Commit Graph

5851 Commits

Author SHA1 Message Date
skull132
56ac9238cd Merge branch 'master' into development 2017-08-04 22:19:20 +03:00
Alberyk
193e15c224 Fixes ai core airlock, lack of bluespace crystals and a bit more (#3225)
-fixes #3218
-fixes #3213
Fixes a messed up table at telescience
Fixes a wrong cable at engineering
Fixes a broken uplink item
Fixes a wrong named camera
Changes the location of the heister and merc shuttles in the under station z level to be near the engine pipe area
2017-08-04 22:18:25 +03:00
Alberyk
b4fa4a8b3a Baystation12 merchant port (#3155)
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.
2017-08-04 21:36:04 +03:00
Ron
0a760075ee Adds the gravity generator (#3183)
Works like it did in old code with some minor additions. The sprite is the one TG uses.
2017-08-02 19:48:54 +03:00
skull132
fd7aea8901 Merge branch 'master' into development 2017-07-31 21:58:50 +03:00
Lohikar
a6a9a6ab7b Fix Autodrobes again (#3190)
changes:

Autodrobes no longer steal your clothes if you had an oversuit on but not a custom jumpsuit.
Late Miscellaneous Init (LMI) no longer uses silent init logging.
equip_to_slot_or_del() will now equip even if the target slot would normally be inaccessible.
May fix #2826.
Fixes #2512.
2017-07-31 21:49:23 +03:00
Lohikar
36164a15d4 Better action progress bars (#3175)
changes:

Progress bars will now stack if there is multiple ones on a single turf.
Progress bars' update speed is now mediated by stoplag() instead of arbitrary numticks numbers.
A callback can now be passed to do_after or do_mob which will be called every check - if the callback returns FALSE, the action is cancelled.
Progress bars no longer show an X briefly when their associated action is cancelled.
Progress bar itself is from /tg/, do_after changes are not.
2017-07-31 20:23:47 +03:00
Wraithcraft
219ce42ac8 Cocktails patch (#3167)
Adds Champagne, Bitters, Mint Syrup and 11 different cocktails. All of the spritework is awful. I'm sorry about that.

Cocktails: Champagne Mojito, The Classic, Cork Popper, French 75, Muscovite Mule, Orange Mimosa, Pink Gin, Pink Gin and Tonic, Pirate Punch, Planters Punch and Southside Royale.
2017-07-29 00:38:39 +03:00
Lohikar
cfb7357c6f Area cleanup, Minor BST tweaks, Nuke Fixes, Explosion fixes (#3164)
changes:

Ported some timer fixes from /tg/ (timerid overflow fix, invalid deltimer logging)
Removed pointless air alarm elections.
Cleaned up some area code and moved area var definitions into areas.dm.
The nuke now only destroys Zs connected to the Z it detonates on. (Fixes #2552)
The nuke no longer destroys CC.
Nukes now dust mobs.
Cascades now dust all mobs on all non-admin levels.
Fixed a bug where SSexplosives would not honor the is_rec var.
Improved the efficiency of /proc/random_station_area().
Bluespace Bugs can now teleport out again.
Bluespace Technicians can now turn off their x-ray vision without needing to remove their glasses.
Human-types no longer make footstep sounds when lying down, unconscious, or dead.
2017-07-27 18:10:38 +03:00
Lohikar
e06fa3c795 Minor Initialize fixes (#3138)
changes:

Fixed some missing hints for gibspawners and spiders.
Removed all duplicated lattices/catwalks from the map.
2017-07-23 12:41:23 +03:00
Alberyk
fe151484de Hardsuit tweaks, tech levels fixes and pAI EAL addition (#3099)
-removes the plasma cutter from the ce and eva's suit, replacing it with a drill that fills the same purpose of the old plasma cutter
-adds more access restriction to the rigs as whole
-adds actuators to the terminator rig
-adds the cmo labcoats to the locker
-fixes #3097
-fixes #3098
2017-07-19 13:41:39 +03:00
Juani2400
e38b75b2a7 Map fixes and modifications; new "Command" directional sign. (#3093)
Fixes: #3089,
fixes #3085,
fixes #3081,
fixes #3074 (should),
fixes #2988,
fixes #2907,
fixes #2749 and
fixes #2631.
- Fixes a variety of other bugs and issues that were not reported in the Github.
- Modifies the Warden's Office, Security Desk and Captain's office to different layouts. These do not include structural modifications.
2017-07-18 12:25:46 +03:00
skull132
97817469d2 Fixes #2978 and #3084 (#3086)
Fixes #2978
Fixes #3084
2017-07-18 12:22:52 +03:00
skull132
d765f2e808 Fixes #3063, #3064 (#3069)
Fixes #3063
Fixes #3064

