Commit Graph

120 Commits

Author SHA1 Message Date
Ian Turk
7460f2c5b8 Replaced flags with flags_1 2017-08-16 13:01:15 -06:00
Jordan Brown
af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
ShizCalev
d525b18d8d Completes major inhand split project (#29574)
* Completes split project

* More work on it. Should be more or less finished
2017-07-29 16:47:37 -03:00
shizcalev
8ebf6b6a43 cleaned up paper 2017-07-26 05:35:05 -04:00
ShizCalev
59ef81245b Changes some 1s and 0s to TRUE and FALSE (#29144) 2017-07-10 10:31:34 -04:00
Joan Lung
24f69f814b missed these 2017-07-08 14:09:07 -04:00
Joan Lung
1feb0021a1 Removes now-unnecessary obj_integrity definitions 2017-07-08 14:02:50 -04:00
oranges
ae3740d84b use_power var now uses a define to reflect it not being a bool
NO_POWER_USE
IDLE_POWER_USE
ACTIVE_POWER_USE

holopads now correctly set use_power and the active_power_usage
2017-06-29 23:50:16 +00:00
Lzimann
3e34eb9e3f Changes all sounds to be lower case, plus standardizes their references 2017-06-11 00:38:45 -03:00
MrPerson
ff3f84ab81 Replaces /image with /mutable_appearance, where appropriate (#26518)
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism.

I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default.

Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
2017-04-25 12:15:16 +02:00
Joan Lung
dc0e007a23 A bunch of Initialize()s now have return values (#26464) 2017-04-25 10:51:40 +02:00
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
Lzimann
5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
Cyberboss
5959ac32cc Refactors atom/Initialize. Fixes ruins being initialized twice (#22778)
* Refactors atom/Initialize

Captialized for compiling correctness and to be more inline with Destroy

Will now be called from atom/New if the world initialization loop in SSobj has already run. Should always call the base.

Now comes with the `roundstart` parameter indicating whether or not it was called by SSobj or atom/New

Other fixes/tweaks:
- Renamed a proc called Initialize in abduction consoles to Setup
- Removed /obj/item/device/radio/headset/headset_sec/department: Broken and referenced literally nowhere in the code
- Removed a spawn from the Initialize of turbine_computer which made literally zero sense
- Generalized the proc which fixes RND servers with no id set

Reasoning: It's better to check roundstart per function than to have to duplicate code in New and Initialize. Think of it as a safer New for atoms. If we move enough stuff to it, initial map load performance will increase due to less New calls

* Fixed a thing

* Actually, fuck the police

* >Expecting a merge without errors

* >Not calling ..() in New

* Sanic

* Fix the headset bug

* Makes sure the map loaders dew it right

* Fixes ruins being initialized twice

* Rename roundstart -> mapload

* Revert "Rename roundstart -> mapload"

This reverts commit 667c327fd2ccfa3ce4f4db52eac03f9e8b0f6812.

* Remove unrelated change

* A more direct solution to map loads

* And now we shouldnt need this warning

* Add the new var to SSobj recovery

* Revert "Revert "Rename roundstart -> mapload""

This reverts commit dee07dbd5e4696554ac43aae5b91cce743b9b9e0.

* Line endings
2017-01-23 09:37:45 +01:00
Joan Lung
a3be7a9226 Refactors toolspeed to be a multiplier instead of a divisor 2016-12-09 16:55:51 -05:00
Mervill
0972f78800 a_intent now uses defines 2016-12-02 22:27:30 -08:00
Mervill
09ea5ad2e5 w_class now uses defines 2016-12-01 21:33:14 -08:00
Cuboos
bf079d29d4 POWER TOOLS TAKE 2. (#20923)
New power tools for the CE! It's like goof's golden tools but less memey and makes more sense, power tools are much faster than normal tools and take the place of two.

Hand drill, activate to switch between between screwdriver bit and bolt bit (screwdriver/wrench)

Jaws of life, activate to switch between a cutting head and prying head, can also open powered doors like a xeno. Cutting head cuts your head off if you suicide with them. I wanted to make the prying head gib your head but i couldn't figure it out.

Reworked how construction handles sounds and added a new "usesound" var to obj/items. This is useful if you want to add another tool or item that makes a send when it's being used. Also useful if you want to replace a sound for an item or if you have an item with a choice of sounds (like if you have two versions of a sound sound you want to play)

CE now gets a unique white tool belt, exactly the same as a regular tool belt, just a re-skin.

CE also spawns with the new power tools and an experimental welder, CE will be the ONLY one to spawn with these tools, might make him a more valuable target for traitors. I figured this would be acceptable considering most heads are not antag enabled (i think)

Also i added a welding tool sound for reasons... figured might as well add some more sounds while i was reworking it.
2016-10-14 10:19:23 +13:00
phil235
5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00
phil235
6809603669 Changes obj/effect/blob,spider,swarmer,energy_net,spacevines to be ob/structures instead, since you can hit and destroy them.
Adds a large ash and large molten item decal (for future use)
simplifies decal/cleanable/replace_decal() code a bit.
Changes construction() proc to on_construction() for consistency, same for deconstruction().
Made a deconstruct() proc for machinery and computer (also for future use).
2016-09-27 19:58:27 +02:00
Cruix
ac0bad5d61 Added priority overlay system. (#18225)
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
2016-06-17 10:11:53 +12:00
Remie Richards
fda2c699fc Automatic conversion via Regex 2016-06-11 18:37:48 +01:00
Core0verload
a66c2f4418 Machine/computer boards and frames refactor (#17300)
* Map Changes

