Commit Graph

505 Commits

Author SHA1 Message Date
Leshana
8e22707e24 Merge air_master into SSair, now its all one type 2018-01-30 12:28:45 -05:00
Leshana
5a2162a264 Preliminary implementation of ZAS as a StonedMC subsystem.
* Creates the SSair subsystem which replaces the Setup, Start(), and Tick() procs of air_master.
* It may be best to have SSair completely replace air_master, but for now we are having them work together.   It does completely replace the old processScheduer air ticker however.
* Remove the obsolete Setup and Tick procs.
* Adjust admin and debug verbs that dealt with some ZAS internals to work with the new implementation.
2018-01-30 12:28:45 -05:00
Leshana
0c41ae9630 Convert ZAS "Airflow" into a subsystem plus fixes
* Port of the "Airflow" portions of Yonaguni/EuropaStation#618
* The "airflow" part of ZAS used to be handled by a sleep'd loop.   This has the potential to bunch up and lag.  Switching to a StonedMC managed subsystem improves it.
* Fixed to ensure that zshadow mobs cannot be blown around by the wind no matter how fierce.
* Added a message to mobs informing them when their boots save them from being wind-thwapped.
* Check w_class on non-item objects if they have it defined (might as well since var/w_class is on /obj)
* Tiny optimization of c_airblock
2018-01-27 20:31:04 -05:00
Leshana
393673baa4 Merge air_master into SSair, now its all one type 2018-01-27 01:59:25 -05:00
Leshana
4c8bce00b4 Preliminary implementation of ZAS as a StonedMC subsystem.
* Creates the SSair subsystem which replaces the Setup, Start(), and Tick() procs of air_master.
* It may be best to have SSair completely replace air_master, but for now we are having them work together.   It does completely replace the old processScheduer air ticker however.
* Remove the obsolete Setup and Tick procs.
* Adjust admin and debug verbs that dealt with some ZAS internals to work with the new implementation.
2018-01-27 01:59:24 -05:00
Neerti
b2e7b88cff Switches to the Southern Cross. For real. 2018-01-26 01:17:49 -05:00
Anewbe
bfadcb8669 Revert "Revert "Revert "Revert "Revert "Revert "Revert "Revert "Revert "Switches us to the Southern Cross for testing""""""""" 2018-01-16 17:35:43 -06:00
Anewbe
a73f989db6 Rebegins the chain of map change PRs 2018-01-11 19:24:02 -06:00
Leshana
28c193cbdb Merge remote-tracking branch 'refs/remotes/polaris-upstream/master' into polaris-sync-2018-01-04
# Conflicts:
#       code/game/objects/items/devices/communicator/communicator.dm
#       code/modules/client/preference_setup/occupation/occupation.dm
#       code/modules/mob/living/simple_animal/animals/cat.dm
#       code/modules/mob/mob_helpers.dm
#       code/unit_tests/zas_tests.dm
#       maps/southern_cross/southern_cross-1.dmm
#       maps/southern_cross/southern_cross-3.dmm
#       maps/southern_cross/southern_cross-6.dmm
#       vorestation.dme
2018-01-04 22:44:04 -05:00
Neerti
7b303d70db Revert "Revert "Revert "Revert "Revert "Revert "Revert "Switches us to the Southern Cross for testing""""""" (#4491) 2018-01-01 23:36:36 -08:00
Neerti
495f985022 Travis Appeasement Mark II (#4485)
* Tries to Please Travis
Should remove all active edge problems.
Moves map-specific unit tests to the map define file.
Enhances some PoIs in terms of adding /ignore_mapgen to the ground.
Fixes incorrect loot pile in one PoI.

* Conflicts are fun.

