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.nojekyll

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CNAME

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docs.goonhub.com

_is_abstract/area/shuttle.html

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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../"><link rel="stylesheet" href="dmdoc.css"><title>/_is_abstract/area/shuttle - Goonstation 13</title></head><body><header><a href="index.html">Goonstation 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a></header><main><h1>/<a href="_is_abstract/area/shuttle.html">_is_abstract/area/shuttle</a> <img src="git.png" width="16" height="16" title="code/area.dm 688"></h1><ul>
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<li>
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<p>Shuttle Areas</p>
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<ul>
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<li>These are shuttle areas, they must contain two areas in a subgroup if you want</li>
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<li>to move a shuttle from one place to another. Look at escape shuttle for example.</li>
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</ul>
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</li>
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</ul></main><footer>goonstation.dme 2d163c6d7b8c4c3b22ebe3d455c845dff1dee324 — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.10.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../"><link rel="stylesheet" href="dmdoc.css"><title>/_is_abstract/datum/component/pitfall - Goonstation 13</title></head><body><header><a href="index.html">Goonstation 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a></header><main><h1>/<a href="_is_abstract/datum/component/pitfall.html">_is_abstract/datum/component/pitfall</a> <img src="git.png" width="16" height="16" title="code/datums/components/pitfall.dm 17"></h1><ul>
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<li>
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<p>There are many pitfalls in the game. Here is a list of them, for easier maintainence.</p>
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</li>
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<li>
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<p>Oshan/nadir trench: 1 direct drop, 1 area</p>
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</li>
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<li>
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<p>Polaris Pit: 2 landmarks</p>
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</li>
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<li>
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<p>sea elevator shaft: 1 landmark</p>
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</li>
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<li>
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<p>Icemoon: 2 landmarks</p>
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</li>
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<li>
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<p>Biodome: 3 landmarks</p>
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</li>
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<li>
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<p>These are ALL TURFS. They should STAY TURFS.</p>
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</li>
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<li>
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<p>similar but not quite the same as /datum/component/teleport_on_enter</p>
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</li>
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<li>
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<p>Here is a note preserved from the initial commit, referring to the icemoon abyss pitfall</p>
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</li>
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<li>
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<p>// this is the code for falling from abyss into ice caves</p>
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</li>
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<li>
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<p>// could maybe use an animation, or better text. perhaps a slide whistle ogg?</p>
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</li>
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</ul></main><footer>goonstation.dme 2d163c6d7b8c4c3b22ebe3d455c845dff1dee324 — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.10.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../../"><link rel="stylesheet" href="dmdoc.css"><title>/_is_abstract/mob/living/critter/human - Goonstation 13</title></head><body><header><a href="index.html">Goonstation 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a></header><main><h1>/<a href="_is_abstract/mob/living/critter/human.html">_is_abstract/mob/living/critter/human</a> <img src="git.png" width="16" height="16" title="code/mob/living/critter/humanoid/human.dm 10"></h1><p>A file for human mob critters</p>
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<p>The idea is to use a temporary mob equip them and copy the appearance for the critter
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Inhands are handled on the handholder just set object_for_inhand as an object path.</p>
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<p>Subtypes should always set a human to copy but don't need to set a corpse spawner.</p></main><footer>goonstation.dme 2d163c6d7b8c4c3b22ebe3d455c845dff1dee324 — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.10.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../../../../"><link rel="stylesheet" href="dmdoc.css"><title>/_is_abstract/obj/item/parts/robot_parts/arm/left - Goonstation 13</title></head><body><header><a href="index.html">Goonstation 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a></header><main><h1>/<a href="_is_abstract/obj/item/parts/robot_parts/arm/left.html">_is_abstract/obj/item/parts/robot_parts/arm/left</a> <img src="git.png" width="16" height="16" title="code/obj/item/mob_parts/robot_parts.dm 688"></h1><hr /></main><footer>goonstation.dme 2d163c6d7b8c4c3b22ebe3d455c845dff1dee324 — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.10.0</a></footer></body></html>
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../../../../"><link rel="stylesheet" href="dmdoc.css"><title>/_is_abstract/obj/mapping_helper/turf/floor - Goonstation 13</title></head><body><header><a href="index.html">Goonstation 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a></header><main><h1>/<a href="_is_abstract/obj/mapping_helper/turf/floor.html">_is_abstract/obj/mapping_helper/turf/floor</a> <img src="git.png" width="16" height="16" title="code/modules/mapping/helpers/turf_helpers.dm 32"></h1><ul>
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<li>===== Burner and breaker for floors =====</li>
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<li>These may look out of place on non tiled flooring</li>
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<li>use these instead of the scorched/burnt subtypes as they work for most floors</li>
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<li>exceptions are floors that have can break/burn set to FALSE</li>
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<li>includes shuttle floors, reinforced floors, planet auto floors, void tiles, etc</li>
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<li>if placed on one of these floors it will be logged</li>
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</ul></main><footer>goonstation.dme 2d163c6d7b8c4c3b22ebe3d455c845dff1dee324 — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.10.0</a></footer></body></html>

