- This adds a list of emoticon choices for pAIs on the pAI OS
- These choices add small overlays on top of the screen
- Credit to Willox for the code and Messycake for the sprites.
Nodrak:
pAI's with null names now get a pick(ninja_names) name instead.
- If someone wants to make it pick from a different list feel free, but having null name causes problems down the line.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4075 316c924e-a436-60f5-8080-3fe189b3f50e
Replaced the obj variable var/see_face. It was used to determine whether something (namely masks/hats) hid your identity. Replaced with the HIDEFACE bitflag for var/flags_inv variable. Moved the var/flags_inv variable from atom/ to obj/item/ as only /obj/item/ can be in your inventory in the first place.
Fixed get_visible_name() so it takes into account any item on the var/head when deciding if your face is obscured. (While I'm at it, just dump a comment here if there's anything that should hide your face which doesn't and I'll add the flag.)
Removed the var/alien_egg_flag variable from mob/living/carbon/ and replaced it with the XENO_HOST bitflag for var/status_flags variable. You can now suicide whilst impregnated with a xeno (since you will chestburst even after death, that restriction is no longer necessary).
Any mob/living descendent can ghost even when not dead. However, ghosting whilst not dead results in the ghost eing unable to return to it's body for the remainder of the round. (It has a warning popup)
The suicide verb can only be used by humans when they can move and are not cuffed. These verbs will be totally replaced very soon with the 'fun' IC suicides I'm working on. Suicide is largely redundant given that anybody can ghost now, just didn't want to jump the gun in removing it.
Known Issues:
We've got var/flags_inv, var/slot_flags which could possibly be merged as they both deal with obj/items, although I'm not sure if we can fit oth into the 16-bit limit. Just something to look into.
There are bitflags GLASSESCOVERSEYES, MASKCOVERSEYES, HEADCOVERSEYES, MASKCOVERSMOUTH, HEADCOVERSMOUTH in the var/flags variable which should really be merged with or moved alongside the very similar flags in var/flags_inv. Comments next to the defines suggest as much.
You can borg dead/clientless brains but can't remove the brain fromt he borg once you realise it's a dud. >.<
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4072 316c924e-a436-60f5-8080-3fe189b3f50e
Added it to Russian Revolvers only.
Removed Russian Revolvers from the map, it is only admin spawnable now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4070 316c924e-a436-60f5-8080-3fe189b3f50e
Added the ability to shoot yourself in the head. See changelog.
Added a isnull check on sortRecord proc.
Changed the align to left.
Added Two Russian Revolvers onto the map, on the Derelict Z-Level. Added a single .357 ammo box in a secure crate on the Derelict.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4063 316c924e-a436-60f5-8080-3fe189b3f50e
-Credit to SuperCrayon for Dwarf beard and hairstyle
-Updated names of long hairstyles, to be a little more descript
-Fixed braid hairstyle sharing the same path as spikey
Also slightly changed piping and wiring on telecoms.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4060 316c924e-a436-60f5-8080-3fe189b3f50e
Since the preference files are now numbered and named differently I made it detect old saves, when a player loads a save file, so it can rename it. Basically, everything should be saved still.
Character Setup UI change. I changed the layout of the character screen to not require scrolling.
Screenshot 1: http://i.imgur.com/xPAzn.png
Screenshot 2: http://i.imgur.com/iBKJ6.png
I've made the limit variable in the All-In-One grinder actually do something.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4058 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
Pills can now be ground up in reagent grinders. You can now put custom amounts of reagent into things using chemmasters. Can now load pill-bottles into chemmasters for mass pill-production.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4033 316c924e-a436-60f5-8080-3fe189b3f50e
Breaking bottles over people's heads!
- The bottle will be destroyed and a broken bottle will replace the old bottle
- There is a chance for a glass shard to be created
- The regents of the bottle get splashed onto the mob who got hit
- This affects alcoholic bottles, not to be confused with pill bottles or chemistry bottles.
- - Technically milk cartons and lime juice cartons, so they break as if they're glass.
Names in the PDA list are now ordered alphabetically.
Changelog updated
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3998 316c924e-a436-60f5-8080-3fe189b3f50e
I gave up trying to get facehuggers to hug laying down mobs after a throw. Instead I just fixed the attack() proc so aliens can slap them onto people's faces.
