-Removed the priorityqueue datum. It is now a list()
-priorityqueue/proc/insert is now a helper /proc/sorted_insert() as it may be helpful in maintaining pre-sorted lists or insertion sorts.
-Replaced priorityqueue/proc/extract_last() calls with calls to pop(), which already existed.
-Removed last few references to "bestF" (from old awful A) in lighting and MC
-Replaced a section were it'd append to the end of the returned path list and then reverse the list. Now it inserts at the start of the list.
-Adds service headsets to barman/botanist closets (chef doesn't get one for now since he doesn't have a closet, all his spare stuff is just placed in a crate)
Will obey the maxnodes parameter if it's provided (although perhaps not
in the way that it was originally meant?) The only one that uses it is
disease, and it wasn't an issue there, but at least in future it won't
be a problem.
Also slightly increased the maximum loop count from 1500 to 1800, on the
off-chance that the previous value was pessimistically low. In the
initial station this doesn't go past 1000, but if bots understand doors
their paths might get squiggly.
I wish I'd just been able to update the original version, but something
kept going wrong.
This version creates paths of identical lengths (not necessarily the
same paths!) while evaluating, on average, only 35% of the tiles that
the original algorithm would. Seems like a decent improvement.
Also fixes some grammar in the mulebot file.
Slight tweak to the behavior of attacking the janicart with a mop.
Changed it so that it stores the mop when it is soaked (or the bucket is empty), as I'm sure most players would prefer their mop to always be fully soaked when they remove it from the cart.
Also changed the examine text from 'water' to 'liquid' as it was misleading. It can actually be filled with any reagent, even welder fuel...or acid... or blood... or dr.gibb...space lube... you get the picture.
-Adds a Service headset channel, given to the botanists, barman, and chef. The HoP also gets the service channel on his headset.
Note: The Service Preset Server will have to be added to Telecomms on the map before the channel is usable. I'll put up the map when/if this gets merged.
Reduced the overwhelming size of items list by removing huge categories into their own separate lists; this affects /obj/item/clothing and /obj/item/weapon/reagent_containers.
Removes a bunch of unsanitary items from the spawn list.
Makes RCD quick spawn button check for spawn disabled flag since it can destroy walls and floors with impunity.
Adds cleanbot to quick spawn list.
Removes the check for the spawn flag from the dialog construction, because it is cached; if the admin turns it on during the round, people who already have a sandbox panel will be unable to use it.
Adds a disclaimer to the sandbox panel vis a vis admin disabling.
Mobs can now become bloody again...after 9 months of going unnoticed.
Credits to Mport for this fix <3
Modified code/modules/mob/living/carbon/human/human_defense.dm
Signed-off-by: carnie <elly1989@rocketmail.com>
*Resolves a potential issue with hardsetting dna, where dna could potentially be created for carbon-based mobs that do not currently support it
*updateappearance(mob) now works for any carbon mob (i.e. monkeys)
*all dna setup procs like hardset_dna check_dna_integrity and ready_dna, return the dna in question (or null/0 on failure) (as per Giacom's request)
Modified code/game/dna.dm
Modified code/game/gamemodes/changeling/changeling_powers.dm
Signed-off-by: carnie <elly1989@rocketmail.com>
Vandykes are a tash and chin fungus, old sprite was some weird long handle bar thing.
Added some proper vandyke sprites, renamed old ones to fu manchu and added that as another facial hair style