Commit Graph

244 Commits

Author SHA1 Message Date
Lzimann
79d9178adf Fix conflicts 2017-04-25 10:51:49 -03:00
Lzimann
2082a248d9 Bicon conversion 2017-04-24 22:12:01 -03:00
octareenroon91
18b55740cf Fix wire randomization (#26018) 2017-04-09 12:23:14 -03:00
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
GunHog
ac4d69254b Revival of "Allows AIs to deploy to borgs" by Shadowlight213 (#25184)
The AI may now deploy to cyborgs prepared as AI shells. The module to do this may be research in the exosuit fabricator. Simply slot the module into a completed cyborg frame as with an MMI, or into a playerless (with no ckey) cyborg.
2017-03-24 21:42:48 -03:00
Lzimann
5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
Cyberboss
e9b01e6f4f Kills off an arbitrary number of spawn()s (#24730)
* Kills off an arbitrary number of spawn()s

* Fix the shit
2017-03-08 09:44:24 +13:00
Cyberboss
b65d4ff664 Fixes SSU wires not checking if usr exists (#24520) 2017-02-28 12:19:04 -06:00
XDTM
1e7825903c Diagnostic HUDs can see shocked doors 2017-02-26 16:54:31 +01:00
Cyberboss
b6d5aba7b2 Removes area.master. Moves area/New to Initialize (#24134)
* Removes master areas

* Ports area/New to Initialize
2017-02-18 01:04:47 +13:00
kevinz000
5f7d6844fa Fixes emitter pulsing firing beams without actually needing energy (#23774)
* Update emitter.dm

* Update emitter.dm

* Update emitter.dm
2017-02-08 18:28:14 +13:00
coiax
6158cf3f52 EMPing will sometimes randomly pulse wires (#22676)
* EMPing will sometimes randomly pulse wires

🆑 coiax
add: EMPs may cause random wires to be pulsed. Please ensure that
sensitive equipment avoids exposure to heavy electromagnetic pulses.
/🆑

10% wire pulse chance, maximum of 3 pulses per atom per EMP.

* Fixes runtime when EMPs pulse the airlock wire

* 33% of a wire pulse
2017-01-30 09:42:28 +13:00
kevinz000
9ed64d2b1a ... 2017-01-21 19:30:05 -08:00
Kyle Spier-Swenson
bee4b132a3 [READY]Makes addtimer use callbacks (#22660)
* Makes addtimer use callbacks

* I broke the comment

* I fucked up the regex

* this was a silly idea.
2017-01-04 16:02:56 +13:00
XDTM
7d1a67d0c8 Abductor tools and tool sound refactor. (#22125)
* Everything in the PR

* I'm taking that as a yes
2016-12-14 18:09:41 +13:00
coiax
1428f3f532 Cyborgs have a reset module wire (#22016)
* Cyborgs have a reset module wire

🆑 coiax
add: Cyborgs now have a reset module wire, that when pulsed, triggers
the cyborg's reset module hardware.
/🆑

Because they can't touch it themselves for software reasons. Now you can
ask random assistants to reset you in a pinch, or do it on the FRONTIER.

* Upgrade ejection, removed reset board
2016-12-11 19:55:03 +13:00
Joan Lung
081cf25de6 Removes a bunch of unnecessary lines 2016-12-05 23:01:58 -05:00
oranges
af7e6d1323 Fixes all remaining addtimers missed 2016-11-27 08:31:07 +00:00
Cyberboss
e37f807941 Fixes the false armblade removal timer. Refactors addtimer (#21714)
* Clever girl...

