Commit Graph

69 Commits

Author SHA1 Message Date
Razharas
12e4047cbe Merge pull request #7988 from Menshin/protalathe_matcheck_fix
Fixes protolathe incorrectly checking material amount
2015-02-27 11:11:52 +03:00
Menshin
48edc8b7ae Fixes protolathe incorrectly checking material amount. 2015-02-25 21:12:14 +01:00
Remie Richards
5fc7af7fbf attackby() now has an argument containing the parameters of the click that called it. Items placed on tables now center their icon where the user clicked. this is NOT true for racks, since racks look organised in their sprite.
Items reset their pixel_x and pixel_y values on pickup.
2015-02-19 13:02:43 +00:00
Menshin
04aea90f86 * Building an item from the protolathe/imprinter now correctly returns to the previous screen (categories or search)
* A typo fixed
2015-02-13 22:33:58 +01:00
Menshin
3ef71865f1 Added a search function to the R&D Console protolathe and imprinter menus 2015-02-07 01:57:46 +01:00
Sawu
87881ffb94 Merge branch 'master' of https://github.com/tgstation/-tg-station into expexpanded
Conflicts:
	_maps/map_files/TgStation/tgstation.2.1.3.dmm
2015-01-17 09:55:12 +11:00
Cheridan
5f46ebe2b9 Merge branch 'master' of https://github.com/tgstation/-tg-station into pinned 2015-01-15 16:14:27 -06:00
phil235
f93ee8b99b Fixes book management console and Robotics RnD console dropping a circuitboard not set to the correct computer build_path. 2015-01-14 14:04:21 +01:00
Cheridan
0956a86c22 Firing Pin System - The Lockbox Solution 2015-01-09 18:49:02 -06:00
Sawu
6b361b077f Experimentor updates
* Adds "Global" fails that can occur on any EXPERI-MENTOR process.
* Replaces telesci with the Experimental Lab
* Fixes numerous Experimentor bugs (item layers, part exchanger etc)
* Adds an in-game manual to the Experimental lab to teach players to use the machine.
2015-01-10 07:16:58 +11:00
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
Hornygranny
98a865298a Merge remote-tracking branch 'remotes/upstream/master' into emagrefactor
Conflicts:
	code/game/mecha/mech_fabricator.dm
2014-12-11 13:53:37 -08:00
Menshin
ba44b325d3 Finished the exofab revamp:
* designs are now using the construction time var and the hacky /obj/item/mechavars is gone
* designs updated : there shouldn't be "no material" designs anymore
* cleaned the objects of their construction_cost and construction_time vars
* fixes the material name being displayed with $ character before
* this also fixes the overlay animation in inserting sheets
* the category var is now a list, so parts can be build/used with several chassis (fixes the Firefighter Chassis appearing when building Ripley)
* properly fix the href vulnerability when emptying (you can now remove all sheets of a materiel at once)
* the exofab now won't create a material sheet if there's not enough material (e.g 1000 metal)
* the exofab now won't accept a sheet if it would overstuff it (losing some material in the process)
* cleaned the code a bit (simplified, streamlined, using global vars, etc)

