. Spawns three player controlled carp to harass
the shuttle. May rarely be a magicarp, megacarp or chaos carp. I can't
honestly see them do anything other than be annoying for 3 seconds and
die

There are some other admin only ones: a group of passive carps going
directly through the shuttle and just being little shits, and a magic
carp swarm
</details>

Events are selected seperately, there isn't a crazy weighting system,
each just has a chance to run, and multiple could run at once. They also
don't immediately trigger, so people can get settled a bit, and to make
sure just waiting out the more dangerous ones is still a valid strategy.

## Changelog
:cl:
add: Adds shuttle events! If shuttle escapes weren't exciting before
(doubtful), they definitely are now! I'm joking it's mostly an
atmosphere thing.
admin: Adds an admin panel to interact with shuttle events, under the
Events tab: Change Shuttle Events
fix: Objects spawned in hyperspace will properly catch hyperspace drift
/:cl:

There's a few things I'd like to do later (another PR) (honestly anyone
can do them because I suck at follow-ups), because this is too big as
is:
- Hijack triggered shuttle events
- More events (got a lot of cool suggestions, but I'm putting most of
them on hold)
- Maybe stration announcements if some more dangerous ones get added
- Structures appearing next to the escape shuttle???

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
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