Files
Aurora.3/code/modules/admin/verbs/mapping.dm
Lohikar f6dc33a465 Newmap - SMC, Openturf, Arrivals Controller, and Mine Turf Improvements (#1958)
* 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
2017-05-02 14:40:40 -04:00

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//- Are all the floors with or without air, as they should be? (regular or airless)
//- Does the area have an APC?
//- Does the area have an Air Alarm?
//- Does the area have a Request Console?
//- Does the area have lights?
//- Does the area have a light switch?
//- Does the area have enough intercoms?
//- Does the area have enough security cameras? (Use the 'Camera Range Display' verb under Debug)
//- Is the area connected to the scrubbers air loop?
//- Is the area connected to the vent air loop? (vent pumps)
//- Is everything wired properly?
//- Does the area have a fire alarm and firedoors?
//- Do all pod doors work properly?
//- Are accesses set properly on doors, pod buttons, etc.
//- Are all items placed properly? (not below vents, scrubbers, tables)
//- Does the disposal system work properly from all the disposal units in this room and all the units, the pipes of which pass through this room?
//- Check for any misplaced or stacked piece of pipe (air and disposal)
//- Check for any misplaced or stacked piece of wire
//- Identify how hard it is to break into the area and where the weak points are
//- Check if the area has too much empty space. If so, make it smaller and replace the rest with maintenance tunnels.
var/camera_range_display_status = 0
var/intercom_range_display_status = 0
/obj/effect/debugging/camera_range
icon = 'icons/480x480.dmi'
icon_state = "25percent"
New()
src.pixel_x = -224
src.pixel_y = -224
/obj/effect/debugging/marker
icon = 'icons/turf/areas.dmi'
icon_state = "yellow"
/obj/effect/debugging/marker/Move()
return 0
/client/proc/do_not_use_these()
set category = "Mapping"
set name = "-None of these are for ingame use!!"
..()
/client/proc/camera_view()
set category = "Mapping"
set name = "Camera Range Display"
if(camera_range_display_status)
camera_range_display_status = 0
else
camera_range_display_status = 1
for(var/obj/effect/debugging/camera_range/C in world)
qdel(C)
if(camera_range_display_status)
for(var/obj/machinery/camera/C in cameranet.cameras)
new/obj/effect/debugging/camera_range(C.loc)
feedback_add_details("admin_verb","mCRD") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/sec_camera_report()
set category = "Mapping"
set name = "Camera Report"
if(!Master)
alert(usr,"Master_controller not found.","Sec Camera Report")
return 0
var/list/obj/machinery/camera/CL = list()
for(var/obj/machinery/camera/C in cameranet.cameras)
CL += C
var/output = {"<B>CAMERA ANNOMALITIES REPORT</B><HR>
<B>The following annomalities have been detected. The ones in red need immediate attention: Some of those in black may be intentional.</B><BR><ul>"}
for(var/obj/machinery/camera/C1 in CL)
for(var/obj/machinery/camera/C2 in CL)
if(C1 != C2)
if(C1.c_tag == C2.c_tag)
output += "<li><font color='red'>c_tag match for sec. cameras at \[[C1.x], [C1.y], [C1.z]\] ([C1.loc.loc]) and \[[C2.x], [C2.y], [C2.z]\] ([C2.loc.loc]) - c_tag is [C1.c_tag]</font></li>"
if(C1.loc == C2.loc && C1.dir == C2.dir && C1.pixel_x == C2.pixel_x && C1.pixel_y == C2.pixel_y)
output += "<li><font color='red'>FULLY overlapping sec. cameras at \[[C1.x], [C1.y], [C1.z]\] ([C1.loc.loc]) Networks: [C1.network] and [C2.network]</font></li>"
if(C1.loc == C2.loc)
output += "<li>overlapping sec. cameras at \[[C1.x], [C1.y], [C1.z]\] ([C1.loc.loc]) Networks: [C1.network] and [C2.network]</font></li>"
var/turf/T = get_step(C1,turn(C1.dir,180))
if(!T || !isturf(T) || !T.density )
