DNA modification uses normally distributed random numbers. Radiation strength dictates the standard deviation of the change in the hex character which is hit (higher output means greater chance for a large change) . Similarly, radiation duration dictates how likely we are to hit the hex-character we clicked on (longer duration means more likely to hit). Irradiation is strength*duration. All balancing is done via multiplier defines so you can rebalance it easily.
DNA blocks and structuring all use defines. Making modification/expansion easier. I'll likely expand this into a datum-based system to allow more interesting features, reduce code further and allow admins to interact with the way dna strings behave.
DNA strings can be spliced together using merge_text().
e.g. string 1: "Hello World"
string 2: "Seeya______"
result: "Seeya World"
This isn't used except for admin-spawnable SE injectors at the moment.
r_hair, g_hair, b_hair, r_facial, g_facial, b_facial, r_eyes, g_eyes, b_eyes were removed and made into 3 short hex-colors.
Skin tones now support colours other than shades of brown. I've had to restrict it heavily until other stuff is done. Skin tones include Albino Caucasian, Oriental, Mediterranean, etc.
Data disks and DNA injectors were reworked to use associative lists so transferring data is just a matter of doing list.Copy()
var/dna is now defined at /mob/living/carbon level. Only monkeys and humans may have dna currently. Support is there for all carbon-based lifeforms to have dna.
DNA modifier console has almost all controls on one screen.
UIs and UEs can be injected separately (appearance and name, respectively)
dna helper procs like ready_dna() and such were changed to make them more versatile. There is now a hardset_dna() proc as an alternative to ready_dna which can initialize dna with properties passed into it or update an existing dna string (useful for cloning and antag spawning)
Every block of SEs are in randomised positions.
Disabled automatic logging of world.log, as it produced undesirable behaviour.
Mr Muggles and God Emperor of Mankind disks removed.
Floor() removed. (it was completely uneccesary, that is what round() is).
Fixed spelling mistakes in modularchangling.dm (thanks tenebrosity)
Tanning removed from beaches (again)
Experimental: monkeys and humans do not have dna until first attempt to read dna (using check_dna_integrity(mob))
This is mainly due to the way everything is hardcoded into New().
Changelog.html updated
Signed-off-by: carnie <elly1989@rocketmail.com>
Removed overriding of event values via feeding in an associative list into datum/round_event/New(). Instead you can do basic initializations (i.e. feed it constants) by doing new /datum/round_event{variablename=5;}(). This method is handled well by the compiler (it's the same method the maps use), so it will detect unrecognized variablenames etc.
More complex initializations for post setup() stuff can be done by accessing variables directly Event.variablename = whatever;
round_events now have a processing variable, which effectively pauses them.
Each turf in camera-range is marked with a maptext number indicating how many cameras can see that turf.
IMPORTANT: Changed the default fonts of the skinfile. This works around an issue with byond, where certain font-faces can cause HUGE increases in memory usage client-side, giving the illusion of lag, or severe crashes.
Before changing the font-face to 'Arial': using the camera range display verb would cause dream-seeker's memory usage to climb from 146,000 K to 800,000 K (and greater, but that is the limit of my laptop's pagefile, hence crashing my entire system)
After changing the font-face to 'Arial': using the same verb (with same code) resulted in negligible memory usage increase in dreamseeker, and works absolutely fine.
Status displays and such were not affected by this bug as they use a different font to the default set in the skinfile.
It did however affect stuff such as mining satchels, and may explain why some users found the game extremely 'laggy' or crashy
Since tag replaces the output of the \ref[] macro, this means that menus which use hrefs with \ref[mob] will no longer be able to accidentally link to the wrong mob.
The tags are of the form "mob_475" etc
Admin_pms now use ckey instead of client-reference. This means that PMs will no longer accidentally get sent to the wrong people.
There is no risk of players using hrefs to send adminhelps to known admin ckeys to see if they are online (as I'd already changed the PM system to not tell non-admin users whom received their message).
key_name() now accepts text input (key or ckey) - it is slightly more efficient to feed it a client or mob however!
This functionality is provided to allow certain admintools to become more robust when we want to talk about e.g. a griefer whom has just DCed whom no-longer has a corpse (no client/mob...just a ckey reference).
key_name() now reports DCed players properly.
People may select any underwear (regardless of gender) at a dresser, but not in preferences.
random_underwear(gender) will return a random pair of underwear suitable for your gender.
