Commit Graph

92 Commits

Author SHA1 Message Date
LastBattaWolf@hotmail.com
3be1e8bdfd renamed "scary" to "hallucination", organization is the key to success
- also switched the adminhelp notification to a cute kitten meowing as per tsaricide's request

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3223 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-01 11:23:11 +00:00
quartz235@gmail.com
b3f7865754 moving all the git stuff over to this so people who don't want to spend 8 years figuring out the bass ackward git system can actually run our server code
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2983 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-25 05:05:55 +00:00
vageyenaman@gmail.com
c0b4ff00c2 Fix for Issue 276. Pregame music stops playing for AIs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2893 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-01 21:19:37 +00:00
mport2004@gmail.com
46a7143e3a Energy projectiles work again.
Rewrote the job selection system to use bitflags and the jobs are now objects.
Fixed a path conflict with effect which caused a few things to be unable to be clicked on.
Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects.
Fixed up the bits that were missing the slightly updated mob organ attack code.
Moved the traps file into unused.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-11 07:52:30 +00:00
mport2004@gmail.com
17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00
baloh.matevz
e8c6b08419 - Object tree grouped a bit more.
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.

Effects contains objects which are either landmarks, triggers, spawners or decal.

Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG

I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 06:54:28 +00:00
mport2004@gmail.com
2224916ab9 Just some general cleanup
Moved the spacecraft folder into the unused section, moved syndiebeacon into machinery.
Research moved into Modules.
Virus2 moved into WIP - is anyone even working on this, it looks almost done?
Computer2,optics,pda2,experimental moved unto unused.
WIP Chemistry things moved into Chemical Module
Cameras.dm moved into weapons
GameKit.dm moved into unused
BrokenInHands.dm moved into unused
Removed Grillify.dm
Moved all of the files listed as unused in the mining module to unused
Removed several empty folders in modules
Moved cloning.dm into machinery
Moved NewBan.dm into admin
Changed humanoid aliens new_life.dm into life.dm
Moved beast mob into unused
Moved hivebot into unused
Moved carpedexplosion.dm into unused
Moved ai_lockdown.dm verb into unused and removed it from the AIs verb list as it didn't actually do anything.
Removed mastercontroler2.dm
Moved savefile.dm from human to new_player

Bugfix
People spawning on the starting screen on rev/cult should be fixed.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1964 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-31 21:31:00 +00:00
vageyenaman@gmail.com
ebcdc09c10 There's a few things in this revision made by me, and some made by other people that
requested I commit into the SVN. Please PM the collective coders if you find any bugs in 

their work.


AI:

     The AI now has a verb that lets it change its appearance. It doesn't do much, but but 

it's some neat aesthetics that compliment the little display panes scattered around the 

station that the AI can modify. This was a combined effort between Firecage, Petethegoat, 

and Superxpdude.



Miscellaneous Changes (by Petethegreat):

     - Cup Ramen sprite changed to a nicer one by Cheridan
     - Plasma sheet sprite changed to a thicker one by Aru




Metroids:

     They work. There might be some lingering bugs I simply cannot catch by testing alone, 

but they WORK. They act as an entire new player-controllable race, are found in 

xeniobiology, and I refuse to say anything else on the matter that would spoil anything. If 

you feel so entitled to, you can view the source code to spoil everything like a little 

cheater! I haven't completed everything I would like to, and as a result Metroids are 

pretty useless. They're still very fun though!

     Xenobiology, as a result of Metroids, got a bit of expansion. Scientists have access 

to Xenobiology now, for now. If anyone wants Xenobiology to become a standalone job or 

whatever, here's the place to post feedback.


Bugfixes:
     
     - Perriot's Throat virus no longer makes you mute, instead, does what it was intended 

to HONKHONKHONKHONK!!!!
     - Some bugfixes with Turrets.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1774 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-05 19:34:42 +00:00
vageyenaman@gmail.com
29191f27e6 Okay, there's a couple things up with this revision:
Metroids:
     
     No, they're not working yet, and I planned on committing this when they were finished, but the basic framework is there. The Metroid in xenobiology now moves around, I guess, kinda like a monkey. ADMINS: !! DO NOT TRY TO POSSESS/CONTROL A METROID, unless you're willing to take a risk! I haven't tested it thoroughly yet, it might have some glitchy results!


