Commit Graph

76 Commits

Author SHA1 Message Date
Denton
856e573ff9 Adds comments to landmarks 2018-12-08 10:59:53 +01:00
kevinz000
0c27e227cc Latejoin Silicons (#36560) 2018-04-05 10:09:52 +02:00
ShizCalev
34897d8709 Removed tripAI landmark (#35256) 2018-02-04 01:13:40 -05:00
Tad Hardesty
cc43ae9b33 Remove revenantspawn landmark from code (#35238) 2018-02-03 14:10:05 -05:00
Jordan Brown
0dbf20213f Removes /New() from landmarks 2018-01-26 13:42:34 -05:00
ShizCalev
88e644d0d4 Removes landmark tag generation (#34927) 2018-01-26 12:21:26 -05:00
ShizCalev
88904bdcd4 Adds new landmark icons (#34848)
* Adds new landmark icons

* Update

* Blue
2018-01-24 19:08:21 -05:00
coiax
3d8cccea93 Abstract landmarks are now indestructible (#34808)
In situations where a maxcap has been dropped above the Bridge, which is
generally the Observer-Start landmark's location, it would destroy the
landmark, making observers get a debugging message asking them to ahelp
when they observed.

There should be a better way of making an object indestructible from any
ingame effect without having to make it QDEL_HINT_LETMELIVE...
2018-01-23 23:41:04 -05:00
Jack Edge
5b4ac8bb0d Removes lightsout landmark
The Electrical Storm event now just picks a random spot on the station
(using find_safe_turf()), and then overloads APCS near it.

Less work for mappers, more randomness in the selection of lightbulb
destruction.
2018-01-18 13:09:57 +00:00
Leo Z
581f931845 Job landmarks now show the mob with the proper job outfit. Also adds a proc to generate these icons automatically. 2017-12-21 13:32:27 -02:00
AnturK
b3aa8ac17b Fixes bullshit (not really) 2017-11-24 22:29:50 +01:00
AnturK
271cbaee71 Adds spawn override system 2017-11-24 22:18:50 +01:00
Jordan Brown
8b16747517 New -> Initialize (#32777)
* New -> Initialize

* Remove loc from Initialize
2017-11-16 18:06:43 -05:00
vuonojenmustaturska
104c208574 I WISH I WERE A BIRD 2017-10-14 20:06:39 +03:00
pubby
87401b5918 Cleanup nukeops spawns 2017-09-27 19:53:16 -05:00
Ashe Higgs
b7e7779c19 (Ready) Clockwork Cult Rework: Proof-of-concept (#29741)
* Starting on the rework

* Reworks the Ark

* Work on Reebe

* More Ark stuff

* this too

* Removes ark silliness, remaps Reebe a tad

* Spawning mechanics

* Work on gamemode code

* Finishes up ark stuff

* Removes Judgement, and lots of other changes

* New Ark activation sounds, Ratvar text

* Spawn protection!

* Adds the abscondence bijou

* Bijou stuff

* well, this is it

* somewhat absentminded coder

* Remaps the Reebe z

* replica fabricators now work!

* Guide paper!

* Now they're clockwork floors

* Infirmary, tweaks, numbers

* A new thing!

* this is ok for now

* I was gonna whine but it's actually necessary

* Adds damage scaling to ocular wardens

* I missed a thing

* you can go back too

* New clockwork armor sprites

* Weapons, scripture, oh my!

* no! shoo!

* hey, I forgot about you!

* this looks much better, I'll give you that

* no teleporting into the void!

* we have no need of you anymore

* Conflicteroos

* AUTOMATIC SPINNING CHAIRS

* how many times do we have to teach you this LESSON OLD MAN

* flagged!

