- Emergency shuttle call/recall announcements will say when a tracing attempt has been successful, as well as explicitly telling players how to view them
- Clarified language further on how emergency shuttle tracing is done
- Increased tracing success rate from 60% to 70%
- Removed a lot of duplicated code by moving all the priority_announce() calls to incall()
-Centcom announcement proc merged with generic priority announcement proc
-Re-added the Captain Announces accompanied by a new pleasant sound, instead of the generic priority announcement
-Captain Announcements will automatically generate a newscaster article
-Priority announcements without any defined accompanying sound will play a generic "Attention" soundbyte as an audio cue
-Communications consoles will display who is currently logged in
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.
New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.
ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
Adds a cap for flame_range in global.dm
Added a flame_range for syndibombs, syndieminibombs, Wizard's fireball, fuel tank explosions, and meteors.
Adds firesuit level temperature protection to the wizard hardsuit for safety from your own fireballs setting you ablaze
Adds ExtinguishMob() for Ethereal Jaunt to make wizards a little less vulnerable to fire
It will search list/L for a /datum/data/record with fields[field] == value, and return it.
This removes a vast amount of copypasta (there's still so much left in there though). It also removes all the locate(\ref[record]) I could find, which were normal used with topic(), meaning it was susceptible to abuse.
Secbots, ed209s and turrets are now smarter with their record-checks. They now prefer to use our face-name rather than id-name. ICly, this is the bot using facial recognition. This fixes an issue where it'd try to use the name variable which could be in the format "Unknown (as their id name)" when they were disfigured, etc. causing record-lookup to fail.
Additionally, these bots will treat those without a valid record in the security database, to be treated like criminals.
-Turns out there was already a Gaussian PRNG proc already, used by mechs and turrets. I've replaced it with my one as mine has almost half the cost. (currently broken! still waiting for fixes to be pulled!)
-replaced between(min, val, max) with Clamp(val, min, max)
-get_turf(thing) now uses var/list/locs to locate its turf, rather than iterating up through loc of its loc of its loc...etc
-sign(num) moved to maths.dm
-InRange(val, min, max) replaced with IsInRange(val, min, max) (they were identical)
-Removed ismultitool() iswrench() iscoil() iswire() iswelder() iscrowbar() etc
-removed modulus(num) as abs() performs the same task! *roll-eyes*
-removed get_mob_with_client_list() as it is no longer needed (we have var/list/player_list now)
-removed get_turf_or_move() as it simply called get_turf
-removed get_turf_loc() as it was identical to get_turf()
*Additions:*
-The "Declare Ready" link in the lobby will automatically become "Join Game" if the round starts before you declare ready, so you don't have to click it twice
DNA modification uses normally distributed random numbers. Radiation strength dictates the standard deviation of the change in the hex character which is hit (higher output means greater chance for a large change) . Similarly, radiation duration dictates how likely we are to hit the hex-character we clicked on (longer duration means more likely to hit). Irradiation is strength*duration. All balancing is done via multiplier defines so you can rebalance it easily.
DNA blocks and structuring all use defines. Making modification/expansion easier. I'll likely expand this into a datum-based system to allow more interesting features, reduce code further and allow admins to interact with the way dna strings behave.
DNA strings can be spliced together using merge_text().
e.g. string 1: "Hello World"
string 2: "Seeya______"
result: "Seeya World"
This isn't used except for admin-spawnable SE injectors at the moment.
r_hair, g_hair, b_hair, r_facial, g_facial, b_facial, r_eyes, g_eyes, b_eyes were removed and made into 3 short hex-colors.
Skin tones now support colours other than shades of brown. I've had to restrict it heavily until other stuff is done. Skin tones include Albino Caucasian, Oriental, Mediterranean, etc.
Data disks and DNA injectors were reworked to use associative lists so transferring data is just a matter of doing list.Copy()
var/dna is now defined at /mob/living/carbon level. Only monkeys and humans may have dna currently. Support is there for all carbon-based lifeforms to have dna.
DNA modifier console has almost all controls on one screen.
UIs and UEs can be injected separately (appearance and name, respectively)
dna helper procs like ready_dna() and such were changed to make them more versatile. There is now a hardset_dna() proc as an alternative to ready_dna which can initialize dna with properties passed into it or update an existing dna string (useful for cloning and antag spawning)
Every block of SEs are in randomised positions.
Disabled automatic logging of world.log, as it produced undesirable behaviour.
Mr Muggles and God Emperor of Mankind disks removed.
Floor() removed. (it was completely uneccesary, that is what round() is).