* Might fix unit test.
2018-01-01 22:26:31 -05:00
Anewbe
b088aff6bd Revert "Revert "Revert "Revert "Revert "Revert "Switches us to the Southern Cross for testing"""""" 2017-12-30 16:28:39 -06:00
killer653
3a2093ef40 Polaris sync 2017-12-21 04:01:07 -05:00
Anewbe
8bd4ae31ba Revert "Revert "Revert "Revert "Revert "Switches us to the Southern Cross for testing""""" 2017-12-01 18:21:46 -06:00
Anewbe
afbc533220 Revert "Revert "Revert "Revert "Switches us to the Southern Cross for testing"""" 2017-12-01 15:59:38 -06:00
Anewbe
37101b9b39 Contaminated items now respect gloves 2017-11-28 23:56:13 -06:00
Anewbe
45a8fd2eda Revert "Revert "Revert "Switches us to the Southern Cross for testing""" 2017-11-27 09:16:28 -06:00
Anewbe
667ad2feee Revert "Revert "Switches us to the Southern Cross for testing"" 2017-11-26 13:20:21 -06:00
Anewbe
e6d263a8fa Revert "Switches us to the Southern Cross for testing" 2017-11-18 14:26:28 -06:00
Anewbe
3e3af4c137 Switches us to the Southern Cross for testing 2017-11-17 23:30:47 -06:00
killer653
0c480ec15f Polaris sync 2017-10-27 15:30:24 -04:00
Belsima
8542fcde97 Success! 2017-10-27 13:43:05 -04:00
killer653
bddfa16f82 Polaris sync 2017-09-15 21:17:34 -04:00
Neerti
4bfcec55f2 work 2017-09-04 21:52:47 -04:00
Leshana
780eb637d8 Merge branch 'master' of https://github.com/PolarisSS13/Polaris into polaris-sync-20170614
# Conflicts:
#	code/controllers/shuttle_controller.dm
#	code/modules/shuttles/shuttles_multi.dm
2017-06-14 17:54:34 -04:00
Leshana
1b8451bc9a Converts /datum/gas_mixture/var/graphic to a lazy list.
* The vast majority of gas mixtures never use their `graphic` list.  Prime candidate for making a lazy init list.
* While we are here, add nullchecks to ZAS's use of the graphic list a bit.  /turf/update_graphics was technically already null safe, but its even better to not bother calling it at all right?
2017-06-10 10:13:55 -04:00
Arokha Sieyes
58ee6891f2 Additional Work on NIFs
Squashed commits:

[9563a9a] All the stuff I forgot to commit
2017-06-06 01:00:46 -04:00
Arokha Sieyes
1e35ef8809 Goggles are airtight
Adds some 'plain' goggles that are airtight, and as such protect your eyes from things like phoron. Also allows eyewear to protect you from phoron if it's airtight (and hiding your eyes). Added airtight flag to science goggles, welding goggles, and 'plain' goggles I added. Weldning goggles only protect your eyes when down, since it removes the covers eyes flag when up.
2017-05-27 03:14:14 -04:00
Arokha Sieyes
9fef32f585 Goggles are airtight
Adds some 'plain' goggles that are airtight, and as such protect your eyes from things like phoron. Also allows eyewear to protect you from phoron if it's airtight (and hiding your eyes). Added airtight flag to science goggles, welding goggles, and 'plain' goggles I added. Weldning goggles only protect your eyes when down, since it removes the covers eyes flag when up.
2017-05-27 03:03:45 -04:00
Leshana
5f5ea3ea3b Merge branch 'master' of https://github.com/PolarisSS13/Polaris into polaris-merge-2017-05-26
# Conflicts:
#	code/game/gamemodes/technomancer/spells/insert/mend_burns.dm
#	code/game/gamemodes/technomancer/spells/insert/mend_metal.dm
#	code/game/gamemodes/technomancer/spells/insert/mend_organs.dm
#	code/game/gamemodes/technomancer/spells/insert/mend_wires.dm
#	code/game/machinery/computer/Operating.dm
#	code/game/machinery/computer/camera.dm
#	code/game/machinery/computer/communications.dm
#	code/game/machinery/computer/security.dm
#	code/game/machinery/computer/skills.dm
#	code/game/objects/items/devices/radio/jammer.dm
#	html/changelogs/.all_changelog.yml
#	maps/~map_system/maps.dm
#	nano/images/nanomap_z1.png
#	nano/images/nanomap_z5.png
2017-05-26 15:29:46 -04:00
Arokha Sieyes
2f918f1041 Make ZAS setup and init delays work
They didn't work due to bay differences in UNIT_TESTING activation defines
2017-05-15 01:34:45 -04:00
Leshana
df9e76efd6 Small ZAS Optimization
Minor optimization; eliminates a few proc calls when managing zone
connections by turning check() into a macro.
2017-05-10 20:12:13 -04:00
Arokha Sieyes
1231c8e872 Enable MultiZAS 2017-05-09 01:40:23 -04:00
Leshana
f8a538eff9 Multi-ZAS Optimization
A simple optimization to can_safely_remove_from_zone() both with and without multi-zas.
Instead of allocating a new list every time we call get_zone_neighbours() (which gets called several times in a loop) we have a pre-built list we don't need to Copy().
Same story for the list to iterate over in can_safely_remove_from_zone()
There should be no semantic change whatsoever from this; it is purely a performance optimization.
2017-05-04 21:14:18 -04:00
Anewbe
1feba48827 Ports MultiZAS 2017-05-04 21:13:53 -04:00
Leshana
fdb5d80afa Multi-ZAS Optimization
A simple optimization to can_safely_remove_from_zone() both with and without multi-zas.
Instead of allocating a new list every time we call get_zone_neighbours() (which gets called several times in a loop) we have a pre-built list we don't need to Copy().
Same story for the list to iterate over in can_safely_remove_from_zone()
There should be no semantic change whatsoever from this; it is purely a performance optimization.
2017-05-04 19:51:55 -04:00
Anewbe
cce1fcc1f5 Ports MultiZAS 2017-05-04 19:51:54 -04:00
Neerti
ea6128f986 Adds Modifier System, Changes Some Ling Stuff
Adds a fairly simple system that allows adjusting various numbers like max health, incoming damage, outgoing melee damage, etc.  The nice part is that changing certain variables this way (like max health) is a lot safer than manually setting the max health var directly.
Changes a lot of short lines of code to point towards a variable's getter or setter helper instead of reading the var directly so the modifiers can work.
Endoarmor, delayed toxin sting, Enfeebling sting, and recursive adrenaline overdose now use the modifier system.
Enfeebling sting now only lasts two minutes, from five minutes, however it now also reduces the victim's melee damage by 25%/50%, and increases the damage they suffer by 10%/35%, for normal and recursive respectively.
Delayed Toxin Sting's effects are now felt all at once instead of over the course of a few minutes.
2017-04-18 21:23:59 -04:00
Anewbe
3816d634ed Merge branch 'master' of https://github.com/PolarisSS13/Polaris into armor_soak
# Conflicts:
#	code/modules/mob/living/simple_animal/animals/bear.dm
#	code/modules/mob/living/simple_animal/animals/parrot.dm
2017-03-24 16:35:31 -05:00
Anewbe
beaadfa4cc Merge pull request #3092 from Anewbe/vox_fix
Might fix Vox blindness
2017-03-20 19:48:29 -05:00
Leshana
71587c5ad0 Fix rooms holding pressure when exposed to space.
This happens because edges cease processing when the delta between their zones is small enough.  This is normally a fine optimization, but when it results in a room at 4kPa with a window open to space, it breaks imurshuns.

