mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-16 21:22:40 +00:00
New lighting, it's essentially just the old DAL system with a queue.
Comments for lighting: Like sd_DAL (what we used to use), it changes the shading overlays of areas by splitting each type of area into sub-areas by using the var/tag variable and moving turfs into the contents list of the correct sub-area. Unlike sd_DAL however it uses a queueing system. Everytime we call a change to opacity or luminosity (through SetOpacity() or SetLuminosity()) we are simply updating variables and scheduling certain lights/turfs for an update. Actual updates are handled periodically by the lighting_controller. This carries additional overheads, however it means that each thing is changed only once per lighting_controller.processing_interval ticks. Allowing for greater control over how much priority we'd like lighting updates to have. It also makes it possible for us to simply delay updates by setting lighting_controller.processing = 0 at say, the start of a large explosion, waiting for it to finish, and then turning it back on with lighting_controller.processing = 1. Unlike our old system there is a hardcoded maximum luminosity. This is to discourage coders using large luminosity values for dynamic lighting, as the cost of lighting grows rapidly at large luminosity levels (especially when changing opacity at runtime) Also, in order for the queueing system to work, each light remembers the effect it casts on each turf. This is going to have larger memory requirements than our previous system but hopefully it's worth the hassle for the greater control we gain. Besides, there are far far worse uses of needless lists in the game, it'd be worth pruning some of them to offset costs. Known Issues/TODO: admin-spawned turfs will have broken lumcounts. Not willing to fix it at this moment mob luminosity will be lower than expected when one of multiple light sources is dropped after exceeding the maximum luminosity Shuttles still do not have support for dynamic lighting (I hope to fix this at some point) No directional lighting support. Fairly easy to add this and the code is ready. When opening airlocks etc, lighting does not always update to account for the change in opacity. Explosions now cause lighting to cease processing temporarily. Moved controller datums to the code/controllers directory. I plan on standardising them. "Master","Ticker","Lighting","Air","Jobs","Sun","Radio","Supply Shuttle","Emergency Shuttle","Configuration","pAI" controller datums can be accessed via the debug controller verb (used to be the debug master controller verb) Supply shuttle now uses a controller datum. Shuttles tend to arrive up to 30 seconds late, this is not a bug. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4537 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -54,6 +54,7 @@
|
||||
icon = 'icons/effects/fire.dmi'
|
||||
icon_state = "1"
|
||||
layer = TURF_LAYER
|
||||
luminosity = 3
|
||||
|
||||
var/volume = 125
|
||||
var/temperature = FIRE_MINIMUM_TEMPERATURE_TO_EXIST
|
||||
@@ -136,7 +137,6 @@
|
||||
New()
|
||||
..()
|
||||
dir = pick(cardinal)
|
||||
sd_SetLuminosity(3)
|
||||
return
|
||||
|
||||
|
||||
@@ -144,7 +144,6 @@
|
||||
if (istype(loc, /turf/simulated))
|
||||
var/turf/simulated/T = loc
|
||||
loc:active_hotspot = null
|
||||
src.sd_SetLuminosity(0)
|
||||
|
||||
if(T.to_be_destroyed)
|
||||
var/chance_of_deletion
|
||||
|
||||
305
code/controllers/_DynamicAreaLighting_TG.dm
Normal file
305
code/controllers/_DynamicAreaLighting_TG.dm
Normal file
@@ -0,0 +1,305 @@
|
||||
/*
|
||||
Modified DynamicAreaLighting for TGstation - Coded by Carnwennan
|
||||
|
||||
This is TG's 'new' lighting system. It's basically a heavily modified mix of combination of Forum_Account's and
|
||||
ShadowDarke's respective lighting libraries. Credits, where due, to them.
|
||||
|
||||
Like sd_DAL (what we used to use), it changes the shading overlays of areas by splitting each type of area into sub-areas
|
||||
by using the var/tag variable and moving turfs into the contents list of the correct sub-area.
|
||||
|
||||
Unlike sd_DAL however it uses a queueing system. Everytime we call a change to opacity or luminosity
|
||||
(through SetOpacity() or SetLuminosity()) we are simply updating variables and scheduling certain lights/turfs for an
|
||||
update. Actual updates are handled periodically by the lighting_controller. This carries additional overheads, however it
|
||||
means that each thing is changed only once per lighting_controller.processing_interval ticks. Allowing for greater control
|
||||
over how much priority we'd like lighting updates to have. It also makes it possible for us to simply delay updates by
|
||||
setting lighting_controller.processing = 0 at say, the start of a large explosion, waiting for it to finish, and then
|
||||
turning it back on with lighting_controller.processing = 1.
|
||||
|
||||
Unlike our old system there is a hardcoded maximum luminosity. This is to discourage coders using large luminosity values
|
||||
for dynamic lighting, as the cost of lighting grows rapidly at large luminosity levels (especially when changing opacity
|
||||
at runtime)
|
||||
|
||||
Also, in order for the queueing system to work, each light remembers the effect it casts on each turf. This is going to
|
||||
have larger memory requirements than our previous system but hopefully it's worth the hassle for the greater control we
|
||||
gain. Besides, there are far far worse uses of needless lists in the game, it'd be worth pruning some of them to offset
|
||||
costs.
|
||||
|
||||
Known Issues/TODO:
|
||||
admin-spawned turfs will have broken lumcounts. Not willing to fix it at this moment
|
||||
mob luminosity will be lower than expected when one of multiple light sources is dropped after exceeding the maximum luminosity
|
||||
Shuttles still do not have support for dynamic lighting (I hope to fix this at some point)
|
||||
No directional lighting support. Fairly easy to add this and the code is ready.
|
||||
When opening airlocks etc, lighting does not always update to account for the change in opacity.
|
||||
*/
|
||||
|
||||
#define LIGHTING_MAX_LUMINOSITY 12 //Hard maximum luminosity to prevet lag which could be caused by coders making mini-suns
|
||||
#define LIGHTING_MAX_LUMINOSITY_MOB 7 //Mobs get their own max because 60-odd human suns running around would be pretty silly
|
||||
#define LIGHTING_LAYER 10 //Drawing layer for lighting overlays
|
||||
#define LIGHTING_ICON 'icons/effects/ss13_dark_alpha7.dmi' //Icon used for lighting shading effects
|
||||
|
||||
datum/controller/lighting/New() //moved here so its in the define. eek :S
|
||||
lighting_states = max( 0, length(icon_states(LIGHTING_ICON))-1 )
|
||||
|
||||
datum/light_source
|
||||
var/atom/owner
|
||||
var/changed = 1
|
||||
var/mobile = 1
|
||||
var/list/effect = list()
|
||||
|
||||
var/__x = 0 //x coordinate at last update
|
||||
var/__y = 0 //y coordinate at last update
|
||||
|
||||
|
||||
New(atom/A)
|
||||
if(!istype(A))
|
||||
CRASH("The first argument to the light object's constructor must be the atom that is the light source. Expected atom, received '[A]' instead.")
|
||||
|
||||
..()
|
||||
owner = A
|
||||
|
||||
if(istype(owner, /atom/movable)) mobile = 1 //apparantly this is faster than type-checking
|
||||
else mobile = 0 //Perhaps removing support for luminous turfs would be a good idea.
|
||||
|
||||
__x = owner.x
|
||||
__y = owner.y
|
||||
|
||||
// the lighting object maintains a list of all light sources
|
||||
lighting_controller.lights += src
|
||||
|
||||
|
||||
//Check a light to see if its effect needs reprocessing. If it does, remove any old effect and create a new one
|
||||
proc/check()
|
||||
if(!owner)
|
||||
remove_effect()
|
||||
return 1 //causes it to be removed from our list of lights. The garbage collector will then destroy it.
|
||||
|
||||
if(mobile)
|
||||
// check to see if we've moved since last update
|
||||
if(owner.x != __x || owner.y != __y)
|
||||
__x = owner.x
|
||||
__y = owner.y
|
||||
changed = 1
|
||||
|
||||
if(changed)
|
||||
changed = 0
|
||||
remove_effect()
|
||||
return add_effect()
|
||||
return 0
|
||||
|
||||
|
||||
proc/remove_effect()
|
||||
// before we apply the effect we remove the light's current effect.
|
||||
if(effect.len)
|
||||
for(var/turf in effect) // negate the effect of this light source
|
||||
var/turf/T = turf
|
||||
T.update_lumcount(-effect[T])
|
||||
effect.Cut() // clear the effect list
|
||||
|
||||
proc/add_effect()
|
||||
// only do this if the light is turned on and is on the map
|
||||
if(owner.loc && owner.luminosity > 0)
|
||||
effect = new_effect() // identify the effects of this light source
|
||||
for(var/turf in effect)
|
||||
var/turf/T = turf
|
||||
T.update_lumcount(effect[T]) // apply the effect
|
||||
return 0
|
||||
else
|
||||
owner.light = null
|
||||
return 1 //cause the light to be removed from the lights list and garbage collected once it's no
|
||||
//longer referenced by the queue
|
||||
|
||||
proc/new_effect()
|
||||
. = list()
|
||||
|
||||
for(var/turf/T in view(owner.luminosity, owner))
|
||||
// var/area/A = T.loc
|
||||
// if(!A) continue
|
||||
var/change_in_lumcount = lum(T)
|
||||
if(change_in_lumcount > 0)
|
||||
.[T] = change_in_lumcount
|
||||
|
||||
return .
|
||||
|
||||
|
||||
proc/lum(turf/A)
|
||||
return owner.luminosity - max(abs(A.x-__x),abs(A.y-__y))
|
||||
// var/dist = cheap_hypotenuse(A.x,A.y,__x,__y) //fetches the pythagorean distance between A and the light
|
||||
// if(owner.luminosity < dist) //if the turf is outside the radius the light doesn't illuminate it
|
||||
// return 0
|
||||
// return round(owner.luminosity - (dist/2),0.1)
|
||||
|
||||
atom
|
||||
var/datum/light_source/light
|
||||
|
||||
//Turfs with opacity when they are constructed will trigger nearby lights to update
|
||||
//Turfs atoms with luminosity when they are constructed will create a light_source automatically
|
||||
//TODO: lag reduction
|
||||
turf/New()
|
||||
..()
|
||||
if(opacity)
|
||||
UpdateAffectingLights()
|
||||
if(luminosity)
|
||||
world.log << "[type] has luminosity at New()"
|
||||
if(light) world.log << "## WARNING: [type] - Don't set lights up manually during New(), We do it automatically."
|
||||
light = new(src)
|
||||
|
||||
//Movable atoms with opacity when they are constructed will trigger nearby lights to update
|
||||
//Movable atoms with luminosity when they are constructed will create a light_source automatically
|
||||
//TODO: lag reduction
|
||||
atom/movable/New()
|
||||
..()
|
||||
if(opacity)
|
||||
UpdateAffectingLights()
|
||||
if(luminosity)
|
||||
if(light) world.log << "## WARNING: [type] - Don't set lights up manually during New(), We do it automatically."
|
||||
light = new(src)
|
||||
|
||||
//Turfs with opacity will trigger nearby lights to update at next lighting process.
|
||||
//TODO: is this really necessary? Removing it could help reduce lag during singulo-mayhem somewhat
|
||||
turf/Del()
|
||||
if(opacity)
|
||||
UpdateAffectingLights()
|
||||
..()
|
||||
|
||||
//Objects with opacity will trigger nearby lights to update at next lighting process.
|
||||
atom/movable/Del()
|
||||
if(opacity)
|
||||
UpdateAffectingLights()
|
||||
..()
|
||||
|
||||
//Sets our luminosity. Enforces a hardcoded maximum luminosity by default. This maximum can be overridden but it is extremely
|
||||
//unwise to do so.
|
||||
//If we have no light it will create one.
|
||||
//If we are setting luminosity to 0 the light will be cleaned up and delted once all its queues are complete
|
||||
//if we have a light already it is merely updated
|
||||
atom/proc/SetLuminosity(new_luminosity, max_luminosity = LIGHTING_MAX_LUMINOSITY)
|
||||
if(new_luminosity < 0)
|
||||
new_luminosity = 0
|
||||
// world.log << "## WARNING: [type] - luminosity cannot be negative"
|
||||
else if(max_luminosity < new_luminosity)
|
||||
new_luminosity = max_luminosity
|
||||
// if(luminosity != new_luminosity)
|
||||
// world.log << "## WARNING: [type] - LIGHT_MAX_LUMINOSITY exceeded"
|
||||
|
||||
if(isturf(loc))
|
||||
if(light)
|
||||
if(luminosity != new_luminosity) //TODO: remove lights from the light list when they're not luminous? DONE in add_effect
|
||||
light.changed = 1
|
||||
else
|
||||
if(new_luminosity)
|
||||
light = new(src)
|
||||
|
||||
luminosity = new_luminosity
|
||||
|
||||
//Snowflake code to prevent mobs becoming suns (lag-prevention)
|
||||
mob/SetLuminosity(new_luminosity)
|
||||
..(new_luminosity,LIGHTING_MAX_LUMINOSITY_MOB)
|
||||
|
||||
//change our opacity (defaults to toggle), and then update all lights that affect us.
|
||||
atom/proc/SetOpacity(var/new_opacity)
|
||||
if(new_opacity == null) new_opacity = !opacity
|
||||
else if(opacity == new_opacity) return
|
||||
opacity = new_opacity
|
||||
|
||||
UpdateAffectingLights()
|
||||
|
||||
//set the changed status of all lights which could have possibly lit this atom.
|
||||
//We don't need to worry about lights which lit us but moved away, since they will have change status set already
|
||||
atom/proc/UpdateAffectingLights()
|
||||
var/turf/T = src
|
||||
if(!isturf(T))
|
||||
T = loc
|
||||
if(!isturf(T)) return
|
||||
for(var/atom in range(LIGHTING_MAX_LUMINOSITY,T)) //TODO: this will probably not work very well :(
|
||||
var/atom/A = atom
|
||||
if(A.light && A.luminosity)
|
||||
A.light.changed = 1 //force it to update at next process()
|
||||
|
||||
// for(var/light in lighting_controller.lights) //TODO: this will probably laaaaaag
|
||||
// var/datum/light_source/L = light
|
||||
// if(L.changed) continue
|
||||
// if(!L.owner) continue
|
||||
// if(!L.owner.luminosity) continue
|
||||
// if(src in L.effect)
|
||||
// L.changed = 1
|
||||
|
||||
turf
|
||||
var/lighting_lumcount = 0
|
||||
var/lighting_changed = 0
|
||||
|
||||
turf/space
|
||||
lighting_lumcount = 4 //starlight
|
||||
|
||||
turf/proc/update_lumcount(amount)
|
||||
lighting_lumcount += amount
|
||||
// if(lighting_lumcount < 0 || lighting_lumcount > 100)
|
||||
// world.log << "## WARNING: [type] ([src]) lighting_lumcount = [lighting_lumcount]"
|
||||
if(!lighting_changed)
|
||||
lighting_controller.changed_turfs += src
|
||||
lighting_changed = 1
|
||||
|
||||
turf/proc/shift_to_subarea()
|
||||
lighting_changed = 0
|
||||
|
||||
var/area/Area = loc
|
||||
if(!istype(Area) || !Area.lighting_use_dynamic) return
|
||||
|
||||
// change the turf's area depending on its brightness
|
||||
// restrict light to valid levels
|
||||
var/light = min(max(round(lighting_lumcount,1),0),lighting_controller.lighting_states)
|
||||
var/new_tag = "[Area.type]sd_L[light]"
|
||||
|
||||
if(Area.tag!=new_tag) //skip if already in this area
|
||||
var/area/A = locate(new_tag) // find an appropriate area
|
||||
if(!A)
|
||||
A = new Area.type() // create area if it wasn't found
|
||||
// replicate vars
|
||||
for(var/V in Area.vars)
|
||||
switch(V)
|
||||
if("contents","lighting_overlay","overlays") continue
|
||||
else
|
||||
if(issaved(Area.vars[V])) A.vars[V] = Area.vars[V]
|
||||
|
||||
A.tag = new_tag
|
||||
A.lighting_subarea = 1
|
||||
A.SetLightLevel(light)
|
||||
|
||||
Area.related += A
|
||||
|
||||
A.contents += src // move the turf into the area
|
||||
|
||||
area
|
||||
var/lighting_use_dynamic = 1 //Turn this flag off to prevent sd_DynamicAreaLighting from affecting this area
|
||||
var/image/lighting_overlay //tracks the darkness image of the area for easy removal
|
||||
var/lighting_subarea = 0 //tracks whether we're a lighting sub-area
|
||||
|
||||
proc/SetLightLevel(light)
|
||||
if(!src) return
|
||||
if(light < 0)
|
||||
light = 0
|
||||
luminosity = 0
|
||||
else
|
||||
if(light > lighting_controller.lighting_states)
|
||||
light = lighting_controller.lighting_states
|
||||
luminosity = 1
|
||||
|
||||
if(lighting_overlay)
|
||||
overlays -= lighting_overlay
|
||||
lighting_overlay.icon_state = "[light]"
|
||||
else
|
||||
lighting_overlay = image(LIGHTING_ICON,,num2text(light),LIGHTING_LAYER)
|
||||
|
||||
overlays += lighting_overlay
|
||||
|
||||
proc/InitializeLighting() //TODO: could probably improve this bit ~Carn
|
||||
if(!tag) tag = "[type]"
|
||||
if(!lighting_use_dynamic)
|
||||
if(!lighting_subarea) // see if this is a lighting subarea already
|
||||
//show the dark overlay so areas, not yet in a lighting subarea, won't be bright as day and look silly.
|
||||
SetLightLevel(4)
|
||||
|
||||
|
||||
#undef LIGHTING_MAX_LUMINOSITY
|
||||
#undef LIGHTING_MAX_LUMINOSITY_MOB
|
||||
#undef LIGHTING_LAYER
|
||||
#undef LIGHTING_ICON
|
||||
81
code/controllers/lighting_controller.dm
Normal file
81
code/controllers/lighting_controller.dm
Normal file
@@ -0,0 +1,81 @@
|
||||
var/datum/controller/lighting/lighting_controller = new ()
|
||||
|
||||
datum/controller/lighting
|
||||
var/processing = 0
|
||||
var/processing_interval = 4 //setting this too low will probably kill the server. Don't be silly with it!
|
||||
var/process_cost = 0
|
||||
var/iteration = 0
|
||||
|
||||
var/lighting_states = 7
|
||||
|
||||
var/list/lights = list()
|
||||
var/lights_workload_max = 0
|
||||
|
||||
// var/list/changed_lights() //TODO: possibly implement this to reduce on overheads?
|
||||
|
||||
var/list/changed_turfs = list()
|
||||
var/changed_turfs_workload_max = 0
|
||||
|
||||
//Workhorse of lighting. It cycles through each light to see which ones need their effects updating. It updates their
|
||||
//effects and then processes every turf in the queue, moving the turfs to the corresponing lighting sub-area.
|
||||
//All queue lists prune themselves, which will cause lights with no luminosity to be garbage collected (cheaper and safer
|
||||
//than deleting them). Processing interval should be roughly half a second for best results.
|
||||
//By using queues we are ensuring we don't perform more updates than are necessary
|
||||
datum/controller/lighting/proc/process()
|
||||
processing = 1
|
||||
spawn(0)
|
||||
set background = 1
|
||||
while(1)
|
||||
var/started = world.timeofday
|
||||
|
||||
if(processing)
|
||||
iteration++
|
||||
lights_workload_max = max(lights_workload_max,lights.len)
|
||||
for(var/i=1, i<=lights.len, i++)
|
||||
var/datum/light_source/L = lights[i]
|
||||
if(L.check())
|
||||
lights.Cut(i,i+1)
|
||||
i--
|
||||
|
||||
sleep(-1)
|
||||
|
||||
changed_turfs_workload_max = max(changed_turfs_workload_max,changed_turfs.len)
|
||||
for(var/i=1, i<=changed_turfs.len, i++)
|
||||
var/turf/T = changed_turfs[i]
|
||||
if(T && T.lighting_changed)
|
||||
T.shift_to_subarea()
|
||||
changed_turfs.Cut() // reset the changed list
|
||||
|
||||
process_cost = (world.timeofday - started)
|
||||
|
||||
sleep(processing_interval)
|
||||
|
||||
//same as above except it attempts to shift ALL turfs in the world regardless of lighting_changed status
|
||||
//Does not loop. Should be run prior to process() being called for the first time.
|
||||
//Note: if we get additional z-levels at runtime (e.g. if the gateway thin ever gets finished) we can initialize specific
|
||||
//z-levels with the z_level argument
|
||||
datum/controller/lighting/proc/Initialize(var/z_level)
|
||||
processing = 0
|
||||
spawn(-1)
|
||||
set background = 1
|
||||
for(var/i=1, i<=lights.len, i++)
|
||||
var/datum/light_source/L = lights[i]
|
||||
if(L.check())
|
||||
lights.Cut(i,i+1)
|
||||
i--
|
||||
|
||||
var/z_start = 1
|
||||
var/z_finish = world.maxz
|
||||
if(z_level)
|
||||
z_level = round(z_level,1)
|
||||
if(z_level > 0 && z_level <= world.maxz)
|
||||
z_start = z_level
|
||||
z_finish = z_level
|
||||
|
||||
for(var/k=z_start,k<=z_finish,k++)
|
||||
for(var/i=1,i<=world.maxx,i++)
|
||||
for(var/j=1,j<=world.maxy,j++)
|
||||
var/turf/T = locate(i,j,k)
|
||||
if(T) T.shift_to_subarea()
|
||||
|
||||
changed_turfs.Cut() // reset the changed list
|
||||
210
code/controllers/master_controller.dm
Normal file
210
code/controllers/master_controller.dm
Normal file
@@ -0,0 +1,210 @@
|
||||
var/global/datum/controller/game_controller/master_controller //Set in world.New()
|
||||
var/global/datum/failsafe/Failsafe
|
||||
var/global/controller_iteration = 0
|
||||
|
||||
|
||||
var/global/last_tick_timeofday = world.timeofday
|
||||
var/global/last_tick_duration = 0
|
||||
|
||||
datum/controller/game_controller
|
||||
var/processing = 0
|
||||
|
||||
var/global/air_master_ready = 0
|
||||
var/global/sun_ready = 0
|
||||
var/global/mobs_ready = 0
|
||||
var/global/diseases_ready = 0
|
||||
var/global/machines_ready = 0
|
||||
var/global/objects_ready = 0
|
||||
var/global/networks_ready = 0
|
||||
var/global/powernets_ready = 0
|
||||
var/global/ticker_ready = 0
|
||||
|
||||
//Used for MC 'proc break' debugging
|
||||
var/global/obj/last_obj_processed
|
||||
var/global/datum/disease/last_disease_processed
|
||||
var/global/obj/machinery/last_machine_processed
|
||||
var/global/mob/last_mob_processed
|
||||
|
||||
|
||||
proc/setup()
|
||||
if(master_controller && (master_controller != src))
|
||||
del(src)
|
||||
return
|
||||
//There can be only one master.
|
||||
|
||||
if(!air_master)
|
||||
air_master = new /datum/controller/air_system()
|
||||
air_master.setup()
|
||||
|
||||
if(!job_master)
|
||||
job_master = new /datum/controller/occupations()
|
||||
if(job_master.SetupOccupations())
|
||||
world << "\red \b Job setup complete"
|
||||
job_master.LoadJobs("config/jobs.txt")
|
||||
|
||||
world.tick_lag = config.Ticklag
|
||||
|
||||
createRandomZlevel()
|
||||
|
||||
setup_objects()
|
||||
|
||||
setupgenetics()
|
||||
|
||||
|
||||
for(var/i = 0, i < max_secret_rooms, i++)
|
||||
make_mining_asteroid_secret()
|
||||
|
||||
syndicate_code_phrase = generate_code_phrase()//Sets up code phrase for traitors, for the round.
|
||||
syndicate_code_response = generate_code_phrase()
|
||||
|
||||
emergency_shuttle = new /datum/shuttle_controller/emergency_shuttle()
|
||||
|
||||
if(!ticker)
|
||||
ticker = new /datum/controller/gameticker()
|
||||
|
||||
setupfactions()
|
||||
|
||||
spawn
|
||||
ticker.pregame()
|
||||
|
||||
proc/setup_objects()
|
||||
world << "\red \b Initializing objects"
|
||||
sleep(-1)
|
||||
|
||||
for(var/obj/object in world)
|
||||
object.initialize()
|
||||
|
||||
world << "\red \b Initializing pipe networks"
|
||||
sleep(-1)
|
||||
|
||||
for(var/obj/machinery/atmospherics/machine in world)
|
||||
machine.build_network()
|
||||
|
||||
world << "\red \b Initializing atmos machinery."
|
||||
sleep(-1)
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/T in world)
|
||||
T.broadcast_status()
|
||||
for(var/obj/machinery/atmospherics/unary/vent_scrubber/T in world)
|
||||
T.broadcast_status()
|
||||
|
||||
world << "\red \b Initializations complete."
|
||||
|
||||
|
||||
proc/process()
|
||||
processing = 1
|
||||
spawn(0)
|
||||
set background = 1
|
||||
while(1)
|
||||
var/currenttime = world.timeofday
|
||||
var/diff = (currenttime - last_tick_timeofday) / 10
|
||||
last_tick_timeofday = currenttime
|
||||
last_tick_duration = diff
|
||||
|
||||
if(processing)
|
||||
|
||||
controller_iteration++
|
||||
|
||||
var/start_time = world.timeofday
|
||||
|
||||
air_master_ready = 0
|
||||
sun_ready = 0
|
||||
mobs_ready = 0
|
||||
diseases_ready = 0
|
||||
machines_ready = 0
|
||||
objects_ready = 0
|
||||
networks_ready = 0
|
||||
powernets_ready = 0
|
||||
ticker_ready = 0
|
||||
|
||||
spawn(0)
|
||||
air_master.process()
|
||||
air_master_ready = 1
|
||||
|
||||
sleep(1)
|
||||
|
||||
spawn(0)
|
||||
sun.calc_position()
|
||||
sun_ready = 1
|
||||
|
||||
sleep(-1)
|
||||
|
||||
spawn(0)
|
||||
for(var/mob/M in world)
|
||||
last_mob_processed = M
|
||||
M.Life()
|
||||
mobs_ready = 1
|
||||
|
||||
sleep(-1)
|
||||
|
||||
spawn(0)
|
||||
for(var/datum/disease/D in active_diseases)
|
||||
last_disease_processed = D
|
||||
D.process()
|
||||
diseases_ready = 1
|
||||
|
||||
spawn(0)
|
||||
for(var/obj/machinery/machine in machines)
|
||||
if(machine)
|
||||
last_machine_processed = machine
|
||||
machine.process()
|
||||
if(machine && machine.use_power)
|
||||
machine.auto_use_power()
|
||||
|
||||
machines_ready = 1
|
||||
|
||||
sleep(1)
|
||||
|
||||
spawn(-1)
|
||||
for(var/obj/object in processing_objects)
|
||||
last_obj_processed = object
|
||||
object.process()
|
||||
objects_ready = 1
|
||||
|
||||
sleep(-1)
|
||||
|
||||
spawn(-1)
|
||||
for(var/datum/pipe_network/network in pipe_networks)
|
||||
network.process()
|
||||
networks_ready = 1
|
||||
|
||||
spawn(-1)
|
||||
for(var/datum/powernet/P in powernets)
|
||||
P.reset()
|
||||
powernets_ready = 1
|
||||
|
||||
sleep(-1)
|
||||
|
||||
spawn(-1)
|
||||
ticker.process()
|
||||
ticker_ready = 1
|
||||
|
||||
var/IL_check = 0 //Infinite loop check (To report when the master controller breaks.)
|
||||
while(!air_master_ready || !sun_ready || !mobs_ready || !diseases_ready || !machines_ready || !objects_ready || !networks_ready || !powernets_ready || !ticker_ready)
|
||||
IL_check++
|
||||
if(IL_check > 600)
|
||||
var/MC_report = "air_master_ready = [air_master_ready]; sun_ready = [sun_ready]; mobs_ready = [mobs_ready]; diseases_ready = [diseases_ready]; machines_ready = [machines_ready]; objects_ready = [objects_ready]; networks_ready = [networks_ready]; powernets_ready = [powernets_ready]; ticker_ready = [ticker_ready];"
|
||||
message_admins("<b><font color='red'>PROC BREAKAGE WARNING:</font> The game's master contorller appears to be stuck in one of it's cycles. It has looped through it's delaying loop [IL_check] times.</b>")
|
||||
message_admins("<b>The master controller reports: [MC_report]</b>")
|
||||
if(!diseases_ready)
|
||||
if(last_disease_processed)
|
||||
message_admins("<b>DISEASE PROCESSING stuck on </b><A HREF='?src=%holder_ref%;adminplayervars=\ref[last_disease_processed]'>[last_disease_processed]</A>", 0, 1)
|
||||
else
|
||||
message_admins("<b>DISEASE PROCESSING stuck on </b>unknown")
|
||||
if(!machines_ready)
|
||||
if(last_machine_processed)
|
||||
message_admins("<b>MACHINE PROCESSING stuck on </b><A HREF='?src=%holder_ref%;adminplayervars=\ref[last_machine_processed]'>[last_machine_processed]</A>", 0, 1)
|
||||
else
|
||||
message_admins("<b>MACHINE PROCESSING stuck on </b>unknown")
|
||||
if(!objects_ready)
|
||||
if(last_obj_processed)
|
||||
message_admins("<b>OBJ PROCESSING stuck on </b><A HREF='?src=ADMINHOLDERREF;adminplayervars=\ref[last_obj_processed]'>[last_obj_processed]</A>", 0, 1)
|
||||
else
|
||||
message_admins("<b>OBJ PROCESSING stuck on </b>unknown")
|
||||
log_admin("PROC BREAKAGE WARNING: infinite_loop_check = [IL_check]; [MC_report];")
|
||||
message_admins("<font color='red'><b>Master controller breaking out of delaying loop. Restarting the round is advised if problem persists. DO NOT manually restart the master controller.</b></font>")
|
||||
break;
|
||||
sleep(1)
|
||||
|
||||
sleep(world.timeofday+12-start_time)
|
||||
else
|
||||
sleep(10)
|
||||
67
code/controllers/verbs.dm
Normal file
67
code/controllers/verbs.dm
Normal file
@@ -0,0 +1,67 @@
|
||||
//TODO: rewrite and standardise all controller datums to the datum/controller type
|
||||
//TODO: allow all controllers to be deleted for clean restarts (see WIP master controller stuff)
|
||||
|
||||
/client/proc/restart_controller(controller in list("Master","Lighting","Supply Shuttle"))
|
||||
set category = "Debug"
|
||||
set name = "Restart Controller"
|
||||
set desc = "Restart one of the various periodic loop controllers for the game (be careful!)"
|
||||
|
||||
if(!holder) return
|
||||
usr = null
|
||||
src = null
|
||||
switch(controller)
|
||||
if("Master")
|
||||
master_controller.process()
|
||||
feedback_add_details("admin_verb","RMC")
|
||||
if("Lighting")
|
||||
lighting_controller.process()
|
||||
feedback_add_details("admin_verb","RLighting")
|
||||
if("Supply Shuttle")
|
||||
supply_shuttle.process()
|
||||
feedback_add_details("admin_verb","RSupply")
|
||||
message_admins("Admin [key_name_admin(usr)] has restarted the [controller] controller.", 1)
|
||||
return
|
||||
|
||||
|
||||
/client/proc/debug_controller(controller in list("Master","Ticker","Lighting","Air","Jobs","Sun","Radio","Supply Shuttle","Emergency Shuttle","Configuration","pAI"))
|
||||
set category = "Debug"
|
||||
set name = "Debug Controller"
|
||||
set desc = "Debug the various periodic loop controllers for the game (be careful!)"
