Commit Graph

148 Commits

Author SHA1 Message Date
phil235
19cda8f56b Reorganizes the area folder to be more readable (multiple files instead of a big one with a million areas defined, moving areas that were defined outside the folder back into the folder).
Fixes issue with area power alerts, related to many space ruins using the same area and thus having multiple apcs in the same area with some wanting the area to be powered and some unpowered, leading to the area's power state constantly switching (area/procpoweralert() becoming the second most costly proc on the profile).
I fixed it by giving to many space ruins their own area (mostly those who have an APC).

Making a global list var "teleportbeacons" so we don't have to use "in world" to fing all tracking beacons used by teleporters.
2016-10-17 21:19:31 +02:00
oranges
8b7eb11df9 Fix multiple href exploits from incorrectly scoped locates
Also adds a helper to flatten a keyed list to it's contents as it
turns out that byond cannot locate in a keyed list
2016-09-28 06:55:45 +00:00
Incoming
b5d92f7a66 New lizard sprites and digitigrade limbs final initial pull 2016-09-19 23:09:50 -04:00
nullbear
2a58dd54a9 Adds explosion helper proc w/ diminishing returns (#20319)
* Adds new explosion proc

Adds a new proc for calling explosions, which uses 'power' instead of a
set of ranges.

Power (1 - 100) is based on minimum explosions size (0, 0, 1) to maximum
explosion size (5, 10, 20)

Formula keeps explosions within a 'sane' range. So while it is possible
to bypass maxcap using this, it will require a LOT of work.

I've done some balance testing, and a halfcap (2,5,10) can be made using
a double bluespace beaker of water and potassium. A (3,7,14) can be made
using black powder, and the largest bluespace grenade explosion can be
made using nitroglycerine, at (6, 12, 24) which is only slightly larger
than maxcap.

You can check out https://www.desmos.com/calculator/pgfz0gqqxf to see
how the explosive power affects range. T is 'units of explosion' and P
is a multiplier. Multipliers for explosive reagents are: water/potass =
1/10, black powder/meth = 1/6, nitroglycerin = 1/2.

* Clarity Changes

Renames dynamic explosion proc for clarity.

Makes dyn_x explosions scaleable with DYN_EX_SCALE variable.

Adds debug dyn_x verbs, and a dyn_x drop_bomb proc to fun admin verbs.

* Adjusts formula

better efficiency and readability.

Adds debug proc for changing explosion scale.

Adds a comment containing common power/explosion sizes.

* oops
2016-09-11 20:46:26 +12:00
AnturK
d225d4800b Station Goals (#20009)
* goals initial

* Revamps Meteor Shield
Minor UI touchups.
Fixes DNA Vault completion check.

* Allows admins to varedit goal completion.
Does not clear dna probe on upload.

* Missed icons and template.

* Spelling, proper attackby returns

* Meteor shield emag effect only works when it's active.

* Admin panel for station goals.

* Some visual feedback and spans.

* Announcement now shows the goal name.

* Fixes

* Fixes and adminlog

* Tgui build

* Moves the information to intercept report except for admin spawned ones.
2016-09-07 20:15:45 +12:00
Shadowlight213
3628d1b9df Merge branch 'master' of https://github.com/tgstation/tgstation into bayputers 2016-08-05 23:15:39 -07:00
Shadowlight213
0c9554cd35 Base systems pretty much done.
Still need to convert the id computer program.
2016-08-05 22:51:53 -07:00
AnturK
491f06ded6 Defers list init 2016-07-26 17:07:06 +02:00
AnturK
c6d9df04ba Switches to assoc lists 2016-07-25 22:42:06 +02:00
AnturK
69dcf5bd98 Applies the change to PAI's 2016-07-25 22:13:30 +02:00
AnturK
24ca50148d Never for this round generalization 2016-07-24 22:27:41 +02:00
Shadowlight213
e79cebbbef Adds Byond medal and scoreboard support and tracking for megafauna kills. 2016-07-18 17:02:49 -07:00
oranges
321b9a3b41 Merge pull request #19198 from Incoming5643/when_in_rome
Refactors out num2roman because byond has inbuilt support (yes, really!)
2016-07-09 18:15:20 +12:00
Incoming
f51201fcf6 Refactors out num2roman because byond has inbuilt support (yes, really!) 2016-07-07 12:01:03 -04:00
Jack Edge
0d0c42fc6a Compilation 2016-06-28 13:04:43 +01:00
oranges
0432cd9bb4 Merge pull request #18484 from coiax/random-space
All of space is now randomised
2016-06-23 09:12:48 +12:00
Jack Edge
3e30473365 Applied MSO's proposed changes 2016-06-21 13:34:36 +01:00
Jack Edge
6bc9f6860f Don't forget airstrip one 2016-06-18 16:31:28 +01:00
Jack Edge
55c56a9f29 Modifies station charter to use piecemeal naming 2016-06-18 16:19:42 +01:00
Jack Edge
bee76f53c4 Move station name pool to global lists 2016-06-18 12:58:18 +01:00
Jack Edge
8e806f6bd4 Merge remote-tracking branch 'origin/master' into random-space 2016-06-14 22:17:51 +01:00
Jack Edge
d4118f8798 Cleaned maps, ruin verbs
Also converts some into tgm
2016-06-12 01:32:59 +01:00
xxalpha
1a01acf4af Prevent the game from hanging if bullets find an infinite loop. 2016-06-10 19:47:55 +01:00
xxalpha
a33f30e87f Spacetime Distortion wizard spell. 2016-06-10 18:56:38 +01:00
Core0verload
3af3bd2938 R&D machinery refactor (#18295)
* RnD machinery refactor

