Commit Graph

84 Commits

Author SHA1 Message Date
Wildkins 860974ec9d Refactor vending spritesheets (again) (#10706) 2020-12-09 10:10:15 +01:00
Werner 1762f16344 Migrate basic build to drone (#10651)
* Adds drone tasks to Execute UTs on Aurora and Exodus
* Adds a drone task to Migrate SQL and Perform the SQL UT on Runtime
* Changes the SQL UT to respect the config.sql_enabled setting and
  use that sql connection
* Changes the default config.sql_enabled state to 0, so uncommenting
  SQL_ENABLED has a actual effect
* Moves a number of UT tests into a helper script (code_check.sh)
* Updates the way the RUST_G dll/so is located
* Adds a check to load_databases to verify that sql is enabled
* Adds a check to establish_db_connection to verify that sql is enabled
* Adds spearate config files used during the UTs (which hold the UT db
  connection info and enable/disable the db epending on the UT)
2020-11-26 17:13:56 +01:00
mikomyazaki d5e278b2f6 Restricts required_enemies more via unit test (#10613) 2020-11-20 22:44:41 -03:00
mikomyazaki e483fa1938 Adds a unit test to ensure that all game modes have a sensible required_enemies and required_players (#10589) 2020-11-19 08:51:45 +01:00
mikomyazaki 1c9b55b6ba Borg hyposprays can now inject people in spacesuits (#10523) 2020-11-12 13:08:46 -03:00
Jiří Barouš 524bf9c417 Mitigates (autolathe) recycling exploits by minimizing what can be recycled, adding unit tests and fixing the recipes (#10375)
* Mitigates research recycling exploits by minimizing what can be recycled

* Moves the research design check into a new unit test

* Adds unit test for stack material recipes costs and fixes these costs

* Instead of changing recipes the resulting materials are worth less

* Crap fix
2020-10-30 12:20:59 +01:00
Matt Atlas b65a598b85 Completely removes Vox from the game. (#10028) 2020-10-07 13:52:08 +02:00
fernerr b9db49aded CC-zlevel flattening, Antag base refurbishment, bugfixes and more (#9686) 2020-08-19 10:24:25 +02:00
mikomyazaki 9342846d7a Adds a unit test to ensure that all flooring has a unique or null build_type (#9558) 2020-08-02 16:01:12 +02:00
MarinaGryphon 37c80988ce Converts Reagents to Typepaths and Centralises Reagent Spawning (#9140)
Converts reagents to use typepaths instead of IDs.
    Centralises reagent spawning in a lot of places to use reagents_to_add instead of a variety of custom methods or initialise overrides.
2020-07-05 20:47:48 +03:00
Geeves 77759d4a1f Diona Pain (#8966)
Diona now feel pain, although they only take 70% of the pain other species experience.
    Unathi now get a unique pain message, instead of the dear god one.
2020-06-08 19:04:49 +03:00
Matt Atlas f59e35e77c Ports Overmap from Baystation. (#8800) 2020-05-23 23:14:08 +03:00
Matt Atlas 0a162f61ee Ports Components from TG: "I don't actually know what I'm doing" edition (#8890)
God is with us.
2020-05-19 20:59:50 +02:00
skull132 0907c95842 Revert "Revert "IPC Tag Project (#8649)""
This reverts commit bf11747fc3.
2020-05-08 23:30:08 +03:00
Werner bf11747fc3 Revert "IPC Tag Project (#8649)"
This reverts commit f076f391f4.
2020-04-28 15:29:36 +02:00
Geeves f076f391f4 IPC Tag Project (#8649) 2020-04-28 14:45:56 +02:00
Matt Atlas 2e5fdf970c Landmark Shuttles (#8512)
The lifeless live again. Or in this case, what never actually lived here.

Ports Baystation12/Baystation12#17460 probably for real this time. What this allows us to do is create shuttles on runtime and make shuttles easier by just making landmarks and a shuttle instead of areas and shuttles. Also allows runtime landmark creation via flares or whatever AND allows shuttles to use different landmarks at will.

