Commit Graph

57 Commits

Author SHA1 Message Date
Kortgstation@gmail.com
0c4f441cb5 Added Cheridan's slime sprites to replace roros. Replaced all mentions of roro/metroid with slime. Once Cheri has the rest of the sprites/Phol gets mutant race sprites I'll start work on redoing metroid/slime code with Giacom and adding breeding.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5223 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-29 04:12:22 +00:00
elly1989@rocketmail.com
8eba871575 Can no toggle whether an objective is completed via the traitor panel.
Currently only works for custom objectives.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5110 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-18 17:45:20 +00:00
elly1989@rocketmail.com
a10f6e0ec2 Added a switch inside client/Topic which can direct the topic call to a few frequently used destinations.
Before, when making a link to an admin tool, you done this:
<a href='?src=\ref[C.holder];parameter=1;>link</a>

Now, we do not need to use a reference to direct it to places like usr or usr.client.holder (or client, but you never needed src for that anyway)
usr: <a href='?_src_=usr;parameter=1;>link</a>
holder: <a href='?_src_=holder;parameter=1;>link</a>

This basically allows us to move a LOT of code outside of loops as we no longer have to create a \ref for every recipient of the message. They can all be sent identical links. A simple example of this would be in pray.dm Although it's most noticeable in the adminhelp code which is vastly simplified.

Adminhelp name spotting code thingy...whatever... looks for ckey matches first, then surnames, then forenames. This is to stop it possibly weirding out if there is a station full of "Ed"s of "Sarah"s

Prayer code no longer loads a new icon into memory every time a prayer is sent. Use image() not icon()!

key_name() no longer needs a reference for it's admin_link argument.

message_admin() pretty much doesn't need those extra arguments for finding and replacing %holder_ref%. I've got to go through all the code to check before I remove it though.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5105 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-18 08:27:11 +00:00
giacomand@gmail.com
b81901685e -Updated the changelog with the changeling change By Kor.
-Removed the buy menu from the old mob when transferring minds from a changeling.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5053 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-13 04:00:08 +00:00
elly1989@rocketmail.com
50fe648a91 Admin ranks now use bitfields for permissions. Rather than checking the name of the rank, adminverbs will now check holder.rights to see if it has certain bits turned on.
SERVER HOSTS:
This commit replaces the existing admin-rank system. It is now more customizable.
Admin.txt essentially works the same as it always has. Each line should look like:
ckey - admin rank

There is now however, an admin_ranks.txt. This textfile allows you to define ranks like so:
admin rank +ADMIN +FUN +BUILD
the +KEYWORD are flags adding permissions to that rank. There are brief descriptions in the text-file explaining what they do.

You can now name the ranks anything you like, and give them the permissions you want them to have. This allows, for instance, ranks like:
Game Admin on disciplinary +ADMIN +BAN
This would give that game admin only the tools they need to admin. They would not have access to 'fun' verbs which control events and antags.
There's lots of things you can do. For instance, a coder rank whom can debug stuff but cannot do admin tasks:
Codermin +DEBUG +VAREDIT +SERVER

There's lots you can do. As it evolves it will hopefully become more flexible.

admin_ranks.txt defaults to use the old admin rank names.

Apologies in advance as there will be a lot of anomalies, such as ranks losing verbs they once had. Please let me know about any problems. I can fix them quite easily simply by moving verbs between the lists or splitting the lists up into new flags.

CODERS:
There is now a check_rights(flags) proc. 
It check is usr is and admin and has -at least one of- the rights specified.
It checks > usr < not src, so keep that in mind!
If you need to check if something other than usr has specific tights, you can do if(holder.rights & R_ADMIN) etc.

KNOWN ISSUES:
+FUN probably needs to be split up into +MOBS and +EVENTS
In-game promotion/demotion is currently disabled. It will be readded after everything else works ok.
Erro's sql rights changes stuff is currently commented out. It will be re-added.
There are still many many verbs which need updating.

