Commit Graph

78 Commits

Author SHA1 Message Date
Firecage
2ae0380fef Does some code standardization/consistency 2017-10-05 11:13:47 +02:00
Jordan Brown
af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
Lzimann
58d0f12c5c Removes a great amount of machinery copypasta with circuitboards.
Also changes New -> Initialize in most of them.
renamed: `code/game/machinery/computer/computer.dm` -> `code/game/machinery/computer/_computer.dm`
renamed: `code/game/machinery/machinery.dm` -> `code/game/machinery/_machinery.dm`
Moved all circuitboards to a new folder at `code/game/objects/items/weapons/circuitboards`
2017-08-09 11:10:48 -03:00
shizcalev
22764665c9 CentCom Standardization 2017-08-07 19:04:27 -04:00
Leo
ca59ca6c23 Changes all access const to be a define (#29260) 2017-07-16 18:44:23 +02:00
ShizCalev
db10f35703 Cleaned up some emag_acts (#29238)
* cleaned up some emag_acts

* Randomized spark sounds

* Made sparky looking things sound sparky too

* early return
2017-07-15 11:27:50 -04:00
ShizCalev
59ef81245b Changes some 1s and 0s to TRUE and FALSE (#29144) 2017-07-10 10:31:34 -04:00
Joan Lung
228df13447 Merge branch 'master' of https://github.com/tgstation/tgstation into initialnew
Conflicts:
	code/modules/mob/living/simple_animal/hostile/megafauna/dragon.dm
	code/modules/station_goals/bsa.dm
	code/modules/vehicles/atv.dm
2017-04-25 07:32:06 -04:00
Joan Lung
dc0e007a23 A bunch of Initialize()s now have return values (#26464) 2017-04-25 10:51:40 +02:00
Joan Lung
db9d86a39e New() goes in the trash, we've gotta Initialize() 2017-04-19 18:22:26 -04:00
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
Lzimann
5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
Cyberboss
5959ac32cc Refactors atom/Initialize. Fixes ruins being initialized twice (#22778)
* Refactors atom/Initialize

Captialized for compiling correctness and to be more inline with Destroy

Will now be called from atom/New if the world initialization loop in SSobj has already run. Should always call the base.

Now comes with the `roundstart` parameter indicating whether or not it was called by SSobj or atom/New

Other fixes/tweaks:
- Renamed a proc called Initialize in abduction consoles to Setup
- Removed /obj/item/device/radio/headset/headset_sec/department: Broken and referenced literally nowhere in the code
- Removed a spawn from the Initialize of turbine_computer which made literally zero sense
- Generalized the proc which fixes RND servers with no id set

Reasoning: It's better to check roundstart per function than to have to duplicate code in New and Initialize. Think of it as a safer New for atoms. If we move enough stuff to it, initial map load performance will increase due to less New calls

* Fixed a thing

* Actually, fuck the police

* >Expecting a merge without errors

* >Not calling ..() in New

* Sanic

* Fix the headset bug

* Makes sure the map loaders dew it right

* Fixes ruins being initialized twice

* Rename roundstart -> mapload

* Revert "Rename roundstart -> mapload"

This reverts commit 667c327fd2ccfa3ce4f4db52eac03f9e8b0f6812.

* Remove unrelated change

* A more direct solution to map loads

* And now we shouldnt need this warning

* Add the new var to SSobj recovery

* Revert "Revert "Rename roundstart -> mapload""

This reverts commit dee07dbd5e4696554ac43aae5b91cce743b9b9e0.

* Line endings
2017-01-23 09:37:45 +01:00
Firecage
8dab2c9c34 Changes the names of Circuit Boards so they are easier on players. (#22688) 2017-01-04 17:20:53 -05:00
Pieter Vlasblom
2da5d58156 Prevent people from abusing certain aspects of the game by keeping alert prompts open (#21914) 2016-12-04 18:30:34 +01:00
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
phil235
6809603669 Changes obj/effect/blob,spider,swarmer,energy_net,spacevines to be ob/structures instead, since you can hit and destroy them.
Adds a large ash and large molten item decal (for future use)
simplifies decal/cleanable/replace_decal() code a bit.
Changes construction() proc to on_construction() for consistency, same for deconstruction().
Made a deconstruct() proc for machinery and computer (also for future use).
2016-09-27 19:58:27 +02:00
LatD
e685d82805 Removing reliability 2016-05-12 02:43:18 +03:00
Core0verload
a66c2f4418 Machine/computer boards and frames refactor (#17300)
* Map Changes

