Commit Graph

61 Commits

Author SHA1 Message Date
SkyratBot
2b4772a07e [MIRROR] Merge Conflict Markers - The Explicit Pathing, Layering, Iconing, Warning. [MDB IGNORE] (#14735)
* Merge Conflict Markers - The Explicit Pathing, Layering, Iconing, Warning. (#68039)

* Merge Conflict Markers - The Explicit Pathing

Hey there,

This PR corrects an issue I've been having with mapmerge2 these last few months. Basically, what it does is create a base `/obj` that is given the name `---Merge Conflict Marker---`. This is fine and all, but the problem is that the base `/obj` is set to a certain plane. This does mean that sometimes, this VERY IMPORTANT marker is covered up by rocks or other objects. So, this seeks to get rid of that potential flaw, as well as do some other things.

Sometimes, when objects are rendered via GAGS or other code-means, they tend to have the same default Purple/White Sprite that any object without a valid icon_state has. This has caused me some confusion, so I have decided to create a new icon for conflict markers. This icon was designed to be as ugly as possible, while creating as much contrast as possible with the background by incorporating several colors into its design. I hope you find merge conflicts as unpleasant as I do.

I also updated mapmerge2 to have it so you can set the specified path of the object, as well as a small comment on the warnings if you do not heed it. I'm keeping the fact that mapmerge2 adds a name to the object just in case someone else really needs that. I also updated the linters to check for this path as well (even though the name and description should suffice for linting), and it should all be gravy from here.

* Adds further contrast to the DMI.

* Splits the merge conflict marker into a generic /obj

I also added a thing where if it didn't get caught by linters and it showed up on Initalize, it would error to mapping logs, spit out an error in world, and do all sorts of stuff to remind you.

* python new line

* forgot to add a tab

* Merge Conflict Markers - The Explicit Pathing, Layering, Iconing, Warning.

Co-authored-by: san7890 <the@san7890.com>
2022-07-04 23:50:36 -07:00
SkyratBot
c0462e7bd9 [MIRROR] Adjusts Door Mapping Helper Layers [MDB IGNORE] (#14588)
* Adjusts Door Mapping Helper Layers (#68032)

Hey there,

Access helper layers are great and all, but they tended to have this sort of effect on maps where since they were on the same layer as all of the other mapping helpers for doors, they would just tend to cover up the smaller sprites the others used, like this:

So, this just switches up the layers a bit by having a new layer called `DOOR_ACCESS_HELPER_LAYER` (that is still above `OPEN_DOOR_LAYER`) just for Access Helpers, while every other airlock helper takes the `DOOR_HELPER_LAYER` (like before), which has been increased by 0.01 more funny number.

Ok?

* Adjusts Door Mapping Helper Layers

Co-authored-by: san7890 <the@san7890.com>
2022-06-28 17:22:13 +01:00
SkyratBot
f73da29113 [MIRROR] Adjusts Layering of Broken/Burnt Floor Helpers [MDB IGNORE] (#14499)
* Adjusts Layering of Broken/Burnt Floor Helpers (#67958)

Small QoL thing for mappers. Mapping Helpers automatically go on the highest plane possible, POINT_LAYER. This would result in broken/burnt flooring having the following appearance in map editors:

This is just weird clutter that doesn't particularly look good. So, I just switched both of those subtypes to the same layer that we use for cleanable decal effects, just for nice visual clarify. Here's what that looks like:

* Adjusts Layering of Broken/Burnt Floor Helpers

Co-authored-by: san7890 <the@san7890.com>
2022-06-25 01:27:58 +01:00
SkyratBot
a62beacf7b [MIRROR] [MDB IGNORE] The Tilening V2 - Damaged Tile Overlays Edition [MDB IGNORE] (#14322)
* [MDB IGNORE] The Tilening V2 - Damaged Tile Overlays Edition

