Commit Graph

576 Commits

Author SHA1 Message Date
Cyberboss a2a9dc7c60 Fixes motion alarms (#20899)
Fixed motion alarms instantly triggering and de/un/re/triggering

The relevant changes are in motion.dm and ai_monitored.dm. 

Everything else is a replacement of /area/turret_protected -> /area/ai_monitored/turret_protected which is why this PR is a bitch
2016-10-12 15:52:49 +13:00
Joan Lung 26ef706ac6 Merge pull request #20873 from MrStonedOne/hubadubdub
Adds config option for hub, removes hub.dm, adds toggle hub admin verb
2016-10-10 16:00:18 -04:00
MrStonedOne 37f3b275d1 Fixes hub not taking effect in certain edge cases. 2016-10-10 11:11:45 -07:00
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
Joan Lung b5b4037e2e More istypes replaced with helpers (#20767)
* shouldn't you be merging these by now

* my oh my do we have a lot of these

* a fellow pedantic shit
2016-10-03 13:40:13 +13:00
Joan Lung bdcb16113a Adds a few turf istype helpers (#20754)
* a very calming act
when the world is too much, too fast

* i'm tired
but i have to be efficient, infinite

* lick your lips at the sight of me
a fantasy made reality
2016-10-01 19:25:46 +02:00
phil235 2d2975f783 Some preliminary changes before the damage refactor PR. The changes here do absolutely nothing gamewise.
This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review.

Introduces the resistance_flags bitflag that replaces unacidable and burn_state.
Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
2016-09-27 22:33:08 +02:00
Cheridan 70c318698f Merge pull request #20686 from Incoming5643/I_nerfed_it_too_hard
Intensifies the secret satchel system so people will actually use it
2016-09-27 11:24:22 -05:00
Incoming 2617dabb99 Intensifies the secret satchel system so people will actually use it. 2016-09-25 21:28:56 -04:00
oranges c64bff59c1 Refactor cinematic ticker to use notransform (#20649)
* Refactor cinematic ticker to use notransform

* Missed one temp buckle qdel
2016-09-24 17:56:13 -05:00
Kyle Spier-Swenson f71dc2c9a3 Orbits are now a subsystem (#20632)
* Sleepless perfect orbits #MOGA
We bind to Moved() and use datums and lists to track the orbits, no more sleeps, no more delay.

* Adds some null checks to orbit checks

* Forget to set orbiting.
Also sets orbiters before orbiting, to avoid edge cases of deleting a list then recreating it.

* Improves orbit, adds subsystem for orbits.
Most orbit loc changes will happen on move, subsystem runs every 2 ticks to make up for when that isn't the case.
2016-09-24 19:52:49 +12:00
Kyle Spier-Swenson 7cb30f244e Fixes minimap crashes. (#20620)
* Fixes minimap crashes.

* Removes some "fixes" that aren't needed anymore

* Snowflake for my tables?
2016-09-21 12:42:12 +02:00
Kyle Spier-Swenson 0419e998fe Fixes space movement (#20571)
Fixed some issues with space movement, namely that it didn't trigger when something moved of its own accord after it was already scheduled to get space moved.
2016-09-20 12:46:27 +12:00
oranges 498eb0e3fb Merge pull request #20454 from Shadowlight213/minimap
Reworks the minimap cache system and adds backup minimap files
2016-09-13 10:23:35 +12:00
Shadowlight213 0fb0688acc Improves caching system 2016-09-11 15:11:46 -07:00
Shadowlight213 43e3975b10 Reworks the minimap cache system
If minimap generation is disabled, the system will now first try to load the map from its cache, and failing that, try to load it from backup minimap files
Also adds a config for space ruin budgets
2016-09-11 01:11:16 -07:00
MrStonedOne d0b83d71b4 Moves SpaceDrifting to a subsystem to remove a spawn from Move() 2016-09-10 15:17:29 -07:00
MrStonedOne 0bf4641f50 clients now qdelete. 2016-09-08 08:05:51 -07:00
AnturK d225d4800b Station Goals (#20009)
* goals initial

* Revamps Meteor Shield
Minor UI touchups.
Fixes DNA Vault completion check.