* Machine/console boards and frames refactor

* More board changes
2016-05-08 12:11:18 +02:00
Joan Lung
6fc1d4fde4 Blobs can no longer eat the supermatter (#17205)
* Blobs can no longer eat the supermatter

* phil'd

* phil'd
2016-04-29 20:29:20 +02:00
phil235
b146131a34 Second commits.
This contains the changes to item_attack.dm
Obj/attackby() now follows a similar structure as mob/living/attackby. It calls attack_obj() (like attack() but for obj) which calls attacked_by (just like attack() does)
The use of the NOBLUDGEON flag changes a bit, it is now used to signify the item cannot be used as a melee weapon at all. No attack animation, no attack message. I've given this bitflag to many items that have an afterattack() so as to not both attack and do the special action (among those items: the rcd)

There's also the code changes to attacking machines: attacking any machine now give a proper message and a sound. And with this, I made more machines breakable (using a health var and the very little used BROKEN stat). Most notably, tables can now be attacked when on harm intent and be destroyed.

The newly destroyable machines have a take_damage() proc used by all sorts of attack (weapon, xeno, animal, hulk, mech melee, gun projectile, thrown items).

There's some more stuff in there, see the PR's description and comments.
2016-04-24 20:37:00 +02:00
Menshin
9afe050025 Replaced last occurences of gc_destroyed by qdeleted(). 2016-03-05 01:58:56 +01:00
Bjorn Neergaard
b9c79680b9 Rename get_ui_data -> ui_data, remove useless shuffle from wires 2016-02-05 17:09:40 -06:00
Bjorn Neergaard
1599742f7e Re-structure tgui's ui_act 2016-01-22 19:25:36 -06:00
Bjorn Neergaard
41caa93330 Hotfix for display issues and UIs droping ui_act calls 2016-01-18 17:00:15 -06:00
Bjorn Neergaard
a1ff8e8783 Refactor tgui interactions
Removes a lot of duplicated code, thanks to @nullquery's parent tweaks
2016-01-18 14:27:56 -06:00
Bjorn Neergaard
1c64360882 tgui atmos control computers 2016-01-18 14:21:57 -06:00
Bjorn Neergaard
aec6bc103c Fix tgui proc signatures and thus AI APC reboot
This allows state overloading

Make AI reboot code use ui_interact instead of attack_ai
Fixes #13762
2016-01-04 16:25:20 -06:00
Bjorn Neergaard
777ba0486d Rename the tgui pref and adjust all UI sizes for the rewrite 2016-01-01 17:47:45 -06:00
Bjorn Neergaard
a2bb279164 NanoUI is now 'tgui' 2016-01-01 17:47:44 -06:00
oranges
134a76cc8f Line ending apocalypse 2015-12-17 14:12:37 +13:00
Bjorn Neergaard
da4842dddf Make NanoUI resistant to Topic spoofs
Move Topic() into a NanoUI-specific ui_act proc
Update to @YotaXP's latest JSON code.
Return focus to the mapwindow if a key is pressed in a NanoUI.
2015-12-15 22:37:52 -06:00
Bjorn Neergaard
47b727a23e Rework how NanoUI handles Topic()
Also, add the ability to winset and the like, all from Javascript
2015-12-15 13:12:35 -06:00
Bjorn Neergaard
5678dfcbd1 Prefix everything with 'nanoui' to avoid conflicts 2015-12-15 13:12:33 -06:00
Bjorn Neergaard
8fdfa08e58 Port NanoUI styles to LESS 2015-12-15 13:08:27 -06:00
Bjorn Neergaard
a0c54eba97 Begin rewrite of NanoUI frontend.
* Remove jQuery in favor of polyfills.
* Make NanoUI work with IE8-IE11
* Upstream doT
* Change NanoUI template syntax
* Event driven code
2015-12-15 13:07:11 -06:00
Menshin
5142a97d0e Fixes broken solar devices giving intact sheets back on deconstruction. 2015-12-12 23:40:49 +01:00
duncathan salt
ad410e39d8 Merge pull request #13296 from neersighted/nanoui_checks
Fix some NanoUI checks
2015-11-29 18:36:18 -06:00
Bjorn Neergaard
06e5df9336 Fix NanoUI missing assignment; use two-line ifs 2015-11-29 18:20:10 -05:00
Jordie
da0c466f82 Merge pull request #13149 from Firecage/toolspeed
Adds toolspeed
2015-11-29 21:06:15 +11:00
Bjorn Neergaard
b897fb6d72 Fix NanoUIs flashing, update Tanks, Solars, and Canisters 2015-11-27 15:30:18 -05:00
Bjorn Neergaard
1a44e3d851 Refactor NanoUI API
Also update NanoUI-using code to the new API.
2015-11-26 07:11:31 -05:00
Firecage
c933363062 Adds the toolspeed var and adds it to most usages of tools which has a timer 2015-11-21 19:24:14 +02:00
Nerd Lord
f458c2cead The blob eats nondense things in all cases.
Probably fixes one or two bugs in the process.
2015-11-20 21:03:43 -05:00
duncathan
51c09f16bf makes all Destroy()'s return properly 2015-08-31 00:21:01 -06:00
c0
97b792bbc3 Changed some circuits paths to reduce copypasta 2015-08-30 16:58:13 +03:00