* Machine/console boards and frames refactor

* More board changes
2016-05-08 12:11:18 +02:00
Joan Lung
6fc1d4fde4 Blobs can no longer eat the supermatter (#17205)
* Blobs can no longer eat the supermatter

* phil'd

* phil'd
2016-04-29 20:29:20 +02:00
phil235
b146131a34 Second commits.
This contains the changes to item_attack.dm
Obj/attackby() now follows a similar structure as mob/living/attackby. It calls attack_obj() (like attack() but for obj) which calls attacked_by (just like attack() does)
The use of the NOBLUDGEON flag changes a bit, it is now used to signify the item cannot be used as a melee weapon at all. No attack animation, no attack message. I've given this bitflag to many items that have an afterattack() so as to not both attack and do the special action (among those items: the rcd)

There's also the code changes to attacking machines: attacking any machine now give a proper message and a sound. And with this, I made more machines breakable (using a health var and the very little used BROKEN stat). Most notably, tables can now be attacked when on harm intent and be destroyed.

The newly destroyable machines have a take_damage() proc used by all sorts of attack (weapon, xeno, animal, hulk, mech melee, gun projectile, thrown items).

There's some more stuff in there, see the PR's description and comments.
2016-04-24 20:37:00 +02:00
duncathan
3f1375ba39 Merge branch 'master' of https://github.com/tgstation/-tg-station into turfs
Conflicts:
	_maps/RandomZLevels/Cabin.dmm
	_maps/RandomZLevels/beach2.dmm
	_maps/RandomZLevels/caves.dmm
	_maps/RandomZLevels/research.dmm
	_maps/RandomZLevels/snowdin.dmm
	_maps/RandomZLevels/undergroundoutpost45.dmm
	_maps/map_files/DreamStation/dreamstation04.dmm
	_maps/map_files/EfficiencyStation/EfficiencyStation.dmm
	_maps/map_files/MetaStation/MetaStation.v41I.dmm
	_maps/map_files/MiniStation/MiniStation.dmm
	_maps/map_files/TgStation/tgstation.2.1.3.dmm
	_maps/map_files/generic/z4.dmm
	_maps/templates/lavaland_surface_automated_trade_outpost.dmm
	_maps/templates/lavaland_surface_biodome_winter.dmm
	_maps/templates/lavaland_surface_prisoner_crash.dmm
	_maps/templates/lavaland_surface_seed_vault.dmm
	code/controllers/subsystem/air.dm
	code/game/asteroid.dm
	code/game/atoms.dm
	code/game/gamemodes/nuclear/nuclearbomb.dm
	code/game/machinery/computer/arcade.dm
	code/game/objects/effects/aliens.dm
	code/game/objects/effects/overlays.dm
	code/game/objects/items/apc_frame.dm
	code/game/objects/structures/false_walls.dm
	code/game/objects/structures/girders.dm
	code/game/turfs/simulated.dm
	code/game/turfs/simulated/floor/fancy_floor.dm
	code/game/turfs/simulated/floor/mineral_floor.dm
	code/game/turfs/simulated/floor/plating.dm
	code/game/turfs/simulated/river.dm
	code/game/turfs/simulated/walls_misc.dm
	code/game/turfs/simulated/walls_reinforced.dm
	code/modules/admin/verbs/buildmode.dm
	code/modules/atmospherics/environmental/LINDA_turf_tile.dm
	code/modules/events/spacevine.dm
	code/modules/flufftext/Hallucination.dm
	code/modules/holodeck/turfs.dm
	code/modules/mining/mine_items.dm
	code/modules/mining/mine_turfs.dm
	code/modules/mob/interactive.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/simple_animal/bot/floorbot.dm
	code/modules/mob/living/simple_animal/guardian/guardian.dm
	code/modules/mob/living/simple_animal/hostile/hostile.dm
	code/modules/mob/mob_movement.dm
	code/modules/power/singularity/narsie.dm
	code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm
	code/modules/research/server.dm
2016-03-29 14:46:06 -06:00
c0
52d91c0cf9 Abductor Tech added to RnD 2016-03-12 15:07:30 +03:00
duncathan
5bf31463da removes simulated turfs; adds space gas mixture for space 2016-03-10 17:27:01 -06:00
AnturK
b62988b284 Switches known_designs/tech to associative list. 2016-02-11 20:25:23 +01:00
Bjorn Neergaard
063dd9fb84 Get the code running on 510
* Travis for 510
