Chem smoke will say what reagents are in the chem_smoke.
Added a more_info ? to the last fingerprint that touched the grenade.
Added a more_info ? to bomb's last fingerprint and the attacher.
Admins get a warning message when someone summons guns.
Added a jump link to bomb's activation location.
Added a jump link to chem smoke's activation location, it will also show you the area's name.
-NarSie won't follow mobs in another Z level.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4719 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixed an issue with the Upgrade Camera malf module.
-Fixed an issue with HTML codes in whisper.
-Ghost ears and eyes default to 0.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4700 316c924e-a436-60f5-8080-3fe189b3f50e
-You can't show messages to dead/clientless AIs by putting a page of paper up to the camera.
-Ghost following will get a list of mobs from getmobs, it'll sort it by mob type and by name.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4679 316c924e-a436-60f5-8080-3fe189b3f50e
All /world/ stuff that I've found is now in code/world.dm instead of being scattered throughout the code in 6-7 files.
*****IMPORTANT*****
This means that hub.dm is now part of world.dm. Server hosts using the hub will likely have to redo the hub/password variables!
Again, that stuff is now located in code/world.dm
*******************
The tester list has been removed as it is not in use.
/code/defines
- Moved atom.dm code into /code/game/atom.dm and atom_movable.dm
- Moved hub.dm code into /code/world.dm
- Moved the /defines/tanning into objects/item/sheets/leather.dm
- Moved /defines/area/ into game/area/
- Moved turf.dm code into the code/game/turfs folder and divided it up into meaningful places
A lot of the files in /code/game were placed in new areas since they really didn't have a reason to be there.
- algorithm.dm:
- - The world stuff is in world.dm.
- - countJob() and AutoUpdateTK() were removed entirely (unused).
- - AutoUpdateAI() is now in /mob/living/silicon/ai.dm
- atom_procs.dm was split into atom.dm and atom_movable.dm
- cellautomata.dm
- - World stuff was moved into world.dm
- - Atom stuff was moved into atom.dm and atom_movable.dm
- - Atom verbs were moved into code/game/verbs/atom_verbs.dm
- chemistry.dm
- - Beaker box code was moved into storage/misc.dm
- - The trash can and 'alechemy' paper were removed. (unused)
- Landmarks.dm was moved into /objects/effects/landmarks.dm
- prisonshuttle.dm, specops_shuttle.dm, syndicate_shuttle.dm and syndicate_specops_shuttle.dm have been moved into game/machinery/computer/
- status.dm and topic.dm code were moved into world.dm
- step_triggers.dm are now in objects/effects/step_triggers.dm
- throwing.dm was split into appropriate files (carbon mob code, atom_movable.dm, ect)
- vote.dm is now in code/datums
/code/game/asteroid was split up.
- turf.dm was moved into game/turfs/simulated/asteroid.dm
- artifacts were split up
- - Wish granter is now in game/machinery
- - The stealth box is gone (unused)
- - The list of 'space suprises' was moved into astroid.dm
- asteroid.dm, being the only file left, was moved into /code/game
and finally...
modules/mob/organs files are now in code/datums/organs
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4659 316c924e-a436-60f5-8080-3fe189b3f50e
New Borgs now sync with the AI with the fewest associated borgs. So, say there were 3 AIs and 6 borgs, each would get two each.
Cyborg cells now default to 7500 (like the transform procs do), this is so admin-spawn borgs don't end up with 1500-charge cells with a max of 1000-charge.
Default lawset is asimov rather than an empty lawset
pulsing a borg's sync wire will cause it to randomly pick an AI.
As a borg, your laws are shown to you at login.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4641 316c924e-a436-60f5-8080-3fe189b3f50e
-Made the Chief Engineer's cigarette spawn unlit. It was causing runtimes and everyone else spawns with unlit cigarettes.
-Updated changing AI name so it changes the eyeobj and the PDA, removed the PDA name from ai/life.dm()
-Removed a useless comment in uplinks.dm
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4636 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixed some other occurrences of this happening. If you find any, please post it here: http://nanotrasen.com/phpBB3/viewtopic.php?f=7&t=9955
or let me know in #coderbus.
-Split up the Core() verb a bit.