Turrets:
     Fixed some lingering bugs with the targetting system. Hopefully these should be pretty stable now.


Reagents/Chemicals:
     I fixed some problems with virus combinations and weird stuff with the PANDEMIC machine.



There's probably some other stuff people requested I fix on IRC that I didn't mention, I can't remember anything else though. Hopefully this should stabilize some of the more annoying bugs with reagents!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1759 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-04 03:00:44 +00:00
vageyenaman@gmail.com
eee36e4f7e Okay, this is a pretty big revision!
Viruses:
     The virus system was COMPLETELY reworked.

     Good news, Virologists! This means people can now be infected by multiple viruses at once. Some of the virus-spreading protocols were tweaked to support this change, and as a result, they are now considerably more infectious. I also changed some background reagent variables to better support DNA, blood type, and virus combination.


Turrets:
     Fixed some lingering bugs that would bog down the global event processor.


Changelings:
     People turned into "husks" after being drained of their DNA by changelings can no longer be cloned.


Miscellaneous:
     I tweaked a LOT of mob code. This shouldn't have any noticeable impact on anything, but was required in order support the virus overhaul.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1753 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-02 04:00:25 +00:00
noisomehollow@lycos.com
449e0b765a Fixed some typos in traitorchan (lol).
Adjusted ninja random event to go with the new mode changes.
Due to inclusion of monkey mode, added back monkey ability to vent crawl. Identical to larva.
Brains can now suicide.
Warden now starts out with a special hat. Welcome to Hat Station 13.
Holograms should no longer be draggable by space wind.
Slight change to pulse rifle so it looks like the older sprite.
Added deathsquad armor to admin equip list.
Added tunnel clown gear to admin equip list.
Fixed minor announcement bug with respawn_character.
PDAs now redirect to Notekeeper when the code is used again with an unlocked uplink.
Added a note for built AIs to adjust camera network. Camera movement doesn't always work right without adjusting the network first.
Ninjas can now hold an extra battery in their hat and suit slots.
C4s now give a message when planted on people and are recorded in the attack log.
Fixed spelling on messaging server.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1735 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-26 21:28:23 +00:00
rastaf.zero@gmail.com
d6e0f1cf22 Freaking big GAMEMODES UPDATE.
I have done lots of work to make selecting players for special roles be fair.
- New options preferences: "be traitor", "be changeling" and so on for all special roles.
- Now you can have job of AI/cyborg in preferences and do not lower your chances to become wizard/changeling/etc. And vice-versa: you do not have to select AI in your preferences to have non zero chance to play malf.
- Jobban from syndicate bans player from any special role (including malf AI, cult, etc).
- Fixed bug with changeling round not ending sometimes.
- All special roles were tuned to work better as admin-driven event.
-- All adminmade special characters will be listed at the end of round of any type.
-- All adminmade special characters are fully functional with following exceptions:
--- The ending conditions are determined at round start, i.e. you cannot end revolution by killing wizards and malf AIs (however, with nuke you can end anything).
--- The cultists cannot get their special objectives.
--- The malf AI can hack the APCs but without any profit.
--- The syndicate operatives must obtain the nuke/working code from admins.
--- As before, nuclear explosion ends round. Even if nuke was used in wrong place.
- Fixed thingy like "Not enough players for revolution game mode. Restarting world in 5 seconds."
- Changeling wont get objective "absorb X genomes" when there are less that X players in game.
- proc/equip_if_possible now has return value, procs like equip_revolutionary (giving a flash) should be more reliable.
- There are no fake wizards anymore. The research staff have to kill ALL wizards on order to win, even adminspawned ones. ("give spell" verb works as before, not making a spellcaster to actually be wizard).
- The semi-new game mode: traitor+changeling. Just like regular traitor mode plus one changeling. Round ends when the shuttle reaches centcom. Option for config.txt: "PROBABILITY TRAITORCHAN".
- Successful malf AI now have 60 seconds to choose to explode the station or not (some players still have to rejoin game to have their new verbs shown in Malfunction tab).
- Monkeys mode fixed, monkeys wouldn't randomly cure anymore.

