Commit Graph

123 Commits

Author SHA1 Message Date
Zuhayr
ef59deb928 First pass on ore distribution map and stationary drilling rig.
Added sprites for stationary drilling gear.
Added skeleton ores for coal, adamantine, mythril. Updated some icons. Expanded mining rig functionality.
Changed adamantine and mythril to osmium and metallic hydrogen.
Added ore distribution map generation to master controller.
Added upgrading to stationary drills, tweaked other stuff.
Rewriting the ore processor and how ores handle information. Also rewrote the ore stacker.

Conflicts:
	baystation12.dme
	code/controllers/master_controller.dm
	code/modules/mining/coins.dm
	code/modules/mining/machine_processing.dm
	code/modules/mining/machine_stacking.dm
	code/modules/mining/minerals.dm
	code/modules/mining/satchel_ore_boxdm.dm
2014-06-15 07:35:17 -04:00
mwerezak
cc287d00db Shuttles now dock on arrival and departure
Squashes 3 commits:

Shuttles now dock on arrival and departure

Adds docking controller to outpost, tweaks

Finishes off shuttle_console
Could use some cleanup, though.
Commented out the debug stuff.

Conflicts:
	code/controllers/master_controller.dm
	code/game/machinery/embedded_controller/docking_program.dm
	code/game/machinery/embedded_controller/simple_docking_controller.dm
	code/modules/shuttles/shuttle.dm
	maps/tgstation2.dmm
2014-06-14 04:17:37 -04:00
mwerezak
a54ef207a1 Reworks shuttles to be more extensible
Kudos to Zuhayr for laying the groundwork for this.

Conflicts:
	code/controllers/master_controller.dm
	code/modules/shuttles/shuttle.dm
2014-06-14 04:13:34 -04:00
Zuhayr
7c442ac9a3 Added a 'controller' for shuttles (really just a data container), fixed up the admin shuttle verbs into one general verb, changed shuttles to use controller instead of populating lists at spawn.
Conflicts:
	code/controllers/master_controller.dm
	code/modules/admin/admin.dm
2014-06-14 02:10:10 -04:00
ZomgPonies
5f67943f8e Revert "APC bugfix after someone messed with mah areas!"
This reverts commit ceca0ddbe8.
2014-05-27 21:22:53 -04:00
Ccomp5950
ceca0ddbe8 APC bugfix after someone messed with mah areas!
This was probably bound to happen either way the previous version was based upon a faulty understanding of how the areas worked this is much more robust and only messes with the master areas
and master areas needing power updates call power updates for the each of it's child areas.  Also added where messing with SMESes called for an update on all areas power consumption, probably
not required but doing so either way.

We also rebuild the active_areas list every 5 minutes, if you get a engineer that wants to build a new area off of the station with APC's set rebuild_all_areas in the master controller and it will
update instantly, otherwise wait 5 minutes.  The only downside to this 5 minutes is you might get free energy until that area becomes active.