* yes

Co-authored-by: Imaginos16 <77556824+Imaginos16@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-19 22:36:25 +01:00
SkyratBot
8fc1c9d31f [MIRROR] fixes airlock ai cut wires runtiming [MDB IGNORE] (#13983)
* fixes airlock ai cut wires runtiming

* Fixes the conflict (without breaking anything, hopefully)

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-05-30 12:25:23 +01:00
SkyratBot
bcf99a79ac [MIRROR] Better cyclelink_helper_multi and duplicate apc logging [MDB IGNORE] (#13922)
* Better cyclelink_helper_multi and duplicate apc logging (#67151)

* Better cyclelink_helper_multi and duplicate apc logging

Co-authored-by: Tastyfish <crazychris32@gmail.com>
2022-05-26 23:24:35 +01:00
SkyratBot
3a3efaab06 [MIRROR] Spellchecks the Name for Unrestricted Side Helpers [MDB IGNORE] (#13917)
* Spellchecks the Name for Unrestricted Side Helpers (#67269)

What the fuck is a "unresctricted"?

* Spellchecks the Name for Unrestricted Side Helpers

Co-authored-by: san7890 <the@san7890.com>
2022-05-26 23:23:20 +01:00
nevimer
bd6cf07f90 fix CI (hopefully) (#12585)
* fix CI hopefully

* more CI

* fffff test this fix

* ok try this

* ok maybe

* more runtime??

* Revert "more runtime??"

This reverts commit c14124de3e18b2963ed78207ed6c64df97524a3c.

* fix this runtime?

* Revert "fix this runtime?"

This reverts commit 4b690e17666b906c47ea1ba86da6744be15c1132.

* working??

Co-authored-by: nevimer <foxmail@protonmail.com>
2022-04-08 23:06:02 +01:00
Zonespace
1118b4175a Adds a bunch of PRs that the Mirror bot missed (#12535)
* aaAAA

* fix-maps
2022-04-06 17:50:47 +01:00
SkyratBot
7904cf8018 [MIRROR] Airlock name mapping helper [MDB IGNORE] (#12279)
* Airlock name mapping helper (#65581)

* Airlock Autoname Helper

* BYOND moment

* Update mapping_helpers.dmi

* Update airlock.dm

* Airlock name mapping helper

Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
2022-03-26 23:25:11 +00:00
SkyratBot
5a23fd2db8 [MIRROR] Mapping Access Helpers [MDB IGNORE] (#12212) 2022-03-21 19:49:17 -07:00
SkyratBot
38ad81aac6 [MIRROR] [MDB IGNORE] Moves non floor turfs off /floor. You can put lattices on lavaland edition [MDB IGNORE] (#12119)
* [MDB IGNORE] Moves non floor turfs off /floor. You can put lattices on lavaland edition

* 123

* fixes more typepaths

* typepaths

* Update planet_turfs.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Kat <53862927+KathrinBailey@users.noreply.github.com>
2022-03-18 03:07:00 +00:00
SkyratBot
9323d74ce4 [MIRROR] Fixes a bunch map log runtimes, adds CI to catch some more potential map issues [MDB IGNORE] (#11231)
* Fixes a bunch map log runtimes, adds CI to catch some more potential map issues (#64599)

* Fixes APC offsets in template maps, airlock note placer helper

* also hellfactory

* remove doubled lavaland mining cable

* Updates CI grep checks for cable check to work, and also check lattices and identical pipes

* Add APC pixel offset checking

* mass apc offset fixes

* Fixes a bunch map log runtimes, adds CI to catch some more potential map issues

Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-02-08 01:15:03 +00:00
SkyratBot
d8d18e0dd7 [MIRROR] adds a circuit spawner mapping helper [MDB IGNORE] (#10501)
* adds a circuit spawner mapping helper (#63867)

* adds a circuit spawner mapping helper

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-01-07 11:49:46 +00:00
SkyratBot
8e09620129 [MIRROR] adds the sound injector mapping helper [MDB IGNORE] (#10441)
* adds the sound injector mapping helper (#63807)

lets us control both icons and sounds, basically free will over assets on custom maps

* adds the sound injector mapping helper

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-01-04 22:48:44 +00:00
SkyratBot
3e6ee8ec60 [MIRROR] refactors injecting mapping helpers, adds an element injector [MDB IGNORE] (#9314)
* refactors injecting mapping helpers, adds an element injector (#62622)

Refactors injector mapping helpers.