if(!(locate(/obj/structure/grille,T)))
var/window_check = 0
for(var/obj/structure/window/W in T)
if (W.dir == turn(C1.dir,180) || W.dir in list(5,6,9,10) )
window_check = 1
break
if(!window_check)
output += "<li><font color='red'>Camera not connected to wall at \[[C1.x], [C1.y], [C1.z]\] ([C1.loc.loc]) Network: [C1.network]</color></li>"
output += "</ul>"
usr << browse(output,"window=airreport;size=1000x500")
feedback_add_details("admin_verb","mCRP") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/intercom_view()
set category = "Mapping"
set name = "Intercom Range Display"
if(intercom_range_display_status)
intercom_range_display_status = 0
else
intercom_range_display_status = 1
for(var/obj/effect/debugging/marker/M in world)
qdel(M)
if(intercom_range_display_status)
for(var/obj/item/device/radio/intercom/I in world)
for(var/turf/T in orange(7,I))
var/obj/effect/debugging/marker/F = new/obj/effect/debugging/marker(T)
if (!(F in view(7,I.loc)))
qdel(F)
feedback_add_details("admin_verb","mIRD") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
var/list/debug_verbs = list (
/client/proc/do_not_use_these
,/client/proc/camera_view
,/client/proc/sec_camera_report
,/client/proc/intercom_view
,/client/proc/Cell
,/client/proc/atmosscan
,/client/proc/powerdebug
,/client/proc/count_objects_on_z_level
,/client/proc/count_objects_all
,/client/proc/cmd_assume_direct_control
,/client/proc/jump_to_dead_group
,/client/proc/startSinglo
,/client/proc/ticklag
,/client/proc/cmd_admin_grantfullaccess
,/client/proc/kaboom
,/client/proc/splash
,/client/proc/cmd_admin_areatest
,/client/proc/cmd_admin_rejuvenate
,/datum/admins/proc/show_traitor_panel
,/client/proc/print_jobban_old
,/client/proc/print_jobban_old_filter
,/client/proc/forceEvent
,/client/proc/break_all_air_groups
,/client/proc/regroup_all_air_groups
,/client/proc/kill_pipe_processing
,/client/proc/kill_air_processing
,/client/proc/disable_communication
,/client/proc/disable_movement
,/client/proc/Zone_Info
,/client/proc/Test_ZAS_Connection
//,/client/proc/ZoneTick
,/client/proc/rebootAirMaster
,/client/proc/hide_debug_verbs
,/client/proc/testZAScolors
,/client/proc/testZAScolors_remove
,/datum/admins/proc/setup_supermatter
,/client/proc/atmos_toggle_debug
,/client/proc/spawn_tanktransferbomb
,/client/proc/get_bad_fdoors
,/client/proc/get_bad_doors
)
/client/proc/enable_debug_verbs()
set category = "Debug"
set name = "Debug verbs"
if(!check_rights(R_DEBUG|R_DEV)) return
verbs += debug_verbs
feedback_add_details("admin_verb","mDV") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/hide_debug_verbs()
set category = "Debug"
set name = "Hide Debug verbs"
if(!check_rights(R_DEBUG|R_DEV)) return
verbs -= debug_verbs
feedback_add_details("admin_verb","hDV") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/var/list/testZAScolors_turfs = list()
/client/var/list/testZAScolors_zones = list()
/client/var/usedZAScolors = 0
/client/var/list/image/ZAScolors = list()
/client/proc/recurse_zone(var/zone/Z, var/recurse_level =1)
testZAScolors_zones += Z
if(recurse_level > 10)
return
var/icon/yellow = new('icons/misc/debug_group.dmi', "yellow")
for(var/turf/T in Z.contents)
images += image(yellow, T, "zasdebug", TURF_LAYER)
testZAScolors_turfs += T
for(var/connection_edge/zone/edge in Z.edges)
var/zone/connected = edge.get_connected_zone(Z)
if(connected in testZAScolors_zones)
continue
recurse_zone(connected,recurse_level+1)
/client/proc/testZAScolors()
set category = "ZAS"
set name = "Check ZAS connections"
if(!check_rights(R_DEBUG|R_DEV)) return
testZAScolors_remove()
var/turf/simulated/location = get_turf(usr)
if(!istype(location, /turf/simulated)) // We're in space, let's not cause runtimes.
