Commit Graph

73 Commits

Author SHA1 Message Date
alex-gh
9b6f1248c6 Fixed tabling through solid objects. 2018-10-30 12:36:30 +01:00
Purpose
b2fc276158 Merge remote-tracking branch 'refs/remotes/origin/master' into smoothing-improvements 2018-10-13 21:34:04 +01:00
Crazylemon64
3db4229918 First big chunk of the refactor
mid-refactor of `take_overall_damage`

Fully refactors the (?:take|heal)_(?:overall|organ)_damage procs

Allows the dead to examine

Removes the `blinded` var

Refactor cyborg components so vision loss is instant

Robot life/death updates instantly

Adds instant updates for damage overlays and HUD icons for humans

Final reconciliation with the species refactor

Adds a stat debugging system and debugging logs

Also fixes instant death on species change

"Debugging logs" are used for stuff an admin wouldn't care about but
someone debugging would

I used it to fix people dying instantly when changing species due to
temporary deletion of the brain

Fox's requests

Adds a more careful updating system to our reagents system
2018-10-07 17:52:04 -07:00
Purpose
d335a5a4ce Subsystem created... works! 2018-10-06 20:05:02 +01:00
uraniummeltdown
8f26d5b8b6 rename __DEFINES/mob.dm to __DEFINES/mobs.dm
make environment_smash into bitflags
add obj_damage for simple animals
make default max_integrity and obj_integrity INFINITY for non-defined objects, until we can move more objects to obj_integrity/take_damage() system
adds examining objects to roughly check damage
more obj_defense.dm procs
tables can be attacked with items, glass tables have a narsie_act()
fixes, changes to make it compile
2018-03-04 13:52:55 +05:00
uraniummeltdown
946ae0d58d moves var/list/armor to /obj level
adds armor to many objects
re-adds the clockcult floor sprite (accidentally removed in another PR)
adds clockcult effects to the clockcult floor
adds clockcult grilles
adds var/broken to /obj/structure
adds unused resistance_flags var
moves burn_state and resistance_flags to flags.dm
more updates to attack code
updated obj_defense.dm procs
2018-03-04 13:52:54 +05:00
uraniummeltdown
75e177b7a9 renames receive_damage() for animations to receiving_damage()
renames take_damage() for organs to receive_damage()
renames Deconstruct() to deconstruct() for atmos objects
obj_integrity, max_integrity, integrity_failure vars moved to /obj level, obj_integrity = max_integrity on New()
2017-12-28 00:32:54 +05:00
Mark van Alphen
cef5626f85 Merge branch 'master' into findnreplace 2017-03-09 17:32:42 +01:00
Markolie
3aa1399995 Implement usesound/toolspeed 2017-03-07 16:46:28 +01:00
Markolie
6982014a6e Replace all BYOND text macros 2017-02-21 15:41:37 +01:00
Tigercat2000
71e5344a98 Mass replace 2016-07-07 19:34:02 -07:00
Tastyfish
a0ad6582a1 Updates maploader code to be in line with tg's, startup improvements 2016-04-10 02:57:58 -04:00
Tigercat2000
78f53553f8 Reduce lines by removing blank lines added by PJ's script 2016-04-05 08:25:57 -07:00
Tigercat2000
9d430844c3 Replace most (if not all) output << operators with to_chat(user, message)
Currently, to_chat is literally just a proc that does user << message.
But it'll let us do output modification in the future, especially for
something like Goon's HTML chat.

Big thanks to PJB for his to_chat script, see
https://github.com/d3athrow/vgstation13/pull/6625 for more details.
2016-04-05 08:15:05 -07:00
Tigercat2000
31aab5452b -tg- smoothing/floor refactor
Squashed:

Add plasteel goonplaque turf

Builtin_tile nulling

Levelupdate()

Fix falsewalls, update smoothing.dmm

fixes rwall decon
2016-01-03 19:24:13 -08:00
Fox-McCloud
9c3e6f1ecd Removes Update Triggers File 2015-10-05 16:14:38 -04:00
Tigercat2000
4f3938d68b -tg- buckling system
This commit overhauls a bunch of systems so that buckling works for
any subtype of /obj. This means that space vines and chairs and beds all
use the same system. A lot of stuff has been touched.
2015-09-24 15:52:10 -07:00
Tigercat2000
7f4ac72910 Progress bars + Wall Rationalization
This commit does the following:
 - Ports progress bars from -tg- (tgstation/-tg-station#9921)
 - Refactors wall attackby code to make it 100% less insane; Instead of
   manually checking every little thing, it uses do_after,
   consequentially, making the new progress bars affect dealing with walls
   as well.