-When sending messages to Centcom or the Syndicate, with the communications console, it would never reset itself since it resets the wrong variable. I've given it the correct variable and I made the cooldown 10 minutes instead of a minute.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4629 316c924e-a436-60f5-8080-3fe189b3f50e
-Sorted the following admin commands/verbs:
Get Key, Get Mob, Jump to Area, Jump to Key, Jump to Mob, Player Panel, Player Panel New, Send Mob, Show Player Panel, Show Traitor Panel
-Because of the recent player poll, electrified grilles will now shock you when you bump into them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4560 316c924e-a436-60f5-8080-3fe189b3f50e
Cleaned up the files themselves.
Everything in code/game/objects should now be in proper files or places with the exception of the files in the /weapons/ sub-folder.
There's two instances of me not following the exact file structure.
- /obj/item/brain has been moved to a file in mob/living/carbon/brain
- /obj/item/clothing/mask/facehugger has been moved into mob/living/carbon/alien/special
Both of these may not make sense according to the object structure, but they do make sense logically. If it's a problem just move them.
Next up: Finish the files in the weapon folder, then start moving defines down.
My god I hope I havent broken everything.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4547 316c924e-a436-60f5-8080-3fe189b3f50e
Comments for lighting:
Like sd_DAL (what we used to use), it changes the shading overlays of areas by splitting each type of area into sub-areas
by using the var/tag variable and moving turfs into the contents list of the correct sub-area.
Unlike sd_DAL however it uses a queueing system. Everytime we call a change to opacity or luminosity
(through SetOpacity() or SetLuminosity()) we are simply updating variables and scheduling certain lights/turfs for an
update. Actual updates are handled periodically by the lighting_controller. This carries additional overheads, however it
means that each thing is changed only once per lighting_controller.processing_interval ticks. Allowing for greater control
over how much priority we'd like lighting updates to have. It also makes it possible for us to simply delay updates by
setting lighting_controller.processing = 0 at say, the start of a large explosion, waiting for it to finish, and then
turning it back on with lighting_controller.processing = 1.
Unlike our old system there is a hardcoded maximum luminosity. This is to discourage coders using large luminosity values
for dynamic lighting, as the cost of lighting grows rapidly at large luminosity levels (especially when changing opacity
at runtime)
Also, in order for the queueing system to work, each light remembers the effect it casts on each turf. This is going to
have larger memory requirements than our previous system but hopefully it's worth the hassle for the greater control we
gain. Besides, there are far far worse uses of needless lists in the game, it'd be worth pruning some of them to offset
costs.
Known Issues/TODO:
admin-spawned turfs will have broken lumcounts. Not willing to fix it at this moment
mob luminosity will be lower than expected when one of multiple light sources is dropped after exceeding the maximum luminosity
Shuttles still do not have support for dynamic lighting (I hope to fix this at some point)
No directional lighting support. Fairly easy to add this and the code is ready.
When opening airlocks etc, lighting does not always update to account for the change in opacity.
Explosions now cause lighting to cease processing temporarily.
Moved controller datums to the code/controllers directory. I plan on standardising them.
"Master","Ticker","Lighting","Air","Jobs","Sun","Radio","Supply Shuttle","Emergency Shuttle","Configuration","pAI" controller datums can be accessed via the debug controller verb (used to be the debug master controller verb)
Supply shuttle now uses a controller datum. Shuttles tend to arrive up to 30 seconds late, this is not a bug.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4537 316c924e-a436-60f5-8080-3fe189b3f50e
-I've added some cameras to rooms that should have cameras but were previously depending on other camera's using their X-Ray vision in order to see into a room.
-AIs have a multitool in their contents that they can use to interact with the telecommunication machines.
-Added "Follow" for observers. Works the same as AI tracking without checking if they can track.
-Added a range to how far Cyborgs can interact with machines. This is to stop Cyborgs from interacting with machines through cameras, which could be used to easily disable the AI.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4531 316c924e-a436-60f5-8080-3fe189b3f50e
* Merged speech bubbles and pain flashing
* Merged Signaler Dead man switch.
* Merged give verb.
* Merged alien languages
* Merged stuttering, slurring.
