34 Commits

Author SHA1 Message Date
Batrachophreno 0851144182 Area definitions cleanup (Horizon/Runtime) (#20914)
**Goals:**
1. Delete area definitions no longer used in any map or file.
2. Update area definitions such that everything used in mapping the
Horizon exists in 'maps\sccv_horizon\areas' with the parent
'area\horizon\'.
3. Reorganize/rename/restructure those Horizon area definitions to make
future mapping easier and code that hooks into area properties easier.
4. Present area names and blurbs in the status panel.

This PR only handles Horizon and Runtime areas, for digestibility/ease
of reviewing. Offsite areas for another PR.

Naming convention reference:
The /area/ 'name' variable no longer contains either 'Horizon' or the
Deck# of the area or its approx location on the ship. All Horizon areas
now have several new variables as metadata-- area names now need only be
strictly descriptive, and the appropriate constants used in the area
definition, and a new function generates the display name with
consistent formatting for us.

Detailed documentation to follow after any adjustments are made to
mappers' preferences.

This also adds area blurbs to most areas- if not bespoke, then general
department-wide blurbs to parents. I know feature creep always sucks,
but while some areas having pre-existing blurbs, the overwhelming
majority of areas don't, and while testing it was very distracting to
see them randomly appearing and disappearing. Most blurbs are pretty
basic but I feel are entirely presentable- more clever individual ones
can follow in a separate PR.
2025-07-25 19:16:33 +00:00
Batrachophreno 4a63be9448 More Event Variations, Event Balance (#20813)
Some functional updates to events:
**Comms Blackouts:** Now has a variant (min. 6 pop,
engineering-weighted) which gives each machine a 10% chance to take a
little integrity damage. Additionally, Telecomms Processors now factor
their integrity damage into their ability to decompress messages, so
this alternative comms blackout might cause radio transmissions (either
global or for a given department) to start getting a little garbled- not
enough to genuinely impede comms, but enough to justify Engi to fix them
up.

**Prison Break:** Given how rarely we actually have people sitting
around in the prison waiting for breakouts over the course of a given
round, this event has been changed to be more akin to the existing
Containment events- the entire department (minus armory, nuke storage,
checkpoints, etc.) are at risk of lights blown, access issues, etc. Just
a little more variety added to the mix.

**Space Vines:** Minimum 4 pop to fire. Shouldn't matter much in the
grand scheme of things, just reduces annoyance factor for extremely
low-pop if they roll some vines that fuck them up. Will look into
refactoring that event so that the danger factor of the vines increases
with population, and remove the min pop requirement again.

**Drone Revolution:** Minimum 4 pop to fire. Again, shouldn't matter
much in the grand scheme of things but this highest tier event will
seriously fuck up anyone who latejoins and uses the maints to, say, help
set the ship up during low pop! No I'm not salty!

**Electrical Storm:** Refactored this and restored the Mundane and Major
variants. While we want this event to keep Engineers on their toes and
provide openings for people to break regs if they so wished, most of the
event is theater (lots of flickering lights now!) While the Mundane and
Moderate variants are mostly flavorful and will just give Engineers a
few excuses to visit different departments and RP with people, Major
events will be your 'all hands on deck' affairs (as Major events are
ought) and in very rare circumstances could even cascade into more
serious issues. Did a ton of unit testing on this and feel very good
about how each variant actually looks, will make any additional tweaks
if needed once we see how it plays with an actual population!

The Event Probabilities sheet was also very out of date, missing Comet
Expulsion, had the old Viral Outbreak, lots of old values, etc. Updated
all the events, and also updated the % formulas to factor in minimum
population- changing the 'Assumed Personnel' values at the top to a
level below the minimum population for a given event will now correctly
set its probability to 0%, making it clearer what actual odds are given
different pop levels.

I also don't think pop_needed was working correctly: various changes in
there to get it behaving.