|
||||
|
||||
if(!holder) return
|
||||
switch(controller)
|
||||
if("Master")
|
||||
debug_variables(master_controller)
|
||||
feedback_add_details("admin_verb","DMC")
|
||||
if("Ticker")
|
||||
debug_variables(ticker)
|
||||
feedback_add_details("admin_verb","DTicker")
|
||||
if("Lighting")
|
||||
debug_variables(lighting_controller)
|
||||
feedback_add_details("admin_verb","DLighting")
|
||||
if("Air")
|
||||
debug_variables(air_master)
|
||||
feedback_add_details("admin_verb","DAir")
|
||||
if("Jobs")
|
||||
debug_variables(job_master)
|
||||
feedback_add_details("admin_verb","DJobs")
|
||||
if("Sun")
|
||||
debug_variables(sun)
|
||||
feedback_add_details("admin_verb","DSun")
|
||||
if("Radio")
|
||||
debug_variables(radio_controller)
|
||||
feedback_add_details("admin_verb","DRadio")
|
||||
if("Supply Shuttle")
|
||||
debug_variables(supply_shuttle)
|
||||
feedback_add_details("admin_verb","DSupply")
|
||||
if("Emergency Shuttle")
|
||||
debug_variables(emergency_shuttle)
|
||||
feedback_add_details("admin_verb","DEmergency")
|
||||
if("Configuration")
|
||||
debug_variables(config)
|
||||
feedback_add_details("admin_verb","DConf")
|
||||
if("pAI")
|
||||
debug_variables(paiController)
|
||||
feedback_add_details("admin_verb","DpAI")
|
||||
message_admins("Admin [key_name_admin(usr)] is debugging the [controller] controller.", 1)
|
||||
return
|
||||
@@ -108,10 +108,6 @@
|
||||
|
||||
playSpecials(curturf,effectin,soundin)
|
||||
|
||||
// Remove any luminosity etc.
|
||||
var/prevlum = teleatom.luminosity
|
||||
teleatom.luminosity = 0
|
||||
|
||||
if(force_teleport)
|
||||
teleatom.forceMove(destturf)
|
||||
playSpecials(destturf,effectout,soundout)
|
||||
@@ -119,9 +115,6 @@
|
||||
if(teleatom.Move(destturf))
|
||||
playSpecials(destturf,effectout,soundout)
|
||||
|
||||
// Re-Apply lum
|
||||
teleatom.sd_SetLuminosity(prevlum)
|
||||
|
||||
destarea.Entered(teleatom)
|
||||
|
||||
return 1
|
||||
|
||||
@@ -48,7 +48,7 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
|
||||
var/area/master // master area used for power calcluations
|
||||
// (original area before splitting due to sd_DAL)
|
||||
var/list/related // the other areas of the same type as this
|
||||
var/list/lights // list of all lights on this area
|
||||
// var/list/lights // list of all lights on this area
|
||||
|
||||
/*Adding a wizard area teleport list because motherfucking lag -- Urist*/
|
||||
/*I am far too lazy to make it a proper list of areas so I'll just make it run the usual telepot routine at the start of the game*/
|
||||
@@ -122,10 +122,10 @@ proc/process_ghost_teleport_locs()
|
||||
//place to another. Look at escape shuttle for example.
|
||||
//All shuttles show now be under shuttle since we have smooth-wall code.
|
||||
|
||||
/area/shuttle //DO NOT TURN THE SD_LIGHTING STUFF ON FOR SHUTTLES. IT BREAKS THINGS.
|
||||
/area/shuttle //DO NOT TURN THE lighting_use_dynamic STUFF ON FOR SHUTTLES. IT BREAKS THINGS.
|
||||
requires_power = 0
|
||||
luminosity = 1
|
||||
sd_lighting = 0
|
||||
lighting_use_dynamic = 0
|
||||
|
||||
/area/shuttle/arrival
|
||||
name = "\improper Arrival Shuttle"
|
||||
@@ -227,14 +227,14 @@ proc/process_ghost_teleport_locs()
|
||||
name = "\improper Alien Shuttle Base"
|
||||
requires_power = 1
|
||||
luminosity = 0
|
||||
sd_lighting = 1
|
||||
lighting_use_dynamic = 1
|
||||
|
||||
/area/shuttle/alien/mine
|
||||
icon_state = "shuttle"
|
||||
name = "\improper Alien Shuttle Mine"
|
||||
requires_power = 1
|
||||
luminosity = 0
|
||||
sd_lighting = 1
|
||||
lighting_use_dynamic = 1
|
||||
|
||||
/area/shuttle/prison/
|
||||
name = "\improper Prison Shuttle"
|
||||
@@ -306,7 +306,7 @@ proc/process_ghost_teleport_locs()
|
||||
icon_state = "start"
|
||||
requires_power = 0
|
||||
luminosity = 1
|
||||
sd_lighting = 0
|
||||
lighting_use_dynamic = 0
|
||||
has_gravity = 1
|
||||
|
||||
// === end remove
|
||||
@@ -786,7 +786,7 @@ proc/process_ghost_teleport_locs()
|
||||
name = "\improper Holodeck"
|
||||
icon_state = "Holodeck"
|
||||
luminosity = 1
|
||||
sd_lighting = 0
|
||||
lighting_use_dynamic = 0
|
||||
|
||||
/area/holodeck/alphadeck
|
||||
name = "\improper Holodeck Alpha"
|
||||
@@ -854,7 +854,7 @@ proc/process_ghost_teleport_locs()
|
||||
/area/solar
|
||||
requires_power = 0
|
||||
luminosity = 1
|
||||
sd_lighting = 0
|
||||
lighting_use_dynamic = 0
|
||||
|
||||
auxport
|
||||
name = "\improper Fore Port Solar Array"
|
||||
@@ -1335,25 +1335,25 @@ proc/process_ghost_teleport_locs()
|
||||
name = "\improper AI Sat Ext"
|
||||
icon_state = "storage"
|
||||
luminosity = 1
|
||||
sd_lighting = 0
|
||||
lighting_use_dynamic = 0
|
||||
|
||||
/area/turret_protected/AIsatextFS
|
||||
name = "\improper AI Sat Ext"
|
||||
icon_state = "storage"
|
||||
luminosity = 1
|
||||
sd_lighting = 0
|
||||
lighting_use_dynamic = 0
|
||||
|
||||
/area/turret_protected/AIsatextAS
|
||||
name = "\improper AI Sat Ext"
|
||||
icon_state = "storage"
|
||||
luminosity = 1
|
||||
sd_lighting = 0
|
||||
lighting_use_dynamic = 0
|
||||
|
||||
/area/turret_protected/AIsatextAP
|
||||
name = "\improper AI Sat Ext"
|
||||
icon_state = "storage"
|
||||
luminosity = 1
|
||||
sd_lighting = 0
|
||||
lighting_use_dynamic = 0
|
||||
|
||||
/area/turret_protected/NewAIMain
|
||||
name = "\improper AI Main New"
|
||||
@@ -1435,7 +1435,7 @@ proc/process_ghost_teleport_locs()
|
||||
/area/turret_protected/AssistantRoom
|
||||
name = "\improper Assistant Room"
|
||||
icon_state = "storage"
|
||||
sd_lighting = 0
|
||||
lighting_use_dynamic = 0
|
||||
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
/*
|
||||
@@ -1507,7 +1507,7 @@ var/list/the_station_areas = list (
|
||||
name = "Keelin's private beach"
|
||||
icon_state = "null"
|
||||
luminosity = 1
|
||||
sd_lighting = 0
|
||||
lighting_use_dynamic = 0
|
||||
requires_power = 0
|
||||
var/sound/mysound = null
|
||||
|
||||
|
||||
@@ -227,6 +227,7 @@
|
||||
density = 0
|
||||
anchored = 1
|
||||
layer = 2
|
||||
luminosity = 1
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "greenglow"
|
||||
|
||||
|
||||
@@ -50,20 +50,13 @@
|
||||
|
||||
//Magic constants obtained by using linear regression on right-angled triangles of sides 0<x<1, 0<y<1
|
||||
//They should approximate pythagoras theorem well enough for our needs.
|
||||
//In fact, less accuracy is kinda better for explosions anyway :P Maybe k1=1, k2=0.5?
|
||||
#define k1 0.934
|
||||
#define k2 0.427
|
||||
/proc/approx_dist(center=usr, T) // T is just the second atom to check distance to center with
|
||||
var/turf/centerturf = get_turf(center)
|
||||
var/turf/targetturf = get_turf(T)
|
||||
|
||||
var/a = abs(targetturf.x - centerturf.x) //sides of right-angled triangle
|
||||
var/b = abs(targetturf.y - centerturf.y)
|
||||
|
||||
if(a>=b)
|
||||
return (k1*a) + (k2*b) //No sqrt or powers :)
|
||||
else
|
||||
return (k1*b) + (k2*a)
|
||||
/proc/cheap_hypotenuse(Ax,Ay,Bx,By) // T is just the second atom to check distance to center with
|
||||
var/dx = abs(Ax - Bx) //sides of right-angled triangle
|
||||
var/dy = abs(Ay - By)
|
||||
if(dx>=dy) return (k1*dx) + (k2*dy) //No sqrt or powers :)
|
||||
else return (k1*dx) + (k2*dy)
|
||||
#undef k1
|
||||
#undef k2
|
||||
|
||||
|
||||
@@ -914,22 +914,22 @@ proc/anim(turf/location as turf,target as mob|obj,a_icon,a_icon_state as text,fl
|
||||
if(!istype(M,/mob)) continue
|
||||
M.loc = X
|
||||
|
||||
var/area/AR = X.loc
|
||||
// var/area/AR = X.loc
|
||||
|
||||
if(AR.sd_lighting)
|
||||
X.opacity = !X.opacity
|
||||
X.sd_SetOpacity(!X.opacity)
|
||||
// if(AR.lighting_use_dynamic) //TODO: rewrite this code so it's not messed by lighting ~Carn
|
||||
// X.opacity = !X.opacity
|
||||
// X.SetOpacity(!X.opacity)
|
||||
|
||||
toupdate += X
|
||||
|
||||
if(turftoleave)
|
||||
var/turf/ttl = new turftoleave(T)
|
||||
|
||||
var/area/AR2 = ttl.loc
|
||||
// var/area/AR2 = ttl.loc
|
||||
|
||||
if(AR2.sd_lighting)
|
||||
ttl.opacity = !ttl.opacity
|
||||
ttl.sd_SetOpacity(!ttl.opacity)
|
||||
// if(AR2.lighting_use_dynamic) //TODO: rewrite this code so it's not messed by lighting ~Carn
|
||||
// ttl.opacity = !ttl.opacity
|
||||
// ttl.sd_SetOpacity(!ttl.opacity)
|
||||
|
||||
fromupdate += ttl
|
||||
|
||||
@@ -1089,14 +1089,14 @@ proc/DuplicateObject(obj/original, var/perfectcopy = 0 , var/sameloc = 0)
|
||||
|
||||
|
||||
for(var/V in T.vars)
|
||||
if(!(V in list("type","loc","locs","vars", "parent", "parent_type","verbs","ckey","key","x","y","z","contents", "luminosity", "sd_light_spill",)))
|
||||
if(!(V in list("type","loc","locs","vars", "parent", "parent_type","verbs","ckey","key","x","y","z","contents", "luminosity")))
|
||||
X.vars[V] = T.vars[V]
|
||||
|
||||
var/area/AR = X.loc
|
||||
// var/area/AR = X.loc
|
||||
|
||||
if(AR.sd_lighting)
|
||||
X.opacity = !X.opacity
|
||||
X.sd_SetOpacity(!X.opacity)
|
||||
// if(AR.lighting_use_dynamic)
|
||||
// X.opacity = !X.opacity
|
||||
// X.sd_SetOpacity(!X.opacity) //TODO: rewrite this code so it's not messed by lighting ~Carn
|
||||
|
||||
toupdate += X
|
||||
|
||||
|
||||
@@ -3,80 +3,43 @@
|
||||
|
||||
|
||||
// ===
|
||||
/area/
|
||||
/area
|
||||
var/global/global_uid = 0
|
||||
var/uid
|
||||
|
||||
/area/New()
|
||||
|
||||
icon_state = ""
|
||||
layer = 10
|
||||
master = src //moved outside the spawn(1) to avoid runtimes in lighting.dm when it references src.loc.loc.master ~Carn
|
||||
src.icon = 'icons/effects/alert.dmi'
|
||||
uid = ++global_uid
|
||||
spawn(1)
|
||||
//world.log << "New: [src] [tag]"
|
||||
var/sd_created = findtext(tag,"sd_L")
|
||||
sd_New(sd_created)
|
||||
if(sd_created)
|
||||
related += src
|
||||
return
|
||||
related = list(src)
|
||||
|
||||
src.icon = 'icons/effects/alert.dmi'
|
||||
src.layer = 10
|
||||
// update_lights()
|
||||
if(name == "Space") // override defaults for space
|
||||
if(type == /area) // override defaults for space. TODO: make space areas of type /area/space rather than /area
|
||||
requires_power = 1
|
||||
always_unpowered = 1
|
||||
sd_SetLuminosity(1)
|
||||
lighting_use_dynamic = 1
|
||||
power_light = 0
|
||||
power_equip = 0
|
||||
power_environ = 0
|
||||
// lighting_state = 4
|
||||
//has_gravity = 0 // Space has gravity. Because.. because.
|
||||
|
||||
if(!requires_power)
|
||||
if(requires_power)
|
||||
luminosity = 0
|
||||
else
|
||||
power_light = 0 //rastaf0
|
||||
power_equip = 0 //rastaf0
|
||||
power_environ = 0 //rastaf0
|
||||
luminosity = 1
|
||||
sd_lighting = 0 // *DAL*
|
||||
else
|
||||
luminosity = 0
|
||||
//sd_SetLuminosity(0) // *DAL*
|
||||
lighting_use_dynamic = 0
|
||||
|
||||
..()
|
||||
|
||||
// spawn(15)
|
||||
power_change() // all machines set to current power level, also updates lighting icon
|
||||
InitializeLighting()
|
||||
|
||||
|
||||
|
||||
|
||||
/*spawn(5)
|
||||
for(var/turf/T in src) // count the number of turfs (for lighting calc)
|
||||
if(no_air)
|
||||
T.oxygen = 0 // remove air if so specified for this area
|
||||
T.n2 = 0
|
||||
T.res_vars()
|
||||
|
||||
*/
|
||||
|
||||
|
||||
spawn(15)
|
||||
src.power_change() // all machines set to current power level, also updates lighting icon
|
||||
|
||||
/*
|
||||
/proc/get_area(area/A)
|
||||
while (A)
|
||||
if (istype(A, /area))
|
||||
return A
|
||||
|
||||
A = A.loc
|
||||
return null
|
||||
*/
|
||||
/*
|
||||
/area/proc/update_lights()
|
||||
var/new_power = 0
|
||||
for(var/obj/machinery/light/L in src.contents)
|
||||
if(L.on)
|
||||
new_power += (L.luminosity * 20)
|
||||
lighting_power_usage = new_power
|
||||
return
|
||||
*/
|
||||
/area/proc/poweralert(var/state, var/obj/source as obj)
|
||||
if (state != poweralm)
|
||||
poweralm = state
|
||||
|
||||
@@ -2,7 +2,7 @@ var/global/max_secret_rooms = 3
|
||||
|
||||
|
||||
|
||||
|
||||
/*
|
||||
proc/spawn_asteroid(var/turf/start_loc,var/type,var/size,var/richness)//type: 0 or null - random, 1 - nothing, 2 - iron, 3 - silicon
|
||||
if(!size)
|
||||
size = pick(100;2,50;3,35;4,25;6,10;12)
|
||||
@@ -43,7 +43,8 @@ proc/spawn_asteroid(var/turf/start_loc,var/type,var/size,var/richness)//type: 0
|
||||
max_secret_rooms--
|
||||
|
||||
return 1
|
||||
|
||||
*/
|
||||
/*
|
||||
/proc/populate_w_asteroids(var/z,var/density=null)
|
||||
if(!density)
|
||||
density = pick(10,20,40)
|
||||
@@ -55,7 +56,7 @@ proc/spawn_asteroid(var/turf/start_loc,var/type,var/size,var/richness)//type: 0
|
||||
if(start_loc && spawn_asteroid(start_loc))
|
||||
density--
|
||||
return
|
||||
|
||||
*/
|
||||
//this is terrible! -Pete
|
||||
/*
|
||||
/datum/game_mode/proc/setup_sectors()
|
||||
@@ -79,7 +80,7 @@ proc/spawn_asteroid(var/turf/start_loc,var/type,var/size,var/richness)//type: 0
|
||||
else
|
||||
break
|
||||
world << "\blue \b Randomization complete."
|
||||
/*
|
||||
|
||||
//debug
|
||||
for(x=1,x<=global_map.len,x++)
|
||||
var/list/y_arr = global_map[x]
|
||||
@@ -92,7 +93,7 @@ proc/spawn_asteroid(var/turf/start_loc,var/type,var/size,var/richness)//type: 0
|
||||
else t = "Empty Cold Space"
|
||||
world << "Global map [x] - [y] contains [t] (Z = [y_arr[y]])"
|
||||
//debug
|
||||
*/
|
||||
|
||||
return
|
||||
|
||||
/datum/game_mode/proc/spawn_exporation_packs()
|
||||
|
||||
@@ -113,8 +113,8 @@
|
||||
src.update_status()
|
||||
|
||||
master_controller = new /datum/controller/game_controller()
|
||||
spawn(-1)
|
||||
master_controller.setup()
|
||||
spawn(-1) master_controller.setup()
|
||||
lighting_controller.Initialize()
|
||||
return
|
||||
|
||||
//Crispy fullban
|
||||
|
||||
@@ -344,7 +344,7 @@
|
||||
set category = "Changeling"
|
||||
set name = "Regenerative Stasis (20)"
|
||||
|
||||
var/datum/changeling/changeling = changeling_power(20,0,100,UNCONSCIOUS)
|
||||
var/datum/changeling/changeling = changeling_power(20,0,100,DEAD)
|
||||
if(!changeling) return
|
||||
|
||||
changeling.chem_charges -= 20
|
||||
|
||||
@@ -27,8 +27,8 @@ var/list/datum/power/changeling/powerinstances = list()
|
||||
|
||||
/datum/power/changeling/fakedeath
|
||||
name = "Regenerative Stasis"
|
||||
desc = "We fake our death while we regenerate our form, even through death."
|
||||
helptext = "Must be used before death."
|
||||
desc = "We become weakened to a death-like state, where we will rise again from death."
|
||||
helptext = "Can be used before or after death. Duration varies greatly."
|
||||
genomecost = 0
|
||||
allowduringlesserform = 1
|
||||
verbpath = /mob/proc/changeling_fakedeath
|
||||
@@ -64,6 +64,7 @@ var/list/datum/power/changeling/powerinstances = list()
|
||||
/datum/power/changeling/transformation_sting
|
||||
name = "Transformation Sting"
|
||||
desc = "We silently sting a human, injecting a retrovirus that forces them to transform into another."
|
||||
helptext = "Does not provide a warning to others. The victim will transform much like a changeling would."
|
||||
genomecost = 3
|
||||
verbpath = /mob/proc/changeling_transformation_sting
|
||||
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
name = "Desk"
|
||||
desc = "A desk covered in arcane manuscripts and tomes in unknown languages. Looking at the text makes your skin crawl"
|
||||
icon_state = "tomealtar"
|
||||
luminosity = 5
|
||||
// luminosity = 5
|
||||
|
||||
//sprites for this no longer exist -Pete
|
||||
//(they were stolen from another game anyway)
|
||||
|
||||
@@ -129,10 +129,11 @@ var/global/datum/controller/gameticker/ticker
|
||||
if(admins_number == 0)
|
||||
send2irc("Server", "Round just started with no admins online!")
|
||||
|
||||
spawn() supply_ticker() // Added to kick-off the supply shuttle regenerating points -- TLE
|
||||
supply_shuttle.process() //Start the supply shuttle regenerating points -- TLE
|
||||
master_controller.process() //Start master_controller.process()
|
||||
lighting_controller.process() //Start processing DynamicAreaLighting updates
|
||||
|
||||
|
||||
//Start master_controller.process()
|
||||
spawn master_controller.process()
|
||||
if(config.sql_enabled)
|
||||
spawn(3000)
|
||||
statistic_cycle() // Polls population totals regularly and stores them in an SQL DB -- TLE
|
||||
|
||||
@@ -87,6 +87,7 @@
|
||||
/obj/var/req_one_access_txt = "0"
|
||||
|
||||
/obj/New()
|
||||
..()
|
||||
//NOTE: If a room requires more than one access (IE: Morgue + medbay) set the req_acesss_txt to "5;6" if it requires 5 and 6
|
||||
if(src.req_access_txt)
|
||||
var/list/req_access_str = dd_text2list(req_access_txt,";")
|
||||
@@ -106,7 +107,7 @@
|
||||
if(n)
|
||||
req_one_access += n
|
||||
|
||||
..()
|
||||
|
||||
|
||||
//returns 1 if this mob has sufficient access to use this object
|
||||
/obj/proc/allowed(mob/M)
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
/obj/machinery/bot
|
||||
icon = 'icons/obj/aibots.dmi'
|
||||
layer = MOB_LAYER
|
||||
luminosity = 2
|
||||
var/obj/item/weapon/card/id/botcard // the ID card that the bot "holds"
|
||||
var/on = 1
|
||||
var/health = 0 //do not forget to set health for your bot!
|
||||
|
||||
@@ -165,7 +165,7 @@
|
||||
network = null //Not the best way but it will do. I think.
|
||||
cameranet.removeCamera(src)
|
||||
stat |= EMPED
|
||||
sd_SetLuminosity(0)
|
||||
SetLuminosity(0)
|
||||
spawn(900)
|
||||
network = initial(network)
|
||||
icon_state = initial(icon_state)
|
||||
|
||||
@@ -1207,8 +1207,7 @@ About the new airlock wires panel:
|
||||
src.density = 0
|
||||
update_icon()
|
||||
|
||||
if(!glass)
|
||||
src.sd_SetOpacity(0)
|
||||
src.SetOpacity(0) //ugh...lots of lag for something so trivial
|
||||
src.operating = 0
|
||||
return
|
||||
user << "\red You need to be wielding the Fire axe to do that."
|
||||
@@ -1224,8 +1223,7 @@ About the new airlock wires panel:
|
||||
src.density = 0
|
||||
update_icon()
|
||||
|
||||
if(!glass)
|
||||
src.sd_SetOpacity(0)
|
||||
src.SetOpacity(0) //ugh...lots of lag for something so trivial
|
||||
src.operating = 0
|
||||
return
|
||||
|
||||
@@ -1243,8 +1241,7 @@ About the new airlock wires panel:
|
||||
sleep(15)
|
||||
update_icon()
|
||||
|
||||
if((src.visible) && (!glass))
|
||||
src.sd_SetOpacity(1)
|
||||
src.SetOpacity(initial(opacity))
|
||||
src.operating = 0
|
||||
else
|
||||
user << "\red You need to be wielding the Fire axe to do that."
|
||||
@@ -1258,8 +1255,7 @@ About the new airlock wires panel:
|
||||
sleep(15)
|
||||
update_icon()
|
||||
|
||||
if((src.visible) && (!glass))
|
||||
src.sd_SetOpacity(1)
|
||||
src.SetOpacity(initial(opacity))
|
||||
src.operating = 0
|
||||
|
||||
else
|
||||
|
||||
@@ -204,12 +204,12 @@
|
||||
|
||||
animate("opening")
|
||||
icon_state = "door0"
|
||||
src.sd_SetOpacity(0)
|
||||
src.SetOpacity(0)
|
||||
sleep(10)
|
||||
src.layer = 2.7
|
||||
src.density = 0
|
||||
update_icon()
|
||||
src.sd_SetOpacity(0)
|
||||
// src.SetOpacity(0)
|
||||
update_nearby_tiles()
|
||||
|
||||
if(operating) operating = 0
|
||||
@@ -235,8 +235,7 @@
|
||||
sleep(10)
|
||||
update_icon()
|
||||
|
||||
if(visible && !glass)
|
||||
src.sd_SetOpacity(1)
|
||||
src.SetOpacity(initial(opacity))
|
||||
operating = 0
|
||||
update_nearby_tiles()
|
||||
return
|
||||
|
||||
@@ -20,9 +20,9 @@
|
||||
src.operating = 1
|
||||
flick("pdoorc0", src)
|
||||
src.icon_state = "pdoor0"
|
||||
src.SetOpacity(0)
|
||||
sleep(15)
|
||||
src.density = 0
|
||||
src.sd_SetOpacity(0)
|
||||
src.operating = 0
|
||||
return
|
||||
return
|
||||
@@ -36,9 +36,9 @@
|
||||
src.operating = 1
|
||||
flick("pdoorc0", src)
|
||||
src.icon_state = "pdoor0"
|
||||
src.SetOpacity(0)
|
||||
sleep(10)
|
||||
src.density = 0
|
||||
src.sd_SetOpacity(0)
|
||||
update_nearby_tiles()
|
||||
|
||||
if(operating == 1) //emag again
|
||||
@@ -55,15 +55,14 @@
|
||||
flick("pdoorc1", src)
|
||||
src.icon_state = "pdoor1"
|
||||
src.density = 1
|
||||
if (src.visible)
|
||||
src.sd_SetOpacity(1)
|
||||
src.SetOpacity(initial(opacity))
|
||||
update_nearby_tiles()
|
||||
|
||||
sleep(10)
|
||||
src.operating = 0
|
||||
return
|
||||
|
||||
|
||||
/*
|
||||
/obj/machinery/door/poddoor/two_tile_hor/open()
|
||||
if (src.operating == 1) //doors can still open when emag-disabled
|
||||
return
|
||||
@@ -73,14 +72,14 @@
|
||||
src.operating = 1
|
||||
flick("pdoorc0", src)
|
||||
src.icon_state = "pdoor0"
|
||||
src.SetOpacity(0)
|
||||
f1.SetOpacity(0)
|
||||
f2.SetOpacity(0)
|
||||
|
||||
sleep(10)
|
||||
src.density = 0
|
||||
src.sd_SetOpacity(0)
|
||||
|
||||
f1.density = 0
|
||||
f1.sd_SetOpacity(0)
|
||||
f2.density = 0
|
||||
f2.sd_SetOpacity(0)
|
||||
|
||||
update_nearby_tiles()
|
||||
|
||||
@@ -97,18 +96,18 @@
|
||||
src.operating = 1
|
||||
flick("pdoorc1", src)
|
||||
src.icon_state = "pdoor1"
|
||||
|
||||
src.density = 1
|
||||
|
||||
f1.density = 1
|
||||
f1.sd_SetOpacity(1)
|
||||
f2.density = 1
|
||||
f2.sd_SetOpacity(1)
|
||||
|
||||
if (src.visible)
|
||||
src.sd_SetOpacity(1)
|
||||
update_nearby_tiles()
|
||||
|
||||
sleep(10)
|
||||
src.SetOpacity(initial(opacity))
|
||||
f1.SetOpacity(initial(opacity))
|
||||
f2.SetOpacity(initial(opacity))
|
||||
|
||||
update_nearby_tiles()
|
||||
|
||||
src.operating = 0
|
||||
return
|
||||
|
||||
@@ -370,7 +369,7 @@
|
||||
del f3
|
||||
del f4
|
||||
..()
|
||||
|
||||
*/
|
||||
/obj/machinery/door/poddoor/filler_object
|
||||
name = ""
|
||||
icon_state = ""
|
||||
@@ -11,15 +11,15 @@
|
||||
src.add_fingerprint(user)
|
||||
if (!( istype(C, /obj/item/weapon/crowbar) || (istype(C, /obj/item/weapon/twohanded/fireaxe) && C:wielded == 1) ))
|
||||
return
|
||||
if ((src.density && (stat & NOPOWER) && !( src.operating )))
|
||||
spawn( 0 )
|
||||
src.operating = 1
|
||||
if(src.density && (stat & NOPOWER) && !src.operating)
|
||||
operating = 1
|
||||
spawn(-1)
|
||||
flick("shutterc0", src)
|
||||
src.icon_state = "shutter0"
|
||||
icon_state = "shutter0"
|
||||
sleep(15)
|
||||
src.density = 0
|
||||
src.sd_SetOpacity(0)
|
||||
src.operating = 0
|
||||
density = 0
|
||||
SetOpacity(0)
|
||||
operating = 0
|
||||
return
|
||||
return
|
||||
|
||||
@@ -28,20 +28,20 @@
|
||||
return
|
||||
if (!ticker)
|
||||
return 0
|
||||
if(!src.operating) //in case of emag
|
||||
src.operating = 1
|
||||
if(!operating) //in case of emag
|
||||
operating = 1
|
||||
flick("shutterc0", src)
|
||||
src.icon_state = "shutter0"
|
||||
sleep(10)
|
||||
src.density = 0
|
||||
src.sd_SetOpacity(0)
|
||||
SetOpacity(0)
|
||||
update_nearby_tiles()
|
||||
|
||||
if(operating == 1) //emag again
|
||||
src.operating = 0
|
||||
operating = 0
|
||||
if(autoclose)
|
||||
spawn(150)
|
||||
autoclose()
|
||||
autoclose() //TODO: note to self: look into this ~Carn
|
||||
return 1
|
||||
|
||||
/obj/machinery/door/poddoor/shutters/close()
|
||||
@@ -52,7 +52,7 @@
|
||||
src.icon_state = "shutter1"
|
||||
src.density = 1
|
||||
if(src.visible)
|
||||
src.sd_SetOpacity(1)
|
||||
SetOpacity(1)
|
||||
update_nearby_tiles()
|
||||
|
||||
sleep(10)
|
||||
|
||||
@@ -106,7 +106,7 @@
|
||||
sleep(10)
|
||||
|
||||
src.density = 0
|
||||
src.sd_SetOpacity(0)
|
||||
// src.sd_SetOpacity(0) //TODO: why is this here? Opaque windoors? ~Carn
|
||||
update_nearby_tiles()
|
||||
|
||||
if(operating == 1) //emag again
|
||||
@@ -122,8 +122,8 @@
|
||||
src.icon_state = text("[]", src.base_state)
|
||||
|
||||
src.density = 1
|
||||
if (src.visible)
|
||||
src.sd_SetOpacity(1)
|
||||
// if(src.visible)
|
||||
// SetOpacity(1) //TODO: why is this here? Opaque windoors? ~Carn
|
||||
update_nearby_tiles()
|
||||
|
||||
sleep(10)
|
||||
|
||||
@@ -22,19 +22,20 @@
|
||||
base_state = "pflash"
|
||||
density = 1
|
||||
|
||||
/*
|
||||
/obj/machinery/flasher/New()
|
||||
sleep(4)
|
||||
sleep(4) //<--- What the fuck are you doing? D=
|
||||
src.sd_SetLuminosity(2)
|
||||
|
||||
*/
|
||||
/obj/machinery/flasher/power_change()
|
||||
if ( powered() )
|
||||
stat &= ~NOPOWER
|
||||
icon_state = "[base_state]1"
|
||||
src.sd_SetLuminosity(2)
|
||||
// src.sd_SetLuminosity(2)
|
||||
else
|
||||
stat |= ~NOPOWER
|
||||
icon_state = "[base_state]1-p"
|
||||
src.sd_SetLuminosity(0)
|
||||
// src.sd_SetLuminosity(0)
|
||||
|
||||
//Don't want to render prison breaks impossible
|
||||
/obj/machinery/flasher/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
|
||||
@@ -11,6 +11,7 @@ Possible to do for anyone motivated enough:
|
||||
Give an AI variable for different hologram icons.
|
||||
Itegrate EMP effect to disable the unit.
|
||||
*/
|
||||
|
||||
/obj/machinery/hologram/holopad/attack_hand(var/mob/living/carbon/human/user) //Carn: Hologram requests.
|
||||
if(!istype(user))
|
||||
return
|
||||
@@ -70,10 +71,10 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
|
||||
hologram.icon = A.holo_icon
|
||||
hologram.mouse_opacity = 0//So you can't click on it.
|
||||
hologram.layer = FLY_LAYER//Above all the other objects/mobs. Or the vast majority of them.
|
||||
hologram.sd_SetLuminosity(1)//To make it glowy.
|
||||
hologram.anchored = 1//So space wind cannot drag it.
|
||||
hologram.name = "AI hologram"//If someone decides to right click.
|
||||
sd_SetLuminosity(1)//To make the pad glowy.