Removed an unused variable in sprite_accessory
The new_player preferences screen now randomizes character slots for which there is no data (so no more bald, fat, white guys in diapers greeting new players)
datum/preferences character settings are randomised at New().
replaced /datum/preferences/proc/randomize_appearance_for(human/H) with /datum/preferences/proc/random_character(), it does the same stuff without the copying to a mob. Basically, now when you want to make a random character you just do var/datum/preferences/A = new(); A.copy_to(human_mob), randomisation of appearance and name will already be done. Easy.
Reworked the savefile updating/versioning code to make it easier to work with. I've used it to update underwear preferences to the new system as an example.
Signed-off-by: carnie <elly1989@rocketmail.com>
Removed the administration shuttle and the stupid alien dinghy.
Removed the beach (hey, it's an away mission now).
Removed syndicate deathsquads on account of them being stupid and redundant.
Temporarily removed regular deathsquads- search for "DEATH SQUADS" to find the locations to uncomment. Additional code is in unused/specops.dm and unused/specops_shuttle.dm.
Added a single tile fake window for unsim windows.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5831 316c924e-a436-60f5-8080-3fe189b3f50e
http://forums.nanotrasen.com/viewtopic.php?f=16&t=12245#p189186
Ported all the random events to Pete/Gia's event system:
>Event system now supports weighting. default is 10. a weight of 5 is half as likely as default, 20 twice as likely....etc.
>Increased the frequency of events (dust happens over 60% of the time though)
>tidied up some ninja code: ninjas now get ~5 objectives. So they are hardmode.
>made the gravity toggle into a random event
>event system now supports round-start events
>event system now supports holiday events
>event system now supports events which can only happen after the round has lasted a certain number of ticks
>event system now supports max_occurrences for events. Setting any event's max_occurrences to 0 will stop it randomly occurring
>events now support being fed associative lists inside new(). This allows you to override their variables easily.
>wormhole events no longer cause loads of lag. They are extremely deadly. wormholes should be avoided
Other:
>replaced the procs for fetching candidates for ninjas and aliums with /proc/get_candidates(be_special_flag), it returns a list of active clients with that be_special preference enabled.
>minor fixes to minds
>your memories are displayed to you at Login()
>removed aliens_allowed
>removed ninjas_allowed
>pick_n_take() is now more efficient (uses Cut() rather than Remove()
Things I added:
- Made the pandemic call ..() instead of doing the checks itself.
- Made the staff of animation use more charge.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5720 316c924e-a436-60f5-8080-3fe189b3f50e
- Time to tidy up my old projects: Moved a few of my old, unfinished projects to unused: liquid simulation, brewing, heavy cables and logic gates/cables.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5621 316c924e-a436-60f5-8080-3fe189b3f50e
- Made the singularity not move stuff while contained, should help and make it easier to work with; such as fixing the field generator.
- Added logging for gold slime extracts.
- Removed unneeded deletion of signals in telecomms code.
- Added a debug verb which will record pointers of signals that weren't garbage collected.
- Removed the need to create a mob to compare it in telecomms code.
- The spider infestation is more likely going to spawn nurses.
- Runtime fix with spells.
- Reverse list actually does something now. Bots never needed it so I removed it. (Thanks carn)
- Added an ON_BORDER flag for border firedoors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5601 316c924e-a436-60f5-8080-3fe189b3f50e
var/network = string is now var/list/network = list().
I've also added a "network_multi" var which is a string. This is specifically for placing cameras on a map that you want to put on multiple networks. Apparently DM's map maker doesn't support lists, so just type them all in as a string and camera/initialize() will take care of the rest.
Input the networks with commas seperating them, for example: "SS13,RD,Secret,Prison,Ect"
I fixed a few issues while editing the cameras on the map as well.
Both maps:
- Re-added the telescreen in the misc research room that got removed at some point. (Thanks to Ikarrus for pointing this out)
- Any room that had 2 cameras (one for each network) were merged into one camera with the new network lists.
- - Permabrig-hallway (SS13, Prison)
- - Every room in R&D (including robotics) (SS13, RD)
- - The bomb testing range (RD, Toxins)
tgstation.2.1.1.dmm:
- Added a missing wire in engineering-sec (Thanks to SuperSayu for pointing this out)
- Fixed some mis-orientated firelocks. (Thanks to Intigracy for pointing this out)
- - The mining door between cargo and mining
- - The door between the hallway and the engineering lobby
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5596 316c924e-a436-60f5-8080-3fe189b3f50e
- Added killswitches to all Enter() and Entered() procs to try to determine if movement is the source of all the constant lag we're having. Toggle the killswitch with the 'disable all movement' verb, available in debug verbs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5571 316c924e-a436-60f5-8080-3fe189b3f50e
- Added a verb that breaks all airgroups into individually processing tiles and a verb that forces a group-rejoin attempt on all airgroups. Once the verb to break all air groups is used, they will not attempt to recreate until the recreate verb is used. In other words, this is for debugging, not goofing around. Verbs available in debug verbs.