Conflicts:
	code/controllers/master_controller.dm
	code/modules/power/apc.dm
2014-05-27 00:28:31 -04:00
ZomgPonies
fac32af2f1 First commit of liquid simulation stuff 2014-05-23 14:31:29 -04:00
ESwordTheCat
2382984c03 Some optimization at object pooling, tinkering at beams.dm and reverting useless code.
Conflicts:
	code/modules/projectiles/projectile/beams.dm
2014-04-29 13:39:20 -04:00
ESwordTheCat
012b45ad32 Limit the pool only to 20 objects. 2014-04-29 13:33:25 -04:00
ESwordTheCat
44ee513752 Because it use less instructions. 2014-04-20 03:27:17 -04:00
ESwordTheCat
b332bc7dec Don't use get_area proc, introduce myArea variable.
Conflicts:
	code/modules/power/power.dm
2014-04-20 03:26:59 -04:00
ESwordTheCat
860aa21db0 Forgot continue on process pipenets. 2014-04-19 19:08:08 -04:00
ESwordTheCat
c5eec28a69 Process diseases optimized loop. 2014-04-19 19:07:58 -04:00
ESwordTheCat
6f89369486 Process pipenets optimized loop. 2014-04-19 19:06:30 -04:00
ESwordTheCat
cd41bef74e Process events optimized loop. 2014-04-19 19:04:26 -04:00
ESwordTheCat
ec984a7fc7 Process powernets optimized loop. 2014-04-19 19:04:00 -04:00
ESwordTheCat
eed147e119 Process nano optimized loop. 2014-04-19 19:03:48 -04:00
ESwordTheCat
8612cdc9c0 Process objects optimized loop. 2014-04-19 19:03:36 -04:00
ESwordTheCat
90bfec8472 Process mobs optimized loop. 2014-04-19 19:03:17 -04:00
ESwordTheCat
38ad3b0584 Process machines optimized loop.
Conflicts:
	code/controllers/master_controller.dm
2014-04-19 19:02:45 -04:00
alex-gh
521ad31671 Revert the new lighting system. 2014-04-07 23:51:35 +02:00
Ccomp5950
e7d4f4ad4b Effeciency Project: APC / Machinery power usage.
We no longer run auto_use_power() on every machine every tick.
We now have a global list of areas, and areas that have an APC in them (all_areas and active_areas) no more looping through world bullshit.
A bunch of snowflakey as fuck machines won't use_power() in their process, you get two options, active and idle, use them!
This means a lot of machines won't double dip on power as well so power usage for the station has dropped about 20%

Because everything is snowflakey as fuck we're going to have some machines that don't force an update on their power usage.  Fuck them.
We should catch them with the root obj/machine/proc's forcing updates.

Conflicts:
	code/modules/mob/mob.dm
	code/modules/power/apc.dm
2014-03-08 17:03:29 -05:00
Ccomp5950
b97434054f APC Area update initial commit.
Conflicts:
	code/modules/mob/mob.dm
	code/modules/power/power.dm
2014-03-08 17:00:43 -05:00
Aryn
5b2f811b71 Lighting system is too buggy to continue until I know wtf is going on
Conflicts:
	baystation12.dme
	code/game/turfs/turf.dm
2014-02-28 17:47:50 -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
SkyMarshal
e2bbbb7e39 Mining fixes as it was annoying as fuck. Also a random object with nothing in it removed.
Conflicts:
	code/modules/mining/mine_turfs.dm
2014-01-09 20:56:38 -05:00
d3athrow
64d8903802 Following /tg/'s lead, removes set background 1 for smoother gameplay.
Conflicts:
	code/game/objects/effects/glowshroom.dm
	code/modules/mob/living/carbon/zombie/zombie.dm
	code/modules/mob/living/silicon/mommi/life.dm
2014-01-08 01:25:20 -05:00
Mark Aherne (Faerdan)
0a29d579c6 Updated how NanoUI renders templates, using JSRender without the JSViews data-linking. This makes it much easier to create NanoUIs
as you don't need to provide the full data structure up-front, part of an effort to make NanoUI more accessible.

I have removed the carets (^) from all templates as they are not used any more.

For safety I moved the src_object and user checks from the master controller to the nanoui process proc.

