Commit Graph
47 Commits
Author SHA1 Message Date
802408a923 Cere-station [100% free lag edition] (#19951)
* change da world

* compile, thanks

* Update cere.dmm

* Update cere.dmm

* ready for test

* use the proper name please

its CERE not ceres.

* stops shuttle from forcibly docking with podbay

* things are now different

Landmark update for job spawns.
More hardsuits in EVA, engi, and atmos.
Disaster counters properly added.
Vault is now more spooky.
Gamma armoury moved to below gulag shuttle.
Sleeping rooms replaced with arcade and swimming pool.
Captains ERP nest deleted.
Tcomms now looks like it was designed by a functional human being.
Mining doesn't need a weird glass box.
Shuffled docking ports at arrivals.
Windows are now reinforced windows.
Mr changs has arrived.

* disposals functions now

* now with 50% more air

* gamma armoury doesn't attempt to become one with gulag shuttle

* disposals net is airless, vault is enclosed in some rock

* standard number of escape pods

* slight fixes

* more bugfixes

* lighting fixes

* divided hallways, added psych office, more cams

* fire alarms, shutters, and fixes

* temporary DME edit to set cere as default map

* fixed shuttle runtime

* this compiles and runs locally, please CI

* fixes hidden double pipe

* more double pipes

* more vents and scrubbers, morgue body delivery

* tweaks to secbot pathing

* various QoL changes

* Medbay expansion, med+arrival maints expansion.

* the definitive air alarm update, and more!

* Departmental emergency EVA suits, signage, tweaks.

* 2 Cryodorms added (oops). Asteroid sound updates.

* Borg cryo, shutters correctly rotated.

* Supply shuttle edit. I like joining the map queue.

* minor fixes, grav gen isolation.

* minor fixes

* Disposal fixes, lighting adjustment

* SabreML feedback changes

* More minor fixes

* More fixes

* NSS Farragus

* (most) floors turn into asteroid sand, not spess

* reverted random file edit, fixed mr teeny

* minor fixes

* big bombs can breach asteroid areas

* Asteroid plating exists, did you know? I do now!

* camera network pass

* walls become sand too on destruction

* lighting pass

* implements feedback, dramatically reduces ores

* yeets ores entirely, sci break room added

* roundstart pads, more solars, bigger departures

* runtimes

* mining resistant rock

* variable names are important

* AoE KA doesnt affect rocks

* actually fix AoE stuff

* now with 1000% more bats

* no sandy cables, a brig exit chute, more head ssu

* mech drills are not pickaxes

* proc rename, perma window, faster sapce bridges

* Brig rework

* robotics changes

* More sci edits

* Rotayshun changes

* dme edit

* Delete cerestation.dm

begone, thot

* temp edit so it loads cere as default

* merge conflicts begone

* decal purge

* map repipe

* removes under-wall pipe adapters

* shuffled maint areas

* dirt purge

* longest bridge rework

* fixes

* PPI feedback

* kitchen does, in fact, need air

* permabrig tweaks

* restores cc changes

* merge part 2

* tag purge

* secret clown HQ got me shook

* SQUASHENING

* solar shuffle

* directional consoles

* remove TM edits due to rotation

* merge conflict part 2

* pod pilot deletion

* cold rock, window tint fixes, etc.

* further red rocks

* further tweaks

* more standardising

* robotics redo

* carpet time

* CI update for cere

* Apply suggestions from code review

Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>

* more squash, corridor cam removal, etc.

* light switches

* minor fixes

* temp cere default

* FOODCART!

* fixes

* no airless no more

* space_hall

* compat pass 1

* make it work

* more changes

* slimmening

* air alarm tweak

* TM commit

* ci tests

* final CI changes?

* squash. squeeze, optimise

* wall vent

* disposals fix, more squeezing

* bugfixes

* false walls

* bedroom culling

* edits and fixes

* tweaks

* changes

* det window

* further tweaks

* Revert "TM commit"

This reverts commit 9e8814937f.

