Replaced mob/var/original_name with datum/mind/var/name.
Halved the speak-chances of every simple-animal because that constant squeaking was insufferable.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4346 316c924e-a436-60f5-8080-3fe189b3f50e
Minds part2 - Carn loses her mind.
The way datum/mind stuff works has been changed a lot. I really can't explain everything. If you have any questions it'd just be easier if you leave a comment or ask me in coderbus.
Generally, minds now represent IC characters rather than following a client around constantly. Minds can change owners, mobs, (names WIP).
Technical babble:
The var/current and var/original variables of the mind datum must always be of type mob/living (or null). Please do not mind.transfer_to(ghost_mob). If you want to ghost somebody use ghostize()! It will do all the technical stuff for you.
mob/dead/observer/var/corpse was removed. mob/dead/observer/var/mind is now used as a reference to the last mind the player had (so respawning code has something to reference), but also because mind.current is a far more useful way of tracking a corpse. If somebody triggers a mind.transfer_to() call on your corpse, your mind will be tranfered to another mob/living or something...that will then be considered your corpse. This could allow for more interesting mind_transfers. For instance, the "raise corpse" rune ghostizes any player in the corpse to be raised and selectes a random dead player to take possesion of their character! The person possesing them will have all of their memories, objectives, etc. The poor guy who was originally the owner cannot re-enter body if there is another player in his body...but if that player is ghosted he can once again return. Exorcisms anybody?
Changes to cloning and hydroponics. I will likely have to rework these later as they're hacky as hell right now.
A lot of stuff is now handled by Login/Logout rather than in hundreds of different places. One such example, mind datums get their variables updated at Login and Logout.
Fixed a few minor bugs. I'll update the issues manually in a bit because I literally cannot think atm.
TL;DR guide:
-If you want to make somebody a ghost use ghostize(). Or you will need to find a doctor to stitch your bits back on. :)
-You don't have to worry about making minds. Simply doing key="carnwennan" or whatever will either: A) make a new mind and initialise it if there isn't one or B) take possession of the mind currently attached to the mob.
-It's safe to transfer a mind even if a key isn't in-body (e.g. they are ghosted/admin-observing etc!) Minds have an active variable which tracks whether they are currently synced with a key. This is to avoid dragging ghosts back into their bodies when say, a wizard mind_transfers them.
-Transferring a mind whilst var/active=1 will cause the following: mob.key = mind.key. So no need to do that separately (in fact you'll lag things if you do, so don't)
-If you do want to initialize a mind manually, say if you don't have a client to login to the mob yet, simply do new_mob.mind_initialize(). Simple! When someody is logged into that mob they will take ownership of the mind and it will sync up.
NOTE: a lot is probably broken since this is a pretty massive change. Please let me know asap (with actual info! Shouting at me, "IT BORKED HALP", doesn't help)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4342 316c924e-a436-60f5-8080-3fe189b3f50e
Split a bunch of procs in helpers.dm into new files:
-helper_list
-helper_text
-helper_type2type
These files are sorted into groups internally. Hopefully people will make it easier for people to find useful procs.
I've added comments to a good chunk of these procs as well explaining what they do.
I've removed a few unused or unnecessary procs and fixed up a couple that were not working as intended.
I've also moved a mob proc 'get_equipped_items()' into mob/inventory.
All of the non-helper.dm files (besides mob/inventory.dm) are the result of fixing duplicate procs. It seems that there used to be text searching procs where one was case sensitive and one was not, and at some point someone removed the case-sensitivity of the case sensitive procs. I've re-added the case-sensitivity and as a result, I've had to go through extra files and ensure that they were calling the proper proc.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4341 316c924e-a436-60f5-8080-3fe189b3f50e
-Made the telecommunication server and NTSL broadcast more robust so that having a HUB is an option, if someone decides to create their own network.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4325 316c924e-a436-60f5-8080-3fe189b3f50e
This part focuses on:
-structuring the way silicon mobs initialise upon login (there was some hideous copypasta in Login() and New() which used spawn() to change the order of the calls so it was all jumbled up. I think I've got it sorted now.
-Borgs var/real_name was not initialising as "Cyborg". Meaning the name checks were kind of borked.
-Ghosts are now deleted at logout if they no longer have a key. This will stop unneeded ghosts being left lying around. It will not delete ghosts with keys assigned (so people can't respawn or anything). Removed all the del(ghost_ref) stuff I could find. Generally movign the key from a ghost should be the last thing you do as the ghost will be deleted by Logout. However I've put it in a spawn() to hopefully avoid coders accisentally using it in a way which causes runtimes.
