Commit Graph

65 Commits

Author SHA1 Message Date
phil235
c9f9d30227 Air Alarm Deconstruction fix: you no longer need to cut the syphon wire to deconstruct the air alarm.
You can no longer open or interact with the wire window after the wires are removed.
You can no longer cut the final wire while the panel is closed.
Adding wires to the air alarm now properly reset the variables that the wires change upon cutting/pulsing.
2015-02-14 17:53:22 +01:00
AnturK
a8ddd45690 Makes assembly parts work with wires 2015-01-17 18:08:55 +01:00
Menshin
04fda27969 * Updated the autolathe to use the datum/designs system (new file
autolathe_designs.dm)
* Added categories sub-menus for the autolathe, circuit_printer and
protolathe
2014-12-13 22:56:43 +01:00
Menshin
ec944abfc6 * limit atmos/fire alerts to the current z_level
* atmos/fire alerts are now linked to an object and not its area, as intended
* simplified and full pathed the radio frequency datum
* made radio objects properly clean on del/qdel, instead of letting the radio controller remove nulls at each post_signal()
2014-11-14 10:10:45 +01:00
Cheridan
08be1b34eb Revert "Changes a few green crosses to blue on sprites that I missed last time" 2014-10-04 19:22:10 -05:00
Jordie0608
facb2744cb Standardizes name and path of plastique/plastic explosive/c4 to C4 2014-09-21 17:34:26 +10:00
Perakp
77ec6cbe29 Emags and ninja blades don't affect unpowered doors.
Combines checks to one hasPower() proc.
2014-09-07 18:34:34 +03:00
Firecage
6c7af5eb32 SPANCLASSES!!!!! 2014-08-26 09:52:13 +02:00
AndroidSFV
cab1fe8e25 Bug fixes to AI photography Ext. 2 2014-08-13 14:42:36 -05:00
AndroidSFV
da1f3a7fce AI photography ext 2 DO NOT MERGE YET 2014-07-06 12:06:44 -05:00
Miauw
658c753989 Revert "Merge pull request #3218 from AndroidSFV/aiphotoext2"
This reverts commit f2d850ee25, reversing
changes made to 805e2570bf.
2014-04-21 18:59:58 +02:00
AndroidSFV
50cd395c4f Merge branch 'master' of https://github.com/tgstation/-tg-station into aiphotoext2
Conflicts:
	code/datums/wires/robot.dm
	html/changelog.html
2014-04-08 09:28:42 -05:00
ikarrus
f46cb302a4 Updated to work with newer cyborg code. 2014-04-02 22:12:36 -06:00
ikarrus
f705141fce Resolved Conflicts:
code/datums/wires/robot.dm
2014-04-02 20:23:31 -06:00
Cheridan
354dbeacde Merge pull request #3219 from phil235/ReqConsoleFix4
Adding hacking messages for fire alarm & requests console
2014-03-31 20:28:37 -05:00
phil235
ca18b5e6d4 Replace wiresexposed var by panel_open 2014-03-28 13:31:53 +01:00
AndroidSFV
40119ada0c AI Photography Extention #2
Gives the ability to take and view photo to Cyborgs

AI's share their photo album with connected Cyborgs, and connected Cyborgs have the pictures they take saved to the AI's album. If a Cyborg is not connected to an AI, photos are saved to the Cyborg's camera object. If a Cyborg has photos in it's album while not connected to an AI, but is subsequently connected to an AI, the photos are added to the AI's album. This is initiated by pulsing the appropriate wire on the borg.

Cyborgs can attach images to newscaster feeds, from the active album available to it (the AI's, or its own if disconnected)

Cyborgs cannot interact with photocopiers, but however have become a moving printer. They are every inefficent at printing, and thus can only print two color pictures before needing to be refilled with toner (simply click on them with toner in active hand).

Added some span classes to the previous AI photography work.

One minor bug fix to photocopier which could result in a photo object ending up in the 'hand' of an AI or cyborg.
2014-03-28 07:31:14 -05:00
ikarrus
fe8481331c -Added option to force sync to a specific AI
-Removed option to force a module to load
-Fixed pulsing a cyborg's AI wire not letting it reselect an AI to sync to.
-Resolved Conflicts
2014-03-25 14:07:01 -06:00
ikarrus
561c0f8dda Resolved Conflicts:
code/_onclick/ai.dm
2014-03-25 09:07:38 -06:00
Mloc-Hibernia
8af8a43d6f Initial pass to convert LF to CRLF
Signed-off-by: Mloc-Hibernia <colmohici@gmail.com>
2014-03-24 08:53:40 +00:00
ikarrus
f389ff5117 Resolved Conflicts:
code/game/machinery/doors/door.dm
2014-03-22 16:49:37 -06:00
ikarrus
87f85e7073 Added tracking links to the notices 2014-03-18 22:57:14 -06:00
ikarrus
0015be8d74 AIs are notified when a cyborg is slaved to it
Includes:
-Roundstart cyborgs
-New cyborgs
-Reclassified cyborgs
-Cyborgs when the AI wire is pulsed
2014-03-18 22:25:07 -06:00
ikarrus
7b44bed140 Rewrote how emags work on doors
Intended to allow the deconstruction and replacement of the doors without needing an RCD. Emagged doors will be unusable for at least 60 seconds, so weld+emagging still works. It's just not permanent.

