Commit Graph

58 Commits

Author SHA1 Message Date
Krausus
487e64a3cd Fixes camera monitor access checking 2016-07-20 23:39:44 -04:00
Tigercat2000
71e5344a98 Mass replace 2016-07-07 19:34:02 -07:00
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
bc78146178 Port -tg-station cameranets
This should make it much easier to port abductors, if we ever want to do
that.

Changes:
  - Fixed a bug where the AI could not delete photos it takes.
  - Ported -tg- cameranets. This means that all of our camera based systems are more or less up to date with -tg-; 510 features are missing.
  - An AI with the 'camera lights' mode on will now, instead of the button toggling the closest camera's light, toggle camera lights on/off as the AI moves.
  - It now takes a minimum of 30 deciseconds between attempting to track someone, and locking on. This number is increased by their distance away from the AI eye.
  - The camera activate/deactivate proc is now called 'toggle_cam'.
  - The 'trackable' proc has been replaced by a more object-oriented 'mob.can_track()' proc.
  - The 'networks' section of the security camera console is now above the camera list.

In laymans terms: This refactors how security cameras calculate what
viewers can see, and adds a few neat features on top.
2016-03-13 15:06:24 -07:00
Tastyfish
492ed2f16e Corrects CentComm spelling 2016-02-22 04:39:10 -05:00
Certh
591daf04d2 Corrected the capitalization of a large amount of machines and items. This will also cause BYOND to use the correct articles (a/an).
Also corrected some periods, spelling errors etc. along the way.

If this PR seems familiar, a part of this is of an earlier PR that I messed up.
2015-12-07 16:14:26 +01:00
Fox-McCloud
16a208f545 Circuit Board Repathing and Swarmer Fixes 2015-11-06 21:21:36 -05:00
Markolie
fb74b9f6ce Make sure camera monitors still work 2015-08-31 02:39:08 +02:00
Markolie
5dc034719d Port Bay's silicon law manager 2015-08-31 02:18:49 +02:00
Markolie
7a3696a114 Fix camera monitor not updating networks 2015-08-24 19:43:06 +02:00
Mark van Alphen
fd9ca9102c Runtime fixes 2015-08-06 18:40:00 +02:00
Markolie
154a282a0d NanoUI caching for cameras/crew manifest 2015-07-28 19:54:17 +02:00
Markolie
483d2b5864 Make more consoles accessible to ghosts 2015-07-27 23:40:23 +02:00
SamCroswell
1d670c4c0f Computer Lighting Update 2015-07-07 01:10:55 -04:00
ZomgPonies
1935a82afe 2/3 of port done 2015-05-25 19:48:13 -04:00
Tigercat2000
13e395e9c6 REFACTOR: Most consoles and machinery now use defines for light color
This commit refactors light_color definitions for most machines and
consoles that use light_color's. Instead of having the same color repeated
over and over again, there are #defines for most of the common ones.

Some machines and other places may not use lighting defs- this is
intentional. The defines as they are, are relatively clean, and machinery
was where the bulk of repeated light definitions were. Other, special
colors, can just be defined in the same file that they are used once in.
2015-05-16 13:29:29 -07:00
Tigercat2000
7d103f5bd5 Add light color defs for more things
This commit adds custom color definitions to almost every computer that
did not already have them. It also causes cigarretes to very dimly glow.

Also contains custom colors for candles, flashlights, and the mentioned
cigarretes.