* Merged Git Revision Info.
* Fixed mutantraces not having hair/eyes
* Fixed Soghun's not being able to change hair colour.
* Fixed savefiles not saving species.
* Shut up vending machines.
* Added colour to species talk.
-TCommsat machines no longer use their Z level to check if they can receive the signal or not. Instead, they use listening_level. It defaults to 0 for machines that don't change the value. If it is 0 when the telecomms machine's New() is called it will set itself to it's Z level.
-This allows you to manually change the value to other Z levels. I call this an off-site relay. I've added an off-site relay on the satelitte for the station and removed the one in the communications room.
-Players can create an offsite relay with two receivers, two broadcasters and, if necessary, a relay. Why two receivers and broadcasters? Otherwise any player can go to the Ruskie/Mining relays and turn them into off-site relays for the station! It would harm the TCommsat's usefulness. Instead, you will have to setup another broadcaster and receiver if you want to do that. Though it may be pointless, if someone sabotages the Commsat they would have destroyed/depowered the other machines there too.
-About the option to have an offsite relay, there is only a single Z level that you can lock onto at the moment and that's the station. Gameplay wise, the TCommsat is orbiting the station and if we do get the away missions then it would not make sense for the TCommsat's broadcaster/receiver signal to be able to pickup there. More sense if the Receivers and Broadcasters from there
are sent here... maybe. I don't know, seems more fun this way.
-Fixed an issue that doesn't let the Engineer Borg (or Borgs with multitools) be able to link machines with their multitool module.
-All-In-Ones do not have a Z level restriction. They can pick up ALL signals and send ALL signals (to Z levels 1-10)
-Fixed an issue with the player being unable to remove frequencies from the filter.
-Added support for additional interaction options for certain machines. To use it, create a new Options_Menu() and Options_Topic(href, href_list) for your machine.
-Added EMP_ACT to Telecommunication Machines. I've also added an event called "telecommunications_blackout()", it will loop through all telecomm machines, in telecomms_list, and EMP_ACT them. The EMP will last 2 minutes. Currently only admins can use it.
-Fixed issue 831
-Changed the map. The station no longer has the station relay, it is now on the Satellite. There's an empty room now, it should be used for something after the feature freeze.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4522 316c924e-a436-60f5-8080-3fe189b3f50e
There are many files, folders and chunks of code in areas that make absolutely no sense and thanks to the defines being located mostly in a completely separate file, it can be damn-near impossible to find something. Before moving defines to where the rest of their code is located; I'm going to move some code around into places that actually make sense to begin with. I'll mainly be focusing on the code/game/objects folder.
This commit mainly lays the groundwork for the work I'll be doing by adding in the effects, structures, decals and turfs folders. I'll slowly be moving appropriate files and code into these folders. I may end up moving machinery into 'objects' and mech stuff into its own module folder but I'll ask for some opinions on coderbus before doing that.
I've also gotten rid of the /magic/ folder. I've moved the library stuff into its own folder in modules/library, the cult stuff is now in gamemode/cult with the rest of it and musician.dm is now in objects/structures since the piano is a structure apparently.
I think I've got the hang of how DM and SVN handles folders and files but it's quite possible that something will break simply by svn committing it oddly. Please let me know if that's the case!
Remember to clean compile.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4513 316c924e-a436-60f5-8080-3fe189b3f50e
Station-heads who are monkied now count as 'dead' for round completion.
- This previously applied to revheads but not station heads.
Changed get_all/living_heads to pull from the mob list instead of the player list.
- It was causing players to get skipped by the check-antag verb admins have if they were disconnected.
Runtime fix by Erro for:
runtime error: Cannot execute null.show inv().
proc name: done (/obj/effect/equip_e/human/done)
source file: inventory.dm,562
usr: Nodrak Davis (/mob/living/carbon/human)
src: the human (/obj/effect/equip_e/human)
call stack:
the human (/obj/effect/equip_e/human): done()
the human (/obj/effect/equip_e/human): process()
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4509 316c924e-a436-60f5-8080-3fe189b3f50e
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
Removed unused caching code from getFlatIcon(). We handle our own caching using datacore.dm
Runtime fix: datacore wasn't checking the type of object in the wear_id inventory slot. I've removed that so it now uses mind.assigned_role instead.