|
||||
hologram.SetLuminosity(2) //hologram lighting
|
||||
SetLuminosity(2) //pad lighting
|
||||
icon_state = "holopad1"
|
||||
A.current = src
|
||||
master = A//AI is the master.
|
||||
@@ -81,12 +82,12 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
|
||||
return 1
|
||||
|
||||
/obj/machinery/hologram/holopad/proc/clear_holo()
|
||||
hologram.sd_SetLuminosity(0)//Clear lighting.
|
||||
// hologram.SetLuminosity(0)//Clear lighting. //handled by the lighting controller when its ower is deleted
|
||||
del(hologram)//Get rid of hologram.
|
||||
if(master.current == src)
|
||||
master.current = null
|
||||
master = null//Null the master, since no-one is using it now.
|
||||
sd_SetLuminosity(0)//Clear lighting for the parent.
|
||||
SetLuminosity(0) //pad lighting (hologram lighting will be handled automatically since its owner was deleted)
|
||||
icon_state = "holopad0"
|
||||
use_power = 1//Passive power usage.
|
||||
return 1
|
||||
|
||||
@@ -176,14 +176,11 @@ obj/machinery/hydroponics/proc/updateicon()
|
||||
if(src.harvest)
|
||||
overlays += image('icons/obj/hydroponics.dmi', icon_state="over_harvest3")
|
||||
|
||||
if(myseed)
|
||||
if(luminosity && !istype(myseed,/obj/item/seeds/glowshroom)) //revert luminosity to 0
|
||||
sd_SetLuminosity(0)
|
||||
else if(!luminosity && istype(myseed,/obj/item/seeds/glowshroom)) //update luminosity
|
||||
sd_SetLuminosity(myseed.potency/10)
|
||||
if(!luminosity)
|
||||
if(istype(myseed,/obj/item/seeds/glowshroom))
|
||||
SetLuminosity(round(myseed.potency/10))
|
||||
else
|
||||
if(luminosity)
|
||||
sd_SetLuminosity(0)
|
||||
SetLuminosity(0)
|
||||
return
|
||||
|
||||
|
||||
@@ -978,7 +975,6 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
|
||||
updateicon()
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
/obj/machinery/hydroponics/soil //Not actually hydroponics at all! Honk!
|
||||
name = "soil"
|
||||
icon = 'icons/obj/hydroponics.dmi'
|
||||
@@ -1003,12 +999,9 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
|
||||
else
|
||||
overlays += image('icons/obj/hydroponics.dmi', icon_state="[src.myseed.species]-grow[src.myseed.growthstages]")
|
||||
|
||||
if(myseed)
|
||||
if(luminosity && !istype(myseed,/obj/item/seeds/glowshroom))
|
||||
sd_SetLuminosity(0)
|
||||
else if(!luminosity && istype(myseed,/obj/item/seeds/glowshroom))
|
||||
sd_SetLuminosity(myseed.potency/10)
|
||||
if(!luminosity)
|
||||
if(istype(myseed,/obj/item/seeds/glowshroom))
|
||||
SetLuminosity(round(myseed.potency/10))
|
||||
else
|
||||
if(luminosity)
|
||||
sd_SetLuminosity(0)
|
||||
SetLuminosity(0)
|
||||
return
|
||||
@@ -53,11 +53,11 @@
|
||||
if ( powered() && disable == 0 )
|
||||
stat &= ~NOPOWER
|
||||
icon_state = "[base_state]"
|
||||
src.sd_SetLuminosity(2)
|
||||
// src.sd_SetLuminosity(2)
|
||||
else
|
||||
stat |= ~NOPOWER
|
||||
icon_state = "[base_state]-p"
|
||||
src.sd_SetLuminosity(0)
|
||||
// src.sd_SetLuminosity(0)
|
||||
|
||||
/obj/machinery/sparker/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/device/detective_scanner))
|
||||
|
||||
@@ -597,6 +597,7 @@
|
||||
anchored = 1
|
||||
density = 1
|
||||
unacidable = 1
|
||||
luminosity = 3
|
||||
var/needs_power = 0
|
||||
var/active = 1
|
||||
// var/power = 10
|
||||
@@ -612,8 +613,6 @@
|
||||
src.gen_secondary = B
|
||||
if(A && B)
|
||||
needs_power = 1
|
||||
spawn(1)
|
||||
src.sd_SetLuminosity(3)
|
||||
|
||||
/obj/machinery/shieldwall/attack_hand(mob/user as mob)
|
||||
return
|
||||
|
||||
@@ -89,14 +89,14 @@
|
||||
if(mode==4) // supply shuttle timer
|
||||
var/disp1
|
||||
var/disp2
|
||||
if(supply_shuttle_moving)
|
||||
if(supply_shuttle.moving)
|
||||
disp1 = "SPPLY"
|
||||
disp2 = get_supply_shuttle_timer()
|
||||
if(lentext(disp1) > 5)
|
||||
disp1 = "**~**"
|
||||
|
||||
else
|
||||
if(supply_shuttle_at_station)
|
||||
if(supply_shuttle.at_station)
|
||||
disp1 = "SPPLY"
|
||||
disp2 = "STATN"
|
||||
else
|
||||
@@ -185,8 +185,8 @@
|
||||
return ""
|
||||
|
||||
proc/get_supply_shuttle_timer()
|
||||
if(supply_shuttle_moving)
|
||||
var/timeleft = round((supply_shuttle_time - world.timeofday) / 10,1)
|
||||
if(supply_shuttle.moving)
|
||||
var/timeleft = round((supply_shuttle.eta_timeofday - world.timeofday) / 10,1)
|
||||
return "[add_zero(num2text((timeleft / 60) % 60),2)]~[add_zero(num2text(timeleft % 60), 2)]"
|
||||
// note ~ translates into a blinking :
|
||||
return ""
|
||||
|
||||
@@ -1,219 +0,0 @@
|
||||
var/global/datum/controller/game_controller/master_controller //Set in world.New()
|
||||
var/global/datum/failsafe/Failsafe
|
||||
var/global/controllernum = "no"
|
||||
var/global/controller_iteration = 0
|
||||
|
||||
|
||||
var/global/last_tick_timeofday = world.timeofday
|
||||
var/global/last_tick_duration = 0
|
||||
|
||||
datum/controller/game_controller
|
||||
var/processing = 1
|
||||
|
||||
var/global/air_master_ready = 0
|
||||
var/global/sun_ready = 0
|
||||
var/global/mobs_ready = 0
|
||||
var/global/diseases_ready = 0
|
||||
var/global/machines_ready = 0
|
||||
var/global/objects_ready = 0
|
||||
var/global/networks_ready = 0
|
||||
var/global/powernets_ready = 0
|
||||
var/global/ticker_ready = 0
|
||||
|
||||
//Used for MC 'proc break' debugging
|
||||
var/global/obj/last_obj_processed
|
||||
var/global/datum/disease/last_disease_processed
|
||||
var/global/obj/machinery/last_machine_processed
|
||||
var/global/mob/last_mob_processed
|
||||
|
||||
|
||||
proc/setup()
|
||||
if(master_controller && (master_controller != src))
|
||||
del(src)
|
||||
return
|
||||
//There can be only one master.
|
||||
|
||||
if(!air_master)
|
||||
air_master = new /datum/controller/air_system()
|
||||
air_master.setup()
|
||||
|
||||
if(!job_master)
|
||||
job_master = new /datum/controller/occupations()
|
||||
if(job_master.SetupOccupations())
|
||||
world << "\red \b Job setup complete"
|
||||
job_master.LoadJobs("config/jobs.txt")
|
||||
|
||||
world.tick_lag = config.Ticklag
|
||||
|
||||
createRandomZlevel()
|
||||
|
||||
setup_objects()
|
||||
|
||||
setupgenetics()
|
||||
|
||||
|
||||
for(var/i = 0, i < max_secret_rooms, i++)
|
||||
make_mining_asteroid_secret()
|
||||
|
||||
syndicate_code_phrase = generate_code_phrase()//Sets up code phrase for traitors, for the round.
|
||||
syndicate_code_response = generate_code_phrase()
|
||||
|
||||
emergency_shuttle = new /datum/shuttle_controller/emergency_shuttle()
|
||||
|
||||
if(!ticker)
|
||||
ticker = new /datum/controller/gameticker()
|
||||
|
||||
setupfactions()
|
||||
|
||||
spawn
|
||||
ticker.pregame()
|
||||
|
||||
proc/setup_objects()
|
||||
world << "\red \b Initializing objects"
|
||||
sleep(-1)
|
||||
|
||||
for(var/obj/object in world)
|
||||
object.initialize()
|
||||
|
||||
world << "\red \b Initializing pipe networks"
|
||||
sleep(-1)
|
||||
|
||||
for(var/obj/machinery/atmospherics/machine in world)
|
||||
machine.build_network()
|
||||
|
||||
world << "\red \b Initializing atmos machinery."
|
||||
sleep(-1)
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/T in world)
|
||||
T.broadcast_status()
|
||||
for(var/obj/machinery/atmospherics/unary/vent_scrubber/T in world)
|
||||
T.broadcast_status()
|
||||
|
||||
world << "\red \b Initializations complete."
|
||||
|
||||
|
||||
proc/process()
|
||||
|
||||
var/currenttime = world.timeofday
|
||||
var/diff = (currenttime - last_tick_timeofday) / 10
|
||||
last_tick_timeofday = currenttime
|
||||
last_tick_duration = diff
|
||||
|
||||
if(!processing)
|
||||
return 0
|
||||
controllernum = "yes"
|
||||
spawn (100)
|
||||
controllernum = "no"
|
||||
|
||||
controller_iteration++
|
||||
|
||||
var/start_time = world.timeofday
|
||||
|
||||
air_master_ready = 0
|
||||
sun_ready = 0
|
||||
mobs_ready = 0
|
||||
diseases_ready = 0
|
||||
machines_ready = 0
|
||||
objects_ready = 0
|
||||
networks_ready = 0
|
||||
powernets_ready = 0
|
||||
ticker_ready = 0
|
||||
|
||||
spawn(0)
|
||||
air_master.process()
|
||||
air_master_ready = 1
|
||||
|
||||
sleep(1)
|
||||
|
||||
spawn(0)
|
||||
sun.calc_position()
|
||||
sun_ready = 1
|
||||
|
||||
sleep(-1)
|
||||
|
||||
spawn(0)
|
||||
for(var/mob/M in world)
|
||||
last_mob_processed = M
|
||||
M.Life()
|
||||
mobs_ready = 1
|
||||
|
||||
|
||||
|
||||
sleep(-1)
|
||||
|
||||
|
||||
spawn(0)
|
||||
for(var/datum/disease/D in active_diseases)
|
||||
last_disease_processed = D
|
||||
D.process()
|
||||
diseases_ready = 1
|
||||
|
||||
spawn(0)
|
||||
for(var/obj/machinery/machine in machines)
|
||||
if(machine)
|
||||
last_machine_processed = machine
|
||||
machine.process()
|
||||
if(machine && machine.use_power)
|
||||
machine.auto_use_power()
|
||||
|
||||
machines_ready = 1
|
||||
|
||||
sleep(-1)
|
||||
sleep(1)
|
||||
|
||||
spawn(0)
|
||||
for(var/obj/object in processing_objects)
|
||||
last_obj_processed = object
|
||||
object.process()
|
||||
objects_ready = 1
|
||||
|
||||
spawn(0)
|
||||
for(var/datum/pipe_network/network in pipe_networks)
|
||||
network.process()
|
||||
networks_ready = 1
|
||||
|
||||
spawn(0)
|
||||
for(var/datum/powernet/P in powernets)
|
||||
P.reset()
|
||||
powernets_ready = 1
|
||||
|
||||
sleep(-1)
|
||||
|
||||
spawn(0)
|
||||
ticker.process()
|
||||
ticker_ready = 1
|
||||
|
||||
sleep(world.timeofday+12-start_time)
|
||||
|
||||
var/IL_check = 0 //Infinite loop check (To report when the master controller breaks.)
|
||||
while(!air_master_ready || !sun_ready || !mobs_ready || !diseases_ready || !machines_ready || !objects_ready || !networks_ready || !powernets_ready || !ticker_ready)
|
||||
IL_check++
|
||||
if(IL_check > 600)
|
||||
var/MC_report = "air_master_ready = [air_master_ready]; sun_ready = [sun_ready]; mobs_ready = [mobs_ready]; diseases_ready = [diseases_ready]; machines_ready = [machines_ready]; objects_ready = [objects_ready]; networks_ready = [networks_ready]; powernets_ready = [powernets_ready]; ticker_ready = [ticker_ready];"
|
||||
message_admins("<b><font color='red'>PROC BREAKAGE WARNING:</font> The game's master contorller appears to be stuck in one of it's cycles. It has looped through it's delaying loop [IL_check] times.</b>")
|
||||
message_admins("<b>The master controller reports: [MC_report]</b>")
|
||||
if(!diseases_ready)
|
||||
if(last_disease_processed)
|
||||
message_admins("<b>DISEASE PROCESSING stuck on </b><A HREF='?src=%holder_ref%;adminplayervars=\ref[last_disease_processed]'>[last_disease_processed]</A>", 0, 1)
|
||||
else
|
||||
message_admins("<b>DISEASE PROCESSING stuck on </b>unknown")
|
||||
if(!machines_ready)
|
||||
if(last_machine_processed)
|
||||
message_admins("<b>MACHINE PROCESSING stuck on </b><A HREF='?src=%holder_ref%;adminplayervars=\ref[last_machine_processed]'>[last_machine_processed]</A>", 0, 1)
|
||||
else
|
||||
message_admins("<b>MACHINE PROCESSING stuck on </b>unknown")
|
||||
if(!objects_ready)
|
||||
if(last_obj_processed)
|
||||
message_admins("<b>OBJ PROCESSING stuck on </b><A HREF='?src=ADMINHOLDERREF;adminplayervars=\ref[last_obj_processed]'>[last_obj_processed]</A>", 0, 1)
|
||||
else
|
||||
message_admins("<b>OBJ PROCESSING stuck on </b>unknown")
|
||||
log_admin("PROC BREAKAGE WARNING: infinite_loop_check = [IL_check]; [MC_report];")
|
||||
message_admins("<font color='red'><b>Master controller breaking out of delaying loop. Restarting the round is advised if problem persists. DO NOT manually restart the master controller.</b></font>")
|
||||
break;
|
||||
sleep(1)
|
||||
|
||||
|
||||
spawn
|
||||
process()
|
||||
|
||||
|
||||
return 1
|
||||
@@ -944,14 +944,11 @@
|
||||
set category = "Exosuit Interface"
|
||||
set src = usr.loc
|
||||
set popup_menu = 0
|
||||
if(usr!=src.occupant)
|
||||
return
|
||||
if(usr!=occupant) return
|
||||
lights = !lights
|
||||
if(lights)
|
||||
src.sd_SetLuminosity(src.luminosity + src.lights_power)
|
||||
else
|
||||
src.sd_SetLuminosity(src.luminosity - src.lights_power)
|
||||
src.log_message("Toggled lights.")
|
||||
if(lights) SetLuminosity(luminosity + lights_power)
|
||||
else SetLuminosity(luminosity - lights_power)
|
||||
log_message("Toggled lights.")
|
||||
return
|
||||
|
||||
|
||||
|
||||
@@ -194,18 +194,17 @@ var/global/list/obj/item/device/pda/PDAs = list()
|
||||
*/
|
||||
/obj/item/device/pda/pickup(mob/user)
|
||||
if(fon)
|
||||
sd_SetLuminosity(0)
|
||||
user.total_luminosity += f_lum
|
||||
SetLuminosity(0)
|
||||
user.SetLuminosity(user.luminosity + f_lum)
|
||||
|
||||
/obj/item/device/pda/dropped(mob/user)
|
||||
if(fon)
|
||||
user.total_luminosity -= f_lum
|
||||
sd_SetLuminosity(f_lum)
|
||||
user.SetLuminosity(user.luminosity - f_lum)
|
||||
SetLuminosity(f_lum)
|
||||
|
||||
/obj/item/device/pda/New()
|
||||
..()
|
||||
PDAs += src
|
||||
spawn(3)
|
||||
if(default_cartridge)
|
||||
cartridge = new default_cartridge(src)
|
||||
|
||||
@@ -496,14 +495,14 @@ var/global/list/obj/item/device/pda/PDAs = list()
|
||||
//MAIN FUNCTIONS===================================
|
||||
|
||||
if("Light")
|
||||
fon = (!fon)
|
||||
if (src in U.contents)
|
||||
if(fon)
|
||||
U.total_luminosity += f_lum
|
||||
fon = 0
|
||||
if(src in U.contents) U.SetLuminosity(U.luminosity - f_lum)
|
||||
else SetLuminosity(0)
|
||||
else
|
||||
U.total_luminosity -= f_lum
|
||||
else
|
||||
sd_SetLuminosity(fon * f_lum)
|
||||
fon = 1
|
||||
if(src in U.contents) U.SetLuminosity(U.luminosity + f_lum)
|
||||
else SetLuminosity(f_lum)
|
||||
if("Medical Scan")
|
||||
if(scanmode == 1)
|
||||
scanmode = 0
|
||||
|
||||
@@ -468,17 +468,17 @@ Code:
|
||||
menu = "<h4><img src=pda_crate.png> Supply Record Interlink</h4>"
|
||||
|
||||
menu += "<BR><B>Supply shuttle</B><BR>"
|
||||
menu += "Location: [supply_shuttle_moving ? "Moving to station ([supply_shuttle_timeleft] Mins.)":supply_shuttle_at_station ? "Station":"Dock"]<BR>"
|
||||
menu += "Location: [supply_shuttle.moving ? "Moving to station ([supply_shuttle.eta] Mins.)":supply_shuttle.at_station ? "Station":"Dock"]<BR>"
|
||||
menu += "Current approved orders: <BR><ol>"
|
||||
for(var/S in supply_shuttle_shoppinglist)
|
||||
for(var/S in supply_shuttle.shoppinglist)
|
||||
var/datum/supply_order/SO = S
|
||||
menu += "<li>[SO.object.name] approved by [SO.orderedby] [SO.comment ? "([SO.comment])":""]</li>"
|
||||
menu += "<li>#[SO.ordernum] - [SO.object.name] approved by [SO.orderedby] [SO.comment ? "([SO.comment])":""]</li>"
|
||||
menu += "</ol>"
|
||||
|
||||
menu += "Current requests: <BR><ol>"
|
||||
for(var/S in supply_shuttle_requestlist)
|
||||
for(var/S in supply_shuttle.requestlist)
|
||||
var/datum/supply_order/SO = S
|
||||
menu += "<li>[SO.object.name] requested by [SO.orderedby]</li>"
|
||||
menu += "<li>#[SO.ordernum] - [SO.object.name] requested by [SO.orderedby]</li>"
|
||||
menu += "</ol><font size=\"-3\">Upgrade NOW to Space Parts & Space Vendors PLUS for full remote order control and inventory management."
|
||||
|
||||
if (48) //mulebot control
|
||||
|
||||
@@ -18,25 +18,24 @@
|
||||
..()
|
||||
if (on)
|
||||
icon_state = icon_on
|
||||
src.sd_SetLuminosity(brightness_on)
|
||||
src.SetLuminosity(brightness_on)
|
||||
else
|
||||
icon_state = icon_off
|
||||
src.sd_SetLuminosity(0)
|
||||
src.SetLuminosity(0)
|
||||
|
||||
/obj/item/device/flashlight/proc/update_brightness(var/mob/user = null)
|
||||
if(on)
|
||||
icon_state = icon_on
|
||||
if(src.loc == user)
|
||||
user.total_luminosity += brightness_on
|
||||
else if (isturf(src.loc))
|
||||
src.sd_SetLuminosity(brightness_on)
|
||||
|
||||
user.SetLuminosity(user.luminosity + brightness_on)
|
||||
else if(isturf(loc))
|
||||
SetLuminosity(brightness_on)
|
||||
else
|
||||
icon_state = icon_off
|
||||
if(src.loc == user)
|
||||
user.total_luminosity -= brightness_on
|
||||
else if (isturf(src.loc))
|
||||
src.sd_SetLuminosity(0)
|
||||
user.SetLuminosity(user.luminosity - brightness_on)
|
||||
else if(isturf(loc))
|
||||
SetLuminosity(0)
|
||||
|
||||
/obj/item/device/flashlight/attack_self(mob/user)
|
||||
if(!isturf(user.loc))
|
||||
@@ -85,14 +84,14 @@
|
||||
|
||||
/obj/item/device/flashlight/pickup(mob/user)
|
||||
if(on)
|
||||
user.total_luminosity += brightness_on
|
||||
src.sd_SetLuminosity(0)
|
||||
user.SetLuminosity(user.luminosity + brightness_on)
|
||||
SetLuminosity(0)
|
||||
|
||||
|
||||
/obj/item/device/flashlight/dropped(mob/user)
|
||||
if(on)
|
||||
user.total_luminosity -= brightness_on
|
||||
src.sd_SetLuminosity(brightness_on)
|
||||
user.SetLuminosity(user.luminosity - brightness_on)
|
||||
SetLuminosity(brightness_on)
|
||||
|
||||
|
||||
/obj/item/device/flashlight/pen
|
||||
|
||||
@@ -50,7 +50,7 @@
|
||||
for(var/mob/M in viewers(user))
|
||||
if(M == user) continue
|
||||
M << "[user] detaches the power sink from the cable."
|
||||
sd_SetLuminosity(0)
|
||||
SetLuminosity(0)
|
||||
icon_state = "powersink0"
|
||||
|
||||
return
|
||||
@@ -85,7 +85,7 @@
|
||||
if(M == user) continue
|
||||
M << "[user] deactivates the power sink!"
|
||||
mode = 1
|
||||
sd_SetLuminosity(0)
|
||||
SetLuminosity(0)
|
||||
icon_state = "powersink0"
|
||||
processing_objects.Remove(src)
|
||||
|
||||
@@ -93,9 +93,7 @@
|
||||
if(attached)
|
||||
var/datum/powernet/PN = attached.get_powernet()
|
||||
if(PN)
|
||||
if(!luminosity)
|
||||
sd_SetLuminosity(12)
|
||||
|
||||
SetLuminosity(12)
|
||||
|
||||
// found a powernet, so drain up to max power from it
|
||||
|
||||
|
||||
@@ -175,6 +175,7 @@
|
||||
icon_state = "weednode"
|
||||
name = "purple sac"
|
||||
desc = "Weird purple octopus-like thing."
|
||||
luminosity = NODERANGE
|
||||
|
||||
/obj/effect/alien/weeds/New()
|
||||
..()
|
||||
@@ -187,11 +188,6 @@
|
||||
Life()
|
||||
return
|
||||
|
||||
/obj/effect/alien/weeds/node/New()
|
||||
..()
|
||||
sd_SetLuminosity(NODERANGE)
|
||||
return
|
||||
|
||||
/obj/effect/alien/weeds/proc/Life()
|
||||
set background = 1
|
||||
var/turf/U = get_turf(src)
|
||||
|
||||
@@ -60,7 +60,5 @@
|
||||
|
||||
New()
|
||||
..()
|
||||
sd_SetLuminosity(1)
|
||||
|
||||
spawn(1200) // 2 minutes
|
||||
del(src)
|
||||
@@ -936,7 +936,7 @@ steam.start() -- spawns the effect
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "metalfoam"
|
||||
density = 1
|
||||
opacity = 0 // changed in New()
|
||||
opacity = 1 // changed in New()
|
||||
anchored = 1
|
||||
name = "foamed metal"
|
||||
desc = "A lightweight foamed metal wall."
|
||||
@@ -945,11 +945,11 @@ steam.start() -- spawns the effect
|
||||
New()
|
||||
..()
|
||||
update_nearby_tiles(1)
|
||||
spawn(1)
|
||||
sd_NewOpacity(1)
|
||||
|
||||
|
||||
|
||||
Del()
|
||||
sd_NewOpacity(0)
|
||||
|
||||
density = 0
|
||||
update_nearby_tiles(1)
|
||||
..()
|
||||
|
||||
@@ -21,7 +21,7 @@
|
||||
spreadChance = 0
|
||||
|
||||
/obj/effect/glowshroom/New()
|
||||
set background = 1
|
||||
|
||||
..()
|
||||
|
||||
dir = CalcDir()
|
||||
@@ -40,10 +40,8 @@
|
||||
else //if on the floor, glowshroom on-floor sprite
|
||||
icon_state = "glowshroomf"
|
||||
|
||||
spawn(2) //allows the luminosity and spread rate to be affected by potency at the moment of creation
|
||||
sd_SetLuminosity(potency/10)
|
||||
spawn(delay)
|
||||
if(src)
|
||||
SetLuminosity(round(potency/10))
|
||||
Spread()
|
||||
|
||||
/obj/effect/glowshroom/proc/Spread()
|
||||
|
||||
@@ -20,6 +20,10 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
|
||||
playsound(epicenter, 'sound/effects/explosionfar.ogg', 100, 1, round(devastation_range*2,1) )
|
||||
playsound(epicenter, "explosion", 100, 1, round(devastation_range,1) )
|
||||
|
||||
|
||||
var/lighting_controller_was_processing = lighting_controller.processing //Pause the lighting updates for a bit
|
||||
lighting_controller.processing = 0
|
||||
var/powernet_rebuild_was_deferred_already = defer_powernet_rebuild
|
||||
if(defer_powernet_rebuild != 2)
|
||||
defer_powernet_rebuild = 1
|
||||
|
||||
@@ -49,12 +53,16 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
|
||||
for(var/atom/object in T.contents)
|
||||
object.ex_act(dist)
|
||||
|
||||
//here util we get explosions to be less laggy, might help us identify issues after changes to splosions (because let's face it we've had a few)
|
||||
world.log << "## DEBUG: Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [(world.timeofday-start)/10] seconds."
|
||||
|
||||
sleep(10)
|
||||
|
||||
if(!lighting_controller.processing) lighting_controller.processing = lighting_controller_was_processing
|
||||
if(!powernet_rebuild_was_deferred_already)
|
||||
if(defer_powernet_rebuild != 2)
|
||||
defer_powernet_rebuild = 0
|
||||
|
||||
//here util we get explosions to be less laggy, might help us identify issues after changes to splosions (because let's face it we've had a few)
|
||||
world.log << "## Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [(world.timeofday-start)/10] seconds."
|
||||
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
//TODO: Flash range does nothing currently
|
||||
//NOTE: This has not yet been updated with the lighting deferal stuff. ~Carn
|
||||
//Needs some work anyway.
|
||||
|
||||
proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1)
|
||||
spawn(0)
|
||||
|
||||
@@ -52,7 +52,7 @@
|
||||
//src.damtype = "fire"
|
||||
for(var/mob/O in viewers(usr, null))
|
||||
O.show_message(flavor_text, 1)
|
||||
sd_SetLuminosity(CANDLE_LUM)
|
||||
SetLuminosity(CANDLE_LUM)
|
||||
processing_objects.Add(src)
|
||||
|
||||
|
||||
@@ -75,17 +75,17 @@
|
||||
if(lit)
|
||||
lit = 0
|
||||
update_icon()
|
||||
sd_SetLuminosity(0)
|
||||
user.total_luminosity -= CANDLE_LUM
|
||||
SetLuminosity(0)
|
||||
user.SetLuminosity(user.luminosity - CANDLE_LUM)
|
||||
|
||||
|
||||
pickup(mob/user)
|
||||
if(lit)
|
||||
src.sd_SetLuminosity(0)
|
||||
user.total_luminosity += CANDLE_LUM
|
||||
SetLuminosity(0)
|
||||
user.SetLuminosity(user.luminosity + CANDLE_LUM)
|
||||
|
||||
|
||||
dropped(mob/user)
|
||||
if(lit)
|
||||
user.total_luminosity -= CANDLE_LUM
|
||||
src.sd_SetLuminosity(CANDLE_LUM)
|
||||
user.SetLuminosity(user.luminosity - CANDLE_LUM)
|
||||
SetLuminosity(CANDLE_LUM)
|
||||
|
||||
@@ -106,9 +106,6 @@ ZIPPO
|
||||
if(M.lit > 0)
|
||||
light("\red [user] lights their [name] with their [W].")
|
||||
|
||||
else if(istype(W, /obj/item/device/assembly/igniter))
|
||||
light("\red [user] fiddles with [W], and manages to light their [name].")
|
||||
|
||||
//can't think of any other way to update the overlays :<
|
||||
user.update_inv_wear_mask(0)
|
||||
user.update_inv_l_hand(0)
|
||||
@@ -448,7 +445,7 @@ ZIPPO
|
||||
for(var/mob/O in viewers(user, null))
|
||||
O.show_message("\red After a few attempts, [user] manages to light the [src], they however burn their finger in the process.", 1)
|
||||
|
||||
user.total_luminosity += 2
|
||||
user.SetLuminosity(user.luminosity + 2)
|
||||
processing_objects.Add(src)
|
||||
else
|
||||
src.lit = 0
|
||||
@@ -461,7 +458,7 @@ ZIPPO
|
||||
for(var/mob/O in viewers(user, null))
|
||||
O.show_message("\red [user] quietly shuts off the [src].", 1)
|
||||
|
||||
user.total_luminosity -= 2
|
||||
user.SetLuminosity(user.luminosity - 2)
|
||||
processing_objects.Remove(src)
|
||||
else
|
||||
return ..()
|
||||
@@ -490,13 +487,13 @@ ZIPPO
|
||||
|
||||
pickup(mob/user)
|
||||
if(lit)
|
||||
src.sd_SetLuminosity(0)
|
||||
user.total_luminosity += 2
|
||||
src.SetLuminosity(0)
|
||||
user.SetLuminosity(user.luminosity+2)
|
||||
return
|
||||
|
||||
|
||||
dropped(mob/user)
|
||||
if(lit)
|
||||
user.total_luminosity -= 2
|
||||
src.sd_SetLuminosity(2)
|
||||
user.SetLuminosity(user.luminosity-2)
|
||||
src.SetLuminosity(2)
|
||||
return
|
||||
|
||||
@@ -134,8 +134,8 @@
|
||||
w_class = 2.0
|
||||
force_unwielded = 3
|
||||
force_wielded = 30
|
||||
wieldsound = 'saberon.ogg'
|
||||
unwieldsound = 'saberoff.ogg'
|
||||
wieldsound = 'sound/weapons/saberon.ogg'
|
||||
unwieldsound = 'sound/weapons/saberoff.ogg'
|
||||
flags = FPRINT | TABLEPASS | NOSHIELD
|
||||
origin_tech = "magnets=3;syndicate=4"
|
||||
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
|
||||
|
||||
@@ -470,20 +470,14 @@ obj/structure/meteorhit(obj/O as obj)
|
||||
flick("[mineral]fwall_opening", src)
|
||||
sleep(15)
|
||||
src.density = 0
|
||||
src.sd_SetOpacity(0)
|
||||
var/turf/T = src.loc
|
||||
T.sd_LumReset()
|
||||
|
||||
SetOpacity(0)
|
||||
else
|
||||
flick("[mineral]fwall_closing", src)
|
||||
icon_state = "[mineral]0"
|
||||
sleep(15)
|
||||
src.density = 1
|
||||
src.sd_SetOpacity(1)
|
||||
var/turf/T = src.loc
|
||||
//T.sd_LumUpdate()
|
||||
SetOpacity(1)
|
||||
src.relativewall()
|
||||
T.sd_LumReset()
|
||||
|
||||
/obj/structure/falsewall/uranium/attack_hand(mob/user as mob)
|
||||
radiate()
|
||||
@@ -583,27 +577,21 @@ obj/structure/meteorhit(obj/O as obj)
|
||||
icon_state = "frwall_open"
|
||||
flick("frwall_opening", src)
|
||||
sleep(15)
|
||||
src.density = 0
|
||||
src.sd_SetOpacity(0)
|
||||
var/turf/T = src.loc
|
||||
T.sd_LumReset()
|
||||
|
||||
density = 0
|
||||
SetOpacity(0)
|
||||
else
|
||||
icon_state = "r_wall"
|
||||
flick("frwall_closing", src)
|
||||
sleep(15)
|
||||
src.density = 1
|
||||
src.sd_SetOpacity(1)
|
||||
var/turf/T = src.loc
|
||||
//T.sd_LumUpdate()
|
||||
src.relativewall()
|
||||
T.sd_LumReset()
|
||||
density = 1
|
||||
SetOpacity(1)
|
||||
relativewall()
|
||||
|
||||
|
||||
attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/weapon/screwdriver))
|
||||
var/turf/T = get_turf(src)
|
||||
user.visible_message("[user] tightens some bolts on the r wall.", "You tighten the bolts on the r wall.")