* refactors injecting mapping helpers, adds an element injector

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2021-11-08 15:53:38 -05:00
SkyratBot
13d38add93 [MIRROR] Repaths knives to not all be children of the kitchen knife. [MDB IGNORE] (#8843)
* Repaths knives to not all be children of the kitchen knife.

* Fix

Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-23 00:07:08 +01:00
SkyratBot
b365a52a96 [MIRROR] secret gateway update [MDB IGNORE] (#8747)
* secret gateway update (#62003)

admins are now notified about a secret gateway load failing, also logs this
secret z levels are protected from incorporeal movement
fixes unpowered ruin areas being powered
adds a bunch of new areas for secret gateways, since var edited areas probably arent a good idea its good to have a few presets
adds cordon turfs and areas, ingame they just look like the z level border, they are completely indestructible, you cant pass them, and if you somehow do, the cordon area kills you (idea from goon but the code and sprites are mine)
adds a z level injector mapping trait, injects a z level trait into the z level its placed on, if you want to add something like ash storms or whatever to your map
adds an anti xray z level trait, you can optionally add this with the z level injector to protect your map against any xray or whatever

* secret gateway update

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2021-10-11 16:16:36 +01:00
SkyratBot
cc93b11d23 [MIRROR] _HELPERS/unsorted.dm has been sorted [MDB IGNORE] (#8627)
* _HELPERS/unsorted.dm has been sorted

* Feexing conflicts

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-10-06 22:07:01 +01:00
SkyratBot
c23bd1cb8c [MIRROR] every case of initialize that should have mapload, does (#8374)
* every case of initialize that should have mapload, does

* E

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 23:07:53 +01:00
Useroth
991e756273 Adds a mapping helper that can cycle multiple airlocks regardless of location (#60675) (#7641)
currently cycle helpers only work in straight lines, this limits mapping design for airlocks, i now present to you a new mapping helper where all you do is set a var for the helper, and paste it over airlocks, and those airlocks will now all sync up so only one of them can be open at a time (as of now clicking an airlock to open them wont cycle, but the current cycle helpers dont do it either so its consistent)

Co-authored-by: 小月猫 <alina.r.starkova@gmail.com>
2021-08-21 22:24:00 +01:00
SkyratBot
b0c01e40af [MIRROR] Del The World: Unit testing for hard deletes (#7589)
* Del The World: Unit testing for hard deletes (#59612)

Co-authored-by: SteelSlayer <42044220+SteelSlayer@ users.noreply.github.com>

* Del The World: Unit testing for hard deletes

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@ users.noreply.github.com>
2021-08-17 18:58:57 +01:00
SkyratBot
da88f8e596 [MIRROR] Gives the hop a trapdoor (#5864)
* Gives the hop a trapdoor (#59081)

* Gives the hop a trapdoor

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2021-05-23 04:31:51 +01:00
SkyratBot
781a5ac94c [MIRROR] Smart Pipes(reborn) (#4682)
* Smart Pipes(reborn) (#58038)