Obv this PR grew in scope from outset and touches a small handful of
different things, so lmk anything to mix and match and change and drop.
!review
2025-06-22 18:09:11 +00:00
Ben 27704cc8d2 The Great Unstationing (#20269)
Replaces many references of station with SSatlas variables using
station_name().

Touches alot of things in the process (mostly moving some aspects to
New() to allow for calling of proc/variable.)

---------

Signed-off-by: Ben <91219575+Ben10083@users.noreply.github.com>
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2024-12-24 12:42:53 +00:00
Fluffy 3dc4cce9c2 Minor span refactoring (#19177)
Minor span refactoring
2024-05-19 16:37:29 +00:00
Geeves 73a95ed5df Overmap Announcements Overhaul (#16460)
* Overmap Announcements

* overdoing it a little

* update cl

* whoops
2024-01-09 16:41:57 +00:00
Matt Atlas 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
Fluffy 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
Wildkins 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
Wildkins 2fcfa8adb7 Ports /tg/ spatial grid system, refactors telecomms, destroys lag (#15140) 2022-12-09 12:35:33 +01:00
Matt Atlas f768a9022d Removes ERT from standard gameplay. The Horizon now sends distress beacons for other Overmap vessels instead. Barricades and crew armoury buff. (#14371) 2022-08-02 17:59:51 +02:00
Wildkins a4461a17af Implement Bay's SSmachinery and power usage updates, further unclogging the toilet (#13910) 2022-05-16 18:50:16 +02:00
Doxxmedearly 06ed6b64fa Proper fake events (#11452) 2021-03-15 22:07:36 +01:00
JohnWildkins f11c1d45ec Unapologetic Event Nerfs (#10430)
this is the funny haha title everyone uses right

this should hopefully fix the issue where one event failing to spawn causes 15 more to spawn in its place

fixes #10427
2020-11-01 21:11:03 +02:00
Kaedwuff 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
Werner cb4a712851 Enforces Lineendings and adds Editorconfig (#7657) 2019-12-21 16:19:24 +01:00
fernerr 5e02e38437 Hivebots: The Second Wave (#7002)
Changed the spawning mechanics of hivebots and expanded their roster with three new types, Bomber, Guardian and Harvester.
    Tweaked the slime infestation event to be a bit more colorful and spawn a couple more slimes than currently.
    Made it so infestation events no longer trigger outside the station at shuttle docks,, inside xenobiology cells, substations, at centcomm or outside etc.
    Fixed the prison break event from not working correctly with virology, added a chance for it to happen at the bridge.
    Fixed some announcements missing their custom titles. Particularly those used by random events. Tweaked their font and size.
2019-10-20 00:18:23 +03:00
LordFowl 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
skull132 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
Lohikar 33c61f9f1e Remove some world loops (#2965)
changes:

Replaces a lot of in-world loops with more specific lists.
Recipes are now copied in SSmachinery/Recover()
Fixed bad sorting on all_areas list.
Added skeleton Destroy() to SMESes as they did not have one and are failing to GC.
Seems to shorten SSatoms init a bit, maybe from removal of in-world in MULEs?
2017-07-09 00:24:28 +03:00
skull132 e9b688e1f6 Merge branch 'development-2' into development
Christ on a stick. SO MANY ERRORS. REEE.

