Commit Graph

67 Commits

Author SHA1 Message Date
Zuhayr
f2393d9465 Replaces antag intro text and objective announcement with a proc. 2014-07-30 21:36:31 +09:30
mwerezak
cd971fb4ea Fixes a missing config check in autotraitor
Also adds a config check to the various forge_* procs just to be sure.
2014-06-19 00:01:47 -04:00
DJSnapshot
9c803dc1f6 Added the rest of the objectiveless antag types 2014-02-04 23:51:34 -08:00
Erthilo
5437b1bbac Added two ears back. 2013-08-27 22:05:27 +01:00
Whitellama
d23b758006 WIP: Implementing space ninja gamemode 2013-06-15 16:09:23 -07:00
cib
e9fc666cdb Removed hijack from wizard. 2013-05-24 00:12:29 +02:00
Cael_Aislinn
20aa136a08 Merge branch 'master' of https://github.com/Baystation12/Baystation12 into bleeding-edge-freeze
Conflicts:
	code/game/machinery/hydroponics.dm
	code/modules/reagents/Chemistry-Reagents.dm

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-01-21 05:05:17 +10:00
RavingManiac
558fad6428 required_players_secret added, which is the number of players needed for a game mode to start when that mode has been chosen at random.
required_players for most modes reduced to the number of antagonists + 1, as the variable is only used when the game mode is explicitly voted for.
2013-01-16 04:10:59 +08:00
Cael_Aislinn
bdeb96b7e5 Merge branch 'incremental_tg' r5514 (11/1/2013) into bs12_with_tgport
Conflicts:
	baystation12.dme
	code/ATMOSPHERICS/components/unary/vent_pump.dm
	code/ATMOSPHERICS/components/unary/vent_scrubber.dm
	code/__HELPERS/game.dm
	code/controllers/shuttle_controller.dm
	code/datums/datumvars.dm
	code/datums/supplypacks.dm
	code/defines/obj/storage.dm
	code/defines/obj/vending.dm
	code/defines/obj/weapon.dm
	code/defines/procs/command_alert.dm
	code/game/area/Space Station 13 areas.dm
	code/game/atoms.dm
	code/game/gamemodes/changeling/modularchangling.dm
	code/game/gamemodes/cult/runes.dm
	code/game/gamemodes/events.dm
	code/game/gamemodes/events/dust.dm
	code/game/gamemodes/events/miniblob.dm
	code/game/gamemodes/events/ninja_equipment.dm
	code/game/gamemodes/factions.dm
	code/game/gamemodes/game_mode.dm
	code/game/gamemodes/gameticker.dm
	code/game/jobs/access.dm
	code/game/jobs/job/assistant.dm
	code/game/jobs/job/captain.dm
	code/game/jobs/job/civilian.dm
	code/game/jobs/job/engineering.dm
	code/game/jobs/job/medical.dm
	code/game/jobs/job/science.dm
	code/game/jobs/job/security.dm
	code/game/jobs/job_controller.dm
	code/game/machinery/alarm.dm
	code/game/machinery/atmo_control.dm
	code/game/machinery/atmoalter/area_atmos_computer.dm
	code/game/machinery/bots/medbot.dm
	code/game/machinery/computer/HolodeckControl.dm
	code/game/machinery/computer/ai_core.dm
	code/game/machinery/computer/atmos_alert.dm
	code/game/machinery/computer/card.dm
	code/game/machinery/computer/cloning.dm
	code/game/machinery/computer/computer.dm
	code/game/machinery/computer/message.dm
	code/game/machinery/computer/pod.dm
	code/game/machinery/computer/prisoner.dm
	code/game/machinery/computer/syndicate_shuttle.dm
	code/game/machinery/constructable_frame.dm
	code/game/machinery/doors/door.dm
	code/game/machinery/doors/firedoor.dm
	code/game/machinery/newscaster.dm
	code/game/machinery/recharger.dm
	code/game/machinery/spaceheater.dm
	code/game/machinery/telecomms/broadcaster.dm
	code/game/machinery/telecomms/logbrowser.dm
	code/game/machinery/telecomms/machine_interactions.dm
	code/game/machinery/teleporter.dm
	code/game/machinery/wishgranter.dm
	code/game/mecha/mech_fabricator.dm
	code/game/mecha/working/ripley.dm
	code/game/objects/items.dm
	code/game/objects/items/blueprints.dm
	code/game/objects/items/devices/flashlight.dm
	code/game/objects/items/devices/radio/encryptionkey.dm
