Turns announcements into a datum based system to allow a variety of configurations.
Current configuration options include:
Admin logging
Which sound that should play when announced, if any
If the announcement should be stored as a newscast
Request console/standard announcements currently match priority announcements, but have a smaller style/footprint.
Player announcements now include the assignment and name of the person (or the id rather) who made it.
Have currently only updated the request console and all announcements which previously used captain_announce().
Affected automated announcements, such as shuttle messages, should be exactly the same as before.
New turf proc: assume_gas(). Maps to air.adjust_gas_temp().
Lots of optimizations to processing, fire, lighting, HasEntered() and
more.
Zones now process all fire data and existance in one go, fire objects
only handle spreading.
Most code has been ported straight so some of it mightn't be ideally
structured for the new gas_mixtures.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
No code actually modified, just moved from all over the place to a module folder.
defines/obj/hydro.dm split:
-Seeds into seeds.dm
-Tools like the analyzer, pest and weedkillers into hydro_tools.dm. Hatches and scythe from defines/obj/weapon.dm moved there too.
-Non-edible plants like nettles into grown_inedible.dm. Special procs in items/weapons/hydroponics.dm moved there.
-Biogenerator and hydroponics tray files moved.
This reverts commit 1679b4062f, reversing
changes made to b149b273d9.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Conflicts:
code/datums/visibility_networks/update_triggers.dm
We won't regenerate the list for Manifests every tick while viewing the manifest, instead we have a global variable for it PDA_Manifest that we Cut() if there is a change to the manifest then when the next player goes to view the manifest on their PDA it will recreate the list that one time.
Some sections of the PDA will no longer auto-refresh every tick because...well that's dumb.
Modes that will no longer autoupdate at all: Viewing medical/sec records, viewing notes (will update when you change them of course), and the station alert menu.
Modes that will only autoupdate every 5 ticks: APC list (Because it's a huge fuck off list), the manifest, mulebots and secbots screens, supply requests/orders, and janitor supply locator)
Some other things that I just can't remember right now.
Creates NanoUI for the PDA and Syndicate Uplink.
New features:
Crew manifest now sorted with department heads at the top.
Can select individual conversations and delete individual conversations among PDA's
Powernet Monitor much more simple now and easier to read.
Janitorial supplies locator now includes Janicart.
Items will actually refresh if you click "Refresh"
Some other changes:
Captain's PDA cartridge now has all access (added janitor access and quartermaster access)
With the conversation change I had to change how tnote (the variable that holds PDA messages works.
Setup the message server to use the new methods.
Removed procs that will no longer be used (UI generation procs from old UI methods)
Commented everything the best I can.
Created HORRIBLE, TERRIBLE lists. But it's pretty much required because that's how nanoUI rolls.
Created a variable on the uplink called NanoUI items, this list is created upon creation of the
uplink.
I included the functionality for Mimes and Clowns for our downstream servers that have those.
Fully implemented S'Rendarr's Hand and Messa's Tear for hydroponics! Using these plants as poultices can surely allow hydroponics to contribute a bit more to other areas of the station.
500 adds a "color" var to /atom, which conflicts with /obj/item/color, /obj/atmospherics/color and various simple_animals.
/obj/item/color is now item_color
/obj/atmospherics/color is now pipe_color
simple_animals color is now body_color
Removes transformer.dm since it conflicted with transform() and was never used.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>