Monkey-lings can use hivechat.
Lings can return to human form even if monkeyed through genetics.
One-line fix for Destroying Angels (..() wasn't being called)
Spelling correction in Destroying Angel description
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.
Fixes an edge case for blobize where if you open someone's player panel and they ghost between then and when you hit the blobize button it still gives priority to them for the created blob.
Note that you can't usually get the option to blobize a player if they've left their body before you open the player panel, if you want to blobize a specific person in this way, ask for them to return to their body.
Death of the istype invasion from slimes, previously every single color of slime was its own kind of mob, and every single one of those slimes also had an adult form which was a different mob.
There is now only one kind of slime, reliant on new var is_adult and old var colour to determine how it looks. All baby slimes functioned identically outside of icon and core, and all adult slimes functioned identically to each other and to the babys save for a bit higher Health and more capacity to break shit.
A nice side effect is that this solves any inheritence issues of baby slimes growing up since it's still the same mob, though it doesn't solve the same issues for adult slimes splitting.
Also fixed a few annoying but rare bugs (like getting ghosted because you got DC'd and your slime self split and you weren't around to get mind transfered)
bugfix: gives notransform to etheral jaunting based on an observed edge case where a wizard was staff of changed while starting a jaunt and got stuck in bluespace for the rest of the round
meta: modified revive() so I could remove all that horrible snowflake I introduced to let reviving simple mobs come back
Removed all item stings legacy
Removed game balance changes
Moved stings handling to AltClickOn, added the dead check i forgot to
add
Reverted monkeyizing keeping items from previous form
Fixed the grammar in the comments
Now to sting someone with active sting you alt+click them
In usual mode active sting do nothing
Clicking sting icon will deactivate the sting(hasnt removed the verb
however)
Now all monkifying will grant the monkeys what they can wear from their
previous form
Now all humanizing autoequips things from under you
(Done by Gia's suggestion, the quality is meh)
One more little change in icons
* You have to be within camera vision to place the machine.
* The machine has been given a minute cooldown per each use, and will look unpowered when cooling down.
* Added a delete option for /Robotize() and used it in the machine, to stop items piling up and eventually crashing clients.
* The machine will make a sound when placed.
* Added auto conveyor belts which are always on unless unpowered or broken.
* Cyborgs built from the machine will only get 5k power cells.
* Added a changelog entry for this change.
Re-introduced the concept of a player controlling the blob in an RTS fashion, expanding the blob and building structures such as nodes and factories.
All blobs will try to find ghosts, with the BE_ALIEN flag, to be the blob overmind. Even random event blobs will try to get players to play as the overmind.
Added a /mob/camera that is now being used by the AI eye and the blob overmind. It is a mob that isn't dead but acts as a camera for the player, to be controlled by something like the AI or the blob.
There are now a resource currency for the blob to spend it's points on blob expansion and upgrades.
Added a small blob_act to mechs.
Made all camera mobs max invisibility. Because of this I removed the AI best friend button as it would be not working.
Blob mode will send a normal intercept report.
- Changes how the src is deleted and the new mobs are returned in the transformation procs (no more use of spawn() )
- Adds an option not to delete it (in case the proc that called monkeyize was a child of src itself)
Signed-off-by: dumpdavidson <gtb.schmidt@gmail.com>
-Adds a humanize() proc
-Changes monkeyize() proc to a child of mob/living/carbon (not implemented or tested with anything beside humans, though)
-Adds various options for monkeyize and humanize as binary flags
-Removed all instances of monkey transformation code being copy pasted (dna, changeling, adminverbs) and replaced them with monkeyize(). This fixed various issues with admin-verbs where mobs would ghost after transformation due to invalid use of transfer_to (mind transfer proc).
-Humans will now retain their old name if turned into a monkey and back provided their UE are unchanged
-Transformation from monkey into human will now deal the same amount of damage as human to monkey.
Signed-off-by: dumpdavidson <gtb.schmidt@gmail.com>
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>
All usage of it on silicons is replaced by is_special_character()
is_special_character moved from admin.dm to mob_helpers.dm
Also fixed a runtime having to do with objectives.
The main goal was to remove all the pointless shit in the UI style dmis, but this commit actually goes a bit deeper than that.
Formally renames the "hurt" intent to "harm", in line with everything else in the world.
Removes the old screen1_... .dmis. They've been replaced with screen_... .dmis. They function much the same.
screen_gen.dmi is used for things which apply to multiple UI styles, such as storage slot sprites, or the intent selector. (These can still be overridden in HUD code, though.)
Item action buttons have been changed to use a template from the UI style, and the icon_state of the item.
var/icon_action_button has been removed- varvar/action_button_name must be used instead to add action buttons for items.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5826 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
-Cameras won't shock you anymore, when cutting the power wire.
-Cultists cannot be gibbed by placing more runes that is allowed, instead it says no and to clear any unused runes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4926 316c924e-a436-60f5-8080-3fe189b3f50e
Added in a message for player-parrots trying to use the 'sit' verb when no perch is in range.
Removed the 'Warning, this is unfinished!' message when trying to spawn parrots.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4925 316c924e-a436-60f5-8080-3fe189b3f50e
-Now when examining someone you can tell if their brain is missing, and it doesn't give the 'catatonic' part (Because the player is in a different mob and it's kind of misleading)
-Committed Lugar223's patch for the temperature gun, preventing the window from re-opening as it heats up/cools down
Fixes Issue 900
-Fixed the issue where dead players could use pAI carts if they left the window open
Fixes Issue 967
-Changed how the Destructive Analyzer handles sheets, now it will only deconstruct 1 sheet out of the stack at a time. Also found a bug where it would destroy its own components, so that is fixed as well.
Fixes Issue 989
-Secborgs can no longer put their stun baton or energy gun in rechargers, added a check for /mob/living/silicon
Fixes Issue 972
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4807 316c924e-a436-60f5-8080-3fe189b3f50e