* Allows admins to varedit goal completion.
Does not clear dna probe on upload.

* Missed icons and template.

* Spelling, proper attackby returns

* Meteor shield emag effect only works when it's active.

* Admin panel for station goals.

* Some visual feedback and spans.

* Announcement now shows the goal name.

* Fixes

* Fixes and adminlog

* Tgui build

* Moves the information to intercept report except for admin spawned ones.
2016-09-07 20:15:45 +12:00
Kyle Spier-Swenson 9005d8db71 When default vote is enabled, afk players will not have their vote changed to the default. (#20323)
ie: no afks counting as continue playing during restart votes.
2016-09-06 21:51:33 +02:00
Incoming5643 540fa28339 Quality of life pull for my recent commits (#20210)
* Quality of life pull for my recent commits:

RPGloot will no longer try to place scrolls in secret satchels, as this would slowly turn the drop table into these fairly useless joke items.

Goes through and genders most(all) the pets in the game so the gender change potion can work on them. Many previously hard defined generic animals can now be either male or female.

* Secret satchel is now a bit more aggressive with making sure a satchel is placed

D E F I N E S

* "quality"

* Not Canon
2016-08-31 09:23:54 +12:00
Xhuis f45c024b67 Adds framework for status effects (#19939)
* Adds framework for status effects

* Completes the Renew define

* Lots of work, refactoring

* Further work on status effects

* Gives status effects autism

* Fixes and stuff
2016-08-28 16:15:44 +12:00
Incoming5643 70bf8b044c Secret Satchel's Hotfix FINAL: Just get out of my life, lists. (#20123)
* migrates the secret satchel system as far away from lists as possible

* Fixes a redundancy

* the web edit memes begin here

* I don't do this on purpose I swear
2016-08-28 13:07:57 +12:00
Shadowlight213 01f2343b41 A bunch of tweaks and improvements to silicons 2016-08-25 15:47:42 -07:00
Incoming5643 a9561b3a63 Fixes ANOTHER ".len of an empty list is null, not 0" error 2016-08-24 22:06:40 -04:00
Incoming5643 1af30b57b7 Whoop 2016-08-22 21:30:48 -04:00
Incoming 977e267e85 Stomps out what should be the last of the bugs keeping persistence down.
A satchel will now always spawn even if there aren't enough satchels in the pool. It'll just be empty!
2016-08-22 21:20:40 -04:00
Incoming5643 cd41bf94ff I keep looking through this and I keep finding little things wrong.
How did this even work locally
2016-08-21 18:32:46 -04:00
Incoming d8d8732513 Secret Satchel's Hotfix 2016-08-21 16:19:55 -04:00
Incoming5643 f70ba63d3e You can smuggle smuggler's satchels to a future shift (#19838)
* Hidden Smuggler Satchels hidden beneath the station now persist between rounds, though there's no assurances of WHEN they'll appear next and only one will ever appear in the round.

NOTE THAT THIS PULL INTRODUCES A CRITICAL BUG, DO NOT MERGE *JUST* THIS PR, AWAIT THE FOLLOWUP

* Finishes up satchel persistence.

Satchels require at least 20 saved bags before any will start spawning.

the var persistence_replacement can be set to a path to replace a very high risk item with a lower risk look alike. This is currently done with the nuke disk, the wizards spellbook, and the uplink implant

* DESIGNATED.
REMIE.
PULL.
2016-08-20 16:27:02 +12:00
Kyle Spier-Swenson 2472e7227d Fixes stickyban list getting corrupted 2016-08-14 06:17:17 -07:00
Joan Lung 81329edda6 Clockcult fixes and tweaks (#19795)
* Clockcult fixes and tweaks

* die but don't stay dead

* stay dead but never die

* instinct

* unreadable dark magic

* idiocy knows no bounds

* danger close

* like four fucking times faster

* superdynamics
2016-08-12 09:06:21 +12:00
oranges 49130b051e Merge pull request #19480 from AnturK/noidonntwanttobexenobiopet
"Never for this round" ghost poll generalization
2016-07-30 22:48:57 +12:00
KorPhaeron cc2673ec7d Can use staff of storms on station (#19486)
* Staff of Storms on station

