Commit Graph

389 Commits

Author SHA1 Message Date
Giacom
5322a6cb62 Merge pull request #1810 from Rockdtben/APCServerSideValidation
APC Serverside Validation
2013-11-21 11:51:15 -08:00
Aranclanos
5da1b56a53 Merge pull request #1712 from havocx42/ToPush
Update for power code to remove some bugs and fix some functionality
2013-11-20 00:06:50 -08:00
Rockdtben
577daaedda Woops 2013-11-18 21:35:14 -06:00
Rockdtben
2097c8068b Removed useless parameter 2013-11-18 21:34:37 -06:00
Rockdtben
3c8426eb6f Corrected a mistake. 2013-11-18 21:30:50 -06:00
Rockdtben
f2acf55c5c APC Serverside Validation 2013-11-17 10:20:53 -06:00
Kyrah Abattoir
560b50ec1b Reformatted the way objects and items structure their description text, added the little object "icon" everyone seems to be using.
Added superclass invoke for the arcane tome

Added superclass invoke to light switches, removed it's (unused) description.

FLightswitch description repetition derp

examine superclass invoke for gas flow meter, space heater, fire extinguishers, grenades/IEDs, fancy boxes and welder. Changed description for welder and fire extinguisher to show their content in a similar style.

Fixed tank, linen bins and janicart description, and added welder of previous commit (forgot to commit it)

REMOVED icon in mop_bucket description (now provided by item class).
REMOVED unused examine() override in clothing/gloves
REMOVED custom examine() for glass/rag
CHANGED using examine superclass on paperwork/paperbin, removed redundant description code
CHANGED examine superclass for power/apc
ADDED universal maxcharge readout for all the powercell types.
CHANGED using examine superclass on machinery/light, removed redundant description code

FIXED weapon/virusdish use a description field.
TWEAK lowercased some of the portable generators.

Fixed improperness of pacman names
2013-11-16 22:15:50 +01:00
Cheridan
db0901db10 Merge pull request #1751 from Miauw62/imalazyass
Fixes missing !'s and inverted messages.
2013-11-11 18:48:37 -08:00
Miauw
0a18413fb6 Fixes missing !'s and inverted messages. 2013-11-10 21:42:32 +01:00
YotaXP
139d045b0c Implements NanoUI for APCs, and make a couple other tweaks to the NanoUI framework.
AI can also toggle the APC lock for human access.
2013-11-09 22:02:06 -05:00
Miauw
3f8f3c971a Undoes changes to emitter.dm & field_generator.dm in my other commits, then applies bugfix. 2013-11-09 15:35:40 +01:00
Miauw
5ad9505ef4 [MAP]Fixed space-fastening properly.
Conflicts:
	code/modules/power/singularity/field_generator.dm
	maps/tgstation.2.1.2.dmm
(What is this I don't even)
2013-11-09 14:42:54 +01:00
Laurence Reading
4cb9f66164 making propagate_network non recursive 2013-11-08 00:09:30 +00:00
Laurence Reading
ce24949ace creating a get_marked_connections method for machines that doesnt check for powernet==null 2013-11-08 00:09:19 +00:00
Laurence Reading
e179e44b09 clarified a comment 2013-11-06 22:35:36 +00:00
Laurence Reading
589c1e6cfb Update for power code to remove some bugs and fix some functionality
Functionality
========
*Cables can now be placed across each other and not connect, just like cables placed in the map editor.
*Alternately by leaving a "node" or "dot" in both cables you can have these cables connect

Bugs Fixed
=======
*Unconnected cable networks which share the same powernet and power are no longer created when adding cable to nodes or removing nodes on top of smooth cable

