-Added a new wire to Cyborgs. The Camera wire allows you to disable the Cyborg's camera. It will show on Security Consoles as "Cyborg-155 (deactivated)". Pulsing it provides you and the Cyborg with a message of the Cyborg's camera focusing loudly. It will also kick anyone who is watching the Cyborg's camera out.
-Traitor Cyborgs, when scrambling their codes, now have a completely disabled camera. It will not show up on Security Consoles at all, even as deactivated.
-Added a new small guide for new Cyborgs. It is similar to the AI's with some more useful information specific to Cyborgs.
-Commented out the old message, it was copy+pasted everywhere.
-Changed RandomBorgWires to not rely on lucking out and landing on a previously unused index.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4089 316c924e-a436-60f5-8080-3fe189b3f50e
pAI gets a better PDA that can actually receive messages from people. They can also instantly reply like everybody else now.
Got rid of old pAI messaging code.
pAI can toggle their receiver/signaller and their ringer.
AI Stuff
You can show the AI the notes on your PDA by holding it up to a camera.
When you show up a paper/pda to the camera the AI can now click on your name to go to you, if you're near a camera.
The AI's "track with camera" list was adjusted so that it is sorted by humans and then by other mobs. In short, the huge list of monkeys will be below the human master race.
Made the AI's PDA name look nicer.
When showing a piece of paper/your pda to a camera... people who are Unknown will not have a link; which would allow the AI to track them.
Radio/Telecomms Stuff
Made the" common server" and the "preset right receiver" listen for frequencies 144.1 to 148.9. This will allow people to use different frequencies to talk to eachother without bothering the common channel. It will also allow Revs and Cultists to work with each other; everything is still logged though so it still has risks.
Increased the maximum frequency limit for handheld radios and intercoms. It will give you the option to just use station bounced radios on a higher frequency so that anyone with a headset can't simply tune in.
All-In-One Grinder
Created an All-In-One Grinder that is suppose to replace the blender, juicer and reagent grinder altogether. Meaning any department that has a juicer, blender and grinder will instead get this. It will help people be more independent from Chemistry by recycling food and plants.
The All-In-One grinder can grind and juice. Grinding food that isn't part of a recipe will transfer the reagents of the food into the beaker. Juicing only works with certain foods.
I've updated the UI a bit, it will now tell you what's in the beaker and I made it look nicer.
Map
I removed all blenders and juicers on the station and replaced them with the All-In-One grinder!
Misc.
Added myself to the admin.txt list.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4053 316c924e-a436-60f5-8080-3fe189b3f50e
In short:
AI messaging
Time of death for health scanners
Most lists are sorted alphabetically
See http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=9220 for detailed information.
I wasn't able to test this as thoroughly as I'd like, but what I could test seems fine.
I don't forsee any issues popping up with this stuff.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3993 316c924e-a436-60f5-8080-3fe189b3f50e
replaced canweaken and canstun variables with status_flags bitfield. Current flags are CANWEAKEN CANSTUN CANPARALYSE. Although you could add stuff like CANDAMAGE, CANBLIND, CANDEAFEN etc. to add additional flexibility to mob code and reduce on duplication.
Added humans_need_surnames as a config option. If when spawning a human has only one name it will give them a random surname. I'd recommend leaving it on so that people can't name themselves "floor" "Unknown" etc.
totally removed autolowercasing of names (except for first letter) due to people pestering me. inb4 everyone starts CRUISECONTROLLING.
allowed a few characters like @ # etc for when the flag allow_numbers is set. So AIs can use those symbols (numbers and symbols cannot be used as the first character because of syntax.
Added alium nests. They're basically beds that only aliums can use. They are made of sticky resin which aliums secure their prey too for sexytimes.
Weed nodes are no longer dense.
Tidied up some alium verbs so that they are more structured. This will allow me to add Alt-Click neurotoxin shooting for queens and sentinels
Queens can secrete resin now to build nests/walls/membranes (doors to come!)
Drones that evolve into queens when there is already a live Queen will become princesses instead so the hive can tell them how stupid they are for splitting from the will of the hive. It also gives them a number so they can be differentiated between.
Credits to 39kk9t for fixing larva/death.dm, hissing which I forgot to do and some of the alium verbs. You're awesome <3
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3983 316c924e-a436-60f5-8080-3fe189b3f50e
Moved the simple_animal folder into /mob/living.