* Small changes

* Removed designs selling
2016-06-08 17:18:22 +12:00
oranges
d360479227 Merge pull request #17934 from coiax/bluespace-shelter-templates
Bluespace shelters use map templates
2016-06-07 13:43:59 +12:00
Jack Edge
a9b43f06bf Bluespace shelters use templates
🆑 coiax
rscdel: Bluespace shelter capsules can no longer be used on shuttles.
rscadd: Bluespace shelters may have different capsules stored. View what
your capsule has inside by examining it.
/🆑
2016-06-07 02:11:35 +01:00
unknown
54e03cb325 Fixes nuke ops being able to fly to the station and then declare war, and fixes screwdrivering the syndicate shuttle computer breaking it forever. 2016-06-06 18:50:39 -04:00
Jack Edge
1ba0fb5aee Infectious zombies are now a full subspecies
Fixes #17932

No more ""infection holder" bursts out of" memes, as zombie infection is
now done with a body egg in the head.

- Added 'romerol' a silent bioweapon reagent that adds the zombie
infection organ to a living person. This will lie dormant until they
die. Then they will stand up again.
- Zombie infection uses body_egg, meaning it shows up on healthHUDs.
- Zombies are now a full subspecies of humans, instead of
simple_animals. However, they should still be mostly the same, still
unable to pick up items, still zombify on attack and still able to claw
open doors.

Side Effects

- Zombies now take time to destroy tables
- Zombies can have their limbs cut off and be reduced to wandering
around being a bit pathetic. This is a feature.
- Zombies can be stunned and are vulnerable to stamina damage and
chemicals
- Zombies are armoured, but instantly die in crit, meaning they have
approximately 120 hp as before
- Zombie hands are just bloody hands, a proper sprite maybe sometime

gjkafldksfjkl
2016-05-31 00:15:10 +01:00
Shadowlight213
86cbe14d15 Conflict fixes 2016-05-19 20:42:26 -07:00
Razharas
0a3ddc886c Turns tablecrafting into personal crafting (#17341)
* Converts tablecrafting to datums

* Adds crafting.dm

Adds crafting.dm

* Fix merge conflicts

Fix merge conflicts

* Fixes dme

* Fixes returns

Fixes returns

* Only check hands and remove old paths

Only check hands and remove old paths

* Recipe fixes

Recipe fixes

* Removed action button

Removed action button
Added small ui button to inventory near the intent wheel
Removed debug
href_list is not longer /list

* Added adjucent checks

Added adjucent checks

* Snacks now get chems from parts

Snacks now get chems from parts

* Complex food fuckery fixed

Complex food fuckery fixed

* Fixes old recipe

Fixes old recipe

* Fix to infinite loops in reagent extraction

Fix to infinite loops in reagent extraction
It was finding old empty containers and tries to extract from them

* Fixes hands not checking

Fixes hands not checking

* Fixes reagents fucking up

Fixes reagents fucking up

* Even more reagent fuck ups fixed and comments

Even more reagent fuck ups fixed and comments

* Fixes all the shit i could find

Fixes all the shit i could find

* Removes debug and mechs

Removes debug and mechs

* Argument renaming

Argument renaming

* Fixes all argument names

Fixes all argument names

* Final fix of arguments

Final fix of arguments
2016-05-09 18:14:48 +02:00
Shadowlight213
6191cf0add Merge conflict fix 2016-05-08 16:43:51 -07:00
coiax
035334589d Ruin budget system (#17366)
* Initial start of lavaland ruin budget system

Weights are dumb, we're gonna use BUDGETS!

To be clear, each round, there will be a budget for ruins.

