* Added a Syndicate dock for the Emergency Shuttle
* Removes window from doorway to syndicate base
* Diverts shuttle if the hijack conditions are met
* Fixes incorrect define
* Shuttle needs people on it to hijack
* Redoes the syndicate base extension
* Centcom always lies
This is usually caused by logic in destroys that lead to the object
being qdeleted again.
This can cause nasty recursive loops, so an exception (with a stack
trace) will prevent recursive stack crashes and also let devs chase the
runtimes
* Adds "weighted random" AI law config
- Streamlines some duplicated code for law config stuff
- Makes a new "weighted random" option for AI laws, where an AI has a
random lawset, but some lawsets are more common than others.
80% normal, 20% quirky.
For those unwilling to source dive, here are the weights:
- 32% Asimov
- 12% Asimov++
- 12% Corporate
- 12% Robocop
- 12% Paladin
- 4% Maintain
- 4% Reporter
- 3% Hippocratic
- 3% Live and Let Live
- 3% Peacekeeper
- 3% Drone
* Law weights are now in the config file
* Speeds up world init.
* Armor is now new inited for obj and the first level of subpaths.
* Actions is now lazyinited and deleted with empty.
* Actiontypes is now only inited when actually used and deleted once it pre-fills actions with the action buttons.
* Pipes now prefill their node list(s) in new() using new /list/ (count) syntax to speed up the list initaliztions and remove the init proc.
* Pipes no longer store their item version, instead creating it on the fly when deconned
* Walls no longer store their metal stacks, instead creating it on the fly when deconned.
* obj, walls, floor, plating, item, machinery, structure, pipe, pipenet, atom, and movable no longer have an (init) proc. (along with a few other smaller examples)
* Atmos can pass checking is now a var with the ability to have a proc be call in advance cases.
* (as a side effect, I had to fix a few things that were calling atmosCanPass rather then using the pre-calculated list, this should speed up chemfoam and flame effects greatly)
* Reverts upload limit
(remind me one day to defuck this, it could easily be a config thats not editable by vv to make changes easier)
* Makes apc update icon a bit faster.
APC new is some what high on the profile of world init, still not sure why, but this stood out as a waste of cpu so i fixed it.
* Fixes runtime with atmos backpack water tanks.
* Makes smoothing faster (and fixes turfs smoothing twice at init)
* Makes apcs init faster by replacing some spawns with addtimer
* fix transit turfs.
* The time left on a shuttle call/recall will now correctly modify with changes in the alert status.
As added functionality Code Green shuttle calls no longer need a reason (though you can still give one) and take 20 minutes to arrive.
* Takes out the fun part (for now)
* Adds a whitelist, stripping out some dead code in the process
Old job whitelist that wasn't used has been removed.
Config has been repurposed, uncomment USEWHITELIST, only ckey's in
admins.txt or whitelist.txt in the config will be allowed to connect to
the server
* More examples
* Add a guy
* Update whitelist.txt
* Put him in
hashlist was designed to ensure that timers on different objects with the same name didn't get detected as the same timer, but when I added it, i forgot to make this line actually use the hashlist.
* Mice no longer spawn on grilles
Fixes#21574. Mice no longer spawn on cables that have dense objects
also on the tile.
Also added the Mice Migration event, used for debug purposes, currently
disabled.
* Uses proc that exists to check for density
* Restructured handle_environment()
This creates the environment_is_safe() proc for simple_animals
* Mice are placed at roundstart randomly
Rejoyce as wires are bitten in random locations.
* Removes all mice from the maps
* Code review
* Code review II
* Captain can buy a new escape shuttle
* A messy way to fix/avoid the issue
* Hopefully fixes potential href exploit
* Makes the code better so oranges wont yell at me anymore
Adds cortical borers, a midround antag originally from Bay. The code here is from yogstation, baystation and paradise station.
Borers are little brainslugs that when adjacent to a human can infest them. They can supply you with useful chemicals such as medicines and meth, and can revive you from the dead if they have maximum chemicals. They can also take over your body, putting them in control of you while you become a "captive mind". A captive mind can take back control by doing Resist. Health analyzers show borers in people, while medHUDs show borers in control. If you have Sugar in your body the borer can do nothing, it gets kicked out of control if it's controlling and becomes docile. Organ Manipulation surgery on head to remove the borer. If the brain of the body gets removed (decapitation, brain removal surgery, gibbing) the borer falls out of the host and loses control if they were controlling. Changelings can remove borers with Anatomic Panacea or Lesser Form (or Last Resort). Borers can reproduce and have an objective to escape on the shuttle with X hosts alive.