* last time, meesa promise

* Conflicts 1

* wood filling

* Kindle is a projectile, and other stuff

* Chameleon jumpsuit, some small changes

* 150 hours of testing

* Curious is the trapmaker's art

* Conflicts 1

* naaah

* Fixes an ark sound

* Removes the prolonging prism

* Adds a delay to warping in

* First steps towards changing the power system

* Removes power from sigils, moves to global

* Conflicts 1

* zoom zoom

* Adds the stargazer, re-adds conversion

* conflicts? more like CLOCK-flicts

* get it? clockflicts?

* Daemon tuning

* Scraps components, 1/?

* A grace period, among other things

* You can't get to reebe from space no stop bad

* Adds some cogscarab shells to Reebe - yes, I get the sounds

* FUCK

* Chairs are very important.

* Clock golems, sound improvement, intercoms

* Sounds, floor fixes, conflicts

* Fixes the conflicts

* Prevents intercom use during non-clock rounds

* Wiki, HUD timer, tweaks, golems

* Components, removes unused structures, rep. fab power

* go-time

* Ending the round is not a good idea

* whoops, forgot about you

* ssh is ok

* this works too
2017-09-27 09:21:26 +13:00
vuonojenmustaturska
772924ba38 More Initialize() fixes, requires someone to test with DB (#30831)
* Batch 1

/obj/item/storage/firstaid/fire
/obj/structure/bookcase
/obj/item/book/random QDEL, not actually in the logs but returned wrong hint
/obj/effect/landmark/start/wizard QDEL
/obj/effect/landmark/start/wizard
/obj/effect/landmark/start/new_player
/obj/effect/landmark/latejoin
/obj/effect/landmark/xeno_spawn
/obj/effect/landmark/blobstart
/obj/effect/landmark/secequipment
/obj/effect/landmark/prisonwarp
/obj/effect/landmark/ert_spawn
/obj/effect/landmark/holding_facility
/obj/effect/landmark/thunderdome/observe
/obj/effect/landmark/thunderdome/one
/obj/effect/landmark/thunderdome/two
/obj/effect/landmark/thunderdome/admin

* Batch 2

/obj/machinery/computer/operating
/obj/machinery/computer/telecrystals/uplinker
/obj/item/card/id/centcom
/obj/item/card/id/syndicate
/obj/item/card/id/captains_spare
/obj/item/card/id/ert
/obj/item/card/id/ert/Security
/obj/item/card/id/ert/Engineer
/obj/item/card/id/ert/Medical
/obj/structure/trap
/obj/machinery/magnetic_controller
/obj/item/storage/toolbox
/obj/structure/table

* Batch 3

/obj/machinery/vending/snack/random
/obj/machinery/vending/cola/random
/obj/machinery/computer/pod
/obj/machinery/computer/message_monitor
/obj/machinery/computer/atmos_control
/obj/item/implanter
/obj/item/implantcase
/obj/item/construction
/turf/open/floor/grass
/turf/open/floor/grass/snow/basalt
/turf/open/floor/grass/fakebasalt
/turf/open/floor/carpet
/turf/open/floor/fakespace
/turf/open/floor/light
/turf/open/floor/mineral
/turf/open/floor/mineral/abductor
/turf/open/floor/circuit
/turf/open/floor/clockwork
/turf/open/floor/plating
/turf/open/floor/engine/cult

* Batch 4

/obj/item/storage/backpack/satchel/flat
/obj/item/storage/backpack/satchel/flat/secret
/turf/closed/indestructible/fakeglass
/turf/closed/mineral/random
/turf/closed/mineral/gibtonite
/turf/closed/mineral
/turf/open/floor
/obj/effect/spawner/lootdrop

* Batch 5

/obj/effect/spawner/lootdrop/maintenance
/obj/effect/spawner/lootdrop/costume
/obj/item/toy/eightball/broken
/obj/item/toy/eightball
/obj/item/toy/eightball/haunted
/obj/item/device/electropack
/obj/item/restraints/legcuffs/beartrap
/obj/machinery/airlock_sensor
/obj/item/storage/box/ingredients