HERE IS A ROUGH APPROXIMATION OF THE AIMED PROCESS
 - Pick a ruin
 - Can we afford it? If not, start again.
 - Try a bunch of times to place it.
 - Did we place it? Good, then reduce our budget accordingly

Does this look a little like syndicate surplus crates? That's the point.

* Subclassery

* Budget based ruin loader is GO

* Cryostasis (with a s)

* Adjusted costs, added no-duplication

* No dupes on the major ruins

* Deleted files, budget is config

* Corrected description

* Fixed ruins failing to load, duplication

* The zoo goldgrub will no longer burrow away

* Space descriptions and names

* No more weird Xenonest loops, should be all good

* Adjusted costs based on feedback
2016-05-08 23:03:42 +10:00
coiax
5b5d956943 Alternate escape shuttles and ferries (#16761)
* Added a simple bar-theme escape shuttle

Features include a very tough Bardrone, with laws to be a good
bartender, bathroom, a quality lounge for the heads, and a small
gambling table.

* Changed drone's health to 3000

Bardrone is now strong, to cope from stray gunfire.

* Replaces banned variables with alternates

Step_[xy] is bad, mkay?

* Added STV5, the cramped transport shuttle

Well, looks like Centcom only had this ship ready for evacuation. I hope
you're friendly with your coworkers!

* Removed shuttle area from empty space on STV5

* Added cult shuttle

Looks like this automated shuttle may have wandered into the darkness
between the stars on route to the station. Let's not think too hard
about where all the bodies came from.

* Include the Narnar Shuttle

* Meat ferry added

Very basic, could probably use some love from a map wizard.

* Moved shuttle files to shuttles/ directory

* MAPS MOVED AND RENAMED

* Hyperfractal Gigashuttle

"I dunno, this seems kinda needlessly complicated."
"This shuttle has very a very high safety record, according to Centcom
Officer Cadet Yins."
"Are you sure?"
"Yes, it has a safety record of N-A-N, which is apparently larger than
100%."

* I REGRET ADDING THESE

* Into templates you go

* Changed floors

* Hugbox supermatter, for map making

* Shuttles KINDA delete themselves

* Hats in hats in hats in hats in hats

* Use the hugbox supermatter in the shuttle

* Include the new verbs

* Include our new verbs

* Fixed runtime when deleting emergency shuttle

* Added to verb list

* Fixes more runtimes with deleting the shuttle

* Shuttle Destroy verb now functions

* Moved them out of the shuttles/ folder

* We'll need these docks later

* shuttle_import landmark datum made

* Changes z2 to TGM format and adds shuttle_import landmark

* SHUTTLE IMPORT VERB

Is this it? Are we there?

* Some compile fixes

* Emergency bar map updated

* Updated cramped shuttle

* Updated narnar shuttle

* Supermatter shuttle updated

* Meat ferry updated

* Debugging information included

* Debug code, QDEL hints

* Minor updates to collection of maps

* May as well use the snowflake drone code

PICK YOUR OWN BARKEEPING HAT.

* The Lighthouse

*static*... part of a much larger vessel, possibly military in origin.
The weapon markings aren't anything we've seen ... *static* ... by
almost never the same person twice, possible use of unknown storage ...
*static* ... seeing ERT officers onboard, but no missions are on file
for ... *static* ... *static* ... *annoying jingle* ... only at The
LIGHTHOUSE! Fulfilling needs you didn't even know you had. We've got
EVERYTHING, and something else!

* Made supermatter hallucination too powerful

* Added force argument for docking testing

* Added emergency backup shuttle

Hopefully it will never be seen or used. But means that provided it's
there and untouched, even with the accidental deletion of a shuttle,
round will still be able to end as normal.

* Added templates for existing shuttles

* Backup shuttle used if emergency shuttle deleted

* Added backup shuttle transit space

Don't know why transit spaces aren't dynamically generated, to be
honest.

* Hyperfractal Gigashuttle improved

More radiation lockers, chairs which makes it "safer".

* Added Shuttle Under Construction

The documentation hasn't been finished yet for this shuttle. Break glass
in case of emergency.

* Added warnings for shuttle interaction

ARE YOU SURE YOU WANT TO DELETE THE EMERGENCY SHUTTLE?

I mean, I really don't know what will happen, and it's probably
nothing good.

* Snappop(tm)!

Hey kids and grownups! Are you bored of DULL and TEDIOUS shuttle
journeys after you're evacuating for probably BORING reasons. Well then
order the Snappop today! We've got fun activities for everyone, an all
access cockpit, and no boring security brig! Boo! Play dress up with
your friends! Collect all the bedsheets before your neighbour does so!
Check if the AI is watching you with our patent pending "Peeping Tom AI
Multitool Detector" or PEEEEEETUR for short. Have a fun ride!