Using an emag on a door will:
-Try to open the door
-Cut power for 60 seconds
-Drop bolts
-Cut bolt lights
-Effectively make the door unusable for at least a minute

Doors that have been emagged:
-Can only be opened with a crowbar or axe if the power is off and the bolts are up
-Can be hacked as normal, except the Open wire will not work
-Cannot be interfaced by silicons at all
-No longer prevent players from using tools (Can we unwelded, wires cut, etc)
-Can be deconstructed and repaired

Misc: Also made it so you can bump open doors even if the panel is open. So people can't go around opening all the panels and making the doors really annoying to open.
2014-03-17 00:56:33 -06:00
ikarrus
d065af8b8c Emergency Access Override Update
-Changed the way emergency access override is handled. It now toggles a var which overrides access requirements instead of removing/adding access
-Airlocks now have blinking amber lights when in emergency mode
-AIs can toggle emergency override on individual doors
-Humans may disable emergency overrides by pulsing the ID scanner wire. They can't enable it, since IMO there are enough methods to hack open doors without an easymode all-access wire
2014-03-15 14:59:39 -06:00
Razharas
fdf5a2bb12 Fixes autolathe 2014-02-25 08:22:24 +04:00
Razharas
befd05f1ff Fixing copypaste issues
Thanks RR
2014-02-18 23:50:43 +04:00
Razharas
d844bbd1ee Autolathe improvements
Tided up the code
Made it use generic datum wires , vars and sexier menu
Didnt change it gameplay-wise
2014-02-18 18:36:09 +04:00
metaglog
08277fe851 Prevents the airlock deny animation when the airlock is open (eg. when pulsing
the ID wire of an emagged airlock).
2014-01-31 06:55:27 +01:00
Giacomand
1a41abc609 The wire dialog will now properly close.
Refactored some of the code into procs.
Small feature: bombs tick louder when they are 10 seconds or less left, nuclear bombs were given the same treatment but with 20 seconds.
Fixed a bug with the syndicate bomb wire datum not using the CanUse().
2014-01-11 14:05:51 +00:00
Incoming
7418700cce Adds a badmin bomb that lets you var edit the explosion (for pure firebombs and stupid huge explosions [remember to toggle the bombcap first])
Changes how wire shuffling works to cut down on abandoned wires.

Removes a rogue processing_objects I missed before
2014-01-07 20:50:25 -05:00
Incoming
e3cf67ee72 Adds New Bomb/Bomb Cores + A BIG bomb bugfix
Adds a training bomb that doesn't explode but rather lets you know it would have exploded. Upon detonation or defusal it will give you your current score and rescramble the wires for another go. It should probably be added to the map somewhere in a pull that follows this.

Adds a badmin bomb that lets you summon in a number of whatever you want with var editing, it defaults to a single cookie.

Adds a specially skinned badmin clown bomb that summons in a 100 clowns by default. It honks!

Fixes a HUGE bug where, thanks to machinery automatically adding themselves to processing, bombs were ticking down two seconds at a time. This does mean that all bombs are now "nerfed" to twice the time it took before. Whether this is a good thing or should result in the timer going "back" to 30 seconds to keep the timing consistant is an open quesion.
2014-01-05 20:23:38 -05:00
Incoming
de972e3b02 Refactors syndicate bombs to remove the var degutted.
The bombs themselves no longer explode, the payloads (which now actually exist in the bombs) do.

This means that you can play cruel jokes on people by activating bombs with removed payloads or easily code in other kinds of payloads (there'll be a future pull with a few from me at the very least) and not have to touch the bomb code itself.
2014-01-02 12:20:05 -05:00
Razharas
358a85eb3d Completed the transition to a new proc
All the logging i have found in the code was changed to use the
proc(maybe i missed something)
Killed all runtimes found so far
Proc now handles all the checks, no need to add checks in the body of
object
2013-12-17 22:56:04 +04:00
Incoming
ca920321ae Merge branch 'master' of https://github.com/tgstation/-tg-station into bombchange
Conflicts:
	maps/tgstation.2.1.2.dmm
2013-12-06 12:20:35 -05:00
Aranclanos
6a2bc0b6c5 Added some sanity after the spawn() procs in the wire datums of APCs 2013-11-22 15:50:28 -03:00
Incoming
87872e81e1 Syndicate Bomb Tweaks:
Syndicate Bombs now have enforced 60 second minimum timers, up from 30. Their crystal cost remains at 5.
Syndicate Detonators that can get around the 60 second timers are purchasable for 1 crystal for all (there are also ways to get around it with clever uses of the wires, but that's not new)
The Nuke Agents get a free syndicate detonator [MAP]
Syndicate Bombs can now be further disassembled beyond disarming them to let people actually lift the explosives out of the bomb, rendering it useless. These explosives will only detonate in the presence of another explosion, and give great research levels.
2013-11-22 04:01:51 -05:00
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
Giacomand
28d58598f6 Converted the old air alarm wires to use the more structured datum wires. 2013-07-10 12:50:04 +01:00
Giacomand
0396077d83 Merge pull request #878 from Ikarrus/kaboom
Syndicate Bomb Tweaks
2013-07-05 06:07:44 -07:00
Giacomand
7a425b3924 Merge pull request #899 from Aranclanos/APCPulseWires
APC pulse wires exploit fix.
2013-07-03 18:05:44 -07:00
Aranclanos
b30c608dfc Modified the checks that the pulsed wires do on APCs after the spawn() timer finishes. They will now react properly regarding if the wires are cut or not. 2013-07-02 05:02:36 -03:00
Giacomand
e4e6b3c4ae Merge pull request #842 from Aranclanos/BoltLights
Fix for bolt light sprite on airlocks.
2013-06-28 04:38:41 -07:00
ikarrus
a28537116c Syndicate Bomb Tweaks
Syndicate bombs are now structures rather than items. This means they cannot be hidden in lockers and disposals anymore. They also can no longer be used as grenades by crafty traitors.

