Note, verb may not work as one would expect it to. It just uses playsound
originating at each intercomm, therefore anyone that is out of range of
the intercomm will not start hearing it when they get in range, so walking
down the halls isn't going to keep playing the sound as one would expect.
However, the ability to play a sound which, when people are in the right
position, will appear to originate from the intercomms, could be useful
for an event.
Holidays are now actual datums with procs and vars and everything.
Holidays run a proc called celebrate() when it's time to celebrate them.
Currently none of them do anything but that should change, wink wink.
Holidays can now run for more than a day. The important ones, april fools,
christmas, halloween, new years, and easter, all last at least a week.
The idea is so people can celebrate christmas in game without having to,
you know, actually play on fucking christmas. And also to put a time limit
on how long stuff like the annoying spookoween closet skeletons will stick
around so it doesn't overstay its welcome and become annoying as shit like
last year.
The event SS now allows more than 1 holiday to run at a time.
This matters for new years + christmas, easter + april fools, easter + 4/20,
and any holiday that can happen on friday the 13th.
The events get stored in a list that's only initialized if there's an active
holiday so testing for potential holidays is still pretty easy.
Added more easter dates so we won't have to add more until 2040.
The current batch run out in 2017.
:-------------PARACODE NOTES------------:
Tied to event process
Extra procs for holidays to be able to run special events alone
Admin manual-override functionality maintained and ported to new system
This commit ports the base system of LINDA from TG. This version of linda
is the original version, with none of -tg-'s fixes, rewrites, or other
such improvements attached.
The mob ignite system has been 100% removed, as LINDA does not support
this normally. It may be added back in when the improvements and refactors
to LINDA have been ported.
This commit adds a Procedural map generating system for code and admins to
use ingame. The system is modular, which means that it is fairly easy to
make new generating systems. Currently, only the 'nature' unsimulated
system is implemented, as a testing verb for admins to use. Admins can
define the starting XYZ and ending XYZ of the generated system.
Players - This means you may see content that is truely random, in the
future.
Coders - This system allows you to randomize map elements. Writing new
modules is documented at
code/modules/procedural-mapping/mapGeneratorReadme.dm
Detailed information about how the system works, and how it can be
integrated is also avalible there.
Admins - This system will allow you to, at the touch of a button, create
very complex structures and turfs that would otherwise require being
spawned in manually, one by one. The nature button is a fairly good
example of this, with it's randomized grass textures, randomly placed
trees, and randomly placed rocks. This would normally take a good 5
minutes to do, spawning the trees and rocks and turfs, but it takes about
20 seconds to enter the coordinates and have it be completely random.
Third virus transmission type, only transmits through blood injection.
Contacting infected blood will _NOT_ transmit the disease, only through
getting infected blood into your blood will the disease be transmitted.
Opens up a whole new ballgame for targeted viruses, along with disabled
mutations. Antagonist and Security-Buffing Virologists unite!
* Map gen verb is now limited to those with server access.
* Added Z layer support.
Conflicts:
code/modules/admin/admin_verbs.dm
nano/images/nanomap.png