I removed most of the overmap stuff, I think. It shouldn't be hard to slam it in whenever we need to.

Changes:

    "Shuttle code has been completely reworked."
    "Shuttles can now be modified to have more than one destination."
    "Shuttles now have a takeoff sound."
    "You can now throw mobs against walls to damage them. A lot."
    "You now need a neckgrab to throw mobs."
    "BEING UNBUCKLED DURING SHUTTLE LAUNCH IS DANGEROUS! Don't do it."
    "Adminghosts can now interact with all shuttles."
2020-04-05 21:15:31 +03:00
mikomyazaki 478413400a Removes icon unit test. (#8370)
"Random" unit test failures appear to be a long-existing BYOND issue (~4 years at least). If I figure out how to solve this I'll resubmit... (unlikely)

We can keep in the various icon fixes from the PR that added this test.
2020-03-01 14:30:17 +02:00
mikomyazaki 21f348ec57 Adds a unit test to check for any missing initial icon states (#8332) 2020-02-23 02:43:12 -03:00
Werner cb4a712851 Enforces Lineendings and adds Editorconfig (#7657) 2019-12-21 16:19:24 +01:00
Matt Atlas ab2723a3c5 Security equip. fixes/buffs, general brainmed fixes, agony + halloss into pain (#7699)
tweak: "Security's base nonlethal equipment - tasers and rubbers - is now a bit better."
    bugfix: "Fixed teargas doing practically nothing."
    bugfix: "Fixed a lot of stuff not applying pain damage. Ow."
    bugfix: "Fixed undefined values on the CMC."
    bugfix: "Fixed dionae not regenerating damage."
2019-12-18 09:15:17 +02:00
Matt Atlas df0cd6189a Brainmed Update (#7502)
gamer time.
2019-12-10 20:41:15 +02:00
Matt Atlas 5da2a9c24b Splits organs into organ/internal (#7441) 2019-11-20 23:07:10 +01:00
Erki ff41b92e97 Langserver fixes, vol 2 (#7401) 2019-11-15 22:42:25 +01:00
Werner 9c2f225718 Changes to drones and z-macros (#7068)
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
2019-11-06 18:55:14 +01:00
Matt Atlas ca1e06d6c7 Adds distress beacons instead of the current ERT call (#7169) 2019-10-27 14:35:24 +01:00
Werner a8e4e7f88c Ghost Roles (#6706) 2019-08-10 23:57:49 +02:00
Alberyk f636425d74 Removes an unused species (#6585) 2019-06-19 18:19:36 +02:00
Mykhailo Bykhovtsev e393aab90a Rework blindness, UTs for speech. (#5549) 2019-06-18 23:34:40 +02:00
Werner 6d8a94d408 Simulated to Unsimulated (#6410) 2019-05-19 16:22:54 +02:00
Werner c295906bcd Adds the Pharmacist and Biochemist to replace the Chemist and Virologist (#6099) 2019-03-18 23:03:09 +01:00
Erki a85c687146 Allow hard daemon reboots at regular intervals to help with memory (#5503)
DreamDaemon leaks memory between restarts, which might exacerbate us potentially running out of memory. This allows us to reboot the server every n rounds.

Also refactors the way we handle things that should be saved inbetween rounds. Like gamemode and the restart counter.
2018-11-04 18:38:10 +02:00
BurgerLUA 1b10bb1fe5 Temperature Reagent System (#5423)
Overview
This is the github WIP PR for the reagent system project. This is for other developers and users to track progress of the code if they're curious about it, as well as to show that it actually works.
2018-11-04 00:17:40 +02:00
Werner aa62d23850 Removes the z-checks from doors and firedoors. (#5428)
* Removes the z-checks from doors and firedoors.