Makes the asteroid area equivalent to the space area: cannot be powered with an APC, an APC cannot be placed there, and blueprints will allow you to create new areas there. Also tick checks a blueprint proc which caused the lag in the first place, just for future reference.
2017-07-16 20:46:01 +03:00
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
MarinaGryphon
9eb0142bfb Fixes #3054 (#3056)
This was an incredibly easy fix that removed some stupid code I never should have had to fix. >:(
Hoists should be fixed when this is merged (and if this compiles, given my apparent coding skill).
2017-07-16 15:33:42 +03:00
Alberyk
ac5b4ea055 Food, hair and grammer fixes (#3058)
Fixes #3051
Fixes #3055
Fixes #3057
Fixes #3061
Fixes some food having no taste, also fixe cheese tasting like meat and other minor things like grammar.
Removes the ,45 magazine from the warden's locker, and give them a helmet to match his armor
Fixes a missing window at the main central level
Fixes a messed up hall at central command
Adds a small room for interview for the ccia in the odin, that was left out due to map issues
Adds the captain chair overlay that I forgot to add way back
2017-07-16 11:56:13 +03:00
Lohikar
4e0057daa0 Minor storage & SSair init fixes (#3049)
changes:

Storage objects can now defer shrinkwrapping of contents until the next stackframe if things are being put in them without using fill() (such as autodrobes & BSTs)
SSair init properly yells at the admins when it's done.
2017-07-16 02:06:00 +03:00
Lohikar
1b0995e25f Make storage objects a bit saner (#3042)
changes:

Storage object overlays are no longer force-compiled during mapload, since people can't look at them at that point anyways.
Storage screen objects now involve (hopefully) no appearance-churn and use types better.
Added profanity to storage code.
2017-07-15 22:34:37 +03:00
skull132
6de4ff99f5 Fixes #1616 (#3041)
Inventory code: 0.
Skull: 1.
2017-07-15 21:54:53 +03:00
Ярослав
4e8ee11c6e Robotics module packs overhaul (#2880) (#2949)
Reposting from PR #2880 because of branches conflict

Finally did find a way to add blueprints to construction cyborg. Engineering cyborg modules are now more related to construct things inside of an area, while construction cyborg is now have all tools which might be needed to create new areas (+APC's, air alarms and such). A bucket and a matter decomplier to a janiborg.
Maint.drones did receive their wires limit being lowered from 30 to 15, wood and plastic dispensers capacity is multiplied by 2, and a standart engi module pack is now contains 45 wire length instead of 30
2017-07-15 16:25:44 +03:00
Alberyk
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
MarinaGryphon
830a4edc66 Catwalk hoisting and other fixes, take two (#3031)
Unanchored catwalks can raise and lower objects on them.
Mechs can be hoisted using catwalks.
forgive me for i have sinned
2017-07-15 16:20:41 +03:00
Lohikar
b5472e50f4 Convert a fuck ton of machines to Initialize() (#2985)
Needs testing, but shouldn't break anything. Also adds Destroy() to the SMES base class.
2017-07-14 20:08:59 +03:00
MarinaGryphon
12ccc4e7a7 Attempting fixes for some hoist bugs. (#3027)
Hoists now release hoistees if they wriggle out somehow. Shouldn't happen anyway, but consistency_check should handle any odd shenanigans.
Silicons should be able to be hoisted. Buckling wasn't anchoring them, for some strange reason.
Fixed a bad message, where [user] was used instead of [usr].
You can't directly unbuckle people from hoist hooks.
2017-07-14 19:55:14 +03:00
Lohikar
687e56a8e0 Replace a bunch of overlay calls (#3005)
changes:

Converts a bunch of manual overlay manipulation to SSoverlay calls.
Moved more cache lists to SSicon_cache.
2017-07-13 21:12:53 +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
Alberyk
aca2af507b Updates the coat hanger (#2950)
Updates the coat hanger to have far more sprites and hold more types of coats
Also fixes #2919
2017-07-06 23:36:15 +03:00
Lohikar
2185094d35 Openturf fixes, dynamically lit holodeck, and quick-pickup tweaks (#2943)
changes:

The station's holodeck is now dynamically lit.
Improved quick-pickup's tick checking & converted to assoc lists instead of if (thing in list).
Fixed an edge case where openspace overlays would not properly cleanup on forceMove to a non-turf.
Fixes #2941.
2017-07-06 23:34:55 +03:00
skull132
e92f1fdd2e Fix some RTs - 03JUL2017 (#2938)
Fix the most common RTs from Sunday's testing.