Code changes:
==========
*Adds denode proc that should be called when a wire is added to causing it to no longer be a "node" (i.e. terminates in the centre of the turf)
*Adds propagate_network proc that traverses the graph adding every cable to a new network while removing the old one
*Adds call to denode in the cable_join proc
*Fixes mergeConnectedNetworksOnTurf() to only connect cables that are both nodes
*Adds a get_marked_connections() proc to cable which finds all edges connected to it's endpoints regardless of whether they have a powernet(as opposed to get_connections())
2013-11-06 20:17:56 +00:00
Aranclanos
033248d216 Merge pull request #1648 from Giacom/field_gens
Field Generator/Containment Field Changes [MAP] (Fixes #205)
2013-10-30 04:29:19 -07:00
Giacomand
84248eb6ab Made containment fields shock you when you walk into them, not when you walk near them.
Field generators, that are active, will now shock you; they did before but it was because of the containment field near it.
Changed the type path of the field generator and containment field:

/obj/machinery/field_generator -> /obj/machinery/field/generator
/obj/machinery/containment_field -> /obj/machinery/field/containment

Changed the map to have the new type paths.
The containment field will now shock you when it is created.
The containment field layer is a little above objects, so objects going through are under the field icon.
Cleaned up a bit of the code.
2013-10-25 15:01:04 +01:00
Aranclanos
a3bbc89b96 Removed a colon from APC code on a really weird case of MALF AI YAY THAT SHIT
anyways it won't runtime anymore
2013-10-23 07:47:47 -03:00
Aranclanos
dd281bb6b2 Merge pull request #1561 from RobRichards1997/11/10/2013-Limbs-are-Objects
Changes Limbs into Objects [Merge/Give Feedback]
2013-10-22 00:41:09 -07:00
Robson Richards
1c70008d0c Changes Limbs into Obj's
Reworked all the paths for it
Reworked all the procs for it
2013-10-11 19:11:55 +01:00
KionX
8264a317ea Fix warming 2013-10-10 12:51:54 -07:00
Mloc-Argent
79495f710a Refactors the code to work with BYOND 500. Big commit.
Var changes:
* /obj/item/var/color is now item_color
* /obj/machinery/portable_atmospherics/canister/var/color is now canister_color
* /obj/machinery/atmospherics/var/color is now pipe_color
* /mob/living/simple_animal/mouse/var/color is now body_color
* /mob/living/simple_animal/chicken/var/color is now body_color

Proc changes:
* /obj/machinery/door/proc/animate() is now do_animate()
* /obj/machinery/transformer/proc/transform() is now do_transform()

Map changes are due to pipe instances being changed from color to pipe_color

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2013-10-06 19:47:30 +01:00
Cheridan
e029c078ef Merge pull request #1478 from Miauw62/variousfixes
Various Fixes
2013-10-05 12:04:13 -07:00
Miauw
4adf4fa4e9 Improved APC fix: breaker can be toggled regardless of power, power can be set to off or auto when there's no power instead of only off. 2013-10-04 20:14:07 +02:00
Miauw
67e7eb86bd You can no longer turn on depleted APCs for a split-second 2013-09-29 14:31:26 +02:00
Aranclanos
05e894751a Merge pull request #1413 from JJRcop/nar-sie-red-alert-fix
Fixes corner-case exploit regarding nar-sie and red alert
2013-09-28 15:47:15 -07:00
JJRcop
2524cc00c1 Fixes corner-case exploit regarding nar-sie and red alert
Changes the time the shuttle comes with a nar-sie to 3 minutes, as Centcom
is probably rushing anyway because there is a giant unidentified god
running around the station.
2013-09-25 12:22:49 -04:00
Cheridan
a1d3680ca2 Merge pull request #1434 from fleure/coils
Fixed cable coils disappearing when combined
2013-09-23 20:59:27 -07:00
Fleure
5b7c4a4364 Fixed cable coils disappearing when combined 2013-09-22 00:50:38 +01:00
Malkevin
ce0828c600 Radiation Collector analyzing
Checking a collector's last power output via analyzers has been moved to multitools, because that actually made sense (betcha didn't know this existed, I know I didn't)