- Thanks to tortoiseSVN issues, I will have to remove the old simple_animal folder in a second commit.
Moved to living:
- maxHealth
- health
- control_object
- incorporeal_move
Moved to carbon:
- silent
- alien_egg_flag
Moved to human: (human_defines.dm)
- All vars that used to be defined in human.dm
- underwear
- backbag
- miming
Deleted from mob:
- r_epil //Old var, not used anymore
- r_ch_cou //Old var, not used anymore
- r_Tourette //Old var, not used anymore
- spellvoice() //Old proc, not used anymore
- get_damage() //Unused, we have getHealth() that does the same thing
Removed some unticked files that have already been replaced.
This also fixes cyborgs being 'knocked unconscious' by rolling pins and secure breifcases
- Additionally; to knock someone out with a rolling pin you must now be targeting the victims head.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3976 316c924e-a436-60f5-8080-3fe189b3f50e
Set AI's canweaken to 0.
If this has any side effects that I am unaware of let me know and I'll look at the problem again.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3942 316c924e-a436-60f5-8080-3fe189b3f50e
Removed the invisibility verb for hunters. They now cloak when using stalk intent instead. :3 rawr
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3935 316c924e-a436-60f5-8080-3fe189b3f50e
Added some WIP master controller alternatives. Located in code/WorkInProgress/carn They should stop the MC doubling up and smooth the lagspikes over a little bit (depending on how they are set up). They need a bit of work still, but are functional. Just untick code/game/master_controller.dm and tick the version you want to try out.
Committing Giacom's pai remote-signaller code.
Minor map fix for Travis (extra grille NE corner of atmos)
Added a debug tool that prints powernets into a text-based map.
Fixed a runtime that occurred everytime somebody cut a laid cable. It was updating the power networks twice each time >_>
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3920 316c924e-a436-60f5-8080-3fe189b3f50e
update_clothing() has been broken up into it's key parts. A full explanation can be found in code/modules/mob/living/carbon/human/update_icons.dm
the tl;dr of it is that overlay updates are no longer called by the gameticker. Instead they are called by procs such as u_equip db_cick etc. This means faster updates (although admittedly, more of them can be called per tick). This however is offset by the fact that specific overlays can be updated now, vastly improving its efficiency. This will especially help when there are large numbers of dead mobs.
Fixed the throw code for TKgrab so it can be toggled.
Cloaking for aliens/humans/ninjas was changed. It's very crude at the moment and for that I apologise. But it works and is very efficient.It also stops cloaked individuals becomming invincible due to people being unable to hit them (even when they know exactly where they are)
Fixed a bunch of bugs with damage-overlays. They were updating FAR FAR to frequently. They were also horribly inefficient. They should now be virtually seamless when updating and only use cached icons, so they aren't affected by lag as badly. This may help with explosions lag a little.
There's still a tonne of stuff I need to refine with this. I'll be refining it down into some helper procs to reduce on code duplication and such
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3811 316c924e-a436-60f5-8080-3fe189b3f50e
Committing for Sieve: (and WJohnston, I suppose~)
Added WJ's alien hunt sprites.
Fix for the misplaced update ID line in the PDA.dm
Slightly updated mining turfs
Also adding a define for Cheri's balaclava sprites, and a new type of cigarette packet (not available in game, currently)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3540 316c924e-a436-60f5-8080-3fe189b3f50e
Adds a borg reset upgrade that can revive a dead borg, valued at roughly half the cost of a new borg body.
The world restart when everyone dies will no longer fire if someone else is revived during the 30 seconds.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3420 316c924e-a436-60f5-8080-3fe189b3f50e
These rooms will spawn at least out of range of space and the explored pathways, so at the very least some mining is required to even detect them with mesons.
Adds a borg upgrade system. Right now, it just contians a borg reset module that allows the borg to choose their module again. Adds some support code to borgs to suppot flashproofing and renaming.
Adds a few various admin commands like a quick-list of objects (which is hardcoded) and a command to break the local air group.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3415 316c924e-a436-60f5-8080-3fe189b3f50e
- It holds 6 shots
- It recharges one shot every 10 seconds automatically
Secborgs can no longer run faster then the speed of light. They have standard borg speed.
