* This is PHASE 1 of a multi-phase conversion. In this first phase we implement the subsystem, but leave it processing the existing global list variables. In the next phase we will switch to use datum variables in the subsystem. The main reason for splitting into two phases is ease of code review; change the meaningful code without the hundreds of machines -> SSmachines.machinery substitutions.
* We did declare macros for adding/removing things to the processing lists, and convert everywhere to use the macros.
* Added var/is_processing to /datum to keep track of whether an instance is already in a processing list (prevents it being in the list twice!) and also debugging, making sure its not in two lists etc.
* NOTE: The global machines list is **no longer sorted** for performance reasons. As far as I know, the only module that actually ever cared was cameras. Our camera system already handles its own sorting in the cameranets anyway, so it should no longer be needed.
-Apparently storage proc for this thing was changed to return 1 regardless if the item had the quick empty verb or not, which in turn triggered the very first nope of the box specific code.
-Boxes can be quick emptied but lack the actual verb apparently?
Or how Woodrat spent too long on something that was supposed to be simple.
- Addition of a Explorer Radio Channel and headsets.
- Explorers and Search and Rescue job slots added
- Adjustments to the pilot job including getting rid of the flatcap
- Map fixes, adjustments, (including signs pointing to cryo) planetside side map additions splitting up of the wilderness into two area sections
- Disabled lighting on the arrivals shuttle area once it is docked with the station, should help with the whole issue of lighting bugging out and having dark space
- Fixed EMS jacket missing icons
- Fixed Research signs being missing for some reason, addition of directional signs for cryo
- Addition of a Search and Rescue Winter coat
- Probably a dozen other small bug fixes I forgot, and bug additions
Tested, seems fine. At least in short tests.
-Re enables the wilderness, with the temple and a rather poor crash
site.
-Updates the Lazy Mob spawner with some more optimizations, and a few
uses.
-Leaves a version of the crashsite with the original items and the new
system, I wasnt able to make it work without butchering it, and since I
am not that good of a mapper, I opted to leave it on the hands of people
that know what they are doing to improve the original, and making it
work, while leaving one that works.
-Changed the path of the teleports just to fuck up with Ketrai :)
Note to admins: Since this introduces 8 new z levels, all of which have
a check to generate or not a tree (think roughly a bit less than 100k
tiles checking for those), game init for objects went from 32 seconds to
71 seconds, so expect a rougher start on update.
Note to Ace: Does this counts as my Gateway Contest map? :P
additional notes: If performance takes a severe hit, init could be
severely reduced by reducing the trees chance to 2, or even placing
trees by hand on the maps.
Mobs now have the ability to "crawl" to an adjacent turf by click-dragging themselves to it. This would allow people unable to stand to still move around, though very slowly. You could also do this to other movable mobs or objects, if you really wanted to.
Moving this way takes about 2.5 seconds, plus half a second for each point of weakness you have. For a person missing a leg, this would take 5 seconds. It only works if the mob doing this is alive, conscious, unrestrained, not stunned or paralyzed, and in an area with gravity - no crawling through space.
Mobs lying on the ground - again, with similar restrictions - are now able to buckle themselves to chairs or beds. For people missing legs or feet, this means no more being stuck helpless on the ground forever because Baldie McGreytide clicked on your wheelchair.
Tested in many different situations, and I've patched every bug that popped up.
* Adds tactical cameras!
* Adds MCP crate
* Destroy the tac-cams!
* Updates description
* Removes MCP box from Armory
* we can't actually get MCPs any more
Melee weapons can now potentially attack from farther away.
Obstacles are taken into account, so you cannot hit people through windows, but you can attack over specific things such as tables, or other people.
Currently only the spear can do this, with a range of two tiles, however the attack speed for the spear was reduced, so it may remain a situational weapon.
The intention for this is to make specific weapons feel different to each other besides 'does more damage', and I got ideas on other kinds of weapon adjustments later to make them feel a bit more unique.
Now certain weapons can strike faster or slower than usual. No weapons currently do this as this PR just lays the groundwork for that.
The click delay can also be modified with traits. The slime agility modifier makes attacks happen 25% sooner.
Adds debug test verb to display a weapon's DPS. It's really basic but should be sufficient for future force adjustments I might do in the future.