|
||||
user.visible_message("[user] tightens some bolts on the r wall.", "You tighten the bolts on the wall.")
|
||||
T.ReplaceWithWall() //Intentionally makes a regular wall instead of an r-wall (no cheap r-walls for you).
|
||||
del(src)
|
||||
|
||||
|
||||
@@ -198,10 +198,7 @@
|
||||
/obj/structure/mineral_door/uranium
|
||||
mineralType = "uranium"
|
||||
hardness = 3
|
||||
|
||||
New()
|
||||
..()
|
||||
sd_SetLuminosity(3)
|
||||
luminosity = 2
|
||||
|
||||
/obj/structure/mineral_door/sandstone
|
||||
mineralType = "sandstone"
|
||||
|
||||
@@ -1,24 +1,10 @@
|
||||
//Config stuff
|
||||
#define SUPPLY_DOCKZ 2 //Z-level of the Dock.
|
||||
#define SUPPLY_STATIONZ 1 //Z-level of the Station.
|
||||
#define SUPPLY_POINTSPER 10 //Points per tick.
|
||||
#define SUPPLY_POINTDELAY 3000 //Delay between ticks in milliseconds.
|
||||
#define SUPPLY_MOVETIME 1200 //Time to station is milliseconds.
|
||||
#define SUPPLY_POINTSPERCRATE 5 //Points per crate sent back.
|
||||
#define SUPPLY_STATION_AREATYPE "/area/supply/station" //Type of the supply shuttle area for station
|
||||
#define SUPPLY_DOCK_AREATYPE "/area/supply/dock" //Type of the supply shuttle area for dock
|
||||
#define SUPPLY_POINTSPERSLIP 2 //points per packing slip sent back stamped.
|
||||
|
||||
var/supply_shuttle_moving = 0
|
||||
var/supply_shuttle_at_station = 0
|
||||
var/list/supply_shuttle_shoppinglist = new/list()
|
||||
var/list/supply_shuttle_requestlist = new/list()
|
||||
var/supply_shuttle_can_send = 1
|
||||
var/supply_shuttle_time = 0
|
||||
var/supply_shuttle_timeleft = 0
|
||||
var/supply_shuttle_points = 50
|
||||
var/ordernum=0
|
||||
var/supplyshuttle_mech_redeem = 0 //You can redeem a full set of mech toys for a reward.
|
||||
var/datum/controller/supply_shuttle/supply_shuttle = new()
|
||||
|
||||
var/list/mechtoys = list(
|
||||
/obj/item/toy/prize/ripley,
|
||||
@@ -34,18 +20,18 @@ var/list/mechtoys = list(
|
||||
/obj/item/toy/prize/phazon
|
||||
)
|
||||
|
||||
/area/supply/station //DO NOT TURN THE SD_LIGHTING STUFF ON FOR SHUTTLES. IT BREAKS THINGS.
|
||||
/area/supply/station //DO NOT TURN THE lighting_use_dynamic STUFF ON FOR SHUTTLES. IT BREAKS THINGS.
|
||||
name = "supply shuttle"
|
||||
icon_state = "shuttle3"
|
||||
luminosity = 1
|
||||
sd_lighting = 0
|
||||
lighting_use_dynamic = 0
|
||||
requires_power = 0
|
||||
|
||||
/area/supply/dock //DO NOT TURN THE SD_LIGHTING STUFF ON FOR SHUTTLES. IT BREAKS THINGS.
|
||||
/area/supply/dock //DO NOT TURN THE lighting_use_dynamic STUFF ON FOR SHUTTLES. IT BREAKS THINGS.
|
||||
name = "supply shuttle"
|
||||
icon_state = "shuttle3"
|
||||
luminosity = 1
|
||||
sd_lighting = 0
|
||||
lighting_use_dynamic = 0
|
||||
requires_power = 0
|
||||
|
||||
//SUPPLY PACKS MOVED TO /code/defines/obj/supplypacks.dm
|
||||
@@ -84,13 +70,13 @@ var/list/mechtoys = list(
|
||||
desc = "Heavy duty, airtight, plastic flaps."
|
||||
|
||||
New() //set the turf below the flaps to block air
|
||||
var/turf/T = get_turf(src.loc)
|
||||
var/turf/T = get_turf(loc)
|
||||
if(T)
|
||||
T.blocks_air = 1
|
||||
..()
|
||||
|
||||
Del() //lazy hack to set the turf to allow air to pass if it's a simulated floor
|
||||
var/turf/T = get_turf(src.loc)
|
||||
var/turf/T = get_turf(loc)
|
||||
if(T)
|
||||
if(istype(T, /turf/simulated/floor))
|
||||
T.blocks_air = 0
|
||||
@@ -103,6 +89,7 @@ var/list/mechtoys = list(
|
||||
req_access = list(access_cargo)
|
||||
circuit = "/obj/item/weapon/circuitboard/supplycomp"
|
||||
var/temp = null
|
||||
var/reqtime = 0 //Cooldown for requisitions - Quarxink
|
||||
var/hacked = 0
|
||||
var/can_order_contraband = 0
|
||||
|
||||
@@ -114,6 +101,7 @@ var/list/mechtoys = list(
|
||||
var/temp = null
|
||||
var/reqtime = 0 //Cooldown for requisitions - Quarxink
|
||||
|
||||
/*
|
||||
/obj/effect/marker/supplymarker
|
||||
icon_state = "X"
|
||||
icon = 'icons/misc/mark.dmi'
|
||||
@@ -121,8 +109,10 @@ var/list/mechtoys = list(
|
||||
invisibility = 101
|
||||
anchored = 1
|
||||
opacity = 0
|
||||
*/
|
||||
|
||||
/datum/supply_order
|
||||
var/ordernum
|
||||
var/datum/supply_packs/object = null
|
||||
var/orderedby = null
|
||||
var/comment = null
|
||||
@@ -138,130 +128,165 @@ var/list/mechtoys = list(
|
||||
var/hidden = 0
|
||||
var/contraband = 0
|
||||
|
||||
/proc/supply_ticker()
|
||||
//world << "Supply ticker ticked : Adding [SUPPLY_POINTSPER] to [supply_shuttle_points]."
|
||||
supply_shuttle_points += SUPPLY_POINTSPER
|
||||
//world << "New SP total is [supply_shuttle_points]"
|
||||
spawn(SUPPLY_POINTDELAY) supply_ticker()
|
||||
/datum/controller/supply_shuttle
|
||||
var/processing = 1
|
||||
var/processing_interval = 300
|
||||
var/iteration = 0
|
||||
//supply points
|
||||
var/points = 50
|
||||
var/points_per_process = 1
|
||||
var/points_per_slip = 2
|
||||
var/points_per_crate = 5
|
||||
var/mech_redeem = 0
|
||||
//control
|
||||
var/ordernum
|
||||
var/list/shoppinglist = list()
|
||||
var/list/requestlist = list()
|
||||
var/list/supply_packs = list()
|
||||
//shuttle movement
|
||||
var/at_station = 0
|
||||
var/movetime = 1200
|
||||
var/moving = 0
|
||||
var/eta_timeofday
|
||||
var/eta
|
||||
|
||||
/proc/supply_process()
|
||||
while(supply_shuttle_time - world.timeofday > 0)
|
||||
var/ticksleft = supply_shuttle_time - world.timeofday
|
||||
New()
|
||||
ordernum = rand(1,9000)
|
||||
for(var/typepath in (typesof(/datum/supply_packs) - /datum/supply_packs))
|
||||
var/datum/supply_packs/P = new typepath()
|
||||
supply_packs[P.name] = P
|
||||
|
||||
if(ticksleft > 1e5)
|
||||
supply_shuttle_time = world.timeofday + 10 // midnight rollover
|
||||
//Supply shuttle ticker - handles supply point regenertion and shuttle travelling between centcomm and the station
|
||||
proc/process()
|
||||
spawn(0)
|
||||
set background = 1
|
||||
while(1)
|
||||
if(processing)
|
||||
iteration++
|
||||
points += points_per_process
|
||||
|
||||
|
||||
supply_shuttle_timeleft = round( ((ticksleft / 10)/60) )
|
||||
sleep(10)
|
||||
supply_shuttle_moving = 0
|
||||
send_supply_shuttle()
|
||||
|
||||
|
||||
/proc/supply_can_move()
|
||||
if(supply_shuttle_moving) return 0
|
||||
|
||||
//I know this is an absolutly horrendous way to do this, very inefficient, but it's the only reliable way I can think of.
|
||||
//Check for mobs
|
||||
for(var/mob/living/M in mob_list)
|
||||
var/area/A = get_area(M)
|
||||
if(!A || !A.type) continue
|
||||
if(A.type == /area/supply/station)
|
||||
return 0
|
||||
//Check for beacons
|
||||
for(var/obj/item/device/radio/beacon/B in world)
|
||||
var/area/A = get_area(B)
|
||||
if(!A || !A.type) continue
|
||||
if(A.type == /area/supply/station)
|
||||
return 0
|
||||
//Check for mechs. I think this was added because people were somehow on centcomm and bringing back centcomm mechs.
|
||||
for(var/obj/mecha/Mech in world)
|
||||
var/area/A = get_area(Mech)
|
||||
if(!A || !A.type) continue
|
||||
if(A.type == /area/supply/station)
|
||||
return 0
|
||||
//Check for nuke disk This also prevents multiple nuke disks from being made -Nodrak
|
||||
for(var/obj/item/weapon/disk/nuclear/N)
|
||||
var/area/A = get_area(N)
|
||||
if(!A || !A.type) continue
|
||||
if(A.type == /area/supply/station)
|
||||
return 0
|
||||
return 1
|
||||
/*
|
||||
Teleport beacon -> wrapping paper -> backpack -> bodybag -> crate -> wrapping paper -> loaded on a mulebot
|
||||
That would be a teleport beacon inside of 6-layers deep in contents. Meaning you would have to add more loops or more checks.
|
||||
This method wont take into account storage items developed in the future and doesn't take into account the storage items we have currently.
|
||||
-Nodrak
|
||||
|
||||
var/shuttleat = supply_shuttle_at_station ? SUPPLY_STATION_AREATYPE : SUPPLY_DOCK_AREATYPE
|
||||
|
||||
for(var/turf/T in get_area_turfs(shuttleat) )
|
||||
//if((locate(/mob/living) in T) && (!locate(/mob/living/carbon/monkey) in T)) return 0 //old check for living excluded monkeys
|
||||
if((locate(/mob/living) in T)) return 0
|
||||
if((locate(/obj/item/device/radio/beacon) in T)) return 0
|
||||
if((locate(/obj/mecha) in T)) return 0
|
||||
if((locate(/obj/structure/closet/body_bag) in T)) return 0
|
||||
for(var/atom/ATM in T)
|
||||
if((locate(/mob/living) in ATM)) return 0
|
||||
if((locate(/obj/item/device/radio/beacon) in ATM)) return 0
|
||||
if((locate(/obj/mecha ) in ATM)) return 0
|
||||
if((locate(/obj/structure/closet/body_bag) in ATM)) return 0
|
||||
for(var/atom/ATMM in ATM) // okay jesus christ how many recursive packaging options are we going to have guys come on - Quarxink
|
||||
if((locate(/mob/living) in ATMM)) return 0
|
||||
if((locate(/obj/item/device/radio/beacon) in ATMM)) return 0
|
||||
if((locate(/obj/mecha ) in ATMM)) return 0
|
||||
if((locate(/obj/structure/closet/body_bag) in ATMM)) return 0
|
||||
return 1
|
||||
*/
|
||||
/proc/sell_crates()
|
||||
var/shuttleat = supply_shuttle_at_station ? SUPPLY_STATION_AREATYPE : SUPPLY_DOCK_AREATYPE
|
||||
|
||||
for(var/turf/T in get_area_turfs(shuttleat) )
|
||||
var/obj/item/weapon/paper/slip = locate(/obj/item/weapon/paper/manifest) in T
|
||||
if(slip)
|
||||
if(slip.stamped && slip.stamped.len) //yes, the clown stamp will work. clown is the highest authority on the station, it makes sense
|
||||
supply_shuttle_points += SUPPLY_POINTSPERSLIP
|
||||
del(slip)
|
||||
var/crate = locate(/obj/structure/closet/crate) in T
|
||||
if(crate)
|
||||
if(mechtoys)
|
||||
var/toysfound = 0
|
||||
for(var/toytype in mechtoys)
|
||||
if( !locate(toytype) in crate )
|
||||
break
|
||||
if(moving == 1)
|
||||
var/ticksleft = (eta_timeofday - world.timeofday)
|
||||
if(ticksleft > 0)
|
||||
eta = round(ticksleft/600,1)
|
||||
else
|
||||
toysfound++
|
||||
if(toysfound && toysfound == mechtoys.len)
|
||||
supplyshuttle_mech_redeem++
|
||||
feedback_inc("supply_mech_collection_redeemed")
|
||||
del(crate)
|
||||
supply_shuttle_points += SUPPLY_POINTSPERCRATE
|
||||
eta = 0
|
||||
send()
|
||||
|
||||
/obj/item/weapon/paper/manifest
|
||||
name = "Supply Manifest"
|
||||
|
||||
/proc/process_supply_order()
|
||||
var/shuttleat = supply_shuttle_at_station ? SUPPLY_STATION_AREATYPE : SUPPLY_DOCK_AREATYPE
|
||||
sleep(processing_interval)
|
||||
|
||||
var/list/markers = new/list()
|
||||
proc/send()
|
||||
var/area/from
|
||||
var/area/dest
|
||||
var/area/the_shuttles_way
|
||||
switch(at_station)
|
||||
if(1)
|
||||
from = locate(SUPPLY_STATION_AREATYPE)
|
||||
dest = locate(SUPPLY_DOCK_AREATYPE)
|
||||
the_shuttles_way = from
|
||||
at_station = 0
|
||||
if(0)
|
||||
from = locate(SUPPLY_DOCK_AREATYPE)
|
||||
dest = locate(SUPPLY_STATION_AREATYPE)
|
||||
the_shuttles_way = dest
|
||||
at_station = 1
|
||||
moving = 0
|
||||
|
||||
if(!supply_shuttle_shoppinglist.len) return
|
||||
//Do I really need to explain this loop?
|
||||
for(var/mob/living/unlucky_person in the_shuttles_way)
|
||||
unlucky_person.gib()
|
||||
|
||||
for(var/turf/T in get_area_turfs(shuttleat))
|
||||
for(var/obj/effect/marker/supplymarker/D in T)
|
||||
markers += D
|
||||
from.move_contents_to(dest)
|
||||
|
||||
for(var/S in supply_shuttle_shoppinglist)
|
||||
var/pickedloc = 0
|
||||
var/found = 0
|
||||
for(var/C in markers)
|
||||
if ((locate(/obj/structure/closet/crate) in get_turf(C)) || (locate(/obj/structure/largecrate) in get_turf(C)))
|
||||
//Check whether the shuttle is allowed to move
|
||||
proc/can_move()
|
||||
if(moving) return 0
|
||||
|
||||
var/area/shuttle = locate(/area/supply/station)
|
||||
if(!shuttle) return 0
|
||||
|
||||
if(forbidden_atoms_check(shuttle))
|
||||
return 0
|
||||
|
||||
return 1
|
||||
|
||||
//To stop things being sent to centcomm which should not be sent to centcomm. Recursively checks for these types.
|
||||
proc/forbidden_atoms_check(atom/A)
|
||||
if(istype(A,/mob/living))
|
||||
return 1
|
||||
if(istype(A,/obj/item/weapon/disk/nuclear))
|
||||
return 1
|
||||
if(istype(A,/obj/machinery/nuclearbomb))
|
||||
return 1
|
||||
if(istype(A,/obj/item/device/radio/beacon))
|
||||
return 1
|
||||
|
||||
for(var/i=1, i<=A.contents.len, i++)
|
||||
var/atom/B = A.contents[i]
|
||||
if(.(B))
|
||||
return 1
|
||||
|
||||
//Sellin
|
||||
proc/sell()
|
||||
var/shuttle_at
|
||||
if(at_station) shuttle_at = SUPPLY_STATION_AREATYPE
|
||||
else shuttle_at = SUPPLY_DOCK_AREATYPE
|
||||
|
||||
var/area/shuttle = locate(shuttle_at)
|
||||
if(!shuttle) return
|
||||
|
||||
var/list/mechtoys_found = list()
|
||||
|
||||
for(var/atom/movable/MA in shuttle)
|
||||
if(MA.anchored) continue
|
||||
if(istype(MA,/obj/structure/closet))
|
||||
points += points_per_crate
|
||||
var/find_slip = 1
|
||||
|
||||
for(var/atom in MA)
|
||||
var/atom/A = atom
|
||||
if(find_slip && istype(A,/obj/item/weapon/paper/manifest))
|
||||
var/obj/item/weapon/paper/slip = A
|
||||
if(slip.stamped && slip.stamped.len) //yes, the clown stamp will work. clown is the highest authority on the station, it makes sense
|
||||
points += points_per_slip
|
||||
find_slip = 0
|
||||
continue
|
||||
found = 1
|
||||
pickedloc = get_turf(C)
|
||||
break
|
||||
if (!found)
|
||||
pickedloc = get_turf(pick(markers))
|
||||
if(A.type in mechtoys)
|
||||
mechtoys_found["[A.type]"]++
|
||||
del(MA)
|
||||
|
||||
if(mechtoys && mechtoys.len && mechtoys_found.len >= mechtoys.len)
|
||||
var/complete_sets = 10
|
||||
for(var/index in mechtoys_found)
|
||||
complete_sets = min(complete_sets, mechtoys_found[index])
|
||||
|
||||
if(complete_sets)
|
||||
mech_redeem += complete_sets
|
||||
|
||||
//Buyin
|
||||
proc/buy()
|
||||
if(!shoppinglist.len) return
|
||||
|
||||
var/shuttle_at
|
||||
if(at_station) shuttle_at = SUPPLY_STATION_AREATYPE
|
||||
else shuttle_at = SUPPLY_DOCK_AREATYPE
|
||||
|
||||
var/area/shuttle = locate(shuttle_at)
|
||||
if(!shuttle) return
|
||||
|
||||
var/list/clear_turfs = list()
|
||||
|
||||
for(var/turf/T in shuttle)
|
||||
if(T.density || T.contents.len) continue
|
||||
clear_turfs += T
|
||||
|
||||
for(var/S in shoppinglist)
|
||||
if(!clear_turfs.len) break
|
||||
var/i = rand(1,clear_turfs.len)
|
||||
var/turf/pickedloc = clear_turfs[i]
|
||||
clear_turfs.Cut(i,i+1)
|
||||
|
||||
var/datum/supply_order/SO = S
|
||||
var/datum/supply_packs/SP = SO.object
|
||||
|
||||
@@ -270,22 +295,16 @@ This method wont take into account storage items developed in the future and doe
|
||||
|
||||
//supply manifest generation begin
|
||||
|
||||
if(ordernum)
|
||||
ordernum++
|
||||
else
|
||||
ordernum = rand(500,5000) //pick a random number to start with
|
||||
|
||||
var/obj/item/weapon/paper/manifest/slip = new /obj/item/weapon/paper/manifest(A)
|
||||
slip.info = ""
|
||||
slip.info +="<h3>[command_name()] Shipping Manifest</h3><hr><br>"
|
||||
slip.info +="Order #: [ordernum]<br>"
|
||||
slip.info = "<h3>[command_name()] Shipping Manifest</h3><hr><br>"
|
||||
slip.info +="Order #[SO.ordernum]<br>"
|
||||
slip.info +="Destination: [station_name]<br>"
|
||||
slip.info +="[supply_shuttle_shoppinglist.len] PACKAGES IN THIS SHIPMENT<br>"
|
||||
slip.info +="[supply_shuttle.shoppinglist.len] PACKAGES IN THIS SHIPMENT<br>"
|
||||
slip.info +="CONTENTS:<br><ul>"
|
||||
|
||||
//spawn the stuff, finish generating the manifest while you're at it
|
||||
if(SP.access)
|
||||
A:req_access = new/list()
|
||||
A:req_access = list()
|
||||
A:req_access += text2num(SP.access)
|
||||
for(var/B in SP.contains)
|
||||
if(!B) continue
|
||||
@@ -298,52 +317,47 @@ This method wont take into account storage items developed in the future and doe
|
||||
slip.info += "</ul><br>"
|
||||
slip.info += "CHECK CONTENTS AND STAMP BELOW THE LINE TO CONFIRM RECEIPT OF GOODS<hr>"
|
||||
|
||||
if(supplyshuttle_mech_redeem)
|
||||
for (var/i = 0; i < supplyshuttle_mech_redeem; i++)
|
||||
var/pickedloc = 0
|
||||
var/found = 0
|
||||
for(var/C in markers)
|
||||
if ( (locate(/obj/structure/closet/crate) in get_turf(C)) || \
|
||||
(locate(/obj/structure/largecrate) in get_turf(C)) || \
|
||||
(locate(/obj/mecha/combat/marauder) in get_turf(C))
|
||||
)
|
||||
continue
|
||||
found = 1
|
||||
pickedloc = get_turf(C)
|
||||
break
|
||||
if (!found)
|
||||
pickedloc = get_turf(pick(markers))
|
||||
if (!pickedloc)
|
||||
return
|
||||
while(0<mech_redeem)
|
||||
if(!clear_turfs.len) break
|
||||
mech_redeem--
|
||||
var/i = rand(1,clear_turfs.len)
|
||||
var/turf/pickedloc = clear_turfs[i]
|
||||
clear_turfs.Cut(i,i+1)
|
||||
|
||||
var/obj/mecha/combat/marauder/M = new(pickedloc) //Redeeming the mech toy collection gives you your very own life-sized combat mech!
|
||||
M.operation_req_access = list()
|
||||
M.internals_req_access = list()
|
||||
|
||||
supply_shuttle.shoppinglist.Cut()
|
||||
return
|
||||
|
||||
/obj/item/weapon/paper/manifest
|
||||
name = "Supply Manifest"
|
||||
|
||||
|
||||
/obj/machinery/computer/ordercomp/attack_ai(var/mob/user as mob)
|
||||
return src.attack_hand(user)
|
||||
return attack_hand(user)
|
||||
|
||||
/obj/machinery/computer/ordercomp/attack_paw(var/mob/user as mob)
|
||||
return src.attack_hand(user)
|
||||
return attack_hand(user)
|
||||
|
||||
/obj/machinery/computer/supplycomp/attack_ai(var/mob/user as mob)
|
||||
return src.attack_hand(user)
|
||||
return attack_hand(user)
|
||||
|
||||
/obj/machinery/computer/supplycomp/attack_paw(var/mob/user as mob)
|
||||
return src.attack_hand(user)
|
||||
return attack_hand(user)
|
||||
|
||||
/obj/machinery/computer/ordercomp/attack_hand(var/mob/user as mob)
|
||||
if(..())
|
||||
return
|
||||
user.machine = src
|
||||
var/dat
|
||||
if (src.temp)
|
||||
dat = src.temp
|
||||
if(temp)
|
||||
dat = temp
|
||||
else
|
||||
|
||||
dat += {"<BR><B>Supply shuttle</B><HR>
|
||||
Location: [supply_shuttle_moving ? "Moving to station ([supply_shuttle_timeleft] Mins.)":supply_shuttle_at_station ? "Station":"Dock"]<BR>
|
||||
<HR>Supply points: [supply_shuttle_points]<BR>
|
||||
Location: [supply_shuttle.moving ? "Moving to station ([supply_shuttle.eta] Mins.)":supply_shuttle.at_station ? "Station":"Dock"]<BR>
|
||||
<HR>Supply points: [supply_shuttle.points]<BR>
|
||||
<BR>\n<A href='?src=\ref[src];order=1'>Request items</A><BR><BR>
|
||||
<A href='?src=\ref[src];vieworders=1'>View approved orders</A><BR><BR>
|
||||
<A href='?src=\ref[src];viewrequests=1'>View requests</A><BR><BR>
|
||||
@@ -357,61 +371,51 @@ This method wont take into account storage items developed in the future and doe
|
||||
if(..())
|
||||
return
|
||||
|
||||
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
|
||||
if( isturf(loc) && (in_range(src, usr) || istype(usr, /mob/living/silicon)) )
|
||||
usr.machine = src
|
||||
|
||||
if(href_list["order"])
|
||||
src.temp = "Supply points: [supply_shuttle_points]<BR><HR><BR>Request what?<BR><BR>"
|
||||
for(var/S in (typesof(/datum/supply_packs) - /datum/supply_packs) )
|
||||
var/datum/supply_packs/N = new S()
|
||||
temp = "Supply points: [supply_shuttle.points]<BR><HR><BR>Request what?<BR><BR>"
|
||||
for(var/supply_name in supply_shuttle.supply_packs )
|
||||
var/datum/supply_packs/N = supply_shuttle.supply_packs[supply_name]
|
||||
if(N.hidden || N.contraband) continue //Have to send the type instead of a reference to
|
||||
src.temp += "<A href='?src=\ref[src];doorder=[N.type]'>[N.name]</A> Cost: [N.cost] " //the obj because it would get caught by the garbage
|
||||
src.temp += "<A href='?src=\ref[src];printform=[N.type]'>Print Requisition</A><br>" //collector. oh well.
|
||||
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
temp += "<A href='?src=\ref[src];doorder=[supply_name]'>[supply_name]</A> Cost: [N.cost]<BR>" //the obj because it would get caught by the garbage
|
||||
temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
|
||||
else if (href_list["doorder"])
|
||||
var/datum/supply_order/O = new/datum/supply_order ()
|
||||
var/supplytype = href_list["doorder"]
|
||||
var/datum/supply_packs/P = new supplytype ()
|
||||
O.object = P
|
||||
O.orderedby = usr.name
|
||||
supply_shuttle_requestlist += O
|
||||
src.temp = "Thanks for your request. The cargo team will process it as soon as possible.<BR>"
|
||||
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
if(world.time < reqtime)
|
||||
for(var/mob/V in hearers(src))
|
||||
V.show_message("<b>[src]</b>'s monitor flashes, \"[world.time - reqtime] seconds remaining until another requisition form may be printed.\"")
|
||||
return
|
||||
|
||||
else if (href_list["printform"])
|
||||
if (!reqtime)
|
||||
var/supplytype = href_list["printform"]
|
||||
var/datum/supply_packs/P = new supplytype ()
|
||||
var/obj/item/weapon/paper/reqform = new /obj/item/weapon/paper(src.loc)
|
||||
var/idname = "Unknown"
|
||||
var/idrank = "Unknown"
|
||||
var/reason = copytext(sanitize(input(usr,"Reason:","Why do you require this item?","")),1,MAX_MESSAGE_LEN)
|
||||
if(!reason)
|
||||
reason = "Unknown"
|
||||
//Find the correct supply_pack datum
|
||||
var/datum/supply_packs/P = supply_shuttle.supply_packs[href_list["doorder"]]
|
||||
if(!istype(P)) return
|
||||
|
||||
var/timeout = world.time + 600
|
||||
var/reason = copytext(sanitize(input(usr,"Reason:","Why do you require this item?","") as null|text),1,MAX_MESSAGE_LEN)
|
||||
if(world.time > timeout) return
|
||||
if(!reason) reason = "*None Provided*"
|
||||
|
||||
var/idname = "*None Provided*"
|
||||
var/idrank = "*None Provided*"
|
||||
if(ishuman(usr))
|
||||
var/mob/living/carbon/human/H = usr
|
||||
idname = H.get_authentification_name()
|
||||
idrank = H.get_assignment()
|
||||
else if(issilicon(usr))
|
||||
idname = usr.real_name
|
||||
|
||||
supply_shuttle.ordernum++
|
||||
var/obj/item/weapon/paper/reqform = new /obj/item/weapon/paper(loc)
|
||||
reqform.name = "Requisition Form - [P.name]"
|
||||
reqform.info += "<h3>[station_name] Supply Requisition Form</h3><hr>"
|
||||
|
||||
if (istype(usr:wear_id, /obj/item/weapon/card/id))
|
||||
if(usr:wear_id.registered_name)
|
||||
idname = usr:wear_id.registered_name
|
||||
if(usr:wear_id.assignment)
|
||||
idrank = usr:wear_id.assignment
|
||||
if (istype(usr:wear_id, /obj/item/device/pda))
|
||||
var/obj/item/device/pda/pda = usr:wear_id
|
||||
if(pda.owner)
|
||||
idname = pda.owner
|
||||
if(pda.ownjob)
|
||||
idrank = pda.ownjob
|
||||
else
|
||||
idname = usr.name
|
||||
|
||||
reqform.info += "INDEX: #[supply_shuttle.ordernum]<br>"
|
||||
reqform.info += "REQUESTED BY: [idname]<br>"
|
||||
reqform.info += "RANK: [idrank]<br>"
|
||||
reqform.info += "REASON: [reason]<br>"
|
||||
reqform.info += "SUPPLY CRATE TYPE: [P.name]<br>"
|
||||
reqform.info += "Contents:<br><ul>"
|
||||
reqform.info += "CONTENTS:<br><ul>"
|
||||
|
||||
for(var/B in P.contains)
|
||||
var/thepath = text2path(B)
|
||||
@@ -421,39 +425,41 @@ This method wont take into account storage items developed in the future and doe
|
||||
reqform.info += "STAMP BELOW TO APPROVE THIS REQUISITION:<br>"
|
||||
|
||||
reqform.update_icon() //Fix for appearing blank when printed.
|
||||
reqtime = 5 //5 second cooldown initiated after each printed req, change the number to change the cooldown (in seconds) - Quarxink
|
||||
spawn(0)
|
||||
while(reqtime >=1 && src)
|
||||
sleep(10)
|
||||
reqtime --
|
||||
reqtime = 0
|
||||
reqtime = (world.time + 5) % 1e5
|
||||
|
||||
//make our supply_order datum
|
||||
var/datum/supply_order/O = new /datum/supply_order()
|
||||
O.ordernum = supply_shuttle.ordernum
|
||||
O.object = P
|
||||
O.orderedby = idname
|
||||
supply_shuttle.requestlist += O
|
||||
|
||||
temp = "Thanks for your request. The cargo team will process it as soon as possible.<BR>"
|
||||
temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
|
||||
else
|
||||
for (var/mob/V in hearers(src))
|
||||
V.show_message("<b>[src]</b>'s monitor flashes, \"[reqtime] seconds remaining until another requisition form may be printed.\"")
|
||||
else if (href_list["vieworders"])
|
||||
src.temp = "Current approved orders: <BR><BR>"
|
||||
for(var/S in supply_shuttle_shoppinglist)
|
||||
temp = "Current approved orders: <BR><BR>"
|
||||
for(var/S in supply_shuttle.shoppinglist)
|
||||
var/datum/supply_order/SO = S
|
||||
src.temp += "[SO.object.name] approved by [SO.orderedby] [SO.comment ? "([SO.comment])":""]<BR>"
|
||||
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
temp += "[SO.object.name] approved by [SO.orderedby] [SO.comment ? "([SO.comment])":""]<BR>"
|
||||
temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
|
||||
else if (href_list["viewrequests"])
|
||||
src.temp = "Current requests: <BR><BR>"
|
||||
for(var/S in supply_shuttle_requestlist)
|
||||
temp = "Current requests: <BR><BR>"
|
||||
for(var/S in supply_shuttle.requestlist)
|
||||
var/datum/supply_order/SO = S
|
||||
src.temp += "[SO.object.name] requested by [SO.orderedby]<BR>"
|
||||
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
temp += "#[SO.ordernum] - [SO.object.name] requested by [SO.orderedby]<BR>"
|
||||
temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
|
||||
else if (href_list["mainmenu"])
|
||||
src.temp = null
|
||||
temp = null
|
||||
|
||||
src.add_fingerprint(usr)
|
||||
src.updateUsrDialog()
|
||||
add_fingerprint(usr)
|
||||
updateUsrDialog()
|
||||
return
|
||||
|
||||
/obj/machinery/computer/supplycomp/attack_hand(var/mob/user as mob)
|
||||
if(!src.allowed(user))
|
||||
if(!allowed(user))
|
||||
user << "\red Access Denied."
