Commit Graph

48 Commits

Author SHA1 Message Date
SkyratBot
b1fd099825 [MIRROR] Prevent duplicate names for vents and scrubbers in the air alarm (#431)
* Prevent duplicate names for vents and scrubbers in the air alarm (#52398)

It is always a pain adding in a new vent or scrubber to an area and suddenly you have duplicate names.
This prevents duplicate names for vents and scrubbers in an area.
Why It's Good For The Game

Makes engineering's life better, duplicate names are bad.
Changelog

cl
fix: Prevent duplicate vent and scrubber names in the air alarm interface.
/cl

* Prevent duplicate names for vents and scrubbers in the air alarm

Co-authored-by: NightRed <nightred@gmail.com>
2020-08-19 20:17:59 -04:00
SkyratBot
b104cdf3ed [MIRROR] [READY]Dropping Now, Stand By For Titanfall: Mecha Orbital Pad (#245)
* Dropping Now, Stand By For Titanfall: Mecha Orbital Pad (#52224)

* mecha orbital pad

* mecha orbital pad 2

* mecha orbital pad 3

* mecha orbital pad 4

* mecha orbital pad 5

* mecha orbital pad 6

* mecha orbital pad 7

* fixing conflicts

* Apply suggestions from code review

Co-authored-by: Rohesie <rohesie@gmail.com>

* conflicts and map and tgui and icons bro

* fix

* wa

Co-authored-by: Rohesie <rohesie@gmail.com>

* tguy

* Removed eslint ignore

Shouldn't be impacting the build.

* Update code/game/machinery/computer/mechlaunchpad.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* some fun stuff

* cool desc

* final changes hopefully

* late initalizing

* bitflags

* one last thing

* rohesie stuff

* Update tgui.bundle.js

* mm

* Update tgui.bundle.js

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>

* [READY]Dropping Now, Stand By For Titanfall: Mecha Orbital Pad

Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-08-09 09:57:35 +01:00
jdawg1290
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
William Wallace
dee2db6873 remove unnecessary var/id from /datum/material (#51322)
* remove var/id from /datum/material

* nice commit message dot meme
2020-05-28 13:05:01 -04:00
uomo
d5451ae60a Department, warning, and general sign code fix. And brand new custom plaques! (#50550)
* Oh God I hope this works...

* It didn't work.

* Making things better.

* Making things even better.

* That made things worse.

* Sorting works! \o/

* Tidying some thing ups.

* Adding a custom plaque to the game.

* Some plaque tweaks.

* Makes plaques more durable than signs.

* Adds the stack crafting.

* Plaques take a little time to engrave, signs can't be changed instantly anymore.

* Comments, and renamed the global list to avoid confusion.

* Appends "sign" to every name, makes department signs not all caps, fixes some names and descriptions.

* Touching up plaque customization and display, removing one last all caps.

* Plaques can now be engraved in hand too.

* Newline.

* Update code/game/objects/structures/customplaque.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/game/objects/structures/customplaque.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Mirroring some fixes from customplaque.dm

* A bunch of stuff.

* Unwrenched signs now lay horizontal.

* A lot more stuff, turned a negative variable into a positive.

* Fix chat inconsistency, remove deprecated and unused variable.

* Apparently buildable_sign is used elsewhere, whoops.

* Adding documentation to this, fixing a bool being 0 in another file.

* Don't know why this was here, sign dir is 100% irrelevant.

* Fixes some sound malarkey.

* Changes delays to be readable, removes unneeded return.

* Fixes these two early returns, it needed return TRUE at the end to work.

* Trying to fix a revert I messed up...

* Moving plaques to a directory, moving old sign plaque types into it. Map changes.

* Rename since I relocated this object entirely.

* Signs (and plaques) now properly place, and aren't visible through walls.

* Comment to help people in the future.

* Signs and plaques can be placed diagonally now.

* Removes duplicated code line.

* Blank signs now commonly spawn in maint, blank plaques uncommonly.

* Repairing signs & plaques with a welder is now good to go.

* Moves the GLOB, makes it start as an empty list.