	code/game/objects/items/devices/uplinks.dm
	code/game/objects/items/stacks/medical.dm
	code/game/objects/items/weapons/cards_ids.dm
	code/game/objects/items/weapons/gift_wrappaper.dm
	code/game/objects/items/weapons/hydroponics.dm
	code/game/objects/items/weapons/manuals.dm
	code/game/objects/items/weapons/secstorage/secstorage.dm
	code/game/objects/items/weapons/storage/backpack.dm
	code/game/objects/items/weapons/storage/firstaid.dm
	code/game/objects/items/weapons/storage/kit.dm
	code/game/objects/items/weapons/storage/storage.dm
	code/game/objects/items/weapons/storage/toolbox.dm
	code/game/objects/items/weapons/storage/uplink_kits.dm
	code/game/objects/items/weapons/stunbaton.dm
	code/game/objects/items/weapons/surgery_tools.dm
	code/game/objects/items/weapons/tools.dm
	code/game/objects/structures/crates_lockers/closets/secure/cargo.dm
	code/game/objects/structures/crates_lockers/closets/secure/hydroponics.dm
	code/game/objects/structures/crates_lockers/closets/secure/scientist.dm
	code/game/objects/structures/crates_lockers/closets/secure/security.dm
	code/game/objects/structures/electricchair.dm
	code/game/objects/structures/extinguisher.dm
	code/game/objects/structures/watercloset.dm
	code/game/objects/weapons.dm
	code/game/turfs/turf.dm
	code/game/vehicles/airtight/airtight.dm
	code/game/vehicles/vehicle.dm
	code/global.dm
	code/modules/DetectiveWork/evidence.dm
	code/modules/admin/IsBanned.dm
	code/modules/admin/player_panel.dm
	code/modules/admin/verbs/diagnostics.dm
	code/modules/admin/verbs/getlogs.dm
	code/modules/client/preferences.dm
	code/modules/clothing/masks/miscellaneous.dm
	code/modules/clothing/spacesuits/rig.dm
	code/modules/clothing/suits/miscellaneous.dm
	code/modules/critters/critter_defenses.dm
	code/modules/detectivework/scanner.dm
	code/modules/flufftext/Hallucination.dm
	code/modules/food/recipes_microwave.dm
	code/modules/mining/mine_items.dm
	code/modules/mining/mine_turfs.dm
	code/modules/mining/satchel_ore_boxdm.dm
	code/modules/mob/dead/observer/observer.dm
	code/modules/mob/living/carbon/alien/humanoid/alien_powers.dm
	code/modules/mob/living/carbon/alien/special/facehugger.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/carbon/carbon_defines.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/carbon/human/human_attackhand.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/say.dm
	code/modules/mob/living/carbon/human/update_icons.dm
	code/modules/mob/living/carbon/metroid/metroid.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/silicon/ai/life.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/mob_cleanup.dm
	code/modules/mob/mob_defines.dm
	code/modules/mob/mob_transformation_simple.dm
	code/modules/paperwork/clipboard.dm
	code/modules/paperwork/folders.dm
	code/modules/paperwork/paper.dm
	code/modules/paperwork/paperbin.dm
	code/modules/paperwork/pen.dm
	code/modules/power/cable.dm
	code/modules/projectiles/guns/energy/special.dm
	code/modules/projectiles/guns/projectile/revolver.dm
	code/modules/projectiles/projectile/change.dm
	code/modules/projectiles/projectile/special.dm
	code/modules/reagents/Chemistry-Reagents.dm
	code/modules/reagents/reagent_containers/glass.dm
	code/modules/reagents/reagent_containers/hypospray.dm
	code/modules/recycling/sortingmachinery.dm
	code/modules/research/designs.dm
	config/config.txt
	html/changelog.html
	icons/mob/head.dmi
	icons/mob/hud.dmi
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
	icons/mob/mask.dmi
	icons/mob/suit.dmi
	icons/mob/ties.dmi
	icons/mob/uniform.dmi
	icons/obj/clothing/hats.dmi
	icons/obj/clothing/masks.dmi
	icons/obj/clothing/suits.dmi
	icons/obj/clothing/ties.dmi
	icons/obj/grenade.dmi
	icons/obj/projectiles.dmi