* More TM only changes reverted

* fixes smoothing with falsewalls

* denth changes

* the airlockenning

* cicicici

* CICICICI

* further tweaks

* further tweaks

* reverts weird sand behaviour code from ages ago

* oops

* universal adapter my beloathed

* nanomap moment

* webmap

* cere nanomap

* feedback updates

* updates

* airlock tweaks

* vents and tweaks

* solars moment

* triple APC fix

* south of where?

* airlock helpers

* disposal flap purge

* outpost monitor with actual real networks?

* tweakeroni

* fixes

* fixes

* tweaks

* fixes

* medbay improvements

* power and flaps

* changes

* aa changes

* fixes

* more fixeronies

* fixes!

* reversed

* chemicals

* chem tweaks

* fixes

* shuttle fixes

* holopad pass

* editseditsedits

* lightslightslights

* door

* /obj/machinery/computer/security/telescreen/entertainment

* sonic underground

* actual sonic reference

* Apply suggestions from code review

Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>

* Tsrc

Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
2023-01-17 22:23:09 +00:00
S34NandGitHub 667dd5d4ac 515 Compatibility (#19636)
* 515 compat

* double spaces

* Callback documentation, aa review

* spacing

* NAMEOF_STATIC

* big beta
2022-11-08 23:08:40 +00:00
Vi3triceandGitHub f4b37b4177 Port TG updating appearances (#17943)
* Get pants that match or else you gonna look silly yo

* Posters

* Fix other hud elements

* Rereviewed

* Update shotglass.dm

* Fix for new merged PRs

* Typo

* Coming across other stuff

* Update theblob.dm

* No takebacksies

* smh i forget to leave a comment

* Updated for the detgun and cards

* Should have rerun langserver again

* No longer plastic, more in scope

* Damn you bluespace

* Reverting turret logic, out of scope at this point

* Tweak that part

* Went over energy guns again, and fixed UI White's sprite sheet

* Welding masks, glasses, and JUSTICE

* Update portable_atmospherics.dm

* Cleaning up, clearing things up

* Review and suggestions

* Update valve.dm

* More tweaks

* Missing character

* Not distinct lightmasks, so they can be overlays

* Update generator.dm

* Add parameter so holodeck doesn't try to make a perfect copy

* Update unsorted.dm

* Spiders

* Better fix for spiders, fix vamps too

* Ghosts

* Update telekinesis.dm

* Cleaning up old procs

* It's set up to not copy datums... Unless they're in a list

* Donuts, duct tape, and detgun. D3VR coming to Early Access

* Update procs that interact with doors so they call update_state instead

* Forgot one spot, and actually might as well just force lock

* Cleaning up other things... Sigh, and kitty ears

* oops

* Getting used to how it works

* blinds

* Going back to the suit obscuring thing, so it doesn't update all the time

* Missed that from merging master

* I made this PR and forgot about it

* Fix runtimes in cards

* Make things a bit more unified

* Update update_icons.dm

* yarn, really?

* Update library_equipment.dm

* Update shieldgen.dm

* Every time Charlie merges something, I go back and see if I can improve things further

* what's this? more?

* Update misc_special.dm

* wow, paper

* Review

* More reviews

* To be sure, seems like being broken messed something sometimes

* Brought airlocks closer to how TG works to iron out some stuff

* Pizza and morgue

* Doesn't seem to hurt, tried with holodeck

* Revert "Doesn't seem to hurt, tried with holodeck"

This reverts commit 158529302b.

* Icon conflict

* Fix organ damage

* Don't ask how. Why. It's like that on prod too.

* Cutting down on things and updating from TG.

* More flexible. Just in case the thing you stuck it on didn't destroy.