* Make the addtimer unique param safe

* Refactor addtimer calls

* Moved the location of the define so the other SSs can use it
2016-11-25 22:05:58 +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
Cyberboss
96087dcf67 Station Blueprints now contain wire legend (#20559)
Added a submenu to the Station Blueprints that lists wire color purposes for the round for NT made items
Does not list duds
Removed WIRE_ELECTRIFY as it was synonymous with WIRE_SHOCK
2016-09-23 10:24:57 +12:00
NikNakFlak
cc868cb606 Fixes wires being an interior designer hell (#20484)
* Whoever got a hold of these wire colors deserves a special place in hell

* AXED MORE

* Third times the charm
2016-09-14 08:47:51 +12:00
Remie Richards
00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
Jack Edge
c168146777 Syndicate bombs use world.time; explode faster
🆑 coiax
add: Syndicate bombs now use world.time to track their countdowns, the
same as shuttles and dominators. They will now explode slightly sooner
when a red button is pressed.
/🆑

- Syndicate bombs fast process so they can beep every second. It's
syncronised with the observer countdown for extra drama.
- As a balance change, this means that bombs have effectively a 25-50%
faster minimum timer.
2016-07-08 18:31:01 +01:00
oranges
079973558f Fix the admin log message for syndicate bomb logging 2016-05-31 22:18:53 +00:00
bgobandit
53a13376cb Boom wires have rudimentary logging. 2016-05-19 17:42:58 -04:00
phil235
08478cb872 Removes the voting cooldown fix and the say_log timestamp and coordinates.
Adds two files I forgot to add in the previous commit, somehow...
2016-04-29 18:51:14 +02:00
LatD
12f9d205e8 Syndicate bomb delay wire changed to one time use (#16790)
* Syndicate bomb delay wire

* Fixes delay wires

* Add bomb delay variables

* Forgot to remove unused var

* Small fix
2016-04-26 23:28:01 +02:00
phil235
0caa59b21a First commit of this big PR
These are the files with just tiny tweaks. Mostly modify an object's attackby so it does "return ..()" instead of "..()".
If there are other things in this commit, the PR's description will explain them.
2016-04-24 20:26:24 +02:00
Bjorn Neergaard
265b8d2d20 Fix an air alarm runtime
Don't store hard refs to an area which can cause race condtions
Instead, get our area only when we need it