* Fix Exodus map issues
Fix Aurora-Derelict map issues
2018-10-18 21:13:02 +02:00
Werner 8ebfe228cc More Unittests (#5417)
* Add unittests for bad doors, bad firedoors and bad pipes

* Ignore non-station-levels

* Fix invalid firedoor on exodus
2018-10-14 11:30:30 +02:00
Karolis 4065e29e86 Vue.js UI implementation (#4868)
This UI is going to be more integrated with BYOND host objects. It's update principal is very different from nanoui's. It is based around state that is being synchronized with server and client (browser). Such synchronization has it's problems, like it can't handle rapid changes, what could cause client and server to become out of sync and client state to be discard.
2018-08-04 20:19:29 +03:00
Erki 6fe90002dd Up-hint and UI cleanup (#3773) 2018-01-27 12:11:22 -06:00
Lohikar 0abc1d2a65 Repath a bunch of things to /mob/abstract childtypes (#4111)
* Repaths eyes, observers, dview, and new_players to /mob/abstract subtypes.

* Adds /mob/abstract, a base type for 'abstract' mobs that aren't meant to be directly affected by the game world.
2018-01-24 11:27:14 +01:00
Lohikar 90886a3076 Branded IPCs (#3388)
This PR adds 2 subtypes of industrial and two subtypes of baseline, one for each cybernetics manufacturer. Sprites by BRAINOS.

other changes:

IPCs can now be flashed or flashbanged.
Admin spawn paths have been added for subspecies that did not have them.
IPCs are no longer slowed by being cold.
2018-01-21 00:34:06 +02:00
Erki ba57b5a5e5 Preferences SQL tests (#4016) 2017-12-29 15:57:31 -06:00
OneOneThreeEight 6f78d13e78 adjusts burn modifiers of the baseline IPC and industrial IPC machine species... and prosthetics, by extension (#3834)
Changes: Industrial IPC burn modifier changed to 1.1. Baseline IPC burn modifier changed to 1.2. Industrial IPCs should tank more damage, baselines should tank less due to their more agile frame, though brute is still only moderately effective against baselines. They aren't brittle but aren't tanky like industrials. This also makes baselines take a fair bit more damage from remaining in a vacuum, which they took very little before. Industrials were applied this in a bit of an unfair way, however, given they are walking heat sinks and should be treated as such. Both will still get roasted by lasers, the baseline moreso than the industrial.
2017-11-29 10:33:29 +02:00
Lohikar 383dd055e7 Merge branch 'master' into development 2017-10-20 13:30:03 -05:00
Lohikar 61b5203d24 Runtime Map Loading (#3597)
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().
2017-10-18 23:07:34 +03:00
Erki 6c47fb889a Revert #3241 (#3670) 2017-10-17 20:39:50 -05:00
Lohikar b9a4ecd173 DEvent, Mk II (#3241)
Redesign of PR #2209, now with sane unregistration + a new event.
2017-09-06 18:08:44 +02:00
Alberyk d1c3a58c87 Adds the merchant station, the shuttle and the station's dock (#3254)
This pr adds the second essential part of the merchant's implementation, mapping the merchant's shuttle, base and the dock. And more merchant related fixes and tweaks.
2017-08-13 23:31:50 +03:00
Erki Meinberg 8729252b1d Nukes aurorastation.int and silences invalid timer RTs during unit tests (#3105)
HACKS ARE NOT A SOLUTION TO THE PROBLEM.

True. But. The issue is convoluted to the point where fixing it is out of the question for the time being. And the invalid timer RT is ruining the readability of Travis tests: it's generating useless noise without conveying any new information. As such, until a time that this issue is fixed, I propose silencing the RTs generated by invalid timers for unit tests only.

Hopefully we won't fuck with the timer system enough to where we need to monitor it for mass invalid timer errors.

Also removes the .int file as the bug it was intended to fix has been fixed with BYOND.
2017-07-20 00:42:19 +03:00
Lohikar 8202808c0a Actually check-tick unit tests (#3106)
Adds a missing MC_TICK_CHECK in the main unit test loop.
2017-07-19 21:30:02 +03:00
Lohikar ca69dbd527 Better unit test running (#3076)
Refactors unit testing into a subsystem fully & adds tick-checks.

Might fix timers crashing Travis all the time.
2017-07-17 01:42:03 +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