Commit Graph

48 Commits

Author SHA1 Message Date
Arokha Sieyes
47ccc655db Deprecate the stream operator 2020-02-12 19:38:43 -05:00
Atermonera
9b93339969 Moar descriptions for things 2020-01-20 22:50:39 -05:00
Anewbe
0212f5607c AIs with powerloss should be restored properly now. 2017-08-02 17:22:22 -05:00
PrismaticGynoid
ad6e395ae2 Replaces intelliCards with intelliCores.
Sprites replaced with a black box that could conceivably contain a brain, while obscuring the details. Complete with screen and convenient handle.
Usage text modified to make sense for MMIs/posibrains, instead of just drone brains (e.g. downloaded → transferred).
Description added to the new intelliCores. Made into normal-sized item, similar to MMIs/posibrains.

This is an alternative to either changing lore to allow for brain uploading, or changing code to allow for choosing multiple AI brain types.
2017-07-13 00:14:34 -07:00
Arokha Sieyes
0fe43a1f2b Removes all the hard references to computer.dmi
I assume these were all lazy copy-pasting. We're changing computer icons to another set in a file we'll keep separate, and these completely pointless references are annoying. They should inherit this from the `/computer/` level, which they do. Has no effect on Polaris, but cleans up code that shouldn't exist.
2017-04-19 16:54:16 -04:00
Leshana
4b5615ad69 Fixes Issue #2982 - Deconstruction of Fax Machine
* Fax machine's New() was not calling `..()` and therefore `circuit` was not being changed from a type to an instance.  Thus when deconstruct proc tries to read it's properties it can't.
* A search thru code found the aifixer had the same problem. Fixed it there too.
2017-02-04 17:34:03 -05:00
PsiOmegaDelta
87d4cf4f68 Computers are now overlay based.
Computers now use an overlay based system, instead of demanding a full set of icons (on, off, broken) for every different computer.
Partially ports ParadiseSS13/Paradise#1468 which is a port of tgstation/-tg-station#9931.
2015-07-07 17:23:49 +02:00
GinjaNinja32
dfd871f168 code/machinery, fix for code/antagonist merge string causing false positive 2015-05-30 14:05:32 +01:00
Atlantis
152156018a Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into newmalf-merge 2015-05-11 07:46:51 +02:00
Mloc
7780287d3a mood lighting for computers
Signed-off-by: Mloc <colmohici@gmail.com>
2015-05-10 20:54:29 +01:00
Atlantiscze
4e2769710b Initial Newmalf port
- Ports TSA Newmalf code.
- Complete overhaul of Malfunction. New modular abilities, 12 of which are in game by default.
- Adds AI hardware. AI may have only one piece and it gives unique boost in certain area (turrets strength, secondary power supply, etc.)
- Adds hardware drivers - these abilities control AI's hardware such as the APU power supply or self destruct explosives.
- Station overtake was changed to "hack all APCs" ability instead. When completed self-destruct is unlocked. Timer for station self destruct increased to 2 minutes. AI may activate/deactivate the self destruct at will.

Please bear in mind this is only INITIAL COMMIT. More commits are to follow. Minimal player count is now set to 1 but will be 2 when finished.
2015-04-03 23:00:29 +02:00
PsiOmega
7f68403ae4 NanoUI - Silicon law manager
NanoUI interface for viewing silicon laws, accessible to both the silicon and admins.
Malf AIs and admins may also add, edit, and remove laws.
2015-03-17 07:22:02 +01:00
PsiOmega
dfd83f787a Fixes #8258.
Main correction is the removal of Topic() in code/game/machinery/computer/computer.dm.
Issue introduced in #7617 where I stated multiple times this Topic()-return value was incorrect.