How these new pipes work.
-Smart pipes autoconnect to nearby smart pipes
-They are now color coded, so they only connect to the same colored pipe, the GREY pipe is the wildcard and can connect to every other color, so be aware of this
-ALL components spawned by the RPD can be colored (from pumps to connectors, from pipes to manifolds), if you leave them GREY they can connect to every other color. Color adapters can be colored, but they'll still connect two pipes with different colors. BUILDABLE machines are GREY (thermomachines, cryo, HFR) so be aware of this
-Trying to go across another smart pipe will now build a bridge pipe automatically already colored of the color you choose, so you don't have to place it yourself anymore (is still available in the RPD tho)
-ALL binary components, layer manifolds, color adapters and bridge pipe can be put ONTOP of a smart pipe, but not on another of these. Smart pipes can't be placed on top of these pipes, so you have to build them first.
-Lcrossings can't be made anymore (sorry y'all i tryed, if someone have a way of doing them ping me on discord)
-REMEMBER you still have 5 layers to go, these rules apply to the same layer pipes, so if you do a crossing on different layers you won't see a bridge pipe appear.

* Smart Pipes(reborn)

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
2021-04-06 09:42:49 +01:00
Gandalf
d14f4ea7c9 Revert "Revert "[MIRROR] Layer overhaul (#4503)" (#4509)" (#4536)
This reverts commit b27ede689e.
2021-03-31 02:08:56 +01:00
Useroth
b27ede689e Revert "[MIRROR] Layer overhaul (#4503)" (#4509)
This reverts commit 8ac892d340.
2021-03-30 23:45:08 +01:00
SkyratBot
8ac892d340 [MIRROR] Layer overhaul (#4503)
* Layer overhaul (#57915)

## About The Pull Request
Changes up some layer and plane defines for no particular reason lol

## Why It's Good For The Game
Planes actually override layers, and layers control ordering within planes. A lot of the usage of plane and layer was wholly unnecessary. This refactor helps future maintainability while also being needed staging for _future features._

* Layer overhaul

* aaaaaaaaa

a

Co-authored-by: Rob Bailey <actioninja@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-03-29 16:36:36 +01:00
SkyratBot
3a84837e26 [MIRROR] Fixes icon fetch mapping helper / chasms eating mapping helpers. (#4087)
* Fixes icon fetch mapping helper / chasms eating mapping helpers. (#57603)

Doing the fetches asynchronously both made cache irrelevant and caused mixup with icon use.

Also semi-related fix, where chasms could delete mapping helpers.

* Fixes icon fetch mapping helper / chasms eating mapping helpers.

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2021-03-12 00:41:34 +00:00
SkyratBot
e63094d9ae [MIRROR] adds a bitflag for no random pixel shift on dropping, adds turf_flags var to replace usage of flags_1 on turfs (#3737)
* adds a bitflag for no random pixel shift on dropping, adds turf_flags var to replace usage of flags_1 on turfs (#57263)

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* adds a bitflag for no random pixel shift on dropping, adds turf_flags var to replace usage of flags_1 on turfs

Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-03-01 17:55:55 +00:00
SkyratBot
18eca27569 [MIRROR] update_appearance (#3508)
* update_appearance

* a

* a

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-19 16:08:09 +00:00
SkyratBot
b99505e5fd [MIRROR] Adds custom icon mapping helper. (#2748)
* Adds custom icon mapping helper. (#56183)

Allows embedding icon edits in your maps by fetching them from external host.
This is intended for use with live-loaded away/event maps not standard ones.

Also updates rustg defines to expose the additional options arguments. (https://github.com/tgstation/rust-g/pull/59)

* Adds custom icon mapping helper.

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2021-01-17 13:40:10 +01:00
SkyratBot
60d0e47bb6 [MIRROR] Adds "cut ai wire" helper; Adds them to the Pirate Shuttle (#2382)
* Adds "cut ai wire" helper; Adds them to the Pirate Shuttle (#55799)

Stops silicons from interacting with the Space Pirate Shuttle's airlocks by cutting the AI wires on the airlocks of the shuttle by default using a new "cut ai wire" helper. Borgs are able to regain control by physically mending the wire of the airlocks.

Note that this does not stop borgs from interacting with other machinery on the pirate shuttle.

The meta to deal with space pirates is for a single borg to cuck pirates by shocking and bolting all of the doors on the pirate ship. This does not entirely get rid of the meta, as any smart borg can simply mend the wires back, but it means borgs will not longer be able to magically shock doors from windows.

