Commit Graph

248 Commits

Author SHA1 Message Date
oranges
26f0845a30 Merge pull request #24846 from KorPhaeron/pdalight
Undoes /vg/ sabotage of PDA lights
2017-03-11 17:07:03 +13:00
Lzimann
5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
KorPhaeron
68e044be42 Fixes PDA lights 2017-03-08 12:08:56 -06:00
PJB3005
a63608d023 Merge remote-tracking branch 'upstream/master' into rebase-to-vg 2017-03-03 16:31:00 +01:00
Joan Lung
d5df752c0e Faction fixes (#24396)
* Faction fixes

* heh

* hup!

* i'm smart
2017-02-27 00:39:01 +13:00
militaires
a9c0e59aba pls 2017-02-20 23:06:05 +03:00
Pieter-Jan Briers
ecd32661af Boost PDA light a tad 2017-02-18 23:47:18 +01:00
PJB3005
8ce6ae2b87 Merge remote-tracking branch 'upstream/master' into rebase-to-vg 2017-02-08 14:30:23 +01:00
Cyberboss
b86e224571 Makes qdeleted and qdestroying macros (#23666)
* Makes qdeleted and qdestroying macros

* Makes QDELETED and QDESTROYING uppercase

* Swap qdel checks istype's for != null's

* Fix it

* How was this missed?
2017-02-06 00:59:27 +13:00
Cyberboss
3f7f5d4000 Removes/Refactors /mob/unEquip (#22918)
* Part1

* IT COMPILES!!!!

* Fuck wait this was missing from that last

* Update handlabeler.dm

* Update handlabeler.dm

* Fixes n shit

* Fix this

* Fixes #23310

* Fucking @RemieRichards was right

* Fixes devil unEquip

* WTF ARE BITFLAGS?

* THERES THE FUCKING PROBLEM

* Fixes
2017-01-31 09:28:31 +13:00
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
PJB3005
7356e80484 hey that should be everything except making it compile. 2017-01-17 22:08:27 +01:00
XDTM
30bfe13f81 Makes agent ids change name 2017-01-13 22:10:52 +01:00
Joan Lung
feede86b09 Adds a proc for duplicate-avoiding associated list keys (#22608)
* Adds a proc for duplicate-avoiding associated list keys

* neat
2017-01-04 07:30:46 +13:00
blockheads
60b5f9d4b0 PDA fix #22038 (#22060)
* reset it

* fixes #22038, issue where pda wasn't displaying holding id/pen when using the messenger
2016-12-09 21:11:49 -05:00
Mervill
09ea5ad2e5 w_class now uses defines 2016-12-01 21:33:14 -08:00
Mervill
f88859309a wayward grammar 2016-11-06 14:53:41 -08:00
phil235
59f2a4e10e Adds some image overlays on PDAs when they had an id (bottomleft corner green light), when their light is on (bottom right corner), when they have an item inserted (top), when they have a pai inserted (screen changes).
Also, altclicking a PDA without an ID now removed the inserted item.
Fixes some bugs. Simplifies id_check() proc.
2016-11-05 03:15:04 +01:00
Joan Lung
ce13143d9d Replaces yet more istypes with helpers (#20806)
* uses more istype helpers

* oranges is inefficient
2016-10-10 17:48:35 +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
TheCarlSaganExpress
36d6695319 Requested changes to #20637 (#20701)
* Requests by Phil

* Additional Code
2016-09-28 08:54:42 +02:00
TheCarlSaganExpress
7e1331bc04 PDA Adjustments (#20637)
* Adjustments to the PDA. Ejecting a cartridge from the PDA no longer falls to the ground.

* Requested Changes
2016-09-26 14:57:30 +13:00
Remie Richards
00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
Remie Richards
81d2298992 Drone Phone! (#19722)
* Drone Phone! A PDA application that allows certain people (Janitors, Engineers, Atmos Techs, Roboticists, HoPs, RDs and Captains) to ping drones to alert drones (low, med, high, crit priority) about their area.

* Removes arg from previous implementation

woops
2016-08-10 12:18:15 +12:00
Fox-McCloud
146d14a26e Refactor Uplink Refunding 2016-07-24 09:21:37 -04:00
oranges
8c9308acca Merge pull request #18613 from Core0verload/runtime_down
Puts down two runtimes
2016-06-17 13:40:03 +12:00
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
c0
458a38cf21 Puts down two runtimes 2016-06-16 06:46:26 +03:00
Jack Edge
e13725b179 Refactors all (F) links into using a define
🆑
bugfix: Clicking the (F) link when an AI talks in binary chat will
follow its camera eye, the same as when (F) is clicked for its radio
chat.
/🆑

FOLLOW_LINK is a define that creates the clickable (F) link, so it
doesn't have to be typed painstakingly out every time we want to give
that link to an observer.
2016-06-03 15:29:28 +01:00
bgobandit
d430ca29ab fixes the bugs of the jordie 2016-05-18 14:27:26 -04:00
Robustin
d1a2d1d0bd SLIP-SANITY (#17096)
* Chemo

* CHEMO

* Chemo

* Update growninedible.dm

* Corrected math

* decimals needs 0's

* NOW EVERYBODIES HAPPY YAYYY

* Updated Botany nerf

* Conflict correction & tweaks
2016-05-10 22:52:05 -05:00
phil235
43e98079f1 Removing some comments I had left in. 2016-04-24 21:12:04 +02:00
phil235
0480790b0a Same things but with structures now. 2016-04-24 20:38:33 +02:00
duncathan salt
0f04ea79a0 Merge pull request #16401 from Tytynguyen/atmosrounding
Atmospheric readings are now accurate to 0.01%
2016-03-31 12:04:48 -06:00
Tytynguyen
91f618a5a7 Atmospheric readings are now accurate to 0.01% 2016-03-26 13:43:20 -07:00
c0
2b6128d56e Kills PDA snowflakey close button 2016-03-21 07:38:33 +03:00
c0
6e4d3c05a0 fix 2016-02-26 08:44:08 +03:00
c0
eb7cad946a PDA subtypes are moved from PDA.dm to PDA_types.dm 2016-02-26 06:08:39 +03:00
AndrewJacksonThe2nd
583c2c3dea Fixes 2016-02-21 15:46:16 -08:00
Bjorn Neergaard
4ef2667ff2 Rewrite supply packs/cargo orders 2016-02-07 04:45:55 -06:00
Bjorn Neergaard
29fdf73cc6 tgui power monitor; linegraph component 2016-02-05 17:06:04 -06:00
Fayrik
a674179746 Now using attack logs for pai history. PAI to pAI. Removed unnecessary spacing on if statements. 2016-01-31 19:29:36 +00:00
Fayrik
b9162fbb3e Tweaked card ejection slightly. 2016-01-31 00:25:51 +00:00
Firecage
7f96592b87 Merge Conflict Fix 2016-01-27 13:29:38 +02:00
MrPerson
e1b3815539 Fixes some awful defines to not be hacks 2016-01-22 19:07:37 -08:00
Firecage
d1327d4076 Merge conflict fix 2016-01-19 10:02:50 +02:00
Bjorn Neergaard
5cfc60d9da tgui radios; clean up frequency code 2016-01-18 14:28:33 -06:00
Bjorn Neergaard
4a617062d8 Refactor uplinks; fix up tooltips and make uplink more interactive 2016-01-18 14:25:52 -06:00
Firecage
0cb6814c18 Merge conflict fix 2016-01-17 19:15:30 +02:00
Firecage
332bde0f4f Does the rest of the if()'s/ else's 2016-01-17 19:03:12 +02:00