Port of the merchant mechanics from baystation12.
All of the trader, prices and most essential system are done, as well the job datum and the like. Mapping the shuttle, the base and a new dock will be done in a later pr.
Also adds phazon construction and several other items used in this pr.
The chance of the merchant slow being open at round start can be changed via the config, it is 20% by default.
changes:
Fixed an issue where the segment count argument of orbit() was ignored, leading to the Tesla not animating as it was intended to.
Fixed an issue where /datum/event had two completely unrelated definitions (fixes#3192).
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.
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?
changes:
Converted storage objects to Initialize().
Removed timer from storage New/Initialize in favor of LateInitialize.
Removed some pointless src from storage objects.
Fixed GC of some screen objects used by storage objects.
Changed storage objects' filling to be done by fill() instead of New()/Initialize().
Medkits actually work this time!
Modifies baseturf to be used instead of not used. Now all functions that used to call "get_base_turf_by_area(T)" will now call "T.baseturf". Turfs that do not have a baseturf defined will set their baseturf to be the result of "get_base_turf_by_area()", which will descend into "get_base_turf_by_z" and ultimately into "turf/space", if none of the previous stages catch.
ChangeTurf will now only keep baseturf persistent from father to child if the child has no baseturf set by code.
This allows for special turfs, such as ceilings, to have their own base turf, such as open space, to be used instead of the area/z baseturf.
Fixes#2763
changes:
Machinery now uses machinery_process() instead of process(), allowing machines to be put into SSprocessing-style lists in addition to the machinery list.
Automatic power calculations now involve less proc-calls.
Converts the ion trail effect to use SSeffects instead of a spawn-loop for processing, as well as makes it also manifest on openturfs instead of just space.
Intent: implement all of the features from #2442 while also unfucking the multiz movement files to be more readable and not recurse.
To that end, this PR does the following:
All multiz travel is now arbitrated by SSfalling. This will eliminate the need for recursion without relying on timers. Timers would be a bit scary.
The call chain for multiz movement now looks like this (in terms of overwritable procs):
can_fall() (Can lead into fall_impact() & fall_collateral() if returns FALSE)
fall_through() IF current block is open space ELSE fall_impact() & fall_collateral()
Removed almost every istype(src, A) check in the movement.dm file by exercising proper parenting and call chains.
Documented and standardized the contents of multiz/movement.dm. Because this is an API we're going to be relying on very heavily, I'd like to get this right before we move on.
A lot of minor tweaks, like swapping usr over to the applicable mob, and so on.
Merges the NanoUI subsystem with Nanomanager, as well as cleans up some nanomanager code.
Most of the files in this commit are changed as a result of removing the nanomanager global in favor of the SSnanoui global.
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
In this PR:
Destroy() fixes backported from PR #1783.
JaniPDA fixes & improvements.
Chickens no longer consume their own eggs.
Language adding in setup is now 100% more sane.
Chemical dispensers now actually check that the user is still alive before renaming.
Ghosts are now marked as non-simulated atoms.
Non-simulated atoms no longer trigger proximity listeners.
Vendors no longer accept synthetic tools as stocking options.
Fixes#812.
Fixes#1877, Fixes#1929.
Fixes#1930.
Fixes#1152, Fixes#1917.
Fixes#1902.
Fixes#1165.
changes:
Removed shim for old spark system.
Converted all calls to old spark system with calls to new one.
Processor-based effects are no longer pooled, as it had minimal performance impact and was breaking things.
Tweaked some visible_messages for rogue drones.
PB effects' handling of location is now done at the /datum/effect_system level.
This is it. The big one.
Risk: Very large. This modifies or rewrites several important systems.
Some things still need balancing, but that's probably better done if/when this hits dev.
changes:
New smooth lighting system.
Machinery split into three processes: machinery, powernet, pipenet Removed due to breakage. Refactored into multi-step process.
Mob process rewritten.
NanoUI process rewritten.
Objects process rewritten.
Tweaked color output of station lights.
Slime core lights now emit colored light.
Fixed light update frequency issue with fire alarms, hydroponics trays, and airlocks.
Increased light emission from bolted airlocks.
Miscellaneous performance improvements.
New datum pool implementation.
New lighting usage profiler.
Lighting system now tracks UV light, which is not visible to players.
Space now has a parallax effect.
Disabled Spin View verbs due to incompatibility with the new lighting system.
Disabled hallucination view spin due to incompatibility with the new lighting system.
Lighting system now initializes in the lobby before the round starts to reduce BoR deadtime.
Added UV light tracking to lighting engine; dionae now gain energy exclusively from UV light.
Added colored lighting to a few consoles that used default (white) light.
changes:
bugfix: "Fixed formatting of forms when held up to a security camera."
spellcheck: "Fixed grammar error in IA and CE's headsets."
Fixes#1196.
Fixes#1358.
Fixes#1376.
Fixes#1347.
Replaces some BYOND text macros with spans.
Issues:
M'sai's preview image does not work (missing image).
This will probably fix all the messed up computer sprites.
Also, update the bar signs to the new bay system, which is better than the old one.
Adds back the honker.
Add rolled down security officer jumpsuit, spritted and requested by Elohi Adanvdo.
A minor project focusing on Modular computers and exosuits. Changelog is small, since most of this is changes to unreleased content
In brief:
Adds an exosuit monitor program
Fixes many visual issues with the downloader program
Tweaks Exosuit killswitch and EMP mechanics
Fixes all the snowflake guns unique to our codebase with multiple firemodes so that they now actually behave correctly. Fixes a few bugs relating to computers, and updates modular_computers to use holoscreens.
This PR is intended to make working in cargo more interesting, and more like a real warehouse experience. IE, the place is an aladdin's cave full of wierd knicknaks and useful oddifies.
changes:
rscadd: "Added a Crash ability to exosuits. Uses the suit's mass to attempt to break through obstacles, sustaining some damage in the process."
tweak: "Buffed Ripley exosuit armor values significantly, and durand armour slightly. Firefighter ripley also buffed, but is slower than base ripley."
tweak: "Greatly increased the health values of some high-security airlocks."
bugfix: "Airlocks, tables, girders and windows now behave a bit more consistently when exploded. All airlocks are a bit more resistant to explosions when bolted."
rscadd: "Added some more narrator voices to exosuits."
rscadd: "Added some warning sounds for exosuits when low on power, or badly damaged."
tweak: "The power drain of EMPs used on exosuits no longer scales with the cell. A better power cell can now survive more EMP hits. Drain level is a little lower for the starting cell."
tweak: "EMP damage against exosuits reduced by 20%"
changes:
bugfix: "Newly protolathed/fabricated power cells now spawn with no charge."
rscdel: "Added entropy to all cell-charging operations."
tweak: "Most chargers are now faster. Cyborg charging stations are significantly slower."
bugfix: "Fixed newly spawned cells showing the incorrect charge state."
Somewhat rewrote the cyborg jetpack to be an internal component instead of a software upgrade. this allows it to be removed or destroyed, and to work without putting something in the borg's inventory. Also fixed it, it was broken. Cyborg jetpack can now be installed on a wider array of borgs that have reason to go EVA: Crisis, security, engineering, construction (also the unused combat borg, incase that gets re-enabled)
* Fixes Exosuit passenger removal
-Fixed exosuit do_after function, renamed it do_after_mecha
-Fixed all calls to this function
-Removing people from passenger compartments will now work
* Added changelog