Commit Graph

24 Commits

Author SHA1 Message Date
sieve32@gmail.com
b64d5c71e9 -Including the .dm that I forgot from r4525
-Changed the air assimilation for ReplaceWithFloor() and ReplaceWithPlating() so that it doesn't count non-floors/non-space turfs against the average.
-Commented them as well
Fixes Issue 851
-Standardized AIbots a bit, primarily with vars, attackby(), emag() and such (Mostly excludes M.U.L.E.'s though)
-AIbots now have a maintenece panel on them, which can be opened after unlocking the access panel by using a screwdriver
-The bots are now repaired by opening the maint panel and using a welder
-Emagging the access panel will unlock it permanatly, and emagging it with the maint panel open will trigger the emag behavior
-Floorbots will actually pull up tiles when emagged, 90% to just pull up the plating (And add it to the tile stock), and 10% to replace the floor with lattice
-When destroyed, floorbots will actually drop all the tiles they have stored, not just 1

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4528 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-24 23:16:34 +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
elly1989@rocketmail.com
136f27d289 Fixed a minor derp with floorbots. The completed floorbot was spawning in-hand, a place it should never be.
Updated the bots text to use the stylesheet.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3928 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-27 16:12:00 +00:00
mport2004@gmail.com
88c867ea25 Fixed a supply shuttle runtime due to the stamping missing a null check.
Added a null check to cleanbots and new player preferences.
Did a bit of blob and antimatter work.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3919 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-26 01:20:19 +00:00
elly1989@rocketmail.com
48088b79d9 ugh...this was horrible. I'm really sorry if I fucked anything up, I was literally going braindead towards the end.
Replaced every l_hand = and r_hand = and all that if(hand) crap to use standardised procs. This means we can use procs like Dropped() reliably as they will always be called when things are dropped.

Thorough documentation to come. But generally, if you want a mob's icons to update after deleting something in the inventory...use drop_from_inventory(the_thing_you_wanna_drop) just before deleting it. If you wanna put something in a mob's hands use put_in_hands() (or one of the variants). It'll try putting it in active hand first, then inactive, then the floor. They handle layers, overlays, screenlocs calling various procs such as dropped() etc for you. Easy

mob.equipped() is now mob.get_active_hand() because there was another totally unrelated proc named equipped() and stuff was confusing.

Weakening was made instantaneous.

Minor optimisations for human/handle_regular_status_updates(). I'll port these changes over to the other mobs next. Basically it should stop it constantly incrementing every status effect even after death.

umm... bunch of overlays related fixes... I think that's everything. :/

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3900 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-23 21:24:45 +00:00
petethegoat@gmail.com
ccbe00d380 Foam nerfs, chem fixes, they're making me commit this quickly proper info incoming in a comment
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3153 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-19 01:33:47 +00:00
petethegoat@gmail.com
7830c037c8 Fixed issue 194.
Added proper atmos tech jumpsuit, engineering jumpsuit, and rad suit inhands.
Adjusted some other inhands, including a fixed yellow suit inhand.
Added vey's proper stun baton onbelt sprites.

Changed the security flavoured EOD closet to a regular one. (reasoning being that the Sec version looked terrible)
Fixed the intercom in the bar.
Adjusted EVA to be slightly less messy.

Made the welding mask toggle position on attack_self().

