added valid_territory var to areas for cult summoning
cult must now summon narsie/demons in 1 of 3 random rooms on the station
cult summoning announces the rune scriber and location of rune
1) Gamma armory is now part of CC. It is no longer a silly room floating
by itself in space. This also means that, admins permitting, ERTs can be
issued items from it more easily.
2) Prison is now part of CC. It is no longer floating by itself in
space. It now uses fakeglass and fakedoors to remain inescapable.
3) Thunderdome is now connected to CC, via the Special Ops area. Ever
wondered what CC does with the prisoners its ERTs bring back? Now you
know.
4) Cryodorms have been added to CC. This provides an IC explanation of
where ERTs, DS, etc come from (they're stored in cryo until needed). It
also allows ERTs who are recalled to central and complete their mission
to cryo themselves at CC.
5) Turrets have been added to certain places around CC. Most of them
will shoot all non-admins by default, with lethals, and require a CC ID
to disable.
6) Adds bushes/flowers to CC. Mainly because plain green grass looks
ugly. This looks better.
7) Added medical outpost to CC docking area. Mostly for RP, so people
who want to be sane (and not just murder each other) can patch
themselves up quickly.
8) Added new map icons for CC areas. Only shows up in DM.
Ports Goon Lighting from /vg/station.
Summary -
This adds smooth edges to all lighting in order to increase the
aesthetic appeal of the lighting system.
It works by using a matrix to change the appearance of the lighting
overlay sprite, which has been changed to be a base for the matrix to
modify.
Ported from /vg/station with the help of @PJB3005. This lighting
system is a hybrid between Mloc's lighting rewrite and Tobba's
Goonlights.
Notable changes:
- Darksight now matters on mobs. The lighting overlays are not
alpha=255 when they are completely dark, meaning you can still see the
floor- assuming you can view the turf at all, because it retains the
luminousity setting.
- This means Tajaran have 100% night vision again as they are
intended to. Humans can see in a 3x3 square centered around
themselves.
- No, I'm not changing this, if it's even possible. This is how
BYOND's lighting is meant to work. If you have any complaints about
game balance, please feel free to make a pull request to change
see_in_dark values, which will be seperately evaluated.
- The lighting controller now runs at world.tick_lag, to emulate the
realtime function of StonedMC. So far with my testing, this hasn't
caused any noticable performance decreases- the lighting system is
obviously more expensive than our previous iteration, however, it's not
the next ZAS ;)
Technical Details:
- /atom/movable/lighting_overlay/proc/get_clamped_lum has been removed,
succeeded by /turf/proc/get_lumcount. They behave identically.
- Turf lighting is actually controlled by four "corner" datums, which
feed information into the overlay.
- The way opacity is factored into the system has changed. Anything
that doesn't use set_opacity is not going to work to block light.
- /area/lighting_use_dynamic has been renamed to
/area/dynamic_lighting, for consistency with /turf/dynamic_lighting.
- Lighting is no longer seperately initialized for away missions. It is
handled in ChangeTurf() as it should be.
Known & Unfixable issues:
- There is a 5-10 second delay from starting the round to the lights
turning on. Attribute it to "the powernet being spun up" if you would
like to- but it's actually just how long it takes the lighting system
to update every single turf on the map.
- When you walk with a light on you, the light will actually jump ahead
of you before you visually get to the tile. This is because of the
movement gliding on mobs, realtime lighting actually goes faster than
the glide takes to complete, so it appears that your lights are moving
faster than you.
Thank you krausy~
Animated Goonlights
This adds an animate() call to the update_overlays() proc. This makes it
so that any light changes will smoothly transition between the changes
instead of instantly changing their appearance.
Also fixes a few issues pointed out on Github.
Change lighting animation (turns out the old one totally breaks if you toggle a light quickly, whoopsies)
Kill LIGHTING_INSTANT_UPDATES
isturf
* Adds Syndicate Infiltration Team
Goals:
- Provide a way to introduce a group of co-operating traitors, e.g: for
events.
- Provide a way to draw several ghosts into the round at once.
- Provide a way to enable additional objectives (e.g: kidnap) traitors
don't currently have a way to complete.
- Provide an evil counterpart to the Emergency Response Team.
Main:
- Creates a new "Send Infiltration Team" verb under Secrets -> IC for
admins. This verb creates a team of syndicate infiltrators, drawn from
ghosts.
- The infiltrators themselves are prespawned with stealth items
(including 20 TC uplink implants, dust implants, chameleon jumpsuit,
etc).
- The admin who invokes the SIT chooses their mission. It can be
anything.
- This team has their own shuttle, with 3 docking points on the
Cyberiad: arrivals maint, eng maint, and sci maint.
- Their shuttle has blast doors, and a small shuttle brig for abducting
Cyberiad crew.
Misc:
- Creates an 'emag_immune' attribute for doors (and pod doors). Applies
it to SST, SIT and nuke ops main doors. SST application prevents an
exploit. SIT/nukeops application prevents failzerg.
* check_rights, color codes
* Improved Options
- Added PDA painter to SIT spawn room, to prevent SIT members from
metagaming the SIT by identifying them from their PDA color.
- Added food, drinks, and laundry machine/crayons (to recolor gloves) to
the SIT spawn room.
- Added team size prompt for issuing admin, to allow them to send larger
or smaller teams.
- Removed storage implant from the list of things SIT team members spawn
with. In most cases, they will have plenty of TC to buy one if they want
it.
- Fixed action button sprite on dust implant. No longer displays as
blank.
- Added the number of TC each team member gets on spawn as an
admin-configurable option when using the verb. 20-30 is suggested.
- Updated memories ("Notes") given to each SIT member upon creation.
- Fixed a bug with SIT team size which was sometimes causing one less
person to spawn than was intended.
* Minor Improvements
- Made SIT members show up on antaghud, and to each other. Rather like
nuke ops.
- Made SIT members start out with a flashlight in their backpack, so
they can more easily find their way into the station from maint, without
bumbling around in the dark.
- Removed manhack grenade from SIT shuttle, replaced it with a welding
tool. Subtle hint to break the wall into the station.
- Added option for admins to spawn a Syndicate Officer to brief the team
before they go. The officer does not go with the team. They're rather
like ERT Directors briefing ERTs before they are sent out. Optional
fluff.
* Map Area Tweak
* Fixes potential SST exploit with c4-ing mech door
* Tiger
* World's smallest merge/Travis fix
* Renames Officer to Management Consultant
* Removes protected var blocking C4 on poddoors
* Removes emag_immune property for doors
* Traders Event
* lien notes
* Fixes indent
* Gets rid of things Fox doesn't like.
* how did that get deleted
* Get rid of things maintainers don't like
* Adds some crates to the shuttle, and a recall console to the base.
* EVENT_LEVEL_MAJOR, and make it weight 0 (out of rotation)
* line nutes
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.