* Remove json, list2text, text2list, bygex
* Change blind and click catcher to a low plane
2016-02-04 17:19:40 -06:00
KorPhaeron
31836a5deb Removes in world 2015-10-09 22:37:53 -05:00
duncathan
51c09f16bf makes all Destroy()'s return properly 2015-08-31 00:21:01 -06:00
Firecage
4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
phil235
9a1c1ae7af Merge pull request #9967 from Jordie0608/figurediwouldvemissedsome
Fixes computer icon errors
2015-06-16 11:30:44 +02:00
Jordie0608
7279c504c2 fixes server console icon 2015-06-15 14:42:47 +10:00
kingofkosmos
c8d79e7034 Removed unnecessary spaces in these situations:
"span class = '" changed to "span class='"
"'> " changed to "'>"
2015-06-14 12:13:19 +03:00
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
Hornygranny
af3f1aa4d8 Merge remote-tracking branch 'remotes/upstream/master' into emagrefactor
Conflicts:
	code/game/machinery/deployable.dm
	code/game/objects/items/weapons/storage/lockbox.dm
	code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm
	code/modules/clothing/glasses/hud.dm
	code/modules/mob/living/silicon/robot/robot.dm
2014-12-09 16:03:45 -08:00
Razharas
7758a0afed Ok now explosions shall work properly
Changed severity to target, make items not destroy themselves on
severity lower than 1, all that stuff
2014-12-05 23:21:48 +03:00
Hornygranny
678a13c451 moves emag effects from attackby() into atom proc emag_act() 2014-11-20 17:49:06 -08:00
Razharas
ff456ebaf4 Unwinded most of shit
Meh
2014-11-19 21:36:45 +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
Firecage
0948391502 Span classes for files in the following Modules folders: Power, Projectiles, Reagents, Recycling, Research 2014-08-23 02:02:46 +02:00
Cheridan
4d8160ab14 meteorhit() is kill 2014-04-22 12:16:02 -05:00
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
MrPerson
6930283efc Merge branch 'master' of https://github.com/tgstation/-tg-station into qdel_r
Conflicts:
	code/game/gamemodes/changeling/changeling_mutations.dm
	code/game/gamemodes/changeling/changeling_powers.dm
	code/game/gamemodes/malfunction/Malf_Modules.dm
	code/game/objects/items/weapons/tanks/watertank.dm
	code/game/objects/structures/tables_racks.dm
	code/modules/research/server.dm
2014-03-21 03:05:39 -07:00
Emil
05203ba8a1 Added an 'e' to 'Rest'. R&D computer 2014-03-17 17:59:07 +01:00
MrPerson
6b29fecda1 Merge branch 'master' of https://github.com/tgstation/-tg-station into qdel_r
Conflicts:
	code/game/machinery/bots/ed209bot.dm
	code/game/machinery/rechargestation.dm
	code/game/machinery/turrets.dm
	code/game/objects/structures/crates_lockers/closets.dm
	code/modules/research/circuitprinter.dm
2014-03-08 22:03:03 -08:00
Razharas
b27d9c7396 Added RPED, some sprites and new power cell path
Your dreams of big part storage and fast machine part exchange came true
14 slot R&D part-only autoseeker/picker/dropper/exchager is in
Added different sprites for better capacitors and scanning modules
Changed the power cell type to be compatible with all this machine
changing faggotry
All sprites here are codersprites so ask nien/WJ for better ones if you
want
2014-02-24 05:14:43 +04:00
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
2d125f0fc5 And more fixes
The ride never ends
2014-02-06 22:32:28 +04:00
Razharas
c0aa3b56bb Merge branch 'master' of https://github.com/tgstation/-tg-station into SayYiffYiffIfYouAreMachineFucker
Conflicts:
	code/game/machinery/Sleeper.dm
	code/game/machinery/computer/aifixer.dm
	code/modules/hydroponics/biogenerator.dm
	code/modules/power/apc.dm
	code/modules/research/server.dm
	icons/obj/stationobjs.dmi

Yeah nah time to merge this shit behore resolving conflicts will take more than 2 hours
2014-02-06 22:05:39 +04:00
MrPerson
931da9e7ef Many changes
Much diff
2014-02-04 22:49:38 -08:00
Razharas
ea54257ab6 Ported cable coils to stacks crudely
Yeah
2014-01-22 02:11:19 +04:00