* Update code/game/objects/structures/plaques/_plaques.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Gets rid of some oldcode.

* Apply suggestions from code review

Co-Authored-By: tralezab <40974010+tralezab@users.noreply.github.com>

* Simplifying dir switch to two if elses.

* Plaques take one sheet of gold to graft instead of five.

* Just making this wording in crafting a little clearer.

* They can be removed with wrenches, so I don't think this is proper.

* Makes variables descriptive.

* More descriptive variables, a little dmdoc, move things around to be next to like things.

* Remove a redundant definition.

* Apply suggestions from code review

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Fixes mapping path, rename sign_backing to just sign.

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2020-04-28 01:43:44 -03:00
cacogen
b3545104a3 Wayfinding pinpointers for Kilo, Donut, Delta and Box 2020-01-05 16:43:47 +13:00
RandolfTheMeh
48fbc073e5 [TMC] Defib Rework, Organ Damage Effects (#45104)
* Brain damage works on organ damage procs, some defib reworks

* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again

* Cleans up reused global

* Organ damage procs on living and living/carbon

* Changes brain damage procs again

* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.

* Damage and failure effects for the appendix, ears, and some touchups on the stomach

* Committing changes so I don't lose them

* Organs now cease decaying in the proper containers

* Organ Fridges

* Reverts map changes

* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime

* Actually fixes merge conflict

* Smartfridge tweaks

* Think I figured out map merger

* Evidently not

* Still runtiming with glass shards even after I remove the map changes?

* Fixes runtime error with brain_item

* Runtime fix on living/carbon/life

* Cleaning up old PR code

* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were

* Wrong math operation used

* Brains in MMIs no longer decay

* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts

* Removes misleading comment

* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss

* Removes random spaces, scanners check brain damage severity now

* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it

* List change

* Runs off of an index instead of using cut

* Brains can be put into organ fridges

* Fixes minor type, hotfix for cloning problem

* Removes pointless check

* Demon hearts no longer decay

* Nightmare hearts no longer decay

* Removes istype() check on process, sets can_decompose instead

* Condenses organ damage report

* Removes organ failure messages

* Less organ damage spam, implements organ threshold messages instead

* Brain damage messages go to owner, not source

* Self-examine shows damaged organs

* Minor code cleanup, adds autodoc comments to the new procs

* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.

* Merged the booleans into a set of flags

* Healthy living improves organ healing rates

* dunno why this didn't update

* my actions have consequences

* Sets ORGAN_SYNTHETIC for overlooked robotics organs

* Doubles heart decay time

* 3 minute heart decay

* Lobectomy/Coronary_Bypass heal more

* removes hivemind spells from the changes
2019-07-29 02:18:22 -07:00
Qustinnus
b33d1c49a3 [READY] Floydmats (Datum materials) & custom toolboxes (#45118)
* Initial work

* more

* ass

* wsedfwedff

* asss

* test

* stuff

* fuck

* sss

a

* kms

* asdadwedwdfwefwef

* start

* test

* dwwdew

* ewefwfef

* Redemption machine (#8)

* Redemption machine

* Removes debug messages

* changes

* fuckmyshitup

* coin mint works with new material shenanigans (#10)

* Auto stash before merge of "materials" and "origin/materials"

* woops

* furnace (#11)

* autolathe manufacturing of toolboxes

* eggs in a basket

* some small changes

* matcolors

* documentation

* more documentation and effects

* done

* Color man bad (#12)

* fixes designs

* ass

* more fixes

* fuck me

* firestacks adder

* epic fixes

* fixes designs

* DONE DIDDILY DOO

* removes category macro

* ch-ch-ch-changes

* fixes some stuff

* Fixes display of ore values (#9)

* Redemption machine

* Removes debug messages

* Re-adds value display

* Replaces the fire stacking component with an element instead (#13)

* fixes examine

* fixes ligma bugs

* double ligma boofus

* fix

* misses some defines

* fixes ORM

* Update code/datums/components/material_container.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* fixes

* Makes glass objects weaker (#14)