The following runtime has occured 4426 time(s).
runtime error: Cannot read null.atmosalm
proc name: update icon (/obj/machinery/airalarm/update_icon)
  source file: airalarm.dm,535
  usr: null
  src: the alarm (/obj/machinery/airalarm)
2016-02-10 07:01:24 -06:00
phil235
fdec37b76f Merge branch 'master' of https://github.com/tgstation/-tg-station into VisionUpdateRefactor
Conflicts:
	code/_onclick/hud/alien.dm
	code/_onclick/hud/alien_larva.dm
	code/_onclick/hud/hud.dm
	code/_onclick/hud/human.dm
	code/_onclick/hud/monkey.dm
	code/_onclick/hud/other_mobs.dm
	code/_onclick/hud/robot.dm
	code/game/machinery/Sleeper.dm
	code/modules/mob/living/carbon/alien/larva/death.dm
	code/modules/mob/living/carbon/brain/death.dm
	code/modules/mob/living/carbon/human/death.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/species.dm
	code/modules/mob/living/carbon/life.dm
	code/modules/mob/living/carbon/monkey/death.dm
	code/modules/mob/living/death.dm
	code/modules/mob/living/life.dm
	code/modules/mob/living/silicon/ai/death.dm
	code/modules/mob/living/silicon/ai/life.dm
	code/modules/mob/living/silicon/ai/login.dm
	code/modules/mob/living/silicon/pai/death.dm
	code/modules/mob/living/silicon/robot/death.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/mob_defines.dm
2016-02-06 15:42:13 +01:00
Bjorn Neergaard
b9c79680b9 Rename get_ui_data -> ui_data, remove useless shuffle from wires 2016-02-05 17:09:40 -06:00
phil235
8b11d87b1d Merge branch 'master' of https://github.com/tgstation/-tg-station into VisionUpdateRefactor
Conflicts:
	code/ATMOSPHERICS/components/unary_devices/cryo.dm
	code/_onclick/hud/alert.dm
	code/_onclick/hud/hud.dm
	code/datums/mutations.dm
	code/datums/wires/robot.dm
	code/game/atoms.dm
	code/game/gamemodes/blob/overmind.dm
	code/game/machinery/alarm.dm
	code/game/machinery/machinery.dm
	code/game/machinery/suit_storage_unit.dm
	code/game/objects/items/weapons/tanks/tanks.dm
	code/game/objects/items/weapons/tools.dm
	code/game/objects/structures/morgue.dm
	code/modules/admin/verbs/adminjump.dm
	code/modules/atmospherics/machinery/atmosmachinery.dm
	code/modules/mob/inventory.dm
	code/modules/mob/living/carbon/alien/humanoid/death.dm
	code/modules/mob/living/carbon/alien/larva/death.dm
	code/modules/mob/living/carbon/brain/death.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/carbon/human/death.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/carbon/human/human_damage.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/species.dm
	code/modules/mob/living/carbon/human/species_types.dm
	code/modules/mob/living/carbon/life.dm
	code/modules/mob/living/carbon/monkey/death.dm
	code/modules/mob/living/life.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/silicon/ai/ai.dm
	code/modules/mob/living/silicon/ai/death.dm
	code/modules/mob/living/silicon/ai/life.dm
	code/modules/mob/living/silicon/pai/death.dm
	code/modules/mob/living/silicon/pai/pai.dm
	code/modules/mob/living/silicon/robot/death.dm
	code/modules/mob/living/silicon/robot/life.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/living/silicon/silicon.dm
	code/modules/mob/living/simple_animal/guardian/guardian.dm
	code/modules/mob/login.dm
	code/modules/mob/mob.dm
	code/modules/projectiles/gun.dm
	code/modules/reagents/chemistry/reagents/blob_reagents.dm
	tgstation.dme
2016-02-04 14:34:45 +01:00
phil235
81ce777ec2 - you now only see turfs when inside gas pipes.
- I renamed some vars of datum/hud to be more selfexplanatory
- Moved all datum/hud mob code into the hud folder.
- fixed alien's zone selection button not using the correct sprites.
- I removed the update_hud() proc (that needed to be removed).
- Fixed a typo in /mob/living/carbon/ContractDisease , using "internals" instead of "internal" (very different things)
- Fixed doTeleport() calling Entered() twice on the destination area.
- To reference a mob's selected zone, you now use a direct mob var ("H.zone_selected" instead of "H.zone_sel.selecting")
- mobs lose certain screen objects var ("healths", "zone_sel", "internals", etc) which are now vars of the mob's datum/hud instead.
- the Blind spell is now done via the blind mutation instead of the blind disabilities.
- Give to mobs a version of forceMove(), so the mob is always properly unbuckled, his pull stopped, his vision updated, etc.
- The "user" var of mob/camera/aiEye/remote is renamed to "eye_user" to avoid confusion.
- reset_view() is replaced by reset_perspective(). Now all changes to client.eye and client.perspective are done with this proc.
- I reworked /obj/machinery/computer/security code, changing camera is instantaneous now, as well as cancelling.
- I reworked /obj/machinery/computer/camera_advanced code as well.
- I changed /obj/item/mecha_parts/mecha_equipment/mining_scanner's meson view to be constant instead of by intermittent.
- Fixes not being able to use /obj/item/device/camera_bug while buckled.
- removed admin_forcemove() proc, admin force moving now uses forceMove() simply.
- Removed the client var "adminobs"
- Added var/vision_correction to glasses.
- Added a thermal_overload() proc for glasses, to remove copypasta in emp_act code.
- Remove the hal_crit mob var
- We no longer delete the mob's hud everytime he logs in.
- Added a stat == dead check in mob's metabolize() so we immediately stop metabolizing if one of the chem kills the mob.
- Being inside disposal bin lowers your vision, like wearing a welding helmet.
- removed the remote_view mob var.
- I changed advanced camera EYE, some fixes, removed unnecessary code when the eye moves, now the mob client eye properly follows the camera mob.
- fixes mob var "machine" not being nullified on logout.
- larva/death() was calling two "living_mob_list -= src"
- I made the Blind screen objects into a global_hud instead of giving one to each mob (like damage overlay).
- I untied tint and eye_blind, TINT_BLIND doesn't give you eye_blind=1.
- gave a visual overlay when inside locker (vimpaired)
- when inside disposal/gas pipes you get sight |= (BLIND|SEE_TURFS)
- glasses toggling updates (atmos meson toggle): DONE
- The new adjust procs serve to properly change eye_blind etc and call vision update procs when needed.
- I added an on_unset_machine() proc to handle perspective reset for camera consoles.
- I moved consequences of eye_check fail inside eye_check() procs themselves.
- I fixed vision updates being fucked by forceMove, especially pipe vision.
- I decided that damage overlay not appearing when dead.
- mob's hud_used is no longer deleted on each login()
- I refactored mob huds a bit, creating subtypes for each mob (/datum/hud/human)
- f12's hud toggling is now available to all mobs
- gave borgs a low_power_mode var so unpowered borg do not use stat= UNCONSCIOUS (which made things weird since you were unconscious but not blind)
- Fixed double Area entering when forced teleporting.
- I fixed larva pulling not being broken when cuffing them, and larva not seeing handcuff alert (and they can resist by clicking it)
- I removed pull updates from life() since it onyl checked for puller's incapacitation.
- I renamed camera/deactivate() to toggle_cam() to be more accurate.
- I fixed mmi brain being immortal (by removing the brain and putting it back)
- I simplified mmi brain emp damage.
2016-02-04 00:33:16 +01:00
Bjorn Neergaard
5e2e295760 Fix wires swapping 2016-01-27 02:11:40 -06:00
Kyle Spier-Swenson
2db4f0f079 Update wires.dm 2016-01-26 18:48:10 -08:00
Bjorn Neergaard
d0f57701d9 Remove old define 2016-01-26 14:07:17 -06:00
Bjorn Neergaard
5e16230433 Fix a number of wire issues.
Fix wires being shuffled twice (they should only be randomized once). We
now shuffle and cache instead of shuffling the cache.