|
||||
return
|
||||
|
||||
@@ -462,14 +468,14 @@ This method wont take into account storage items developed in the future and doe
|
||||
user.machine = src
|
||||
post_signal("supply")
|
||||
var/dat
|
||||
if (src.temp)
|
||||
dat = src.temp
|
||||
if (temp)
|
||||
dat = temp
|
||||
else
|
||||
dat += {"<BR><B>Supply shuttle</B><HR>
|
||||
\nLocation: [supply_shuttle_moving ? "Moving to station ([supply_shuttle_timeleft] Mins.)":supply_shuttle_at_station ? "Station":"Away"]<BR>
|
||||
<HR>\nSupply points: [supply_shuttle_points]<BR>\n<BR>
|
||||
[supply_shuttle_moving ? "\n*Must be away to order items*<BR>\n<BR>":supply_shuttle_at_station ? "\n*Must be away to order items*<BR>\n<BR>":"\n<A href='?src=\ref[src];order=1'>Order items</A><BR>\n<BR>"]
|
||||
[supply_shuttle_moving ? "\n*Shuttle already called*<BR>\n<BR>":supply_shuttle_at_station ? "\n<A href='?src=\ref[src];sendtodock=1'>Send away</A><BR>\n<BR>":"\n<A href='?src=\ref[src];sendtostation=1'>Send to station</A><BR>\n<BR>"]
|
||||
\nLocation: [supply_shuttle.moving ? "Moving to station ([supply_shuttle.eta] Mins.)":supply_shuttle.at_station ? "Station":"Away"]<BR>
|
||||
<HR>\nSupply points: [supply_shuttle.points]<BR>\n<BR>
|
||||
[supply_shuttle.moving ? "\n*Must be away to order items*<BR>\n<BR>":supply_shuttle.at_station ? "\n*Must be away to order items*<BR>\n<BR>":"\n<A href='?src=\ref[src];order=1'>Order items</A><BR>\n<BR>"]
|
||||
[supply_shuttle.moving ? "\n*Shuttle already called*<BR>\n<BR>":supply_shuttle.at_station ? "\n<A href='?src=\ref[src];send=1'>Send away</A><BR>\n<BR>":"\n<A href='?src=\ref[src];send=1'>Send to station</A><BR>\n<BR>"]
|
||||
\n<A href='?src=\ref[src];viewrequests=1'>View requests</A><BR>\n<BR>
|
||||
\n<A href='?src=\ref[src];vieworders=1'>View orders</A><BR>\n<BR>
|
||||
\n<A href='?src=\ref[user];mach_close=computer'>Close</A>"}
|
||||
@@ -481,18 +487,18 @@ This method wont take into account storage items developed in the future and doe
|
||||
/obj/machinery/computer/supplycomp/attackby(I as obj, user as mob)
|
||||
if(istype(I,/obj/item/weapon/card/emag) && !hacked)
|
||||
user << "\blue Special supplies unlocked."
|
||||
src.hacked = 1
|
||||
hacked = 1
|
||||
return
|
||||
if(istype(I, /obj/item/weapon/screwdriver))
|
||||
playsound(src.loc, 'sound/items/Screwdriver.ogg', 50, 1)
|
||||
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
|
||||
if(do_after(user, 20))
|
||||
if (src.stat & BROKEN)
|
||||
if (stat & BROKEN)
|
||||
user << "\blue The broken glass falls out."
|
||||
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
|
||||
new /obj/item/weapon/shard( src.loc )
|
||||
var/obj/structure/computerframe/A = new /obj/structure/computerframe( loc )
|
||||
new /obj/item/weapon/shard( loc )
|
||||
var/obj/item/weapon/circuitboard/supplycomp/M = new /obj/item/weapon/circuitboard/supplycomp( A )
|
||||
for (var/obj/C in src)
|
||||
C.loc = src.loc
|
||||
C.loc = loc
|
||||
A.circuit = M
|
||||
A.state = 3
|
||||
A.icon_state = "3"
|
||||
@@ -500,172 +506,184 @@ This method wont take into account storage items developed in the future and doe
|
||||
del(src)
|
||||
else
|
||||
user << "\blue You disconnect the monitor."
|
||||
var/obj/structure/computerframe/A = new /obj/structure/computerframe( src.loc )
|
||||
var/obj/structure/computerframe/A = new /obj/structure/computerframe( loc )
|
||||
var/obj/item/weapon/circuitboard/supplycomp/M = new /obj/item/weapon/circuitboard/supplycomp( A )
|
||||
if(src.can_order_contraband)
|
||||
if(can_order_contraband)
|
||||
M.contraband_enabled = 1
|
||||
for (var/obj/C in src)
|
||||
C.loc = src.loc
|
||||
C.loc = loc
|
||||
A.circuit = M
|
||||
A.state = 4
|
||||
A.icon_state = "4"
|
||||
A.anchored = 1
|
||||
del(src)
|
||||
else
|
||||
src.attack_hand(user)
|
||||
attack_hand(user)
|
||||
return
|
||||
|
||||
/obj/machinery/computer/supplycomp/Topic(href, href_list)
|
||||
if(!supply_shuttle)
|
||||
world.log << "## ERROR: Eek. The supply_shuttle controller datum is missing somehow."
|
||||
return
|
||||
if(..())
|
||||
return
|
||||
|
||||
if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))) || (istype(usr, /mob/living/silicon)))
|
||||
if(isturf(loc) && ( in_range(src, usr) || istype(usr, /mob/living/silicon) ) )
|
||||
usr.machine = src
|
||||
|
||||
//From Station to Centcomm
|
||||
if (href_list["sendtodock"])
|
||||
if(!supply_shuttle_at_station || supply_shuttle_moving) return
|
||||
//Calling the shuttle
|
||||
if(href_list["send"])
|
||||
if(!supply_shuttle.can_move())
|
||||
temp = "For safety reasons the automated supply shuttle cannot transport live organisms, classified nuclear weaponry or homing beacons.<BR><BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
|
||||
if (!supply_can_move())
|
||||
usr << "\red The supply shuttle can not transport station employees, exosuits, classified nuclear codes or homing beacons."
|
||||
return
|
||||
|
||||
src.temp = "Shuttle sent.<BR><BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
src.updateUsrDialog()
|
||||
else if(supply_shuttle.at_station)
|
||||
supply_shuttle.moving = -1
|
||||
supply_shuttle.sell()
|
||||
supply_shuttle.send()
|
||||
temp = "The supply shuttle has departed.<BR><BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
else
|
||||
supply_shuttle.moving = 1
|
||||
supply_shuttle.buy()
|
||||
supply_shuttle.eta_timeofday = (world.timeofday + supply_shuttle.movetime) % 864000
|
||||
temp = "The supply shuttle has been called and will arrive in [round(supply_shuttle.movetime/600,1)] minutes.<BR><BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
post_signal("supply")
|
||||
|
||||
supply_shuttle_shoppinglist = null
|
||||
supply_shuttle_shoppinglist = new/list()
|
||||
else if (href_list["order"])
|
||||
if(supply_shuttle.moving) return
|
||||
temp = "Supply points: [supply_shuttle.points]<BR><HR><BR>Request what?<BR><BR>"
|
||||
|
||||
sell_crates()
|
||||
|
||||
//Remove anything or anyone that was either left behind or that bypassed supply_can_move() -Nodrak
|
||||
for(var/area/supply/station/A in world)
|
||||
for(var/obj/item/I in A.contents)
|
||||
del(I)
|
||||
for(var/mob/living/M in A.contents)
|
||||
del(M)
|
||||
|
||||
send_supply_shuttle()
|
||||
|
||||
//From Centcomm to Station
|
||||
else if (href_list["sendtostation"])
|
||||
if(supply_shuttle_at_station || supply_shuttle_moving) return
|
||||
|
||||
if (!supply_can_move())
|
||||
usr << "\red The supply shuttle can not transport station employees, exosuits, classified nuclear codes or homing beacons."
|
||||
return
|
||||
|
||||
post_signal("supply")
|
||||
usr << "\blue The supply shuttle has been called and will arrive in [round(((SUPPLY_MOVETIME/10)/60))] minutes."
|
||||
|
||||
src.temp = "Shuttle sent.<BR><BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
src.updateUsrDialog()
|
||||
|
||||
supply_shuttle_moving = 1
|
||||
|
||||
process_supply_order()
|
||||
|
||||
supply_shuttle_time = world.timeofday + SUPPLY_MOVETIME
|
||||
spawn(0)
|
||||
supply_process()
|
||||
|
||||
if (href_list["order"])
|
||||
if(supply_shuttle_moving) return
|
||||
src.temp = "Supply points: [supply_shuttle_points]<BR><HR><BR>Request what?<BR><BR>"
|
||||
for(var/S in (typesof(/datum/supply_packs) - /datum/supply_packs) )
|
||||
var/datum/supply_packs/N = new S()
|
||||
if(N.hidden && !src.hacked) continue //Have to send the type instead of a reference to
|
||||
if(N.contraband && !src.can_order_contraband){continue;} //Agouri -Kavalamarker
|
||||
src.temp += "<A href='?src=\ref[src];doorder=[N.type]'>[N.name]</A> Cost: [N.cost]<BR>" //the obj because it would get caught by the garbage
|
||||
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>" //collector. oh well.
|
||||
for(var/supply_name in supply_shuttle.supply_packs )
|
||||
var/datum/supply_packs/N = supply_shuttle.supply_packs[supply_name]
|
||||
if(N.hidden && !hacked) continue
|
||||
if(N.contraband && !can_order_contraband) continue
|
||||
temp += "<A href='?src=\ref[src];doorder=[supply_name]'>[supply_name]</A> Cost: [N.cost]<BR>" //the obj because it would get caught by the garbage
|
||||
temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
|
||||
else if (href_list["doorder"])
|
||||
if(world.time < reqtime)
|
||||
for(var/mob/V in hearers(src))
|
||||
V.show_message("<b>[src]</b>'s monitor flashes, \"[world.time - reqtime] seconds remaining until another requisition form may be printed.\"")
|
||||
return
|
||||
|
||||
if(locate(href_list["doorder"])) //Comes from the requestlist
|
||||
var/datum/supply_order/O = locate(href_list["doorder"])
|
||||
var/datum/supply_packs/P = O.object
|
||||
supply_shuttle_requestlist -= O
|
||||
//Find the correct supply_pack datum
|
||||
var/datum/supply_packs/P = supply_shuttle.supply_packs[href_list["doorder"]]
|
||||
if(!istype(P)) return
|
||||
|
||||
if(supply_shuttle_points >= P.cost)
|
||||
O.object = P
|
||||
O.orderedby = usr.name
|
||||
O.comment = copytext(sanitize(input(usr,"Comment:","Enter comment","")),1,MAX_MESSAGE_LEN)
|
||||
if(supply_shuttle_points >= P.cost)
|
||||
supply_shuttle_points -= P.cost
|
||||
supply_shuttle_shoppinglist += O
|
||||
src.temp = "Thanks for your order.<BR>"
|
||||
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
else
|
||||
src.temp = "Not enough supply points.<BR>"
|
||||
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
else
|
||||
src.temp = "Not enough supply points.<BR>"
|
||||
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
var/timeout = world.time + 600
|
||||
var/reason = copytext(sanitize(input(usr,"Reason:","Why do you require this item?","") as null|text),1,MAX_MESSAGE_LEN)
|
||||
if(world.time > timeout) return
|
||||
if(!reason) reason = "*None Provided*"
|
||||
|
||||
else //Comes from the orderform
|
||||
var/idname = "*None Provided*"
|
||||
var/idrank = "*None Provided*"
|
||||
if(ishuman(usr))
|
||||
var/mob/living/carbon/human/H = usr
|
||||
idname = H.get_authentification_name()
|
||||
idrank = H.get_assignment()
|
||||
else if(issilicon(usr))
|
||||
idname = usr.real_name
|
||||
|
||||
supply_shuttle.ordernum++
|
||||
var/obj/item/weapon/paper/reqform = new /obj/item/weapon/paper(loc)
|
||||
reqform.name = "Requisition Form - [P.name]"
|
||||
reqform.info += "<h3>[station_name] Supply Requisition Form</h3><hr>"
|
||||
reqform.info += "INDEX: #[supply_shuttle.ordernum]<br>"
|
||||
reqform.info += "REQUESTED BY: [idname]<br>"
|
||||
reqform.info += "RANK: [idrank]<br>"
|
||||
reqform.info += "REASON: [reason]<br>"
|
||||
reqform.info += "SUPPLY CRATE TYPE: [P.name]<br>"
|
||||
reqform.info += "CONTENTS:<br><ul>"
|
||||
|
||||
for(var/B in P.contains)
|
||||
var/thepath = text2path(B)
|
||||
var/atom/B2 = new thepath()
|
||||
reqform.info += "<li>[B2.name]</li>"
|
||||
reqform.info += "</ul><hr>"
|
||||
reqform.info += "STAMP BELOW TO APPROVE THIS REQUISITION:<br>"
|
||||
|
||||
reqform.update_icon() //Fix for appearing blank when printed.
|
||||
reqtime = (world.time + 5) % 1e5
|
||||
|
||||
//make our supply_order datum
|
||||
var/datum/supply_order/O = new /datum/supply_order()
|
||||
var/supplytype = href_list["doorder"]
|
||||
var/datum/supply_packs/P = new supplytype ()
|
||||
if(supply_shuttle_points >= P.cost)
|
||||
O.ordernum = supply_shuttle.ordernum
|
||||
O.object = P
|
||||
O.orderedby = usr.name
|
||||
O.comment = copytext(sanitize(input(usr,"Comment:","Enter comment","")),1,MAX_MESSAGE_LEN)
|
||||
if(supply_shuttle_points >= P.cost)
|
||||
supply_shuttle_points -= P.cost
|
||||
supply_shuttle_shoppinglist += O
|
||||
src.temp = "Thanks for your order.<BR>"
|
||||
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
O.orderedby = idname
|
||||
supply_shuttle.requestlist += O
|
||||
|
||||
temp = "Order requst placed.<BR>"
|
||||
temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A> | <A href='?src=\ref[src];confirmorder=[O.ordernum]'>Authorize Order</A>"
|
||||
|
||||
else if(href_list["confirmorder"])
|
||||
//Find the correct supply_order datum
|
||||
var/ordernum = text2num(href_list["confirmorder"])
|
||||
var/datum/supply_order/O
|
||||
var/datum/supply_packs/P
|
||||
temp = "Invalid Request"
|
||||
for(var/i=1, i<=supply_shuttle.requestlist.len, i++)
|
||||
var/datum/supply_order/SO = supply_shuttle.requestlist[i]
|
||||
if(SO.ordernum == ordernum)
|
||||
O = SO
|
||||
P = O.object
|
||||
if(supply_shuttle.points >= P.cost)
|
||||
supply_shuttle.requestlist.Cut(i,i+1)
|
||||
supply_shuttle.points -= P.cost
|
||||
supply_shuttle.shoppinglist += O
|
||||
temp = "Thanks for your order.<BR>"
|
||||
temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
else
|
||||
src.temp = "Not enough supply points.<BR>"
|
||||
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
else
|
||||
src.temp = "Not enough supply points.<BR>"
|
||||
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
temp = "Not enough supply points.<BR>"
|
||||
temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
break
|
||||
|
||||
else if (href_list["vieworders"])
|
||||
src.temp = "Current approved orders: <BR><BR>"
|
||||
for(var/S in supply_shuttle_shoppinglist)
|
||||
temp = "Current approved orders: <BR><BR>"
|
||||
for(var/S in supply_shuttle.shoppinglist)
|
||||
var/datum/supply_order/SO = S
|
||||
src.temp += "[SO.object.name] approved by [SO.orderedby][SO.comment ? " ([SO.comment])":""]<BR>"// <A href='?src=\ref[src];cancelorder=[S]'>(Cancel)</A><BR>"
|
||||
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
temp += "#[SO.ordernum] - [SO.object.name] approved by [SO.orderedby][SO.comment ? " ([SO.comment])":""]<BR>"// <A href='?src=\ref[src];cancelorder=[S]'>(Cancel)</A><BR>"
|
||||
temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
/*
|
||||
else if (href_list["cancelorder"])
|
||||
var/datum/supply_order/remove_supply = href_list["cancelorder"]
|
||||
supply_shuttle_shoppinglist -= remove_supply
|
||||
supply_shuttle_points += remove_supply.object.cost
|
||||
src.temp += "Canceled: [remove_supply.object.name]<BR><BR><BR>"
|
||||
temp += "Canceled: [remove_supply.object.name]<BR><BR><BR>"
|
||||
|
||||
for(var/S in supply_shuttle_shoppinglist)
|
||||
var/datum/supply_order/SO = S
|
||||
src.temp += "[SO.object.name] approved by [SO.orderedby][SO.comment ? " ([SO.comment])":""] <A href='?src=\ref[src];cancelorder=[S]'>(Cancel)</A><BR>"
|
||||
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
temp += "[SO.object.name] approved by [SO.orderedby][SO.comment ? " ([SO.comment])":""] <A href='?src=\ref[src];cancelorder=[S]'>(Cancel)</A><BR>"
|
||||
temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
*/
|
||||
else if (href_list["viewrequests"])
|
||||
src.temp = "Current requests: <BR><BR>"
|
||||
for(var/S in supply_shuttle_requestlist)
|
||||
temp = "Current requests: <BR><BR>"
|
||||
for(var/S in supply_shuttle.requestlist)
|
||||
var/datum/supply_order/SO = S
|
||||
src.temp += "[SO.object.name] requested by [SO.orderedby] [supply_shuttle_moving ? "":supply_shuttle_at_station ? "":"<A href='?src=\ref[src];doorder=\ref[SO]'>Approve</A> <A href='?src=\ref[src];rreq=\ref[SO]'>Remove</A>"]<BR>"
|
||||
temp += "#[SO.ordernum] - [SO.object.name] requested by [SO.orderedby] [supply_shuttle.moving ? "":supply_shuttle.at_station ? "":"<A href='?src=\ref[src];confirmorder=[SO.ordernum]'>Approve</A> <A href='?src=\ref[src];rreq=[SO.ordernum]'>Remove</A>"]<BR>"
|
||||
|
||||
src.temp += "<BR><A href='?src=\ref[src];clearreq=1'>Clear list</A>"
|
||||
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
temp += "<BR><A href='?src=\ref[src];clearreq=1'>Clear list</A>"
|
||||
temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
|
||||
else if (href_list["rreq"])
|
||||
supply_shuttle_requestlist -= locate(href_list["rreq"])
|
||||
src.temp = "Request removed.<BR>"
|
||||
src.temp += "<BR><A href='?src=\ref[src];viewrequests=1'>OK</A>"
|
||||
var/ordernum = text2num(href_list["rreq"])
|
||||
temp = "Invalid Request.<BR>"
|
||||
for(var/i=1, i<=supply_shuttle.requestlist.len, i++)
|
||||
var/datum/supply_order/SO = supply_shuttle.requestlist[i]
|
||||
if(SO.ordernum == ordernum)
|
||||
supply_shuttle.requestlist.Cut(i,i+1)
|
||||
temp = "Request removed.<BR>"
|
||||
break
|
||||
temp += "<BR><A href='?src=\ref[src];viewrequests=1'>OK</A>"
|
||||
|
||||
else if (href_list["clearreq"])
|
||||
supply_shuttle_requestlist = null
|
||||
supply_shuttle_requestlist = new/list()
|
||||
src.temp = "List cleared.<BR>"
|
||||
src.temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
supply_shuttle.requestlist.Cut()
|
||||
temp = "List cleared.<BR>"
|
||||
temp += "<BR><A href='?src=\ref[src];mainmenu=1'>OK</A>"
|
||||
|
||||
else if (href_list["mainmenu"])
|
||||
src.temp = null
|
||||
temp = null
|
||||
|
||||
src.add_fingerprint(usr)
|
||||
src.updateUsrDialog()
|
||||
add_fingerprint(usr)
|
||||
updateUsrDialog()
|
||||
return
|
||||
|
||||
/obj/machinery/computer/supplycomp/proc/post_signal(var/command)
|
||||
@@ -683,23 +701,4 @@ This method wont take into account storage items developed in the future and doe
|
||||
|
||||
|
||||
|
||||
/proc/send_supply_shuttle()
|
||||
|
||||
if (supply_shuttle_moving) return
|
||||
|
||||
var/area/the_shuttles_way = locate(SUPPLY_STATION_AREATYPE)
|
||||
|
||||
//Do I really need to explain this loop?
|
||||
for(var/mob/living/unlucky_person in the_shuttles_way)
|
||||
unlucky_person.gib()
|
||||
|
||||
var/shuttleat = supply_shuttle_at_station ? SUPPLY_STATION_AREATYPE : SUPPLY_DOCK_AREATYPE
|
||||
var/shuttleto = !supply_shuttle_at_station ? SUPPLY_STATION_AREATYPE : SUPPLY_DOCK_AREATYPE
|
||||
|
||||
var/area/from = locate(shuttleat)
|
||||
var/area/dest = locate(shuttleto)
|
||||
|
||||
if(!from || !dest) return
|
||||
|
||||
from.move_contents_to(dest)
|
||||
supply_shuttle_at_station = !supply_shuttle_at_station
|
||||
|
||||
@@ -158,7 +158,12 @@
|
||||
var/atemp = 0
|
||||
var/turf_count = 0
|
||||
|
||||
var/old_lumcount = lighting_lumcount - initial(lighting_lumcount)
|
||||
var/turf/simulated/floor/W = new /turf/simulated/floor( locate(src.x, src.y, src.z) )
|
||||
W.lighting_lumcount += old_lumcount
|
||||
if(old_lumcount != W.lighting_lumcount)
|
||||
W.lighting_changed = 1
|
||||
lighting_controller.changed_turfs += W
|
||||
|
||||
//////Assimilate Air//////
|
||||
for(var/direction in cardinal)//Only use cardinals to cut down on lag
|
||||
@@ -186,10 +191,6 @@
|
||||
if(prior_icon) W.icon_state = prior_icon
|
||||
else W.icon_state = "floor"
|
||||
|
||||
if (!explode)
|
||||
W.opacity = 1
|
||||
W.sd_SetOpacity(0)
|
||||
//This is probably gonna make lighting go a bit wonky in bombed areas, but sd_SetOpacity was the primary reason bombs have been so laggy. --NEO
|
||||
W.levelupdate()
|
||||
return W
|
||||
|
||||
@@ -204,7 +205,13 @@
|
||||
var/turf_count = 0
|
||||
|
||||
//////Assimilate Air//////
|
||||
var/old_lumcount = lighting_lumcount - initial(lighting_lumcount)
|
||||
var/turf/simulated/floor/plating/W = new /turf/simulated/floor/plating( locate(src.x, src.y, src.z) )
|
||||
W.lighting_lumcount += old_lumcount
|
||||
if(old_lumcount != W.lighting_lumcount)
|
||||
W.lighting_changed = 1
|
||||
lighting_controller.changed_turfs += W
|
||||
|
||||
for(var/direction in cardinal)
|
||||
var/turf/T = get_step(src,direction)
|
||||
if(istype(T,/turf/space))
|
||||
@@ -229,15 +236,19 @@
|
||||
W.dir = old_dir
|
||||
if(prior_icon) W.icon_state = prior_icon
|
||||
else W.icon_state = "plating"
|
||||
W.opacity = 1
|
||||
W.sd_SetOpacity(0)
|
||||
|
||||
W.levelupdate()
|
||||
return W
|
||||
|
||||
/turf/proc/ReplaceWithEngineFloor()
|
||||
var/old_dir = dir
|
||||
|
||||
var/old_lumcount = lighting_lumcount - initial(lighting_lumcount)
|
||||
var/turf/simulated/floor/engine/E = new /turf/simulated/floor/engine( locate(src.x, src.y, src.z) )
|
||||
E.lighting_lumcount += old_lumcount
|
||||
if(old_lumcount != E.lighting_lumcount)
|
||||
E.lighting_changed = 1
|
||||
lighting_controller.changed_turfs += E
|
||||
|
||||
E.dir = old_dir
|
||||
E.icon_state = "engine"
|
||||
@@ -302,49 +313,75 @@
|
||||
|
||||
/turf/proc/ReplaceWithSpace()
|
||||
var/old_dir = dir
|
||||
|
||||
var/old_lumcount = lighting_lumcount - initial(lighting_lumcount)
|
||||
var/turf/space/S = new /turf/space( locate(src.x, src.y, src.z) )
|
||||
S.lighting_lumcount += old_lumcount
|
||||
if(old_lumcount != S.lighting_lumcount)
|
||||
S.lighting_changed = 1
|
||||
lighting_controller.changed_turfs += S
|
||||
|
||||
S.dir = old_dir
|
||||
S.levelupdate()
|
||||
return S
|
||||
|
||||
/turf/proc/ReplaceWithLattice()
|
||||
var/old_dir = dir
|
||||
|
||||
var/old_lumcount = lighting_lumcount - initial(lighting_lumcount)
|
||||
var/turf/space/S = new /turf/space( locate(src.x, src.y, src.z) )
|
||||
S.lighting_lumcount += old_lumcount
|
||||
if(old_lumcount != S.lighting_lumcount)
|
||||
S.lighting_changed = 1
|
||||
lighting_controller.changed_turfs += S
|
||||
|
||||
S.dir = old_dir
|
||||
S.sd_LumReset()
|
||||
new /obj/structure/lattice( locate(src.x, src.y, src.z) )
|
||||
S.levelupdate()
|
||||
return S
|
||||
|
||||
/turf/proc/ReplaceWithWall()
|
||||
var/old_icon = icon_state
|
||||
|
||||
var/old_lumcount = lighting_lumcount - initial(lighting_lumcount)
|
||||
var/turf/simulated/wall/S = new /turf/simulated/wall( locate(src.x, src.y, src.z) )
|
||||
S.lighting_lumcount += old_lumcount
|
||||
if(old_lumcount != S.lighting_lumcount)
|
||||
S.lighting_changed = 1
|
||||
lighting_controller.changed_turfs += S
|
||||
|
||||
S.icon_old = old_icon
|
||||
S.opacity = 0
|
||||
S.sd_NewOpacity(1)
|
||||
S.sd_LumReset()
|
||||
S.levelupdate()
|
||||
return S
|
||||
|
||||
/turf/proc/ReplaceWithRWall()
|
||||
var/old_icon = icon_state
|
||||
|
||||
var/old_lumcount = lighting_lumcount - initial(lighting_lumcount)
|
||||
var/turf/simulated/wall/r_wall/S = new /turf/simulated/wall/r_wall( locate(src.x, src.y, src.z) )
|
||||
S.lighting_lumcount += old_lumcount
|
||||
if(old_lumcount != S.lighting_lumcount)
|
||||
S.lighting_changed = 1
|
||||
lighting_controller.changed_turfs += S
|
||||
|
||||
S.icon_old = old_icon
|
||||
S.opacity = 0
|
||||
S.sd_NewOpacity(1)
|
||||
S.sd_LumReset()
|
||||
S.levelupdate()
|
||||
return S
|
||||
|
||||
/turf/proc/ReplaceWithMineralWall(var/ore)
|
||||
var/old_icon = icon_state
|
||||
|
||||
var/old_lumcount = lighting_lumcount - initial(lighting_lumcount)
|
||||
var/turf/simulated/wall/mineral/S = new /turf/simulated/wall/mineral( locate(src.x, src.y, src.z) )
|
||||
S.lighting_lumcount += old_lumcount
|
||||
if(old_lumcount != S.lighting_lumcount)
|
||||
S.lighting_changed = 1
|
||||
lighting_controller.changed_turfs += S
|
||||
|
||||
S.icon_old = old_icon
|
||||
S.opacity = 0
|
||||
S.sd_NewOpacity(1)
|
||||
S.mineral = ore
|
||||
S.New()//Hackish as fuck, but what can you do? -Sieve
|
||||
S.sd_LumReset()
|
||||
S.New()//Hackish as fuck, but what can you do? -Sieve //build it into the goddamn new() call up there ^ ~Carn
|
||||
//e.g. new(turf/loc, mineral)
|
||||
S.levelupdate()
|
||||
return S
|
||||
|
||||
@@ -1010,7 +1047,7 @@
|
||||
|
||||
spawn(100)
|
||||
if(O) del(O)
|
||||
F.sd_LumReset()
|
||||
// F.sd_LumReset() //TODO: ~Carn
|
||||
return
|
||||
|
||||
/turf/simulated/wall/meteorhit(obj/M as obj)
|
||||
@@ -1223,19 +1260,19 @@ turf/simulated/floor/proc/update_icon()
|
||||
switch(T.state)
|
||||
if(0)
|
||||
icon_state = "light_on"
|
||||
sd_SetLuminosity(5)
|
||||
SetLuminosity(5)
|
||||
if(1)
|
||||
var/num = pick("1","2","3","4")
|
||||
icon_state = "light_on_flicker[num]"
|
||||
sd_SetLuminosity(5)
|
||||
SetLuminosity(5)
|
||||
if(2)
|
||||
icon_state = "light_on_broken"
|
||||
sd_SetLuminosity(5)
|
||||
SetLuminosity(5)
|
||||
if(3)
|
||||
icon_state = "light_off"
|
||||
sd_SetLuminosity(0)
|
||||
SetLuminosity(0)
|
||||
else
|
||||
sd_SetLuminosity(0)
|
||||
SetLuminosity(0)
|
||||
icon_state = "light_off"
|
||||
if(is_grass_floor())
|
||||
if(!broken && !burnt)
|
||||
@@ -1401,7 +1438,7 @@ turf/simulated/floor/proc/update_icon()
|
||||
if(!floor_tile) return
|
||||
del(floor_tile)
|
||||
icon_plating = "plating"
|
||||
sd_SetLuminosity(0)
|
||||
SetLuminosity(0)
|
||||
floor_tile = null
|
||||
intact = 0
|
||||
broken = 0
|
||||
@@ -1417,7 +1454,7 @@ turf/simulated/floor/proc/update_icon()
|
||||
broken = 0
|
||||
burnt = 0
|
||||
intact = 1
|
||||
sd_SetLuminosity(0)
|
||||
SetLuminosity(0)
|
||||
if(T)
|
||||
if(istype(T,/obj/item/stack/tile/plasteel))
|
||||
floor_tile = T
|
||||
|
||||
@@ -222,7 +222,7 @@
|
||||
//verbs += /proc/togglebuildmode --Merged with view variables
|
||||
//verbs += /client/proc/cmd_modify_object_variables --Merged with view variables
|
||||
verbs += /client/proc/togglebuildmodeself
|
||||
verbs += /client/proc/debug_master_controller
|
||||
verbs += /client/proc/debug_controller
|
||||
else return
|
||||
|
||||
//Game Admin
|
||||
@@ -243,7 +243,7 @@
|
||||
verbs += /client/proc/make_sound
|
||||
verbs += /client/proc/play_local_sound
|
||||
verbs += /client/proc/send_space_ninja
|
||||
verbs += /client/proc/restartcontroller //Can call via aproccall --I_hate_easy_things.jpg, Mport --Agouri
|
||||
verbs += /client/proc/restart_controller //Can call via aproccall --I_hate_easy_things.jpg, Mport --Agouri
|
||||
verbs += /client/proc/Blobize //I need to remember to move/remove this later
|
||||
verbs += /client/proc/Blobcount //I need to remember to move/remove this later
|
||||
verbs += /client/proc/toggle_clickproc //TODO ERRORAGE (Temporary proc while the new clickproc is being tested)
|
||||
@@ -388,7 +388,7 @@
|
||||
verbs -= /client/proc/air_report
|
||||
verbs -= /client/proc/cmd_admin_say
|
||||
verbs -= /client/proc/cmd_admin_gib_self
|
||||
verbs -= /client/proc/restartcontroller
|
||||
verbs -= /client/proc/restart_controller
|
||||
verbs -= /client/proc/play_local_sound
|
||||
verbs -= /client/proc/enable_debug_verbs
|
||||
verbs -= /client/proc/toggleprayers
|
||||
@@ -429,7 +429,7 @@
|
||||
//verbs -= /client/proc/cmd_switch_radio --removed because tcommsat is staying
|
||||
verbs -= /client/proc/togglebuildmodeself
|
||||
verbs -= /client/proc/kill_airgroup
|
||||
verbs -= /client/proc/debug_master_controller
|
||||
verbs -= /client/proc/debug_controller
|
||||
verbs -= /client/proc/check_ai_laws
|
||||
verbs -= /client/proc/cmd_debug_mob_lists
|
||||
return
|
||||
|
||||
@@ -213,7 +213,7 @@
|
||||
if(new_value == null) return
|
||||
|
||||
if(variable=="luminosity")
|
||||
O.sd_SetLuminosity(new_value)
|
||||
O.SetLuminosity(new_value)
|
||||
else
|
||||
O.vars[variable] = new_value
|
||||
|
||||
@@ -222,7 +222,7 @@
|
||||
for(var/mob/M in mob_list)
|
||||
if ( istype(M , O.type) )
|
||||
if(variable=="luminosity")
|
||||
M.sd_SetLuminosity(new_value)
|
||||
M.SetLuminosity(new_value)
|
||||
else
|
||||
M.vars[variable] = O.vars[variable]
|
||||
|
||||
@@ -230,7 +230,7 @@
|
||||
for(var/obj/A in world)
|
||||
if ( istype(A , O.type) )
|
||||
if(variable=="luminosity")
|
||||
A.sd_SetLuminosity(new_value)
|
||||
A.SetLuminosity(new_value)
|
||||
else
|
||||
A.vars[variable] = O.vars[variable]
|
||||
|
||||
@@ -238,7 +238,7 @@
|
||||
for(var/turf/A in world)
|
||||
if ( istype(A , O.type) )
|
||||
if(variable=="luminosity")
|
||||
A.sd_SetLuminosity(new_value)
|
||||
A.SetLuminosity(new_value)
|
||||
else
|
||||
A.vars[variable] = O.vars[variable]
|
||||
|
||||
@@ -247,7 +247,7 @@
|
||||
for(var/mob/M in mob_list)
|
||||
if (M.type == O.type)
|
||||
if(variable=="luminosity")
|
||||
M.sd_SetLuminosity(new_value)
|
||||
M.SetLuminosity(new_value)
|
||||
else
|
||||
M.vars[variable] = O.vars[variable]
|
||||
|
||||
@@ -255,7 +255,7 @@
|
||||
for(var/obj/A in world)
|
||||
if (A.type == O.type)
|
||||
if(variable=="luminosity")
|
||||
A.sd_SetLuminosity(new_value)
|
||||
A.SetLuminosity(new_value)
|
||||
else
|
||||
A.vars[variable] = O.vars[variable]
|
||||
|
||||
@@ -263,7 +263,7 @@
|
||||
for(var/turf/A in world)
|
||||
if (A.type == O.type)
|
||||
if(variable=="luminosity")
|
||||
A.sd_SetLuminosity(new_value)
|
||||
A.SetLuminosity(new_value)
|
||||
else
|
||||
A.vars[variable] = O.vars[variable]
|
||||
|
||||
|
||||
@@ -458,7 +458,7 @@ var/list/forbidden_varedit_object_types = list(
|
||||
if(variable=="luminosity")
|
||||
var/var_new = input("Enter new number:","Num",O.vars[variable]) as null|num
|
||||
if(var_new == null) return
|
||||
O.sd_SetLuminosity(var_new)
|
||||
O.SetLuminosity(var_new)
|
||||
else if(variable=="stat")
|
||||
var/var_new = input("Enter new number:","Num",O.vars[variable]) as null|num
|
||||
if(var_new == null) return
|
||||
|
||||
@@ -19,22 +19,20 @@
|
||||
icon_state = "hardhat[on]_[color]"
|
||||
item_state = "hardhat[on]_[color]"
|
||||
|
||||
if(on)
|
||||
user.total_luminosity += brightness_on
|
||||
else
|
||||
user.total_luminosity -= brightness_on
|
||||
if(on) user.SetLuminosity(user.luminosity + brightness_on)
|
||||
else user.SetLuminosity(user.luminosity - brightness_on)
|
||||
|
||||
pickup(mob/user)
|
||||
if(on)
|
||||
user.total_luminosity += brightness_on
|
||||
user.UpdateLuminosity()
|
||||
src.sd_SetLuminosity(0)
|
||||
user.SetLuminosity(user.luminosity + brightness_on)
|
||||
// user.UpdateLuminosity() //TODO: Carn
|
||||
SetLuminosity(0)
|
||||
|
||||
dropped(mob/user)
|
||||
if(on)
|
||||
user.total_luminosity -= brightness_on
|
||||
user.UpdateLuminosity()
|
||||
src.sd_SetLuminosity(brightness_on)
|
||||
user.SetLuminosity(user.luminosity - brightness_on)
|
||||
// user.UpdateLuminosity()
|
||||
SetLuminosity(brightness_on)
|
||||
|
||||
|
||||
/obj/item/clothing/head/hardhat/orange
|
||||
|
||||
@@ -133,22 +133,20 @@
|
||||
icon_state = "hardhat[on]_[color]"
|
||||
item_state = "hardhat[on]_[color]"
|
||||
|
||||
if(on)
|
||||
user.total_luminosity += brightness_on
|
||||
else
|
||||
user.total_luminosity -= brightness_on
|
||||
if(on) user.SetLuminosity(user.luminosity + brightness_on)
|
||||
else user.SetLuminosity(user.luminosity - brightness_on)
|
||||
|
||||
pickup(mob/user)
|
||||
if(on)
|
||||
user.total_luminosity += brightness_on
|
||||
user.UpdateLuminosity()
|
||||
src.sd_SetLuminosity(0)
|
||||
user.SetLuminosity(user.luminosity + brightness_on)
|
||||
// user.UpdateLuminosity()
|
||||
SetLuminosity(0)
|
||||
|
||||
dropped(mob/user)
|
||||
if(on)
|
||||
user.total_luminosity -= brightness_on
|
||||
user.UpdateLuminosity()
|
||||
src.sd_SetLuminosity(brightness_on)
|
||||
user.SetLuminosity(user.luminosity - brightness_on)
|
||||
// user.UpdateLuminosity()
|
||||
SetLuminosity(brightness_on)
|
||||
|
||||
/*
|
||||
* Kitty ears
|
||||
|
||||
@@ -19,22 +19,20 @@
|
||||
icon_state = "rig[on]-[color]"
|
||||
// item_state = "rig[on]-[color]"
|
||||
|
||||
if(on)
|
||||
user.total_luminosity += brightness_on
|
||||
else
|
||||
user.total_luminosity -= brightness_on
|
||||
if(on) user.SetLuminosity(user.luminosity + brightness_on)
|
||||
else user.SetLuminosity(user.luminosity - brightness_on)
|
||||
|
||||
pickup(mob/user)
|
||||
if(on)
|
||||
user.total_luminosity += brightness_on
|
||||
user.UpdateLuminosity()
|
||||
src.sd_SetLuminosity(0)
|
||||
user.SetLuminosity(user.luminosity + brightness_on)
|
||||
// user.UpdateLuminosity()
|
||||
SetLuminosity(0)
|
||||
|
||||
dropped(mob/user)
|
||||
if(on)
|
||||
user.total_luminosity -= brightness_on
|
||||
user.UpdateLuminosity()
|
||||
src.sd_SetLuminosity(brightness_on)
|
||||
user.SetLuminosity(user.luminosity - brightness_on)
|
||||
// user.UpdateLuminosity()
|
||||
SetLuminosity(brightness_on)
|
||||
|
||||
/obj/item/clothing/suit/space/rig
|
||||
name = "engineering hardsuit"
|
||||
|
||||
@@ -185,17 +185,16 @@
|
||||
shroom.pixel_x = 0
|
||||
shroom.pixel_y = 0
|
||||
|
||||
W = new /turf/simulated/floor/plating/airless/asteroid( locate(src.x, src.y, src.z) )
|
||||
W.dir = old_dir
|
||||
W.fullUpdateMineralOverlays()
|
||||
var/old_lumcount = lighting_lumcount - initial(lighting_lumcount)
|
||||
W = new /turf/simulated/floor/plating/airless/asteroid(src)
|
||||
W.lighting_lumcount += old_lumcount
|
||||
if(old_lumcount != W.lighting_lumcount)
|
||||
W.lighting_changed = 1
|
||||
lighting_controller.changed_turfs += W
|
||||
|
||||
/*
|
||||
W.icon_old = old_icon
|
||||
if(old_icon) W.icon_state = old_icon
|
||||
*/
|
||||
W.opacity = 1
|
||||
W.sd_SetOpacity(0)
|
||||
W.sd_LumReset()
|
||||
W.dir = old_dir
|
||||
|
||||
W.fullUpdateMineralOverlays()
|
||||
W.levelupdate()
|
||||
return W
|
||||
|
||||
|
||||
@@ -87,9 +87,6 @@
|
||||
//stuff in the stomach
|
||||
handle_stomach()
|
||||
|
||||
//Flashlights and such
|
||||
UpdateLuminosity()
|
||||
|
||||
//Status updates, death etc.
