Commit Graph

617 Commits

Author SHA1 Message Date
Jordie
04442cd533 Merge pull request #22192 from optimumtact/spacevine
Spacevine refactor and qdel improvements
2016-12-18 22:42:22 +11:00
coiax
f2e96fd758 Hijacking a shuttle diverts it to the syndicate base (#22184)
* 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
2016-12-18 19:48:32 +13:00
oranges
25a97a0f08 Add a way to detect recursive calls to qdel
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
2016-12-14 07:45:33 +00:00
kevinz000
bb80984957 [READY: I DID TEST]I pulled a goofball and broke pAIs (#22161)
* ghost notifications

* FUCK

* fuck2
2016-12-13 21:06:51 +13:00
kevinz000
1400a0d525 YOG pAIS PART 1 - MOBILE CHASSIS (#21871)
* pAI Candidate Verb

* sprites

* fuckxenos

* ...

* animal+alien

* ...

* ...

* ...

* progress

* ...

* .

* ...

* fixes

* ...

* ...

* ...

* ghostUI

* .

* .

* ...

* fixes

* ...

* BUNNIES

* ....

* ...

* merf

* nerfs
2016-12-13 14:47:03 +13:00
Kyle Spier-Swenson
dedb16826e Speeds up world init. (93s -> 49s) (#21992)
* 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.
2016-12-08 21:50:15 +13:00
oranges
2ff260d63d Merge pull request #21936 from Cyberboss/patch-5
Better addtimer logging
2016-12-06 10:20:30 +13:00
Cheridan
688e8b57b8 Merge pull request #21926 from KorPhaeron/shuttles
Allows adding prerequisites to purchasing shuttles
2016-12-04 20:48:26 -06:00
Incoming5643
2c82b2d65e The time left on a shuttle call/recall modifies with security level. (#21906)
* 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)
2016-12-04 18:47:17 +01:00
Cyberboss
51c463815d Better addtimer logging 2016-12-04 01:17:09 -05:00
KorPhaeron
c9dcd95473 Shuttle Requirements 2016-12-03 19:38:38 -05:00
AnturK
653ff618fb Merge pull request #21860 from MrStonedOne/patch-264
Fixes a small oversight in timer subsystem
2016-12-02 12:53:36 +01:00
oranges
ca894aa845 Merge pull request #21801 from Cyberboss/CloseTheDamnThings
MC/SS Shutdown. Tguis now close on world reboot
2016-12-01 12:12:38 +13:00
Cheridan
87b1755a8c Merge pull request #21847 from ChangelingRain/debrisbutton
Fixes the auto follow debris button
2016-11-30 16:59:10 -06:00
Kyle Spier-Swenson
0ed1c63066 Fixes a small oversight in timer subsystem
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.
2016-11-30 14:43:09 -08:00
Mervill
b5578df27d corrects some defs without leading slash (#21843) 2016-11-30 20:05:14 +13:00
Joan Lung
b3a809d21a Fixes the auto follow debris button 2016-11-29 11:48:16 -05:00
Cyberboss
0625d2b05d Less hair on fire 2016-11-27 18:58:19 -05:00
Cyberboss
520f31d3fe Squash these please 2016-11-27 18:50:36 -05:00
Cyberboss
ac1003c9cd Didn't save everything 2016-11-27 18:46:04 -05:00
Cyberboss
53fe74fd6f Tgui cleanup 2016-11-27 18:09:45 -05:00
Cyberboss
8cf1b974dc You can now expect MC and SS Destroy to be called on round end
Runs the GC queue on SSgarbage Destroy
2016-11-27 18:06:08 -05:00
Shadowlight213
7a6511ddda Fixes the qdel reference finder (#21763)
* Fixes the qdel reference finder

* Speed improvements.
find_references is now a proc
2016-11-27 22:58:33 +13:00
Cyberboss
e37f807941 Fixes the false armblade removal timer. Refactors addtimer (#21714)
* Clever girl...