For admins:
- New powerful mind editor oriented to mixed rounds.
-- Setting someone as special character (like wizard) does not equip him/her automatically. You have to do it it next step. Note, that in case of wizards and nuke operatives their old dress will be deleted! If you do not want it you shall use "undress" link.
-- Only operatives, head revs and cultists have their objectives set immediately.
-- You can unemad borgs!
-- You cannot unemag borgs because calling mind editor for nonhumans is blocked atm.
-- many other useful features.
-- you can fix burned out flashes from mind editor.
-- first assign the new malf AI/wizard then demalf/dewizard old one or round will immediately end.
- if delete the nuke bomb during its downcounting round will stuck. Using "edit ticker variables" set ticker.mode.explosion_in_progress = 0.

For coders:
- /datum/game_mode/malfunction/AI_Module renamed to /datum/AI_Module. Reason: What. The. Fuck.

Unrelated fixes:
- Blueprints can create areas up to 300 tiles (was 100).
- Cyborgs wont leave backpacks at spawn point anymore.
- Fixed bug in preferences causing preferences files to be huge.
- Diseases can infect again.
- The option "SQL_ENABLED 0" now works in config.txt.
- fixed critical bug on assassinate objective.

Bugs:
- We have a bug with job distribution for people who haven't any available jobs in their preferences. Players tends to group by jobs.
- For example, if we have 3 players they with hight chances will got same jobs. And probability of having one engineer and one medic _exactly_ equals _zero_.
- I am not sure if my changes made that bug worse. Anyway I MUST do this commit. Bug will be fixed eventually. Maybe.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1703 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-21 21:22:23 +00:00
noisomehollow@lycos.com
835118fa49 Ninjas are now a random event. They may appear in most game modes after about an hour, with an assigned objective list.
Fixed aliens :a talking while dead.
Disabled hand-tele on clown-planet z-level since people were still finding ways to abuse it.
PDA menu will close properly if detomatrix fails and explodes own PDA.
Late joiners are now added to minds. It's now possible to assassinate them, and so on, as an objective.
Added a few more objectives (capture, steal brain of, protect, and download research) and new possible items to steal (also fixed admin-added steal objectives). Mostly focused on ninjas but admins can give them to regular traitors. Only research downloading is outright impossible for regular traitors (they must wear a ninja suit).
Added a few revisions to mind/objective datums and a few other things. The game should now report any extra antagonists for most round types, excluding AI malfunction.
Added two new words to station_name.dm.
Other misc changes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1698 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-20 05:22:41 +00:00
noisomehollow@lycos.com
1dfe1cda8e #Fixed Chaplain hoodie sprite.
#Respawn_character() now properly respawns aliens and monkeys if specified to do so.
#Added more options in admin quick panel (for players) to get, send, check if traitor, narrate, and subtle message mob.
#Admins can now click an X by admin name, in asay, to jump to that admin. Makes things easier.
#Moved admin transform verbs into fun tab.
#Removed boom boom shake the room since not even hosts are allowed to use it.
#Pierrot's throat now has a 35% chance of being cured by eating bananas. Up from 5.
#Fixed AI cards.
#ed209 and Beepsky now properly figure in deafness when speaking. Doesn't affect voice files.
#Fixed Syndicate PDA not triggering door.
#Aliens can no longer magically crawl to the prison station and back.
#Aliens can now quickly (5 seconds) break out of cuffs by resisting. No change to buckled.
#Facehuggers will now properly set the alien_egg_flag if the target was infected or not. Curing the alien egg should also reset the flag. I think it will be best to get rid of the flag entirely in the future.
#Added isalienadult(mob) proc to check for humanoid aliens.
#Probably fixed death squad spawning. They pick by key now, instead of mob name.
#Spawning xenos now uses the client match method so you can specify who you want to respawn if wanted.

