Commit Graph

95 Commits

Author SHA1 Message Date
Tigercat2000
e1fad29990 Merge remote-tracking branch 'upstream/master' into SpaceCube
Conflicts:
	maps/cyberiad.dmm
2015-05-11 14:55:01 -07:00
Tigercat2000
d98bf2d958 Spacecube transitioning
This commit adds the spacecube system from -tg-. The spacecube system
allows for predicatably random space layouts- it is randomized every
round, but the transitions stay consistant for that round, therefore
making it possible to 'map' space, or explore in teams.
2015-05-11 12:43:10 -07:00
Tigercat2000
fd799d6844 Starlight
This commit ports baystation12's implementation of starlight, modified to
rely on the master-controller due to differences between us, -tg-, and
bay12. Starlight allows space tiles to give off light, the amount of light
can be configured in config.txt.
2015-05-10 18:31:21 -07:00
FalseIncarnate
db9d9fc647 Botany / Xenobotany Update
Largely a port of https://github.com/Baystation12/Baystation12/pull/8038
(Credit to Zuhayr for his hard work on botany)

Breakdown of the port:
- Plant traits have been expanded drastically
- You want a bio-luminescent tomato that explodes into a cloud of acid
when thrown or stepped on? Or maybe a corn vine that entangles people
and injects them with mannitol and it's harvests that can be used as a
battery? Totally possible.
- Adds new random seeds! Replaces the egg-plant seed in the exotic seeds
crate from cargo with 2 of these.
- Literally random, they have randomly generated stats, chemicals, and
traits. Great for researching, and/or wasting cargo's supply points.
- Plant analyzers can now print off the last scan they recorded, meaning
you can distribute copies of the report to validate your claims of
having the dankest weed on station.
- Potatoes, carrots, watermelons, soybeans, and pumpkins can all be
sliced/diced/carved with ANY sharp object, such as knives, hatchets,
glass shards, and e-swords.
- This should give the chef a bit more room to make it look like he
actually is doing the work by slicing up fries by hand. The processor
still also works.
- New reagent: Wood Pulp
- Currently has no use in recipes, but any plant with this reagent in it
can be chopped into planks with a hatchet. Did someone order some
Ambrosia Deus planks?
- Also, vines with woodpulp are dense. You have been warned.

Now onto the stuff I did in addition to the stuff from Bay.
- Fixed typos where plasma was mistakenly called "phoron" in the port.
(Sorry bay)
- Replaced bay's botany mutation chances with our tiered mutation
system.
- Re-re-added tobacco, space tobacco, tea aspera, tea astra, coffee
arabica, and coffee robusta.
- Re-enabled the rolling of joints
- Made it possible to hand-roll cigarettes from tobacco / space tobacco.
(A requested / promised addition)
- Just like with joints, it will inherit any chems in the tobacco, has
the same reagent capacity as a joint, but looks and smokes like a cig
(lasts as long as the cigarettes) with a different name/description to
differentiate it from pre-made cigs.
- Corn can now be juiced in the grinder, in addition to grinding it.
Grinding corn will result in it's contained reagents (like corn starch),
while juicing corn will result in corn oil.
- Re-added the additional plant analyzer information when scanning trays
(displays age, weed level, etc)

Also cleaned up the recipes_microwave.dm file, removing the commented
out recipes that were distributed to the other machines during the
Kitchen Overhaul. Shortens the file a bit and makes it more readable.

I probably forgot stuff, so I will add things as I remember them / they
get pointed out.
2015-05-09 06:00:24 -04:00
Tigercat2000
4f1053f5b7 LINDA, Stage 1
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.
2015-04-28 08:43:42 -07:00
ZomgPonies
710d60abda GC fixes 2015-02-25 10:58:56 -05:00
ZomgPonies
5c14d9c5f2 vg Garbage Collector 2015-02-23 17:18:38 -05:00
ZomgPonies
2c50a42ba7 Goon process scheduler 2015-02-22 15:24:46 -05:00
Markolie
86dd7782d5 Add cyborg latejoining 2015-02-05 14:27:39 +01:00
Bone White
30109587ed Singularity re-start fixes
1) Fixes an exception which prevented singularity generators from
spawning a singularity if they had fingerprints on them
2) Fixes an exception which was called on machineryprocess on the
deleted singularity generator