Apologies in advance for any inconvenience.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4991 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-02 10:23:04 +00:00
baloh.matevz@gmail.com
137535fbbe Fixed a wrongly put rank check for the proc that makes antagonists. Admins will now once again be able to use the 'show traitor panel'.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4902 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-17 11:20:57 +00:00
aranclanos@hotmail.com
ac5259836f My first commit, yay!
Removing:
 -Erro code of r4861. Xsi gave me permission p-please don't kill me.
Proc added:
 -Added a proc that checks the rank of the admin and compares it to a var given. If the check fails, returns a 0 and a "You need more acces" message. If not, returns an 1. admin_rank_check(var/rank, var/requested)
Admin option changes:
 -You need to be at least a trialmin to change a var in VV.
 -You need to be at least a trialmin to change the vars on the tator panel
 -You need to be at least a trialmin to allow votes or start a custom one. (All admins can cancel votes)
 -All mob transformations (of playerpanel and VV) and special options (like godmode), now requires trialmin status or higher.
 -All admins can use aghost now.
 -All admins can right click - VV if they are a ghosting.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4889 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-16 03:07:08 +00:00
giacomand@gmail.com
8c2036635e -Making AIs traitors will actually give them a law 0.
-Removed a feature so it cannot be exploited and clear your laws.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4836 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-09 04:05:51 +00:00
sieve32@gmail.com
8c387f2158 -Made all contructs children of /mob/living/simple_animal/construct and changed the type paths as needed
-Now when examining someone you can tell if their brain is missing, and it doesn't give the 'catatonic' part (Because the player is in a different mob and it's kind of misleading)
-Committed Lugar223's patch for the temperature gun, preventing the window from re-opening as it heats up/cools down
Fixes Issue 900
-Fixed the issue where dead players could use pAI carts if they left the window open
Fixes Issue 967
-Changed how the Destructive Analyzer handles sheets, now it will only deconstruct 1 sheet out of the stack at a time. Also found a bug where it would destroy its own components, so that is fixed as well.
Fixes Issue 989
-Secborgs can no longer put their stun baton or energy gun in rechargers, added a check for /mob/living/silicon
Fixes Issue 972

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4807 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-04 22:08:27 +00:00
giacomand@gmail.com
ff4f9a7699 -Fix for runtime errors when shuttles move.
Apparently the list holds unsimulated turf, which came from the shuttle, even though the list type is for simulated turf only. Because of this it was generating runtime errors. I made the foreach loop do a type check to fix this issue for now.

-Instead of an admin message, edited minds will instead just log.

Requested by Kor.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4741 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-23 16:29:51 +00:00
giacomand@gmail.com
b37ad5df02 -Changelings will start with the free powers. Meaning they don't have to buy it everytime.
-Buffed paralyse sting to 20 weaken. I made this change due to the new choking, as it was nearly impossible for the changeling to have enough time to sting their victim and get them into the killing grab, while before it would be extremely easy.

-When editing someone's memory and making them antags, it will display a warning message to admins to notify them of your action.

-Fixed EMP'ed lockers not updating their icons when they're unlocked.
-Lowered the cost of the agent card to 2 Telecrystals.
-When vent crawling, welded vents won't show up in the list.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4740 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-23 15:35:07 +00:00
elly1989@rocketmail.com
278aacd80a Changelings absorbed by other changelings can no longer rejuvenate back to life. This means changelings can no longer absorb eachother and rejuvenate to share genomes and absorbedcounts.
Fixed the transform to initial appearance adminverb.  I'm assuming it got broken when DNA was changed.

Made the cloaked-xeno sprite slightly more visible.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4656 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-08 08:16:37 +00:00
giacomand@gmail.com
be76c3afcc Fixed issue 645.
I changed how uplinks worked. Instead of there being a duplicate item which would switch out when it activates, there's an item called "obj/item/device/uplink/hidden". It is a hidden uplink which you can place in any obj/item. In "hidden" is where it will generate menus, check for triggers to show the menu and etc.. No need to switch out with duplicate items or add the menu onto the PDA's notes.

How to create a new uplink item in 3 easy steps!

1. All obj/item 's have a hidden_uplink var. By default it's null. Give the item one with "new(src)", it must be in it's contents. Feel free to add/remove "uses".

2. Code in the triggers. Use check_trigger for this, I recommend closing the item's menu with "usr << browse(null, "window=windowname") if it returns true. The var/value is the value that will be compared with the var/target. If they are equal it will activate the menu.

3. If you want the menu to stay until the users locks his uplink, add an active_uplink_check(mob/user as mob) in your interact/attack_hand proc. Then check if it's true, if true return. This will stop the normal menu appearing and will instead show the uplink menu.

I've given the recharge station's verbs a category so they don't create their own tab.
I've added a mob/proc called put_in_any_hand_if_possible. Name speaks for itself. Returns true if successful, false otherwise.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4450 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 21:57:27 +00:00
baloh.matevz
5a199fc564 I started with the desire to fix issue 634. It sounded like a simple issue, right? Well one complete rewrite of how equipping and stripping works later, this commit fixes issue 645
Code-wide changes: /mob -level procs:
equip_if_possible() is now known as equip_to_slot_or_del() to prevent confusion with equip_to_slot_if_possible() and to better describe what it does.

equip_to_slot_if_possible(item, slot, del_on_fail, disable_warning, redraw_mob)

equip_to_appropriate_slot() is now a /mob - level proc.

equip_to_slot() is an unsafe proc, which just handles the final step of actually getting an item onto the mob. It has no checks of whether it can or can't do that. Use equip_to_slot_if_possible() for that purpose.