- Some atmos code standardization
- Decreased the pressure resistance of most items by a factor of 10, meaning pressure will finally actually move items around!
I also attempted to speed up air movement, but it caused runtimes and everything moved in checkered patterns and I got scared so I didn't include it in this commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5554 316c924e-a436-60f5-8080-3fe189b3f50e
= Giant Spiders =
- Nurses spin webs which impede progress, bundle items and mobs up in cocoons, lay eggs to create spiderlings
- Nurses are slow and weak, but their bite has a chance to paralyse the victim
- Spiderlings skitter about and eventually grow into giant spiders.
- Spiderlings will ventcrawl, so they can spread over the station pretty fast.
- Hunters are fast, have decent health and the most effective poison
- Guards are medium speed but the health and direct damage
- The poison of hunters and guards can cause hallucinations if they bite you
= Farm animals =
- Cows can be milked or butchered for a large supply of meat. Sadists can also tip them over (with intent_help).
- Goats can also be milked, but have a nasty temperament.
- Chicks grow up to be chickens, who lay eggs and continue the cycle. But where did it start? (they're very noisy).
- All three are orderable via QM.
My changes:
- Added a spider infestation event.
- Optimized code with spiders and simple_animals.
- Made a /hostile/retaliate type which will only fight back when hurt. Based on Cael's code.
- Added some farm animals on the map.
- Changed events, added a setup() proc which can let you setup variables or the event. Made the event only kill itself when it has called, announce(), start() and end().
- Brainrot will only need alkysine as a cure.
- Communication blackout will always be silent.
- Changed some admin buttons to use the new event system.
- Added a forceEvent proc which you can use when you enable debug verbs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5525 316c924e-a436-60f5-8080-3fe189b3f50e
Standardization of the object tree and some modified functionality.
Moved a lot of storage/*_kit and similar boxes to storage/box/* ; most of these can now be found in boxes.dm. First aid kits remain a separate item type.
Replacement Light boxes pick up lights (for example broken ones) when used on them
Moved weapon/secstorage to storage/secure
Moved plant bags, ore satchel, trash bag, and sheet snatcher to storage/bag, in bags.dm
Fixed reagent_containers and snacks to pass through attackby() so the use_to_pickup code works. This affects plant bags, trash bags, and pill bottles.
Dice packs are now pill bottles, and all pill bottles can pick up dice.
Added error handling to uplink/generate_menu() so that one mistyped string doesn't bork the whole syndie uplink menu, since strings cannot be type-checked at compile time.
Cigarette packs and crayon boxes are now storage/fancy, however they retain existing update_icon() code.
Added a comment to storage.dm so that future people know where to look for use_to_pickup and allow_quick_gather code.
Updated all maps.
I've tried to test this thoroughly but I wouldn't be surprised if there were a few lingering issues. Try not to panic if you encounter any.