* Make the addtimer unique param safe

* Refactor addtimer calls

* Moved the location of the define so the other SSs can use it
2016-11-25 22:05:58 +13:00
Joan Lung
d4fa53d9ca Fixes clockcult round end stats showing up when they shouldn't (#21658)
* round end code is magic

* br
2016-11-22 16:23:27 +13:00
KorPhaeron
af71d20561 The round ending on one server will send a news report to the other server (#21636)
* News Reports

* Misc

* Typo fixes
2016-11-22 12:30:30 +13:00
Leo
cf95577153 Fixes religion subsystem (#21664) 2016-11-20 19:21:52 -06:00
oranges
6c1966d393 Merge pull request #21612 from KorPhaeron/ssreligion
Ssreligion
2016-11-20 14:54:12 +13:00
coiax
ef42272bf6 Mice no longer spawn on grilles (#21603)
* 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
2016-11-19 22:28:41 +13:00
KorPhaeron
969abebade Adds a religion subsystem 2016-11-17 21:01:22 -06:00
coiax
fb997a07a7 Random mouse placement (#21483)
* 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
2016-11-15 16:42:36 +13:00
KorPhaeron
ac065db80f Captain can buy a new escape shuttle (#21398)
* 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
2016-11-11 10:22:46 +13:00
uraniummeltdown
effed6a69f fixed brains with no ckey, made borer roundend report much better, borer total hosts is 1+humans/6 instead of 6+humans/7, hopefully fixed issue with multiple ghosts entering borer 2016-11-10 22:18:56 +04:00
uraniummeltdown
ea81370dce Cortical Borers (#21118)
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.
2016-11-10 09:25:41 +13:00
KorPhaeron
41c481d0c7 Destroy the syndicate base 2016-11-06 22:19:59 -06:00
oranges
8ebf0c0ea3 Merge pull request #21320 from Mervill/master
Late joining won't runtime if the emergency shuttle does not exist (dev QoL)
2016-11-03 10:00:17 +13:00
Iamgoofball
dca887760d Adds a new lobby sound. (#21304)
* Adds a new lobby sound.

It's a surprise! I'm gonna go make a sandwich now. Thanks a lot, bye-bye.

* i did not

* Update ticker.dm

* Update world.dm

* Update ticker.dm

* Update ticker.dm
2016-11-02 21:24:33 +13:00
Mervill
acfd3004a0 Avoid runtimes in late joining, throw warnings at startup if the emergency shuttle does not exist 2016-10-31 21:26:39 -07:00
Cyberboss
03406d50ac Bit of weather code cleanup (#21133)
* Fixes #20594. Cut it out when you can my ass

* New, not initialize
2016-10-24 22:51:17 +13:00
Kyle Spier-Swenson
2a118e3871 Makes space drift more on time. 2016-10-16 17:06:27 -07:00
NikNakFlak
4e901fbb94 Finally completes the title saga. The last puzzle piece, the suspenseful. (#20922)
* Finally completes the title saga.  The original, The jazzy, the exciting,
and finally, the suspensful, the traitor.  Title4.ogg

* nothing to see here, always test your code kids

* Gee billy, 3 commits for such a small change?

* I think I should add this
2016-10-14 09:55:11 +13:00
Cyberboss
a2a9dc7c60 Fixes motion alarms (#20899)
Fixed motion alarms instantly triggering and de/un/re/triggering

The relevant changes are in motion.dm and ai_monitored.dm. 

Everything else is a replacement of /area/turret_protected -> /area/ai_monitored/turret_protected which is why this PR is a bitch
2016-10-12 15:52:49 +13:00
Joan Lung
26ef706ac6 Merge pull request #20873 from MrStonedOne/hubadubdub
Adds config option for hub, removes hub.dm, adds toggle hub admin verb
2016-10-10 16:00:18 -04:00
MrStonedOne
37f3b275d1 Fixes hub not taking effect in certain edge cases. 2016-10-10 11:11:45 -07:00
Joan Lung
ce13143d9d Replaces yet more istypes with helpers (#20806)
* uses more istype helpers

* oranges is inefficient
2016-10-10 17:48:35 +13:00
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
Joan Lung
b5b4037e2e More istypes replaced with helpers (#20767)
* shouldn't you be merging these by now

* my oh my do we have a lot of these

* a fellow pedantic shit
2016-10-03 13:40:13 +13:00
Joan Lung
bdcb16113a Adds a few turf istype helpers (#20754)
* a very calming act
when the world is too much, too fast

* i'm tired
but i have to be efficient, infinite

* lick your lips at the sight of me
a fantasy made reality
2016-10-01 19:25:46 +02:00
phil235
2d2975f783 Some preliminary changes before the damage refactor PR. The changes here do absolutely nothing gamewise.
This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review.

Introduces the resistance_flags bitflag that replaces unacidable and burn_state.
Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
2016-09-27 22:33:08 +02:00
Cheridan
70c318698f Merge pull request #20686 from Incoming5643/I_nerfed_it_too_hard
Intensifies the secret satchel system so people will actually use it
2016-09-27 11:24:22 -05:00