usr << "\red this debug tool cannot be used from space"
return
var/icon/red = new('icons/misc/debug_group.dmi', "red") //created here so we don't have to make thousands of these.
var/icon/green = new('icons/misc/debug_group.dmi', "green")
var/icon/blue = new('icons/misc/debug_group.dmi', "blue")
if(!usedZAScolors)
usr << "ZAS Test Colors"
usr << "Green = Zone you are standing in"
usr << "Blue = Connected zone to the zone you are standing in"
usr << "Yellow = A zone that is connected but not one adjacent to your connected zone"
usr << "Red = Not connected"
usedZAScolors = 1
testZAScolors_zones += location.zone
for(var/turf/T in location.zone.contents)
images += image(green, T,"zasdebug", TURF_LAYER)
testZAScolors_turfs += T
for(var/connection_edge/zone/edge in location.zone.edges)
var/zone/Z = edge.get_connected_zone(location.zone)
testZAScolors_zones += Z
for(var/turf/T in Z.contents)
images += image(blue, T,"zasdebug",TURF_LAYER)
testZAScolors_turfs += T
for(var/connection_edge/zone/z_edge in Z.edges)
var/zone/connected = z_edge.get_connected_zone(Z)
if(connected in testZAScolors_zones)
continue
recurse_zone(connected,1)
for(var/turf/T in range(25,location))
if(!istype(T))
continue
if(T in testZAScolors_turfs)
continue
images += image(red, T, "zasdebug", TURF_LAYER)
testZAScolors_turfs += T
/client/proc/testZAScolors_remove()
set category = "ZAS"
set name = "Remove ZAS connection colors"
testZAScolors_turfs.Cut()
testZAScolors_zones.Cut()
if(images.len)
for(var/image/i in images)
if(i.icon_state == "zasdebug")
images.Remove(i)
/client/proc/rebootAirMaster()
set category = "ZAS"
set name = "Reboot ZAS"
if(alert("This will destroy and remake all zone geometry on the whole map.","Reboot ZAS","Reboot ZAS","Nevermind") == "Reboot ZAS")
SSair.reboot()
/client/proc/count_objects_on_z_level()
set category = "Mapping"
set name = "Count Objects On Level"
var/level = input("Which z-level?","Level?") as text
if(!level) return
var/num_level = text2num(level)
if(!num_level) return
if(!isnum(num_level)) return
var/type_text = input("Which type path?","Path?") as text
if(!type_text) return
var/type_path = text2path(type_text)
if(!type_path) return
var/count = 1
var/list/atom/atom_list = list()
for(var/atom/A in world)
if(istype(A,type_path))
var/atom/B = A
while(!(isturf(B.loc)))
if(B && B.loc)
B = B.loc
else
break
if(B)
if(B.z == num_level)
count++
atom_list += A
/*
var/atom/temp_atom
for(var/i = 0; i <= (atom_list.len/10); i++)
var/line = ""
for(var/j = 1; j <= 10; j++)
if(i*10+j <= atom_list.len)
temp_atom = atom_list[i*10+j]
line += " no.[i+10+j]@\[[temp_atom.x], [temp_atom.y], [temp_atom.z]\]; "
world << line*/
world << "There are [count] objects of type [type_path] on z-level [num_level]"
feedback_add_details("admin_verb","mOBJZ") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/count_objects_all()
set category = "Mapping"
set name = "Count Objects All"
var/type_text = input("Which type path?","") as text
if(!type_text) return
var/type_path = text2path(type_text)
if(!type_path) return
var/count = 0
for(var/atom/A in world)
if(istype(A,type_path))
count++
/*
var/atom/temp_atom
for(var/i = 0; i <= (atom_list.len/10); i++)
var/line = ""
for(var/j = 1; j <= 10; j++)
if(i*10+j <= atom_list.len)