* Hydro was one the things I touched earlier on, better rework it

* Reviews

* Cleaning up further, also bri'ish

* Undo a change I did, and switch over to a more recent implementation

* Update biogenerator.dm

* Rolling back to old airlocks, but with new duct taped note

* Functionally the same. I'd just rather not have the smoothing happen there

* Went over APCs again

* Fix welding helmet names in species files

* Update airlock.dm

* Update persistent_overlay.dm

* Oh, topic
2022-07-21 08:11:59 +02:00
KalevTaitandGitHub 938135f3d8 modules misc (#18315) 2022-07-20 22:56:34 +02:00
moxianandGitHub f0768024d2 /obj/item/storage no longer uses /New (#18306) 2022-07-12 21:38:06 +01:00
S34NandGitHub f8115d5e3c Fixes Cyberiad still having podbay areas (#17279) 2022-01-16 13:14:53 +01:00
AffectedArc07andGitHub 2d5736a61c Removes brig phys, adds another officer slot to compensate (#17180) 2021-12-06 15:00:43 +01:00
AffectedArc07 129318891d Nukes spacepods and associated jobs 2021-10-02 13:16:24 +01:00
SabreML e9f807fa3b More reviews
The bat faction needs to use \ref, since the faction check system uses that too.
2021-09-02 21:05:18 +01:00
SabreML 0a4b398b06 Review 2-3 2021-08-29 00:59:39 +01:00
SabreML 85eb273b4f Review 1 2021-08-28 21:57:16 +01:00
SabreML cc85cee9ee Nanomob 2021-08-28 21:06:19 +01:00
S34NandGitHub d8c429df6e Reworks area icons, removes box-focused names (#16099)
* begone scribble sprites

* why were you animated, stop being animated please

* also, nanomob moment

* purges kidan
2021-05-29 21:12:10 +01:00
AffectedArc07 28ca87ef31 Delta Standardisation 2021-01-25 13:06:08 +00:00
AffectedArc07andGitHub 2c37ae8fd0 The road to Initialize() stability - Enforcing parent call on New(), Initialize() and Destroy() (#14719)
* The road to Initialize() stability

* Fixes sanity, for now
2020-10-28 12:35:36 -04:00
Patrick Meade 31743d76df Fixes infinite loop when map has insufficient turfs 2020-10-12 22:44:57 -05:00
Fox McCloudandGitHub 93db61665d Speech bubble refactor and Features (#13598)
* Speech Bubble Update and Refactor

* OBJECTION

* magistrate too

* args

* clean up and plug in atom say

* better
2020-06-28 14:23:32 -06:00
Fox McCloud 27e709278e Removes Construction Site 2020-06-17 20:43:15 -04:00
AffectedArc07andGitHub 210f8badf4 Makes all global variables handled by the GLOB controller (#13152)
* Handlers converted, now to fix 3532 compile errors

* 3532 compile fixes later, got runtimes on startup

* Well the server loads now atleast

* Take 2

* Oops
2020-03-20 21:56:37 -06:00
AffectedArc07andGitHub 04ba5c1cc9 File standardisation (#13131)
* Adds the check components

* Adds in trailing newlines

* Converts all CRLF to LF

* Post merge EOF

* Post merge line endings

* Final commit
2020-03-17 18:08:51 -04:00
joep van der velden fd913498bf Make every obj/.../New() call it's parents 2020-01-29 10:43:32 +01:00
Fox McCloud 67dc33ac3f for-the-strength-from-which-he-gives-is-unerring 2019-10-05 02:08:11 -04:00
Fox McCloud aa49033844 nor-shall-our-souls-falter 2019-09-17 16:06:09 -04:00
FalseIncarnate 885bc808b3 Nanomob Battle Refactor
Refactors Nanomob Battle terminals to utilize landmarks for positioning their battle avatars, rather than a hard-coded offset.