Conflicts:
	code/game/objects/items/devices/PDA/PDA.dm
	nano/js/libraries/2-jsviews.js
	nano/templates/chem_dispenser.tmpl
	nano/templates/telescience_console.tmpl
2014-01-05 00:48:28 -05:00
ZomgPonies
4c7fa06c23 Colored Windows 2013-11-30 16:33:53 -05:00
ZomgPonies
1f31f91afa Final ZAS BS12 fixes, not touching it anymore :) 2013-11-08 10:08:10 -05:00
ZomgPonies
0e201cc4a5 Going back to BS12 ZAS, permanently 2013-11-08 09:51:22 -05:00
ZomgPonies
900262ec9c ZAS revert fixes 2013-11-07 16:05:46 -05:00
ZomgPonies
0227baa319 Reverting ZAS back to /vg/ style 2013-11-07 07:13:27 -05:00
ZomgPonies
130134a7a3 Adding Ice back to vanilla BS12 ZAS 2013-11-07 06:48:47 -05:00
ZomgPonies
e4a82dfda8 ZAS switched from /vg/ to BS12 2013-11-06 20:21:59 -05:00
ZomgPonies
c5ebe7acaa Added 5 new types of random events 2013-11-05 08:08:01 -05:00
ZomgPonies
c1222034ee BS12 -> Ponies merge 2013-09-09 10:51:16 -04:00
SkyMarshal
94fc06d0df Temporary fix for ZAS processing twice per time interval. 2013-09-03 00:41:46 -07:00
SkyMarshal
72c331bfa7 Several ZAS fixes.
Adds insulation to doors, modifiable by admins from the ZAS setting panel.
Fixes a logic error with connections.  (I am dumb some days)
Improves the runtime detection and reporting.
Improves "zone info" debug verb.
2013-07-25 21:34:12 -07:00
Spamcat
11e27c5999 Merge branch 'bleeding-edge-freeze' of github.com:Baystation12/Baystation12 into loops
Conflicts:
	code/game/gamemodes/objective.dm
2013-07-01 19:49:29 +04:00
Spamcat
10ee1fbcfe World loops 2: Electric Boogaloo. 2013-07-01 19:43:56 +04:00
SkyMarshal
9591c3773e Maploader improvements: Now skips space tiles, properly parses lists, commented and cleaned up.
beach.dmm is now unescapable.
Fixes #3114
2013-06-21 20:14:11 -07:00
SkyMarshal
39df196edc Fixed disposal issue.
Delayed Jungle setup until after air master initializes
Master controller now properly ceases atmos simulation if runtimes occur (and are detected).
Cleanup more ZAS stuff.  FEA_system.dm, ZAS/ZAS_Turfs.dm, ZAS_Zones.dm.
Canisters now autoconnect to portables connectors on creation.   (Fixes airlocks not having attached canisters)
Doors can now be made which respect directional door types (e.g. windoors and directional firelocks) and is handled better.
2013-05-21 23:12:47 -07:00
cib
be197afc77 Added system for newscaster events.
This way people can write stories, separated into several pieces, which will be announced through the newscasters over the course of the round.
2013-05-18 13:06:16 +02:00
SkyMarshal
b0d1d47c23 Fixes lighting, backpacks getting contaminated, and bombs not working. 2013-04-18 09:58:37 -07:00
SkyMarshal
55183ca30a Fix for lighting before roundstart. 2013-04-18 09:58:36 -07:00
SkyMarshal
7827eec629 Plasma no longer contaminates backpacks (They cannot be washed)
Increased speed of zone equalization.
Lighting controller and ticker now initialized after world is set up and a player has joined.
2013-04-18 09:57:28 -07:00
SkyMarshal
76d561f003 Activated magboots will now, definitely, prevent airflow based grieving of your personage. (Included is a possible fix for airflow opening doors by throwing you at them)
Added in code to debug ZAS tile interactions, currently in the unchecked "Debug" file.
The blasted FloodFill proc now works properly, and zones are connecting right (Should finally fix that damn part of medbay not connecting to the hallway)
Plasma can contaminate again.
The master controller and world startup code has been reworked for faster server boots.
Fixed a runtime originating from a Away Mission map trying to create objects of type "null"
2013-04-18 09:57:27 -07:00
Cael_Aislinn
15bc6ed7b2 restructured event system, re-merged CIB's event system with TG's
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-02-10 21:24:31 +10:00
cib
934eae1d15 Removes new event code and reinstates old event code. 2013-02-09 18:38:35 +01:00