#Ninjas now tell admins what their set mission is. If given objectives by admin, it should report them at round end for certain rounds.
#Spawning ninjas now uses the same method as respawn character (typing in key/ckey).
#Added a ninjify admnin verb. Possible to right click.
#Can now resize spiderOS window.
#Misc fixes and adjustments. Minor map change to CentCom holding facility.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1685 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-12 18:10:53 +00:00
noisomehollow@lycos.com
3ddae57d63 Wizard will now report if they mind swapped with a person after round completion. Or in other words, if they're in a different body than round start.
Changing changelings during the round should probably work proper now.
AI will now report that people woken up from cryo sleep, when they join. The arrival shuttle changed to accomodate this.
Added poff to pAIs until TLE revises that whole process. You should be able to message them back now. 
Slighly revised the entry shuttle.
Added a holding facility to CentCom.
Made the DJ station fully unsimulated. Removed unsimulated floor from derelict. Hopefully I got all the tiles. NOTE: When simulated floor meets unsimulated floor, Atmos goes berserk. Don't do this. Also, you can't deconstruct unsimulated stuff.
A few other misc adjustment to the map.
Added a variable to Rev that tracks what heads are supposed to be assassinated. Not sure why it didn't exist before.
Added some ticker mind checking to a few procs I forgot about. Yup.
Added an option to check assassinate objectives by special role.
Some foundation for future ninja stuff. Ninjas now swap battery by clicking on their suit with the battery in hand.
Some misc icon changes for areas.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1668 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-07 03:01:43 +00:00
noisomehollow@lycos.com
a9d2227518 #Added an check for range/items when trying to insert an ID card/update info into a PDA. It should no longer run time error.
#Added a Halogen Counter function for engineering PDAs. Measures radiation of a mob.
#Brain/MMI code overhaul. Brains/MMIs should no longer screw up when the brain is deleted. MMIs should now properly eject from cyborgs if they are blown up, among other changes. Brains no longer die when transferred between containers but won't be able to speak without a container.
#Added a research MMI that comes with a radio built in. The brain can toggle the radio functions on or off via verb panel (MMI).
#Traitor code words will now use the crew roster for name generation 70% of the time.
#Ghostize() is now a lot more robust. If you need to throw someone into a ghost if they are killed/whatever, use it.
#Deleting a mob will now spawn a ghost for it through ghostize(), if it has a key, so you don't need to worry about that. You can null key people if you want to kick them out of the game.
#Ghost verbs are now in their own panel (Ghost). ghost() is the proc/verb that mobs get to turn into ghosts. ghostize() is now a proc only used through other procs.
#Changed how ninjas get their verbs. Long story short, wizards are now able to mind swap with ninjas. Stay hidden Snake! Also, more code improvements and additions to ninjas, including more fun for the AI.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1607 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-21 05:06:53 +00:00
n3ophyt3
8d71536127 Cyborgs finally drop their MMI when gibbed like they were supposed to back when I added MMIs. Round-start cyborgs use whatever name you have selected for your character for the brain that gets spawned for them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1575 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-12 22:59:49 +00:00
noisomehollow@lycos.com
ab87c76da1 #Beta: added code phrases for traitors which consist of the code phrase and the code response (which consist of a sequence of words). They are meant to flow into a regular conversation in the sequence provided. There is also a small chance that a traitor may not know either phrase or response, or both.
For an example, let's say the phrase is: culture, wine, admit. The response is: massive, tired, doctor's delight. A traitor may begin a conversation with something like: "A man of culture always drinks wine, I must admit. What do you think?" The response to that: "When I am massively tired, I drink doctor's delight. Otherwise, I abstain." The example is best referenced in the Bar, or any place where drinks are available. With enough creativity and linguistical acumen, it may be used elsewhere.
The point here is to make conversation seem as natural as possible while providing traitors a means to recognize each other. The words do no have to be exact, either. Quarter Master may be QM and the Captain may be Cap'n. Traitors should still recognize what is being communicated--or not.
#Deactivated AI cores are no longer mobs. This is mostly cosmetic. You cannot gib a deactivated AI since it will be an object, not a mob. It will also not announce arrivals since it's an object, not a mob (this is an improvement, in my opinion).
#Some code tweaks to AIs. They will now auto-start with a random name instead of their default-chosen name (which is still changeable).
#Intelicards should no longer constantly refresh the window when they are being wiped.