Changed the chestbursting code so larva are created even if no client is available. I will be making a verb so ghosts can posses aliens/larvae with no ckey depending on what headcoders think of the idea. I didn't think it fair that aliens should suffer because not enough ghosts have be_alien enabled at the exact moment a larvae chestbursts.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3987 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
-Added Pete's mirrors. Lacking in features at the moment, but still lets you change hairstyles
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3952 316c924e-a436-60f5-8080-3fe189b3f50e
Created a quick variable to let projectiles automatically illuminate.
Implemented some of Ausops' sprites.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3944 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
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
- Renamed the obj/hud show_otherinventory var to inventory_shown
- Added the F12 hotkey which hides most of the UI except for the intent switcher, hands, health indicator, damage indicators and the other pop-in indicators on the right. The proc is called /mob/verb/button_pressed_F12(), the verb abbreviation is "F12" and it's hidden, so it won't show in the info panel. This currently only works for human mobs.
Screenshot:
http://www.kamletos.si/minimal%20UI.png
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3926 316c924e-a436-60f5-8080-3fe189b3f50e
- Fixed a library problem which prevented you from ordering books by their SS13ID.
- You can now once again properly retitle books and change their authors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3924 316c924e-a436-60f5-8080-3fe189b3f50e
- Changeling parasting now only affects muscles. It weakens you, but does not silence you. Added this to the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3922 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
* Reworked job randomizing
* Added some user feedback to recharger
* Added a new preference setting in job preferences. This setting will make you get a random job if your picked occupations were already filled. This defaults to on to make less graypride.
* Updated changelog
I have tested the new job randomizing with friends and it works good, not sure about large scale however. Feel free to revert this change if it fucks up everything. (and notify me of problems)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3893 316c924e-a436-60f5-8080-3fe189b3f50e
-Both Ambrosia forms have had their reagent contents modified to prevent going over the 50-unit cap at high potencies. Fixes issue 469. Ambrosia Deus now contains space drugs instead of poison, as it ended up being more deadly in practice than I intended.
-Drinking milk removes capsaicin from your body~
-Frost oil should hurt less upon consumption.
-Liquid plasma can be converted back into solid plasma sheets, by mixing 20 plasma, 5 iron, and 5 frost oil.
-Pumpkins can be carved with knives now.
-Added additional checks to prevent hydro tray stats from going out of bounds when injected with certain chemicals.
-Added effects for holy water on hydro trays.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3883 316c924e-a436-60f5-8080-3fe189b3f50e
- No longer able to be cultists because their objectives completely contradicts robotic laws. Fixes issue 510.
- No longer able to be revolutionaries.
- - There was existing code for this already, but it should function properly now.
- - It now takes into account admin's borging players.
pAI's can no longer see revolutionaries or cultists.
- pAI's get a brand new mind instead of wiping their previous antag status.
- This way it prevents players exploiting the cult/rev hud icons and it does not affect the end-round scores and statistics.
Piano's 'repeat' has a limit of 10.
- This will stop byond from thinking playsong() is an infinite loop and crashing the server.
- Added a check so that players can not bypass the limit without stopping the song first.
- 10 is just an arbitrary number I chose, feel free to change it but keep it within reason... and byond's limits.
Fixed a bunch of 'emergancy' misspellings.
- Commit log worthy material right here.
Fixed a bunch of 'emergancy' misspellings.
- Commit log worthy material right here.
Changelog updated.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3878 316c924e-a436-60f5-8080-3fe189b3f50e
-Fix for Issue 555 and Issue 571, so special characters on paper and in announcements don't get converted to html
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3868 316c924e-a436-60f5-8080-3fe189b3f50e
-New item, the Sheet Snatcher. Picks up mineral sheets (Excluding wood and sandstone, since they aren't 'sheets' per se). Standard one holds up to 300 sheets, minerborgs get 500. Will hold any combination of sheets, and auto-stacks them when emptied, works similarly to the ore satchels
-Mech drills can mine sand, with diamond drills getting an extended volume
-Mech Diamond Drills will drill through rwalls again, but it is pretty slow, sometimes taking 5-6 tries just to get the plating off
-Mining Ripleys no longer runtime to hell when the status panel is opened
-Fixes Issue 572, now when floors are created, they assimilate air from nearby tiles, so if it's in space, there will be no air, etc...
-Bumping an asteroid wall as a human or borg with a pickaxe in your hand will make you automattically start mining the wall, feels MUCH faster due to ignoring click_delay()
-Miner borgs with the satchel in their active modules will automatically scoop up the ores
-Clicking an asteroid turf with the satchel will function just as if you clicked on an ore (if any are present)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3867 316c924e-a436-60f5-8080-3fe189b3f50e
- Added a flag called STOPSPRESSUREDMAGE. When this flag is applied to headlmets/hats it reduces the amount of pressure a mob feels by 40%, when applied to suits it reduces it by 80%. (The max it can reduce pressure is obviously 100%) These coefficients are defines in setup.dm called PRESSURE_SUIT_REDUCTION_COEFFICIENT and PRESSURE_HEAD_REDUCTION_COEFFICIENT and can be tweaked as needed.
