Merge remote-tracking branch 'upstream/master' into dev-freeze

Conflicts:
	code/game/objects/items/weapons/storage/boxes.dm
	code/game/objects/items/weapons/storage/storage.dm
This commit is contained in:
PsiOmegaDelta
2015-10-16 11:04:43 +02:00
21 changed files with 209 additions and 167 deletions
+12 -8
View File
@@ -12,7 +12,7 @@
/mob/living/silicon/proc/set_zeroth_law(var/law, var/law_borg)
laws_sanity_check()
laws.set_zeroth_law(law, law_borg)
log_and_message_admins("has given [src] the zeroth laws: [law]/[law_borg ? law_borg : "N/A"]")
log_law("has given [src] the zeroth law: '[law]'[law_borg ? " / '[law_borg]'" : ""]")
/mob/living/silicon/robot/set_zeroth_law(var/law, var/law_borg)
..()
@@ -22,40 +22,40 @@
/mob/living/silicon/proc/add_ion_law(var/law)
laws_sanity_check()
laws.add_ion_law(law)
log_and_message_admins("has given [src] the ion law: [law]")
log_law("has given [src] the ion law: [law]")
/mob/living/silicon/proc/add_inherent_law(var/law)
laws_sanity_check()
laws.add_inherent_law(law)
log_and_message_admins("has given [src] the inherent law: [law]")
log_law("has given [src] the inherent law: [law]")
/mob/living/silicon/proc/add_supplied_law(var/number, var/law)
laws_sanity_check()
laws.add_supplied_law(number, law)
log_and_message_admins("has given [src] the supplied law: [law]")
log_law("has given [src] the supplied law: [law]")
/mob/living/silicon/proc/delete_law(var/datum/ai_law/law)
laws_sanity_check()
laws.delete_law(law)
log_and_message_admins("has deleted a law belonging to [src]: [law.law]")
log_law("has deleted a law belonging to [src]: [law.law]")
/mob/living/silicon/proc/clear_inherent_laws(var/silent = 0)
laws_sanity_check()
laws.clear_inherent_laws()
if(!silent)
log_and_message_admins("cleared the inherent laws of [src]")
log_law("cleared the inherent laws of [src]")
/mob/living/silicon/proc/clear_ion_laws(var/silent = 0)
laws_sanity_check()
laws.clear_ion_laws()
if(!silent)
log_and_message_admins("cleared the ion laws of [src]")
log_law("cleared the ion laws of [src]")
/mob/living/silicon/proc/clear_supplied_laws(var/silent = 0)
laws_sanity_check()
laws.clear_supplied_laws()
if(!silent)
log_and_message_admins("cleared the supplied laws of [src]")
log_law("cleared the supplied laws of [src]")
/mob/living/silicon/proc/statelaws(var/datum/ai_laws/laws)
var/prefix = ""
@@ -102,3 +102,7 @@
/mob/living/silicon/proc/lawsync()
laws_sanity_check()
laws.sort_laws()
/mob/living/silicon/proc/log_law(var/law_message)
log_and_message_admins(law_message)
lawchanges += "[worldtime2text()] - [usr ? "[key_name(usr)]" : "EVENT"] [law_message]"
+36 -21
View File
@@ -68,31 +68,46 @@
if (!message)
return
var/obj/machinery/hologram/holopad/T = src.holo
if(T && T.masters[src])//If there is a hologram and its master is the user.
//Human-like, sorta, heard by those who understand humans.
var/rendered_a
//Speach distorted, heard by those who do not understand AIs.
var/message_stars = stars(message)
var/rendered_b
var/obj/machinery/hologram/holopad/H = src.holo
if(H && H.masters[src])//If there is a hologram and its master is the user.
// AI can hear their own message, this formats it for them.
if(speaking)
rendered_a = "<span class='game say'><span class='name'>[name]</span> [speaking.format_message(message, verb)]</span>"
rendered_b = "<span class='game say'><span class='name'>[voice_name]</span> [speaking.format_message(message_stars, verb)]</span>"
src << "<i><span class='game say'>Holopad transmitted, <span class='name'>[real_name]</span> [speaking.format_message(message, verb)]</span></i>"//The AI can "hear" its own message.
src << "<i><span class='game say'>Holopad transmitted, <span class='name'>[real_name]</span> [speaking.format_message(message, verb)]</span></i>"
else
rendered_a = "<span class='game say'><span class='name'>[name]</span> [verb], <span class='message'>\"[message]\"</span></span>"
rendered_b = "<span class='game say'><span class='name'>[voice_name]</span> [verb], <span class='message'>\"[message_stars]\"</span></span>"
src << "<i><span class='game say'>Holopad transmitted, <span class='name'>[real_name]</span> [verb], <span class='message'><span class='body'>\"[message]\"</span></span></span></i>"//The AI can "hear" its own message.
src << "<i><span class='game say'>Holopad transmitted, <span class='name'>[real_name]</span> [verb], <span class='message'><span class='body'>\"[message]\"</span></span></span></i>"
//This is so pAI's and people inside lockers/boxes,etc can hear the AI Holopad, the alternative being recursion through contents.
//This is much faster.
var/list/listening = list()
var/list/listening_obj = list()
var/turf/T = get_turf(H)
if(T)
var/list/hear = hear(7, T)
var/list/hearturfs = list()
for(var/I in hear)
if(istype(I, /mob/))
var/mob/M = I
listening += M
hearturfs += M.locs[1]
for(var/obj/O in M.contents)
listening_obj |= O
else if(istype(I, /obj/))
var/obj/O = I
hearturfs += O.locs[1]
listening_obj |= O
for(var/mob/M in player_list)
if(M.stat == DEAD && M.client && (M.client.prefs.toggles & CHAT_GHOSTEARS))
M.hear_say(message,verb,speaking,null,null, src)
continue
if(M.loc && M.locs[1] in hearturfs)
M.hear_say(message,verb,speaking,null,null, src)
for(var/mob/M in hearers(T.loc))//The location is the object, default distance.
if(M.say_understands(src))//If they understand AI speak. Humans and the like will be able to.
M.show_message(rendered_a, 2)
else//If they do not.
M.show_message(rendered_b, 2)
/*Radios "filter out" this conversation channel so we don't need to account for them.
This is another way of saying that we won't bother dealing with them.*/
else
src << "No holopad connected."
return 0
+3 -3
View File
@@ -289,7 +289,7 @@
proc/AttemptLateSpawn(rank,var/spawning_at)
if (src != usr)
if(src != usr)
return 0
if(!ticker || ticker.current_state != GAME_STATE_PLAYING)
usr << "\red The round is either not ready, or has already finished..."
@@ -323,7 +323,7 @@
character.loc = C.loc
AnnounceCyborg(character, rank, "has been downloaded to the empty core in \the [character.loc.loc]")
ticker.mode.latespawn(character)
ticker.mode.handle_latejoin(character)
qdel(C)
qdel(src)
@@ -354,7 +354,7 @@
character.buckled.loc = character.loc
character.buckled.set_dir(character.dir)
ticker.mode.latespawn(character)
ticker.mode.handle_latejoin(character)
if(character.mind.assigned_role != "Cyborg")
data_core.manifest_inject(character)