* Adds "cut ai wire" helper; Adds them to the Pirate Shuttle

Co-authored-by: iwishforducks <65363339+iwishforducks@users.noreply.github.com>
2020-12-30 17:38:33 +00:00
SkyratBot
7813465ef3 [MIRROR] Makes the ChangeTurf same turf optimization work properly again, and converts baseturfs into a string_list (#1601)
* Makes the ChangeTurf same turf optimization work properly again, and converts baseturfs into a string_list (#54277)

I've converted baseturfs into a string list, I had to add a helper proc for baseturf stringlistifying, as the system expects single length baseturfs to not be a list, and I needed to support that. I added a length check of 100 to the helper proc, to help prevent more stuff like what got us into this mess in the first place, the kilo oom bug.

Makes ChangeTurf a lot faster in some cases, as it should be, and saves a lot of memory with cached lists.

* Makes the ChangeTurf same turf optimization work properly again, and converts baseturfs into a string_list

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-11-07 05:06:11 +00:00
SkyratBot
883d670a1e [MIRROR] Smart Pipes : Mapping Revolution [Golden Edge Awards 2020 Edition] (#764)
* Smart Pipes : Mapping Revolution [Golden Edge Awards 2020 Edition] (#53530)

Adds a mapping helper for piping, it works on all layers, works on all colors, and it autoconnects to other pipe devices. making it extremely useful.

Making mapping less of a massive fucking clusterfuck of burnout is always good.

Mappers can now use Smart Pipes, pipes that autoconnect to other pipes, like redstone! MAPPERS ONLY!

* Smart Pipes : Mapping Revolution [Golden Edge Awards 2020 Edition]

Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>
2020-09-12 02:11:32 +02:00
SkyratBot
e06a6da7ec [MIRROR] adds trait injector mapping helper (#708)
* adds trait injector mapping helper (#53473)

adds trait injector mapping helper and updates the traits_by_type list
thanks to anturk and mso

* adds trait injector mapping helper

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-09-09 08:18:51 +02:00
SkyratBot
39c1a99020 [MIRROR] Moves over cakes to newfood and transfers reagents when crafting (#688)
* Moves over cakes to newfood and transfers reagents when crafting (#53316)

* Moves over cakes to newfood and transfers reagents when crafting

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-09-09 08:09:36 +02:00
AnturK
d12722e56c Areabound component & mapping helper (#51605)
* Adds areabound component and mapping helper.

* desc

* Delete multi-use one.

* doesn't really matter for this but sure
2020-06-15 15:36:00 -04:00
Emmett Gaines
9e34b3d6a1 Supports named arguments in AddComponent and AddElement (#49098)
AddComponent/AddElement now support named arguments. This requires passing around an argument list instead of using actual proc args which a bit gross but we can blame byond for forcing this.

InheritComponent uses mirrored init arguments instead of an argument list which means no more accessing it via index to get to the same arguments as in init.

As a small bonus I restructured dcs defines to be a bit more manageable. Mainly just splits them into separate files and gives them their own folder.
2020-02-17 17:57:52 +13:00
Krysonism
5310876edc [READY]Sparklers, Firecrackers and Ian's New year's party. (#48480)
* Base comitt

* Adds Ian's New years helper to all maps

* Fixies + Festive corgi hat for Ian

* newline

* Apply suggestions from code review

Co-Authored-By: Jordan Brown <Cyberboss@users.noreply.github.com>

* Implements more suggestions from review

* Fixes grenade spawn chance

* Puts qdel last again.