* Makes glass objects weaker

* uses correct proc

* fixes shit

* honk honk

* better

* oh shit oh fuck

* fixes

* fuck ORMs

* fixes the biogen

* documentation

* ass (#15)

* component

* changes

* ass

* ass

* doc

* Auto stash before merge of "materials-plasmacomponent" and "origin/materials-plasmacomponent"

* fixes rounding

* fixed
2019-07-24 11:27:01 -04:00
vuonojenmustaturska
f5fdf4fa65 Makes vending machines use spritesheets over artisanal handwritten getflaticon memes (#43914)
About The Pull Request

Pretty much what it says on the tin.

Oh yeah I also removed the string concatenation nonsense in favor of multiline strings and a list.
Why It's Good For The Game

Removes many getFlatIcon calls during the round, also some runtimes from ephemeral items being created and immediately deleted when the vending machines are used.
Changelog

cl Naksu
tweak: vending machines now use spritesheets
/cl
2019-05-12 10:51:03 +12:00
KomradeSpectre
0ceeee4d0c Port vendor icon display instead of color from Yogs (#42653)
Port of yogstation13/Yogstation-TG#2549
which is a port of Citadel-Station-13/Citadel-Station-13#7442
which is a port of OracleStation/OracleStation#50

This port visualizes items in all machines handled by _vending.dm, allowing a
person to see what they're buying before buying it. This is very useful for
clothing vendors for example, and much better than the previous system that had
vending machines choose from three colors randomly.

Credits to:
  * AndrewMontagne (Oracle, original implementation)
  * FlattestGuitar (Citadel)
  * nichlas0010 (Yogstation)
2019-02-05 20:20:38 -08:00
Dax Dupont
64f9a9011c Adds holy vision (Some mobs can now see blessed tiles) (#34497)
* Blessed turfs are visible to people who care about blessed turfs

* A better way

* Adds holy vision

* Compacts special types

* space space space

* Glowing

* Final Solution

* wraith

* bawhoppen has autism and we must hugbox

* Implements feedback
2018-01-21 02:04:07 -06:00
Cruix
05d7402bad Allowed shuttle docking ports to be hidden from some shuttle docking computers (#33148)
Added a delay to the white ship shuttle docking computer designating a landing spot
2017-12-11 09:22:48 +13:00
vuonojenmustaturska
6a32f31a82 Greatly increases the performance of station-ending plasma fires (#32620)
* So pity us poor sailors, wherever we roam. For there's no guarantee that we'll ever come home

* All the engines were dead, and the life systems shot

* Should take care of borg cameras

* Fixes the issue with singulos and cameras, also fixes atmos and power alarts to be as performant as the fire alert

code also tested again

* rename area var to myarea to distinguish it from the type, fixes fire alarms and singulos

* Remove unnecessary iteration (webedit, test later)
2017-11-14 14:51:22 -05:00
Leo
805b179dda Adds a ghost verb to see all available ghost spawners (#30254) 2017-08-30 10:45:38 +12:00
shizcalev
99624b8e74 further spellchecking 2017-07-31 23:09:08 -04:00
oranges
838cb9567c Gotta go with the fro2.0 (#28010) 2017-06-04 12:28:01 +02:00
Profakos
c4320ee111 Adds persistent trophy cases (#26745)
* Persistent trophy cases

* QDEL_NULLs, TrySaveTrophy

* Breaking tweaks

* Persistence tweaks, moves the alert message

* JSON format and ckey logging

* Showpiece dummy

* Better illegal check
2017-05-01 16:31:06 -06:00
Cyberboss
9e1ef0ffe2 Global variable wrappers (#25325)
* Add the system for managed global variables

* Travis ban old globals

* So you CAN inline proccall, that's neat

* Fix that

* master.dm

* Remove the hack procs

* Move InitGlobals to the proper spot

* configuration.dm

* Fix the missing pre-slash

* clockcult.dm

* This is probably for the best

* Doy

* Fix shit

* Rest of the DEFINES tree

* Fix

* Use global. for access

* Update find_references_in_globals

Always hated that proc

Whoever made it must've bee a r e a l idiot...