Fix syndicate bomb messages (bomb, not loc should show messages).

Explicitly copy lists when we create wires as to avoid any chance of
modifying the global color list. No bugs here but there is a posibility
if admins varedit wires.

Fix training bombs generating duplicate wires by adding a real
shuffle proc that clears the wire list first (Fixes #14915).
2016-01-25 21:30:30 -06:00
Bjorn Neergaard
eab359ea18 Remove dark/british colors from wires
Fixes #14901
2016-01-25 17:23:51 -06:00
Bjorn Neergaard
961eeea661 Rewrite SSUs, tweak newly added UIs 2016-01-25 12:03:07 -06:00
Bjorn Neergaard
725e970cfd Fix air alarm panic siphon 2016-01-25 12:03:04 -06:00
Bjorn Neergaard
c78e1ec2ac Fix a lot of wire interactions 2016-01-25 12:03:03 -06:00
Bjorn Neergaard
014e83fec6 Fix tgui machine interactions status checks 2016-01-25 12:03:02 -06:00
Bjorn Neergaard
2f46b224ae Fix air alarm hacking, raise SStimer display 2016-01-25 12:03:00 -06:00
Bjorn Neergaard
f3697fc7d6 Repath air alarms 2016-01-25 12:02:58 -06:00
Bjorn Neergaard
f0f5187f5c Fix autolathe hacking 2016-01-23 18:56:38 -06:00
Bjorn Neergaard
e3b073a54a Fix autolathe/airlock lights and remove spawn() 2016-01-23 18:56:36 -06:00
Bjorn Neergaard
2998624bc3 Fix tanks not showing they are connected to a mask
Fix wire pulse sound
2016-01-23 18:56:34 -06:00
Bjorn Neergaard
ca24badfb6 Fix wire feedback sound
Apparently wires used to play a default windows chime when cut, adding audible feedback
It was the windows 'bong' sound, and I'd rather not try to replicate it, so instead
we play the wirecutter sound very softly
2016-01-23 18:56:33 -06:00