* Run mapmerger

* Run map merger on last map and makes box contain 20% more memes

* Update code/modules/mapping/mapping_helpers.dm

Co-Authored-By: Jordan Brown <Cyberboss@users.noreply.github.com>

* Moves var declarations to the bottom

Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
2019-12-30 22:59:14 -05:00
MMMiracles
4eeb5b361d donut outreach initiative (#46005)
make donut great again
Why It's Good For The Game

make donut great again
Changelog

cl MMMiracles (Donutstation)
tweak: The southern/north-west parts of maintenance has been revamped to include more things to dig through and places to hide from authority.
tweak: The atmos tanks have had an extra layer of space added between the windows between them and maintenance.
tweak: The permabrig has had a small B-ball court added as well as an N2O release system.
tweak: Tweaks and additions to the various department excess storage rooms through-out maintenance.
tweak: The AI core now has a more proper internal defense against ranged attacks, the tri-ai spawns have gotten similar treatment as well.
tweak: The few maintenance-facing windows have been beefed up to their stronger plasma variants.
tweak: More directional signs to help those in finding some departments.
/cl

Hey you, yeah YOU:
Got any criticism of the map? Post it here! Don't have a github? Post it in the forum feedback thread !here! Don't have a forum account? @ me on discord ("ememem" or "not a g'nome#2914")! Don't have anything? Go make one and voice your complaint somewhere that isn't the cesspool of OOC! I can only fix problems if I know about them in the first place!!!

Updated map with all changes as of 8/22:
Big o' map

Changes so far:

    Permabrig has a separate pipeline and canister port for the N2O canisters. These vents start off but officers have access to the permabrig's air alarm.
    Permabrig now has a small ball court to practice your free throws and dunking the warden in it.
    Permabrig has a small set of gym equipment to get swole while you do hard time.
    Removed some rogue R-walls near the back side of security maintenance.
    Unfucks cargo's conveyor belts.
    Chemistry now has 2 large beakers.
    The few remaining maintenance shocked grilles that managed to slip through the first pass have been removed.
    The gateway maintenance room has been renovated into a theatre excess storage and some extra misc sections.
    The space maintenance room has been renovated into a miscellaneous tool storage with some basic building material for tiders and autism-fort builders alike.
    The north-west section of the station has had it's maintenance extended to be able to reach the top of departures. Includes a toggable blast-door bridge for the shuttle ferry and some extra maintenance rooms.
    The south-western part of maintenance near Atmospherics has been redone to allow a space gap between the atmos tanks, also includes some extra rooms.
    Added a small maintenance tunnel leading into Engineering on the most-left maintenance side, branching off from Hydroponics maintenance. The Engineering Storage room has had a few extra windoors added for security to compromise.
    Small excess storage in the most-right maintenance for Engineering.
    Small bits of fluff scattered around.
    The maintenance-facing windows of areas like Genetics have been reinforced to their plasma variant.
    Bits of additional maintenance loot in various areas.
    The camera outside the upload has been changed to a normal one due to complaints about motion detecting.
    The vault access now has a camera so the AI can actually see the turret controls (oops)
    Vault now has to be initially accessed through the public hall normally with an extra airlock.
    All on-station windows have been replaced with structure spawners for said windows.
    The gateway has been moved to where the commissary currently sits due to becoming active in rounds again.
    The commissary has been moved between tool storage and the vault, in front of the vault. the maintenance areas that once sat here have been renovated as excess storage rooms for the tool storage/commissary.
    The upload and captain's office now has an extra layer of R-walls due to complaints about ease of break-in via space.
    The AI core now has some basic frontal defense against ranged weapons as well as emergency blast doors to lock down around it's central cubby-hole. The tri-ai spawns are set up to be the same as the main AI spawn spot.
    Added a couple extra EVAC directional signs since there was some apparent confusion about where it was.
    Medical now has a couple roundstart wheelchairs because why not
    Xenobio has been given an extra slime
    Xenobio has been shifted around, removing the 2nd freezer and moving the slime consoles besides the rest of their equipment.