#Added new mech sprite.

#Resin walls should no longer delete the person inside when killed in certain ways. Hulks will easily break free from resin if placed inside.
#Ninjas can now download the AI onto spiderOS, provided Drain is on. SpiderOS works with AI cores, AI cards, and restoration terminals. Make sure Drain is on when you click on either the object (core/terminal) or the suit (aicard). AIs with law zero may get to have some fun, depending on circumstances.
#Toggle Drain renamed to Toggle Interaction. It now serves as general trigger for special ninja interactions.
#Added energy net power to ninjas. Prototype for HerpA and whatever he may want to do with it but it's pretty much finished. The energy net can be destroyed by the person trapped (or others) and will teleport them to the prison after 30 seconds.
#Ninjas can now slice cameras apart per request.

#Added a few more type checking procs (isliving, islarva, isobserver, ishivemainframe).
#Mobs that are anchored will no longer be able to move (AIs will still move as normal). You will also not be able to grab them.
#Incorporeal Move now works properly for regular mobs once more.
#Marauders from CentCom can now launch directly from their bay. Start the shuttle and wait on a mass driver. On that note, mechs can now go through portals and launch through mass drivers.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1558 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-09 09:45:56 +00:00
panurgomatic
2a1023b594 - Another batch of runtime errors fixed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1537 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-06 00:32:55 +00:00
rastaf.zero@gmail.com
b58e465bbe Shitton of bugfixes related to bryteloss/fireloss.
Note for coders: in order to help with seaching of health-related bugs I have moved many procs from /mob/ under /mob/living/.
Also, done some clean up and rearranging.
Results:
-admin rejuvenating now works again;
-people screams if getting creamated while still alive;
-diseases actually loose your health;
-monkeys wearing masks receive protection from acids as humans did;
-and other minor fixes and improvements.
Bugfix for imbuing a talisman.
RD now spawns with only 2 pens instead of 3.
Audible emotions can be heard by people outside of locker/other container.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1446 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-15 07:41:19 +00:00
rastaf.zero@gmail.com
ad6a6e42aa Penlight fits in medical belt.
Fixed several runtime errors.
Monkeys and aliens won't stack dozens of blood stains.
Fixed crash in FEA code related to melting floors.
When screwdrived destructive analyzer unlink from RD console protolate instead of itself.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1443 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-14 03:52:09 +00:00
rastaf.zero@gmail.com
ae1d99ee73 Almost all chemicals sould heal and harm humans and non-humans properly.
Various bugfixes for cult.
-raised and manifested are cultists
-you cannot use target for sacrificing
-free a cultis frees from muzzle, closets, pods
-removed unused files.
Added satitize() to emotes.
Extended and Random were returned to Game Panel.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1432 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-10 20:57:42 +00:00
rastaf.zero@gmail.com
0b5e8b36db Monkeyzing left more weared stuff.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1399 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-06 19:14:57 +00:00
rastaf.zero@gmail.com
9516507370 People monkeyized by admins/jungle fewer won't loose genetic mutations and diseases.
People bitten my monkey get infected by jungle fewer.
Some other improvements for monkey mode.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1398 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-06 18:42:47 +00:00
n3ophyt3@gmail.com
f89385c59a Since roburger borgs now properly transfer mind datums to the new mob, guess I'd better make sure it adds the same memory that I gave to borged traitors back when I made borging transfer the mind datum, so we don't get derp traitors trying to win after becoming a borg borg (which they can't, borged people are unable to succeed at hijack/escape objectives)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1206 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-18 21:58:23 +00:00
n3ophyt3@gmail.com
f5350a0119 Fixed up Deeaych's round-start cyborgs, they no longer spawn on the title screen
As a side effect of fixing this, since digging into the related code to make it not the case would be a chore and a half, round-start cyborgs are capable of being traitors, receiving the same objective/law set as an AI would. Much like a traitor AI, they can use a robotics terminal to hack themselves to unlock the emag module, at the cost of RED ANTENNA ROUGE BORG.