The following runtime has occured 1 time(s).
runtime error: undefined variable /obj/item/device/pda/warden/var/assignment
proc name: manifest (/obj/effect/datacore/proc/manifest)
source file: datacore.dm,14
usr: null
src: the datacore (/obj/effect/datacore)
Runtime fix: staff-of-change projectiles were runtiminng when transforming somebody with implants. Cause: forgot a "continue" >.<
The following runtime has occured 4 time(s).
runtime error: Cannot modify null.layer.
proc name: wabbajack (/obj/item/projectile/change/proc/wabbajack)
source file: change.dm,37
usr: 0
src: the bolt of change (/obj/item/projectile/change)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4412 316c924e-a436-60f5-8080-3fe189b3f50e
Apparently that meteor gun I forgot to comment out had the wrong path in its attack_self(). Instead of the meteor gun shooting meteors, every /obj/item/weapon could shoot them when clicked on.
Here's a pile of runtime fixes to go along with this.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4409 316c924e-a436-60f5-8080-3fe189b3f50e
> A clown's medical, crew, and security records are updated with his newname. (read below for details)
> reject_bad_name() now checks for dumb names like "space","floor","wall","r-wall","monkey","unknown","inactive ai" (if you know any other important ones let me know)
> clname() [clown-name] and ainame() [AI name], procs which allow those players to rename themselves, were merged into /mob/proc/rename_self(var/role, var/allow_numbers=0)
This proc gives the mob 3 chances to name itself. It checks names using reject_bad_name() (the same thing that checks the round-start names). If it fails 3 times it will not change the name. If it succeeds it will call the proc in the next bullet point.
> /mob/proc/fully_replace_character_name(var/oldname,var/newname) will replace most references to a mob's oldname and replace it with newname. It updates name, real_name, mind.name, updates their id, updates their pda and updates all their data_core records (manifest records like medical, security, general, locked)
> data_core procs merged because they were massive and all identical.
> accidentally fixed an AI sound which accidentally played upon login. It conflicted with the "Welcome to the station crew" announcement. So I commented that out to try the 'new' fixed one. If people hate it I'll comment it back to how it was.
> naming a mob with the big name at the top of viewvars will use fully_replace_character_name()
> Removed an uneccessary regenerate_icons() proc from every player which spawns. Should speed up spawns a smidge
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4396 316c924e-a436-60f5-8080-3fe189b3f50e
-Made a variation of hasvar(), creatively named has_var(), intended for objects versus datums, and the var name is case sensitive
-Clean up mech fabricator code considerably, the terrible switches are all gone, and I was able to make it more robust at the same time. Now, if a junk item is added to the mech fab then it will remove it in 1 of 2 places, either when you call for the queue to be displayed (Will throw it out then rebuild the queue) or when it is processing the queue (Will throw it out then reprocess the building), so now you won't even see the shit that finds its way in there.
-Made the add_part_to_set() useful, now instead of dumping everything in the "Exosuit Equipment" category, it checks if the design's category matches one of the part sets, then adds it to said set if it does (All others get dumped into "Misc"). Right now there isn't much through, mostly just moving MMIs, cells, etc... to the "Misc" set, but this would be easy to use with any other system that handles designs
-Little bit of OCD here, but I noticed that the cells on the map were all 'crap' cells, even though they had 1.5x the charge of a high-capacity cell, so I changed them all to high-capacity cells with the added capacity
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4395 316c924e-a436-60f5-8080-3fe189b3f50e
I then changed the get_mobs_in_view() to use this proc for gathering mobs and radios.
The old system would loop through lists for a total of 5000 per function call, in an empty server. This new system will loop at around 1000 in an empty server.
I made get_mobs_in_radio_ranges() use a level parameter to help make it more effecient by only bothering with the mobs that are in the Z level that are getting the radio message.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4365 316c924e-a436-60f5-8080-3fe189b3f50e
Known Issues:
It's getting called 3 times for every message sent through telecomms rather than just once like it used to. this is due to the relays on the station, telecomms and mining.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4363 316c924e-a436-60f5-8080-3fe189b3f50e