Analyzers can now be used to check the gas level of the tank in a loaded radiation collector (yay no more crowbars)
You can also use them on pipes to check gas levels (yay no more pipe meters)

Codewise, the several inconsistant instances of the analyzer code have been moved to a single proc. The following have been converted to use this:
-Pipes (they didn't have this before. Also changed the attackby code to be less dumb...)
-Pipe tanks (you know those big ones in maint everyone forgets about)
-Portable Atmospherics (canisters, air pumps, scrubbers)
-Flamethrower
-Tanks
-And now collectors
2013-09-19 22:15:11 +01:00
supersayu
a993ce62db Bugfixen and minor changes. Fixes #136.
Adjusts the click code to not use client/Click().  The code is largely unchanged, except that it allows the compiler default behaviour of calling atom/Click(), and then forwards the call to mob/ClickOn().  I had some reports that melee combat mixed with movement was behaving oddly, and I believe it may be due to the use of client/Click; the byond documentation says that redefining client/Click() causes additional overhead, and it isn't strictly necessary.

Alters the way double clicks are handled, in an attempt to better handle clickspam, as often occurs during pitched combat.  This may also be responsible for the above, but I don't know.

Inserts proximity (aka flag) checks in all afterattack() procs.  The old assumption was that unless an item used the USEDELAY flag, afterattack() was only called when adjacent, but this is no longer true.  This led to beakers, soap, crayons, etc, all being usable at all ranges.

Removes the NODELAY flag, which was unused.  Removes all existing uses of the USEDELAY flag so that it can be readded to things that need extra delay.

Removes the hand_* procs, previously used by restrained actions.  Instead, the mob helper mob/RestrainedClickOn() has abosrbed basically all the functionality they were used for, which is really only monkeys with jungle fever.

Adds a special case of the Adjacency() proc for doors.  This fixes #136, airlocks being unreachable due to border fire doors.  However, this only takes us back to the unpleasant position where you have to open-hand the door, switch to a crowbar, and pry open the firedoor; it still needs a better fix.
2013-09-17 18:19:14 -04:00
supersayu
4c44e7cd89 Glove update
Integrates gloves into click code.  Gloves now have a proc/Touch(atom, proximity) which is called before humans do an attack_hand().  It can also occur when you click on something at range, so be sure to check the proximity flag.

Adds code to make ninja gloves work properly with this and pulls it out of the various attack_hand() procs.

Other suggested uses: secret society rings, magic/cult gloves, weaponized gloves (chemical, electric, needles, etc), powered exosuit hands (for picking up crates), I dunno, there are options
2013-09-17 18:19:13 -04:00
supersayu
c172e52dce Adds telekinesis to click code. Fixes issue #1202, #1129, #247.
This adds two atom procs, attack_tk() and attack_self_tk().  attack_tk is used as per attack_hand; attack_self_tk exists on all atoms (not just items) but is similar to the item proc, but without the assumption that it is in the user's hand.

Removes the functionality where entering throw mode would create a tk grab, as it is redundant.

As a default, attack_tk does the following:
* Creates a telekinetic throw for items and un-anchored objects
* Does an attack_hand (paw, animal, etc) for anchored objects
* Does nothing to mobs

As a default, attack_self_tk does nothing.  An attack_self_tk was added to closets to open and close them since that's a common thing.

The following items have added attack_tk procs:
* Fire axe cabinet, extinguisher cabinet, and bedsheet bin will drop into their square instead of putting it in your hand
* Doors only open telekinetically if they require no access
* Chairs will rotate if nobody is buckled to them
* Filing cabinets will remove a paper at random.
* Tables and racks return to prevent telehulk smash

This is INCOMPLETE.  Adding proper TK interaction to everything is something best done in pieces.

