Commit Graph

60 Commits

Author SHA1 Message Date
xxalpha
e82a216447 Changed various instances of range() and orange() to ultra_range(). 2015-10-19 20:04:14 +01:00
phil235
7706b8f870 derp, let's not make janicart unbuckling runtime.
Also renaming obj/effect/spacevine/buckle_mob() to entangle_mob() since it's not really the standard buckle_mob() and could cause runtimes.
2015-10-11 14:08:06 +02:00
Razharas
d6b9c50ffd Some minor fixes to firecages pr
Some minor fixes to firecages pr
2015-09-25 17:12:15 +03:00
Razharas
5054411439 Merge branch 'spacevinecontrollerevent' of https://github.com/Firecage/-tg-station into Firecage-spacevinecontrollerevent 2015-09-25 16:48:24 +03:00
xxalpha
deb60ae309 Replaced /proc/is_sharp() with /obj/item/proc/is_sharp(). 2015-09-24 03:08:28 +01:00
bear1ake
f697ae90f5 removes a bunch of .0 2015-09-10 20:57:30 +09:00
Firecage
9642f34be2 Fixes spacevine controller not spawning during event. 2015-09-05 23:06:08 +02:00
duncathan
51c09f16bf makes all Destroy()'s return properly 2015-08-31 00:21:01 -06:00
c0
9cfb246e4f Removes dirt from walking on tiles 2015-08-24 11:33:52 +03:00
Firecage
4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
KorPhaeron
97990c94cc Changes how destroying turfs works
Turfs now have a baseturf var which determines what is "under" every
turf. The default is space.

Actions that previously did changeturf(/turf/space) (like bombs or RCD
deconstruction) now do changeturf(baseturf). Functionally the same for
the station, but allows special turf types that don't break to space
(such as planet tiles).

Right now the asteroid tiles are the only thing with a baseturf other
than space (the baseturf is an asteroid tile).

Baseturf is tracked when new things are built, so building a floor and
then a wall on the asteroid tile, and then bombing that wall will return
it to an asteroid tile, not space.

Allows building on asteroid tiles now that doing so wont randomly make
holes to space. Time for giant mining forts.

I should have done this years ago for away missions.

Also added myself to admins.txt
2015-05-29 18:43:34 -05:00
phil235
752032628f Remove kitchen/utensil/spoon. Changes /kitchen/utensil stuff to simply be /kitchen.
Butchering spiders now is done in one step, not leg after leg. Changed simple_animal/harvest proc.
Kitchen knives are now weapon/kitchen/knife.
Fixes eating omelette with fork.
Changed some code to use is_sharp() instead of multiple type checks (spacevines and leather code).
Removes utensil/knife (we already have kitchen/knife).
2015-04-27 23:54:28 +02:00
Swag McYolosteinen
ffd0db2b7b Merge pull request #8581 from MrPerson/lighting_2015
Object based lighting system
2015-04-12 13:14:32 +02:00
MrPerson
df4acb5043 Give kudzu mouse_opacity 2 so clicking them is easier
Clicking anywhere on a turf not occupied by something else == clicking the kudzu. Makes them much easier to click basically.
2015-04-04 21:28:29 -07:00
MrPerson
e4a3abdd70 Object based lighting system
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.
2015-03-31 05:09:42 -07:00
phil235
346007201b Fixes vines not releasing mobs from their grip when destroyed. 2015-03-06 19:35:50 +01:00
Razharas
4ba5161394 Merge branch 'master' of https://github.com/tgstation/-tg-station into FUCKGIT
Conflicts:
	code/modules/hydroponics/seeds.dm

Resolving dem conflicts
2015-02-25 15:17:14 +03:00
Razharas
4a962b546b Fixes runtimes
Fixes runtimes and explosive vines being pants on head retarded
2015-02-25 15:09:32 +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
Razharas
5efd05ec00 Changelog and vineturf sanity checks
Added changelog and disabled most of floor procs for vines
2015-02-19 01:48:12 +03:00
Razharas
d775291bdf Made vines cultivatable
Added special proc to all seeds that give plant anazyler special
information if needed in form of list of strings that will be displayed
to user one by one
Added special proc to seeds that make them have some special chem
interactions on growth if needed
Made vine mutations have quality of either good, bad or neutral
Made some chems remove the mutations of certain quality from growing
seeds
Made some chems tweak potency and production of the growing vine seeds
both ways so you can make unmutatable slowly growing vines if needed
Vine seeds now show mutations on the plant analyzing
Cut some copypaste in analyzer proc
2015-02-18 01:27:52 +03:00
Razharas
5d0e800c3d Merge branch 'master' of https://github.com/tgstation/-tg-station into FUCKGIT
Conflicts:
	icons/turf/floors.dmi