Fixed spelling mistakes in modularchangling.dm (thanks tenebrosity)
Tanning removed from beaches (again)
Experimental: monkeys and humans do not have dna until first attempt to read dna (using check_dna_integrity(mob))
This is mainly due to the way everything is hardcoded into New().
Changelog.html updated
Signed-off-by: carnie <elly1989@rocketmail.com>
Removed overriding of event values via feeding in an associative list into datum/round_event/New(). Instead you can do basic initializations (i.e. feed it constants) by doing new /datum/round_event{variablename=5;}(). This method is handled well by the compiler (it's the same method the maps use), so it will detect unrecognized variablenames etc.
More complex initializations for post setup() stuff can be done by accessing variables directly Event.variablename = whatever;
round_events now have a processing variable, which effectively pauses them.
People may select any underwear (regardless of gender) at a dresser, but not in preferences.
random_underwear(gender) will return a random pair of underwear suitable for your gender.
Removed an unused variable in sprite_accessory
The new_player preferences screen now randomizes character slots for which there is no data (so no more bald, fat, white guys in diapers greeting new players)
datum/preferences character settings are randomised at New().
replaced /datum/preferences/proc/randomize_appearance_for(human/H) with /datum/preferences/proc/random_character(), it does the same stuff without the copying to a mob. Basically, now when you want to make a random character you just do var/datum/preferences/A = new(); A.copy_to(human_mob), randomisation of appearance and name will already be done. Easy.
Reworked the savefile updating/versioning code to make it easier to work with. I've used it to update underwear preferences to the new system as an example.
Signed-off-by: carnie <elly1989@rocketmail.com>
Removed the administration shuttle and the stupid alien dinghy.
Removed the beach (hey, it's an away mission now).
Removed syndicate deathsquads on account of them being stupid and redundant.
Temporarily removed regular deathsquads- search for "DEATH SQUADS" to find the locations to uncomment. Additional code is in unused/specops.dm and unused/specops_shuttle.dm.
Added a single tile fake window for unsim windows.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5831 316c924e-a436-60f5-8080-3fe189b3f50e
http://forums.nanotrasen.com/viewtopic.php?f=16&t=12245#p189186
Ported all the random events to Pete/Gia's event system:
>Event system now supports weighting. default is 10. a weight of 5 is half as likely as default, 20 twice as likely....etc.
>Increased the frequency of events (dust happens over 60% of the time though)
>tidied up some ninja code: ninjas now get ~5 objectives. So they are hardmode.
>made the gravity toggle into a random event
>event system now supports round-start events
>event system now supports holiday events
>event system now supports events which can only happen after the round has lasted a certain number of ticks
>event system now supports max_occurrences for events. Setting any event's max_occurrences to 0 will stop it randomly occurring
>events now support being fed associative lists inside new(). This allows you to override their variables easily.
>wormhole events no longer cause loads of lag. They are extremely deadly. wormholes should be avoided
Other:
>replaced the procs for fetching candidates for ninjas and aliums with /proc/get_candidates(be_special_flag), it returns a list of active clients with that be_special preference enabled.
>minor fixes to minds
>your memories are displayed to you at Login()
>removed aliens_allowed
>removed ninjas_allowed
>pick_n_take() is now more efficient (uses Cut() rather than Remove()
Things I added:
- Made the pandemic call ..() instead of doing the checks itself.
- Made the staff of animation use more charge.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5720 316c924e-a436-60f5-8080-3fe189b3f50e
Removed var/constant/Pi It's already defined in setup.dm
Moved a bunch of global_lists to global_lists.dm
Fixed hair randomisation. (still bits to do)
Moved a lot of preferences_setup.dm stuff into __HELPERS/mobs.dm They'll be FAR more helpful as generic procs, rather than something tied to preferences.
Merged mob/var/nopush into status_flags with the CANPUSH flag
Merged mob/var/nodamage into status_flags with the GODMODE flag
Removed mob/var/be_syndicate and mob/var/be_random_name as they are not used.
Added /proc/ui_style2icon(ui_style) proc. It converts a string like "Midnight" into its corresponding dmi file. The code fore creating a new hud uses it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5164 316c924e-a436-60f5-8080-3fe189b3f50e
Likewise, removed the spawn_xeno verb and made an equivalent bit of code in the FUN section of the secrets panel.
Fixed the create_xeno proc. It was supposed to ask you which type of alien to spawn but it was sending the popup to src, which should have been usr.
Create_xeno can now spawn queens and larva.
Create_xeno is fed a ckey (optional) rather than a ghost mob. Which will make it more versatile and reliable should clients log out during popups and such.