temp_atom = atom_list[i*10+j]
line += " no.[i+10+j]@\[[temp_atom.x], [temp_atom.y], [temp_atom.z]\]; "
world << line*/
world << "There are [count] objects of type [type_path] in the game world"
feedback_add_details("admin_verb","mOBJ") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
var/global/prevent_airgroup_regroup = 0
/client/proc/break_all_air_groups()
set category = "Mapping"
set name = "Break All Airgroups"
/*prevent_airgroup_regroup = 1
for(var/datum/air_group/AG in SSair.air_groups)
AG.suspend_group_processing()
message_admins("[src.ckey] used 'Break All Airgroups'")*/
/client/proc/regroup_all_air_groups()
set category = "Mapping"
set name = "Regroup All Airgroups Attempt"
usr << "\red Proc disabled."
/*prevent_airgroup_regroup = 0
for(var/datum/air_group/AG in SSair.air_groups)
AG.check_regroup()
message_admins("[src.ckey] used 'Regroup All Airgroups Attempt'")*/
/client/proc/kill_pipe_processing()
set category = "Mapping"
set name = "Kill pipe processing"
usr << "\red Proc disabled."
/*pipe_processing_killed = !pipe_processing_killed
if(pipe_processing_killed)
message_admins("[src.ckey] used 'kill pipe processing', stopping all pipe processing.")
else
message_admins("[src.ckey] used 'kill pipe processing', restoring all pipe processing.")*/
/client/proc/kill_air_processing()
set category = "Mapping"
set name = "Kill air processing"
usr << "\red Proc disabled."
//This proc is intended to detect lag problems relating to communication procs
var/global/say_disabled = 0
/client/proc/disable_communication()
set category = "Mapping"
set name = "Disable all communication verbs"
usr << "\red Proc disabled."
/*say_disabled = !say_disabled
if(say_disabled)
message_admins("[src.ckey] used 'Disable all communication verbs', killing all communication methods.")
else
message_admins("[src.ckey] used 'Disable all communication verbs', restoring all communication methods.")*/
//This proc is intended to detect lag problems relating to movement
var/global/movement_disabled = 0
var/global/movement_disabled_exception //This is the client that calls the proc, so he can continue to run around to gauge any change to lag.
/client/proc/disable_movement()
set category = "Mapping"
set name = "Disable all movement"
usr << "\red Proc disabled."
/*movement_disabled = !movement_disabled
if(movement_disabled)
message_admins("[src.ckey] used 'Disable all movement', killing all movement.")
movement_disabled_exception = usr.ckey
else
message_admins("[src.ckey] used 'Disable all movement', restoring all movement.")*/
/client/proc/get_bad_doors()
set category = "Mapping"
set name = "Find Bad Doors"
for(var/obj/machinery/door/airlock/A in machines)
var/turf/T = get_turf(A)
if(istype(T, /turf/space) || istype(T, /turf/simulated/floor/asteroid) || istype(T, /turf/simulated/open) || T.density)
usr << "Airlock [A] with bad turf at ([A.x],[A.y],[A.z]) in [T.loc]."
/client/proc/get_bad_fdoors()
set category = "Mapping"
set name = "Find Bad Fire Doors"
for(var/obj/machinery/door/firedoor/F in machines)
var/turf/T = get_turf(F)
var/firelock_increment = 0
for(var/obj/machinery/door/firedoor/FD in T)
firelock_increment += 1
if(firelock_increment > 1)
usr << "Double firedoor [F] at ([F.x],[F.y],[F.z]) in [T.loc]."