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-01-11 22:12:31 +10:00
giacomand@gmail.com
1434a0154c -Added a config option, which defaults to off, which will let the gamemodes Wizard, Malf and Rev carry on playing without round interruption. Meaning...
The wizard round will carry on even if the wizard dies
The malf round will carry on even if the AI dies. When the AI dies the shuttle will become callable. If the AI takesover the station or causes the station to explode, the round will end like normal.
Rev will carry on playing even when all heads or all rev heads die. The shuttle will become callable when this is true.

-Properly fixed the PDA runtime without adding special snowflakes.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5489 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-07 20:53:03 +00:00
Spamcat
def7d83e0f Re-added alt satchels. 2012-10-21 23:21:40 +04:00
giacomand@gmail.com
0b0719f2bb -Made wizard require at least 20 players, instead of any. This is hopefully stop a low pop wizard from killing the whole crew and not calling the shuttle until an admin intervenes.
-Made nuke ops require at least 20 players. I did this because 15 wasn't low enough and it is a 5 heavily manned organized team vs 10 crew members who are just going along their own business.
-Made the spells only target living mobs. This was because the spells were listing the AI eye as a target.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4573 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-28 11:24:59 +00:00
baloh.matevz
5a199fc564 I started with the desire to fix issue 634. It sounded like a simple issue, right? Well one complete rewrite of how equipping and stripping works later, this commit fixes issue 645
Code-wide changes: /mob -level procs:
equip_if_possible() is now known as equip_to_slot_or_del() to prevent confusion with equip_to_slot_if_possible() and to better describe what it does.

equip_to_slot_if_possible(item, slot, del_on_fail, disable_warning, redraw_mob)

equip_to_appropriate_slot() is now a /mob - level proc.

equip_to_slot() is an unsafe proc, which just handles the final step of actually getting an item onto the mob. It has no checks of whether it can or can't do that. Use equip_to_slot_if_possible() for that purpose.

New /obj/item -level proc:
/obj/item/proc/mob_can_equip(M as mob, slot, disable_warning = 0)

This proc can be used to determine whehter a mob can pick up an item from the item's side.

Carn, I'll need you to review code/modules/mob/living/carbon/human/inventory.dm to ensure that I'm not redrawing the mob too many times.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4423 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-15 23:15:55 +00:00
Kortgstation@gmail.com
0ed6f00100 Cleaned up the wizards spellbook, it no longer has the option of using client verb spells instead of object based ones. Object based spells are superior in every way and are the ones currently tracked by Erro, the client verbs weren't even supported anymore so there was really no reason for a ton of if statements everywhere/code for three different spellbook types (including one that used telecrystals).
Changed the config, item list, wizard spawn gear etc to eliminate the possibility of the old type of spell book

Removed commented out (non functional) code from change.dm

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4383 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-12 20:22:08 +00:00
elly1989@rocketmail.com
49a8f89a42 Resolves Issue 766
Fix for colours bleeding over in the end-of-round announcements.
Cause: laziness :3

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4362 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-11 02:02:32 +00:00
elly1989@rocketmail.com
40c2238c24 Minds part 3
Removed mob/var/original_name. Totally replaced by datum/mind/var/name now.

Fixed round-end reports. They're now sort of follow the same format as each-other. Not sure how the ew format will work out on high-pop servers. if it's too spammy I'll tone it down a bit.

Fixed pais. Their life.dm got unticked. Resolves issue 759

Known issues: 
Borgs keep their human objectives when borged. I'll try playing with the way minds work for silicon mobs whe the freeze is over.
No way to edit minds when they are not attached to a mob. Need some sort of debugging tool.
datum/mind/var/mob/living/original isn't realy used for much. I could probably replace it with something more useful.
Changeling stuff is messy. The changeling object should be referenced by the mind not the mob (or something)