Created an client.is_afk(duration) proc. If the client has been inactive for duration frames (11 frames is roughly 1 second), it will return the number of frames it has been inactive. Otherwise it returns 0. If no duration value is given it defults to 3000 which is roughly 5 minutes. There's a bunch of code I need to replace with this which I will do after I've got the rest of the admin rank stuff finished as that takes priority.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5040 316c924e-a436-60f5-8080-3fe189b3f50e
SERVER HOSTS:
This commit replaces the existing admin-rank system. It is now more customizable.
Admin.txt essentially works the same as it always has. Each line should look like:
ckey - admin rank
There is now however, an admin_ranks.txt. This textfile allows you to define ranks like so:
admin rank +ADMIN +FUN +BUILD
the +KEYWORD are flags adding permissions to that rank. There are brief descriptions in the text-file explaining what they do.
You can now name the ranks anything you like, and give them the permissions you want them to have. This allows, for instance, ranks like:
Game Admin on disciplinary +ADMIN +BAN
This would give that game admin only the tools they need to admin. They would not have access to 'fun' verbs which control events and antags.
There's lots of things you can do. For instance, a coder rank whom can debug stuff but cannot do admin tasks:
Codermin +DEBUG +VAREDIT +SERVER
There's lots you can do. As it evolves it will hopefully become more flexible.
admin_ranks.txt defaults to use the old admin rank names.
Apologies in advance as there will be a lot of anomalies, such as ranks losing verbs they once had. Please let me know about any problems. I can fix them quite easily simply by moving verbs between the lists or splitting the lists up into new flags.
CODERS:
There is now a check_rights(flags) proc.
It check is usr is and admin and has -at least one of- the rights specified.
It checks > usr < not src, so keep that in mind!
If you need to check if something other than usr has specific tights, you can do if(holder.rights & R_ADMIN) etc.
KNOWN ISSUES:
+FUN probably needs to be split up into +MOBS and +EVENTS
In-game promotion/demotion is currently disabled. It will be readded after everything else works ok.
Erro's sql rights changes stuff is currently commented out. It will be re-added.
There are still many many verbs which need updating.
Apologies in advance for any inconvenience.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4991 316c924e-a436-60f5-8080-3fe189b3f50e
>dd_replacetext and dd_replacetext_case are now replacetext and replacetextEx respectively.
>replacetext and replacetextEx works using strings only; it doesn't convert it into a list and then back into a string.
Fixes some dumb-dumbs in textlist and text2listEx
> "<" where there should be a "<="
> no else case for when the separator is longer than the text (causing empty lists to be returned)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4971 316c924e-a436-60f5-8080-3fe189b3f50e
Added a config option config.automute_on It toggles automuting.
Admins cannot be muted.
Made the proc/cmd_admin_mute code shorter.
Automuting defaults to off
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4758 316c924e-a436-60f5-8080-3fe189b3f50e
•Centralised network, eliminated needless loops and worked out a better way than process(), since newscasters are a lot.
•Added Access News Network adminverb, which gives absolute freedom over the network. Check the Fun tab.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4595 316c924e-a436-60f5-8080-3fe189b3f50e
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.
To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"
If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
Code-wide changes: /mob -level procs:
equip_if_possible() is now known as equip_to_slot_or_del() to prevent confusion with equip_to_slot_if_possible() and to better describe what it does.
equip_to_slot_if_possible(item, slot, del_on_fail, disable_warning, redraw_mob)
equip_to_appropriate_slot() is now a /mob - level proc.
equip_to_slot() is an unsafe proc, which just handles the final step of actually getting an item onto the mob. It has no checks of whether it can or can't do that. Use equip_to_slot_if_possible() for that purpose.
New /obj/item -level proc:
/obj/item/proc/mob_can_equip(M as mob, slot, disable_warning = 0)
This proc can be used to determine whehter a mob can pick up an item from the item's side.
Carn, I'll need you to review code/modules/mob/living/carbon/human/inventory.dm to ensure that I'm not redrawing the mob too many times.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4423 316c924e-a436-60f5-8080-3fe189b3f50e
> A clown's medical, crew, and security records are updated with his newname. (read below for details)
> reject_bad_name() now checks for dumb names like "space","floor","wall","r-wall","monkey","unknown","inactive ai" (if you know any other important ones let me know)
> clname() [clown-name] and ainame() [AI name], procs which allow those players to rename themselves, were merged into /mob/proc/rename_self(var/role, var/allow_numbers=0)
This proc gives the mob 3 chances to name itself. It checks names using reject_bad_name() (the same thing that checks the round-start names). If it fails 3 times it will not change the name. If it succeeds it will call the proc in the next bullet point.