# Conflicts:
#	baystation12.dme
#	code/_helpers/lists.dm
#	code/_helpers/logging.dm
#	code/_helpers/text.dm
#	code/_onclick/click.dm
#	code/controllers/configuration.dm
#	code/controllers/master_controller.dm
#	code/datums/supplypacks.dm
#	code/game/antagonist/antagonist.dm
#	code/game/antagonist/antagonist_print.dm
#	code/game/antagonist/outsider/commando.dm
#	code/game/antagonist/outsider/ninja.dm
#	code/game/area/areas.dm
#	code/game/gamemodes/cult/cult_items.dm
#	code/game/gamemodes/game_mode.dm
#	code/game/jobs/access.dm
#	code/game/machinery/atmoalter/canister.dm
#	code/game/machinery/autolathe.dm
#	code/game/machinery/doors/airlock.dm
#	code/game/machinery/recharger.dm
#	code/game/machinery/suit_storage_unit.dm
#	code/game/mecha/mech_fabricator.dm
#	code/game/mecha/mecha.dm
#	code/game/objects/effects/spiders.dm
#	code/game/objects/items.dm
#	code/game/objects/items/devices/PDA/PDA.dm
#	code/game/objects/items/devices/flash.dm
#	code/game/objects/items/devices/lightreplacer.dm
#	code/game/objects/items/devices/paicard.dm
#	code/game/objects/items/devices/scanners.dm
#	code/game/objects/items/devices/suit_cooling.dm
#	code/game/objects/items/devices/uplink.dm
#	code/game/objects/items/robot/robot_upgrades.dm
#	code/game/objects/items/toys.dm
#	code/game/objects/items/weapons/cards_ids.dm
#	code/game/objects/items/weapons/handcuffs.dm
#	code/game/objects/items/weapons/manuals.dm
#	code/game/objects/items/weapons/material/kitchen.dm
#	code/game/objects/items/weapons/material/misc.dm
#	code/game/objects/items/weapons/material/swords.dm
#	code/game/objects/items/weapons/melee/energy.dm
#	code/game/objects/items/weapons/melee/misc.dm
#	code/game/objects/items/weapons/scrolls.dm
#	code/game/objects/items/weapons/storage/belt.dm
#	code/game/objects/items/weapons/stunbaton.dm
#	code/game/objects/items/weapons/tools.dm
#	code/game/objects/objs.dm
#	code/game/objects/structures/crates_lockers/closets.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/game/objects/structures/janicart.dm
#	code/game/sound.dm
#	code/game/turfs/simulated.dm
#	code/game/verbs/ooc.dm
#	code/global.dm
#	code/modules/admin/verbs/debug.dm
#	code/modules/admin/verbs/modifyvariables.dm
#	code/modules/client/client procs.dm
#	code/modules/client/preferences.dm
#	code/modules/clothing/clothing.dm
#	code/modules/clothing/head/hardhat.dm
#	code/modules/clothing/head/helmet.dm
#	code/modules/clothing/head/jobs.dm
#	code/modules/clothing/head/misc_special.dm
#	code/modules/clothing/shoes/jobs.dm
#	code/modules/clothing/spacesuits/alien.dm
#	code/modules/clothing/spacesuits/captain.dm
#	code/modules/clothing/spacesuits/miscellaneous.dm
#	code/modules/clothing/spacesuits/rig/rig_pieces.dm
#	code/modules/clothing/spacesuits/rig/suits/alien.dm
#	code/modules/clothing/spacesuits/spacesuits.dm
#	code/modules/clothing/spacesuits/void/merc.dm
#	code/modules/clothing/spacesuits/void/void.dm
#	code/modules/clothing/suits/armor.dm
#	code/modules/clothing/suits/jobs.dm
#	code/modules/clothing/suits/storage.dm
#	code/modules/clothing/suits/utility.dm
#	code/modules/clothing/suits/wiz_robe.dm
#	code/modules/clothing/under/jobs/security.dm
#	code/modules/economy/Events.dm
#	code/modules/economy/Events_Mundane.dm
#	code/modules/economy/economy_misc.dm
#	code/modules/events/blob.dm
#	code/modules/events/event.dm
#	code/modules/events/event_container.dm
#	code/modules/events/event_manager.dm
#	code/modules/events/money_lotto.dm
#	code/modules/events/prison_break.dm
#	code/modules/events/spacevine.dm
#	code/modules/hydroponics/trays/tray.dm
#	code/modules/mob/dead/observer/observer.dm
#	code/modules/mob/emote.dm
#	code/modules/mob/holder.dm
#	code/modules/mob/language/station.dm
#	code/modules/mob/living/bot/cleanbot.dm
#	code/modules/mob/living/carbon/alien/diona/diona.dm
#	code/modules/mob/living/carbon/alien/diona/diona_attacks.dm
#	code/modules/mob/living/carbon/give.dm
#	code/modules/mob/living/carbon/human/emote.dm
#	code/modules/mob/living/carbon/human/human.dm
#	code/modules/mob/living/carbon/human/human_defense.dm
#	code/modules/mob/living/carbon/human/inventory.dm
#	code/modules/mob/living/carbon/human/life.dm
#	code/modules/mob/living/carbon/human/species/outsider/vox.dm
#	code/modules/mob/living/carbon/human/species/station/golem.dm
#	code/modules/mob/living/carbon/human/species/station/station.dm
#	code/modules/mob/living/carbon/human/update_icons.dm
#	code/modules/mob/living/carbon/metroid/metroid.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob/living/living_defense.dm
#	code/modules/mob/living/living_defines.dm
#	code/modules/mob/living/silicon/ai/ai.dm
#	code/modules/mob/living/silicon/pai/admin.dm
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#	code/modules/mob/living/silicon/robot/drone/drone.dm