Wall code makes a tiger sad.
2015-08-31 13:38:51 -07:00
Fox-McCloud
99bf49504a LINDA Pressure Changes 2015-07-11 06:28:03 -04:00
Fox-McCloud
0dbea7621f The Great Del() Cull of 2015 2015-07-09 02:48:34 -04:00
Tigercat2000
bcb4a9601f Merge remote-tracking branch 'upstream/master' into poolit
Conflicts:
	code/game/objects/structures/displaycase.dm
	code/game/objects/structures/grille.dm
	code/game/objects/structures/lamarr_cage.dm
2015-06-22 13:40:07 -07:00
Tigercat2000
7c9139d6e0 Bay/-tg- Meteor port
Meteors now have different types, properly integrated.
Meteoract has been removed, meteors now just call ex_act.
2015-06-21 18:39:39 -07:00
Tigercat2000
d20298e996 -tg- atom pooling system, qdel changes
This commit first and foremost ports the -tg- atom pooling system, and
removes the old experimental system entirely.

Secondly, this PR modifies the qdel system to use a -tg- lookalike
"destroy hint" system, which means that individual objects can tell qdel
what to do with them beyond taking care of things they need to delete.
This ties into the atom pooling system via a new hint define,
QDEL_HINT_PUTINPOOL, which will place the atom in the pool instead of
deleting it as per standard.

Emitter beams are now fully pooled.

Qdel now has semi-compatibility with all datum types, however it is not
the same as -tg-'s "Queue everything!" system. It simply passes it through
the GC immediately and adds it to the "hard del" lists. This means that
reagents can be qdel'ed, but there is no purpose as of yet, as it is more
or less the same as just deleting them, with the added effect of adding
logs of them being deleted to the garbage collector.
2015-06-21 15:47:57 -07:00
ZomgPonies
91e8b909c0 Squish Squash 2015-04-04 14:27:53 -04:00
ZomgPonies
66dd040130 Gives the ability to stop someone climbing a table 2015-03-09 22:55:30 -04:00
ZomgPonies
5c14d9c5f2 vg Garbage Collector 2015-02-23 17:18:38 -05:00
Fox-McCloud
222e26e23f Merge pull request #508 from Markolie/master
Fixes grilles, constructable machine upgrade, proper hardsuit conversion, R&D updates, constructable display case
2014-11-22 00:57:02 -05:00
Markolie
107325bb43 Melee attack for mechs 2014-11-22 06:05:13 +01:00
DZD
1e67cf2548 Table Climbing Block Formatting Fixes
Just a little bit of formatting improvements to the table climbing block
in case of solid object, fixes issue with having "You cannot climb a the
reinforced table," and specifies what object is in the way of climbing.
2014-11-10 19:34:35 -05:00
DZD
6863cdfb2d Fixes Table Climbing Edge Case with Windoors
With the fix that I had implemented to prevent climbing through solid
objects, a windoor on the other side of a table would prevent climbing,
now the check ignores windoors, as they already block climbing from the
same side.
2014-10-30 20:20:45 -04:00
DZD
53de43ba9e Tables Climbing Through Solid Objects Fix
-Tables don't consider themselves solid object when trying to climb over
them.
2014-10-10 15:01:53 -04:00
DZD
2668bb6f9b Shutter and Table Tweaks
-Can no longer climb onto tables that are inside solid objects.
-Added shutters to HoP Office
-Fixed Psych Office shutters button so that it is linked to the Psych
Office shutters and not the ones in surgery.
2014-10-05 22:19:09 -04:00
Zuhayr
ebb9f724aa Hydroponics rewrite, details will be in PR. Big commit.
Conflicts:
	baystation12.dme
	code/controllers/master_controller.dm
	code/game/gamemodes/events/spacevines.dm
	code/game/machinery/seed_extractor.dm
	code/modules/mob/living/carbon/brain/posibrain.dm
	code/modules/mob/mob.dm
	code/modules/reagents/Chemistry-Reagents.dm
	code/modules/reagents/reagent_containers/food/snacks/grown.dm
	icons/obj/hydroponics.dmi
	maps/tgstation2.dmm
2014-07-25 11:10:01 -04:00
ZomgPonies
01ce1db6ff Fix drag and drop climbing, finally 2014-07-18 17:35:35 -04:00
ZomgPonies
c5dac036e1 Fix drag and drop table climbing 2014-07-18 13:04:41 -04:00
ZomgPonies
88098da3c7 Object verb removal crew 2014-07-15 08:47:43 -04:00
Zuhayr
b3fc3a4a15 Fucking Hell I'm an idiot. 2014-07-13 06:34:22 -04:00
Zuhayr
b148235669 Wtf how did this line even get deleted. 2014-07-13 05:47:38 -04:00
Zuhayr
fe1cf5ef77 Oversight with table fix. 2014-07-13 05:47:21 -04:00
Zuhayr
92192021af Compile fix. 2014-07-13 05:45:43 -04:00
Zuhayr
02a7109037 Fixes #5434 2014-07-13 05:45:23 -04:00
Zuhayr
e203cce645 Fixed It won't budge! from crates, added drag and drop for table climbing, added Adajcent check to table climbing.
Conflicts:
	code/game/objects/structures.dm
2014-06-29 12:03:39 -04:00
Zuhayr
727d7400ee Shuffling around table and crate knock/climb procs.
Conflicts:
	code/game/objects/structures.dm
2014-06-24 06:59:42 -04:00
d3athrow
19d339c45d Furthur optimizing qdel and Destroy for obj/effect
Conflicts:
	code/game/objects/effects/decals/Cleanable/humans.dm
2014-03-05 20:26:40 -05:00
Rob Nelson
c3b021e246 Added a garbage collector implementation based on rumors from Goon and proc references in released gooncode.
And holy shit it's fast