* Staff of (any) storms

* Fixes for summoning weather

* Removes extra line
2016-07-26 21:32:21 +12:00
AnturK c6d9df04ba Switches to assoc lists 2016-07-25 22:42:06 +02:00
AnturK 69dcf5bd98 Applies the change to PAI's 2016-07-25 22:13:30 +02:00
oranges a4450055ee Merge pull request #19381 from Incoming5643/DoNotPlayCURRENTYEAR
"Return to lobby if preferences unavailable" Revengence
2016-07-21 09:02:41 +12:00
Incoming 6b3bc18a5b Adds a new option to how the game handles a situation where a player doesn't qualify for any jobs they have set. Previously you could only have it set to play a random job (risky and potentially unfun) or play assistant (greytide). 2016-07-18 19:45:06 -04:00
Xhuis 566f89c9d9 Gamemode code improvement (#19354)
* Gamemode code improvement, initial commit

* Wraps up announce messages and removes Henderson

* Fixes an incomplete comment
2016-07-19 10:59:32 +12:00
Kyle Spier-Swenson c1b14680c4 Rogue stickyban detection system. (#19201)
* Rogue stickyban detection system.

This will detect when stickybans go rogue and revert them to whatever their state was when the world started.

* does the remie

* Increases STICKYBAN_MAX_MATCHES to 20 to prevent gaming
2016-07-16 12:00:47 +12:00
coiax 771c64084d Shuttle SS keeps track of hostile environments (#19235)
* Shuttle SS keeps track of hostile environments

Instead of changing SSshuttle.emergencyNoEscape manually, datums now
register and clear themselves with the SS, and a hostile environment is
if any datums are registered.

Note that it's datums that can be registered, as rev and blob gamemodes
register themselves.

Overhauling this means that you can have multiple sources of no-recall,
which although can't happen at present, may do so in the future whenever
multi-antag rounds happen.

🆑 coiax
tweak: The AI doomsday device timer is more accurate.
fix: Fixes a bug where the doomsday device would take twice as long as
it should.
/🆑

AI doomsday timer uses world.time, uses fastprocess to make sure the
announcements go out on time, added observer countdown for
the AI doomsday device.

* Fixes bugs
2016-07-11 16:53:23 +12:00
Joan Lung 68113a31bc </span> 2016-07-09 15:28:00 -04:00
Joan Lung cbb567f7a6 Hides gamemode debug messages from players 2016-07-09 15:27:24 -04:00
coiax 4c5e478ed6 Observers can auto-orbit meteors; space dust event (#19142)
* Observers can auto-orbit meteors; space dust event

During a meteor shower, observers can automatically orbit
threatening meteors and watch them hit the station.

Added Major Space Dust event, which is a meteor shower
containing only space dust.

Reduced chance of RNG meteor event.

Fixes bug where meteors wouldn't move when spawned.
2016-07-09 18:16:11 +12:00
coiax afb7ebd790 Tiles are now (mostly) pooled objects (#19112)
* Tiles are now (mostly) pooled objects

Floors no longer have a builtin_tile, but instead use PoolOrNew().

Also added a do-nothing SSpool so you can inspect the global pool.

* Entries for time keeping

* MORE STATISTICS

* Stat tracking, auto filling

* Code review I

* Code review II

* Code review III
2016-07-08 13:32:40 -04:00
Xhuis b58bd1218e Weather fixes (#19139) 2016-07-05 08:49:47 -04:00
Xhuis 1bf31c5608 Fixes a bug with the weather subsystem 2016-07-04 15:29:56 -04:00
Xhuis 2ab3f554d9 Refactors weather into a subsystem (#19003)
Weather has been refactored from a weather control machine on the lavaland z-level into a subsystem. All existing weather has been changed to accommodate this change, and their code has been optimized by using addtimer() instead of sleep().

The new subsystem also supports adding weather to any z-level; for instance, if you made a weather called /datum/weather/rain_storm and made it target z-level 3 with a 100% probability, the rain storm would occur as much as possible with 5-10 minute intermissions. These intermissions take into account the weather's duration.
2016-07-04 13:55:36 +12:00
Jack Edge 7546511a56 Lets emergency shuttle actually leave 2016-07-02 23:47:40 +01:00