Finish #5722 and fixes #5954.
2014-12-02 23:00:22 +01:00
Hornygranny
678a13c451 moves emag effects from attackby() into atom proc emag_act() 2014-11-20 17:49:06 -08:00
hornygranny
d4a5d2ba1f Merge pull request #5786 from Miauw62/runtime1
Fixes some RD console runtimes.
2014-11-10 08:43:10 -08:00
Miauw
28605093e2 Fixes some RD console runtimes. Fixed #5783 2014-11-09 13:59:25 +01:00
Aranclanos
d56698f991 Exosuit fabricator revamp
Exosuits will now use the designs from RnD to create objects instead of having the object already created on their contents.
Each one of the default items to build are now designs.
Removed access required to use the exosuit fabricators.
Removed an unused mech syringe gun design and replaced with a new one, with no cost.
Added a temporal object, /obj/item/mechavars, to be able to use initalize() for the construction time. This will be later on removed and the construction time will be ported to the design datums.
Some minors issues are still present, due to the amount of files needed to fix these, it won't be part of this commit, but a future one.
Fixes issue #3893
Removed required access to access the setting controls of the RnD console.
2014-11-06 23:45:16 -03:00
tkdrg
d3727e6e3e Removes unused code instead of commenting it out 2014-11-03 18:25:05 -03:00
tkdrg
a97c4de972 Moves m_amt, g_amt, reliability and origin_tech to /obj/item (previously in /obj)
Removes force from pipes
Removes unused turf var icon_old
Moves pass_flags to /atom/movable
2014-11-02 14:10:03 -03:00
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
40e0a52283 Repaths clown ore to bananium 2014-09-19 21:26:50 +10:00
Firecage
0948391502 Span classes for files in the following Modules folders: Power, Projectiles, Reagents, Recycling, Research 2014-08-23 02:02:46 +02:00
scoopscoop
e96f01816c As with the autolathe, the protolathe now builds faster with better manipulators. 2014-08-14 01:58:46 +03:00
scoopscoop
f5b5c7c84f Clamp function fixed 2014-08-13 19:30:35 +03:00
scoopscoop
327086b607 Allows the protolathe to build multiples of items. 2014-08-04 15:39:54 +03:00
MrPerson
3c58091437 Merge branch 'master' of https://github.com/tgstation/-tg-station into qdel
Hopefully nothing went wrong but you never know.

Conflicts:
	code/FEA/FEA_fire.dm
	code/controllers/supply_shuttle.dm
	code/game/gamemodes/changeling/changeling_powers.dm
	code/game/machinery/autolathe.dm
	code/game/machinery/drying_rack.dm
	code/modules/hydroponics/hydroponics.dm
	code/modules/projectiles/projectile/magic.dm
	code/modules/reagents/Chemistry-Recipes.dm
	code/modules/reagents/reagent_dispenser.dm
2014-03-02 21:39:27 -08:00
Razharas
00512ba146 Merge pull request #2805 from rymd/somatoray
Floral somatoray requires radium instead of uranium
2014-02-24 07:54:39 -08:00
MrPerson
9eee3e5067 First pass at a qdel() garbage collection system for tgstation
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.
2014-02-23 14:55:12 -08:00
Razharas
561efa4943 DNA and R&D console runtimes fix
Quiet simple
2014-02-21 17:37:14 +04:00
rymd
eaf247631b Enables addition of chemicals to protolathe.
Adds chemical storage interface to protolathe.
Fixes "purge" button for individual chemicals in the circuit imprinter doing nothing.
Adds radium reagent cost to floral somatoray.
2014-02-16 18:58:16 +00:00
Alek2ander
a59a058660 Who decided to have it like that? 2014-02-09 17:47:59 +04:00
Alek2ander
0dc569284d Research machines sorta cleanup
HREF exploits fixed for research machines and vending machines
2014-02-09 16:55:20 +04:00
Razharas
13d3cb21ce A bunch of fixes of using old type of proc
Now it all deconstructs properly
2014-01-26 11:56:14 +04:00
Razharas
93f8cac80a Semi-final update
Moved microwaves, biogenerators and R&D console to newer ui(not the nano
one)
One more deneric machine proc for unwrenching stuff
What didnt done: SMESes and hydro trays
Maybe all add them in the final update, maybe not, im not sure
2014-01-15 03:46:41 +04:00
Razharas
87f137766c Standartization and more issues fixing
More standart machinery procs
More sprites
Constructable mech rechargers
Over all tide up

