180 Commits
Author SHA1 Message Date
FluffyandGitHub 7265630dde Turn more unmanaged global vars into GLOB (#20446)
Turned a ton of unmanaged globals into managed globals.
Refactored some UT output.
Removed some unused things, including vars.
Added a test to ensure people don't keep adding new unmanaged vars.
2025-02-17 23:34:02 +00:00
FluffyandGitHub 3dc4cce9c2 Minor span refactoring (#19177)
Minor span refactoring
2024-05-19 16:37:29 +00:00
cadd19beac Ports the TG globals controller and converts globals. (#18057)
* SDQL2 update

* fix that verb

* cl

* fix that

* toworld

* this is pointless

* update info

* siiiiick..

* vv edit update

* fix that

* fix editing vars

* fix VV

* Port the /TG/ globals controller.

* part 1

* part 2

* oops

* part 3

* Hollow Purple

* sadas

* bsbsdb

* muda na agaki ta

* ids 1-15

* 16-31

* 41-75

* bring me back to how things used to be before i lost it all

* the strength of mayhem

* final touches

* cl

* protect some vars

* update sdql2 to use glob

* stuff?

* forgot that is not defined there

* whoops

* observ

* but it never gets better

* a

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2023-12-26 01:16:02 +00:00
FluffyandGitHub e27a6f3070 Hail Lii'dra (#17925)
* fsad

* uihj
2023-12-13 19:06:40 +00:00
CampinKiller24andGitHub a4e1131a3e Radiation Storm Rework (#16515)
* kneel before me sneaky

* vending update

* conflict

* conflict fix take 2?

* radiation buff (and changes)

* nuking comments I forgot to remove
2023-09-01 18:06:17 +00:00
FluffyandGitHub b183188689 Better logging (#16164)
* Initial

* Cleared duplicates

* More work, get rid of log_error

* more

* log_debug() to macro LOG_DEBUG

* More work

* More

* Guh

* Maybe better?

* More work

* gah

* Dear lord

* *inserts swears here*

* gdi

* More work

* More

* dear lord

* fsdfsdafs

* rsdaf

* sadfasf

* sdafsad

* fgsd

* small fuckup fix

* jfsd

* sdafasf

* gdi

* sdfa

* sfdafgds

* sdafasdvf

* sdfasdfg

* sdfsga

* asdf

* dsfasfsagf

* ihibhbjh

* fsadf

* adfas

* sdafsad

* sdfasd

* fsda

* vhb

* asf

* for arrow

* removed source file-line logging, added header for tgui
2023-08-05 21:53:11 +00:00
SleepyGemmyandGitHub 242ce2c2f2 Carp Event Tweaks (#15988)
* Fore Deck 2 Carp Spawn Tweak

* Re-adds the Spawn

* Removes Unused Proc

* Removes Carp Random Events

* CL

* CL

* Spacing

* Excel File
2023-03-23 23:12:24 +00:00
c369124fe9 Increase error logging to diagnose server conking (#15662)
* Increase error logging to diagnose server conking

* more logging and db retry

* whoops

* rename error() to log_error() to better reflect what it does
Move a bunch of world.log messages to log_error

* Fix compile error

---------

Co-authored-by: Werner <Arrow768@users.noreply.github.com>
2023-03-13 21:51:39 +00:00
Matt AtlasandGitHub 31c73ead85 Ports the radiation subsystem and cleans up damage flags. (#15715) 2023-02-07 13:22:47 +01:00
WildkinsandGitHub a4461a17af Implement Bay's SSmachinery and power usage updates, further unclogging the toilet (#13910) 2022-05-16 18:50:16 +02:00
Wowzewow (Wezzy)andGitHub a65ef5cd26 The Crate Animatening, A.K.A. I hate Crate Trigonometry (#13339) 2022-04-30 02:04:15 -03:00
Matt Atlas dd01f63e0c New vox for the Horizon 2022-03-20 19:45:46 +01:00
Matt AtlasandGitHub c30cd94024 Reworks armor damage reduction + armor components + more goodies. (#11106)
Ports Baystation12/Baystation12#27254 and Baystation12/Baystation12#24787 and everything inbetween I guess.