* Fixed horrific experiment icon, added gambling spawner

* Candle changes

Infinite candles start fires but don't run out.
Infinite candles don't make messages when created.

* Shuttle can dock if already docked

* Fixing bugs with shuttle import

Also, some minor bugs with hugbox supermatter still consuming
gas moles and slowly depressurising the area.

* Admin notice, unload bad template

* Fixes problems with some shuttles

* Warning message if roundstart dock failed

* Compiles.

* Inform admins of shuttle problems

* Names for shuttles, minor tweaks

* Moved shuttle templates to shuttles/

* Version numbers are lame

* Shuttle datums

* Shuttle manipulator barebones

It doesn't do anything at the moment.

* Added shuttle manipulator to Z2

It still doesn't do anything yet, but it looks pretty.

* Use GetAllContents(), don't delete ghosts

* Fixes bug where nothing would actually load

* Cancel button on Destroy Shuttle

* Fixed birdboat shuttle overwriting bar shuttle
2016-05-07 23:35:57 +02:00
Shadowlight213
afb7a878d1 Fixes merge conflicts 2016-05-06 16:52:30 -07:00
Shadowlight213
50372a586f Adds basic cross server message relay system. Currently setup to relay adminhelps to the other server in the case of no admins on a server. 2016-05-02 11:53:29 -07:00
Shadowlight213
6d6e9818cb More WIP
Initial work on spacemove in atmosphere
Getting stunned now launches you and doubles the stun.
2016-04-24 17:41:10 -07:00
Shadowlight213
303bdec6f5 Angel WIP commit 1
Added basic angel wing Mutant parts
2016-04-22 13:36:43 -07:00
Shadowlight213
ab25f840e9 Adds detecting newly made byond accounts (#16269)
* Adds age checking for byond accounts.

* WIP. moved to regex.

* Actually works now.

* local vars

* Changes to use sql.

* Fixes

* Removes unused var
2016-04-15 11:04:52 +10:00
Jack Edge
aaefe844c1 Merge branch 'master' into my-best-friend-is-a-holocarp
Conflicts:
	code/_globalvars/lists/names.dm
	code/modules/mob/living/simple_animal/guardian/types/explosive.dm
	code/modules/mob/living/simple_animal/guardian/types/protector.dm
	code/modules/mob/living/simple_animal/guardian/types/ranged.dm
	code/modules/mob/living/simple_animal/guardian/types/standard.dm
	code/modules/mob/living/simple_animal/guardian/types/support.dm
2016-04-07 22:56:08 +01:00
Remie Richards
a3dd455a37 Adds a framework for alternate appearances (override images), the Cardborg costume now makes you look like a real Standard Cyborg 2016-04-02 20:52:00 +01:00
Jack Edge
445dfc8a5e Carp names
Bonus points if you get the reference. There's a reason it's not
alphabetically sorted.
2016-03-30 12:09:13 +01:00
Jack Edge
7b41b24e67 Include our list of names as a global
Include the list of golem names as one of the global lists, just like
all the other sets of names.
2016-03-30 08:04:33 +01:00
Ricotez
ae6faabd8a Brighter ghost hair and new preferences.
+Ghost hair is now brighter than before.
+Added a new preference ghost_accs that stores what you want your own ghost to display.
+Added a new preference ghost_others that stores what you want other people's ghosts to display.
2016-03-23 20:41:36 +01:00
xxalpha
1a4206c77b Merge remote-tracking branch 'upstream/master' into uhhhhh 2016-02-19 18:32:07 +00:00
xxalpha
1bee6b5365 Merge remote-tracking branch 'upstream/master' into uhhhhh 2016-02-17 15:04:51 +00:00
KazeEspada
5d8d5854f9 Bag tweaks.
Department Backpacks are now the default(instead of grey backpacks).

Fixed an error on humans where new humans would have an integer for their backpack.

This will not affect current preferences.
2016-02-16 14:03:35 -07:00
KazeEspada
653902068e You can now select whether to start with a dufflebag. Also, you have the option to choose between generic or departmental bags.
And for all you baystation fans, I added leather satchels while I was at it.

Minor change: Atmos techs now start with engineering bags.
2016-02-11 16:48:08 -07:00
GunHog
95f86ffea8 Nuke Tiles
AI's Doomsday Device and Stations' self-destruct now turn all blue
circuit tiles to red when activated.

Fixed a bug where cancelling the self-destruct via the "Safety" button
did not change the tiles back to normal.
2016-02-04 09:16:56 -06:00
xxalpha
87abdca865 Merge remote-tracking branch 'upstream/master' into uhhhhh 2016-01-31 21:12:18 +00:00