They now audibly beep as their timer counts down, which is a visible display that can be seen when examined.
2013-06-27 22:05:03 -06:00
Aranclanos
23a020c860 Pulsing the bolt light wire with a multitool will now update the sprite of the airlock. 2013-06-22 12:52:27 -03:00
Aranclanos
2c0d2a54e9 Fix for airlocks having power when all the wires were cut. Someone overrided an If statement for when the backup wires are cut. 2013-06-21 01:45:51 -03:00
Pete Goodfellow
972a5cdc50 Merge branch 'master' of github.com:tgstation/-tg-station into taperecorder
Conflicts:
	icons/obj/device.dmi
	tgstation.dme
2013-06-19 17:05:47 +01:00
incoming
d16a8ba9c2 *Adds two syndicate bombs and a syndicate minibomb to the nuke ops shuttle, at the cost of the three tank transfer bombs
*fixes a runtime with syndicate bombs related to wires.dm looking for people who had been reduced to a fine red mist
2013-06-08 18:25:18 -04:00
incoming
f4f743e0a9 Adds the Syndicate Minibomb and Syndicate Bomb to traitor PDAs
The minibomb is based on grenade code with a blast radius of 1,2,4 and is found in syndieminibomb.dm. This is the same power as the default tank transfer bombs spawned on the syndicate shuttle.
It features new sprites by teh_wolf and existing inhands (the default grenade) and is a tiny item.
As a result of introducing an explosive grenade, grenade priming are now logged.
Its crystal cost has tentatively been set at 3.
---
The Syndicate Bomb is all new code contained in explosives.dm with additional wires code at syndicatebomb.dm. It does not make use of any tank transfer valve or grenade code.
The bomb has a blast radius of 2,5,11. This is the same power as the tank transfer bombs in the syndicate shuttle if they are boosted with oxygen.
It features new sprites by teh_wolf and existing inhands (currently using “electronic”) and is a bulky item.
The bomb is set by touching it in your hand or touching it on the ground if it has been wrenched down, allowing first to set a timer (min 10 seconds) and then giving an option to start the countdown. When the bomb is activated it states so to everyone within sight of it, giving a time to detonation in the process.
The bomb can optionally be wrenched to solid ground to foil would be spacers. When the bomb is set to countdown the bolts lock in, and cannot be removed by wrench alone.
The bomb includes a robust wires system for pulse pounding defusal attempts. Once a bomb starts ticking using the wires is the only way to stop it (it is not immune to del of course, but is unacidable).
The wires are as follows:
*Boom: Will detonate the bomb if cut/pulsed while the bomb is live, but will defuse the bomb on cut when it's not timing. Mending this wire is the only way to make a defused bomb potent again.
*Unbolt:  If the bomb has been locked to the floor cutting this will free it. Pulsing will hint at its function
*Delay:  Adds time (+10) to the timer when pulsed (it does not matter if the bomb is live or not). No function on cut.
*Proceed: Lowers the time when pulsed. If the timer is above 60 it will set it to 60, if it’s between 60 and 21 it will reduce the timer by 10, if it’s between 20 and 11 it will set the timer to 10. This will detonate the bomb when cut if it's timing. Note that this makes randomly cutting more dangerous than pulsing as there’s twice the number of wires that will explode.
*Activate: This will activate the timer if pulsed when the bomb is not timing, or will stop and defuse the bomb if it's cut while it IS timing. Pulsing it on an active bomb will hint at its function and add a little time (+5).
All syndicate bomb primings are logged.
Its crystal cost has tentatively been set at 5.
---
Misc
The “screwed” traitor uplink kit has had its tank transfer bombs replaced with one of each of these two bombs.
2013-06-07 21:39:56 -04:00
Pete Goodfellow
242554b1b0 Adds checks for the wires being intact to tape recorders, and readds the print transcript function. 2013-05-30 22:38:30 +01:00