Part 4 on hold will try to address some of these known issues. Taking a break from minds to fix some issues on the tracker now (like lighting)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4355 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-09 23:41:01 +00:00
sieve32@gmail.com
d403ae7cb1 -Fixes an unreported bug, where the equipment on wizards/nukeops/headrevs/cultists wouldn't appear until you picked up an item (Fixed by calling the appropriate icon update)
-Fixed the issue with cookies not appearing mobs until they picked up something
-Now when you are in the process of suiciding, Life() will treat all breaths as failed and you will take more oxyloss than someone in crit that isn't suiciding (Instead of being in crit forever because you could still breathe just fine).
-Fixed a pretty dumb bug in human life, where you would be treated as dead at -100 health, but you didn't die until you hit -101. This mostly caused issues with oxyloss, because once you hit -100 you stopped breathing, but were still alive.
-You can no longer put borg items on monkies, and while I was at it I made directionals for their handcuffs
Fixes Issue 728
Fixes Issue 731
Fixes Issue 714
Fixes Issue 694

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4310 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-04 00:47:55 +00:00
ericgfwong@hotmail.com
60260aed98 -Nuke ops and wizards spawn with their preferred backpacks now
-Minor changes to the map, includes fixing that odd setup with the o2 locker in the locker room

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4144 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-22 21:09:18 +00:00
johnsonmt88@gmail.com
bb901f7583 Mob define cleanup: Part 2
Moved the simple_animal folder into /mob/living.
- Thanks to tortoiseSVN issues, I will have to remove the old simple_animal folder in a second commit.

Moved to living:
- maxHealth
- health
- control_object
- incorporeal_move

Moved to carbon:
- silent
- alien_egg_flag

Moved to human: (human_defines.dm)
- All vars that used to be defined in human.dm
- underwear
- backbag
- miming

Deleted from mob:
- r_epil	//Old var, not used anymore
- r_ch_cou	//Old var, not used anymore
- r_Tourette	//Old var, not used anymore
- spellvoice() 	//Old proc, not used anymore
- get_damage()	//Unused, we have getHealth() that does the same thing

Removed some unticked files that have already been replaced.

This also fixes cyborgs being 'knocked unconscious' by rolling pins and secure breifcases
- Additionally; to knock someone out with a rolling pin you must now be targeting the victims head.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3976 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-03 17:14:49 +00:00
johnsonmt88@gmail.com
fd529891ca Sanitized a large number of input()s.
- Hopefully this will cut down on the server spamming/crashing escapades happening on other servers. (This wont stop that from happening, this just makes it less severe)
- Some of the sanitizes were probably unnecessary, but better safe then sorry.

Added MAX_NAME_LEN constant which is initialized to 26.
- Please use MAX_NAME_LEN instead of typing in 26 when cutting inputs short. 26's are annoying when they have to be changed and you have to hunt through over a hundred files and tens of thousands of lines of code to find them all.

Moved uplink_kits.dm to code/game/objects/storage

Moved uplinks.dm to code/game/objects
- The stuff inside uplinks.dm could really be chopped up and split into separate dm files but this will do for now.


*********************************************************
**********************Important**************************
*********************************************************
When you create code that asks the user for an input consider whether or not it gets shown to the user through html or the like.

If it does please sanatize() or strip_html() it. Also use copytext() to cutoff spam by using MAX_NAME_LEN and MAX_MESSAGE_LEN as the cutoff var.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3652 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-24 19:34:04 +00:00
VivianFoxfoot@gmail.com
61c4ff0ed4 Removes thermals from PDA-spawnable stuff
Changes the way people are selected for rounds.  In the case of a insufficient people for a round, all people with it set to 'yes' will be chosen before drafting others.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3218 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-01 02:40:29 +00:00
musketstgstation@gmail.com
ddc7f45a13 Integrated BS12's improved uplink code, courtesy of SkyMarshal.
This means items now spawn in your hand if possible, items are sorted into categories, and only items you have enough telecrystals to purchase will be displayed.  Also, the same basic code is now used for PDA, headset and nuke-round uplinks, and it should be easier to add new items.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3216 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-29 22:50:14 +00:00
baloh.matevz@gmail.com
686350a2df - added feedback logging of wizard, traitor and changeling success as well as individual objectives success.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3131 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-15 12:21:26 +00:00
kortgstation@gmail.com
3bada93424 The Wizard no longer starts with Ethereal Jaunt.
Instead, the spellbook simply starts with an extra use. This will save you the trouble of re-memorizing if you do not want to take ethereal jaunt.