|
||||
handle_regular_status_updates() //TODO: optimise ~Carn
|
||||
update_canmove()
|
||||
@@ -745,13 +742,16 @@
|
||||
|
||||
if(dna && dna.mutantrace == "plant") //couldn't think of a better place to place it, since it handles nutrition -- Urist
|
||||
var/light_amount = 0 //how much light there is in the place, affects receiving nutrition and healing
|
||||
if(istype(loc,/turf)) //else, there's considered to be no light
|
||||
light_amount = min(10,loc:sd_lumcount) - 5 //hardcapped so it's not abused by having a ton of flashlights
|
||||
if(istype(loc,/turf/simulated/shuttle))//Now not only will potatomen not starve on the shuttle, they will actually be fed
|
||||
light_amount = 5
|
||||
if(nutrition < 500) //so they can't store nutrition to survive without light forever
|
||||
if(isturf(loc)) //else, there's considered to be no light
|
||||
var/turf/T = loc
|
||||
var/area/A = T.loc
|
||||
if(A)
|
||||
if(A.lighting_use_dynamic) light_amount = min(10,T.lighting_lumcount) - 5 //hardcapped so it's not abused by having a ton of flashlights
|
||||
else light_amount = 5
|
||||
nutrition += light_amount
|
||||
if(light_amount > 0) //if there's enough light, heal
|
||||
if(nutrition > 500)
|
||||
nutrition = 500
|
||||
if(light_amount > 2) //if there's enough light, heal
|
||||
heal_overall_damage(1,1)
|
||||
adjustToxLoss(-1)
|
||||
adjustOxyLoss(-1)
|
||||
@@ -1150,7 +1150,7 @@
|
||||
//0.1% chance of playing a scary sound to someone who's in complete darkness
|
||||
if(isturf(loc) && rand(1,1000) == 1)
|
||||
var/turf/currentTurf = loc
|
||||
if(!currentTurf.sd_lumcount)
|
||||
if(!currentTurf.lighting_lumcount)
|
||||
playsound_local(src,pick(scarySounds),50, 1, -1)
|
||||
|
||||
proc/handle_virus_updates()
|
||||
|
||||
@@ -53,9 +53,6 @@
|
||||
if(environment) // More error checking -- TLE
|
||||
handle_environment(environment)
|
||||
|
||||
//Flashlights and such
|
||||
UpdateLuminosity()
|
||||
|
||||
//Status updates, death etc.
|
||||
handle_regular_status_updates()
|
||||
update_canmove()
|
||||
|
||||
@@ -429,12 +429,13 @@
|
||||
|
||||
/mob/living/silicon/ai/reset_view(atom/A)
|
||||
if(current)
|
||||
current.sd_SetLuminosity(0)
|
||||
current.SetLuminosity(0)
|
||||
if(istype(A,/obj/machinery/camera))
|
||||
current = A
|
||||
..()
|
||||
if(istype(A,/obj/machinery/camera))
|
||||
A.sd_SetLuminosity(camera_light_on * AI_CAMERA_LUMINOSITY)
|
||||
if(camera_light_on) A.SetLuminosity(AI_CAMERA_LUMINOSITY)
|
||||
else A.SetLuminosity(0)
|
||||
|
||||
|
||||
/mob/living/silicon/ai/proc/switchCamera(var/obj/machinery/camera/C)
|
||||
@@ -641,7 +642,7 @@
|
||||
src << "Camera lights [camera_light_on ? "activated" : "deactivated"]."
|
||||
if(!camera_light_on)
|
||||
if(src.current)
|
||||
src.current.sd_SetLuminosity(0)
|
||||
src.current.SetLuminosity(0)
|
||||
else
|
||||
src.lightNearbyCamera()
|
||||
|
||||
@@ -656,16 +657,16 @@
|
||||
// I have to use range instead of view or the darkness gets in the way.
|
||||
var/camera = near_range_camera(src.eyeobj)
|
||||
if(camera && src.current != camera)
|
||||
src.current.sd_SetLuminosity(0)
|
||||
src.current.SetLuminosity(0)
|
||||
src.current = camera
|
||||
src.current.sd_SetLuminosity(lum)
|
||||
src.current.SetLuminosity(lum)
|
||||
else if(isnull(camera))
|
||||
src.current.sd_SetLuminosity(0)
|
||||
src.current.SetLuminosity(0)
|
||||
src.current = null
|
||||
camera_light_on = world.timeofday + 1 * 10 // Update the light every 2 seconds.
|
||||
else
|
||||
src.current = near_range_camera(src.eyeobj)
|
||||
if(src.current) src.current.sd_SetLuminosity(lum)
|
||||
if(src.current) src.current.SetLuminosity(lum)
|
||||
|
||||
|
||||
#undef AI_CAMERA_LUMINOSITY
|
||||
@@ -90,7 +90,7 @@
|
||||
for(var/turf/t in visRemoved)
|
||||
if(t in obscuredTurfs)
|
||||
if(!t.obscured)
|
||||
t.obscured = image('effects/cameravis.dmi', t, "black", 15)
|
||||
t.obscured = image('icons/effects/cameravis.dmi', t, "black", 15)
|
||||
|
||||
obscured += t.obscured
|
||||
for(var/mob/aiEye/m in seenby)
|
||||
@@ -129,7 +129,7 @@
|
||||
|
||||
for(var/turf/t in obscuredTurfs)
|
||||
if(!t.obscured)
|
||||
t.obscured = image('effects/cameravis.dmi', t, "black", 15)
|
||||
t.obscured = image('icons/effects/cameravis.dmi', t, "black", 15)
|
||||
obscured += t.obscured
|
||||
|
||||
#undef UPDATE_BUFFER
|
||||
@@ -62,7 +62,7 @@
|
||||
if(src.can_use())
|
||||
cameranet.addCamera(src)
|
||||
else
|
||||
src.sd_SetLuminosity(0)
|
||||
src.SetLuminosity(0)
|
||||
cameranet.removeCamera(src)
|
||||
|
||||
/obj/machinery/camera/New()
|
||||
|
||||
@@ -13,7 +13,6 @@
|
||||
handle_regular_status_updates()
|
||||
|
||||
if(client)
|
||||
UpdateLuminosity()
|
||||
handle_regular_hud_updates()
|
||||
update_items()
|
||||
if (src.stat != DEAD) //still using power
|
||||
|
||||
@@ -78,7 +78,7 @@
|
||||
emote_hear = list("barks", "woofs", "yaps","pants")
|
||||
emote_see = list("shakes its head", "shivers")
|
||||
desc = "It's a corgi."
|
||||
src.sd_SetLuminosity(0)
|
||||
SetLuminosity(0)
|
||||
inventory_head.loc = src.loc
|
||||
inventory_head = null
|
||||
else
|
||||
@@ -214,7 +214,7 @@
|
||||
name = "Rudolph the Red-Nosed Corgi"
|
||||
emote_hear = list("barks christmas songs", "yaps")
|
||||
desc = "He has a very shiny nose."
|
||||
src.sd_SetLuminosity(6)
|
||||
SetLuminosity(6)
|
||||
if(/obj/item/clothing/head/soft)
|
||||
name = "Corgi Tech [real_name]"
|
||||
speak = list("Needs a stamp!", "Request DENIED!", "Fill these out in triplicate!")
|
||||
|
||||
@@ -505,11 +505,6 @@ var/list/slot_equipment_priority = list( \
|
||||
// ..()
|
||||
return
|
||||
|
||||
/mob/proc/UpdateLuminosity()
|
||||
if(src.total_luminosity == src.last_luminosity) return 0//nothing to do here
|
||||
src.last_luminosity = src.total_luminosity
|
||||
sd_SetLuminosity(min(src.total_luminosity,7))//Current hardcode max at 7, should likely be a const somewhere else
|
||||
return 1
|
||||
|
||||
/mob/MouseDrop(mob/M as mob)
|
||||
..()
|
||||
|
||||
@@ -31,9 +31,6 @@
|
||||
var/obj/screen/pressure = null
|
||||
var/obj/screen/damageoverlay = null
|
||||
|
||||
var/total_luminosity = 0 //This controls luminosity for mobs, when you pick up lights and such this is edited. If you want the mob to use lights it must update its lum in its life proc or such. Note clamp this value around 7 or such to prevent massive light lag.
|
||||
var/last_luminosity = 0
|
||||
|
||||
/*A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
|
||||
A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
|
||||
The current method unnecessarily clusters up the variable list, especially for humans (although rearranging won't really clean it up a lot but the difference will be noticable for other mobs).
|
||||
|
||||
@@ -177,7 +177,7 @@
|
||||
// update the APC icon to show the three base states
|
||||
// also add overlays for indicator lights
|
||||
/obj/machinery/power/apc/proc/updateicon()
|
||||
src.overlays = null
|
||||
overlays.Cut()
|
||||
if(opened)
|
||||
var/basestate = "apc[ cell ? "2" : "1" ]" // if opened, show cell if it's inserted
|
||||
if (opened==1)
|
||||
@@ -200,12 +200,9 @@
|
||||
icon_state = "apc0"
|
||||
// if closed, update overlays for channel status
|
||||
if(!(stat & (BROKEN|MAINT)))
|
||||
overlays += image('icons/obj/power.dmi', "apcox-[locked]") // 0=blue 1=red
|
||||
overlays += image('icons/obj/power.dmi', "apco3-[charging]") // 0=red, 1=yellow/black 2=green
|
||||
overlays.Add("apcox-[locked]","apco3-[charging]") // 0=blue 1=red // 0=red, 1=yellow/black 2=green
|
||||
if(operating)
|
||||
overlays += image('icons/obj/power.dmi', "apco0-[equipment]") // 0=red, 1=green, 2=blue
|
||||
overlays += image('icons/obj/power.dmi', "apco1-[lighting]")
|
||||
overlays += image('icons/obj/power.dmi', "apco2-[environ]")
|
||||
overlays.Add("apco0-[equipment]","apco1-[lighting]","apco2-[environ]") // 0=red, 1=green, 2=blue
|
||||
|
||||
//attack with an item - open/close cover, insert cell, or (un)lock interface
|
||||
|
||||
|
||||
@@ -215,7 +215,7 @@
|
||||
icon_state = "bulb1"
|
||||
base_state = "bulb"
|
||||
fitting = "bulb"
|
||||
brightness = 3
|
||||
brightness = 4
|
||||
desc = "A small lighting fixture."
|
||||
light_type = /obj/item/weapon/light/bulb
|
||||
|
||||
@@ -224,7 +224,7 @@
|
||||
name = "spotlight"
|
||||
fitting = "large tube"
|
||||
light_type = /obj/item/weapon/light/tube/large
|
||||
brightness = 15
|
||||
brightness = 12
|
||||
|
||||
/obj/machinery/light/built/New()
|
||||
status = LIGHT_EMPTY
|
||||
@@ -280,34 +280,28 @@
|
||||
/obj/machinery/light/proc/update(var/trigger = 1)
|
||||
|
||||
update_icon()
|
||||
if(!on)
|
||||
use_power = 1
|
||||
else
|
||||
use_power = 2
|
||||
var/oldlum = luminosity
|
||||
|
||||
//luminosity = on * brightness
|
||||
sd_SetLuminosity(on * brightness) // *DAL*
|
||||
|
||||
// if the state changed, inc the switching counter
|
||||
if(oldlum != luminosity)
|
||||
if(on)
|
||||
if(luminosity != brightness)
|
||||
switchcount++
|
||||
|
||||
// now check to see if the bulb is burned out
|
||||
if(rigged)
|
||||
if(status == LIGHT_OK && trigger)
|
||||
if(on && rigged)
|
||||
explode()
|
||||
if( prob( min(60, switchcount*switchcount*0.01) ) )
|
||||
else if( prob( min(60, switchcount*switchcount*0.01) ) )
|
||||
if(status == LIGHT_OK && trigger)
|
||||
status = LIGHT_BURNED
|
||||
icon_state = "[base_state]-burned"
|
||||
on = 0
|
||||
sd_SetLuminosity(0)
|
||||
active_power_usage = (luminosity * 20)
|
||||
SetLuminosity(0)
|
||||
else
|
||||
use_power = 2
|
||||
SetLuminosity(brightness)
|
||||
else
|
||||
use_power = 1
|
||||
SetLuminosity(0)
|
||||
|
||||
active_power_usage = (luminosity * 10)
|
||||
if(on != on_gs)
|
||||
on_gs = on
|
||||
// var/area/A = get_area(src)
|
||||
// if(A)
|
||||
// A.update_lights()
|
||||
|
||||
|
||||
// attempt to set the light's on/off status
|
||||
|
||||
@@ -1,596 +0,0 @@
|
||||
/* Overview of sd_DynamicAreaLighting as modified for SS13
|
||||
*
|
||||
*
|
||||
* Use sd_SetLuminosity(value) to change the luminosity of an atom
|
||||
* rather than setting the luminosity var directly.
|
||||
* Avoid having luminous objects at compile-time since this can mess up
|
||||
* the lighting system during map load. Instead use sd_SetLuminosity() in
|
||||
* the atom's New() proc after a small spawn delay.
|
||||
*
|
||||
* Use sd_SetOpacity(value) to change the opacity of an atom (e.g. doors)
|
||||
* rather than setting the opacity var directly. This ensures that lighting
|
||||
* will be blocked/unblocked as necessary.
|
||||
*
|
||||
* If creating a new opaque atom (e.g. a wall) at runtime, create the atom,
|
||||
* set its opacity var to zero, then perform sd_SetOpacity(1)
|
||||
* e.g.:
|
||||
*
|
||||
* var/obj/block/B = new(loc)
|
||||
* B.opacity = 0
|
||||
* B.sd_SetOpacity(1)
|
||||
*
|
||||
*
|
||||
* The library creates multiple instances of each /area to split a mapped area
|
||||
* into different lighting levels. Each area created has a "master" variable
|
||||
* which is a reference to the original un-split area, and a "related" variable
|
||||
* which is a reference to the list of split areas.
|
||||
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/********************************************************************\
|
||||
sd_DynamicAreaLighting.dm
|
||||
Shadowdarke (shadowdarke@hotmail.com)
|
||||
December 12, 2002
|
||||
|
||||
The sd_DynamicAreaLighting library provides dynamic lighting
|
||||
with minimal cpu and bandwidth usage by shifting turfs between
|
||||
five areas which represent varying shades of darkness.
|
||||
|
||||
**********************************************************************
|
||||
Using sd_DynamicAreaLighting
|
||||
|
||||
This library uses BYOND's built in luminousity variable. In most
|
||||
cases, all you have to do is set luminosity and let the library
|
||||
worry about the work.
|
||||
|
||||
There are three cases that the library does not automatically
|
||||
compensate for, so you will need to use library procs:
|
||||
|
||||
1) Luminosity changes at run time.
|
||||
If your program makes changes in luminosity while it is
|
||||
running, you need to use sd_SetLuminosity(new_luminosity)
|
||||
so the library can remove the effect of the old luminosity
|
||||
and apply the new effect.
|
||||
|
||||
2) Opacity changes at run time.
|
||||
As with luminosity changes, you need to use
|
||||
sd_SetOpacity(new_opacity) if your program changes the opacity
|
||||
of atoms at runtime.
|
||||
|
||||
3) New atoms that change the opacity of a location.
|
||||
This is somewhat more complex, and the library doesn't
|
||||
have a simple proc to take care of it yet. You should use
|
||||
sd_StripLocalLum() to strip the luminosity effect of
|
||||
anything shining on that space, create the new atom, then
|
||||
use sd_ApplyLocalLum() to reapply the luminosity effect.
|
||||
Examine the sd_SetOpacity() proc for an example of the
|
||||
procedure.
|
||||
|
||||
All areas will automatically use the sd_DynamicAreaLighting
|
||||
library when it is included in your project. You may disable
|
||||
lighting effect in an area by specifically setting the area's
|
||||
sd_lighting var to 0. For example:
|
||||
|
||||
area/always_lit
|
||||
luminosity = 1
|
||||
sd_lighting = 0
|
||||
|
||||
This library chops areas into 5 separate areas of differing
|
||||
light effect, so you may want to modify area Enter(), Exit(),
|
||||
Entered(), and Exited() procs to make sure the atom has moved
|
||||
from a different area instead of a different light zone of the
|
||||
same area.
|
||||
|
||||
IMPORTANT NOTE: Since sd_DynamicAreaLighting uses the view()
|
||||
proc, large luminosity settings may cause strange effect. You
|
||||
should limit luminosity to (world.view * 2) or less.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
CUSTOM DARKNESS ICONS
|
||||
sd_DynamicAreaLighting was designed in a barbaric age when BYOND
|
||||
did not support alpha transperency. Thankfully that age is over.
|
||||
I left the old icon as the default, since not everyone has
|
||||
upgraded to BYOND 4.0 or in some cases like software graphics
|
||||
mode, in which case the old dithered icon is the better choice.
|
||||
|
||||
The dithered icon used 4 standard dithers for the darkness shades
|
||||
and I saw little reason to allow variation. Starting with sd_DAL
|
||||
version 10, the library can support more or less shades of
|
||||
darkness as well.
|
||||
|
||||
To change the icon and/or number of shades of darkness for your
|
||||
game, just call the sd_SetDarkIcon(dark_icon, num_shades) proc,
|
||||
where dark_icon is the new icon and num_shades is the number of
|
||||
shades of darkness in the icon. This is best done in the
|
||||
world.New() proc, to set it once for the entire game instance.
|
||||
|
||||
For example, to make the included 7 shade alpha transparency icon
|
||||
your game's darkness icon, use the following code in your game.
|
||||
|
||||
world
|
||||
New()
|
||||
..()
|
||||
sd_SetDarkIcon('sd_dark_alpha7.dmi', 7)
|
||||
|
||||
There are several demo icons included with this library:
|
||||
sd_darkstates.dmi - the original 4 shade dithered icon
|
||||
sd_dark_dither3.dmi - 3 shade dithered icon
|
||||
sd_dark_alpha4.dmi - 4 shade alpha transparency icon
|
||||
sd_dark_alpha4b.dmi - lighter version 4 shade alpha
|
||||
transparency icon
|
||||
sd_dark_alpha7.dmi - 7 shade alpha transparency icon
|
||||
|
||||
If you want to design your own custom darkness icons, they
|
||||
have to follow a specific format for the library to use them
|
||||
properly. The shades of darkness should have be numbered from 0
|
||||
as the darkest shade to the number of shades minus one as the
|
||||
lightest shade.
|
||||
|
||||
For example, the four shade 4 shade transparent icon
|
||||
sd_dark_alpha4.dmi has 4 icon states:
|
||||
"0" is black with 204 alpha (80% darkness)
|
||||
"1" is black with 153 alpha (60% darkness)
|
||||
"2" is black with 102 alpha (40% darkness)
|
||||
"3" is black with 51 alpha (20% darkness)
|
||||
|
||||
|
||||
The lightest shade ("3" in this case) is NOT completely clear.
|
||||
There will be no darkness overlay for completely lit areas. The
|
||||
lightest shade will only be used for places that are just beginning
|
||||
to get dark.
|
||||
|
||||
The darkest shade ("0") likewise is not 100% obscured. "0" will
|
||||
be used in completely dark areas, but by leaving it slightly
|
||||
transparent, characters will be able to barely make out their
|
||||
immediate surroundings in the darkness (based on the mob
|
||||
see_in_dark var.) You might prefer to lighten the darkness for
|
||||
this purpose, like in demo icon sd_dark_alpha4b.dmi.
|
||||
|
||||
|
||||
----------------------------------------------------------------------
|
||||
DAY/NIGHT CYCLES
|
||||
|
||||
sd_DynamicAreaLighting allows for separate indoor and outdoor
|
||||
lighting. Areas used for outdoor light cycles should be
|
||||
designated by setting the area's sd_outside var to 1. For example:
|
||||
|
||||
area/outside
|
||||
sd_outside = 1
|
||||
|
||||
You will need to write your own routine for the day/night
|
||||
cycle so that you can control the timing and degree of lighting
|
||||
changes. There is an example routine in lightingdemo.dm.
|
||||
|
||||
After your routine determines the amount of light outdoors,
|
||||
call sd_OutsideLight(light_level) to update the light levels in
|
||||
all outside areas. light_level should be a value from 0 to
|
||||
sd_dark_shades, where 0 is darkest and sd_dark_shades is full
|
||||
light.
|
||||
|
||||
The sd_OutsideLight() proc does not automatically detect a
|
||||
range out of bounds in case you want to use nonstandard values
|
||||
for interesting effect. For instance, you could use a negative
|
||||
value to dampen light sources.
|
||||
|
||||
If you want daylight to spill indoors:
|
||||
|
||||
You will need to add turfs to sd_light_spill_turfs. The
|
||||
library will automatically add any turf created with
|
||||
sd_light_spill set, or you may add the turfs yourself at
|
||||
runtime.
|
||||
|
||||
The turfs in this list act as a source of daylight, shining
|
||||
into the any areas that are not flagged with sd_outside.
|
||||
|
||||
**********************************************************************
|
||||
LIBRARY PROCS:
|
||||
Except in the cases noted above, you shouldn't need to use the procs
|
||||
in this library. This reference is provided for advanced users.
|
||||
|
||||
Global vars and procs:
|
||||
var
|
||||
sd_dark_icon
|
||||
This is the icon used for the darkness in your world.
|
||||
DEFAULT VALUE: 'sd_darkstates.dmi' (A dithered icon
|
||||
designed for BYOND releases before 4.0.)
|
||||
|
||||
sd_dark_shades
|
||||
The number of darkness icon states in your sd_dark_icon.
|
||||
DEFAULT VALUE: 4
|
||||
|
||||
sd_light_layer
|
||||
The graphic layer that darkness overlays appear on.
|
||||
This should be higher than anything on the map, but
|
||||
lower than any HUD displays.
|
||||
DEFAULT VALUE: 50
|
||||
|
||||
sd_light_outside
|
||||
This var is how bright it currently is outside. It
|
||||
should be a number between 0 and sd_dark_shades.
|
||||
DEFAULT VALUE: 0
|
||||
|
||||
sd_top_luminosity
|
||||
keeps track of the highest luminosity in the world to
|
||||
prevent getting larger lists than necessary.
|
||||
|
||||
list/sd_outside
|
||||
A list of outside areas.
|
||||
|
||||
list/sd_light_spill_turfs
|
||||
A list of turfs where light spills from outside areas into
|
||||
inside areas.
|
||||
|
||||
proc/sd_OutsideLight(n as num)
|
||||
Changes the level of light outside (sd_light_outside) to n
|
||||
and updates all the atoms in sd_outside.
|
||||
|
||||
proc/sd_SetDarkIcon(icon, shades)
|
||||
Changes the darkness icon and the number shades of darkness
|
||||
in that icon.
|
||||
|
||||
All atoms have the following procs:
|
||||
sd_ApplyLum(list/V = view(luminosity,src), center = src)
|
||||
This proc adds a value to the sd_lumcount of all the
|
||||
turfs in V, depending on src.luminosity and the
|
||||
distance between the turf and center.
