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.
Turns the z-level restriction procs into macros
Changes z-level restrictions to use the macros
Use contact_levels for announcements (instead of player_levels)
Restricts the teleporter to station_levels instead of player_levels
Restricts AI tracking to station_levels instead of player_levels
Mechs only get tracking beacons if they are on station_levels (instead of player_levels)
Construction Drones gib if they enter a station level
Mining Drones gib if they leave the station levels
Removes the mining equipment vendor from the scrapheap
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().
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.
CHANGES:
Spiders will no longer create massive stacks of cocoons under dead comrades. Fixes#2448
Limbs infested with spider eggs will now take longer to burst. When they do burst, the limb is gibbed.
Infested limbs will give out more warning now past a certain stage.
Modified the spider event. The moderate severity one will now no longer spawn nurses, so they can't multiply.
Added a major severity spider event. It spawns more spiders than the moderate severity one along with nurses.
-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
Reduces the announcement message delay for spiders from 800-900 seconds to 180-300 seconds.
Number of spiders now based on severity, with a moderate level event spawning as many spiders as before.
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.
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.
- Increased the announce time for infestations.
- Made the staff of animation mimics not care about staffs being dropped, they will not attack their creator ever.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5538 316c924e-a436-60f5-8080-3fe189b3f50e