Put an Ion Rifle on the nuke ops shuttle which will hopefully help with nuke teams getting routinely destroyed by sec borgs.

Fixed a wizard spawn message which referred to a no longer existing item (it mentioned "two" artifacts in your pockets,though you no longer spawn with a scrying gem)

Added Magus Helm sprites/object, which as of now does not spawn and is just an alternative wizard hat (counts for spell requirements).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2743 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-19 11:54:11 +00:00
baloh.matevz
1f9a77c377 Update to feedback gathering:
- Rounds that end in invalid ways will now be logged,
- Round results are logged

- Rounds that don't end with a code-determined reboot will still not log at all (so rounds that end in a crash will not log at all - not even round start or mode.)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2457 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-30 18:42:19 +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
bae5834be3 Did a bit of work on assemblies.
The rev icons bug might be fixed now. 
Removed the old logged say file as it is no longer used and contained questionable material.
People should no longer spawn on the wizard station for a second at round start.
Removed the old intercept vars as they have not been used in a good while. 
Blob is more or less back to its old state but still has the lava sprite, can we please get some new sprites for it.
Fixed the door on the prison station, it can now actually be used again.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2163 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-09 06:15:38 +00:00
kortgstation@gmail.com
a8cc94f5dd Wizard
-Mutate spell now gives Hulk and Laser Eyes instead of Hulk and Telekinesis. This is to to prevent the AI from getting one-humaned with no risk and the inevitable TK/thermal/axe spree that follows.

Chaplain
-King in Yellow Robes added to Chaplains wardrobe (sprited by Curwen)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2124 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-05 05:33:41 +00:00
LastBattaWolf@hotmail.com
0d5948fdea The wizard now has a voice, and plantbags can now feed plants directly into the biogenerator.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2059 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-29 00:41:37 +00:00
mport2004@gmail.com
3cae06c9c3 Fixed the signpost shuttle bug.
Critters have been added and livestock removed
Xbow damage raised to 30 a shot
Centcom Survival Kit is once again a box
Sec uniforms moved into their own locker

After IRC talk
Guns that are created in the protolathe now spawn inside of a lockbox
They can be unlocked by an ID with Armory access or an Emag.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2045 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-24 04:00:45 +00:00
LastBattaWolf@hotmail.com
163f1fc216 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2043 316c924e-a436-60f5-8080-3fe189b3f50e 2011-08-23 20:51:20 +00:00
mport2004@gmail.com
c526717fbf Cleaned up:
Flashlights
Cigs/lighters
Solars

RCDs can no longer build airlocks on doors
Airlocks  now smash glass that is under them when they close
AI sat firewall that is not really quite a firewall removed
The solars will no longer update if they lack a controler
Cut down on machines that don't actually do anything like fake sleepers and shuttle engines
There is still a few shuttle engines around and I have no idea where, my map was already corrupted once by this so I am just leaving the define in for now.

After a talk with some of the head coders
Cyborgs can no longer be traitors at round start
Some of the off Z1 areas cleaned up


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2028 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-20 04:30:37 +00:00
mport2004@gmail.com
bfe1a4fb4a Added an alert to the controller button. Be wary of pushing that thing unless you are sure that it has actually crashed and is not just running slow.
Other than that just a few minor fixes