Full (i think) list of changed paths:
/obj/item/weapon/storage/flashbang_kit > /obj/item/weapon/storage/box/flashbangs
/obj/item/weapon/storage/body_bag_box > /obj/item/weapon/storage/box/bodybags
/obj/item/weapon/storage/chemimp_kit > /obj/item/weapon/storage/box/chemimp
/obj/item/weapon/storage/trackimp_kit > /obj/item/weapon/storage/box/trackimp
/obj/item/weapon/storage/seccart_kit > /obj/item/weapon/storage/box/seccarts
/obj/item/weapon/storage/handcuff_kit > /obj/item/weapon/storage/box/handcuffs
/obj/item/weapon/cigpacket > /obj/item/weapon/storage/fancy/cigarettes
/obj/item/weapon/storage/mousetraps > /obj/item/weapon/storage/box/mousetraps
/obj/item/weapon/storage/PDAbox > /obj/item/weapon/storage/box/PDAs
/obj/item/weapon/storage/id_kit > /obj/item/weapon/storage/box/ids
/obj/item/weapon/storage/lightbox/mixed > /obj/item/weapon/storage/box/lights/mixed
/obj/item/weapon/storage/donkpocket_kit > /obj/item/weapon/storage/box/donkpockets
/obj/item/weapon/storage/beakerbox > /obj/item/weapon/storage/box/beakers
/obj/item/weapon/storage/syringes > /obj/item/weapon/storage/box/syringes
/obj/item/weapon/storage/gl_kit > /obj/item/weapon/storage/box/rxglasses
/obj/item/weapon/storage/diskbox > /obj/item/weapon/storage/box/disks
/obj/item/weapon/storage/stma_kit > /obj/item/weapon/storage/box/masks
/obj/item/weapon/storage/lglo_kit > /obj/item/weapon/storage/box/gloves
/obj/item/weapon/storage/lightbox/bulbs > /obj/item/weapon/storage/box/lights/bulbs
/obj/item/weapon/plantbag > /obj/item/weapon/storage/bag/plants
/obj/item/weapon/storage/satchel > /obj/item/weapon/storage/bag/ore
/obj/item/weapon/trashbag > /obj/item/weapon/storage/bag/trash
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5494 316c924e-a436-60f5-8080-3fe189b3f50e
fixed giveruntimelog getruntimelog and getserverlog
Any admin with ADMIN rights can give anybody permission to view runtimes simply by typing .giveruntimelog The person given permission can then type .getruntimelog
Admins can type .getruntimelog without giving themselves permissions first
Moved a lot of the copypasta code into helper procs in __HELPERS/files.dm. There is one which allows a client to browse through folders on the server (in this case to look for logfiles). You can now also return to the directory you started at.
Note, for some weird reason, runtimes will no longer show in dreamdeamon. If this is a massive problem I can make it a compile option or something (or you can comment out the line if you're a coder). I know this is a massive pain but it sort of removes much of the effort in getting runtimes from other servers, since they all now have their runtimes saved in a way coders can easily access. It also sort of means we don't have to rely on people remembering to log runtimes and such. And all logs will be organised by month.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5466 316c924e-a436-60f5-8080-3fe189b3f50e
Emitters will now need to be wired.
Emitter type has changed to /obj/machinery/power/emitter
Fixed cables not correctly disconnecting power machinery from the powernet after being removed.
-Fixed a typo with smashing tables/racks.
-Fixed maps having incorrect types.
-Fixed singularity EMPing when at stage 1.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5423 316c924e-a436-60f5-8080-3fe189b3f50e
-Permission from Erro to remove the "redeem a mech by colllecting all the toys" feature. Removed the description from the mech toys too.
-Fixed a possible exploit with ghost following to create more than one follow loop.
-Re-added send mob to the player panel.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5377 316c924e-a436-60f5-8080-3fe189b3f50e
- Added two new verbs to 'debug verbs'. The first outputs everything in the jobban records list to standard output, the 2nd applies a filter and only prints the things that contain the word.
- Fixed an old jobban bug which only checked if someone's ckey ends with the bannee's ckey to jobban them from the job. So perrorage getting banned would result in errorage having the ban in effect too.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5338 316c924e-a436-60f5-8080-3fe189b3f50e
Added a line of feedback for when jump to key fails, so we can see what's up with it on the server.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5313 316c924e-a436-60f5-8080-3fe189b3f50e
This should remove the half second delay that admins experience whenever they right click. The delay goes up as server load increases. I couldn't test this on an empty server tho, obviously.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5299 316c924e-a436-60f5-8080-3fe189b3f50e
Removed var/constant/Pi It's already defined in setup.dm
Moved a bunch of global_lists to global_lists.dm
Fixed hair randomisation. (still bits to do)
Moved a lot of preferences_setup.dm stuff into __HELPERS/mobs.dm They'll be FAR more helpful as generic procs, rather than something tied to preferences.
Merged mob/var/nopush into status_flags with the CANPUSH flag
Merged mob/var/nodamage into status_flags with the GODMODE flag
Removed mob/var/be_syndicate and mob/var/be_random_name as they are not used.
Added /proc/ui_style2icon(ui_style) proc. It converts a string like "Midnight" into its corresponding dmi file. The code fore creating a new hud uses it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5164 316c924e-a436-60f5-8080-3fe189b3f50e
Toggling these preferences in-game will update your savefile. Meaning that your preferences will persist between rounds.
Added some savefile_version updating stuff. It's pretty crude. If you're changing any of the savefile stuff just ask and I can change it/help.
Removed some unused client vars
Ghosts no longer hear ambience. Simplified ambience code.