* __HELPERS tree

* Move global initialization to master.

Fix the declaration

* database.dm

* Dat newline

* I said DECLARATIVE order!

* Here's something you can chew on @Iamgoofball

* game_modes.dm

* Fix this

* genetics.dm

* flavor_misc.dm

* More stuff

* Do it mso's way. Keep the controllers as global

* Make master actually see it

* Fix

* Finish _globalvars/lists

* Finish the rest of the _globalvars tree

* This is weird

* Migrate the controllers

* SLOTH -> GLOB

* Lighting globals

* round_start_time -> ticker

* PAI card list -> pai SS

* record_id_num -> static

* Diseases list -> SSdisease

* More disease globals to the SS

* More disease stuff

* Emote list

* Better and better

* Bluh

* So much stuff

* Ahh

* Wires

* dview

* station_areas

* Teleportlocs

* blood_splatter_icons

* Stuff and such

* More stuff

* RAD IO

* More stuff and such

* Blob shit

* Changeling stuff

* Add "Balance" to changelogs

* Balance for changelog compiler + Auto Tagging

* Update the PR template

* hivemind_bank

* Bip

* sacrificed

* Good shit

* Better define

* More cult shit

* Devil shit

* Gang shit

* > borers

Fix shit

* Rename the define

* Nuke

* Objectives

* Sandbox

* Multiverse sword

* Announce systems

* Stuff and such

* TC con

* Airlock

* doppllllerrrrrr

* holopads

* Shut up byond you inconsistent fuck

* Sneaky fuck

* Burp

* Bip

* Fixnshit

* Port without regard

* askdlfjs;

* asdfjasoidojfi

* Protected globals and more

* SO MANY

* ajsimkvahsaoisd

* akfdsiaopwimfeoiwafaw

* gsdfigjosidjfgiosdg

* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!

* facerolll

* ASDFASDFASDF

* Removes the unused parts of dmm_suite

* WIP

* Fix quote

* asdfjauwfnkjs

* afwlunhskjfda

* asfjlaiwuefhaf

* SO CLOSE

* wwwweeeeeewwwww

* agdgmoewranwg

* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?

* Fix syntax errors

* 100 errors

* Another 100

* So many...

* Ugh

* More shit

* kilme

* Stuuuuuufffff

* ajrgmrlshio;djfa;sdkl

* jkbhkhjbmjvjmh

* soi soi soi

* butt

* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING

* lllllllllllllllllllllllllllllllllllllllllll

* afsdijfiawhnflnjhnwsdfs

* yugykihlugk,kj

* time to go

* STUFFF!!!

* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!

* ngoaijdjlfkamsdlkf

* Break time

* aufjsdklfalsjfi

* CONTROL KAY AND PRAY

* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

* Goteem

* Fix testing mode

* This does not belong in this PR

* Convert it to a controller

* Eh, fuck this option

* Revert controllerization Ill do it some other time

* Fix

* Working controllerization

* FOR THE LOVE OF CHRIST PROTECT THE LOGS

* Protect admins and deadmins

* Use the inbuilt proc
2017-04-06 23:26:13 -06:00
AnturK
db7462f473 Fixes ladders (#25852)
* Fixes ladders

* another admin abuse only feature global list

* Mhm

* I can't spell
2017-04-04 23:45:25 -06:00
Cyberboss
71deca2374 SSmachine -> SSmachines 2017-03-22 11:38:35 -04:00
AnturK
c65da5a494 Adds radio jammer (#24667)
* Adds radio jammer

* Garbling stands out less now
2017-03-11 17:05:44 +13:00
oranges
83c7390bb8 Track singularities in a global list (#24609)
This replaces a few operations on either the poi_list (still quite
large) or the world
2017-03-03 09:57:01 +01:00
Jack Edge
00a260006c Fixes floors flashing red after doomsday stops
🆑 coiax
bugfix: Blue circuit floors are now restored to their normal colour if
an AI doomsday device is disabled.
/🆑

Put a nuke tracker on SSmapping, because we need a tiny bit of state to
track this, in case you have two concurrent things running.
2017-01-12 15:53:06 +00:00
phil235
19cda8f56b Reorganizes the area folder to be more readable (multiple files instead of a big one with a million areas defined, moving areas that were defined outside the folder back into the folder).
Fixes issue with area power alerts, related to many space ruins using the same area and thus having multiple apcs in the same area with some wanting the area to be powered and some unpowered, leading to the area's power state constantly switching (area/procpoweralert() becoming the second most costly proc on the profile).
I fixed it by giving to many space ruins their own area (mostly those who have an APC).