* Batch 6

/mob/living/simple_animal/hostile/carp/ranged
/obj/structure/lattice/clockwork
/obj/structure/lattice/clockwork/large
/obj/structure/lattice/catwalk/clockwork
/mob/living/simple_animal/hostile/mushroom
/mob/living/carbon/alien
/mob/living/carbon/alien/larva
/mob/living/carbon/alien/humanoid
/mob/living/carbon/alien/humanoid/drone
/mob/living/carbon/alien/humanoid/royal/praetorian
/mob/living/carbon/alien/humanoid/sentinel
2017-09-19 08:45:18 -04:00
ShizCalev
59ef81245b Changes some 1s and 0s to TRUE and FALSE (#29144) 2017-07-10 10:31:34 -04:00
Jordan Brown
d7ebd649ba Refactors the latejoin list (#26647) 2017-06-04 17:07:46 -03:00
KorPhaeron
b7864be38a Curator 2017-05-03 08:08:14 -04:00
Cyberboss
9e1ef0ffe2 Global variable wrappers (#25325)
* Add the system for managed global variables

* Travis ban old globals

* So you CAN inline proccall, that's neat

* Fix that

* master.dm

* Remove the hack procs

* Move InitGlobals to the proper spot

* configuration.dm

* Fix the missing pre-slash

* clockcult.dm

* This is probably for the best

* Doy

* Fix shit

* Rest of the DEFINES tree

* Fix

* Use global. for access

* Update find_references_in_globals

Always hated that proc

Whoever made it must've bee a r e a l idiot...

* __HELPERS tree

* Move global initialization to master.

Fix the declaration

* database.dm

* Dat newline

* I said DECLARATIVE order!

* Here's something you can chew on @Iamgoofball

* game_modes.dm

* Fix this

* genetics.dm

* flavor_misc.dm

* More stuff

* Do it mso's way. Keep the controllers as global

* Make master actually see it

* Fix

* Finish _globalvars/lists

* Finish the rest of the _globalvars tree

* This is weird

* Migrate the controllers

* SLOTH -> GLOB

* Lighting globals

* round_start_time -> ticker

* PAI card list -> pai SS

* record_id_num -> static

* Diseases list -> SSdisease

* More disease globals to the SS

* More disease stuff

* Emote list

* Better and better

* Bluh

* So much stuff

* Ahh

* Wires

* dview

* station_areas

* Teleportlocs

* blood_splatter_icons

* Stuff and such

* More stuff

* RAD IO

* More stuff and such

* Blob shit

* Changeling stuff

* Add "Balance" to changelogs

* Balance for changelog compiler + Auto Tagging

* Update the PR template

* hivemind_bank

* Bip

* sacrificed

* Good shit

* Better define

* More cult shit

* Devil shit

* Gang shit

* > borers

Fix shit

* Rename the define

* Nuke

* Objectives

* Sandbox

* Multiverse sword

* Announce systems

* Stuff and such

* TC con

* Airlock

* doppllllerrrrrr

* holopads

* Shut up byond you inconsistent fuck

* Sneaky fuck

* Burp

* Bip

* Fixnshit

* Port without regard

* askdlfjs;

* asdfjasoidojfi

* Protected globals and more

* SO MANY

* ajsimkvahsaoisd

* akfdsiaopwimfeoiwafaw

* gsdfigjosidjfgiosdg

* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!

* facerolll

* ASDFASDFASDF

* Removes the unused parts of dmm_suite

* WIP

* Fix quote

* asdfjauwfnkjs

* afwlunhskjfda

* asfjlaiwuefhaf

* SO CLOSE

* wwwweeeeeewwwww

* agdgmoewranwg

* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?

* Fix syntax errors

* 100 errors

* Another 100

* So many...

* Ugh

* More shit

* kilme

* Stuuuuuufffff

* ajrgmrlshio;djfa;sdkl

* jkbhkhjbmjvjmh

* soi soi soi

* butt

* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING

* lllllllllllllllllllllllllllllllllllllllllll

* afsdijfiawhnflnjhnwsdfs

* yugykihlugk,kj

* time to go

* STUFFF!!!

* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!

* ngoaijdjlfkamsdlkf

* Break time

* aufjsdklfalsjfi

* CONTROL KAY AND PRAY

* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

* Goteem

* Fix testing mode

* This does not belong in this PR

* Convert it to a controller

* Eh, fuck this option

* Revert controllerization Ill do it some other time

* Fix

* Working controllerization

* FOR THE LOVE OF CHRIST PROTECT THE LOGS

* Protect admins and deadmins

* Use the inbuilt proc
2017-04-06 23:26:13 -06:00
Jack Edge
f55f037e53 Turns out that the chef job is actually called Cook 2017-03-29 18:51:24 +01:00
Jack Edge
2947b6679d Converts Centcom 2017-03-29 18:08:30 +01:00
Jack Edge
2d78e0f582 Pubbystation landmark types 2017-03-29 17:04:53 +01:00
Jack Edge
b6750ad83c Properly type all of Metastation's landmarks 2017-03-29 00:11:15 +01:00
Jack Edge
24bf8b2ae1 Changes hand named landmarks on Deltastation 2017-03-28 21:00:03 +01:00
Jack Edge
fc89cc9c33 Removes unused monkeystart landmark type 2017-03-28 19:20:47 +01:00
coiax
2f1f827d93 Removes costume landmarks, replaces with spawners (#25400) 2017-03-24 08:53:02 -03:00
Cyberboss
9d8af414d6 Fixes start landmarks failing to GC 2017-03-07 21:48:30 -05:00
Cyberboss
ecc3b29500 Fixes /obj/effect/landmark/start failing to GC (#23551) 2017-02-02 11:31:41 +01:00
NikNakFlak
8a85e7bcae Adds the purple skirt! 2016-10-21 11:42:16 -07:00
NikNakFlak
803e23e132 Updates prescription glasses and hipster glasses onmob sprites, removes green glasses (#20807)
* Swaggy glasses tbh

* Git merge thingy
2016-10-10 18:33:07 +13:00
phil235
2d2975f783 Some preliminary changes before the damage refactor PR. The changes here do absolutely nothing gamewise.
This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review.

Introduces the resistance_flags bitflag that replaces unacidable and burn_state.
Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
2016-09-27 22:33:08 +02:00
Jack Edge
811ca247d8 Capture the flag quality of life changes
- Spawn traps no longer fade when crossed
- The "reset" location of CTF flags is visible to observers
- Baricades regenerate at the start of every round, and when destroyed
leave observer visible ghost barricades
- At the start of every round, the arena is cleared of debris
- The blue team shoot blue lasers, the red team shoot red lasers
2016-06-28 23:49:28 +01:00
Jack Edge
d4118f8798 Cleaned maps, ruin verbs
Also converts some into tgm
2016-06-12 01:32:59 +01:00
phil235
750eaa4a57 invisibility = 100 and 101 now use defines. 2016-04-29 01:00:05 +02:00
xxalpha
3df42cfdba Added new event: portal storm.
need the file of course

world name
2016-01-30 01:23:55 +00:00
bgobandit
73471eb8b1 sexy clown is now a sexy object oriented clown 2015-12-10 19:19:03 -05:00
bear1ake
f697ae90f5 removes a bunch of .0 2015-09-10 20:57:30 +09:00
xxalpha
b9db8ce854 A few qdel fixes. 2015-08-27 13:15:41 +01:00
AnturK
8a1e4435b6 Adds admin verb to reset latejoin spawns 2015-08-08 18:52:57 +02:00
xxalpha
62426279b4 Added department security spawn points and fixed dep sec spawning. 2015-05-16 22:20:31 +01:00
MrStonedOne
eb7d5fefa5 Merge remote-tracking branch 'upstream/master' into step-aside-aran-im-here-to-touch-your-precious
Conflicts:
	code/controllers/subsystem/ticker.dm
2015-05-02 03:03:29 -07:00
MrStonedOne
bd6d51a0b5 Massive MC and subsystem rewrite
MC:
	No longer tracks a subsystem's cpu usage. This was basically worthless and took up space on the stat panel
	Can calculate wait down to a tenth of a decisecond to make it fps/world.ticklag agnostic
	Now allows subsystems to have a dynamic wait, that is based on a ratio of how long that subsystem has been taking to process(cost). (This system allows for upper and lower bounds, and an changeable cost delta for each subsystem)
	MC can now be told to init a zlevel