|
||||
|
||||
sd_StripLum(list/V = view(luminosity,src), center = src)
|
||||
The reverse of sd_ApplyLum(), sd_StripLum removes luminosity
|
||||
effect.
|
||||
|
||||
sd_ApplyLocalLum(list/affected = viewers(20,src))
|
||||
Applies the lighting effect of all atoms in affected. This
|
||||
proc is used with sd_StripLocalLum() for effect that may
|
||||
change the opacity of a turf.
|
||||
|
||||
sd_StripLocalLum()
|
||||
Strips effect of all local luminous atoms.
|
||||
RETURNS: list of all the luminous atoms stripped
|
||||
IMPORTANT! Each sd_StripLocalLum() call should have a matching
|
||||
sd_ApplyLocalLum() to restore the local effect.
|
||||
|
||||
sd_SetLuminosity(new_luminosity as num)
|
||||
Sets the atom's luminosity, making adjustments to the
|
||||
sd_lumcount of local turfs.
|
||||
|
||||
sd_SetOpacity(new_opacity as num)
|
||||
Sets the atom's opacity, making adjustments to the
|
||||
sd_lumcount of local turfs.
|
||||
|
||||
Areas have one additional proc and 4 variables:
|
||||
var
|
||||
sd_lighting
|
||||
Turn this flag off to prevent sd_DynamicAreaLighting
|
||||
from effecting this area.
|
||||
DEFAULT VALUE: 1 (allow dynamic lighting)
|
||||
|
||||
sd_outside
|
||||
Set this flag to automatically add this area to the
|
||||
list of outside areas.
|
||||
DEAFAULT VALUE: 0 (not an outside area)
|
||||
|
||||
sd_light_level
|
||||
The current light level of the area. You should use
|
||||
the sd_LightLevel() proc to set this value, so the
|
||||
darkness overlays will be changed as well.
|
||||
DEFAULT VALUE: 0
|
||||
|
||||
sd_darkimage
|
||||
Tracks the darkness image of the area for easy
|
||||
removal in the sd_LightLevel() proc
|
||||
|
||||
proc
|
||||
sd_LightLevel(level = sd_light_level as num,keep = 1)
|
||||
Updates the darkness overlay of the area.
|
||||
If keep = 1, it also updates the area's
|
||||
sd_light_level var.
|
||||
|
||||
Turfs have these additional procs and vars:
|
||||
var
|
||||
sd_lumcount
|
||||
Used to track the brightness of a turf.
|
||||
|
||||
sd_light_spill
|
||||
If set, the turf will automatically be added to the
|
||||
global list sd_light_spill_turfs when created.
|
||||
DEFAULT VALUE: 0
|
||||
|
||||
proc
|
||||
sd_LumUpdate()
|
||||
Places the turf in the appropriate sd_dark area,
|
||||
depending on its brightness (sd_lumcount).
|
||||
|
||||
sd_LumReset()
|
||||
Resets a turf's lumcount by stripping local luminosity,
|
||||
zeroing the lumcount, then reapplying local luminosity.
|
||||
|
||||
sd_ApplySpill()
|
||||
Applies to effect of daylight spilling into inside
|
||||
areas in view of this turf.
|
||||
|
||||
sd_StripSpill()
|
||||
Removes to effect of daylight spilling into inside
|
||||
areas in view of this turf.
|
||||
|
||||
\********************************************************************/
|
||||
|
||||
var/const/sd_dark_icon = 'icons/effects/ss13_dark_alpha7.dmi' // icon used for darkness
|
||||
var/const/sd_dark_shades = 7 // number of icon state in sd_dark_icon
|
||||
var/const/sd_light_layer = 10 // graphics layer for light effect
|
||||
var/sd_top_luminosity = 0
|
||||
|
||||
// since we're not using these, comment out all occurances to save CPU
|
||||
/*
|
||||
list
|
||||
sd_outside_areas = list() // list of outside areas
|
||||
sd_light_spill_turfs = list() // list of turfs to calculate light spill from
|
||||
*/
|
||||
|
||||
// slog = file("DALlog.txt")
|
||||
|
||||
/*
|
||||
proc
|
||||
sd_OutsideLight(n as num)
|
||||
// set the brightness of the outside sunlight
|
||||
if(sd_light_outside == n) return // same level, no update
|
||||
if(sd_light_outside)
|
||||
for(var/turf/T in sd_light_spill_turfs)
|
||||
T.sd_StripSpill()
|
||||
sd_light_outside = n
|
||||
|
||||
// make all the outside areas update themselves
|
||||
for(var/area/A in sd_outside_areas)
|
||||
A.sd_LightLevel(sd_light_outside + A.sd_light_level,0)
|
||||
if(n)
|
||||
for(var/turf/T in sd_light_spill_turfs)
|
||||
T.sd_ApplySpill()
|
||||
*/
|
||||
/*
|
||||
proc/sd_SetDarkIcon(icon, shades)
|
||||
// reset the darkness icon and number of shades of darkness
|
||||
sd_dark_icon = icon
|
||||
sd_dark_shades = shades
|
||||
// change existing areas
|
||||
for(var/area/A)
|
||||
if(A.sd_darkimage) A.sd_LightLevel(A.sd_light_level,0)
|
||||
*/
|
||||
|
||||
atom/New()
|
||||
..()
|
||||
// if this is not an area and is luminous
|
||||
if(!isarea(src)&&(luminosity>0))
|
||||
spawn(1) // delay to allow map load
|
||||
sd_ApplyLum()
|
||||
|
||||
atom/Del()
|
||||
// if this is not an area and is luminous
|
||||
if(!isarea(src)&&(luminosity>0))
|
||||
sd_StripLum()
|
||||
..()
|
||||
|
||||
atom/proc/sd_ApplyLum(list/V = view(luminosity,src), center = src)
|
||||
if(src.luminosity>sd_top_luminosity)
|
||||
sd_top_luminosity = src.luminosity
|
||||
// loop through all the turfs in V
|
||||
for(var/turf/T in V)
|
||||
/* increase the turf's brightness depending on the
|
||||
brightness and distance of the lightsource */
|
||||
T.sd_lumcount += (luminosity-get_dist(center,T))
|
||||
T.sd_LumUpdate()
|
||||
|
||||
atom/proc/sd_StripLum(list/V = view(luminosity,src), center = src)
|
||||
// loop through all the turfs in V
|
||||
for(var/turf/T in V)
|
||||
/* increase the turf's brightness depending on the
|
||||
brightness and distance of the lightsource */
|
||||
T.sd_lumcount -= (luminosity-get_dist(center,T))
|
||||
// T.sd_lumcount = max(0, T.sd_lumcount)
|
||||
// update the turf's area
|
||||
T.sd_LumUpdate()
|
||||
|
||||
atom/proc/sd_ApplyLocalLum(list/affected = view(sd_top_luminosity,src))
|
||||
// Reapplies the lighting effect of all atoms in affected.
|
||||
for(var/atom/A in affected)
|
||||
if(A.luminosity) A.sd_ApplyLum()
|
||||
|
||||
atom/proc/sd_StripLocalLum()
|
||||
/* strips all local luminosity
|
||||
|
||||
RETURNS: list of all the luminous atoms stripped
|
||||
|
||||
IMPORTANT! Each sd_StripLocalLum() call should have a matching
|
||||
sd_ApplyLocalLum() to restore the local effect. */
|
||||
var/list/affected = list()
|
||||
for(var/atom/A in view(sd_top_luminosity,src))
|
||||
var/turfflag = (isturf(src)?1:0)
|
||||
if(A.luminosity && (get_dist(src,A) <= A.luminosity + turfflag))
|
||||
A.sd_StripLum()
|
||||
affected += A
|
||||
return affected
|
||||
|
||||
atom/proc/sd_SetLuminosity(new_luminosity as num)
|
||||
/* This proc should be called everytime you want to change the
|
||||
luminosity of an atom instead of setting it directly.
|
||||
|
||||
new_luminosity is the new value for luminosity. */
|
||||
if(luminosity>0)
|
||||
sd_StripLum()
|
||||
luminosity = new_luminosity
|
||||
if(luminosity>0)
|
||||
sd_ApplyLum()
|
||||
|
||||
|
||||
atom/proc/sd_SetOpacity(new_opacity as num)
|
||||
if(opacity == (new_opacity ? 1 : 0)) return
|
||||
|
||||
var/list/affected = new
|
||||
var/atom/A
|
||||
var/turf/T
|
||||
var/turf/ATurf
|
||||
|
||||
for(A in range(sd_top_luminosity,src))
|
||||
T = A
|
||||
while(T && !istype(T)) T = T.loc
|
||||
if(T)
|
||||
var/list/V = view(A.luminosity,T)
|
||||
if(!(src in V)) continue
|
||||
var/turfflag = 0
|
||||
if(A == T) turfflag = 1
|
||||
if(A.luminosity && get_dist(A,src)<=A.luminosity+turfflag)
|
||||
affected[A] = V
|
||||
opacity = new_opacity
|
||||
if(opacity)
|
||||
for(A in affected)
|
||||
ATurf = A
|
||||
while(ATurf && !istype(ATurf)) ATurf = ATurf.loc
|
||||
if(ATurf)
|
||||
for(T in affected[A]-view(A.luminosity, ATurf))
|
||||
T.sd_lumcount -= (A.luminosity-get_dist(A,T))
|
||||
// T.sd_lumcount = max(0, T.sd_lumcount)
|
||||
T.sd_LumUpdate()
|
||||
|
||||
|
||||
else
|
||||
for(A in affected)
|
||||
ATurf = A
|
||||
while(ATurf && !istype(ATurf)) ATurf = ATurf.loc
|
||||
if(ATurf)
|
||||
for(T in view(A.luminosity, ATurf) - affected[A])
|
||||
T.sd_lumcount += (A.luminosity-get_dist(A,T))
|
||||
T.sd_LumUpdate()
|
||||
|
||||
///
|
||||
|
||||
atom/proc/sd_NewOpacity(var/new_opacity)
|
||||
if(opacity != new_opacity)
|
||||
var/list/affected = sd_StripLocalLum()
|
||||
opacity = new_opacity
|
||||
var/atom/T = src
|
||||
while(T && !isturf(T))
|
||||
T = T.loc
|
||||
if(T)
|
||||
T:sd_lumcount = 0
|
||||
|
||||
sd_ApplyLocalLum(affected)
|
||||
|
||||
///
|
||||
|
||||
turf
|
||||
var/tmp/sd_lumcount = 0 // the brightness of the turf
|
||||
|
||||
|
||||
turf/proc/sd_LumReset()
|
||||
/* Clear local lum, reset this turf's sd_lumcount, and
|
||||
re-apply local lum*/
|
||||
var/list/affected = sd_StripLocalLum()
|
||||
sd_lumcount = 0
|
||||
sd_ApplyLocalLum(affected)
|
||||
|
||||
turf/proc/sd_LumUpdate()
|
||||
set background = 1
|
||||
var/area/Loc = loc
|
||||
if(!istype(Loc) || !Loc.sd_lighting) return
|
||||
|
||||
// change the turf's area depending on its brightness
|
||||
// restrict light to valid levels
|
||||
var/light = min(max(sd_lumcount,0),sd_dark_shades)
|
||||
var/ltag = copytext(Loc.tag,1,findtext(Loc.tag,"sd_L")) + "sd_L[light]"
|
||||
|
||||
if(Loc.tag!=ltag) //skip if already in this area
|
||||
var/area/A = locate(ltag) // find an appropriate area
|
||||
if(!A)
|
||||
A = new Loc.type() // create area if it wasn't found
|
||||
// replicate vars
|
||||
for(var/V in Loc.vars-"contents")
|
||||
if(issaved(Loc.vars[V])) A.vars[V] = Loc.vars[V]
|
||||
|
||||
A.tag = ltag
|
||||
A.sd_LightLevel(light)
|
||||
|
||||
A.contents += src // move the turf into the area
|
||||
|
||||
atom/movable/Move() // when something moves
|
||||
|
||||
var/turf/oldloc = loc // remember for range calculations
|
||||
// list turfs in view and luminosity range of old loc
|
||||
var/list/oldview
|
||||
if(luminosity>0) // if atom is luminous
|
||||
if(isturf(loc))
|
||||
oldview = view(luminosity,loc)
|
||||
else
|
||||
oldview = list()
|
||||
|
||||
. = ..()
|
||||
|
||||
if(.&&(luminosity>0)) // if the atom actually moved
|
||||
if(istype(oldloc))
|
||||
sd_StripLum(oldview,oldloc)
|
||||
oldloc.sd_lumcount++ // correct "off by 1" error in oldloc
|
||||
sd_ApplyLum()
|
||||
|
||||
area
|
||||
var/sd_lighting = 1 //Turn this flag off to prevent sd_DynamicAreaLighting from affecting this area
|
||||
var/sd_light_level = 0 //This is the current light level of the area
|
||||
var/sd_darkimage //This tracks the darkness image of the area for easy removal
|
||||
|
||||
|
||||
area/proc/sd_LightLevel(slevel = sd_light_level as num, keep = 1)
|
||||
if(!src) return
|
||||
overlays -= sd_darkimage
|
||||
|
||||
if(keep) sd_light_level = slevel
|
||||
|
||||
// slevel = min(max(slevel,0),sd_dark_shades) // restrict range
|
||||
|
||||
if(slevel > 0)
|
||||
luminosity = 1
|
||||
else
|
||||
luminosity = 0
|
||||
|
||||
sd_darkimage = image(sd_dark_icon,,num2text(slevel),sd_light_layer)
|
||||
overlays += sd_darkimage
|
||||
|
||||
area/proc/sd_New(sd_created)
|
||||
|
||||
if(!tag) tag = "[type]"
|
||||
spawn(1) // wait a tick
|
||||
if(sd_lighting)
|
||||
// see if this area was created by the library
|
||||
if(!sd_created)
|
||||
/* show the dark overlay so areas outside of luminous regions
|
||||
won't be bright as day when they should be dark. */
|
||||
sd_LightLevel()
|
||||
|
||||
area/Del()
|
||||
..()
|
||||
related -= src
|
||||
|
||||
|
||||
/* extend the mob procs to compensate for sight settings. */
|
||||
mob/sd_ApplyLum(list/V, center = src)
|
||||
if(!V)
|
||||
if(isturf(loc))
|
||||
V = view(luminosity,loc)
|
||||
else
|
||||
V = view(luminosity,get_turf(src))
|
||||
. = ..(V, center)
|
||||
|
||||
mob/sd_StripLum(list/V, center = src)
|
||||
if(!V)
|
||||
if(isturf(loc))
|
||||
V = view(luminosity,loc)
|
||||
else
|
||||
V = view(luminosity,get_turf(src))
|
||||
. = ..(V, center)
|
||||
|
||||
mob/sd_ApplyLocalLum(list/affected)
|
||||
if(!affected)
|
||||
if(isturf(loc))
|
||||
affected = view(sd_top_luminosity,loc)
|
||||
else
|
||||
affected = view(sd_top_luminosity,src)
|
||||
. = ..(affected)
|
||||
@@ -9,15 +9,11 @@
|
||||
density = 0
|
||||
unacidable = 1
|
||||
use_power = 0
|
||||
luminosity = 4
|
||||
var/obj/machinery/field_generator/FG1 = null
|
||||
var/obj/machinery/field_generator/FG2 = null
|
||||
var/hasShocked = 0 //Used to add a delay between shocks. In some cases this used to crash servers by spawning hundreds of sparks every second.
|
||||
|
||||
/obj/machinery/containment_field/New()
|
||||
spawn(1)
|
||||
src.sd_SetLuminosity(5)
|
||||
|
||||
|
||||
/obj/machinery/containment_field/Del()
|
||||
if(FG1 && !FG1.clean_up)
|
||||
FG1.cleanup()
|
||||
|
||||
@@ -13,6 +13,7 @@ var/global/list/uneatable = list(
|
||||
anchored = 1
|
||||
density = 1
|
||||
layer = 6
|
||||
luminosity = 6
|
||||
unacidable = 1 //Don't comment this out.
|
||||
use_power = 0
|
||||
var/current_size = 1
|
||||
@@ -279,7 +280,7 @@ var/global/list/uneatable = list(
|
||||
continue
|
||||
if(O.invisibility == 101)
|
||||
src.consume(O)
|
||||
A:ReplaceWithSpace()
|
||||
T.ReplaceWithSpace()
|
||||
gain = 2
|
||||
src.energy += gain
|
||||
return
|
||||
|
||||
@@ -61,6 +61,6 @@
|
||||
log_game("[key_name_admin(user)] used a grenade ([src.name]).")
|
||||
F.active = 1
|
||||
F.icon_state = initial(icon_state) + "_active"
|
||||
playsound(user.loc, 'armbomb.ogg', 75, 1, -3)
|
||||
playsound(user.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
|
||||
spawn(15)
|
||||
F.prime()
|
||||
@@ -61,7 +61,7 @@
|
||||
return
|
||||
|
||||
/obj/item/weapon/reagent_containers/borghypo/attack_self(mob/user as mob)
|
||||
playsound(src.loc, 'pop.ogg', 50, 0) //Change the mode
|
||||
playsound(src.loc, 'sound/effects/pop.ogg', 50, 0) //Change the mode
|
||||
if(mode == 1)
|
||||
mode = 2
|
||||
charge_tick = 0 //Prevents wasted chems/cell charge if you're cycling through modes.
|
||||
|
||||
@@ -33,7 +33,7 @@
|
||||
spawn(5)
|
||||
reagents.trans_to(M, 10)
|
||||
|
||||
playsound(M.loc,'drink.ogg', rand(10,50), 1)
|
||||
playsound(M.loc,'sound/items/drink.ogg', rand(10,50), 1)
|
||||
return 1
|
||||
else if( istype(M, /mob/living/carbon/human) )
|
||||
|
||||
@@ -54,7 +54,7 @@
|
||||
spawn(5)
|
||||
reagents.trans_to(M, 10)
|
||||
|
||||
playsound(M.loc,'drink.ogg', rand(10,50), 1)
|
||||
playsound(M.loc,'sound/items/drink.ogg', rand(10,50), 1)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
@@ -33,7 +33,7 @@
|
||||
spawn(5)
|
||||
reagents.trans_to(M, gulp_size)
|
||||
|
||||
playsound(M.loc,'drink.ogg', rand(10,50), 1)
|
||||
playsound(M.loc,'sound/items/drink.ogg', rand(10,50), 1)
|
||||
return 1
|
||||
else if( istype(M, /mob/living/carbon/human) )
|
||||
|
||||
@@ -61,7 +61,7 @@
|
||||
spawn(600)
|
||||
R.add_reagent(refill, fillevel)
|
||||
|
||||
playsound(M.loc,'drink.ogg', rand(10,50), 1)
|
||||
playsound(M.loc,'sound/items/drink.ogg', rand(10,50), 1)
|
||||
return 1
|
||||
|
||||
return 0
|
||||
|
||||
@@ -75,7 +75,7 @@
|
||||
return
|
||||
|
||||
if(reagents) //Handle ingestion of the reagent.
|
||||
playsound(M.loc,'eatfood.ogg', rand(10,50), 1)
|
||||
playsound(M.loc,'sound/items/eatfood.ogg', rand(10,50), 1)
|
||||
if(reagents.total_volume)
|
||||
reagents.reaction(M, INGEST)
|
||||
spawn(5)
|
||||
|
||||
@@ -216,16 +216,16 @@
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/glowberries/Del()
|
||||
if(istype(loc,/mob))
|
||||
loc.sd_SetLuminosity(loc.luminosity - potency/5)
|
||||
loc.SetLuminosity(round(loc.luminosity - potency/5,1))
|
||||
..()
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/glowberries/pickup(mob/user)
|
||||
src.sd_SetLuminosity(0)
|
||||
user.total_luminosity += potency/5
|
||||
src.SetLuminosity(0)
|
||||
user.SetLuminosity(round(user.luminosity + (potency/5),1))
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/glowberries/dropped(mob/user)
|
||||
user.total_luminosity -= potency/5
|
||||
src.sd_SetLuminosity(potency/5)
|
||||
user.SetLuminosity(round(user.luminosity - (potency/5),1))
|
||||
src.SetLuminosity(round(potency/5,1))
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/cocoapod
|
||||
seed = "/obj/item/seeds/cocoapodseed"
|
||||
@@ -771,7 +771,7 @@
|
||||
if(istype(src.loc,/mob))
|
||||
pickup(src.loc)
|
||||
else
|
||||
src.sd_SetLuminosity(potency/10)
|
||||
src.SetLuminosity(round(potency/10,1))
|
||||
lifespan = 120 //ten times that is the delay
|
||||
endurance = 30
|
||||
maturation = 15
|
||||
@@ -795,16 +795,16 @@
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/glowshroom/Del()
|
||||
if(istype(loc,/mob))
|
||||
loc.sd_SetLuminosity(loc.luminosity - potency/10)
|
||||
loc.SetLuminosity(round(loc.luminosity - potency/10,1))
|
||||
..()
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/glowshroom/pickup(mob/user)
|
||||
src.sd_SetLuminosity(0)
|
||||
user.total_luminosity += potency/10
|
||||
SetLuminosity(0)
|
||||
user.SetLuminosity(round(user.luminosity + (potency/10),1))
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/glowshroom/dropped(mob/user)
|
||||
user.total_luminosity -= potency/10
|
||||
src.sd_SetLuminosity(potency/10)
|
||||
user.SetLuminosity(round(user.luminosity + (potency/10),1))
|
||||
SetLuminosity(round(potency/10,1))
|
||||
|
||||
// *************************************
|
||||
// Complex Grown Object Defines -
|
||||
|
||||
@@ -58,7 +58,7 @@
|
||||
sleep(3)
|
||||
del(D)
|
||||
|
||||
playsound(src.loc, 'spray2.ogg', 50, 1, -6)
|
||||
playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1, -6)
|
||||
|
||||
if(reagents.has_reagent("sacid"))
|
||||
message_admins("[key_name_admin(user)] fired sulphuric acid from a spray bottle.")
|
||||
@@ -181,7 +181,7 @@
|
||||
sleep(2)
|
||||
del(D)
|
||||
|
||||
playsound(src.loc, 'spray2.ogg', 50, 1, -6)
|
||||
playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1, -6)
|
||||
|
||||
if(reagents.has_reagent("sacid"))
|
||||
message_admins("[key_name_admin(user)] fired sulphuric acid from a chem sprayer.")
|
||||
|
||||
@@ -56,7 +56,7 @@
|
||||
del(S)
|
||||
D.icon_state = "syringeproj"
|
||||
D.name = "syringe"
|
||||
playsound(user.loc, 'syringeproj.ogg', 50, 1)
|
||||
playsound(user.loc, 'sound/items/syringeproj.ogg', 50, 1)
|
||||
|
||||
for(var/i=0, i<6, i++)
|
||||
if(!D) break
|
||||
|
||||
@@ -49,8 +49,16 @@ should be listed in the changelog upon commit tho. Thanks. -->
|
||||
|
||||
<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
|
||||
|
||||
|
||||
<div class="commit sansserif">
|
||||
<h2 class="date">August 25, 2012</h2>
|
||||
<h3 class="author">Carnwennan updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="experiment">New lighting. It should look and feel the same as the old lighting whilst being less taxing on the server. Space has a minimum brightness (IC starlight) and areas that do not use dynamic lighting default to a lighting level of 4, so they aren't dark, but they aren't superbright. Replacing turfs should preserve dynamic lighting. Singulo/bombs should cause a lot less lighting-related lag. There are some minor known issues, see the commit log for details.</li>
|
||||
<li class="tweak">Admins can now access most controller datums with the "Debug Controller" verb. Time to break all the things!</li>
|
||||
<li class="tweak">Supply shuttle now uses a controller datum. This means admins can see/edit supply orders etc.</li>
|
||||
<li class="tweak">Changeling fakedeath can be initiated after death again. Next time you want something reverted, just ask rather than being obnoxious.</li>
|
||||
</ul>
|
||||
<h3 class="author">Giacom updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="experiment">AIs can now look around like a ghost with the exception that they cannot see what cameras cannot see. Meaning if you're in maintenance, and there's no cameras near you, the AI will not know what you are doing. This also means there's no X-Ray vision cameras anymore.</li>
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 1.2 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 2.6 KiB After Width: | Height: | Size: 467 B |
BIN
icons/effects/ss13_dark_alpha7_DEBUG.dmi
Normal file
BIN
icons/effects/ss13_dark_alpha7_DEBUG.dmi
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 2.8 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 18 KiB |
@@ -6494,7 +6494,7 @@
|
||||
"cuT" = (/obj/structure/window/reinforced{dir = 5; health = 1e+007},/turf/simulated/shuttle/plating,/area/shuttle/administration/centcom)
|
||||
"cuU" = (/turf/unsimulated/floor{tag = "icon-warnplate (EAST)"; icon_state = "warnplate"; dir = 4},/area/centcom)
|
||||
"cuV" = (/turf/simulated/shuttle/wall{tag = "icon-swall3"; icon_state = "swall3"; dir = 2},/area/supply/dock)
|
||||
"cuW" = (/obj/effect/marker/supplymarker,/turf/simulated/shuttle/floor,/area/supply/dock)
|
||||
"cuW" = (/turf/simulated/shuttle/floor,/area/supply/dock)
|
||||
"cuX" = (/obj/machinery/door/window{base_state = "right"; dir = 4; icon_state = "right"; name = "Infirmary"},/turf/unsimulated/floor{icon = 'icons/turf/shuttle.dmi'; icon_state = "floor3"},/area/syndicate_station/start)
|
||||
"cuY" = (/obj/machinery/door/window{dir = 8; icon = 'icons/obj/doors/windoor.dmi'; name = "Tool Storage"},/turf/unsimulated/floor{icon = 'icons/turf/shuttle.dmi'; icon_state = "floor4"},/area/syndicate_station/start)
|
||||
"cuZ" = (/obj/structure/table,/turf/unsimulated/floor{icon = 'icons/turf/shuttle.dmi'; icon_state = "floor3"},/area/syndicate_station/start)
|
||||
@@ -6536,7 +6536,7 @@
|
||||
"cvJ" = (/obj/structure/table,/obj/item/weapon/reagent_containers/food/drinks/shaker,/turf/unsimulated/floor{icon_state = "cafeteria"; dir = 2},/area/centcom/living)
|
||||
"cvK" = (/obj/structure/table,/turf/unsimulated/floor{icon_state = "cafeteria"; dir = 2},/area/centcom/living)
|
||||
"cvL" = (/obj/machinery/door/airlock/centcom{name = "Living Quarters"; opacity = 1; req_access_txt = "105"},/turf/unsimulated/floor{icon_state = "freezerfloor"; dir = 2},/area/centcom/living)
|
||||
"cvM" = (/obj/effect/marker/supplymarker,/obj/machinery/door_control{dir = 2; id = "QMLoaddoor2"; name = "Loading Doors"; pixel_x = 24; pixel_y = 8},/obj/machinery/door_control{id = "QMLoaddoor"; name = "Loading Doors"; pixel_x = 24; pixel_y = -8},/turf/simulated/shuttle/floor,/area/supply/dock)
|
||||
"cvM" = (/obj/machinery/door_control{dir = 2; id = "QMLoaddoor2"; name = "Loading Doors"; pixel_x = 24; pixel_y = 8},/obj/machinery/door_control{id = "QMLoaddoor"; name = "Loading Doors"; pixel_x = 24; pixel_y = -8},/turf/simulated/shuttle/floor,/area/supply/dock)
|
||||
"cvN" = (/obj/structure/shuttle/engine/propulsion{tag = "icon-propulsion_l"; icon_state = "propulsion_l"},/turf/space,/area/syndicate_station/start)
|
||||
"cvO" = (/obj/structure/shuttle/engine/propulsion,/turf/space,/area/syndicate_station/start)
|
||||
"cvP" = (/obj/structure/shuttle/engine/propulsion{tag = "icon-propulsion_r"; icon_state = "propulsion_r"},/turf/space,/area/syndicate_station/start)
|
||||
|
||||
521
tgstation.dme
521
tgstation.dme
@@ -3,517 +3,9 @@
|
||||
// New source code should be placed in .dm files: choose File/New --> Code File.
|
||||
// BEGIN_INTERNALS
|
||||
// END_INTERNALS
|
||||
|
||||
// BEGIN_FILE_DIR
|
||||
#define FILE_DIR .