This means the terminals no longer require var edits or strict placement rules for mapping. Each terminal will attempt to locate the closest battle landmark and spawn their avatars there, so this also lays some very basic groundwork for supporting multiple battle arenas on a single map.
2019-01-13 01:22:23 -05:00
variableundefined 841463c17e Port Nano Mob to StonedMC 2018-09-02 20:27:52 +08:00
tigercat2000 7fb8f8d76c Merge remote-tracking branch 'upstream/master' into more_ss_ports
# Conflicts:
#	paradise.dme
2018-04-30 09:27:11 -07:00
tigercat2000 7d8c9a731a SS Conversion: Atoms, Machines, n' Mobs
This converts the machine and mob processes to the SMC. Additionally, it
adds the Atom subsystem, which handles all Initialize() calls in place
of the old gameticker. Due to incompatibility with our atmospherics
(FUCK OUR ATMOSPHERICS FOR FUCKING EVER JESUS CHRIST WHO THE FUCK MADE
THIS PIECE OF GODDAMN SHIT) atmospherics machines do not use
Initialize() as they should, instead opting for a custom atmos_init
proc that the air controller handles.
2018-04-28 17:55:15 -07:00
Fox McCloud cfe182a1f7 Ports over Timer Subsystem 2018-04-28 20:26:04 -04:00
Fox McCloud 8c7b543415 The Great Conflictening 2.0: Removes /obj/item/device 2018-04-25 23:07:35 -04:00
Fox McCloud 5c4aa9b3fd Removes All Weapons 2018-04-15 16:25:56 -04:00
Sam 2d13e2f7bf Converts /modules/ to using WEIGHT_CLASS_x 2017-05-28 01:25:09 +01:00
Tigercat2000 bbca8405ef -tg- Move Refactor
This commit ports /tg/'s move refactor.

The throwing system has been replaced entirely, removing the necessity
of throw_at_fast and resolving multiple outstanding issues, such as
crossbows being unusable.

Spacedrifting has also been upgraded to function with the new throwing
system. It is now it's own process.

Tickcomp has been killed, and the config values have been adjusted to
more or less match live Paradise.

All mobs now share a common Bump() proc. There are only four mobtypes
which do not, including humans and simple animals. With the exception
of mob types that do not ever want to Bump() or be Bumped(), they should
call the parent proc.

Human movement slowdown has been moderately tweaked in how it stacks effects;
It shouldn't be significantly different from a player perspective.

Mobs will now spread fire if they bump into another mob. I don't want to set
the world on fiiiire, I just want start a flame in your heart~

For player facing changes: Input delay has been reduced by roughly ~50ms for
any direction keys, by advantage of a previously unknown flag on byond verbs
which allow them to operate independently from the tick rate of the server.
You may need to clear your interface.dmf file if you have a custom skin for
this change to function.
2017-05-25 06:35:01 -07:00
Fox-McCloud 5631d36ff8 Converts Most Destroys to use QDEL_NULL 2017-04-04 23:08:41 -04:00
Markolie 9d9e957df1 Tool overhaul (usesound & toolspeed), wire descriptions/ghost interaction, add additional tools, refactor can(t)_hold 2017-03-05 19:53:20 +01:00
FalseIncarnate e72fd8eae2 Fixes up battle terminal connections
Also increases the range on the first battle turn announcement to be
audible by both combatants, just like the turn announcements during the
battle.
2016-12-30 00:12:02 -05:00
FalseIncarnate b0e87ea7d3 Moved/renamed controller file 2016-12-21 18:17:47 -05:00
FalseIncarnate 48cf5148f0 cleanup 2016-12-21 17:36:10 -05:00
FalseIncarnate 1913969578 minor styling fixes 2016-11-24 10:39:30 -05:00
FalseIncarnate 7b438c5cfb Nano-Mob Hunter GO! Battle System
Two new terminals have been added just outside the holodeck, capable to
projecting holograms of your Nano-Mobs for you to pit in battle against
your rival (or your other Nano-Mobs).

Battling is turn-based, with each side choosing to either attack,
recall, or surrender (if they don't have a mob on the field). Reducing
your rival's Nano-Mob to 0 health will down it, earning your mob
valuable battle experience and even increasing it's level! Surrendering
ends the battle, but does not grant experience as the battle was not
completed.

Additionally, Medical has provided a brand new Nano-Mob Hunter GO!
Restoration Terminal for use in their lobby area. Simply swipe any
Nano-Mob card through and it will be restored to full health instantly!
2016-11-23 19:44:53 -05:00
FalseIncarnate 6f31107575 Fun Preservation Circuits
Adds a cooldown to the manual reboot command, to prevent anti-fun
comdoms from endlessly rebooting to lock crew out of the game.