NOTES

For some obscure reason, hidden fingerprint logging on machinery does
not create a list if there is only one entry.  I couldn't find why, so I
wrote code to account for either a string or list for the singularity
generator ONLY.
2015-01-28 03:57:39 +00:00
Markolie
956f2ba703 Event overhaul from Bay, atmos fixes 2015-01-21 23:05:59 +01:00
Markolie
e59a94a8a1 Constructable newscaster, labor camp overhaul, other fixes 2015-01-16 21:50:33 +01:00
Markolie
c70a6c172b Away mission port from /tg/ 2015-01-09 00:12:16 +01:00
Markolie
b21575f088 Bot port from /tg/ 2014-12-02 17:59:40 +01:00
ZomgPonies
b33df4745c Removed deprecated power generation stuff (AM, RUST) to free up more procs 2014-07-25 11:33:37 -04:00
Zuhayr
ebb9f724aa Hydroponics rewrite, details will be in PR. Big commit.
Conflicts:
	baystation12.dme
	code/controllers/master_controller.dm
	code/game/gamemodes/events/spacevines.dm
	code/game/machinery/seed_extractor.dm
	code/modules/mob/living/carbon/brain/posibrain.dm
	code/modules/mob/mob.dm
	code/modules/reagents/Chemistry-Reagents.dm
	code/modules/reagents/reagent_containers/food/snacks/grown.dm
	icons/obj/hydroponics.dmi
	maps/tgstation2.dmm
2014-07-25 11:10:01 -04:00
ZomgPonies
aafa11712a Removal of virus1/disease1 system. So long GBS/Jungle Fever, you'll be missed! 2014-07-16 00:53:08 -04:00
Zuhayr
333c3c8ae7 Mining rework. Added ore scanner, adjusted values for spawn, added debug verbs.
Conflicts:
	baystation12.dme
	code/modules/admin/admin_verbs.dm
	maps/tgstation2.dmm
2014-07-13 08:44:47 -04:00
ZomgPonies
76276ace29 Cleaning out old unused code. 2014-07-13 08:10:44 -04:00
mwerezak
eb86081165 Adds direction arg for area/move_contents_to()
Attempts to fix shuttle corner transition effect
Fixes bad ETAs appearing on status displays

Conflicts:
	code/modules/shuttles/shuttle.dm
	code/setup.dm
2014-06-24 07:26:03 -04:00
mwerezak
e6944b989c Adds shuttle controller
Moves all ferry shuttle processing into one place: the new shuttle
controller.

Also cleans up the emergency shuttle controller a bit more and fixes
multi-shuttle cooldown.

Conflicts:
	code/controllers/master_controller.dm
	code/controllers/verbs.dm
	code/game/supplyshuttle.dm
	code/modules/shuttles/shuttle.dm
2014-06-24 07:06:48 -04:00
mwerezak
723979115c Renames supply controller global var
Renamed from 'supply_shuttle' to 'supply_controller'

Conflicts:
	code/controllers/verbs.dm
	code/game/gamemodes/gameticker.dm
	code/game/supplyshuttle.dm
2014-06-19 09:52:35 -04:00
Zuhayr
ef59deb928 First pass on ore distribution map and stationary drilling rig.
Added sprites for stationary drilling gear.
Added skeleton ores for coal, adamantine, mythril. Updated some icons. Expanded mining rig functionality.
Changed adamantine and mythril to osmium and metallic hydrogen.
Added ore distribution map generation to master controller.
Added upgrading to stationary drills, tweaked other stuff.
Rewriting the ore processor and how ores handle information. Also rewrote the ore stacker.

Conflicts:
	baystation12.dme
	code/controllers/master_controller.dm
	code/modules/mining/coins.dm
	code/modules/mining/machine_processing.dm
	code/modules/mining/machine_stacking.dm
	code/modules/mining/minerals.dm
	code/modules/mining/satchel_ore_boxdm.dm
2014-06-15 07:35:17 -04:00
mwerezak
cc287d00db Shuttles now dock on arrival and departure
Squashes 3 commits:

Shuttles now dock on arrival and departure

Adds docking controller to outpost, tweaks

Finishes off shuttle_console
Could use some cleanup, though.
Commented out the debug stuff.

Conflicts:
	code/controllers/master_controller.dm
	code/game/machinery/embedded_controller/docking_program.dm
	code/game/machinery/embedded_controller/simple_docking_controller.dm
	code/modules/shuttles/shuttle.dm
	maps/tgstation2.dmm
2014-06-14 04:17:37 -04:00
mwerezak
a54ef207a1 Reworks shuttles to be more extensible
Kudos to Zuhayr for laying the groundwork for this.

Conflicts:
	code/controllers/master_controller.dm
	code/modules/shuttles/shuttle.dm
2014-06-14 04:13:34 -04:00
Zuhayr
7c442ac9a3 Added a 'controller' for shuttles (really just a data container), fixed up the admin shuttle verbs into one general verb, changed shuttles to use controller instead of populating lists at spawn.
Conflicts:
	code/controllers/master_controller.dm
	code/modules/admin/admin.dm
2014-06-14 02:10:10 -04:00
ZomgPonies
5f67943f8e Revert "APC bugfix after someone messed with mah areas!"
This reverts commit ceca0ddbe8.
2014-05-27 21:22:53 -04:00
Ccomp5950
ceca0ddbe8 APC bugfix after someone messed with mah areas!
This was probably bound to happen either way the previous version was based upon a faulty understanding of how the areas worked this is much more robust and only messes with the master areas
and master areas needing power updates call power updates for the each of it's child areas.  Also added where messing with SMESes called for an update on all areas power consumption, probably
not required but doing so either way.

We also rebuild the active_areas list every 5 minutes, if you get a engineer that wants to build a new area off of the station with APC's set rebuild_all_areas in the master controller and it will
update instantly, otherwise wait 5 minutes.  The only downside to this 5 minutes is you might get free energy until that area becomes active.