|
||||
#define FILE_DIR ".svn"
|
||||
#define FILE_DIR ".svn/pristine"
|
||||
#define FILE_DIR ".svn/pristine/00"
|
||||
#define FILE_DIR ".svn/pristine/01"
|
||||
#define FILE_DIR ".svn/pristine/02"
|
||||
#define FILE_DIR ".svn/pristine/03"
|
||||
#define FILE_DIR ".svn/pristine/04"
|
||||
#define FILE_DIR ".svn/pristine/05"
|
||||
#define FILE_DIR ".svn/pristine/06"
|
||||
#define FILE_DIR ".svn/pristine/07"
|
||||
#define FILE_DIR ".svn/pristine/08"
|
||||
#define FILE_DIR ".svn/pristine/09"
|
||||
#define FILE_DIR ".svn/pristine/0a"
|
||||
#define FILE_DIR ".svn/pristine/0b"
|
||||
#define FILE_DIR ".svn/pristine/0c"
|
||||
#define FILE_DIR ".svn/pristine/0d"
|
||||
#define FILE_DIR ".svn/pristine/0e"
|
||||
#define FILE_DIR ".svn/pristine/0f"
|
||||
#define FILE_DIR ".svn/pristine/10"
|
||||
#define FILE_DIR ".svn/pristine/11"
|
||||
#define FILE_DIR ".svn/pristine/12"
|
||||
#define FILE_DIR ".svn/pristine/13"
|
||||
#define FILE_DIR ".svn/pristine/14"
|
||||
#define FILE_DIR ".svn/pristine/15"
|
||||
#define FILE_DIR ".svn/pristine/16"
|
||||
#define FILE_DIR ".svn/pristine/17"
|
||||
#define FILE_DIR ".svn/pristine/18"
|
||||
#define FILE_DIR ".svn/pristine/19"
|
||||
#define FILE_DIR ".svn/pristine/1a"
|
||||
#define FILE_DIR ".svn/pristine/1b"
|
||||
#define FILE_DIR ".svn/pristine/1c"
|
||||
#define FILE_DIR ".svn/pristine/1d"
|
||||
#define FILE_DIR ".svn/pristine/1e"
|
||||
#define FILE_DIR ".svn/pristine/1f"
|
||||
#define FILE_DIR ".svn/pristine/20"
|
||||
#define FILE_DIR ".svn/pristine/21"
|
||||
#define FILE_DIR ".svn/pristine/22"
|
||||
#define FILE_DIR ".svn/pristine/23"
|
||||
#define FILE_DIR ".svn/pristine/24"
|
||||
#define FILE_DIR ".svn/pristine/25"
|
||||
#define FILE_DIR ".svn/pristine/26"
|
||||
#define FILE_DIR ".svn/pristine/27"
|
||||
#define FILE_DIR ".svn/pristine/28"
|
||||
#define FILE_DIR ".svn/pristine/29"
|
||||
#define FILE_DIR ".svn/pristine/2a"
|
||||
#define FILE_DIR ".svn/pristine/2b"
|
||||
#define FILE_DIR ".svn/pristine/2c"
|
||||
#define FILE_DIR ".svn/pristine/2d"
|
||||
#define FILE_DIR ".svn/pristine/2e"
|
||||
#define FILE_DIR ".svn/pristine/2f"
|
||||
#define FILE_DIR ".svn/pristine/30"
|
||||
#define FILE_DIR ".svn/pristine/31"
|
||||
#define FILE_DIR ".svn/pristine/32"
|
||||
#define FILE_DIR ".svn/pristine/33"
|
||||
#define FILE_DIR ".svn/pristine/34"
|
||||
#define FILE_DIR ".svn/pristine/35"
|
||||
#define FILE_DIR ".svn/pristine/36"
|
||||
#define FILE_DIR ".svn/pristine/37"
|
||||
#define FILE_DIR ".svn/pristine/38"
|
||||
#define FILE_DIR ".svn/pristine/39"
|
||||
#define FILE_DIR ".svn/pristine/3a"
|
||||
#define FILE_DIR ".svn/pristine/3b"
|
||||
#define FILE_DIR ".svn/pristine/3c"
|
||||
#define FILE_DIR ".svn/pristine/3d"
|
||||
#define FILE_DIR ".svn/pristine/3e"
|
||||
#define FILE_DIR ".svn/pristine/3f"
|
||||
#define FILE_DIR ".svn/pristine/40"
|
||||
#define FILE_DIR ".svn/pristine/41"
|
||||
#define FILE_DIR ".svn/pristine/42"
|
||||
#define FILE_DIR ".svn/pristine/43"
|
||||
#define FILE_DIR ".svn/pristine/44"
|
||||
#define FILE_DIR ".svn/pristine/45"
|
||||
#define FILE_DIR ".svn/pristine/46"
|
||||
#define FILE_DIR ".svn/pristine/47"
|
||||
#define FILE_DIR ".svn/pristine/48"
|
||||
#define FILE_DIR ".svn/pristine/49"
|
||||
#define FILE_DIR ".svn/pristine/4a"
|
||||
#define FILE_DIR ".svn/pristine/4b"
|
||||
#define FILE_DIR ".svn/pristine/4c"
|
||||
#define FILE_DIR ".svn/pristine/4d"
|
||||
#define FILE_DIR ".svn/pristine/4e"
|
||||
#define FILE_DIR ".svn/pristine/4f"
|
||||
#define FILE_DIR ".svn/pristine/50"
|
||||
#define FILE_DIR ".svn/pristine/51"
|
||||
#define FILE_DIR ".svn/pristine/52"
|
||||
#define FILE_DIR ".svn/pristine/53"
|
||||
#define FILE_DIR ".svn/pristine/54"
|
||||
#define FILE_DIR ".svn/pristine/55"
|
||||
#define FILE_DIR ".svn/pristine/56"
|
||||
#define FILE_DIR ".svn/pristine/57"
|
||||
#define FILE_DIR ".svn/pristine/58"
|
||||
#define FILE_DIR ".svn/pristine/59"
|
||||
#define FILE_DIR ".svn/pristine/5a"
|
||||
#define FILE_DIR ".svn/pristine/5b"
|
||||
#define FILE_DIR ".svn/pristine/5c"
|
||||
#define FILE_DIR ".svn/pristine/5d"
|
||||
#define FILE_DIR ".svn/pristine/5e"
|
||||
#define FILE_DIR ".svn/pristine/5f"
|
||||
#define FILE_DIR ".svn/pristine/60"
|
||||
#define FILE_DIR ".svn/pristine/61"
|
||||
#define FILE_DIR ".svn/pristine/62"
|
||||
#define FILE_DIR ".svn/pristine/63"
|
||||
#define FILE_DIR ".svn/pristine/64"
|
||||
#define FILE_DIR ".svn/pristine/65"
|
||||
#define FILE_DIR ".svn/pristine/66"
|
||||
#define FILE_DIR ".svn/pristine/67"
|
||||
#define FILE_DIR ".svn/pristine/68"
|
||||
#define FILE_DIR ".svn/pristine/69"
|
||||
#define FILE_DIR ".svn/pristine/6a"
|
||||
#define FILE_DIR ".svn/pristine/6b"
|
||||
#define FILE_DIR ".svn/pristine/6c"
|
||||
#define FILE_DIR ".svn/pristine/6d"
|
||||
#define FILE_DIR ".svn/pristine/6e"
|
||||
#define FILE_DIR ".svn/pristine/6f"
|
||||
#define FILE_DIR ".svn/pristine/70"
|
||||
#define FILE_DIR ".svn/pristine/71"
|
||||
#define FILE_DIR ".svn/pristine/72"
|
||||
#define FILE_DIR ".svn/pristine/73"
|
||||
#define FILE_DIR ".svn/pristine/74"
|
||||
#define FILE_DIR ".svn/pristine/75"
|
||||
#define FILE_DIR ".svn/pristine/76"
|
||||
#define FILE_DIR ".svn/pristine/77"
|
||||
#define FILE_DIR ".svn/pristine/78"
|
||||
#define FILE_DIR ".svn/pristine/79"
|
||||
#define FILE_DIR ".svn/pristine/7a"
|
||||
#define FILE_DIR ".svn/pristine/7b"
|
||||
#define FILE_DIR ".svn/pristine/7c"
|
||||
#define FILE_DIR ".svn/pristine/7d"
|
||||
#define FILE_DIR ".svn/pristine/7e"
|
||||
#define FILE_DIR ".svn/pristine/7f"
|
||||
#define FILE_DIR ".svn/pristine/80"
|
||||
#define FILE_DIR ".svn/pristine/81"
|
||||
#define FILE_DIR ".svn/pristine/82"
|
||||
#define FILE_DIR ".svn/pristine/83"
|
||||
#define FILE_DIR ".svn/pristine/84"
|
||||
#define FILE_DIR ".svn/pristine/85"
|
||||
#define FILE_DIR ".svn/pristine/86"
|
||||
#define FILE_DIR ".svn/pristine/87"
|
||||
#define FILE_DIR ".svn/pristine/88"
|
||||
#define FILE_DIR ".svn/pristine/89"
|
||||
#define FILE_DIR ".svn/pristine/8a"
|
||||
#define FILE_DIR ".svn/pristine/8b"
|
||||
#define FILE_DIR ".svn/pristine/8c"
|
||||
#define FILE_DIR ".svn/pristine/8d"
|
||||
#define FILE_DIR ".svn/pristine/8e"
|
||||
#define FILE_DIR ".svn/pristine/8f"
|
||||
#define FILE_DIR ".svn/pristine/90"
|
||||
#define FILE_DIR ".svn/pristine/91"
|
||||
#define FILE_DIR ".svn/pristine/92"
|
||||
#define FILE_DIR ".svn/pristine/93"
|
||||
#define FILE_DIR ".svn/pristine/94"
|
||||
#define FILE_DIR ".svn/pristine/95"
|
||||
#define FILE_DIR ".svn/pristine/96"
|
||||
#define FILE_DIR ".svn/pristine/97"
|
||||
#define FILE_DIR ".svn/pristine/98"
|
||||
#define FILE_DIR ".svn/pristine/99"
|
||||
#define FILE_DIR ".svn/pristine/9a"
|
||||
#define FILE_DIR ".svn/pristine/9b"
|
||||
#define FILE_DIR ".svn/pristine/9c"
|
||||
#define FILE_DIR ".svn/pristine/9d"
|
||||
#define FILE_DIR ".svn/pristine/9e"
|
||||
#define FILE_DIR ".svn/pristine/9f"
|
||||
#define FILE_DIR ".svn/pristine/a0"
|
||||
#define FILE_DIR ".svn/pristine/a1"
|
||||
#define FILE_DIR ".svn/pristine/a2"
|
||||
#define FILE_DIR ".svn/pristine/a3"
|
||||
#define FILE_DIR ".svn/pristine/a4"
|
||||
#define FILE_DIR ".svn/pristine/a5"
|
||||
#define FILE_DIR ".svn/pristine/a6"
|
||||
#define FILE_DIR ".svn/pristine/a7"
|
||||
#define FILE_DIR ".svn/pristine/a8"
|
||||
#define FILE_DIR ".svn/pristine/a9"
|
||||
#define FILE_DIR ".svn/pristine/aa"
|
||||
#define FILE_DIR ".svn/pristine/ab"
|
||||
#define FILE_DIR ".svn/pristine/ac"
|
||||
#define FILE_DIR ".svn/pristine/ad"
|
||||
#define FILE_DIR ".svn/pristine/ae"
|
||||
#define FILE_DIR ".svn/pristine/af"
|
||||
#define FILE_DIR ".svn/pristine/b0"
|
||||
#define FILE_DIR ".svn/pristine/b1"
|
||||
#define FILE_DIR ".svn/pristine/b2"
|
||||
#define FILE_DIR ".svn/pristine/b3"
|
||||
#define FILE_DIR ".svn/pristine/b4"
|
||||
#define FILE_DIR ".svn/pristine/b5"
|
||||
#define FILE_DIR ".svn/pristine/b6"
|
||||
#define FILE_DIR ".svn/pristine/b7"
|
||||
#define FILE_DIR ".svn/pristine/b8"
|
||||
#define FILE_DIR ".svn/pristine/b9"
|
||||
#define FILE_DIR ".svn/pristine/ba"
|
||||
#define FILE_DIR ".svn/pristine/bb"
|
||||
#define FILE_DIR ".svn/pristine/bc"
|
||||
#define FILE_DIR ".svn/pristine/bd"
|
||||
#define FILE_DIR ".svn/pristine/be"
|
||||
#define FILE_DIR ".svn/pristine/bf"
|
||||
#define FILE_DIR ".svn/pristine/c0"
|
||||
#define FILE_DIR ".svn/pristine/c1"
|
||||
#define FILE_DIR ".svn/pristine/c2"
|
||||
#define FILE_DIR ".svn/pristine/c3"
|
||||
#define FILE_DIR ".svn/pristine/c4"
|
||||
#define FILE_DIR ".svn/pristine/c5"
|
||||
#define FILE_DIR ".svn/pristine/c6"
|
||||
#define FILE_DIR ".svn/pristine/c7"
|
||||
#define FILE_DIR ".svn/pristine/c8"
|
||||
#define FILE_DIR ".svn/pristine/c9"
|
||||
#define FILE_DIR ".svn/pristine/ca"
|
||||
#define FILE_DIR ".svn/pristine/cb"
|
||||
#define FILE_DIR ".svn/pristine/cc"
|
||||
#define FILE_DIR ".svn/pristine/cd"
|
||||
#define FILE_DIR ".svn/pristine/ce"
|
||||
#define FILE_DIR ".svn/pristine/cf"
|
||||
#define FILE_DIR ".svn/pristine/d0"
|
||||
#define FILE_DIR ".svn/pristine/d1"
|
||||
#define FILE_DIR ".svn/pristine/d2"
|
||||
#define FILE_DIR ".svn/pristine/d3"
|
||||
#define FILE_DIR ".svn/pristine/d4"
|
||||
#define FILE_DIR ".svn/pristine/d5"
|
||||
#define FILE_DIR ".svn/pristine/d6"
|
||||
#define FILE_DIR ".svn/pristine/d7"
|
||||
#define FILE_DIR ".svn/pristine/d8"
|
||||
#define FILE_DIR ".svn/pristine/d9"
|
||||
#define FILE_DIR ".svn/pristine/da"
|
||||
#define FILE_DIR ".svn/pristine/db"
|
||||
#define FILE_DIR ".svn/pristine/dc"
|
||||
#define FILE_DIR ".svn/pristine/dd"
|
||||
#define FILE_DIR ".svn/pristine/de"
|
||||
#define FILE_DIR ".svn/pristine/df"
|
||||
#define FILE_DIR ".svn/pristine/e0"
|
||||
#define FILE_DIR ".svn/pristine/e1"
|
||||
#define FILE_DIR ".svn/pristine/e2"
|
||||
#define FILE_DIR ".svn/pristine/e3"
|
||||
#define FILE_DIR ".svn/pristine/e4"
|
||||
#define FILE_DIR ".svn/pristine/e5"
|
||||
#define FILE_DIR ".svn/pristine/e6"
|
||||
#define FILE_DIR ".svn/pristine/e7"
|
||||
#define FILE_DIR ".svn/pristine/e8"
|
||||
#define FILE_DIR ".svn/pristine/e9"
|
||||
#define FILE_DIR ".svn/pristine/ea"
|
||||
#define FILE_DIR ".svn/pristine/eb"
|
||||
#define FILE_DIR ".svn/pristine/ec"
|
||||
#define FILE_DIR ".svn/pristine/ed"
|
||||
#define FILE_DIR ".svn/pristine/ee"
|
||||
#define FILE_DIR ".svn/pristine/ef"
|
||||
#define FILE_DIR ".svn/pristine/f0"
|
||||
#define FILE_DIR ".svn/pristine/f1"
|
||||
#define FILE_DIR ".svn/pristine/f2"
|
||||
#define FILE_DIR ".svn/pristine/f3"
|
||||
#define FILE_DIR ".svn/pristine/f4"
|
||||
#define FILE_DIR ".svn/pristine/f5"
|
||||
#define FILE_DIR ".svn/pristine/f6"
|
||||
#define FILE_DIR ".svn/pristine/f7"
|
||||
#define FILE_DIR ".svn/pristine/f8"
|
||||
#define FILE_DIR ".svn/pristine/f9"
|
||||
#define FILE_DIR ".svn/pristine/fa"
|
||||
#define FILE_DIR ".svn/pristine/fb"
|
||||
#define FILE_DIR ".svn/pristine/fc"
|
||||
#define FILE_DIR ".svn/pristine/fd"
|
||||
#define FILE_DIR ".svn/pristine/fe"
|
||||
#define FILE_DIR ".svn/pristine/ff"
|
||||
#define FILE_DIR "bot"
|
||||
#define FILE_DIR "bot/Marakov"
|
||||
#define FILE_DIR "code"
|
||||
#define FILE_DIR "code/ATMOSPHERICS"
|
||||
#define FILE_DIR "code/ATMOSPHERICS/components"
|
||||
#define FILE_DIR "code/ATMOSPHERICS/components/binary_devices"
|
||||
#define FILE_DIR "code/ATMOSPHERICS/components/trinary_devices"
|
||||
#define FILE_DIR "code/ATMOSPHERICS/components/unary"
|
||||
#define FILE_DIR "code/datums"
|
||||
#define FILE_DIR "code/datums/diseases"
|
||||
#define FILE_DIR "code/datums/helper_datums"
|
||||
#define FILE_DIR "code/datums/spells"
|
||||
#define FILE_DIR "code/defines"
|
||||
#define FILE_DIR "code/defines/area"
|
||||
#define FILE_DIR "code/defines/obj"
|
||||
#define FILE_DIR "code/defines/procs"
|
||||
#define FILE_DIR "code/defines/tanning"
|
||||
#define FILE_DIR "code/FEA"
|
||||
#define FILE_DIR "code/game"
|
||||
#define FILE_DIR "code/game/area"
|
||||
#define FILE_DIR "code/game/asteroid"
|
||||
#define FILE_DIR "code/game/gamemodes"
|
||||
#define FILE_DIR "code/game/gamemodes/alien"
|
||||
#define FILE_DIR "code/game/gamemodes/blob"
|
||||
#define FILE_DIR "code/game/gamemodes/blob/blobs"
|
||||
#define FILE_DIR "code/game/gamemodes/changeling"
|
||||
#define FILE_DIR "code/game/gamemodes/cult"
|
||||
#define FILE_DIR "code/game/gamemodes/events"
|
||||
#define FILE_DIR "code/game/gamemodes/events/holidays"
|
||||
#define FILE_DIR "code/game/gamemodes/extended"
|
||||
#define FILE_DIR "code/game/gamemodes/malfunction"
|
||||
#define FILE_DIR "code/game/gamemodes/meteor"
|
||||
#define FILE_DIR "code/game/gamemodes/nuclear"
|
||||
#define FILE_DIR "code/game/gamemodes/revolution"
|
||||
#define FILE_DIR "code/game/gamemodes/sandbox"
|
||||
#define FILE_DIR "code/game/gamemodes/traitor"
|
||||
#define FILE_DIR "code/game/gamemodes/wizard"
|
||||
#define FILE_DIR "code/game/jobs"
|
||||
#define FILE_DIR "code/game/jobs/job"
|
||||
#define FILE_DIR "code/game/machinery"
|
||||
#define FILE_DIR "code/game/machinery/atmoalter"
|
||||
#define FILE_DIR "code/game/machinery/bots"
|
||||
#define FILE_DIR "code/game/machinery/computer"
|
||||
#define FILE_DIR "code/game/machinery/doors"
|
||||
#define FILE_DIR "code/game/machinery/embedded_controller"
|
||||
#define FILE_DIR "code/game/machinery/kitchen"
|
||||
#define FILE_DIR "code/game/machinery/pipe"
|
||||
#define FILE_DIR "code/game/machinery/telecomms"
|
||||
#define FILE_DIR "code/game/mecha"
|
||||
#define FILE_DIR "code/game/mecha/combat"
|
||||
#define FILE_DIR "code/game/mecha/equipment"
|
||||
#define FILE_DIR "code/game/mecha/equipment/tools"
|
||||
#define FILE_DIR "code/game/mecha/equipment/weapons"
|
||||
#define FILE_DIR "code/game/mecha/medical"
|
||||
#define FILE_DIR "code/game/mecha/working"
|
||||
#define FILE_DIR "code/game/objects"
|
||||
#define FILE_DIR "code/game/objects/devices"
|
||||
#define FILE_DIR "code/game/objects/devices/PDA"
|
||||
#define FILE_DIR "code/game/objects/effects"
|
||||
#define FILE_DIR "code/game/objects/effects/decals"
|
||||
#define FILE_DIR "code/game/objects/effects/spawners"
|
||||
#define FILE_DIR "code/game/objects/grenades"
|
||||
#define FILE_DIR "code/game/objects/items"
|
||||
#define FILE_DIR "code/game/objects/items/weapons"
|
||||
#define FILE_DIR "code/game/objects/items/weapons/implants"
|
||||
#define FILE_DIR "code/game/objects/radio"
|
||||
#define FILE_DIR "code/game/objects/secstorage"
|
||||
#define FILE_DIR "code/game/objects/stacks"
|
||||
#define FILE_DIR "code/game/objects/storage"
|
||||
#define FILE_DIR "code/game/objects/structures"
|
||||
#define FILE_DIR "code/game/objects/structures/crates_lockers"
|
||||
#define FILE_DIR "code/game/objects/structures/crates_lockers/closets"
|
||||
#define FILE_DIR "code/game/objects/structures/crates_lockers/closets/secure"
|
||||
#define FILE_DIR "code/game/objects/tanks"
|
||||
#define FILE_DIR "code/game/turfs"
|
||||
#define FILE_DIR "code/game/vehicles"
|
||||
#define FILE_DIR "code/game/vehicles/airtight"
|
||||
#define FILE_DIR "code/game/verbs"
|
||||
#define FILE_DIR "code/js"
|
||||
#define FILE_DIR "code/modules"
|
||||
#define FILE_DIR "code/modules/admin"
|
||||
#define FILE_DIR "code/modules/admin/DB ban"
|
||||
#define FILE_DIR "code/modules/admin/verbs"
|
||||
#define FILE_DIR "code/modules/assembly"
|
||||
#define FILE_DIR "code/modules/client"
|
||||
#define FILE_DIR "code/modules/clothing"
|
||||
#define FILE_DIR "code/modules/clothing/glasses"
|
||||
#define FILE_DIR "code/modules/clothing/gloves"
|
||||
#define FILE_DIR "code/modules/clothing/head"
|
||||
#define FILE_DIR "code/modules/clothing/masks"
|
||||
#define FILE_DIR "code/modules/clothing/shoes"
|
||||
#define FILE_DIR "code/modules/clothing/spacesuits"
|
||||
#define FILE_DIR "code/modules/clothing/suits"
|
||||
#define FILE_DIR "code/modules/clothing/under"
|
||||
#define FILE_DIR "code/modules/clothing/under/jobs"
|
||||
#define FILE_DIR "code/modules/critters"
|
||||
#define FILE_DIR "code/modules/critters/hivebots"
|
||||
#define FILE_DIR "code/modules/detectivework"
|
||||
#define FILE_DIR "code/modules/flufftext"
|
||||
#define FILE_DIR "code/modules/food"
|
||||
#define FILE_DIR "code/modules/library"
|
||||
#define FILE_DIR "code/modules/maps"
|
||||
#define FILE_DIR "code/modules/mining"
|
||||
#define FILE_DIR "code/modules/mob"
|
||||
#define FILE_DIR "code/modules/mob/dead"
|
||||
#define FILE_DIR "code/modules/mob/dead/observer"
|
||||
#define FILE_DIR "code/modules/mob/living"
|
||||
#define FILE_DIR "code/modules/mob/living/blob"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon/alien"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon/alien/humanoid"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon/alien/humanoid/caste"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon/alien/larva"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon/brain"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon/human"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon/metroid"
|
||||
#define FILE_DIR "code/modules/mob/living/carbon/monkey"
|
||||
#define FILE_DIR "code/modules/mob/living/silicon"
|
||||
#define FILE_DIR "code/modules/mob/living/silicon/ai"
|
||||
#define FILE_DIR "code/modules/mob/living/silicon/ai/freelook"
|
||||
#define FILE_DIR "code/modules/mob/living/silicon/decoy"
|
||||
#define FILE_DIR "code/modules/mob/living/silicon/pai"
|
||||
#define FILE_DIR "code/modules/mob/living/silicon/robot"
|
||||
#define FILE_DIR "code/modules/mob/living/simple_animal"
|
||||
#define FILE_DIR "code/modules/mob/new_player"
|
||||
#define FILE_DIR "code/modules/mob/organ"
|
||||
#define FILE_DIR "code/modules/paperwork"
|
||||
#define FILE_DIR "code/modules/power"
|
||||
#define FILE_DIR "code/modules/power/antimatter"
|
||||
#define FILE_DIR "code/modules/power/singularity"
|
||||
#define FILE_DIR "code/modules/power/singularity/particle_accelerator"
|
||||
#define FILE_DIR "code/modules/projectiles"
|
||||
#define FILE_DIR "code/modules/projectiles/ammunition"
|
||||
#define FILE_DIR "code/modules/projectiles/guns"
|
||||
#define FILE_DIR "code/modules/projectiles/guns/energy"
|
||||
#define FILE_DIR "code/modules/projectiles/guns/projectile"
|
||||
#define FILE_DIR "code/modules/projectiles/projectile"
|
||||
#define FILE_DIR "code/modules/reagents"
|
||||
#define FILE_DIR "code/modules/reagents/reagent_containers"
|
||||
#define FILE_DIR "code/modules/reagents/reagent_containers/food"
|
||||
#define FILE_DIR "code/modules/reagents/reagent_containers/food/drinks"
|
||||
#define FILE_DIR "code/modules/reagents/reagent_containers/food/drinks/bottle"
|
||||
#define FILE_DIR "code/modules/reagents/reagent_containers/food/snacks"
|
||||
#define FILE_DIR "code/modules/reagents/reagent_containers/glass"
|
||||
#define FILE_DIR "code/modules/reagents/reagent_containers/glass/bottle"
|
||||
#define FILE_DIR "code/modules/recycling"
|
||||
#define FILE_DIR "code/modules/research"
|
||||
#define FILE_DIR "code/modules/scripting"
|
||||
#define FILE_DIR "code/modules/scripting/AST"
|
||||
#define FILE_DIR "code/modules/scripting/AST/Operators"
|
||||
#define FILE_DIR "code/modules/scripting/Implementations"
|
||||
#define FILE_DIR "code/modules/scripting/Interpreter"
|
||||
#define FILE_DIR "code/modules/scripting/Parser"
|
||||
#define FILE_DIR "code/modules/scripting/Scanner"
|
||||
#define FILE_DIR "code/modules/security levels"
|
||||
#define FILE_DIR "code/unused"
|
||||
#define FILE_DIR "code/unused/beast"
|
||||
#define FILE_DIR "code/unused/computer2"
|
||||
#define FILE_DIR "code/unused/disease2"
|
||||
#define FILE_DIR "code/unused/gamemodes"
|
||||
#define FILE_DIR "code/unused/hivebot"
|
||||
#define FILE_DIR "code/unused/mining"
|
||||
#define FILE_DIR "code/unused/optics"
|
||||
#define FILE_DIR "code/unused/pda2"
|
||||
#define FILE_DIR "code/unused/powerarmor"
|
||||
#define FILE_DIR "code/unused/spacecraft"
|
||||
#define FILE_DIR "code/WorkInProgress"
|
||||
#define FILE_DIR "code/WorkInProgress/carn"
|
||||
#define FILE_DIR "code/WorkInProgress/mapload"
|
||||
#define FILE_DIR "code/WorkInProgress/organs"
|
||||
#define FILE_DIR "code/WorkInProgress/virus2"
|
||||
#define FILE_DIR "config"
|
||||
#define FILE_DIR "config/names"
|
||||
#define FILE_DIR "data"
|
||||
#define FILE_DIR "data/logs"
|
||||
#define FILE_DIR "data/logs/2012"
|
||||
#define FILE_DIR "data/logs/2012/07-July"
|
||||
#define FILE_DIR "data/logs/2012/08-August"
|
||||
#define FILE_DIR "data/player_saves"
|
||||
#define FILE_DIR "data/player_saves/c"
|
||||
#define FILE_DIR "data/player_saves/c/calasmere"
|
||||
#define FILE_DIR "data/player_saves/c/cheridan"
|
||||
#define FILE_DIR "data/player_saves/c/cindikate"
|
||||
#define FILE_DIR "data/player_saves/d"
|
||||
#define FILE_DIR "data/player_saves/d/darktechnomancer"
|
||||
#define FILE_DIR "data/player_saves/d/doohl"
|
||||
#define FILE_DIR "data/player_saves/g"
|
||||
#define FILE_DIR "data/player_saves/g/giacomand"
|
||||
#define FILE_DIR "data/player_saves/g/giacomt"
|
||||
#define FILE_DIR "data/player_saves/m"
|
||||
#define FILE_DIR "data/player_saves/m/milofaust"
|
||||
#define FILE_DIR "data/player_saves/n"
|
||||
#define FILE_DIR "data/player_saves/n/nodrak"
|
||||
#define FILE_DIR "data/player_saves/p"
|
||||
#define FILE_DIR "data/player_saves/p/petethegoat"
|
||||
#define FILE_DIR "data/player_saves/r"
|
||||
#define FILE_DIR "data/player_saves/r/rockdtben"
|
||||
#define FILE_DIR "data/player_saves/s"
|
||||
#define FILE_DIR "data/player_saves/s/s0ldi3rkr4s0"
|
||||
#define FILE_DIR "data/player_saves/t"
|
||||
#define FILE_DIR "data/player_saves/t/tanknut"
|
||||
#define FILE_DIR "data/player_saves/t/terranaut"
|
||||
#define FILE_DIR "data/player_saves/t/thunder12345"
|
||||
#define FILE_DIR "html"
|
||||
#define FILE_DIR "icons"
|
||||
#define FILE_DIR "icons/effects"
|
||||
#define FILE_DIR "icons/mecha"
|
||||
#define FILE_DIR "icons/misc"
|
||||
#define FILE_DIR "icons/mob"
|
||||
#define FILE_DIR "icons/obj"
|
||||
#define FILE_DIR "icons/obj/assemblies"
|
||||
#define FILE_DIR "icons/obj/atmospherics"
|
||||
#define FILE_DIR "icons/obj/clothing"
|
||||
#define FILE_DIR "icons/obj/doors"
|
||||
#define FILE_DIR "icons/obj/machines"
|
||||
#define FILE_DIR "icons/obj/pipes"
|
||||
#define FILE_DIR "icons/pda_icons"
|
||||
#define FILE_DIR "icons/PSD files"
|
||||
#define FILE_DIR "icons/spideros_icons"
|
||||
#define FILE_DIR "icons/Testing"
|
||||
#define FILE_DIR "icons/turf"
|
||||
#define FILE_DIR "icons/vehicles"
|
||||
#define FILE_DIR "icons/vending_icons"
|
||||
#define FILE_DIR "interface"
|
||||
#define FILE_DIR "maps"
|
||||
#define FILE_DIR "maps/RandomZLevels"
|
||||
#define FILE_DIR "music"
|
||||
#define FILE_DIR "sound"
|
||||
#define FILE_DIR "sound/AI"
|
||||
#define FILE_DIR "sound/ambience"
|
||||
#define FILE_DIR "sound/effects"
|
||||
#define FILE_DIR "sound/hallucinations"
|
||||
#define FILE_DIR "sound/items"
|
||||
#define FILE_DIR "sound/machines"
|
||||
#define FILE_DIR "sound/mecha"
|
||||
#define FILE_DIR "sound/misc"
|
||||
#define FILE_DIR "sound/piano"
|
||||
#define FILE_DIR "sound/voice"
|
||||
#define FILE_DIR "sound/weapons"
|
||||
#define FILE_DIR "SQL"
|
||||
#define FILE_DIR "tools"
|
||||
#define FILE_DIR "tools/Redirector"
|
||||
#define FILE_DIR "tools/Runtime Condenser"
|
||||
#define FILE_DIR "tools/UnstandardnessTestForDM"
|
||||
#define FILE_DIR "tools/UnstandardnessTestForDM/UnstandardnessTestForDM"
|
||||
#define FILE_DIR "tools/UnstandardnessTestForDM/UnstandardnessTestForDM/bin"
|
||||
#define FILE_DIR "tools/UnstandardnessTestForDM/UnstandardnessTestForDM/bin/Debug"
|
||||
#define FILE_DIR "tools/UnstandardnessTestForDM/UnstandardnessTestForDM/obj"
|
||||
#define FILE_DIR "tools/UnstandardnessTestForDM/UnstandardnessTestForDM/obj/x86"
|
||||
#define FILE_DIR "tools/UnstandardnessTestForDM/UnstandardnessTestForDM/obj/x86/Debug"
|
||||
#define FILE_DIR "tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties"
|
||||
// END_FILE_DIR
|
||||
|
||||
// BEGIN_PREFERENCES
|
||||
@@ -550,9 +42,14 @@
|
||||
#include "code\ATMOSPHERICS\components\unary\unary_base.dm"
|
||||
#include "code\ATMOSPHERICS\components\unary\vent_pump.dm"
|
||||
#include "code\ATMOSPHERICS\components\unary\vent_scrubber.dm"
|
||||
#include "code\controllers\_DynamicAreaLighting_TG.dm"
|
||||
#include "code\controllers\configuration.dm"
|
||||
#include "code\controllers\lighting_controller.dm"
|
||||
#include "code\controllers\master_controller.dm"
|
||||
#include "code\controllers\shuttle_controller.dm"
|
||||
#include "code\controllers\verbs.dm"
|
||||
#include "code\datums\ai_laws.dm"
|
||||
#include "code\datums\computerfiles.dm"
|
||||
#include "code\datums\configuration.dm"
|
||||
#include "code\datums\datacore.dm"
|
||||
#include "code\datums\datumvars.dm"
|
||||
#include "code\datums\disease.dm"
|
||||
@@ -561,7 +58,6 @@
|
||||
#include "code\datums\modules.dm"
|
||||
#include "code\datums\organs.dm"
|
||||
#include "code\datums\recipe.dm"
|
||||
#include "code\datums\shuttle_controller.dm"
|
||||
#include "code\datums\spell.dm"
|
||||
#include "code\datums\sun.dm"
|
||||
#include "code\datums\vote.dm"
|
||||
@@ -657,7 +153,6 @@
|
||||
#include "code\game\dna.dm"
|
||||
#include "code\game\hud.dm"
|
||||
#include "code\game\landmarks.dm"
|
||||
#include "code\game\master_controller.dm"
|
||||
#include "code\game\prisonshuttle.dm"
|
||||
#include "code\game\shuttle_engines.dm"
|
||||
#include "code\game\skincmd.dm"
|
||||
@@ -1088,7 +583,6 @@
|
||||
#include "code\modules\admin\verbs\getlogs.dm"
|
||||
#include "code\modules\admin\verbs\mapping.dm"
|
||||
#include "code\modules\admin\verbs\massmodvar.dm"
|
||||
#include "code\modules\admin\verbs\MC.dm"
|
||||
#include "code\modules\admin\verbs\modifyvariables.dm"
|
||||
#include "code\modules\admin\verbs\onlyone.dm"
|
||||
#include "code\modules\admin\verbs\playsound.dm"
|
||||
@@ -1371,7 +865,6 @@
|
||||
#include "code\modules\power\lighting.dm"
|
||||
#include "code\modules\power\port_gen.dm"
|
||||
#include "code\modules\power\power.dm"
|
||||
#include "code\modules\power\sd_DynamicAreaLighting.dm"
|
||||
#include "code\modules\power\smes.dm"
|
||||
#include "code\modules\power\solar.dm"
|
||||
#include "code\modules\power\switch.dm"
|
||||
|
||||
Reference in New Issue
Block a user