In the event of the game server being knocked offline, the manual reboot
can be used even if it was on cooldown from a previous restart. This
still initiates a fresh cooldown.
2016-09-16 00:37:28 -04:00
FalseIncarnate 6edafc1a97 Mob Hunt Adjustments
Removes server instability, random disconnects, and server crash due to
trap mobs / high player count

Trap mobs are now capped just like normal spawns
- If a trap mob is created that would push the total number of trap mobs
over this limit, the server will remove the oldest trap mob (effectively
replacing it)

Changes health from a list using magic numbers to an associated list for
readability (doesn't make sense to have two vars for what little uses
this)

Converts mob displaying to use the alternate appearance system, to allow
for a per-mob control over visibility
- Only will show for mobs that are holding a PDA with a game client that
is connected to the game server.
- Nanomobs properly are concealed from player mobs after being interacted
with (capture/escape), PDA dropped, or game client disconnection
- Game client will disconnect from game server when you change the active
PDA app (including going to PDA main menu) and/or eject the game cartridge

Also finished my thought in that one comment. It's about time I-
2016-09-15 23:59:46 -04:00
FalseIncarnate 6c4bce1eac Changed Mob Hunt Server to be an abstract controller
Adds catch modifier support, track wild captures

Adds support for capture modifiers:
- These modifiers adjust the "effective run chance" of the mob,
potentially making it easier or harder to capture a mob based on the
total modifier
- Attempting to capture a mob in melee (running up and smacking it with
pda in hand) now grants a 20% capture bonus (reduces mob's effective run
chance by 20)
- Attempting to capture a mob at range (throwing the pda) does not grant
a bonus
- Support is in place for a client-based catch modifiers, to allow for
possible things such as bonuses or penalties from things like "item
cards" or achieving X number of captures. This is not currently planned
for this PR

Adds tracking of how many wild mobs you have captured to the game UI.
Mobs from trading cards will not increase this value, only mob you
captured from the wild will.
- Bragging rights for now, but could be used for a future "milestone"
system to earn bonuses

More cleanup and fixes

Thrown PDAs now properly trigger capture attempts

Mobs now properly consider their type preferences for spawning (may need
to up whitelist bonus weight)

Mobs no longer will spawn in holodeck areas, since this results in them
sometimes spawning on z2 in the holodeck source "templates"

show_message replaced with audible_message

Spawn area selection cleanup

Mobs will no longer attempt to spawn in the derelict solars,
constructionsite solars, or the unused /area/construction subtypes (the
base type is used, just not the subtypes as far as I can tell)
- Mobs will also avoid spawning on turfs that are not on the station
z-level, in the event an area is mistakenly mapped onto additional
z-levels or something
2016-09-09 02:20:57 -04:00
FalseIncarnate d6926d9467 Recodes spawn selection, cleans up mob type lists
Changes to spawn selection:
- Elemental types now have a set of area and turf black/whitelists to
eliminate copy-pasted ones for same-type mobs
- Mobs still have their own black/whitelists to further customize their
spawn preferences beyond their elemental type preferences
- Whitelisted areas/turfs now increase weight by 4 per whitelist they
are on
- Blacklisted areas/turfs now decrease weight by 2 per blacklist they
are on (if the ending weight is less than 1, the area/turf is removed
from consideration)
- Creation of weighted lists for area and turf selection moved to
separate procs for readability
- Spawn area selection now uses pickweight

Elemental Types now use the defines instead of hardcoded paths for their
lists
- Fixed a mistake with Rock Type resistances improperly including Grass
and not including Flying
2016-09-08 02:47:43 -04:00
FalseIncarnate d48ffa7af5 Finally names Mob 14 and Mob 16, fixes normal weakness 2016-09-06 05:07:15 -04:00
FalseIncarnate cddc7cb340 Nano-Mob Hunter GO! WIP commit 3: The committening 2016-09-06 04:15:44 -04:00
FalseIncarnate 42b6c73efa Nano-Mob Hunter GO! WIP commit 2: electric bugaloo 2016-09-05 01:19:07 -04:00
FalseIncarnate 78d311d20a Nano-Mob Hunter GO! WIP commit 2016-09-03 02:25:53 -04:00