New /obj/item -level proc:
/obj/item/proc/mob_can_equip(M as mob, slot, disable_warning = 0)

This proc can be used to determine whehter a mob can pick up an item from the item's side.

Carn, I'll need you to review code/modules/mob/living/carbon/human/inventory.dm to ensure that I'm not redrawing the mob too many times.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4423 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-15 23:15:55 +00:00
elly1989@rocketmail.com
a79f049ebd Moves mob/var/datum/changeling/changeling to datum/mind/var/datum/changeling (changeling datums are now held by minds rather than mobs)
As such, changelings can now be reported at round-end, even after gibbing. Resolves Issue 251

Changeling power proc_holders are now datums rather than objects.
Condensed all those changeling stings down a bit. This will make fixing issue 351 easier to fix

Replaced changeling fakedeath and a number of checks for the zombiepowder reagent with a bitflag: mob/var/status_flags & FAKEDEATH
setting the FAKEDEATH flag will make the mob appear dead in exactly the same way changeling parasting and parapens worked. I've updated changelings and zombiepowder to work with this flag.

Bug fixes for the staff of change. There was a type mismatch and I typo'd "alien" as "xeno" so xenos were not being randomly picked.

TODO:
changeling purchased verbs could probably be moved to mind/special_verbs. Likewise, other modular antag proc-holders can be merged with the changeling system using the same type of datum. (namely wizards)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4377 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-12 05:43:39 +00:00
elly1989@rocketmail.com
40c2238c24 Minds part 3
Removed mob/var/original_name. Totally replaced by datum/mind/var/name now.

Fixed round-end reports. They're now sort of follow the same format as each-other. Not sure how the ew format will work out on high-pop servers. if it's too spammy I'll tone it down a bit.

Fixed pais. Their life.dm got unticked. Resolves issue 759

Known issues: 
Borgs keep their human objectives when borged. I'll try playing with the way minds work for silicon mobs whe the freeze is over.
No way to edit minds when they are not attached to a mob. Need some sort of debugging tool.
datum/mind/var/mob/living/original isn't realy used for much. I could probably replace it with something more useful.
Changeling stuff is messy. The changeling object should be referenced by the mind not the mob (or something)

Part 4 on hold will try to address some of these known issues. Taking a break from minds to fix some issues on the tracker now (like lighting)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4355 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-09 23:41:01 +00:00
elly1989@rocketmail.com
05460b5c1e Whoops forgot to click save or something.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4347 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-09 13:38:33 +00:00
elly1989@rocketmail.com
df75514318 Preparations for minds - Part3.
Replaced mob/var/original_name with datum/mind/var/name.

Halved the speak-chances of every simple-animal because that constant squeaking was insufferable.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4346 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-09 12:40:17 +00:00
elly1989@rocketmail.com
81bff7c5f5 Important!
Minds part2 - Carn loses her mind.

The way datum/mind stuff works has been changed a lot. I really can't explain everything. If you have any questions it'd just be easier if you leave a comment or ask me in coderbus.
Generally, minds now represent IC characters rather than following a client around constantly. Minds can change owners, mobs, (names WIP).

Technical babble:
The var/current and var/original variables of the mind datum must always be of type mob/living (or null). Please do not mind.transfer_to(ghost_mob). If you want to ghost somebody use ghostize()! It will do all the technical stuff for you.

mob/dead/observer/var/corpse was removed. mob/dead/observer/var/mind is now used as a reference to the last mind the player had (so respawning code has something to reference), but also because mind.current is a far more useful way of tracking a corpse. If somebody triggers a mind.transfer_to() call on your corpse, your mind will be tranfered to another mob/living or something...that will then be considered your corpse. This could allow for more interesting mind_transfers. For instance, the "raise corpse" rune ghostizes any player in the corpse to be raised and selectes a random dead player to take possesion of their character! The person possesing them will have all of their memories, objectives, etc. The poor guy who was originally the owner cannot re-enter body if there is another player in his body...but if that player is ghosted he can once again return. Exorcisms anybody?

Changes to cloning and hydroponics. I will likely have to rework these later as they're hacky as hell right now.

A lot of stuff is now handled by Login/Logout rather than in hundreds of different places. One such example, mind datums get their variables updated at Login and Logout.

Fixed a few minor bugs. I'll update the issues manually in a bit because I literally cannot think atm.

TL;DR guide:
-If you want to make somebody a ghost use ghostize(). Or you will need to find a doctor to stitch your bits back on. :)
-You don't have to worry about making minds. Simply doing key="carnwennan" or whatever will either: A) make a new mind and initialise it if there isn't one or B) take possession of the mind currently attached to the mob.
-It's safe to transfer a mind even if a key isn't in-body (e.g. they are ghosted/admin-observing etc!) Minds have an active variable which tracks whether they are currently synced with a key. This is to avoid dragging ghosts back into their bodies when say, a wizard mind_transfers them.
-Transferring a mind whilst var/active=1 will cause the following: mob.key = mind.key. So no need to do that separately (in fact you'll lag things if you do, so don't)
-If you do want to initialize a mind manually, say if you don't have a client to login to the mob yet, simply do new_mob.mind_initialize(). Simple! When someody is logged into that mob they will take ownership of the mind and it will sync up.