Two main changes to solve this problem without too much cpu cost:
1) Stop edges from sleeping if one side is a hard vacuum.  This ensures that a zone doesn't freeze at a low-but-non-zero pressure when touching hard vacuum.
2) Prevent #1 from causing the edge to stay alive for ages while pressures asymptotically approach zero as they are repeatedly equalized but only half is dumped to space. (Would happen if ZoneA---ZoneB---Space arrangement exists) by detecting when the total amount of air left is small enough that it would normally sleep anyway, and just setting it to zero.

The end outcome is that behavior is mostly the same as before, except when zones have an open path to unsimulated space, they will reach equilibrium at zero instead of semi-random lowish values.
2017-03-15 19:04:33 -04:00
Anewbe
4c82d41bd7 Might fix Vox blindness 2017-03-15 16:11:38 -05:00
Anewbe
ac79f548e7 Sorta implements armor soak, very WIP 2017-03-10 20:26:37 -06:00
Anewbe
2c86a0a465 Returns the Vox, who now breath Phoron 2017-01-06 17:49:39 -06:00
Neerti
a9ad84da4b Merge pull request #1191 from Kelenius/inventoryCleanup
Mob inventory cleanup
2016-03-22 21:42:27 -04:00
Datraen
996ce92f7f Merge pull request #1184 from Yoshax/510prep
Ports Byond 510 preperations from Bay
2016-03-20 13:45:40 -04:00
Kelenius
afbc235b96 Mob inventory cleanup 2016-03-15 16:39:40 +03:00
Yoshax
8be10d96dd Ports Byond 510 preperations from Bay
Updates comment

Updates supply file
2016-03-14 18:21:44 +00:00
Kelenius
acc78a8000 Changes types of ghosts and eyes
``/mob/dead/observer`` -> ``/mob/observer/dead``
``/mob/eye`` -> ``/mob/observer/eye``

Reason being that they are similar in that they both don't interact with
the world in any way. Some procs were shared, some checks as well, and
it overall makes more sense this way. Plus, there were no ``/mob/dead``
mobs.
2016-02-20 15:36:05 +03:00
Zuhayr
f93ea6a78f Tweaks to previous commits.
More tweaks to IPC fixes.
Merge resolution/compile fixes.

Further work on properly integrating, updating and fixing prosthetic options.

Repathed internal organs to organ/internal.

More work on full synthetics, changelings, overheating.

Working on getting organs to qdel properly and spawn properly when robotized.

Finalized some overheating values, added remaining prosthetic icons.

Finalizing the testing version of the full prosthetic bodies branch.

Added suit cyclers to the autolathe and map.

Fixing runtime errors.

Fixing errors.

Changelog.

Replacing limb and organ strings with constants.

Prevented brainless species from becoming full cyborgs.

Fixed issues with brain/MMIs renaming themselves inappropriately.

Various fixes and oversights.
2015-12-24 21:13:40 +10:30