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.
- Cell charger: Now calls battery emp_act() as well.
- Security Barrier: Now has a chance to toggle the lock.
- Flasher (portable and wall mounted machines, not the item): Now has a chance to flash.
- Wall-Mounted Sparker: Creates sparks.
- Light switch: Toggles the lights when emp'd (not that it'll matter since the lights will probably all have gone out anyway.)
- Weapon Recharger: Calls the energy gun's battery's emp_act() for guns and in the case of stun batons, it sets their charges to 0.
- Cyborg Recharge Station: Cyborgs now get ejected, then emp'd. There would probably be issues with emping the cyborg inside the machine, like being trapped forever or something.
- Sleeper: Eject's the patient. I kind of wish I could make it inject random chems, but it wants a usr and I'm not inclined to start mucking with sleeper code just for this.
- Space Heater: Calls the emp_act() for the battery inside the heater.
- Status Display: Causes the blue screen of death.
- Portable Atmos Pumps: Randomly changes the pressure, has a chance to flip the direction and turn the machine on/off.
- Portable Atmos Scrubber: Has a chance to toggle the machine on/off.
- Arcade Machine: Spits out some random prizes.
- Medical record computer: Runs through the medical records and has a chance to scramble the name, age, sex, blood type, physical or mental state of patients as well as a small chance to delete entries entirely.
- Security record computer: Runs through the security records and has a chance to scramble the name, age, sex, criminal status, physical or mental state of entries as well as a small chance to delete entries entirely.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5237 316c924e-a436-60f5-8080-3fe189b3f50e
-Atmos delay is now based on active players, to help fight lag for massive player rounds.
-Changed some for(blah in world) loops to use the correct lists.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4958 316c924e-a436-60f5-8080-3fe189b3f50e
- Replaced all the .pulling = object instances with start_pulling() and stop_pulling(). Use these from now on.
- Ian and Runtime will now no longer move when being pulled
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4155 316c924e-a436-60f5-8080-3fe189b3f50e
-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
But first! Unrelated to process():
- Only humans and monkeys can move into sleepers.
- Immovable rods no longer delete themselves if they hit a shuttle. Instead they act as if the shuttle doesn't exist. This should help cut down on rods deleting themselves before going through the station.
And now back to our regularly scheduled programming...
Removed process() that were doing nothing from:
- Dispenser(the one that dispenses O2 and Plasma tanks)
- Robotic Fabricators
- Crew Monitoring computer
Reworked hydroponic's process().
- Merged if statements together since most of them lacked "else if"s or were duplicate checks.
- Changed a while loop into a for loop as sloppy coding or an admin var-editing could cause an infinite loop.
Removed a sleep(100) { process() } from the operating table's constructor as the MC will call process() regardless.
Cleaned up shieldgen.dm
- Changed a while loop into an if statement. The loop was unnecessary
- Moved some stuff around so it's not nearly as confusing.
- Standardized the proc and variable definitions.
- These are not currently in-game but they are amazing items. I'll see about sorting out their bugs and getting them in proper working order.
Removed a for(var in world) from
- cleanbot process()
- floorbot process()
Removed computer/engine/process() from robot/computer code
- /obj/machinery/computer/engine does not exist in the first place...
Note: These are only some of the machinery process()s. I didn't want to potentially break too much at once. More to come.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4017 316c924e-a436-60f5-8080-3fe189b3f50e
I'm currently working on moving all of the vars in mob_defines.dm and some procs in mob.dm into more fitting places. For example, ghosts and simple animals can not be cloned, so they do not need a cloneloss var. Cloneloss would be better fitting to /mob/living or even /mob/living/carbon.
By moving these defines into proper children of /mob we lower the amount of resources that must be set aside every time a mob is created and we lower the amount of data that gets transfered between mobs when we combine, transfer or transform them. In theory, this should help free up some resources and combat lag.