Also works on orebags. Limits their capacity to 200, as anything higher than that breaks the fancy inventory system something awful. Maybe I should write a UT to test and confirm this. Expanding: I don't think TICK_CHECK in inventory procs is a good idea, without fully implementing a non-fancy storage subclass. Non-fancy would just be speedy without all of the fancy inventory orientation bullshit. But CBA to do that now and I'm not sure if it's worth it for the edgecase of drone satchels atm.
2017-07-05 23:26:35 +03:00
Lohikar
9c010f92d1 isopenturf() macro, update_above improvements (#2931)
changes:

Added a isopenturf() macro, equivalent to istype(thing, /turf/simulated/open).
Converted most/all instances of istype(/turf/simulated/open) to isopenturf().
Made update_above()' aware of queue status & inlined a proc-call.
2017-07-03 12:04:18 +03:00
Lohikar
c8ddab832a Map tweaks (#2923)
changes:

Crusher's ladder now properly has an openturf under it.
Made some aesthetic adjustments to the engine's cooling radiator.
2017-07-03 00:21:27 +03:00
Juani2400
5c76d89e78 [Newmap] Map additions and fixes. (#2893)
Adds a second OR.
Moves the engine radiator to the lower side of the asteroid.
Revises the quantity of newscasters and emergency lockers around the
station.
Fixes the missing tile in the Pool.
2017-07-02 02:31:13 +03:00
Lohikar
f885bffdae More tweaks (#2889)
changes:

Clipboard overlays are now a little gentler on SSoverlays.
Ported potential performance improvements for getFlatIcon and listclearnulls from /tg/.
Icon smoothing now clears the base icon by default; SMOOTH_NO_CLEAR_ICON disables this behavior.
Potential SSoverlays performance improvement from /tg/.
Speculative fix for #2826.
2017-07-01 23:09:10 +03:00
Lohikar
42f91d8117 Remove privacy poll & other tweaks/fixes (#2863)
changes:

Removed the privacy poll as it is unused.
Observing no longer creates a new mannequin, instead fetching one from SSmobs.
Observer ghosts now have a description again.
Converted new_player.dm to absolute pathing.
Fixed a bad init on holomaps.
Removed a sleep from light fixture Initialize().
Added a queue length stat to the MC panel for Icon Smoothing.
Halved time taken to create lighting overlay objects.
Species & body marking lists are now sorted alphabetically.
Commented out calls to lighting profiler to remove overhead of string interpolation in some procs.
Blood dries instantly if present during mapload instead of setting a timer.
2017-07-01 21:53:39 +03:00
Lohikar
51c967d554 Kill a bunch of unneeded lists (#2851)
Removes a bunch of default lists from /obj, /obj/item, and /obj/structure, replacing them with either lazylists or adding behavior to the null value.

Null armor is now considered identical to having armor with 0 armor in each category, null attack_verb results in the text "attacked" being used.
2017-06-28 23:10:33 +03:00
Lohikar
c077b12899 Convert storage objects to initialize (#2850)
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!
2017-06-28 23:09:59 +03:00
Lohikar
9a899801b1 more closet initialize (#2855)
Converts some closets to fill() that I missed in my first pass.
2017-06-28 14:37:42 +03:00
Fire-and-Glory
eb5e179990 Sprite tweaks plus Ivancarp (#2845)
The top of the Tajaran industrial mining RIG chestpiece has been lowered to no-longer obscure the Tajaran's mouth from the front when the helmet is down. (Inconsistent with sidesprites anyway.)

The Ivancarp plushie can now spawn whenever the game calls for a random plushie, and the carp himself has a chance of appearing in cargo's warehouse.

Also made the latest attempt at fixing the phasing cigarettes.