Non-station related changes:

    Airlock Note Placer mapping helper. Allows mappers to easily place paper notes on airlocks, whether they be custom or pre-made from one of the subtypes.
2019-08-26 21:04:47 +12:00
RandolfTheMeh
48fbc073e5 [TMC] Defib Rework, Organ Damage Effects (#45104)
* Brain damage works on organ damage procs, some defib reworks

* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again

* Cleans up reused global

* Organ damage procs on living and living/carbon

* Changes brain damage procs again

* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.

* Damage and failure effects for the appendix, ears, and some touchups on the stomach

* Committing changes so I don't lose them

* Organs now cease decaying in the proper containers

* Organ Fridges

* Reverts map changes

* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime

* Actually fixes merge conflict

* Smartfridge tweaks

* Think I figured out map merger

* Evidently not

* Still runtiming with glass shards even after I remove the map changes?

* Fixes runtime error with brain_item

* Runtime fix on living/carbon/life

* Cleaning up old PR code

* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were

* Wrong math operation used

* Brains in MMIs no longer decay

* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts

* Removes misleading comment

* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss

* Removes random spaces, scanners check brain damage severity now

* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it

* List change

* Runs off of an index instead of using cut

* Brains can be put into organ fridges

* Fixes minor type, hotfix for cloning problem

* Removes pointless check

* Demon hearts no longer decay

* Nightmare hearts no longer decay

* Removes istype() check on process, sets can_decompose instead

* Condenses organ damage report

* Removes organ failure messages

* Less organ damage spam, implements organ threshold messages instead

* Brain damage messages go to owner, not source

* Self-examine shows damaged organs

* Minor code cleanup, adds autodoc comments to the new procs

* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.

* Merged the booleans into a set of flags

* Healthy living improves organ healing rates

* dunno why this didn't update

* my actions have consequences

* Sets ORGAN_SYNTHETIC for overlooked robotics organs

* Doubles heart decay time

* 3 minute heart decay

* Lobectomy/Coronary_Bypass heal more

* removes hivemind spells from the changes
2019-07-29 02:18:22 -07:00
tralezab
64550884fa [READY] Ian's Birthday Holiday (#45356)
* ian's birthday

* missing )

* hop shirt + bday cake is on front desk

* confetti 1/2

* confetti 2/2

* corgi balloon, hop gets a knife to cut the cake

* forgot knife + inhands + mapping

* oranges review, old var removed

* oranges request ;)
2019-07-25 23:23:53 -07:00
Dennok
94cadfbe8c baseturf_helper fix (#44937)
* Update mapping_helpers.dm

* up

* up

* mod baseturf_helper

to have baseturf_to_replace = /turf/baseturf_bottom

* ups comma

* up

* Revert "up"

This reverts commit 7fb8a2e74543cce6f20cf4f9f1a30ba5de23068c.

* up

* Revert "up"

This reverts commit e2e3db5a8b4f59db349e29f2491e815235236842.

* Revert "Revert "up""

This reverts commit eff83a900d6b9e8b3bacb51ff7432e751a01ac07.

* Revert "up"

This reverts commit 7fb8a2e74543cce6f20cf4f9f1a30ba5de23068c.

* Revert "ups comma"

This reverts commit 5829dd96e8169be015897e38a525e86459c1844e.

* Revert "mod baseturf_helper"

This reverts commit f5a1c7f399ba3f285cdf18b1975be9f1516a2575.

* Update mapping_helpers.dm

* Update mapping_helpers.dm

* Update mapping_helpers.dm

* Update mapping_helpers.dm
2019-07-15 14:43:56 -04:00
zxaber
1c6190f332 Adds round-start dead bodies to the morgue (#43791)
* DEAD

* Update mapping_helpers.dm

* updates

* more update
2019-05-06 13:26:27 -04:00
ShizCalev
f2cea780aa Move map errors to their own log file (#43376)
In interest of getting things fixed without having to constantly crawl
through game.log to find map issues, moved them to their own log file.
2019-03-30 13:54:55 -07:00
coiax
b010edabca Removes /abandoned type for airlocks; adds helper instead (#41514)
Airlocks no longer have a series of /abandoned types, and instead, to
mark an airlock as abandoned, include an abandoned airlock map helper on
the same tile, which has the icon of an exclaimation mark and cobwebs.