#	code/modules/mob/living/silicon/robot/drone/drone_manufacturer.dm
#	code/modules/mob/living/silicon/robot/emote.dm
#	code/modules/mob/living/silicon/robot/robot_items.dm
#	code/modules/mob/living/silicon/robot/robot_modules.dm
#	code/modules/mob/living/silicon/silicon.dm
#	code/modules/mob/living/simple_animal/bees.dm
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#	code/modules/mob/living/simple_animal/friendly/corgi.dm
#	code/modules/mob/living/simple_animal/friendly/farm_animals.dm
#	code/modules/mob/living/simple_animal/friendly/mouse.dm
#	code/modules/mob/living/simple_animal/friendly/spiderbot.dm
#	code/modules/mob/living/simple_animal/hostile/hostile.dm
#	code/modules/mob/living/simple_animal/simple_animal.dm
#	code/modules/mob/logout.dm
#	code/modules/mob/mob.dm
#	code/modules/mob/mob_grab_specials.dm
#	code/modules/mob/mob_helpers.dm
#	code/modules/mob/new_player/sprite_accessories.dm
#	code/modules/organs/organ.dm
#	code/modules/organs/organ_alien.dm
#	code/modules/organs/organ_external.dm
#	code/modules/paperwork/faxmachine.dm
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#	code/modules/projectiles/guns/projectile.dm
#	code/modules/projectiles/guns/projectile/automatic.dm
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#	code/modules/projectiles/guns/projectile/shotgun.dm
#	code/modules/projectiles/projectile/bullets.dm
#	code/modules/projectiles/projectile/special.dm
#	code/modules/reagents/reagent_containers.dm
#	code/modules/reagents/reagent_containers/food/drinks.dm
#	code/modules/research/designs.dm
#	code/modules/research/destructive_analyzer.dm
#	code/modules/research/rdconsole.dm
#	code/modules/spells/artifacts.dm
#	code/modules/spells/spellbook.dm
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#	code/world.dm
#	config/example/config.txt
#	icons/mob/items_lefthand.dmi
#	icons/mob/items_righthand.dmi
#	icons/obj/lighting.dmi
2016-10-31 00:01:52 +02:00
NanakoAC 4c7e1eb595 False Alarm Fixes (#1022)
-Makes a lot of unsuitable events excluded from faking. Some of them could do with reworking to make them function, like the infestation and prison breaks, but for now i just had to exclude them
-Adds an In-character/descriptive name, used for the announcement apologising for the mistake
-Fixes an issue where using debug Trigger Event verb would fill the events list with empty severe events and cause runtime errors
2016-10-02 21:24:00 +03:00
Techhead0 5bd05df455 Fixes double request console messages for prison break event. 2015-06-11 19:38:57 -04:00
Techhead0 637135b0b5 Removes relative pathing, adds better comments. 2015-06-01 00:02:56 -04:00
Techhead0 2b8d6db61e Refactors Prison Break event.
Affects the Brig, Virology, Xenobiology or all three.
Adds warning messages to Engineering request consoles and AI.
Prevents doors from bolting open if unpowered
Reduces light overload frequency.
2015-05-31 23:25:52 -04:00
PsiOmega 7bb5b51954 Merge commit 'ddc1a617d071362add9eb6e4faee2d5da0da8df7' into Event
Conflicts:
	code/modules/events/event_manager.dm
2014-11-12 10:18:45 +01:00
PsiOmega d4368954dc Event Manager Control
Admins can now:
Pause event start countdown.
Add/Remove events to rotation.
Affect the likelihood of events occurring.
Allow one shot events to fire again.
2014-11-10 15:04:31 +01:00
PsiOmega 574a8f5570 Completes the basic random event manager. 2014-11-08 18:22:31 +01:00
PsiOmega 66483cf6dd Completes the transfer to the refreshed announcement system. 2014-10-07 13:19:20 +02:00
Mloc-Argent e4b67a3466 Fixes #3104.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2013-07-21 16:55:30 +01:00
Asanadas 4720f4f1ac SYNDICATE? WHAT SYNDICATE? 2013-03-06 18:14:27 -05:00
Cael_Aislinn c490357f4a tweaks to a couple of random events, removed spider infestation and alien infestation from random list
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-02-09 01:11:36 +10:00
giacomand@gmail.com a56e922053 Committing for Cael_Aislinn:
= Giant Spiders =
- Nurses spin webs which impede progress, bundle items and mobs up in cocoons, lay eggs to create spiderlings
- Nurses are slow and weak, but their bite has a chance to paralyse the victim
- Spiderlings skitter about and eventually grow into giant spiders. 
- Spiderlings will ventcrawl, so they can spread over the station pretty fast. 
- Hunters are fast, have decent health and the most effective poison
- Guards are medium speed but the health and direct damage
- The poison of hunters and guards can cause hallucinations if they bite you