-Fixed clone-plants spawning dud potato-people left, right and centre. They'll now dump seeds if it fails for whatever reason.
-Cultist and Rev status are removed at mob/living/silicon/Login() rather than having to be called on a special-case basis everywhere. This may not be necessary when this stuff is finished.
-Removed a bunch of :
-Commented mob/living/Login() with the rest of the antag-indicator code from cloning.dm and hydroponics.dm for any coders whom feel brave/suicidal to fix the related issues
Next on the agenda, replacing mob/var/original_name with datum/mind/var/name to fix the ticker runtimes
Then, fixing mind/proc/transfer_to(mob) once and for all. (There are issues with duplicate minds, role updates, inconsistent initialisation etc etc *yawn*
There's probably a few obscure bugs in there somewhere. Might want to hold off on the updates for a bit. Coderbus will likely spot them all by the end of the week.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4322 316c924e-a436-60f5-8080-3fe189b3f50e
What this means is that if you set something like RD and scientist both to Medium, when it comes around to the Level 2 or the Medium preference checks if RD is open you will be placed in the lottery for RD before scientist (or any other non-head job set to Medium). Unlike the change made in r4296 this one still respects player preferences. r4296 would ignore all non-head jobs for EVERY level until it found a head before it even began to run the standard selection code. With this change the older FillHeadPosition is not quite as important and could likely be removed if wanted however it does still help in cases where you would end up with no heads yet someone had a head set above never.
tl;dr The idea of having a head job chosen over a normal job of the same level is good, however the way it was implemented was not due to how it ignored other preferences.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4317 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixed issue 643, the code will now check that the TKed item's loc is on turf, i.e: not in a locker or in someone's pockets.
-Fixed issue 282, the locker wouldn't pick up the chameleon's dummy because it was an effect and not an item. I added a hacky exception for the chameleon projector. I've also made the starting item something more useful so that people will use it more. Please report any issues you find with this, I'm sure nothing too bad will happen.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4313 316c924e-a436-60f5-8080-3fe189b3f50e
-Resolved Issue 720. Message should now properly tell you who got cult armor
-Resolved Issue 642. Bad indentation caused girders to disappear if you move away while building them.
-Commented out admin messages when monkeys used non-monkey SEs
-Atmos techs given Construction Area access
-Remapped the south end of Med-Sci
--Misc. Research Lab added to science
--Virology moved to be made more isolated
-Updated Changelog
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4312 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixed the issue with cookies not appearing mobs until they picked up something
-Now when you are in the process of suiciding, Life() will treat all breaths as failed and you will take more oxyloss than someone in crit that isn't suiciding (Instead of being in crit forever because you could still breathe just fine).
-Fixed a pretty dumb bug in human life, where you would be treated as dead at -100 health, but you didn't die until you hit -101. This mostly caused issues with oxyloss, because once you hit -100 you stopped breathing, but were still alive.
-You can no longer put borg items on monkies, and while I was at it I made directionals for their handcuffs
Fixes Issue 728
Fixes Issue 731
Fixes Issue 714
Fixes Issue 694
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4310 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixed 661 - There was a typo which would show toxin damage twice instead of showing oxygen damage. I also made it clearer which damage was which with colour.
-Fixed 565 - I wish there was a proper way to fix this but it's better than having no door for 5 seconds. It'll now wait 2 ticks before performing the closing animation for the door.
-Fixed 722 - I think this is causing the problem, it's using name instead of real_name. I couldn't find any problems when testing this.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4309 316c924e-a436-60f5-8080-3fe189b3f50e
-Small change that psuedo-randomizes cult and wizard incantations. For cultists, it's just a [pick("'","`")] in place of a "'" in their incantation, and wizard invocations have a 50% chance to replace the spaces with "`".
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4307 316c924e-a436-60f5-8080-3fe189b3f50e
The FillHeadPosition proc makes sure there will almost always be at least one head by grabbing a list of everyone who has the job set to high, if no one has it set to high it will check the next job until it either gets at least one player or runs out of jobs. If it has at least one player it picks a random player out of the list then terminates as we now have one head. If we ran out of jobs we now check the jobs again using the medium setting. If that does not work then we use low.