Why? Better visibility in map editors, less magic types.
2018-11-15 12:03:41 -05:00
Tad Hardesty
e31bb2c91e Set a z-level baseturf for Lavaland (#41113)
* Set a z-level baseturf for Lavaland

* Remove nigh-useless ZTRAIT_PLANET

* Remove planet_z helper from away missions
2018-10-26 13:32:34 -04:00
AnturK
1e894c07d9 Fix baseturf helper (#40281)
Would cause issues with turfs where all their baseturfs got removed.

Also switches airless asteroid baseturf to itself.
2018-09-15 10:55:05 -07:00
zxaber
3f487a2fef [READY] Adds ability to give airlocks one-way unrestricted access (#39147)
* Code to doors.dm for airlocks with unrestricted sides

* Code to airlock_electronics.dm supporting airlocks with unrestricted sides

* Code to door_assembly.dm supporting airlocks with unrestricted sides

* Adding buttons to airlock electronic gui for unrestricted direction access

* Update airlock_electronics.dm

typos in comments are still typos

* Tgui support for arbitrary unrestricted access

* Cleaner way of calling unrestricted_sides()

Moved the call to unrestricted_sides() to run from allowed(), and added a recursive check for if the user is inside an object (like a mech).

* Missed a test variable

* Replaced a block of if statements with get_dir

Re: SpaceManiac

* Simplified XOR operation

Re: SpaceManiac

* Changes order from NESW to NSEW (for get_dir)

Re: SpaceManiac

* Re-built using changes to airlock_electronics.ract

* Added unres overlays, fixes overlay/power actions

Small lights that shine out to indicate open directions. They're not super pretty, but they aren't *that* horrible I think.
Because it's a light, it acts as a weak light source.

Also, all door overlays respond to power changes now, including area power loss. There was code in the overlay section for checking power states, but nothing to actually trigger it outside players opening the panel or something. This was broken before I made any changes.

* Makes overlays respond to power outages

The airlock overlay (bolt lights, etc) would not respond to the area power going out or coming back, even though it had code for it. This was broken before I added my code.

* Makes the Airlock update overlays when built

Long story short, the unres_sides variable wasn't getting set before the airlock spawned and did its first overlay update, meaning the unres indicators would be invisible until the door's state changed the first time. This makes the airlock run the update again just before the construction airlock object is removed.

* overlays.dmi -- removing to replace

I can't just edit the code of an image file, can I?

* new overlay file with the four unres indicators

* Set medical doors to use this feature

Removed medical door buttons, and set the unres variable on Meta, Box, Delta, Pubby, and Omega.

* Revert "Set medical doors to use this feature"

This reverts commit 53122ce63240ff0660226c8d2c6ed7eb814ec054.

* Updates medi-doors in maps

let's try this again...

* Did this tgui.js get overwritten?

juggling too many testing build folders is hard

* reverting momentarily

* Re-adding tgui.js changes

* pushing tgui.css too

Didn't realize this file also got changed by the script

* rebuilt the tgui.js file

* repushing the unchanged tgui.js again

I hope I'm not email-spamming people with this

* .css too

* Re-applying tgui.js changes

* added mapping helpers

little green arrows that set unres settings on airlocks and then poof

* removal of comments

unneeded code

* Adding helpers to all maps

Removed the var edit, as well

* Changed airlock.dm to use defines

Also removed an unneeded "src" from four lines.

* New .js and .css file to fix RPD issue

Boy I love tgui

* Removing define defines

Didn't know these were coded elsewhere. Neat.

* Mapmerged again, as requested

* Clean up maps
2018-08-14 22:13:55 +02:00
Tad Hardesty
d66b8dc8c4 Replace z_is_planet with a Z trait (#39581) 2018-08-08 19:44:00 +03:00