_std.html

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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><link rel="stylesheet" href="dmdoc.css"><title>_std/README.md - Goonstation 13</title></head><body><header><a href="index.html">Goonstation 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a></header><main><h1>_std/README.md <img src="git.png" width="16" height="16" title="_std/README.md"></h1><table class="summary" cellspacing="0"><tr><td colspan="2"><p>Holds standard macros and defines for Goonstation. First in the compile order. See __std.dme for details on compilation.</p>
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<p>if your file is BROADLY meant to just be a list of defines for value replacement, put it in the defines folder.
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even if it has a few macros or a global list, the purpse of the file is more important for organisation!
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if it doesnt fit in either, then leave it in the _std folder. (*scream)
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also: please see if any of the existing files work for your defines or macros.
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if they dont, please make a new file. i dont want to have to de-bloat another setup.dm :'(</p>
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<p>TODO:
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add a procs folder, and move most of our generic helper procs there (from the random places theyre scattered across the codebase)
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add a globals folder, and move most of our global stuff there? not sure about this.
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identify files withs similar purposes across defines, macros, lists, procs, globals, whatever. then make a file in main std folder with that content and delete the others.</p></td></tr></table></main><footer>goonstation.dme 2d163c6d7b8c4c3b22ebe3d455c845dff1dee324 — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.10.0</a></footer></body></html>

_std/__build.html

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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../"><link rel="stylesheet" href="dmdoc.css"><title>_std/__build.dm - Goonstation 13</title></head><body><header><a href="index.html">Goonstation 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a><a href="_std/__build.html#define">Define Details</a></header><main><h1>_std/__build.dm <img src="git.png" width="16" height="16" title="_std/__build.dm"></h1><table class="summary" cellspacing="0"><tr><th><a href="_std/__build.html#define/VCS_REVISION">VCS_REVISION</a></th><td>///--- CONVENIENCE OPTIONS FOR TESTING ETC ---//
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The literal current commit hash the server is running off of</td></tr><tr><th><a href="_std/__build.html#define/VCS_AUTHOR">VCS_AUTHOR</a></th><td>The literal current author of the commit the server is runing off of</td></tr><tr><th><a href="_std/__build.html#define/ORIGIN_REVISION">ORIGIN_REVISION</a></th><td>The latest commit on the origin at the time of the server build, for display</td></tr><tr><th><a href="_std/__build.html#define/ORIGIN_AUTHOR">ORIGIN_AUTHOR</a></th><td>The latest commit author on the origin at the time of the server build, for display</td></tr></table><h2 id="define">Define Details</h2><h3 id="define/ORIGIN_AUTHOR"><aside class="declaration">#define </aside>ORIGIN_AUTHOR <img src="git.png" width="16" height="16" title="_std/__build.dm 217"></h3><p>The latest commit author on the origin at the time of the server build, for display</p><h3 id="define/ORIGIN_REVISION"><aside class="declaration">#define </aside>ORIGIN_REVISION <img src="git.png" width="16" height="16" title="_std/__build.dm 215"></h3><p>The latest commit on the origin at the time of the server build, for display</p><h3 id="define/VCS_AUTHOR"><aside class="declaration">#define </aside>VCS_AUTHOR <img src="git.png" width="16" height="16" title="_std/__build.dm 213"></h3><p>The literal current author of the commit the server is runing off of</p><h3 id="define/VCS_REVISION"><aside class="declaration">#define </aside>VCS_REVISION <img src="git.png" width="16" height="16" title="_std/__build.dm 211"></h3><p>///--- CONVENIENCE OPTIONS FOR TESTING ETC ---//
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The literal current commit hash the server is running off of</p></main><footer>goonstation.dme 2d163c6d7b8c4c3b22ebe3d455c845dff1dee324 — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.10.0</a></footer></body></html>