Ensures that computers return the correct value after the ..() check.
2015-02-25 09:47:50 +01:00
Amunak
158573f066 Corrects names of computers, code formatting, updated computer descriptions.
Everything in game/machinery/computers/ and modules/shuttles should now have properly (de)capitalized names. Computer, board and research names should now be coherent, too. Adds a research for employment records circuit board.
2014-12-14 05:00:38 +01:00
Zuhayr
4d64a11acd Manual merge of head.dmi. 2014-11-14 23:02:16 +10:30
Zuhayr
ebbb9b36b5 Moved everything to a module-based hardsuit system.
Generalized all ninja power and gear code to work with new rig system.
Added shurikens, weapon mount, more work on deployable items.
Readded energy nets and energy blades.
Grenade launcher/charge stuff, interface stuff.
Renamed previously existing rigs to voidsuits, restructured rig and voidsuit files.
Refactored the energy net and teleportation proc.
Totally rewrote AI core/intellicard transfer procs.
Added rig sprites by Mordeth221, added step by steap suit sealing/inability to interfere with suit sealing process.
Updated map paths to use voidsuits.
Added chemical dispenser functionality, added power sink, added atom/drain_power() proc for later use.
Added rigsuit verbs, added voice changer.
Renamed MASKINTERNALS to AIRTIGHT, added internals checks for airtight helmets.
Added drain_power() procs to vulnerable machinery.
Reimplemented data theft.
Added suit maluses for losing your cell while wearing one.
Transitioned the rig suits to a back-mounted item that also controls a chestpiece.
Converted rig module to a storage item, convert ERT voidsuits to hardsuits.
2014-11-14 22:57:26 +10:30
Zuhayr
90d65aed57 Removed attack_paw, attack_animal and attack_slime. 2014-11-13 17:15:29 +10:30
PsiOmega
04661c0240 AI and Topic fixes.
Adjusts the AI integrity status, no longer should it report being alive until -100%
Moves the Topic() nowindow check down to the very bottom of /obj/.
2014-11-07 11:10:32 +01:00
PsiOmega
03a293d226 AI restoration console shows ion laws
AI restoration console now displays ion laws just as the intelliCard does.
Fixes a minor problem with the intelliCard not adding newlines after ion laws.
2014-09-20 10:42:41 +02:00
PsiOmega
a2253617cf Makes it possible for the AI to make station wide announcements. Improved AI verb handling in case of death/restoration. 2014-08-19 21:09:14 +02:00
PsiOmega
9b97420e97 The AI system integrity restorer no longer needs head AND captain access. 2014-07-04 00:12:41 +02:00
mwerezak
637f7193fc Fixes circuit var for other consoles
Also cleans up attackby while we're at it.
2014-05-22 18:05:57 -04:00
Mloc-Argent
a1f55a50b1 Massive click code rework by SuperSayu, ported from TG.
Full details at https://github.com/tgstation/-tg-station/pull/1206
Fixes #3648

Hopefully done right this time.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2013-10-08 20:27:39 +01:00
rockdtben@gmail.com
169c96db1b Too remove potential excessive garbage collection per tick. We will be reusing lists for overlays instead of deleting and creating them.
the .Cut() proc on a list will empty a list by default. This also will set the len to 0.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5465 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-04 15:11:06 +00:00
giacomand@gmail.com
76a6ef2252 -Cleaned up computers. Fixes Issue 1195
-Made computers use idle_power_usage and active_power_usage that it used from the MC.

I'm sure something is likely to break because I removed a lot of snowflake code. I tried to test all the computers with what I can but if you find something odd then please tell me.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5369 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-21 20:38:36 +00:00
giacomand@gmail.com
6a2d78bc94 -Killed the updateDialog lag. I added a check to see if there were any mobs to update, if not it will stop checking until a user uses the machine again. I had to replace all the machine = src and machine = null with procs to help make it manageable. I believe this is one of the culprits causing the server to lag as the round goes on, as more players will interact with machines.
-Atmos delay is now based on active players, to help fight lag for massive player rounds.

-Changed some for(blah in world) loops to use the correct lists.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4958 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-25 19:15:51 +00:00
sieve32@gmail.com
71d3c7e353 -Fixed AIs being broken forever after being restored by the AI fixer, this was due to them lying down when they die, and being unable to get back up when they spring to life (Essentially, it was really dumb). Also made the console handle moving the AI from the dead_mob_list to the living_mob_list
-Removed the AI_status.dm, as it contained a single AI proc, which is now in ai.dm

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4519 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 21:14:16 +00:00
elly1989@rocketmail.com
4073ac9b00 Replaced all 'file.extension' references with 'relativepath/file.extension' using a script by thvortex of ss13-daedalus.
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.

To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"

If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-18 16:33:40 +00:00
sieve32@gmail.com
459c558898 -Make holodeck eswords a child of obj/item/weapon/holo instead of regular eswords, clumsy check removed as a result, and you can no longer do things like cutting through walls or doors or what have you. (Fixes Issue 665)
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.

r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds

[VGTG]

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-23 00:48:51 +00:00
johnsonmt88@gmail.com
52dd7b3af5 Cleaning up machine process()s
But first! Unrelated to process():
- Only humans and monkeys can move into sleepers.
- Immovable rods no longer delete themselves if they hit a shuttle. Instead they act as if the shuttle doesn't exist. This should help cut down on rods deleting themselves before going through the station.

And now back to our regularly scheduled programming...

Removed process() that were doing nothing from:
- Dispenser(the one that dispenses O2 and Plasma tanks)
- Robotic Fabricators
- Crew Monitoring computer

Reworked hydroponic's process(). 
- Merged if statements together since most of them lacked "else if"s or were duplicate checks.
- Changed a while loop into a for loop as sloppy coding or an admin var-editing could cause an infinite loop.

Removed a sleep(100) { process() } from the operating table's constructor as the MC will call process() regardless.