Note that this PR makes guns and armor overall stronger. Lasers also once again do organ damage.
2021-02-14 17:54:45 +02:00
Jiří BaroušandGitHub 760ea89fc4 Adds "apprehended" status to cuffed/brigged antags at end of round (#10302) 2020-10-23 11:45:18 +02:00
GeevesandGitHub db15949592 Oxygen and Nitrogen Capital Fix (#10155)
Fixed Oxygen and Nitrogen not being capitalized in some cases where they should be.
2020-10-03 19:10:41 +03:00
Matt AtlasandGitHub c7c5d44a97 Reworks stasis, reshuffles life order, makes gases use defines. (#9409) 2020-08-09 13:20:06 +02:00
KaedwuffandGitHub 1529fa44c1 Removes Virology (#8927)
-Almost all aspects of virology and it's related machinery and objects have been purged from the code and map.
-Most of disease code has been purged. Some pieces of it remain as holdovers because they would require extensive rewrite of defines and codes for things like nanite robot transformation and appendicitis (that frankly isn't necessary)
-The outbreak event has been purged, as has the virology malicious code event variant.
-The Virology department has been remapped into the Abandoned Sector.
2020-06-05 20:27:46 +03:00
AlberykandErki d0dff4c370 Removes xenomorphs (#6686)
Xenomorphs are pretty much badly done and don't really fit at all. This pr fully removes the human type ones, alongside with the infection, eggs and facehuggers.
2019-07-24 21:34:44 +03:00
LordFowlandErki 8d436c4a03 Converts all necessary << outputs into the to_chat() macro. (#6076)
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;

All << is converted into to_chat().
2019-03-10 23:39:03 +02:00
ErkiandWerner f29506a45a Leave any sanity you had at the door step (#5885) 2019-01-03 19:08:54 +01:00
Mykhailo BykhovtsevandWerner b1a3703a9b Dionea anti-radiation drugs reaction (#5054)
As per request of Lore Dev team, this adds Dionea (allergic) reaction to any anti-radiation reagents. And also toxin regeneration from radiation ...
2018-08-04 21:21:22 +02:00
LohikarandWerner 0abc1d2a65 Repath a bunch of things to /mob/abstract childtypes (#4111)
* Repaths eyes, observers, dview, and new_players to /mob/abstract subtypes.

* Adds /mob/abstract, a base type for 'abstract' mobs that aren't meant to be directly affected by the game world.
2018-01-24 11:27:14 +01:00
LohikarandErki 61b5203d24 Runtime Map Loading (#3597)
changes:

Maps are no longer compiled in, instead loaded directly from the DMMs at runtime.
Z level defines have been moved from the config to map datums.
Unit tests now use typecaches.
DMMS now actually works.
DMMS has been updated slightly.
DMMS is now capable of loading simple lists of non-text types.
DMMS is now faster when loading many types without mapped in attributes and when loading area instances.
Asteroid generation is now defined on the map datum instead of being hard-coded in SSasteroid.
Holodeck presets are now defined on the map datum.
Atmos machinery now uses Initialize().
2017-10-18 23:07:34 +03:00
skull132andGitHub 0fc67f2cb9 Remove a whole bunch of in world loops and rework machinery global lists (#3053)
Removes a whole bunch of in world loops.
Reworks SSmachinery to hold two lists: all_machines and processing_machines. all_machines contains all machines 5ever. All of them. Literally. Forever. And ever. processing_machines only contains machines that process with the SSmachinery controller.

I checked most types at runtime on the live server to see whether they're in processing_machines or in all_machines, and did debug to ensure that most machinery ends up and stays in all_machines.

Includes a basic UT to make sure all mapped in machinery types remain within the all_machines list post-init.
2017-07-16 20:32:33 +03:00
Alberykandskull132 2f949ecb45 Ports baystation armor system (#2954)
Ports Baystation12/Baystation12#12658

Changing how the calculation of armor works , instead of just being a check if it is protected fully, half or nothing. Making armor more reliable and less rng dependant.

Also, uranium meteors will irradiate nearby people when they explode.
2017-07-15 16:24:03 +03:00
skull132 87e041aa75 Merge remote-tracking branch 'bay12-upstream/master' into development 2016-10-07 00:58:39 +03:00
Ryan784 5f655dbbdb Vampire Gamemode Developement Test
The Vampire gamemode, as ported right now. The gamemode is in, as well
as creating a vampire through the traitor panel. All abilities seem to
function, unable to test enthrall however (though I have a feeling it
will have to be redone). Enthralling someone without a CKey will give
you the correct response, however.

Any abilities having to do with lums will need to be redone. Vamphud as
well.

If looking over this and pointing out errors/fixing is faster than
simply porting it yourself, then feel free to do so!
2016-01-20 22:14:21 -05:00
PsiOmegaDelta 5cbb703609 Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/_helpers/unsorted.dm
	code/game/jobs/access.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/update_icons.dm
	code/modules/organs/organ.dm
	code/modules/reagents/Chemistry-Holder.dm
	code/setup.dm
2015-07-27 10:20:20 +02:00
Mloc 65ac3d97d0 Revert "get rid of mob.see_in_dark and species.darksight"
This reverts commit 278a4c38ec.
2015-07-22 15:14:40 +01:00
PsiOmegaDelta 34fdc4712e Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/_helpers/names.dm
	code/game/jobs/job/silicon.dm
	code/game/objects/items.dm
	code/modules/mining/abandonedcrates.dm
	code/modules/mob/living/carbon/brain/life.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/simple_animal/friendly/spiderbot.dm
	code/modules/nano/modules/alarm_monitor.dm
	code/setup.dm
2015-07-14 08:21:12 +02:00
Mloc 278a4c38ec get rid of mob.see_in_dark and species.darksight
They don't work with the current lighting system and cause weird artifacts.