_std/color.html

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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../"><link rel="stylesheet" href="dmdoc.css"><title>_std/color.dm - Goonstation 13</title></head><body><header><a href="index.html">Goonstation 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a><a href="_std/color.html#define">Define Details</a></header><main><h1>_std/color.dm <img src="git.png" width="16" height="16" title="_std/color.dm"></h1><table class="summary" cellspacing="0"><tr><th><a href="_std/color.html#define/color_dist2">color_dist2</a></th><td>distance^2 between first and second RGB values</td></tr><tr><th>/proc/<a href="global.html#proc/mult_color_matrix">mult_color_matrix</a></th><td>Takes two 20-length lists, turns them into 5x4 matrices, multiplies them together, and returns a 20-length list</td></tr><tr><th>/proc/<a href="global.html#proc/normalize_color_to_matrix">normalize_color_to_matrix</a></th><td>Takes a possible value of the <code>color</code> var and returns a length 20 color matrix doing the same thing.
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Available inputs:
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null, &quot;#rgb&quot;, &quot;#rrggbb&quot;, &quot;#rgba&quot;, &quot;#rrggbbaa&quot;, all forms of color matrices</td></tr><tr><th>/proc/<a href="global.html#proc/color_mapping_matrix">color_mapping_matrix</a></th><td>Takes two lists, inp=list(i1, i2, i3), out=(o1, o2, o3).
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Creates a color matrix which maps color i1 to o2, i2 to o2, i3 to o3. (Ignores alpha values.)
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Keep the i1, i2, i3 vectors linearly independent.
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The colors can be either be color hex strings or lists as returned from hex_to_rgb_list.
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You need to supply all arguments. If you don't care about the third just set i3 = o3 to something linearly independent of i1 and i2.</td></tr><tr><th>/proc/<a href="global.html#proc/affine_color_mapping_matrix">affine_color_mapping_matrix</a></th><td>The same thing as [proc/color_mapping_matrix] but with 4 mapped colors.
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The first color is used as the origin in the affine transform.</td></tr><tr><th>/proc/<a href="global.html#proc/hsv_transform_color_matrix">hsv_transform_color_matrix</a></th><td>Generates a color matrix which performs an approximation of the HSV-space transform.
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Hue is in degrees and is applied additively.
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Saturation is in a 0-1 range and is applied multiplicatively.
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Value is in a 0-1 range and is applied multiplicatively.</td></tr><tr><th>/proc/<a href="global.html#proc/mult_colors">mult_colors</a></th><td>Multiplies two colors together in the same way Byond does, accounting for one or both being matrices</td></tr><tr><th>/proc/<a href="global.html#proc/get_average_color">get_average_color</a></th><td>Takes an icon and optionally two non-zero Pixel Intervals and returns the average color of the icon.</td></tr><tr><th>/proc/<a href="global.html#proc/derive_color_from_hue_offset">derive_color_from_hue_offset</a></th><td></td></tr><tr><th>/proc/<a href="global.html#proc/derive_complementary_color">derive_complementary_color</a></th><td></td></tr><tr><th>/proc/<a href="global.html#proc/derive_analogous_colors">derive_analogous_colors</a></th><td></td></tr><tr><th>/proc/<a href="global.html#proc/derive_triadic_colors">derive_triadic_colors</a></th><td></td></tr><tr><th>/proc/<a href="global.html#proc/derive_square_colors">derive_square_colors</a></th><td></td></tr><tr><th>/proc/<a href="global.html#proc/color_dist">color_dist</a></th><td>Returns the squared euclidian distance between two colors in RGB space
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Not great scientifically but should be good enough for our purposes</td></tr></table><h2 id="define">Define Details</h2><h3 id="define/color_dist2"><aside class="declaration">#define </aside>color_dist2<aside>(_r, _g, _b, _dr, _dg, _db)</aside> <img src="git.png" width="16" height="16" title="_std/color.dm 22"></h3><p>distance^2 between first and second RGB values</p></main><footer>goonstation.dme 2d163c6d7b8c4c3b22ebe3d455c845dff1dee324 — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.10.0</a></footer></body></html>

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