NOTE: a lot is probably broken since this is a pretty massive change. Please let me know asap (with actual info! Shouting at me, "IT BORKED HALP", doesn't help)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4342 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-08 20:51:55 +00:00
elly1989@rocketmail.com
48088b79d9 ugh...this was horrible. I'm really sorry if I fucked anything up, I was literally going braindead towards the end.
Replaced every l_hand = and r_hand = and all that if(hand) crap to use standardised procs. This means we can use procs like Dropped() reliably as they will always be called when things are dropped.

Thorough documentation to come. But generally, if you want a mob's icons to update after deleting something in the inventory...use drop_from_inventory(the_thing_you_wanna_drop) just before deleting it. If you wanna put something in a mob's hands use put_in_hands() (or one of the variants). It'll try putting it in active hand first, then inactive, then the floor. They handle layers, overlays, screenlocs calling various procs such as dropped() etc for you. Easy

mob.equipped() is now mob.get_active_hand() because there was another totally unrelated proc named equipped() and stuff was confusing.

Weakening was made instantaneous.

Minor optimisations for human/handle_regular_status_updates(). I'll port these changes over to the other mobs next. Basically it should stop it constantly incrementing every status effect even after death.

umm... bunch of overlays related fixes... I think that's everything. :/

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3900 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-23 21:24:45 +00:00
johnsonmt88@gmail.com
c6a55b6427 Borgs and AI's
- No longer able to be cultists because their objectives completely contradicts robotic laws. Fixes issue 510.
- No longer able to be revolutionaries.
- - There was existing code for this already, but it should function properly now.
- - It now takes into account admin's borging players.

pAI's can no longer see revolutionaries or cultists.
- pAI's get a brand new mind instead of wiping their previous antag status.
- This way it prevents players exploiting the cult/rev hud icons and it does not affect the end-round scores and statistics.

Piano's 'repeat' has a limit of 10.
- This will stop byond from thinking playsong() is an infinite loop and crashing the server.
- Added a check so that players can not bypass the limit without stopping the song first.
- 10 is just an arbitrary number I chose, feel free to change it but keep it within reason... and byond's limits.

Fixed a bunch of 'emergancy' misspellings.
- Commit log worthy material right here.

Fixed a bunch of 'emergancy' misspellings.
- Commit log worthy material right here.

Changelog updated.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3878 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-20 17:06:33 +00:00
johnsonmt88@gmail.com
883b290064 Server crashing and exploit fixes
Added a cooldown to the containment field shocking players
- If a containment field was set up in a small room, it was possible to crash the server by jumping into the field with no way to escape it. This was likely due to the hundreds of spark effects being generated every second, on top of all the other calls it had to make.

Used the existing parent proc to check for proximity, canmove and death on:
- Atmos pumps
- Atmos mixers
- Canisters. (This should finish off issue 397.)
- Crew monitering computer (This one probably didn't need it but it shouldn't change the way it works.)

Added admin checks to:
- datum/mind
- tensioner
If either of these fail an admin check an admin log will be entered into the server logs and a message will be displayed to admins.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3818 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-14 19:31:15 +00:00
vageyenaman@gmail.com
49647d329a There's a metric assload of stuff here, mostly in preparation to my massive traitor expansion, so I'll try to be brief:
- I added in the foundations for traitor factions. See factions.dm for all the different faction datums. They don't do anything yet.

- I completely ported mob/var/mutations from a bitfield to a generic list. Mutation enumerated-identifiers are added into this list. For instance, TK = 1, COLD_RESISTANCE = 2, XRAY = 3, etc... The purpose of this was because bitwise operations could not actually be used after a certain size (because BYOND is stuck in the 16bit era).

- I've added in completely-functional nano-augmentations. Check under implantnanoaug.dm for a list of implants and implaners. As mentioned previously, they are completely functional but may be slightly OP. Among these nanoaugs are Super Strength, Psionic Radar, Electric Hands, Energy Blade/Sword Synthesizer, Rebreather, Dermal Armor, Combat Reflexes, and Regenerative Nanorobots. I won't go into detail as to what they do, but hopefully they should be self-explanitory. If not, check out their descriptions in the file previously mentioned.

- Added in a future traitor item, the Mind Batterer. Along with it a new .ogg file.

- New telecomms bus mainframe sprite, thanks to WJohnston.

- New holdable shield, sprites courtesy of Muncher (i had to mangle the side sprites because of a technical little issue. I'll change it back to the original soon). It can be retracted and expanded. Probably only going to be given to traitors.