It has been suggested that they get additional perks, such as immunity to robotics terminal detonation/lockdown, but I am wary of adding such things right off the bat. We shall see.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1204 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-18 21:06:38 +00:00
n3ophyt3@gmail.com
37ca6b2c40 Mostly a behind-the-scenes change, stuffing someone's brain into a cyborg body now causes the mind datum to transfer over to the new body. This should prevent such shenanigans as cloning a borged guy to suck the player back to the fleshy side of life.
Given that the mind datum is where traitors store their objectives (and how assassination targets are tracked), I have gone to some effort to ensure that, much like people currently in the thunderdome, people that are borgs still get counted as being dead. Also, borgs cannot succeed at hijack/escape objectives. If you find this to not be the case, PLEASE REPORT IT.

Borging a changeling now ends the round, much like cremating/gibbing them does.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@962 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-05 04:35:12 +00:00
mport2004@gmail.com
a8c3377987 The AI spawn issue should be fixed now, seems we ran into an issue with the GC.
You can also toggle newmob delin using the config file


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@957 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-04 06:24:37 +00:00
noisomehollow@lycos.com
45d92d09ff Divided aliens into castes: drones, hunters, and sentinels. Modified their sprites and abilities to reflect this. Aliens now have a mind variable when not admin-spawned.
Spawning generic alien humanoids is still possible but not recommended.
Alien procs changed to reflect alien castes.
Updated respawn character proc. Should now work right and factor in jobs if specified.
Added Neo's PALADIN core module to AI upload.
Pulse rifles are not spawnable by admins below coder rank.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@770 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-04 07:46:17 +00:00
noisomehollow@lycos.com
d2bb7d63ba Alien fixes/changes:
Alien stun chance on harm decreased.
Alien stab intent changed to stun intent which deals light damage. It does have a very high chance of knock down and an even higher chance of disarming the target.
Hud icon changed to reflect this.
Upped the chance aliens stunning cyborgs with stun intent.
Updated aliens attacking monkeys code.
Aliens can now directly attack the AI.
General code cleanup for alien attacks and others attacking aliens (hand to hand).
Humanoid aliens may no longer run on tables.
Fixed a typo in the Corrode ability.
Increased the amount of abuse resin walls can take. Changed how damaging them works (as windows). Hulks may now smash straight through resin walls. Aliens may now destroy them without acid (and can no longer use acid on them).
Spit now produces a message when used.
Fixed aliens not being stunned by stun batons.
Aliens can now attack/destroy turrets.
Removed alien vision loss from being shot by lasors.
Aliens are not deterred by flash now (flashbangs should still work).
You can no-longer stab aliens in their nonexistent eyes with screwdrivers or forks.
Changing a mob into an alien now properly sets their intent (help).
Minor, misc alien code adjustments.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@762 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-03 23:32:18 +00:00
hunterluthi
2782b30a02 Added a "Show Crew Manifest" command to the AI. This command allows the AI to, at any time, pull up the crew roster with names and ranks. Can be a bit useful.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@697 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-24 08:26:07 +00:00
n3ophyt3@gmail.com
3eda991cc0 Moved several malf-related sections of code from the general AIize() proc to malfunction's post_setup() to allow for only one AI to be picked as malf, not that it matters, since it turns out that the job assigning code's extra gubbins to make sure an AI is picked in malf also has the side effect of hard capping the number of AIs to one, at least until I get enough sleep to try tackling that.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@659 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-18 09:02:50 +00:00
n3ophyt3@gmail.com
8fd1e7d1a8 Since everyone else seems to be doing it, made my own personal badmin button.
Currently, all it does is enable a round to start with three AIs instead of just 1.
    Must be triggered before round start, obviously.