All Subsystems:
	Stats panel now allows child subsystems to pass it a message to add to its stats entry. All subsystems have been moved over to this system - This should cut down on subsystems having to copy and paste the stats proc in order to add to it
	All subsystems now properlly handle being given a zlevel in their init proc

Subsystem changes:
	Air:
		Added air to the dynamic wait subsystem. upper bound: 50, lower bound: 5, cost delta: 3 times process cost
		Air now fires 4 times faster when it can do so without lagging things up
		Pipenet has been merged into air
		Atmos machinery now processes with process_atmos(), ticked by air, not machinery.
		Hotspots (the fire object) are now object pooled
	Pipenet:
		Deleted, added to air
	Machinery:
		Moved all atmos calcualtions in all objects's process() to process_atmos().
	Lighting:
		Added Lighting to the dynamic wait subsystem. upper bound: 20, lower bound: 5, cost delta: 3 times process cost
	Ticker:
		Fixed ticker not updating the lobby panel when game start delayed
		Fixed the game start timer updating rapidly from queued fires when game start delay is removed
	Garbage/qdel:
		qdel will now limit its process time to 2ds a fire.
		qdel can now be given hints as a return to Destroy() as to what should be done with the object.
		the options are:
			queue: (default) this is the normal behavior.
			letmelive: old default to non-null/zero. does nothing with the object
			iwillgc: functionally the same as above, mainly to let people working with objects know that the object will not be queued for GC checking
			harddel: this will queue the object to be deleted without storing a soft reference, mainly to save locate() processing time.
			harddel_now: this will del() the object. To allow for a clean removal of every del() not in qdel
		All objects have been updated to the new system, harddel and iwillgc was not added to any new objects.
		Fixed some objects not GCing because they didn't properlly clear references in Destory()
		Fixed some objects getting qdel'ed preventing other objects from getting GCed because they did not null their reference to that object.
2015-04-29 02:00:25 -07:00
Ikarrus
671bee5027 Centcom Response Team Variations
- The button is now labelled "Make Centcom Response Team"
- Added different response teams of varying strength, to give admins more options than balls-to-the-walls all the time
- Code Green: Centcom Official
- Code Blue: Light ERT - No access to lockers or admin weapons
- Code Amber: Full ERT - Access to lockers, but not admin weapons
- Code Red: Elite ERT - What we have now.
- Code Delta: Deathsquad
- Removed Make Deathsquad button as it's all collapsed into this one button now
2015-04-27 01:08:47 -06:00
Ikarrus
c62d387a1d Randomizes Order of Job Spawn Points
The ticker's setup() will shuffle the list of spawn points, so jobs won't always predictably spawn bottom-up and left-to-right
2015-03-02 20:01:36 -07:00
dannno
44ea489940 THE OWL RETURNS: PART 2: REVENGE OF THE GRIFFIN
- adds The Griffin costume to the autodrobe
2015-02-23 17:30:17 -05:00
dannno
e8fb3d1f05 THE OWL RETURNS: PART 1: THE PLASMA RISES
- all owl items resprited
- owl wings added; suit slot item, wings are toggleable
2015-02-23 16:49:17 -05:00
Steelpoint
982c54c2f3 EmergencyResponseTeamV2 2015-01-11 19:21:38 +08:00
tkdrg
b0635993a4 Revert "[FEATURE] Emergency Response Team" 2015-01-10 19:55:30 -03:00