Also changed that thing where part of the face is clearly exposed on the Rescue RIG's helmet when it is ''sealed''.
2017-06-27 11:22:50 +03:00
Alberyk
a204d9c85a Adds shotgun rack and more map fixes (#2841)
Adds a shotgun rack to the bar; https://forums.aurorastation.org/viewtopic.php?f=21&p=79363#p79363
Fixes #2837
Fixes #2834
Fixes #2830
Fixes #2839
Fixes #2829
Fixes bad access in the teleporter maint room
2017-06-27 11:20:35 +03:00
Lohikar
ce315815fa Lamar is back in a cage (#2785)
Puts Lamarr back in its cage.
2017-06-21_18-00-23

Also removes a pointless New() override on Lamarr.
2017-06-26 19:26:24 +03:00
TheBrightDawn
fbd307ae1e Religious Banners (#2814)
Adds Banners for the following real world religions:
Christianity
Sikhism
Islam
Buddhism
Hinduism
Judaism

Also adds banners for:
Anime Memes
The Sun

There is no code attached only the items. I'm not entirely sure what I'd be doing with the code as I'm not fully confident with my ability in it right now so for now I'll just provide the sprites.

Picture of said sprites: http://i.imgur.com/hrqSrnK.png
2017-06-26 19:25:53 +03:00
Alberyk
bb7dde3dc9 Gives zipties a purpose to exist (#2808)
Adds elastic var of the cable cuffs to the zipties, allowing them to cuff people inside hardsuits, unlike regular cuffs, and adds a box of them to the nonlethal crate at cargo.

Also, purges the boxes.dmi of shortened paths.
2017-06-26 12:10:06 +03:00
Alberyk
c215147302 Duplicate wires, bar and xenobio disposal fixes (#2800)
Fixes the gamma solar array having too much wires
Rename airlocks in eva to voidsuit instead of hardsuit
Adds an atm near the bar counter
Fixes a missing robotic storage console in the drone room
Fixes an issue with the wizard transformation
Fixes a marking that I somehow overwrote from this pr #2662
Fixes #2796
Fixes #2798
Fixes #2797
Fixes #2770
Fixes #2792
2017-06-26 12:09:21 +03:00
Lohikar
c838fddb22 initialize() -> atmos_init() (#2816)
Renames Atmos machinery's initialize() proc to atmos_init(), to better distinguish it from atom Initialize().
2017-06-26 12:06:57 +03:00
Lohikar
c8fde7832f Add floor catwalks (#2786)
Adds floor-mounted catwalks, a special variant of catwalks that can be placed on regular turfs without deleting themselves.
Constructed with 4 rods from the rod construction menu, and are layered above wiring and power terminals. Can be disassembled with a welder, or (un)anchored with a screwdriver.
2017-06-22 13:22:12 +03:00
LordFowl
f604e14933 Refactors baseturf (#2778)
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
2017-06-22 13:16:06 +03:00
Lohikar
8445d042dc Miscellaneous fixes (#2774)
changes:

Fixed various GC failures.
Converted integrated radios (used in PDA cartridges) to Initialize.
Added a missing Destroy to the QM PDA cartridge's integrated radio.
Fixed a runtime when mineturfs with no ore were destroyed by explosions.
Fixed a runtime when explosions attempted to Z-travel.
Minor radio performance improvements.
Converted radio globals to defines.
Changed the Security-I and Medical-I frequencies to use the same colors as their respective departments.
Fixes #2646.
2017-06-21 00:09:55 +03:00
Lohikar
fa5a8eecd9 PDA sorting fixes & tweaks (#2760)
changes:

Fixed the PDA list not being sorted.
PDAs now show if they have a pen in them or not in their examine text.
PDAs can be ctrl-shift-clicked to remove their pen.
Added a proc designed to simplify common mob sanity checks; see comments for documentation.
2017-06-19 01:26:24 +03:00
Lohikar
521705dc62 Soft-delete fixes & Tajara Coffee overdose tweak (#2749)
changes:

Fixed issues with parallax objects not deleting properly due to hanging refs. (this also seems to fix some mob delete failures, like BSTs)
Fixed issues with hyperzine, inaprovaline, and synaptazine not soft-deleting due to hanging modifier references.
Removed coffee overdoses poisoning Tajara at Mofo's request.
2017-06-18 13:35:24 +03:00