> /mob/proc/fully_replace_character_name(var/oldname,var/newname) will replace most references to a mob's oldname and replace it with newname. It updates name, real_name, mind.name, updates their id, updates their pda and updates all their data_core records (manifest records like medical, security, general, locked)
> data_core procs merged because they were massive and all identical.
> accidentally fixed an AI sound which accidentally played upon login. It conflicted with the "Welcome to the station crew" announcement. So I commented that out to try the 'new' fixed one. If people hate it I'll comment it back to how it was.
> naming a mob with the big name at the top of viewvars will use fully_replace_character_name()
> Removed an uneccessary regenerate_icons() proc from every player which spawns. Should speed up spawns a smidge
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4396 316c924e-a436-60f5-8080-3fe189b3f50e
As such, changelings can now be reported at round-end, even after gibbing. Resolves Issue 251
Changeling power proc_holders are now datums rather than objects.
Condensed all those changeling stings down a bit. This will make fixing issue 351 easier to fix
Replaced changeling fakedeath and a number of checks for the zombiepowder reagent with a bitflag: mob/var/status_flags & FAKEDEATH
setting the FAKEDEATH flag will make the mob appear dead in exactly the same way changeling parasting and parapens worked. I've updated changelings and zombiepowder to work with this flag.
Bug fixes for the staff of change. There was a type mismatch and I typo'd "alien" as "xeno" so xenos were not being randomly picked.
TODO:
changeling purchased verbs could probably be moved to mind/special_verbs. Likewise, other modular antag proc-holders can be merged with the changeling system using the same type of datum. (namely wizards)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4377 316c924e-a436-60f5-8080-3fe189b3f50e
Replaced mob/var/original_name with datum/mind/var/name.
Halved the speak-chances of every simple-animal because that constant squeaking was insufferable.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4346 316c924e-a436-60f5-8080-3fe189b3f50e
Minds part2 - Carn loses her mind.
The way datum/mind stuff works has been changed a lot. I really can't explain everything. If you have any questions it'd just be easier if you leave a comment or ask me in coderbus.
Generally, minds now represent IC characters rather than following a client around constantly. Minds can change owners, mobs, (names WIP).
Technical babble:
The var/current and var/original variables of the mind datum must always be of type mob/living (or null). Please do not mind.transfer_to(ghost_mob). If you want to ghost somebody use ghostize()! It will do all the technical stuff for you.
mob/dead/observer/var/corpse was removed. mob/dead/observer/var/mind is now used as a reference to the last mind the player had (so respawning code has something to reference), but also because mind.current is a far more useful way of tracking a corpse. If somebody triggers a mind.transfer_to() call on your corpse, your mind will be tranfered to another mob/living or something...that will then be considered your corpse. This could allow for more interesting mind_transfers. For instance, the "raise corpse" rune ghostizes any player in the corpse to be raised and selectes a random dead player to take possesion of their character! The person possesing them will have all of their memories, objectives, etc. The poor guy who was originally the owner cannot re-enter body if there is another player in his body...but if that player is ghosted he can once again return. Exorcisms anybody?
Changes to cloning and hydroponics. I will likely have to rework these later as they're hacky as hell right now.
A lot of stuff is now handled by Login/Logout rather than in hundreds of different places. One such example, mind datums get their variables updated at Login and Logout.
Fixed a few minor bugs. I'll update the issues manually in a bit because I literally cannot think atm.
TL;DR guide:
-If you want to make somebody a ghost use ghostize(). Or you will need to find a doctor to stitch your bits back on. :)
-You don't have to worry about making minds. Simply doing key="carnwennan" or whatever will either: A) make a new mind and initialise it if there isn't one or B) take possession of the mind currently attached to the mob.
-It's safe to transfer a mind even if a key isn't in-body (e.g. they are ghosted/admin-observing etc!) Minds have an active variable which tracks whether they are currently synced with a key. This is to avoid dragging ghosts back into their bodies when say, a wizard mind_transfers them.
-Transferring a mind whilst var/active=1 will cause the following: mob.key = mind.key. So no need to do that separately (in fact you'll lag things if you do, so don't)
-If you do want to initialize a mind manually, say if you don't have a client to login to the mob yet, simply do new_mob.mind_initialize(). Simple! When someody is logged into that mob they will take ownership of the mind and it will sync up.
NOTE: a lot is probably broken since this is a pretty massive change. Please let me know asap (with actual info! Shouting at me, "IT BORKED HALP", doesn't help)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4342 316c924e-a436-60f5-8080-3fe189b3f50e