Its not over yet folks, next are coming constructable kitchen machinery
and SMESes, update to newer uis, even more standartization and maybe
some more R&D content
Stay turned
2014-01-14 02:42:07 +04:00
Razharas
06d1969fef Fixed some issues
No more suicider cloning
Added comments to the DNA and R&D wizardry
Added CLONE_INITIAL_DAMAGE define for the ammount of clone and brain
loss clones initially have in clonepod
Removed debug garbage
2014-01-02 09:27:51 +04:00
Razharas
579be8953f Tweak of destructive analyzer and span classes
Now instead of flat out refusing low reliability things it will be able
to take them inside and show the potential technology and reliability
level
It will also be able to deconstruct them, but if reliability is too low
it will show you that usual message but in the console window instead of
chat
Changed all the \red to span class in destructive analyzer's file
2013-12-30 03:56:45 +04:00
Razharas
4f8389ec0e Constructable machines will depend on R&D parts
DNA scanner:
Laser quality lessens the irradiation
Manipulator quality drastically improves the precision(9 times with best
part)
Scanner quality allows to scan suiciders/ling husks, best part enables
cloner's autoprocess button, making it scan people in the scanner
automatically
Clone pod:
Manipulator quality improves the speed of cloning
Scanning module quality affects with how much health people will be
ejected, will they get negative mutation/no mutations/clean of all
mutations/random good mutation, at best quality will enable clone
console's autoprocess button and will try to clone all the dead people
in records automatically, together with best DNA scanner parts cloning
console will be able to work in full automatic regime autoscanning
people and autocloning them
Borg recharger:
Capacitors' quality and powercell max charge affect the speed at which
borgs recharge
Manipulator quality allows borg to be slowly repaired while inside the
recharges, best manipulator allows even fire damage to be slowly
repaired
Portable power generators:
Capacitors' quality produce more power
Better lasers consume less fuel and reduce heat production
PACMAN with best parts can keep whole station powered with about sheet
of plamsa per minute(approximately, wasnt potent enough to test)
Protolathe:
Manipulators quality affects the cost of things(they will also have less
m_amt and g_amt to prevent production of infinity metal), best
manipulators reduces the cost 5 times (!)
Imprinter:
Manipulator quality affects the cost, best manipulator reduce cost(acid
insluded) 4 times, i.e. 20 boards per 100 units of acid
Destructive analyzer:
Better parts allow items with less reliability in
Redone how reliability is handled, you now see item reliability in the
deconstruction menu and deconstructing items that has same or one point
less research type level will rise the reliability of all known designs
that has one or more research type requarements as the deconstructed
item
Designs of the same type raise in reliability more
Removed reliability_base and reliability_mod completely because they
served no purpose
Critically broken things rise reliability of the design drastically
Whole reliability system is not used a lot but now at least on the R&D
part it finally matters
Didnt touch telecomms machinery, R&D code is messy but tcomms is just
another level, im not high enough to touch it yet
Most of things except for pacman are tested ingame, no bugs/runtimes
detected
2013-12-23 21:39:27 +04:00
Giacom
16cb706b79 Merge pull request #2062 from Aranclanos/RnDConsole
RnD console runtimes fix.
2013-12-21 13:38:32 -08:00
Aranclanos
627b5d046d Fixed some runtimes regarding the datum of the objecting being built being deleted while being constructed. 2013-12-17 13:31:23 -03:00
Perakp
b8a7957a22 Adds deconstruction for DNA scanner and cloning pod.
Adding wires to a machine frame uses one unit of wire.
Wires returned from deconstructing return 1 unit of wire.
Fixes issue #1001
2013-12-07 08:55:07 +02:00
d3athrow
ba3aa59cc4 Fixes exploit fix, exact amount of materials will allow building now. 2013-11-14 14:10:20 -06:00
d3athrow
a8a81c3326 Was hasty in the fix, much smaller now 2013-10-24 20:13:00 -05:00
d3athrow
ff0cc9561f Fixes protolathe href exploit 2013-10-24 00:03:53 -05:00
KazeEspada
38d7374bc2 Makes circuits into type paths. Dna modifiers had a bad string that showed up when converted into a type path. Power monitors are now actually computers. Makes smashing computers red. 2013-09-21 14:41:50 -07:00
KazeEspada
cbb041637b Merge branch 'master' of https://github.com/tgstation/-tg-station into computers 2013-09-17 16:43:19 -07:00
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
KazeEspada
630a691c6d Cleans up computer code severely. fixes issue #1004. Aliens and Monkeys can now smash computers. However, this only applies to computers with buildable circuit boards. Computers without boards are now impervious to attack and deconstruction(can't steal atmos computers or slash up the escape shuttle computer).
Hologram computer has been moved to unused. It has some interesting ideas, but it needs sprites and fix up.
2013-09-17 13:22:39 -07:00
Ikarrus
1518d285e7 Standardized spelling of all instances of "Centcom"
Centcomm/CentComm -> Centcom
centcomm -> centcom
2013-06-17 20:49:01 -06:00
carnie
b84d12d949 *Small tidy-up of various helper procs*
-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
2013-05-27 12:21:43 +01:00