- A couple of minor bugfixes here and there, along with some code tidying.


Hope this isn't too large a commit. I intended it to be MUCH larger, but I've decided to split up my Traitor Factions expansion into smaller commits.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3692 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-29 03:16:47 +00:00
johnsonmt88@gmail.com
fd529891ca Sanitized a large number of input()s.
- Hopefully this will cut down on the server spamming/crashing escapades happening on other servers. (This wont stop that from happening, this just makes it less severe)
- Some of the sanitizes were probably unnecessary, but better safe then sorry.

Added MAX_NAME_LEN constant which is initialized to 26.
- Please use MAX_NAME_LEN instead of typing in 26 when cutting inputs short. 26's are annoying when they have to be changed and you have to hunt through over a hundred files and tens of thousands of lines of code to find them all.

Moved uplink_kits.dm to code/game/objects/storage

Moved uplinks.dm to code/game/objects
- The stuff inside uplinks.dm could really be chopped up and split into separate dm files but this will do for now.


*********************************************************
**********************Important**************************
*********************************************************
When you create code that asks the user for an input consider whether or not it gets shown to the user through html or the like.

If it does please sanatize() or strip_html() it. Also use copytext() to cutoff spam by using MAX_NAME_LEN and MAX_MESSAGE_LEN as the cutoff var.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3652 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-24 19:34:04 +00:00
johnsonmt88@gmail.com
13dc140188 - Updated jobban panel to reflect the recent R&D changes
- Runtime fix for admins using the traitor panel before the round starts

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3570 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-09 07:23:44 +00:00
VivianFoxfoot@gmail.com
0361469168 Changes rev objectives to use the proper objective so heads being off station actually works
Changelings faking death can no longer have their brains cut out.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3501 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-24 17:18:39 +00:00
VivianFoxfoot@gmail.com
8fe80454fd Tensioner revheads no longer get an uplink
Singlostarter verb now properly starts containment fields.  It also sets up the SMESes and Rad Collectors 
Moves show tension report down to trialmin

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3331 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-20 15:52:05 +00:00
VivianFoxfoot@gmail.com
cd0428f4bb Fixes a bug where the tensioner spawning players would fail in less than ideal conditions.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3303 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-15 22:31:23 +00:00
VivianFoxfoot@gmail.com
d4eb845626 Adds a new config option called 'Tensioner'. If enabled, if the tensioner thinks the round is going too slow (Not enough deaths and explosions, pretty much, atm) it suggests adding more antagonists. Unless overriden by an admin (any holder) it automatically creates antagonists from a random round type. Feedback and round-end conditions (except for nuke team) will not (should not) function for additional antagonists.
Tratior borgs who hack themselves cannot be blown by their AI.
The AI can now open doors with shift+click, bolt them with ctrl+click, and shock them with alt+click
Adds a new wire to doors that controls the time delay before they close.  If pulsed, they close like a sliding glass door.  If cut, they do not close by themselves.  
Borgs who have died, ghosts, and are then blown up will now have their ghosts properly transfered to their dropped MMIs.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3269 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-11 20:08:31 +00:00
petethegoat@gmail.com
bc7517ca42 Removed revhead uplinks! See: http://nanotrasen.com/phpBB3/viewtopic.php?f=15&t=7975
Fixed a couple of spelling errors.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3224 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-01 22:21:47 +00:00
musketstgstation@gmail.com
ddc7f45a13 Integrated BS12's improved uplink code, courtesy of SkyMarshal.
This means items now spawn in your hand if possible, items are sorted into categories, and only items you have enough telecrystals to purchase will be displayed.  Also, the same basic code is now used for PDA, headset and nuke-round uplinks, and it should be easier to add new items.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3216 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-29 22:50:14 +00:00
kortgstation@gmail.com
3bada93424 The Wizard no longer starts with Ethereal Jaunt.
Instead, the spellbook simply starts with an extra use. This will save you the trouble of re-memorizing if you do not want to take ethereal jaunt.

Put an Ion Rifle on the nuke ops shuttle which will hopefully help with nuke teams getting routinely destroyed by sec borgs.