After this proc has been ran you likely have one head, if wanted it could easily force a head by checking the return however that was deemed unnecessary. Next the code runs nearly the exact same code but for AI checking. After that it proceeds with the standard job selection code, the rest of the heads are in here.
tl;dr It was working fine, you will end up with at least one head so long as a single player has a head set above never. Using this for all heads overrides the entire point of having a low/med/high for heads and will cause low pop servers to have a very high head to crew ratio. Also please read over and try to understand what code is doing and why before you start messing with it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4297 316c924e-a436-60f5-8080-3fe189b3f50e
Well, hopefully a fix. I've tested it locally to make sure it still actually assigns jobs without any problems, and it should work but we wont know for sure until we get more people trying it out.
Thanks to Tonberrytoby for correcting me and pretty much pinpointing the source of the problem.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4296 316c924e-a436-60f5-8080-3fe189b3f50e
-Added the unused alien resin door. Only aliens can open it, it will also auto-close after 10 seconds.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4294 316c924e-a436-60f5-8080-3fe189b3f50e
-Made inhands for hardsuit helmets
-Due to feedback, the Nuke Op pinpointer will change modes on its own when the nuke is armed/disarmed. (As such, the toggle verb was removed) This should also help with the issue of both modes trying to run at the same time.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4290 316c924e-a436-60f5-8080-3fe189b3f50e
- Changed the 'black overlay' you get when paralyzed, blind or in critical condition to include a small circle around you. It still 'blinks' once every 25 seconds or so.
- Added a flag BLOCK_GAS_SMOKE_EFFECT, which can be applied to masks, glasses and hats, which prevent gas smoke, which contains reagents, from having an effect on you. Currently only present for gas masks.
- Dramatically lowered the amount of damage you get per breath while in critical condition. Critical condition now lasts for about 5 minutes if nothing is causing you any additional harm. This in combination with the new black image overlay is an attempt at making doctors more willing to help. For one thing they'll have more time to get to you, for another you will get to see if they murder you before sending you to genetics.
- Added Cheridan's wooden chairs to code
- Added a action_button_name to all items, which defaults to null and contains the text which appears on the action button. If an action button exists, but this variable is not set, the text will default to 'Use [name]', name being the name of the item tied to the button.
- Fixed the problem which resulted in certain glasses types making you keep night vision abilities even after you took them off.
(Screenshot of black overlay: http://www.kamletos.si/blackimage4.png)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4280 316c924e-a436-60f5-8080-3fe189b3f50e
Also, Shades will be assigned a real name and original name upon creation, to prevent them from getting a random name when ghosted.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4278 316c924e-a436-60f5-8080-3fe189b3f50e
-As a result, they also have a button that toggles their headset between station-bounced and subspace transmission. While they are transmitting over subspace, they will be using TComms and have access to department channels. While transmitting over the station-bounced system, they cannot access department channels. Simple
-Changed binary chat for silicon mobs to be ':b' for both consistency and to make the security channel useable for borgs.
-To insert/remove keys, you need to have the cover open and the cell in place, use a key to insert and use a screwdriver to remove keys (Having the cell out will expose the wires when a screwdriver is used)
-Cleaned up mech_fabricator.dm a bit
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4277 316c924e-a436-60f5-8080-3fe189b3f50e
Cleaned up a bit of the broadcasting code.
Made everything use turf's z levels as I find them more reliable, sometimes an item's loc can be null or the z level can be entirely wrong. I hope the high usage of get_turf() will not create problems.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4275 316c924e-a436-60f5-8080-3fe189b3f50e
chemical_reactions_list for storing /datum/chemical_reaction so we don't have to spawn them all everytime two reagents get mixed together.
chemical_reagents_list, unlike reactions it is indexed by id so we can have fast lookup of reagent data. Again, without spawning everytype of that datum everytime we add a reagent to something
It was making all subtypes of this datum everytime it filled any reagent_container with a single reagent. Considering how many reagent containers there are that's a lot of wastage. Now it only does this once, thank goodness.
Unfortunately I had to stick the initialisation inside the datum/reagents holder object's New() proc, since New() for map ojects gets called before world/New()
Fixed clean_blood() yet again *sigh*. It's probably as good as I'm gonna get it without changing loadsa stuff needlessly.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4273 316c924e-a436-60f5-8080-3fe189b3f50e
The hub will no longer report admins who are stealthminning.
Added a server byond_version check. All it does is tell you if your byond_version is below RECOMMENDED_VERSION and encourages you to update BYOND.