Making a global list var "teleportbeacons" so we don't have to use "in world" to fing all tracking beacons used by teleporters.
2016-10-17 21:19:31 +02:00
oranges
8b7eb11df9 Fix multiple href exploits from incorrectly scoped locates
Also adds a helper to flatten a keyed list to it's contents as it
turns out that byond cannot locate in a keyed list
2016-09-28 06:55:45 +00:00
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
Shadowlight213
0c9554cd35 Base systems pretty much done.
Still need to convert the id computer program.
2016-08-05 22:51:53 -07:00
Core0verload
3af3bd2938 R&D machinery refactor (#18295)
* RnD machinery refactor

* Small changes

* Removed designs selling
2016-06-08 17:18:22 +12:00
unknown
54e03cb325 Fixes nuke ops being able to fly to the station and then declare war, and fixes screwdrivering the syndicate shuttle computer breaking it forever. 2016-06-06 18:50:39 -04:00
Jack Edge
1ba0fb5aee Infectious zombies are now a full subspecies
Fixes #17932

No more ""infection holder" bursts out of" memes, as zombie infection is
now done with a body egg in the head.

- Added 'romerol' a silent bioweapon reagent that adds the zombie
infection organ to a living person. This will lie dormant until they
die. Then they will stand up again.
- Zombie infection uses body_egg, meaning it shows up on healthHUDs.
- Zombies are now a full subspecies of humans, instead of
simple_animals. However, they should still be mostly the same, still
unable to pick up items, still zombify on attack and still able to claw
open doors.

Side Effects

- Zombies now take time to destroy tables
- Zombies can have their limbs cut off and be reduced to wandering
around being a bit pathetic. This is a feature.
- Zombies can be stunned and are vulnerable to stamina damage and
chemicals
- Zombies are armoured, but instantly die in crit, meaning they have
approximately 120 hp as before
- Zombie hands are just bloody hands, a proper sprite maybe sometime

gjkafldksfjkl
2016-05-31 00:15:10 +01:00
Razharas
0a3ddc886c Turns tablecrafting into personal crafting (#17341)
* Converts tablecrafting to datums

* Adds crafting.dm

Adds crafting.dm

* Fix merge conflicts

Fix merge conflicts

* Fixes dme

* Fixes returns

Fixes returns

* Only check hands and remove old paths

Only check hands and remove old paths

* Recipe fixes

Recipe fixes

* Removed action button

Removed action button
Added small ui button to inventory near the intent wheel
Removed debug
href_list is not longer /list

* Added adjucent checks

Added adjucent checks

* Snacks now get chems from parts

Snacks now get chems from parts

* Complex food fuckery fixed

Complex food fuckery fixed

* Fixes old recipe

Fixes old recipe

* Fix to infinite loops in reagent extraction

Fix to infinite loops in reagent extraction
It was finding old empty containers and tries to extract from them

* Fixes hands not checking

Fixes hands not checking

* Fixes reagents fucking up

Fixes reagents fucking up

* Even more reagent fuck ups fixed and comments

Even more reagent fuck ups fixed and comments

* Fixes all the shit i could find

Fixes all the shit i could find

* Removes debug and mechs

Removes debug and mechs

* Argument renaming

Argument renaming

* Fixes all argument names

Fixes all argument names

* Final fix of arguments

Final fix of arguments
2016-05-09 18:14:48 +02:00
GunHog
95f86ffea8 Nuke Tiles
AI's Doomsday Device and Stations' self-destruct now turn all blue
circuit tiles to red when activated.