Oh, and beepsky flashes red and blue now while in hunt mode. FTW
2015-05-12 05:27:28 -07:00
Tigercat2000
e1249fc640 Lighting overhaul.
This commit overhauls the lighting system to Bay12 standards. It is better
in pretty much every way.
2015-05-10 12:03:27 -07:00
Markolie
24626bc081 Testing lab changes 2015-03-21 16:18:42 +01:00
Markolie
9c54d2feaa Central Command access rework 2015-03-04 16:36:17 +01:00
Markolie
6b70bfec74 NanoUI update 2015-03-01 04:22:12 +01:00
Markolie
672305e034 Adds a "params" parameter to attackby(), so it keeps track of pixel_x and pixel_y among other things 2015-02-22 22:12:11 +01:00
Markolie
0b937d5ace Emag refactor 2015-02-13 16:59:20 +01:00
Markolie
3f80f66411 Simplify get_candidates, minor adjustment to antag ages 2015-02-12 19:09:05 +01:00
Markolie
2250aeddff Revert camera caching 2015-02-11 16:11:32 +01:00
Markolie
64fe9e8600 Remove legacy viewpoint code, move back to Bay's and /tg/'s system 2015-02-10 17:02:27 +01:00
Markolie
c507158b8f Camera code update, fix runtime 2015-02-10 15:42:47 +01:00
Markolie
e59a94a8a1 Constructable newscaster, labor camp overhaul, other fixes 2015-01-16 21:50:33 +01:00
Markolie
579acd75e3 Ports over NanoUI camera console map from Baystation12 2014-12-22 16:01:38 +01:00
Markolie
71a9a358e1 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise
Conflicts:
	maps/cyberiad.dmm
2014-12-22 15:14:35 +01:00
Markolie
47f4161fbb Bug fixes, map fixes 2014-12-22 14:47:58 +01:00
Markolie
91d6cda932 Remove luminosity from entertainment monitors 2014-12-02 22:49:14 +01:00
Markolie
fd064b8e35 Teleporter can no longer lock on to syndicate beacons. Teleporter/beacons can be emagged to enable syndicate option. 2014-11-22 07:54:13 +01:00
Markolie
b2d0e26a6d Add meson goggles to atmos lockers, add alert camera monitors to engineering 2014-11-14 15:55:38 +01:00
Markolie
0cd3223536 AI fixes, borg fixes, map fixes 2014-11-14 14:15:17 +01:00
Markolie
2e0953a767 And re-adding my changes. 2014-11-09 05:39:01 +01:00
Markolie
7405ae30ee Camera console network rework 2014-11-08 23:12:38 +01:00
Rob Nelson
471bc24c1e Standardize computer luminosity shit, deduplicate power stuff. 2014-07-20 16:17:19 -04:00
dylanstrategie
4e10136895 Added luminescence to some computers
- Added colored lights to all listed computers
- Should be fullly functional
- Uses the code Pomf used for Telecomms Computer testing

Conflicts:
	code/game/machinery/computer/arcade.dm
	code/game/machinery/computer/card.dm
	code/game/machinery/computer/prisoner.dm
	code/game/machinery/computer/station_alert.dm
	code/game/machinery/telecomms/traffic_control.dm
2014-07-20 11:07:59 -04:00
jack-fractal
3df35fe03c modifying visibility interface of ai to use generic visibility_interface
Conflicts:
	baystation12.dme
	code/game/gamemodes/malfunction/Malf_Modules.dm
	code/modules/mob/living/silicon/ai/freelook/cameranet.dm
	code/modules/mob/living/silicon/ai/freelook/chunk.dm
	code/modules/mob/living/silicon/ai/freelook/eye.dm
	code/modules/mob/living/silicon/ai/freelook/update_triggers.dm
2014-05-15 04:43:49 -04:00
ZomgPonies
f8e2b812dc Fixed up videocam code, need to test 2013-09-17 23:07:35 -04:00
ZomgPonies
6b4bf87887 Added video camera, still work in progress 2013-09-15 20:21:28 -04:00
ZomgPonies
c1222034ee BS12 -> Ponies merge 2013-09-09 10:51:16 -04:00
Segrain
7dae19a3f9 Fix for #3498. 2013-08-30 04:40:39 +03:00
Segrain
c0742c9ca3 Camera console controls. 2013-08-06 01:42:33 +03:00
Segrain
6ab1011e8e Alarm cameras. 2013-07-28 01:25:55 +03:00
Segrain
914d072c86 Camera networks. 2013-07-28 00:58:18 +03:00
johnsonmt88@gmail.com
3ac21339c1 You can now make a single camera use multiple networks.
var/network = string is now var/list/network = list().
I've also added a "network_multi" var which is a string. This is specifically for placing cameras on a map that you want to put on multiple networks. Apparently DM's map maker doesn't support lists, so just type them all in as a string and camera/initialize() will take care of the rest.
Input the networks with commas seperating them, for example: "SS13,RD,Secret,Prison,Ect"

I fixed a few issues while editing the cameras on the map as well.

Both maps:
- Re-added the telescreen in the misc research room that got removed at some point. (Thanks to Ikarrus for pointing this out)
- Any room that had 2 cameras (one for each network) were merged into one camera with the new network lists.
- - Permabrig-hallway (SS13, Prison)
- - Every room in R&D (including robotics) (SS13, RD)
- - The bomb testing range (RD, Toxins)

tgstation.2.1.1.dmm:
- Added a missing wire in engineering-sec (Thanks to SuperSayu for pointing this out)
- Fixed some mis-orientated firelocks. (Thanks to Intigracy for pointing this out)
- - The mining door between cargo and mining
- - The door between the hallway and the engineering lobby

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5596 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-22 01:24:09 +00:00
giacomand@gmail.com
76a6ef2252 -Cleaned up computers. Fixes Issue 1195
-Made computers use idle_power_usage and active_power_usage that it used from the MC.

I'm sure something is likely to break because I removed a lot of snowflake code. I tried to test all the computers with what I can but if you find something odd then please tell me.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5369 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-21 20:38:36 +00:00