Conflicts:
	code/controllers/master_controller.dm
	code/modules/power/apc.dm
2014-05-27 00:28:31 -04:00
ZomgPonies
fac32af2f1 First commit of liquid simulation stuff 2014-05-23 14:31:29 -04:00
ESwordTheCat
2382984c03 Some optimization at object pooling, tinkering at beams.dm and reverting useless code.
Conflicts:
	code/modules/projectiles/projectile/beams.dm
2014-04-29 13:39:20 -04:00
ESwordTheCat
012b45ad32 Limit the pool only to 20 objects. 2014-04-29 13:33:25 -04:00
ESwordTheCat
44ee513752 Because it use less instructions. 2014-04-20 03:27:17 -04:00
ESwordTheCat
b332bc7dec Don't use get_area proc, introduce myArea variable.
Conflicts:
	code/modules/power/power.dm
2014-04-20 03:26:59 -04:00
ESwordTheCat
860aa21db0 Forgot continue on process pipenets. 2014-04-19 19:08:08 -04:00
ESwordTheCat
c5eec28a69 Process diseases optimized loop. 2014-04-19 19:07:58 -04:00
ESwordTheCat
6f89369486 Process pipenets optimized loop. 2014-04-19 19:06:30 -04:00
ESwordTheCat
cd41bef74e Process events optimized loop. 2014-04-19 19:04:26 -04:00
ESwordTheCat
ec984a7fc7 Process powernets optimized loop. 2014-04-19 19:04:00 -04:00
ESwordTheCat
eed147e119 Process nano optimized loop. 2014-04-19 19:03:48 -04:00
ESwordTheCat
8612cdc9c0 Process objects optimized loop. 2014-04-19 19:03:36 -04:00
ESwordTheCat
90bfec8472 Process mobs optimized loop. 2014-04-19 19:03:17 -04:00
ESwordTheCat
38ad3b0584 Process machines optimized loop.
Conflicts:
	code/controllers/master_controller.dm
2014-04-19 19:02:45 -04:00
alex-gh
521ad31671 Revert the new lighting system. 2014-04-07 23:51:35 +02:00
Ccomp5950
e7d4f4ad4b Effeciency Project: APC / Machinery power usage.
We no longer run auto_use_power() on every machine every tick.
We now have a global list of areas, and areas that have an APC in them (all_areas and active_areas) no more looping through world bullshit.
A bunch of snowflakey as fuck machines won't use_power() in their process, you get two options, active and idle, use them!
This means a lot of machines won't double dip on power as well so power usage for the station has dropped about 20%

Because everything is snowflakey as fuck we're going to have some machines that don't force an update on their power usage.  Fuck them.
We should catch them with the root obj/machine/proc's forcing updates.

Conflicts:
	code/modules/mob/mob.dm
	code/modules/power/apc.dm
2014-03-08 17:03:29 -05:00
Ccomp5950
b97434054f APC Area update initial commit.
Conflicts:
	code/modules/mob/mob.dm
	code/modules/power/power.dm
2014-03-08 17:00:43 -05:00
Aryn
5b2f811b71 Lighting system is too buggy to continue until I know wtf is going on
Conflicts:
	baystation12.dme
	code/game/turfs/turf.dm
2014-02-28 17:47:50 -05:00
Rob Nelson
c3b021e246 Added a garbage collector implementation based on rumors from Goon and proc references in released gooncode.
And holy shit it's fast

Conflicts:
	baystation12.dme
	code/ATMOSPHERICS/pipes.dm
	code/game/machinery/Sleeper.dm
	code/game/machinery/rechargestation.dm
	code/game/objects/structures/crates_lockers/crates.dm
	code/game/objects/structures/tables_racks.dm
	code/modules/mining/mine_turfs.dm
	code/modules/paperwork/photocopier.dm
	code/modules/power/cable.dm
	html/changelog.html
2014-01-29 23:45:21 -05:00
SkyMarshal
e2bbbb7e39 Mining fixes as it was annoying as fuck. Also a random object with nothing in it removed.
Conflicts:
	code/modules/mining/mine_turfs.dm
2014-01-09 20:56:38 -05:00
d3athrow
64d8903802 Following /tg/'s lead, removes set background 1 for smoother gameplay.
Conflicts:
	code/game/objects/effects/glowshroom.dm
	code/modules/mob/living/carbon/zombie/zombie.dm
	code/modules/mob/living/silicon/mommi/life.dm
2014-01-08 01:25:20 -05:00
Mark Aherne (Faerdan)
0a29d579c6 Updated how NanoUI renders templates, using JSRender without the JSViews data-linking. This makes it much easier to create NanoUIs
as you don't need to provide the full data structure up-front, part of an effort to make NanoUI more accessible.

I have removed the carets (^) from all templates as they are not used any more.

For safety I moved the src_object and user checks from the master controller to the nanoui process proc.

Conflicts:
	code/game/objects/items/devices/PDA/PDA.dm
	nano/js/libraries/2-jsviews.js
	nano/templates/chem_dispenser.tmpl
	nano/templates/telescience_console.tmpl
2014-01-05 00:48:28 -05:00