Changelog updated.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3365 316c924e-a436-60f5-8080-3fe189b3f50e
Gave riot shields a 99% chance of blocking pushers from pushing their wielders (given their wielder is not on the help intent).
Added a projectile reflection mechanic. Ablative Armor will often, when the groin or torso is struck, deflect projectiles back to the tile they came from (not back the original shooter). Deflected projectiles aren't 100% accurate, so ablative armor can result in friendly fire.
Hopefully stopped humans from waking up 1 second after they fall asleep.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3286 316c924e-a436-60f5-8080-3fe189b3f50e
Added some stylesheet classes. Approved by Urist. If you're adding game text, please use the class that best describes the text. This way all the text formatting can be edited from the stylesheet rather than traipsing through the code like I am.
Cyborg names reflect their module choice.
Cyborgs can no longer drop their module-items on conveyor belts.
Please remember to add the line: gender = PLURAL to any new item defines if the item is plural, ie metal rods and such.
Much more to come. ;-; Just need to check them and merge... why did I start climbing this mountain?
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3232 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes issue 250 (borg door bug)
Fixed silicon interactions with engineering equipment.
Fixed access lists for radiation collectors, so locking them actually serves a purpose. Fixed using crowbars on them.
Borgs can name themselves upon module selection (unless a roboticist has named them previously by using a pen)
To avoid Borgs griefing and then changing their name by selecting a module, borgs are now unable to move independently until they choose a module.
New sprites for spacevines are on the way. So you'll have to tolerate my crappy stand-ins for a bit until he is finished with them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3128 316c924e-a436-60f5-8080-3fe189b3f50e
Lowered the lifespan of the forcewalls created by the spell Shield
Changed the "Relentless" var to "nopush" by Urist's orders (no mechanical change, but a technical name rather than a fluffy one)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3055 316c924e-a436-60f5-8080-3fe189b3f50e
Added a "Relentless" var to mobs that makes them unshoveable if their intent is anything but help.
Alien Queens are relentless.
Constructs are relentless, can now push things, and have automated movement disabled (because it was bugging the hell out of me when testing)
Shades also have automated movement disabled.
The gladiator costume now has a chance to spawn in the theatre (sprites by Ausops)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3040 316c924e-a436-60f5-8080-3fe189b3f50e
Virus2 has been effectively removed from the code as it was not actually used and was causing some runtimes.
The PA is now properly affected by meteors/blobs/bombs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2903 316c924e-a436-60f5-8080-3fe189b3f50e
Xenos are immune to stunning and weakening. This basically means you cannot run up to a xeno and shoot them with a taser and game over. This makes them a lot more dangerous. To compensate, I've added in a xeno-exclusive variable controlling movement delay addition. When a xeno is stunned, its movement speed goes down. The speed is recovered in the life() proc.
Modifications to critter.dmi (manhacks). Added a new lighting icon, floor lights. Possible implementation later.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2886 316c924e-a436-60f5-8080-3fe189b3f50e
Remember if your scrolling though the list and something is unchecked it should almost certainly be checked.
Simple animals moved over to the actual mob code area and out of the defines.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2868 316c924e-a436-60f5-8080-3fe189b3f50e
On the other hand, simple animals now take damage from harmful projectiles (bullets, lasers). Because of their low amount of health and lack of armour, this means lasers kill most animals in a single shot (I might need to give them some sort of damage reduction so that poor Ian doesn't get killed in one shot every round).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2848 316c924e-a436-60f5-8080-3fe189b3f50e
Soul Stones can now capture Shades (which heals them)
Soul Stones capturing a soul will now be imprinted with that shade, and be unable to capture new souls/other shades
Added ectoplasm object/sprites. As of now it has no uses.
Shades now delete on death and leave ectoplasm behind.
Soulstones can be bought with the wizards spellbook (as a set of six) and from the cultist supply talisman.
The Chaplain has a single soulstone in his office (mostly for testing/so it will get used often and I can get feedback)
Speaking of items on the map for testing, Reactive Teleport Armour no longer spawns in the RD's office (because Urist will murder me if I have to retarded test items out at once)
Removed some no longer needed code regarding soulstones from the suicide verb.
Updated the changelog
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2821 316c924e-a436-60f5-8080-3fe189b3f50e
Simple mobs who attempt to attack and have a max damage of 0 (which is the default) will emote a friendly gesture towards the target, the default being "nuzzles" though also editable via vars.