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1998 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-09 13:01:34 +00:00
mport2004@gmail.com
0f15fd1567 Few changes to how round start works.
Station Roles are picked before Syndie Roles unless it is nuke or wizard
People should no longer spawn in space because they did not get a job.
Heads and such should no longer get a role they should not have.
Rounds now have a minimum number of players required for it to start up.
Also the atmos pipes should stop exploding all over the place.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1974 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-03 05:59:10 +00:00
vageyenaman@gmail.com
78f704b758 Bah, ignore this.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1784 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-06 01:36:30 +00:00
vageyenaman@gmail.com
74bf526f9c Added some missing files.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1783 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-06 01:33:56 +00:00
baloh.matevz
f8f5ff2dc3 - yellow, blue, orange and red hardhats added
- the 'box' item no longer contains internals by default. A survival kit does tho.
- backpacks no longer contain a box, the backpacks which spawn as part of your kit at round start/late join contain a survival kit (box), which contains internals.
- engineers spawn with a different survival kit, which has an engineering em. oxy tank
- emergency oxy tanks now fit in boxes again
- engineering emergency oxygen tank (yellow) added (engineers spawn with it in their internals box), double emergency oxy tank added (not ingame yet), red and yellow oxygen tanks added (red spawns in firefighting closets, yellow is not ingame) (sprites by Aru)
- red hardhats spawn in fire closets
- CE spawns with white hardhat, one is also in his locker
- CE spawns with industrial backpack
- Pod people manual added to HOP's desk (he's the boss) and hydroponics
- Ore pile removed from code (was not used for anything and I don't want it to be)
- The mechanical and electrical toolbox in tool storage replaced with two tool closets. (We'll see if this works out)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1775 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-05 19:45:47 +00:00
rastaf.zero@gmail.com
ec53fdddc9 Singularity cannot drag blood and runes anymore.
Fixed typos.
Fixed issue 120.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1714 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-23 19:54:16 +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
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
rockdtben
789fbc75dc git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1661 316c924e-a436-60f5-8080-3fe189b3f50e 2011-06-04 20:20:32 +00:00
noisomehollow@lycos.com
1d8dea2337 AI's that do not name themselves after 20 seconds will default to their starting name.
Added a direction finding algorithm for target, get_dir_to(). Mostly useful for positioning sprites in relation to a target. Such as energy beams, lines, and so on.
Changes to ninjas. Fixed a bunch of bugs and finished content. It is now possible to drag people with you when phase jaunting/shifting. Jaunting/shifting should also kill livestock, huggers, and damage mechs.
Renamed /obj/spell path to obj/proc_holder/spell in order to have a generic proc_holder category. For now it only works for the AI but can be expanded to other mobs.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1566 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-11 02:01:30 +00:00
uporotiy
678238a0a1 Changed all the magic numbers for mutations to PORTALS, COLD_RESISTANCE, XRAY, HULK, CLOWN, FAT and HUSK constants.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1545 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-07 18:29:23 +00:00
uporotiy
3b95ca9568 Hydroponics
Fixed a horrible bug with the replica pods grabbing non-dead players.
 Wizard
Fixed a potential exploit with the teleport spell (object, of course).
 AIs
Fixed another horrible bug of mine, where the death() proc doesn't process past a certain point.
 Glowshrooms
Now drop to the floor when the walls nearby are destroyed.
 Biomass
WIP added. Do NOT spawn them on live servers unless you want colors everywhere.

Also my code is horrible and I should feel horrible.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1521 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-03 16:03:20 +00:00
uporotiy
4c73d22458 Object Spell System v1.12
Added trigger spell, which basically activates two or more spells at once. Used that to fix fireball and blind to what they were pre-change (not code-wise, but the same for the end user).
Projectiles aren't limited to default spells now.
All spells now use a user argument (=usr by default) instead of usr.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1474 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-19 20:03:17 +00:00
uporotiy
b7db69b6f8 Object spell system v1.1
Completely revamped the classes, it's even more streamlined now. Got a few bugs and tweaks (namely, blind doesn't work, fireball got buffed up as compensation for not dealing additional damage to the target), but it's okay, since nobody uses those anyway.
 Fixed the bug with emagged borg laws.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1465 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-17 18:49:46 +00:00
uporotiy
a823bb42cf Object Spell System v1.04
Fixed a few bugs. v1.1 will involve reworking the classes because disintegrate being only a few var-edits away from heal is silly.
 Admin-controlled objects now pass through dense things if they themselves aren't dense.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1419 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-08 18:37:25 +00:00
uporotiy
be85fc280d Object Spell System v1.0
It is now fully implemented, though I might continue work on it (especially with all the bugs no doubt present in the code). To turn on wizards spawning with an spellbook that gives object spells as opposed to verb spells, uncomment the FEATURE_OBJECT_SPELL_SYSTEM line in config.txt
For the end user, the vanilla (without spell var editing) wizard, the only two differences are having to click spells to use them (not being able to right-click stuff and cast spells that way or type them in the command line) and having a nice little countdown for a spell's recharge time.
 Changelog
It is now less horribly blue on white and more nicely black on white.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1381 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 20:34:41 +00:00