= Farm animals =
- Cows can be milked or butchered for a large supply of meat. Sadists can also tip them over (with intent_help). 
- Goats can also be milked, but have a nasty temperament. 
- Chicks grow up to be chickens, who lay eggs and continue the cycle. But where did it start? (they're very noisy). 
- All three are orderable via QM. 

My changes:

- Added a spider infestation event.
- Optimized code with spiders and simple_animals.
- Made a /hostile/retaliate type which will only fight back when hurt. Based on Cael's code.
- Added some farm animals on the map.
- Changed events, added a setup() proc which can let you setup variables or the event. Made the event only kill itself when it has called, announce(), start() and end().
- Brainrot will only need alkysine as a cure.
- Communication blackout will always be silent.
- Changed some admin buttons to use the new event system.
- Added a forceEvent proc which you can use when you enable debug verbs.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5525 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-12 16:44:06 +00:00
petethegoat@gmail.com ab4ecf3373 Committing a new event, rampant brand intelligence. Thanks Callans for the idea.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5518 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-11 18:34:51 +00:00
petethegoat@gmail.com f27399bcd5 Added a new events system!
The old one still exists, mainly so the associated admin buttons still work.
At some point I'll add a nice little panel for event stuff and remove the old procs.

event.dm is pretty well commented, and it should be pretty easy to figure it out.

Casualties of the change are space dust (which should probably be implemented separately if we want it back), the black hole event (which was awful), space ninjas (which didn't turn up), ionstorms (the non-admin ones sucked anyway) and CLANG, which I will probably add at some point, if no one else does first.
Also, I removed pierott's throat from the disease outbreak list. f that s.

Thanks to Sukasa and BS12, as my system is loosely based off of theirs.
Thanks Giacom for help with structuring and especially commenting this.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5511 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-10 23:45:57 +00:00