Fixing merge conflicts
2015-02-17 20:33:52 +03:00
phil235
135293bedf Fixes object processing list by replacing "SSobj.processing.Add" by "SSobj.processing |= " to avoid having duplicated objects in the list, meaning the objects would be processed more than once per iteration.
Fixes Alien embryo processing that was processed twice.
2015-02-14 14:18:49 +01:00
Razharas
7571189a35 More vines for the god of vines
Added bluespace vines that are able to grow through walls, glass and
anything and everything
Added space-protective vines that change the space into "vineturfs"
which are basically resprited floors
Made vines be able to spread into space
Changed some vinecontroller vars, now you can adjust the speed of
spreading both by capping the max vines per tick and new-vines to
existing-vines spread ratio
Made the chance to mutate per spread be dependant on the potency of the
seed
Made the spreading speed be dependant on productivity of the seed(can be
both slower and faster then current one)
Fixed some potential runtimes with calling destroy() instead of qdel()
where needed
Removed the colon added by carn, its all checked in Enter call few lines
later anyway
I like vines
2015-02-13 01:13:13 +03:00
Remie Richards
17654037db Ports Mloc's Refactor of buckling, All /obj can now buckle things. HE Pipes now change colour based on heat. 2015-01-14 19:07:18 +00:00
carnie
55c61f2213 Resolves #3554 - spacevines will now spread on shuttle turfs.
Changed type-checks from turf/simulated/floor to turf/simulated with density checks where appropriate
2015-01-10 22:19:07 +00:00
carnie
a3f5e7ebfd Merge branch 'master' of https://github.com/tgstation/-tg-station into SubSystems
Conflicts:
	code/game/gamemodes/setupgame.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/reagents/Chemistry-Machinery.dm
2015-01-04 01:52:14 +00:00
phil235
235f92623b Description now meantions all mutations that the vine has. 2015-01-03 00:15:06 +01:00
phil235
840d2e87bd Makes mutated vines description be explicit about the type and special function of the vines. "These are oxygen consuming vines." 2015-01-02 23:35:25 +01:00
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
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
Razharas
ff456ebaf4 Unwinded most of shit
Meh
2014-11-19 21:36:45 +03:00
phil235
bc5754b378 adding diagonal attack animation. 2014-11-07 15:42:07 +01:00
phil235
1506383b2c Adding some missing do_attack_animation()
Moving do_attack_animation() proc to mob/living
Fixing the pixel offset issue from beds especially rollerbed.
Fixing the nograv bouncing stopping because of another animation being used.(lying down, jittering, attack animation)
2014-11-03 15:11:39 +01:00
phil235
3f30912c51 WIP - Adding attack animation to most attacks.
Fixing a couple "for(......) show_message()".
2014-11-02 22:50:58 +01:00
Menshin
879a51c2f7 *Makes opaque spacevine update lighting when destroyed
*convert some proc to full path
2014-09-26 19:27:05 +02:00
Aranclanos
ccae5781c5 added two defines CLICK_CD_RANGE and CLICK_CD_MELEE (4 and 8), replaced all changeNext_move() procs to use these two defines.
Added melee click cooldown for paper spam on cameras.
2014-08-03 22:14:56 -03:00
ikarrus
995338c21d -Added attack cooldown for space vines and simple animals
-Reduced some duplicate code in constructs.dm
2014-05-10 18:16:35 -06:00
Razharas
a59e9c85d6 Thanks byond and your stealth declarations
Hate this shit sooooooo much
2014-04-28 00:21:15 +04:00
Razharas
67671c5af7 Fixed grammer and new light mutation
Yep
2014-04-26 20:56:47 +04:00
Razharas
13053de7ef Less magic numbers in equasions, also tiny buff 2014-04-24 23:44:10 +04:00
Razharas
730b96936e Fixed possible runtimes and colour twerking 2014-04-24 23:32:43 +04:00
Razharas
b6ca0139cb No logging for explosive bullshit 2014-04-22 19:04:10 +04:00
Razharas
603c72549b Fixes goats not eating vines
Yep it was a bug
2014-04-22 13:14:53 +04:00
Razharas
f5c66b3bda Fixis colouring, forgot some of the #s
Yep
2014-04-22 12:57:28 +04:00
Razharas
4ff66475ce Quick fix of explosive vines
Wasnt producing explosions otherwise
2014-04-21 12:06:50 +04:00
Razharas
37cb6f9220 AHJGFD 2014-04-18 19:48:32 +04:00
Razharas
d536671fd7 Fixing instagib vine
>Lower severity means higher damage
>Intuition
>Logic
>Sanity
2014-04-18 19:24:08 +04:00
Razharas
40c349c052 A little tweak 2014-04-15 01:24:36 +04:00
Razharas
a250e5f670 More !!FUN!!
Im open to discussion as to remove some of the TOO op mutations
2014-04-13 00:04:41 +04:00