Lighting SS no longer cares about the return of check(); the light datums are responsible for deleting themselves.
Cap on lighting effects from turfs is now 8 because they're static and shouldn't be flashing lights too often. This means starlight actually works now instead of being capped at 1 measly turf.
Lighting related ChangeTurf() code is in the lighting module. Changed it up to be faster on lighting controller init and not leave dangling lights when a turf becomes or stops being opaque or when it turns into space. This diff log is gonna be useless sadly but take my word for it, it all works.
Lighting related Moved() code is also in the lighting module. Opaque objects will now update nearby lights when they move (mechs).
Opaque objects other than the light datum's owner on the same tile as its owner will block the effect of the light. In other words a mech standing on the same square as a light bulb will block all the light of that bulb.
Changed "cheap_hypoteneuse()" with an even cheaper version; actually calculating the hypoteneuse! I can prove it's cheaper if needed.
Removed move_contents_to() because it's unused and trying to use it would cause major bugs with lights and other shit and I have no interest in supporting that, so let's not even tempt people.
* Fixes two runtimes (stat menu and taking a delegate/assistant)
* Fixes SNPCs not being inserted into the NPCPool
* Makes the NPCPool fire more often for maximum robustness.
atom/movable/Destroy() in atoms_movable.dm now calls ..() to fix#8063
Light strength and light radius are no longer a single concept, although right now all lights are max strength for their radius
Updated the comment intro for _DynamicAreaLighting_TG.dm to account for modern fact and not talk so much about the old system(s)
And a changelog for all this lighting shit, not that anybody could possibly miss it
Uses actual objects on each non-space, dynamically lit turf. Light levels are switched back and forth via animate() and the object's alpha. Supporting colors shouldn't be too hard. Some hacky efficiency improvements means it isn't that much more expensive than current (I think, needs testing). Most of the lighting ss's cost is in checking all the lights and doing big loops, not anything actually in the loops themselves.
Start PDA flashlights on. This was to speed up testing but frankly I think it's a good change in general.
Added a Moved() proc. Called after a successful move.
In the future I hope to move off the luminosity var entirely but that was too slow in testing for me. That's what all that "for(area in sortedAreas) area.luminosity = 1" stuff in the lighting ss is, tests on removing luminosity outright.
see #7012
* NPCPool will co-ordinate and organize all SNPCs, making them stronger and more intelligent.
* SNPCs can use the botPool system to co-ordinate and delegate with each other.
* SNPCs have been given factions to allow interoperability between certain types of SNPCs.
* Bots (machinery/bot) can use the system too for basic help and coordination.
Holidays are now actual datums with procs and vars and everything.
Holidays run a proc called celebrate() when it's time to celebrate them. Currently none of them do anything but that should change, wink wink.
Holidays can now run for more than a day. The important ones, april fools, christmas, halloween, new years, and easter, all last at least a week. The idea is so people can celebrate christmas in game without having to, you know, actually play on fucking christmas. And also to put a time limit on how long stuff like the annoying spookoween closet skeletons will stick around so it doesn't overstay its welcome and become annoying as shit like last year.
The event SS now allows more than 1 holiday to run at a time. This matters for new years + christmas, easter + april fools, easter + 4/20, and any holiday that can happen on friday the 13th. The events get stored in a list that's only initialized if there's an active holiday so testing for potential holidays is still pretty easy.
Added more easter dates so we won't have to add more until 2040. The current batch run out in 2017.
When mulligan antag is set to kick in, the suggestion for admins to end the round if they feel enough has happened is given. The option can also be found on the check antagonist panel.
The check antagonist panel will show what the muligan roundtype is if it exists.
If absolutely no one wants/can be the midround antags, the round ends there.
The round will end no matter what if the primary antagonist survived over an hour before biting it (unless the shuttle is already past the point of no return, in which case a peaceful ending takes priority)
Adds force_ending to VV editing protection, to avoid admins trying to shinanigans it on.
Not sure why it took this long for this to happened.
Will only trigger on random event firing, and not when an admin triggers an event to prevent unneeded duplicate messages
Also triggers for events triggered by the wizard summon events
Logs in the game log under the GAME: heading as well
Any (non-silicon) job can now be set to be an unlimited slot job from Manage Job Slots
People will be allowed to join as assistant if no other jobs are availible
Removes a redundant sanity check from AssignRole()
There are three "levels" of popcaps, and you can use them in any assortment you like:
The "soft" cap produces a message on join, and takes no action.
The "hard" cap disallows joining whilst too many other people are alive and playing in game, but allows observing.
The "extreme" cap prevents people from joining the server at all while the cap is exceeded. It won't kick out people who failed to qualify during roundstart, but if they leave they won't be able to get back in.
In each case a customizable message config option has been given. Admins are also immune to most population caps (they still are hit by the ones in job shuffling, but can late join as normal afterwards)
Additional access hasn't been used nor even looked at since errorage first coded it years ago. Departments were moved around, accesses were added, removed, and moved around.
This PR re-evaluates what additional access includes. The original idea was to give jobs most access to other workspaces in their department. For example, a medical doctor would be able to work anywhere in Medbay (Except CMO's office), so I'm going to keep with that direction.