Underwear and bag lists are now a single global list rather than creating the same list for every new player.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4268 316c924e-a436-60f5-8080-3fe189b3f50e
Notify me if any issues with them, or any simple_animal arise.
Fixed a few issues with space bears.
Slightly improved teleporter code, and did a few misc runtime fixes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4258 316c924e-a436-60f5-8080-3fe189b3f50e
It needs to be kept as up-to-date as possible, so it autoupdates every 6+ hours or so to ensure the database is relatively up-to-date.
Like the previous commit, I'd only really recommend it if the other stuff isn't getting the job done.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4257 316c924e-a436-60f5-8080-3fe189b3f50e
-Sorted the dispensable chemicals list alphabetically.
-Made the chemical dispenser use process() instead of calling itself in a spawn()
-Made the receiver and broadcaster easier to build (less parts)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4256 316c924e-a436-60f5-8080-3fe189b3f50e
-equip_to_appropriate_slot will now return whether it's successful or not.
-Fixed the receivers and broadcasters being the wrong preset.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4250 316c924e-a436-60f5-8080-3fe189b3f50e
-AI Upload Foyer is now Secure Tech Access, and the outer door only requires Bridge access
-Attached to it are two new rooms: The messaging server room and the communications relay.
-The comms relay room runs off its own SMES unit like the AI, so it won't be affected by powersinks
-Reduced the number of recievers/broadcasters. Only presets now. Giacom will finish them. He also needs to fix the password paper not generating.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4246 316c924e-a436-60f5-8080-3fe189b3f50e
-Broadcasters, receivers and relays do not produce heat anymore.
-The station/DJ station's relays only need a single broadcaster/receiver now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4245 316c924e-a436-60f5-8080-3fe189b3f50e
-Added in the proper list stuff for changeling stasis
-Added a verb to the debug list (Game Admin+) to check the mob lists instead of requiring the item (Works the same way)
Fixes Issue 708
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4240 316c924e-a436-60f5-8080-3fe189b3f50e
- Robots being deleted passed the mmi object to the mob list instead of the mmi's brainmob
- DNA injectors were checking for a user, but not for a mob.
- DNA computers would try to modify the dna of a mob that no longer existed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4239 316c924e-a436-60f5-8080-3fe189b3f50e
-Removes the typecasting from mech fabs so they stop spitting out runtimes, at the cost of making them look even uglier.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4237 316c924e-a436-60f5-8080-3fe189b3f50e
- Hopefully addressed the concerns about the ultra-darkness. Night vision, mesons, thermals and material scanners now make you see through darkness. (Lighting code does not affect you)
- Ghosts get a "toggle darkness" verb, which changes their see_invisibility. When the toggle is enabled, ghosts cannot see other ghosts. This is due to invisibility.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4235 316c924e-a436-60f5-8080-3fe189b3f50e
-Added the new Mining Borg's jetpack sprite, thanks to WJohnston.
-Sorted the observer list for mobs.
-Updated the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4233 316c924e-a436-60f5-8080-3fe189b3f50e
- Added two max() things to lighting code. This should stop the negative luminosity error, which happens when large explosions happen, resulting in a large blob of permanently black space. Space will be black now, but when you go through it with a flashlight, it will actually be illuminated properly.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4232 316c924e-a436-60f5-8080-3fe189b3f50e
- Added pajama closets which contain 2 red and 2 blue pj's with 4 pairs of white shoes - for use in medbay and crew quarters. (pj sprites by baystation 12)
- Added the cart, plasma research, engineering and robotics vending machines from baystation 12 - Mostly for the sprites.
- Added science airlocks (sprites by baystation 12), made them work with our door construction / deconstruction mechanic. (those sprites are by me~)
- Added hazard doors, sprites by baystation 12. They're reskinned firedoors.
- Added two more styles of filing cabinets, all sprites from baystation 12.
- Changed the space law book's sprite to the one baystation 12 uses.
- Added a few floor sprites from baystation 12
- Added critter crates, sprites from baystation 12
- Added some surgery sprites from baystation 12
- Added plant sprites from baystation 12
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4229 316c924e-a436-60f5-8080-3fe189b3f50e
-Added the mining borg (no jetpack yet)
-Added the high tech security airlock (no assembly for it yet)
-Added the new telecomm sprites
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4227 316c924e-a436-60f5-8080-3fe189b3f50e