- Added a calculate_affecting_pressure(var/pressure) proc to all mobs which takes in pressure and returns the adjusted pressure which takes into account the clothes they are wearing. Currently used for monkeys (where it just returns pressure, since monkeys can't wear protective clothes) and humans, where it takes into account the stuff on the human's head and suit storage.
- Somewhat standardized human and monkey life file code.
- Added the pressure stuff to the changelog
- Removed a provocative entry from the changelog by carn.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3829 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed husking and fatties
Fixed floor tiles still appearing in hand when laying them
Fixed a possible runtime with FAT people
Fixes for pre-existing bugs:
Fixed being unable to put belts & backpacks on other people
Tweaked the damage procs a bit. Mainly adding in sanity checks to prevent negative damage and such. A few optimisations here and there.
Fixed ratios for brute-burn damage being applied to organs simultaneously
nodamage==1 now prevents all organ damage. It does not stop healing however.
In-line with the sanity stuff mentioned above, clamp-values for brute/burn were removed as requested by Rockdtben
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3825 316c924e-a436-60f5-8080-3fe189b3f50e
-Removed some tags from things that made no sense to have them. Waistcoats and aprons don't cover your arms, guys.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3815 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
r3803:
- Contained many bugs, first of which was that it didn't really... work.
- Split the HUD and code into separate objects, thus creating a fork in code. This implies that any changes need to be mirrored on the fork objects, thus doubling the amount of code maintenance we have to do.
- The UI should be one of the most standardized things around. Giving choices here is bad design practice.
- Double the amount of defines does not equal to double the amount of fun.
- The revision does not adhere to our coding standard. See the changes to /trunk/code/modules/mob/hud.dm in r3803 as an example.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3804 316c924e-a436-60f5-8080-3fe189b3f50e
- Making single pane windows now makes them in the direction you're facing. If a window already exists in that direction it makes it 90 degrees to your left, if one exists there too, then another 90 degrees, etc.
- The resist verb and UI button can now be used to escape from welded or locked lockers. It takes the standard 2 minutes to get out of a locker. If this is a secure locker, the locker is broken in the process (same effects as if an emag was used on it).
Added the window thing and resist thing to the changelog. Leather still not available ingame.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3799 316c924e-a436-60f5-8080-3fe189b3f50e
* Added lightfixture creating by Xerux!
To those who update changelog, don't put stupid shit in it, make it actually proper.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3797 316c924e-a436-60f5-8080-3fe189b3f50e
- Added 4 new cable colors. Pink (ported from Bay12), orange, cyan and white.
- Engineer tool belts can now also spawn with orange wire, in addition to yellow and red.
- Tool closets and electrical toolboxes can now spawn with cables in any of the 8 colors.
- Added cablecuff.ogg from bay12, played when you apply cable cuffs on someone
- Added this stuff to the changelog
So yeah, some stuff is credited to bay12, tho some of it was nearly enough completely recoded.
Screenshots:
http://www.kamletos.si/wire%20colors.pnghttp://www.kamletos.si/cuff%20restraints.png
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3770 316c924e-a436-60f5-8080-3fe189b3f50e
New weapon: Delivery grenade. Can spawn an x amount of mob/object y in a constant radius. It is currently used for carp and manhack delivery grenades.
!! Important !!: Certain telecomms computers were causing very nasty machine disruption through some very silly mishap involving re-programming a computer's network. Basically, it was breaking machine procs every time you messed with them. This should hopefully make telecomms a lot more stable.
Fixed a bug where the reflexes nanoaug would not actually dodge the projectile if the person was clicking directly inside the target's 32x32 border.
I changed around some core PDA messaging functions in preparation to PDA Chatrooms (yes Legality it's happening). However I'm going to hold off actually implementing it until Messycakes is either completed with his PDA UI overhaul or just stops working on it.
Committed two patches from separate people in the forums. Chemical Cigarettes by Neek (http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8775) and Clicking genetics blocks by Willox (http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8857). Check their respective threads for more details. Sorry I couldn't get this earlier, guys!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3755 316c924e-a436-60f5-8080-3fe189b3f50e