Fixed a wizard spawn message which referred to a no longer existing item (it mentioned "two" artifacts in your pockets,though you no longer spawn with a scrying gem)

Added Magus Helm sprites/object, which as of now does not spawn and is just an alternative wizard hat (counts for spell requirements).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2743 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-19 11:54:11 +00:00
mport2004@gmail.com
3c68098a08 Fixed a few runtimes.
Changed the shotgun pump proc a bit, should work better now and not teleport old shells around.
Added a config option for the jobs to be loaded from the jobs.txt rather than use the defaults.
Loyalty implanter removed.  The Limplanter was designed to be on the prison station as it took more time and was a pain to get people up there to implant them.  No prison station, no Limplanter.
Implanter lockbox moved to the armory from the HoS' locker.
Security room's table once again shrunk so people can walk around in there.
Brig lockers are now anchored to the inside of the cells and once again have their IDs set.
Warden's locker moved to his office.
Cell controls Names/IDs/Access fixed as well as once again working with the brig lockers.
Removed a few of the blast doors from the inside of the brig.
The three secure cells have blast doors controlled from a button outside of the cell.
The play admin midis toggle should be working properly now.
Morgue trays will no longer teleport anything from anywhere.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2413 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-22 11:32:08 +00:00
mport2004@gmail.com
e782d47580 Few runtime fixes.
Cleaned up the job selection code.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2289 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-29 05:20:33 +00:00
uporotiy
fdb4934f54 Changeling mode now has 4 changelings, each working on its own objectives, but possessing the ability to hivemind with the others.
It'll be fun, I promise.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2068 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-29 21:36:26 +00:00
mport2004@gmail.com
c9bb9c2e5f Doors now check for critter access.
Cleaned up the objectives a bit and made a new "kill" one for rev.
Cleaned up implants and implanters a bit.
Cleaned up the prisoner computer a bit.
Sec Huds can be placed on security helmets (Still needs a sprite)
The beachball now has in hand sprites (Kor)

Cult:
Heads other than the Captain and HoS are now able to start as or be converted to a cultist.
Loyalty implants will block conversion but will not unconvert cultists.

Rev:
Station Heads or Head Revs who leave z1 will count as dead so long as they are off of the z level.
Loyalty implants will block conversion and will unconvert revs upon injection.
Once a mind has been unconverted it may not be reconverted

New items:
Loyalty implants, small implant that prevents reving/cult
The Captain, Warden, Officers, and Detective all start with one already implanted
Loyalty Implanter machine on the prison station that implants loyalty implants and may regen implants after a cooldown.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2049 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-26 07:41:37 +00:00
mport2004@gmail.com
6c54ced90d Recoded flashes a bit
Lowered the break prob
Added eyescrewdrivering, debraining to the attacklog
Added BoH blackholes to the gamelog and admin messages

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2005 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-12 06:23:13 +00:00
baloh.matevz
e3ccbab516 WIP code for job assignment, as part of the UP upgrade project. None of this code is used in-game yet.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1816 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-09 23:45:31 +00:00
rastaf.zero@gmail.com
84d92a111e New sprites for hydroponic tray (belongs to Farart).
Fixed some typos.
Categorized some noncategorical verbs.
Badmins and trial admins now can use "select equipment" verb.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1770 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-05 05:25:16 +00:00
vageyenaman@gmail.com
eee36e4f7e Okay, this is a pretty big revision!
Viruses:
     The virus system was COMPLETELY reworked.

     Good news, Virologists! This means people can now be infected by multiple viruses at once. Some of the virus-spreading protocols were tweaked to support this change, and as a result, they are now considerably more infectious. I also changed some background reagent variables to better support DNA, blood type, and virus combination.


Turrets:
     Fixed some lingering bugs that would bog down the global event processor.


Changelings:
     People turned into "husks" after being drained of their DNA by changelings can no longer be cloned.


Miscellaneous:
     I tweaked a LOT of mob code. This shouldn't have any noticeable impact on anything, but was required in order support the virus overhaul.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1753 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-02 04:00:25 +00:00
noisomehollow@lycos.com
449e0b765a Fixed some typos in traitorchan (lol).
Adjusted ninja random event to go with the new mode changes.
Due to inclusion of monkey mode, added back monkey ability to vent crawl. Identical to larva.
Brains can now suicide.
Warden now starts out with a special hat. Welcome to Hat Station 13.
Holograms should no longer be draggable by space wind.
Slight change to pulse rifle so it looks like the older sprite.
Added deathsquad armor to admin equip list.
Added tunnel clown gear to admin equip list.
Fixed minor announcement bug with respawn_character.
PDAs now redirect to Notekeeper when the code is used again with an unlocked uplink.
Added a note for built AIs to adjust camera network. Camera movement doesn't always work right without adjusting the network first.
Ninjas can now hold an extra battery in their hat and suit slots.
C4s now give a message when planted on people and are recorded in the attack log.
Fixed spelling on messaging server.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1735 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-26 21:28:23 +00:00
rastaf.zero@gmail.com
f639ece55d Update for game masters:
-Right click commands "Make robot/alien/ai/monkey" moved to "edit player" screen.
-Right click commands "Make traitor/cultist/changeling/etc" moved to "edit mind" screen.
-- note: currently the only way to humanize monkey is to use "edit mind" screen.
-Added right click commands showing "edit player" and "edit memory" screens.
In light of an incoming tournament on ss13.ru I have added "Select equipment" right click command. It allows to instantly dress mob as you wish. Coders, feel free to add more dress packs, like "centcom inspector", "space pirate" and so on.
A strange command "list_occ" now called "List free slots" and shows unoccupied jobs.
Added golden cup, sprite belongs to Farart.