Conflicts:
	baystation12.dme
	code/ATMOSPHERICS/pipes.dm
	code/game/machinery/Sleeper.dm
	code/game/machinery/rechargestation.dm
	code/game/objects/structures/crates_lockers/crates.dm
	code/game/objects/structures/tables_racks.dm
	code/modules/mining/mine_turfs.dm
	code/modules/paperwork/photocopier.dm
	code/modules/power/cable.dm
	html/changelog.html
2014-01-29 23:45:21 -05:00
johnsonmt88@gmail.com
d36387607f More file structure stuff.
- The folders themselves are now finished
- Next I'll go through each file and organize them
- Lastly I'll start pulling the object definitions out of /code/defines/ and put them into their respective files.

**Note to committers**
Make sure the .dme file updates when you update to this revision. If necessary delete the .dme and svn-update.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4546 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 01:20:02 +00:00
elly1989@rocketmail.com
6e274cd395 New lighting, it's essentially just the old DAL system with a queue.
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
2012-08-25 16:06:57 +00:00
elly1989@rocketmail.com
4073ac9b00 Replaced all 'file.extension' references with 'relativepath/file.extension' using a script by thvortex of ss13-daedalus.
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
2012-08-18 16:33:40 +00:00
ericgfwong@hotmail.com
e5a2674e3a -Added Armor run to admin tomes
-Resolved Issue 720. Message should now properly tell you who got cult armor
-Resolved Issue 642. Bad indentation caused girders to disappear if you move away while building them.
-Commented out admin messages when monkeys used non-monkey SEs
-Atmos techs given Construction Area access
-Remapped the south end of Med-Sci
--Misc. Research Lab added to science
--Virology moved to be made more isolated
-Updated Changelog

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4312 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-04 07:37:22 +00:00
sieve32@gmail.com
459c558898 -Make holodeck eswords a child of obj/item/weapon/holo instead of regular eswords, clumsy check removed as a result, and you can no longer do things like cutting through walls or doors or what have you. (Fixes Issue 665)
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.

r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds

[VGTG]

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-23 00:48:51 +00:00