Due to how integrated some of these defines are in the rest of the code, I'm going to be committing this cleanup in small batches. Doing it this way instead of one massive commit means that bugs will be easier to locate and identify. It is also less likely to overwhelm players with bugs, and if it still does, it will make it easier for us to revert only the section that is causing problems. Smaller commits also means merging with existing code will be less of a nightmare and has less potential for merging mistakes.
One of my goals in this cleanup is to add a description to every single variable in mob defines. While some of them are self explanatory, there are some there that are used in horribly obscure ways on top of having no comment to describe their use.
-----------------------
Mob defines moved to living:
- last_special*
- bruteloss
- oxyloss
- toxloss
- fireloss
- cloneloss
- brainloss
- halloss
- hallucination
- hallucinations(list)
*Note: I believe this variable is not needed, but the code it is used in (the resist verb) is cluttered and messy. That chunk of code probably use a re-write. I'll put it on my TODO list and if I survive mob_defines I'll try to get around to it but if anyone wants to do it for me, that would certainly help!
-----------------------
Mob procs moved to living:
- getBruteLoss()
- adjustBruteLoss()
- getOxyLoss()
- adjustOxyLoss()
- setOxyLoss()
- getToxLoss()
- adjustToxLoss()
- setToxLoss()
- getFireLoss()
- adjustFireLoss()
- getCloneLoss()
- adjustCloneLoss()
- setCloneLoss()
- getHalLoss()
- adjustHalLoss()
- setHalLoss()
- getBrainLoss()
- adjustBrainLoss()
- setBrainLoss
Mob procs moved to carbon:
getDNA()
setDNA()
-----------------------
Mob verbs moved to carbon:
- Sleep
- Lay down / Get up
-----------------------
The : operator...
The thing that has been killing me through this whole cleanup is people using or copy/pasting the : operator everywhere.
*** Please use obj.var_or_procname. Do not use obj:var_or_procname ***
Using obj:procname will not throw a compiler error if obj does not have that specific var or proc. This means that the coder making changes will NOT be informed of an error which will result in a proc failing, potentially being completely unusable and definatly causing a runtime error.
With that said, I fully anticipate that most bugs (if any) caused by this mob define cleanup to be the result of : operators.
I've been replacing many : operators in favour of the . operator as I've been going, most noteably I went out of my way to remove almost every : operator from the 4000+ line Chemistry-Regents.dm
Exceptions:
- Water: Turf and Atmos related vars. I'm not familiar with the members and methods in those class' hierarchy.
- Silicate: because it's commented out and I honestly dont see it returning.
- Thermite: Turf and Atmos related vars.
- Corn Oil: Turf and Atmos related vars.
Final note: While this may be the source of some mob-related bugs, there are two other revisions that have been committed between now and the last time either of the the two tgstation servers have been updated. These revisions both touch mob-related files. I'm not blaming these other revisions for anything, especially since one of them is mine anyway, I'm just listing them here for refrence to help quickly identify any problems.
- My human/life() changes in r3925
- Carn's life() standardizations in r3933
Stuff unrelated to mob defines:
- Fixed borgs and such being able to go into DNA modifiers.
- Changelog updated and I added Sieve to the list of coders.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3934 316c924e-a436-60f5-8080-3fe189b3f50e
Reverted dismemberment
- This is the majority of the files
Reverted the gun change
- You wont shoot yourself putting your gun away
- You don't have to fire off all of your shots before hitting someone with your gun
Reverted Tarajans
- As requested
Hotfix for the Holodeck.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3574 316c924e-a436-60f5-8080-3fe189b3f50e
Regenerate admin verb now restores limbs/lost blood
Fixes power_loss proc to actually respect the electrical channel something is on.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3539 316c924e-a436-60f5-8080-3fe189b3f50e
Adds greater changeling code, but doesn't change the genome count yet on it.
Renames registered to registered_name on IDs because bs12 had it and it seemed like a good idea to do last night. For some reason.
Adds an afterattack to mobs that can be used. (In fairness, lots of shit in attack_hand should be in there instead, like stungloves and stuff, to minimize duplicated code)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3537 316c924e-a436-60f5-8080-3fe189b3f50e