Cleaned up shieldgen.dm
- Changed a while loop into an if statement. The loop was unnecessary
- Moved some stuff around so it's not nearly as confusing.
- Standardized the proc and variable definitions.
- These are not currently in-game but they are amazing items. I'll see about sorting out their bugs and getting them in proper working order.

Removed a for(var in world) from
- cleanbot process()
- floorbot process()

Removed computer/engine/process() from robot/computer code
- /obj/machinery/computer/engine does not exist in the first place...

Note: These are only some of the machinery process()s. I didn't want to potentially break too much at once. More to come.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4017 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-08 19:40:10 +00:00
rockdtben
1de1be054d Implemented more getters/setters for damage system. 2
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2556 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-26 13:33:18 +00:00
rockdtben
84888d5ec3 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2536 316c924e-a436-60f5-8080-3fe189b3f50e 2011-11-20 15:53:23 +00:00
rockdtben
f733c08847 Implemented adjustToxLoss(amount)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2535 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-20 00:12:49 +00:00
rockdtben
38d90773cc Implemented getToxLoss()
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2528 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-17 23:42:09 +00:00
rockdtben
faee0422ae implemented getOxyLoss()
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2520 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-14 14:44:52 +00:00
rockdtben
ff84314ce6 Added a getBruteLoss() proc to mob.dm and then replaced all calls of bruteloss with it. Except for the ones commented out.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2505 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-10 14:45:25 +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
noisomehollow@lycos.com
e68ce8721f #Finished the respawn_character proc. Use it to quickly bring a player back into the game with their previous character if they were gibbed/deleted. If you want them to make a new character, kick them out and let them rejoin. Can also be used to quickly enter the game by admins and the like. It's fairly robust so you can read the code to find out what it does (and does not).
#Added a locked list to datacore in order to track character spawn, particularly for respawn_character(). May be useful in the future.
#Added a proc to randomize appearance for any human mob, randomize_appearance_for(mob). It will not take into account gender as you will have to provide it. Names and so on are also randomized but that can be overwritten in the code following.
#Added AI holopads around the station. To use as the AI: click on the pad to center view on it. Click again to activate the hologram. Move it with the directional keys. You can still interact with objects normally. To remove it, either move it too far out or click the pad again. Use robot talk to directly speak through the holopad (and only the holopad, unlike regular robot speak). Could be added on to (like different images for different AIs) but it's basically finished.
#Fixed a bugged message on changeling transformation sting. It will no longer give away your identity.
#Made law datum a silicon define. var/datum/ai_laws/laws.
#A few more ninja adjustments. Added a new view mode for the ninja mask, allowing to see special roles and a few other things.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1608 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-22 23:48:29 +00:00
noisomehollow@lycos.com
cc12a2f08b Added a transfer_ai() proc to easily transfer AIs between objects, provided the mobile object has a flush variable.
Probably fixed AI-ninja suit transfer.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1559 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-09 20:50:39 +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
mport2004@gmail.com
cd79ae951d Updated:
Singularity Engine
-Recoded some parts, still works mostly the same
Welders
-Recoded, it works mostly the same but is easier to use in code
-Cyborgs have a larger fuel tank
-Brought most if not all of the areas that use welders upto spec
Moved the changeling chem recharge code into the human life proc
New players who log out before spawning in are now deleted
New minor Common event
Machines around the station use more power, system might need some changes later
Likely few other minor changes that I just cant think of atm

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@945 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-03 08:15:17 +00:00
n3ophyt3@gmail.com
cd9fd3e5f6 Added missing iconstates for the ai fixer.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@165 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-24 07:40:36 +00:00
n3ophyt3@gmail.com
ec4438efa0 Cleaned up intelicard/aifixer code some.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@164 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-24 07:09:02 +00:00
n3ophyt3@gmail.com
79693ef711 Added more goodies to the RD office.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@147 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-22 21:00:38 +00:00
n3ophyt3@gmail.com
a8657551f9 Tweaked the intelicard so you can tell when an AI wipe is in progress. Made sure you can't offload an AI that is being wiped, mainly so I don't have to deal with working out any code fuckups that might happen as a result.
Removed redundant code from the AI fixer.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@144 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-22 16:48:18 +00:00
n3ophyt3@gmail.com
483bd9a421 The AI fixer should now properly set an AI's stat to 0 once it has been repaired enough to not die.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@143 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-22 16:38:22 +00:00
n3ophyt3@gmail.com
ecef57ac20 Added an AI System Integrity Restorer to the RD's office
Stick an AI into it via intelicard, then push button to begin repair process.
  AI unable to interact with things while in there.
  Can revive dead AIs, but you won't be able to stick it back into its core until I come up with a way to repair damaged cores.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@140 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-22 05:45:41 +00:00