You can now take a power cell from charger even if there is no power.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1724 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-25 11:30:05 +00:00
rastaf.zero@gmail.com
ec53fdddc9 Singularity cannot drag blood and runes anymore.
Fixed typos.
Fixed issue 120.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1714 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-23 19:54:16 +00:00
noisomehollow@lycos.com
3c0a76df30 Reduced deathsquad marauder number to 3 (previously 4). Added some fluff to their launch sequence.
Revisions to CentCom. CentCom now has its own access levels set, and a unique ID changing computer.
Added nasa void suit and captain armor to item steal list.
Fixed some run time errors for hand-tele from my previous commit.
Removed the remove poo and urine button from secrets.
Decoy AIs can now say stuff like regular AIs. This is useful if you need a non-player announcer for something, while taking into account talk_understand and the like. I use it for deathsquad shuttle announcements. I've placed A.L.I.C.E. on CentCom for such reasons.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1704 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-22 06:28:28 +00:00
rastaf.zero@gmail.com
d6e0f1cf22 Freaking big GAMEMODES UPDATE.
I have done lots of work to make selecting players for special roles be fair.
- New options preferences: "be traitor", "be changeling" and so on for all special roles.
- Now you can have job of AI/cyborg in preferences and do not lower your chances to become wizard/changeling/etc. And vice-versa: you do not have to select AI in your preferences to have non zero chance to play malf.
- Jobban from syndicate bans player from any special role (including malf AI, cult, etc).
- Fixed bug with changeling round not ending sometimes.
- All special roles were tuned to work better as admin-driven event.
-- All adminmade special characters will be listed at the end of round of any type.
-- All adminmade special characters are fully functional with following exceptions:
--- The ending conditions are determined at round start, i.e. you cannot end revolution by killing wizards and malf AIs (however, with nuke you can end anything).
--- The cultists cannot get their special objectives.
--- The malf AI can hack the APCs but without any profit.
--- The syndicate operatives must obtain the nuke/working code from admins.
--- As before, nuclear explosion ends round. Even if nuke was used in wrong place.
- Fixed thingy like "Not enough players for revolution game mode. Restarting world in 5 seconds."
- Changeling wont get objective "absorb X genomes" when there are less that X players in game.
- proc/equip_if_possible now has return value, procs like equip_revolutionary (giving a flash) should be more reliable.
- There are no fake wizards anymore. The research staff have to kill ALL wizards on order to win, even adminspawned ones. ("give spell" verb works as before, not making a spellcaster to actually be wizard).
- The semi-new game mode: traitor+changeling. Just like regular traitor mode plus one changeling. Round ends when the shuttle reaches centcom. Option for config.txt: "PROBABILITY TRAITORCHAN".
- Successful malf AI now have 60 seconds to choose to explode the station or not (some players still have to rejoin game to have their new verbs shown in Malfunction tab).
- Monkeys mode fixed, monkeys wouldn't randomly cure anymore.

For admins:
- New powerful mind editor oriented to mixed rounds.
-- Setting someone as special character (like wizard) does not equip him/her automatically. You have to do it it next step. Note, that in case of wizards and nuke operatives their old dress will be deleted! If you do not want it you shall use "undress" link.
-- Only operatives, head revs and cultists have their objectives set immediately.
-- You can unemad borgs!
-- You cannot unemag borgs because calling mind editor for nonhumans is blocked atm.
-- many other useful features.
-- you can fix burned out flashes from mind editor.
-- first assign the new malf AI/wizard then demalf/dewizard old one or round will immediately end.
- if delete the nuke bomb during its downcounting round will stuck. Using "edit ticker variables" set ticker.mode.explosion_in_progress = 0.

For coders:
- /datum/game_mode/malfunction/AI_Module renamed to /datum/AI_Module. Reason: What. The. Fuck.

Unrelated fixes:
- Blueprints can create areas up to 300 tiles (was 100).
- Cyborgs wont leave backpacks at spawn point anymore.
- Fixed bug in preferences causing preferences files to be huge.
- Diseases can infect again.
- The option "SQL_ENABLED 0" now works in config.txt.
- fixed critical bug on assassinate objective.