Added the Shade simple mob (and some temporary sprites) which is the first simple mob capable of attacking. It was mostly for test purposes, but will probably end up becoming a feature of soul stones later on.
Note: Simple animals still cannot interact with other simple animals, critters, mechs, cyborgs, aliens, monkeys etc etc, only humans at this point.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2808 316c924e-a436-60f5-8080-3fe189b3f50e
Possessing and then releasing something restores your original name. Works even if you possess several things one after another as well as if you release an object without having possessed it in the first place.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2699 316c924e-a436-60f5-8080-3fe189b3f50e
-Overrided the proc for get[Fire/Brute]Loss and adjust[Fire/Brute]Loss for humans to use the total damage proc.
-Removed redundant checks aka setBruteLoss(max(getBruteLoss(), 0) since the adjust brute proc already prevents it from going negative.
-Commented out the UpdateDamage() procs contents as it did nothing. If problems arise we might have to investigate. Soon I will remove the proc entierly.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2673 316c924e-a436-60f5-8080-3fe189b3f50e
Malf overhaul, take two!
Waaaay back in the old days, I made it so malf AIs had to hack APCs to win, instead of just sit AFK for 45 minutes. Now I'm taking some more drastic action, to see what happens.
THE MALF AI NO LONGER SPAWNS ON THE AI SAT.
Instead of sitting in the AI sat hoping nobody notices your blatantly obvious hacking, at which point the 3 people lucky enough to have looted EVA get to have all the fun, you can now shunt your core processes into an APC you have hacked, and hacked APCs are only moderately obvious.
While shunted into an APC, the AI draws power from that APC instead of the one in their main core. If the APC loses power, the AI loses power as normal. If the APC they are in is damaged or destroyed, they are forced back into their main core. If the main core is inoperative at that time, they die. The AI is also capable of willingly going back to their main core. As long as the AI's main core is intact, the AI speaks out of its core, regardless of its current location.
I have tested as much of this as I could to make sure it is functional, but thanks to the game mode overhaul, I have been unable to run actual malf rounds on my test server, so I have had to cheat and set things to work in any mode for testing. As for actual round balance, there's no real way to predict how that shit'll change.
This is just the base overhaul, more changes will be forthcoming as malf rounds provide data on how the change performs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2668 316c924e-a436-60f5-8080-3fe189b3f50e
Reworked the code to use a new "plasma" var instead of toxloss for their powers.
Facehuggers are now active for 30 to 60 instead of 3 to 5 seconds.
Aliens can see whether facehuggers are active without needing to examine them.
Changelings:
Ranged sting is now 2 squares-ranged instead of 3 squares.
Space:
Reverted the randomly accessible z-levels back to how they were (derelict and ai sat).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2627 316c924e-a436-60f5-8080-3fe189b3f50e
◦ The kitchen and booze vending machines have some changed commodity values. Most importantly, kitchen has more eating utensils and trays.
◦ Changed the afterattack() and DblClick() to have the (location,control,params) parameters.
◦ Added a new radio filter, "RADIO_MAGNETS".
◦ Mucked around with /datum/signal. Just an extra variable and another comment.
◦ Guns' afterattack() proc now carries location,control,params.
◦ Projectiles now track exactly where the player clicked on a tile. Pretty neat, huh?
New stuff:
◦ A new machine has been added: magnetic generators. They fit under floor tiles and can create dyanmic magnetic fields by directing ionized proton/electron beams to another tile.
◦ Another machine/computer was added that can control these magnetic generators. These machines come with their own pseudo-scripting engine for directing the magnetic beams magnetic modules create. They're not really complete yet, but they work for the firing range. I plan on expanding on this maybe sometime in the future, creating more applications for magnets elsewhere.
◦ Firing range things have been added, including target stakes and targets (both sprited by Veyveyr). You can mount targets onto target stakes and shoot them. Pixel-precision aiming has been applied to the targets (ONLY THE TARGETS!) so that you can see where you shot it and whatnot. You can literally blow holes through the targets until they collapse on themselves.
◦ Added a small little manual to the firing range on how to use the new stuff. It hopefully isn't too complicated to use.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2543 316c924e-a436-60f5-8080-3fe189b3f50e