Fixed a bug where cancelling the self-destruct via the "Safety" button
did not change the tiles back to normal.
2016-02-04 09:16:56 -06:00
Shadowlight213
f056cb5ae6 Made malf pinpointer tracking use curated list instead of world. Also used ai_list instead of player list 2016-01-13 15:07:32 -08:00
AnturK
a7334f95b6 Adds POI List, makes orbit use it. 2015-10-31 20:02:06 +01:00
blah
ddf2ef1f9c Cleans up the implant.dm by splitting it up into multiple files with only generic implant files being in implant.dm now.
Also changes tracking_implants list to tracked_implants to make it more clearer
2015-09-21 17:56:58 +01:00
blah
e976aa20b4 God dammit timing is perfect for no one 2015-09-16 12:55:36 +01:00
GunHog
8b07203a87 Buffs RCD disable Malf power
- Halfed cost to 25 processing power
- Can now be used multiple times
- No longer disables Cyborg RCDs
- Fixes the feedback message not showing
- Fixed mech RCDs not being affected by the power
2015-08-17 11:03:53 -05:00
Remie Richards
d9ec8a1008 area/proc/get_apc() is no longer shit and does not lag (AT ALL) on large areas anymore, the new method stores a list of all APCs in the world, and checks if their area var is equal to the area get_apc() was called on. 2015-06-30 12:20:28 +01:00
Jordie0608
34fb8cc8bc toggle nuke and set sec level button, flamethrower logging 2015-06-16 17:19:56 +10:00
GunHog
df902d50fc Bots Revamp
- Viciously rips radio code from bots, replacing it with something
better and faster!
- Bot patrol logic redesigned, much faster.
- Gives all bots Robotics access for easy patrol activation.
- Bot navigation beacons are no longer radios. Instead, they are
maintained in a global list.
- Navbeacons can now be accessed by Roboticists, and they use a better
UI.
- PDA bot code rewritten. They no longer use radio objects at all!
- Captain now has all-access! His cartridge now has everything except
Mime and Clown functions.
- There is now one button across all PDAs for accessing bots. Only bots
you have access to control will show on the list.
- Buffed the signaler cartridge! It may now be used to signal on all
valid frequencies.
- The AI's botcall interface now includes the bot's model, so it can
always identify the type of bot it is controlling. PDAs have this as
well.
- Spilled my blood to begin Jordie's dark ritual.
2015-05-03 17:31:10 -05:00
carnie
a029a49392 SubSystem rewrite
Misc:

+Fixes unreported issue with initializing lighting on a specific zlevel

+Fixes two similar issues with moveElement and moveRange. Where fromIndex or toIndex could be adjusted incorrectly in certain conditions. Potentially causing bad-sorts, or out of bound errors.

+Rewrites listclearnulls(list/L) to no longer iterate through L.len elements for every null in the list (plus 1). i.e. went from L.len*(number_of_nulls+1) list-element reads (best-case), to L.len list-element reads (worst-case)

+New proc/getElementByVar(list/L, varname, value) which finds the first datum in a list, with a variable named varname, which equals value. You can also feed it atoms instead of lists due to the way the in operator functions.

+Fixes an unreported issue with Yota's list2text rewrite. Under certain conditions, the first element would not be converted into a string. Causing type-mismatch runtimes.

+New global map_ready variable. This is not fully implemented yet, but will be used to avoid duplicate calls to initialize() for map objects.

+All turfs now maintain references to all lights currently illuminating them. This will mean higher memory use unfortunately, due to the huge number of turfs. However, it will speed up updateAffectingLights significantly. I've used list husbandry to reduce baseline memory usage, so it shouldn't be any worse than some past atmos modifications memory-wise.

-Removed 'quadratic lighting', can add this back at some point. Sorry.

+modified the way lum() works slightly, to allow turfs to have overridden delta-lumen. i.e. space cannot be illuminated more than its default ambiance. This allowed removal of some iffy special-snowflake lighting areas implemented by somebody else.