Bugs:
- We have a bug with job distribution for people who haven't any available jobs in their preferences. Players tends to group by jobs.
- For example, if we have 3 players they with hight chances will got same jobs. And probability of having one engineer and one medic _exactly_ equals _zero_.
- I am not sure if my changes made that bug worse. Anyway I MUST do this commit. Bug will be fixed eventually. Maybe.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1703 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-21 21:22:23 +00:00
noisomehollow@lycos.com
835118fa49 Ninjas are now a random event. They may appear in most game modes after about an hour, with an assigned objective list.
Fixed aliens :a talking while dead.
Disabled hand-tele on clown-planet z-level since people were still finding ways to abuse it.
PDA menu will close properly if detomatrix fails and explodes own PDA.
Late joiners are now added to minds. It's now possible to assassinate them, and so on, as an objective.
Added a few more objectives (capture, steal brain of, protect, and download research) and new possible items to steal (also fixed admin-added steal objectives). Mostly focused on ninjas but admins can give them to regular traitors. Only research downloading is outright impossible for regular traitors (they must wear a ninja suit).
Added a few revisions to mind/objective datums and a few other things. The game should now report any extra antagonists for most round types, excluding AI malfunction.
Added two new words to station_name.dm.
Other misc changes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1698 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-20 05:22:41 +00:00
noisomehollow@lycos.com
1dfe1cda8e #Fixed Chaplain hoodie sprite.
#Respawn_character() now properly respawns aliens and monkeys if specified to do so.
#Added more options in admin quick panel (for players) to get, send, check if traitor, narrate, and subtle message mob.
#Admins can now click an X by admin name, in asay, to jump to that admin. Makes things easier.
#Moved admin transform verbs into fun tab.
#Removed boom boom shake the room since not even hosts are allowed to use it.
#Pierrot's throat now has a 35% chance of being cured by eating bananas. Up from 5.
#Fixed AI cards.
#ed209 and Beepsky now properly figure in deafness when speaking. Doesn't affect voice files.
#Fixed Syndicate PDA not triggering door.
#Aliens can no longer magically crawl to the prison station and back.
#Aliens can now quickly (5 seconds) break out of cuffs by resisting. No change to buckled.
#Facehuggers will now properly set the alien_egg_flag if the target was infected or not. Curing the alien egg should also reset the flag. I think it will be best to get rid of the flag entirely in the future.
#Added isalienadult(mob) proc to check for humanoid aliens.
#Probably fixed death squad spawning. They pick by key now, instead of mob name.
#Spawning xenos now uses the client match method so you can specify who you want to respawn if wanted.

#Ninjas now tell admins what their set mission is. If given objectives by admin, it should report them at round end for certain rounds.
#Spawning ninjas now uses the same method as respawn character (typing in key/ckey).
#Added a ninjify admnin verb. Possible to right click.
#Can now resize spiderOS window.
#Misc fixes and adjustments. Minor map change to CentCom holding facility.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1685 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-12 18:10:53 +00:00
noisomehollow@lycos.com
e7d8a28fd4 #Reverted default religion to Space Christianity. SS13 is not 40k and the Imperium is not mentioned anywhere in the [tgstation] backstory as far as I know. It's fine if that's what you want to worship but it does not make a lot of sense for it to be the default option.
#A few specific religions will now spawn unique books (they all use the Bible sprite). Feel free to expand on this.
#AIs and cyborgs will now get the code phrases if they are a traitor. Rev heads will no-longer get them. Finally, rev heads will properly equip their items if admin-made.
#Added field generator code improvements by Aygar.
#Added a general turf proc to kill mobs/creatures in a tile, kill_creatures(). Might be useful in the future if more creatures are added.
#Added a general teleport proc, get_teleport_loc(). Supports only 4 directions of movement.
#More code improvements to ninjas. Admins will now only spawn player ghosts as ninjas. No more admin ninjas.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1577 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-13 08:30:05 +00:00
uporotiy
015452056b Hydroponics
Replica pods are now available for growing. They're limited to 3 seed packets, take 10 minutes to clone a human by default (ie if you don't breed them) and have a 70% chance to grow a plantman instead of a human (again, by default). To make the pod clone a human, you merely need to inject the seeds with his blood. Then, if he's dead by the time you harvest the pod plant, you'll clone him, otherwise it'll be an inert clone. Planting the seeds without injecting them with dna allows you to breed them so they're better, as they always result in one seed packet on harvest if there's no dna.
 Map
Added an easter egg. Moved Kingston's cup to medbay.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1509 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-30 14:06:41 +00:00
rastaf.zero@gmail.com
b58e465bbe Shitton of bugfixes related to bryteloss/fireloss.
Note for coders: in order to help with seaching of health-related bugs I have moved many procs from /mob/ under /mob/living/.
Also, done some clean up and rearranging.
Results:
-admin rejuvenating now works again;
-people screams if getting creamated while still alive;
-diseases actually loose your health;
-monkeys wearing masks receive protection from acids as humans did;
-and other minor fixes and improvements.
Bugfix for imbuing a talisman.
RD now spawns with only 2 pens instead of 3.
Audible emotions can be heard by people outside of locker/other container.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1446 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-15 07:41:19 +00:00