Signed-off-by: Mloc <colmohici@gmail.com>
2015-07-09 19:17:04 +01:00
PsiOmegaDelta cc7c502fb8 Updates emag attackby usages to emag_act where it's not too much of a headache. 2015-06-16 09:34:13 +02:00
Chinsky 026500ea06 Merge remote-tracking branch 'remotes/upstream/dev' into definecrusade 2015-06-05 11:26:25 +03:00
Chinsky ad0652d864 Moved some stuff from global.dm into defines files that fit the theme, some into files where they are used (and only there, much global). Axed some obsolete stuff (rip Debug var). 2015-06-04 22:51:15 +03:00
GinjaNinja32 de4f085057 code/game, excluding code/game/machinery and code/game/objects 2015-05-29 21:51:27 +01:00
PsiOmega 1ae0ad6d92 Updates the atom_pool, now datum_pool, to handle any datum object.
Makes the garbage collector similarly robust. Continues the whole Destroy/qdel porting.
2015-04-24 09:59:05 +02:00
Zuhayr d26800d29c Preliminary work on converting all monkeys to a human subspecies. 2015-03-25 02:15:45 +10:30
Zuhayr 8978747e53 Moved several globals into the config controller, updated eample config appropriately. 2014-12-25 21:10:30 +10:30
PsiOmega fc67087d7a More Z-level compatibility
Previously missed Z-level checks in the form "z  != X".  Utilized this regex which hopefully has cought most of them [zZ](\s?)(!?)=(\s?)(\d+).
Adds more Z-level configuration, admin levels.
2014-11-03 09:57:56 +01:00
PsiOmega bf1e6af508 Z-Level Compatibility
Now possible to configure 3 different kind of Z-levels.
Station levels: Which Z-levels the station exists on.
Contact levels: Which Z-levels are typically affected by, for example, Code Red which alters the visual state of fire alarms.
Player levels: Which Z-levels a character can typically reach.
2014-10-30 14:29:56 +01:00
PsiOmega 66483cf6dd Completes the transfer to the refreshed announcement system. 2014-10-07 13:19:20 +02:00
Rob Nelson 3121e4fb2d DNA2 Bug Fixes - Part 2
We discovered that most of the problems were were having was because of BYOND passing lists (e.g. SE and UI) by-ref instead of the assumed by-val.

This commit adds dna.Clone() and (UI|SE).Copy() where needed.  These should be used where DNA or SE/UI lists are COPIED, otherwise changes made in the reference will affect the real strand.

This change also messes with the gene activation logic.
2014-02-06 23:07:35 -08:00
Rob Nelson 53c2aff420 DNA2 - A recode of DNA
DNA now stores blocks internally as numbers and only makes the uni_identity and struc_enzymes strings when something has changed. This is vastly more efficient.

In addition, the API for using it has been simplified. Common tasks, such as setting a sub-block, or getting a value from the block, are handled entirely by the DNA datum with simple, easy-to-use procs.

Tested on local server, but may need balancing and additional look-over since the code is from our server (/vg/) and I likely broke or forgot something.
2013-12-01 00:04:27 -08:00
Spamcat 2b348eaa3e Phasing out world loops, pt 1 2013-06-20 17:21:16 +04:00
Cael_Aislinn 15bc6ed7b2 restructured event system, re-merged CIB's event system with TG's
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-02-10 21:24:31 +10:00
cib 934eae1d15 Removes new event code and reinstates old event code. 2013-02-09 18:38:35 +01:00
cib 9fa8509569 Virus event is now again virus2. 2013-02-09 18:04:24 +01:00
cib e54e44d495 Merge branch 'bleeding-edge-freeze' of github.com:Baystation12/Baystation12 into feature
Conflicts:
	code/game/gamemodes/events.dm
2013-01-31 11:15:32 +01:00
cib 9691e497b1 Event code fixes.
- Previously base event chance would get applied twice, so instead of e.g. 0.03 chance, a 0.03^2 chance
- Removed unused code
2013-01-31 11:03:48 +01:00
Cael_Aislinn 66ce65a680 minor tweaks and cleanup with events, readded meteor shower and grid check events, removed most unused event files (left some interesting ones)
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-01-21 19:15:38 +10:00