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2514 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-11 17:43:40 +00:00
mport2004@gmail.com
454835bdb8 Cleanbots have Janitor level access rather than Detective.
You can fold up closed and empty body bags via mouse drop.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2390 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-19 02:40:11 +00:00
petethegoat@gmail.com
f24295f43b Added Tobba's cleanbot patrolling and portable generator updates.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2389 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-18 19:45:09 +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
62e28c2abf Organs:
Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-08 10:38:01 +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
uporotiy
c3f492cd5c Changed the ion storm event slightly and added it back to the event rotation.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2055 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-28 18:34:52 +00:00
uporotiy
615e4be24b Crayons
Updated the way they work.
Clown now starts with a rainbow crayon that can draw in any two colours.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1533 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-05 11:14:41 +00:00
rastaf.zero@gmail.com
2530b5b995 Air alarms improved. New functions are:
- mass control all air machines in area (5 modes)
 - adjustable alarm thresholds
 - air alarm in server room now is preset to treat temperature 80 K as okay.
EMP now affects bots internal cameras.
Fixed problem with AI clicking on mulebot.
Some fixes for welding with unlit welder, mostly cosmetic.
Airlock controller (as in EVA) now react to commands faster.
Access controller (was in engineering and virology in past) was speeded up too. One is installed into Incinerator to demonstrate that now it isn't fucking slow.
Airlock in toxin mixing room now have pump, so airlock can work properly.
Added some intercoms to medbay lobby.
Doors now won't lag due do mapmakers mistakes.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1187 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-14 19:21:02 +00:00
Atso.Sariola@gmail.com
c85f20f54f git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1057 316c924e-a436-60f5-8080-3fe189b3f50e 2011-02-18 03:23:40 +00:00
rastaf.zero@gmail.com
2d443ca199 General bots-related code cleanup.
Medibot sprite fixed.
Aliens now attack bots instead of opening control window.
All bots can be damaged and repaired.
All bots are effected to EMP now.
Asteroids generation was tuned to do not spawn asteroid on z-level edges.
Enabling admin verbs now wont turn on deadchat if it was turned off.
An emergency toolbox now contain a red crowbar.
Mime job is now available to join as.
Added radio channel for miners, use :h or :d ("diggers" lol) as shortcut.
Added radio channel for cargo techs, use :h or :q as shortcut.
Added a personal headsets to HoP and QM.
Some unrelated runtime errors was fixed.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1050 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-15 20:09:12 +00:00
crazyclonetheninja
eec01aa865 All robots, including cyborgs, can now be named! Simply use a pen on them during any step where there's an assembly involved. Note that cyborg naming is subject to removal if people abuse it.
Knock now unbolts doors as well as opens them.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@880 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-17 04:13:31 +00:00
n3ophyt3@gmail.com
1b4d6517c7 You can now stick IDs in PDAs.
If you look at your PDA window, there should be an option to stick an ID in, like with some computers.
  While carrying an ID, a PDA can be used for almost everything an ID can.
    While ID scanners can read cards through a PDA, it is difficult to shove a PDA into the ID slot on some computers.
    It is possible I missed some functions, but I was quite thorough in my sweep through the code.
    In the event of PDA destruction, any inserted ID is ejected unharmed.

It is now possible to stick PDAs in your jumpsuit's ID slot.
  Since PDAs are named, you can disguise yourself as someone else using one.
  Beepsky/ED-209 can see through a PDA disguise if you stick your real ID in for access.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@592 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-12 04:37:39 +00:00
noisomehollow@lycos.com
0ee4ebf88c Shocking Grasp renamed Disintegrate. Effects are slightly changed and the target is turned into a pile of dust instead of gibbed.
Moved contents of oil.dmi into robots.dmi for consistency. Deleted oil.dmi.
New alien gibs as well as gibing animations for monkeys, aliens, and robots.
Disintegrate animations for monkeys, aliens, robots, and humans.
Updated clean bot to remove robot and alien gibs/blood/oil.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@588 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-11 01:23:42 +00:00
Skiedrake
9eb0e80ae7 New:
Aliens now bleed green when you hit them. The green blood can be mopped and cleaned.
Hurt people and bodies leave behind blood when you drag them.
Monkeys now also bleed when struck with items.
Added variable "update_icon" for mobs. Basically you can now change the icon on aliens and monkeys as an admin and it will not change back when you move around.
You can spawn monkey and alien "RolePlay" bodies which have update_icon = 0 at start.

Fixed:
Monkeys not slipping on wet floor and causing runtime errors.
Monkeys and Aliens not being able to speak on station bounced radios or intercoms and causing runtime errors.
Anything else than humans not being able to attack humans with items (did no damage).
Food sometimes dealing damage when you eat it (such as chips).

Changed:
Alien weeds and the blob now spread at a reasonable pace.
Removed some redundant code, such as what was left of poo and urine.
Removed nutrient.dm again, someone brought it back at some point, it's redundant.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@118 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-19 22:19:32 +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