Related to badmin button, in the event of multiple active AIs on the station, latejoiners are only announced by one AI, picked at random.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@657 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-18 07:54:56 +00:00
n3ophyt3@gmail.com
93fa2f9f06 Station-built AIs now default to having Asimov laws, as opposed to no laws.
AIs can no longer take the same name as an existing AI.

Removing the glass panel from a partially-constructed AI core now gives the proper iconstate if there was a brain inserted.

Removed obsolete statement in malf's post-setup.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@169 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-25 03:06:44 +00:00
n3ophyt3@gmail.com
0fd0f41ade Fixed round-start AIs not having the proper iconstate.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@146 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-22 17:05:24 +00:00
n3ophyt3@gmail.com
f7896b0a73 Added the ability to build new AI cores.
Construction starts with a stack of 4 rmetal
  From there, wrench, AI core circuitboard, screwdriver, wirecoil, a stack of 2 rglass, screwdriver
  Between adding the wiring and the rglass, it is possible to insert a brain to create a new AI.
  If no brain is included, you get an Inactive AI.
  It is also possible to use the Asimov, Purge, and Freeform law modules on a core at this stage.
  A new AI will not have any laws if you don't add any!
  Deconstruction is currently impossible once it is a full AI, but until the securing of the rglass is done, you can still take it apart.
  Assuming you've inserted the rglass, deconstruction is crowbar, crowbar (only if you inserted a brain), wirecutters, screwdriver, wrench, welder
  It currently has really fugly sprites because I am not a spriter

Added ability to stack rmetal.

Added AI core circuitboard to tech storage.

Commented out some debug code that was no longer needed.

This is the biggest update I've done, it seems to be compiling fine on my end, but for all I know shit will ass up once it hits the SVN.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@139 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-22 03:35:42 +00:00
Skiedrake
cbec1b6f3d Removed files that were 0 bytes in size.
Made sure every verb now has a name which starts with a capital letter and makes sense, because OCD.
Changed the categories of verbs a lot, now they are in much more sensible tabs.
Added a couple of admin verbs:
 - Right click monkeyize
 - Call Shuttle
 - Recall Shuttle
Removed some goon verbs.
Gave "Coder" admin group a little more admin verbs:
 - Monkeyize, Cultistize, Abominationize, Call Shuttle, Recall Shuttle, Make Sound
Added mobs a "say_message" variable. Now admin-created mobs can "scree", "squeak" etc. instead of just "chimper" or "hiss".

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@138 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-22 00:41:07 +00:00
n3ophyt3@gmail.com
ba9581fd04 Added some (admin-visible only) debug code to the decoy AI to figure out why it's not working on the live server, while it works fine on my test server.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@108 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-18 02:21:04 +00:00
Skiedrake
6d2be2604f Seeds and nutrients can now be pocketed.
Plant-b-gone a bit more effective (range increased to 3)
Added some more nutrients into the vending machine, for now.
Added new announcer sounds for remaining command reports/alerts and adjusted existing ones.
You can now sometimes hear ghosts groan at you.
Removed some goon authentication stuff from the game launch phase.
Made harvested nettle icons a bit smaller so you can see other stuff as well.
Removed unused files, merged some defines, moved files to places they belong.
Updated changelog.html

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@98 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-13 18:18:07 +00:00
Skiedrake
7bc89cbc8c Added a small fix to the pipe system that should reduce lag.
Added new AI/announcer sound files for when events happen, when game starts or ends, when shuttle is called/recalled/docks and when a new AI is chosen.
Removed traitor.ogg and main.ogg because they weren't being used and were quite large files.
Fixed flash effect and crit-state effect. But now shroom effect is a bit broken. (to-do)
Added a sound effect when a robot comes to life.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@87 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-12 18:26:44 +00:00
n3ophyt3@gmail.com
c9c2f3c2ae Added a decoy AI that spawns in the AI core chamber on Malfunction rounds, to reduce metagaming.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@39 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-01 05:04:01 +00:00
only.lurking
662c08272a git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2 316c924e-a436-60f5-8080-3fe189b3f50e 2010-08-23 14:29:20 +00:00