In particular, interacting with mobs and items both open up the floodgates for bugs, so we/I need to decide how we want it to go before we commit, and then fix bugs along the way.  Stumbling forward, fixing bugs, and then changing course halfway would be a bad idea.
2013-09-17 18:19:09 -04:00
Cheridan
899a53787a Removes an unused var defined for every obj. 2013-09-03 09:38:30 -05:00
Cael Aislinn
2f698f5c7c Merge pull request #1197 from Cheridan/Admin
Admin Log Tweaks
2013-08-23 07:20:45 -07:00
Cael Aislinn
12e8a54e13 Merge pull request #1170 from Cheridan/Cult
Nar-sie change + Construct Names
2013-08-23 07:07:22 -07:00
Cheridan
e6f025d350 Narsie eats everyone. 2013-08-22 22:18:30 -05:00
Cheridan
be4625fce6 Admin Log Tweaks
-Wire cut logs are now accessed via the Investigate verb, instead of popping up in the admin chat log.
-Wizard Fireball explosions no longer create admin chat log messages either.

-Adding and removing Player Notes is now logged.
-The note that is added automatically to people who get banned, now displays the duration of ban.
2013-08-20 21:51:39 -05:00
Giacomand
6c26a1b26a The APC's extra Topic() parameter was causing a runtime to occur when you used ..(). Fixed it by removing the parameter and re-arranging the code so it wasn't required. Fixes Issue #1148. 2013-08-20 21:58:35 +01:00
Cheridan
62a6a02db9 Constructs get named-numbers now so you can actually tell who's being a gryphon/reading WGW over the radio.
Tweaks to Newsie
2013-08-15 14:35:04 -05:00
Cheridan
296b90c34c Narnar loves you 2013-08-14 20:18:56 -05:00
Giacomand
29424a34bf Merge pull request #905 from Aranclanos/MachineryTopic
Machinery Topic(): mob and self checks fix.
2013-07-24 01:23:30 -07:00
Giacomand
acde3b71df * Cleaned the malf module code and made it easier to add powers.
* Fixed multiple bugs with the cameras and the malf powers. All malf powers should be in working order now.
 * Added a new power that creates an automatic cyborg machine that will allow the AI's minions to put living humans through it to build a cyborg army. This power will cost all their malf points and will stop them from being able to shunt, to balance it.
2013-07-12 17:32:15 +01:00
Giacomand
33e8976274 Removed the nuke code. You cannot nuke the station anymore.
Added a Jump to Node power.
Cleaned up the code.
Changed some more values.
Added a blob_act() to camera.
Removed most "if(gamemode == "blob") checks to stop people from using it to metagame.
Removed cells exploding when being blob_act()'d
2013-07-10 01:49:06 +01:00
Giacomand
e9e9f51e00 Merge pull request #898 from Aranclanos/LightBubTK
Light bulbs dissapearing with TK fix.
2013-07-05 06:08:42 -07:00
Aranclanos
90b894fe66 Made all the machinery use ..() on the Topic(), instead of having a copy pasta everywhere to see if the human is dead or others. This will stop dead AIs interacting with machineries or others. 2013-07-03 13:16:53 -03:00
Aranclanos
48d97a57c6 Light bulbs will first drop on the floor before being picked up. Because of the TK grab object on their hand, TK users will be unable to pick up the light bulb and it will stay on the floor. 2013-07-02 04:08:59 -03:00
Giacomand
c986f001dd Merge pull request #837 from Aranclanos/Sleepers
Pulling sleeper exploit fix.
2013-06-28 04:37:03 -07:00
Aranclanos
2f3e1eb9e6 Removed a bunch of copy pasted code regarding moving pulled atmos by clicking on turfs or conveyors. Now this is handled by a mob proc, Move_Pulled()
Now all turfs work with this feature. (shuttle shitty turfs didn't because they were not part of /floor)
Added a check on Move_Pulled() to see if the pulled atom is on a turf. This will stop the sleeper exploit and others.
2013-06-21 17:55:32 -03:00