*Reorganised and commented used procs for better visibility/maintenance
*Redid the PriorityQueue class
*Changed the euclidian distance to the byond one (so that we don't calculate float and square root when it's not necessary)
*Made the AStar algorithm use the closed list instead of just filling it
*Some optimization in the open list sorting : last entered is first in case of f ties, slightly less tiles are checked now
*Changes the order directions are checked when adding adjacents turfs to make for more 'realistic' path (read less 'drunk pathing' with lots of diagonals)
*Fixed some turfs densities not being check for diagonal movement
*Closed firedoors are now correctly seens as blocked by the algorithm
*Cleanbots now only moves in cardinal directions, like other bots.
*Updated the info text at the beginning of the file a bit
*Absolutely unrelated : simplified the turf.Bless() proc
Conflicts:
code/__HELPERS/unsorted.dm
code/defines/procs/AStar.dm
code/game/machinery/bots/bots.dm
code/game/machinery/bots/cleanbot.dm
code/game/machinery/doors/firedoor.dm
code/game/machinery/doors/windowdoor.dm
code/game/turfs/turf.dm
Now if a cleanbot cleans a tile, it will also set it's dirt value to 0
so a person walking back over the tile won't instantly create more dirt.
Conflicts:
code/game/machinery/bots/cleanbot.dm
Allows roboticist to set up cleanbots and if they patrol or not. Requires janitor access to lock them (Captain, HoP, Janitor)
Should probably have a proc that checks you have either of the access listed but for now this fixes this minor problem.
As with my previous commit, reverselist() is causing problems in bot
pathing, it is unnecessary. Bot pathing only worked when reverselist()
was doing nothing.
-New wraith sprites by TankNut!
-Decreased flare duration, again(!)
-Made a based interact proc and changed the updateDialog to call that instead of attack_hand. This caused issues with the APC and getting the power cell out of it. I then changed all machines that had their own defined proc (that was everywhere)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5001 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
-Fixed some other occurrences of this happening. If you find any, please post it here: http://nanotrasen.com/phpBB3/viewtopic.php?f=7&t=9955
or let me know in #coderbus.
-Split up the Core() verb a bit.
-When sending messages to Centcom or the Syndicate, with the communications console, it would never reset itself since it resets the wrong variable. I've given it the correct variable and I made the cooldown 10 minutes instead of a minute.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4629 316c924e-a436-60f5-8080-3fe189b3f50e
-Changed the air assimilation for ReplaceWithFloor() and ReplaceWithPlating() so that it doesn't count non-floors/non-space turfs against the average.
-Commented them as well
Fixes Issue 851
-Standardized AIbots a bit, primarily with vars, attackby(), emag() and such (Mostly excludes M.U.L.E.'s though)
-AIbots now have a maintenece panel on them, which can be opened after unlocking the access panel by using a screwdriver
-The bots are now repaired by opening the maint panel and using a welder
-Emagging the access panel will unlock it permanatly, and emagging it with the maint panel open will trigger the emag behavior
-Floorbots will actually pull up tiles when emagged, 90% to just pull up the plating (And add it to the tile stock), and 10% to replace the floor with lattice
-When destroyed, floorbots will actually drop all the tiles they have stored, not just 1
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4528 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
Added a null check to cleanbots and new player preferences.
Did a bit of blob and antimatter work.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3919 316c924e-a436-60f5-8080-3fe189b3f50e
Replaced every l_hand = and r_hand = and all that if(hand) crap to use standardised procs. This means we can use procs like Dropped() reliably as they will always be called when things are dropped.
Thorough documentation to come. But generally, if you want a mob's icons to update after deleting something in the inventory...use drop_from_inventory(the_thing_you_wanna_drop) just before deleting it. If you wanna put something in a mob's hands use put_in_hands() (or one of the variants). It'll try putting it in active hand first, then inactive, then the floor. They handle layers, overlays, screenlocs calling various procs such as dropped() etc for you. Easy
mob.equipped() is now mob.get_active_hand() because there was another totally unrelated proc named equipped() and stuff was confusing.
Weakening was made instantaneous.
Minor optimisations for human/handle_regular_status_updates(). I'll port these changes over to the other mobs next. Basically it should stop it constantly incrementing every status effect even after death.
umm... bunch of overlays related fixes... I think that's everything. :/
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3900 316c924e-a436-60f5-8080-3fe189b3f50e
Added proper atmos tech jumpsuit, engineering jumpsuit, and rad suit inhands.
Adjusted some other inhands, including a fixed yellow suit inhand.
Added vey's proper stun baton onbelt sprites.
Changed the security flavoured EOD closet to a regular one. (reasoning being that the Sec version looked terrible)
Fixed the intercom in the bar.
Adjusted EVA to be slightly less messy.
Made the welding mask toggle position on attack_self().
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2514 316c924e-a436-60f5-8080-3fe189b3f50e
Rewrote the job selection system to use bitflags and the jobs are now objects.
Fixed a path conflict with effect which caused a few things to be unable to be clicked on.
Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects.
Fixed up the bits that were missing the slightly updated mob organ attack code.
Moved the traps file into unused.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
Moved into their own folder and got split into three files.
Damage zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.
Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.
Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.
Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.
Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.
Went though the latest runtime log.
Power cells now use return on their give/use procs
Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.
You can no longer punch people on the spawn screen.
This is a big one and was cleared by two heads, TK will only allow you to pick up items. If you have an item in your hand it will act normal.
This revision got much larger than originally intended my tests show everything is working fine, but you never know. Ill likely do more mob teaks in the next few days.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work.
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more. More random name monkeys will help with changeling and clean up the observe/mob menus.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e