Simplified lobby music code. It will no longer cause a massive queue of events (which would eventually balloon in memory use)
Moved ooccolor and sound_adminhelp back to prefs. It's easier and allowed me to remove the setupclient() stuff completely.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5143 316c924e-a436-60f5-8080-3fe189b3f50e
The nuke shuttle now has no restrictions (except a cooldown) on movement, and can be piloted to any location. It also travels through hyperspace.
Nuke lockers and such now start on the shuttle, rather than spawning on landmarks. (with the exception of the bomb, and the uplink locker)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5141 316c924e-a436-60f5-8080-3fe189b3f50e
They include such procs as sanitize_integer(num, min, max, default) which will check num is a number, round num to make it an integer, then check if it is between min and max (inclusive). If it fails the bound-checks it will return default. There are others, have a look.
PERSISTENT PREFERENCES: Every ckey which connects to the game gets its own persistent /datum/preferences datum.
It is archived in var/list/preferences_datums = list("ckey" = datum)
At connect it is automatically associated with the client defines.dm (or a new one is created if it can't find an archived prefs datum). This means clients will ALWAYS have a var/datum/preferences/prefs which references this datum. So you can use it without checking if(client.prefs)
This has simplified only a few bits of code. It will however, allow us to make preferences like see_deadchat ghost_ears etc, persistent. So they will not reset when you DC.
SAVEFILES: Changed the player savefile code a lot. Hopefully I've not fucked it up too much. Every single variable loaded from saves is now sanity checked using the new sanity procs. This should help prevent savefiles becomming obsolete by sanitizing input to meet current requirements, without deleting all the ok variables and making you start from scratch >_> NOTE: I still need to sort out the savefile version stuff. I'll probably figure it out before the server updates anyway. It sees to be fine without it.
You can no longer choose your blood type. It is randomised (with each bloodtype having a realistic probability of occuring). This is to make blood analysis (detective/medical) less pointless. It is chosen as soon as you connect. It remains persistent throughout each round so you won't be able to change it by logging in/out over and over.
Replaces some copypasta code with is_afk() (still a fair bit to do)
There are new hyperlink shortcut things. _src_=vars will direct your hyperlink to viewvars. _src_=prefs to your preferences datum. (These are the only way to access those bits of code via links). This means that the overall amount of operations in almost every Topic has pretty much halved and is much prettier.
Replaced and removed adminplayervars from datum/admins/Topic. It was superfluous. They now all point directly to the viewvars code using _src_=vars
Removed the changelog popup at round start. Instead a button on your game-window will glow white if there are new updates. To peruse at your convenience. This will speed up connect times.
Removed the AFK_THRESHOLD define. It is integrated into is_afk() now.
TODO: remove the prefs stuff from mobs and clients and update code to use client.prefs to access that info.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5121 316c924e-a436-60f5-8080-3fe189b3f50e
Before, when making a link to an admin tool, you done this:
<a href='?src=\ref[C.holder];parameter=1;>link</a>
Now, we do not need to use a reference to direct it to places like usr or usr.client.holder (or client, but you never needed src for that anyway)
usr: <a href='?_src_=usr;parameter=1;>link</a>
holder: <a href='?_src_=holder;parameter=1;>link</a>
This basically allows us to move a LOT of code outside of loops as we no longer have to create a \ref for every recipient of the message. They can all be sent identical links. A simple example of this would be in pray.dm Although it's most noticeable in the adminhelp code which is vastly simplified.
Adminhelp name spotting code thingy...whatever... looks for ckey matches first, then surnames, then forenames. This is to stop it possibly weirding out if there is a station full of "Ed"s of "Sarah"s
Prayer code no longer loads a new icon into memory every time a prayer is sent. Use image() not icon()!
key_name() no longer needs a reference for it's admin_link argument.
message_admin() pretty much doesn't need those extra arguments for finding and replacing %holder_ref%. I've got to go through all the code to check before I remove it though.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5105 316c924e-a436-60f5-8080-3fe189b3f50e
Removed the last of the old promotion/demotion code.
Permissions panel accessible via player panel.
Uncommented the attack log verb. I mistakenly thought it wasn't used.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5102 316c924e-a436-60f5-8080-3fe189b3f50e
- Trying to remove someone's jobban through 'show player panel' -> 'jobban' -> 'click on job' will still bring up the banning panel, with a note that you can't use the old panel, it will however now properly have the banned player's ckey inserted as the search criteria, instead of your ckey.
- Jump-to-mob now uses mob_list instead of sortmobs()
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5044 316c924e-a436-60f5-8080-3fe189b3f50e