+Lighting images in the dmi can now use arbitrary naming schemes. It is reliant on order now. This allows the dmi to be replaced by simply dropping in a new dmi.

-Removed all subtypes of /area/shuttle. Shuttles now create duplicate 'rooms' of /area/shuttle. (More on this later). This will conflict with most maps. Guide on how to fix to follow.

+All verbs/tools relating to world.tick_lag were refactored to use world.fps. However old config text for setting tick_lag will still work (it converts the value to fps for you)

+MC stats improved using smoothing. They now have their own tab so they dont get in the way when you're playing as an admin.

-removed the push_mob_back stuff due to conflicting changes. Sorry Giacom.

_OK, NOW THE ACTUAL INTERESTING STUFF_

Following systems moved over to subsystem datums:
air_master
garbage_manager
lighting_controller
process_mobs (aka Life())
nanomanager
power
sun
pipenets
AFK kick loops
shuttle_controller (aka emergency shuttle/pods), supply_shuttle and other shuttles
voting
bots
radio
diseases
events
jobs
objects
ticker

Subsystems hooks and variables should be commented fairly in-depth. If anything isn't particularly clear, please make an issue.

Many system-specific global variables have been refactored into

All tickers which previously used world.timeofday now use world.time

some subsystems can iterate before round start. this resolves the issue with votes not working pregame
2014-12-31 13:25:41 +00:00
tkdrg
705a264dcf Makes data huds passive. 2014-11-16 01:52:06 -03:00
GunHog
d8efbc4f07 Botcall Fix for MC lag + Tweak to floorbots
- Attempts to fix a major screwup in bot movement code that created
artificial lag for the entire Master Controller.
- Fixes floorbots not patrolling or performing certain functions.
- You can now toggle the anchored status on Floorbots manually. They
will still automatically anchor when fixing hull breaches.

Allow me to apologize for taking so long to come up with a fix for this.
I tried several other solutions such as simply removing the sleep(4)
that causes this issue (it results in 'teleportation' movement). Other
times I used spawn() incorrectly, resulting in several race conditions.
And then I tried to give them their own ticker, independent of the MC.
The game lagged and runtimed before it even finished setting up.

Excuses aside, this solution seems to be working so far, but I welcome
any more elegant solutions to fixing this issue.

fixes #5560
2014-11-02 19:01:43 -06:00
GunHog
81e178737d Silicon Medical and Security HUDs!
- The AI can now access both Security and Medical HUDs via a new button
on its UI. The Medical HUD is exactly equal to all others. The AI's
Security HUD cannot detect implants.

- Cyborg HUD modules have been removed in favor of an inbuilt command,
to make it less of a hassle to access them.

- HUD code has been given its own file such that it can be used by any
mob. In addition, HUD users are placed into a list instead of searching
for only humans and checking them for a HUD item. This is to make it
easier to expand.

- Security HUD messages can now be received by any mob using a SecHUD.
2014-08-21 22:59:30 -05:00
Cael_Aislinn
891e5e58a5 fixes an issue where wormholes would sometimes teleport to other zlevels, sped up teleporting by using range() instead of circlerangeturfs(), makes teleporting only pick turfs from the same zlevel as the target
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2014-07-11 23:17:39 +10:00
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
Razharas
1c394dd334 Implemented crude crafting
Debug messages are still inside, pushing only cozx pete asked me to
2014-01-22 02:11:16 +04:00
supersayu
711654c15e Moved #defines
Moves the constants from defines and compile_options files into the __DEFINES directory.  The compile options in the latter file that are actually tweakable remain in their existing file in the code directory.
Constants from DEFINES.dm, globals.dm, names.dm, and global_lists.dm have been moved into the _globalvars subdirectory.
stylesheet.dm has been moved into the interface directory since that's a better place for it.

This move contains no code changes for stock TG.  It is purely an organizational move meant to clean up hard to read code.
Some global constants that appear to be unused have been put into unused.dm, but not unticked.  This list is by no means exhaustive.

Branches should be aware that they need to move any additional defines and global constants manually.
2013-10-23 16:11:45 -04:00