Commit Graph

81 Commits

Author SHA1 Message Date
Neerti
e10c657011 Removes Ninja & Malf Voting
Malf is a terrible gamemode, the code is unmaintained, and it's not very fun for the crew or the AI.  The AI can still be evil, and more effectively, as a traitor.  At some point I plan to give traitorAIs some malf powers, but the malf mode needs to go, and I meant to do this literally a year ago.

Ninja will no longer be votable, because one ninja cannot carry the round.  The age of solo-antags is coming to an end, because solo-antagonists have been proven to be ineffective, and place massive pressure on the person playing the antag.  It also makes it difficult to balance one person to be able to fight the whole station without it being shit for the station or shit for the antag.  To fix that, Ninja is no longer a solo-antag.  The other ninja modes like Intrigue and Visitors remain, as the ninja should have more breathing room, since other baddies exist.
2016-10-02 13:50:26 -04:00
Yoshax
c589c0bc64 Makes secret not shit 2016-07-20 18:33:46 +01:00
Yoshax
85e900c9fe Fixes some gamemode names 2016-04-09 20:02:56 +01:00
Zuhayr
7c3993b68b Revert "Revert "Bay update."" 2016-02-07 16:33:30 +10:30
Zuhayr
98d983577c Revert "Bay update." 2016-02-07 16:07:05 +10:30
Zuhayr
e557a71fdc Merge branch 'dev-freeze' of https://github.com/Baystation12/Baystation12 2016-01-20 08:01:14 +10:30
GinjaNinja32
7cca8416b3 Merge remote-tracking branch 'upstream/master' into dev-freeze 2015-12-25 03:41:33 +00:00
ccomp5950
ccda750ee1 AI Malf will no longer be able to spawn a non-antag AI
fixes #10554
2015-12-24 12:26:56 -05:00
Neerti
4f77afece1 Revert 58ef59734f 2015-11-08 10:09:14 -05:00
PsiOmegaDelta
3fd172ee63 Merge pull request #11294 from Baystation12/master
Dev-freeze
2015-10-14 08:40:03 +02:00
PsiOmegaDelta
a19829e968 Merge pull request #11289 from Kearel/secRemoveMaster
Pointed secret changes to master
2015-10-13 20:27:56 +02:00
Kearel
78956843a8 Pointed secret changes to master
New gamemodes on dev will still need to be changed.
2015-10-13 12:30:52 -05:00
PsiOmega
69fde6af03 Merge remote-tracking branch 'upstream/master' into dev-freeze
Conflicts:
	code/game/antagonist/alien/borer.dm
	code/game/gamemodes/game_mode.dm
	code/game/gamemodes/nuclear/nuclear.dm
	code/game/gamemodes/traitor/traitor.dm
	code/game/objects/items/robot/robot_parts.dm
	code/setup.dm
2015-09-05 09:24:30 +02:00
Zuhayr
23fb8d8b99 Antag system cleanup/fixes. 2015-09-04 18:28:05 +09:30
PsiOmegaDelta
99ba26f1ee It is no longer possible to define the amount of telecrystals per game mode. 2015-06-18 10:59:45 +02:00
Atlantis
4cd2417eb8 Implements suggestions from github
- qdel() instead of del()
- z in config.station_levels insted of z == 1
- Typo fix
- Playercount is now 2 instead of 1 which was debug setting
- AI is now properly deleted when struck by very strong explosion (heavy impact).
- Hardware now properly uses install(). Hardware list is generated from existing datums using typesof()
2015-05-18 22:05:18 +02:00
Atlantiscze
4e2769710b Initial Newmalf port
- Ports TSA Newmalf code.
- Complete overhaul of Malfunction. New modular abilities, 12 of which are in game by default.
- Adds AI hardware. AI may have only one piece and it gives unique boost in certain area (turrets strength, secondary power supply, etc.)
- Adds hardware drivers - these abilities control AI's hardware such as the APU power supply or self destruct explosives.
- Station overtake was changed to "hack all APCs" ability instead. When completed self-destruct is unlocked. Timer for station self destruct increased to 2 minutes. AI may activate/deactivate the self destruct at will.

Please bear in mind this is only INITIAL COMMIT. More commits are to follow. Minimal player count is now set to 1 but will be 2 when finished.
2015-04-03 23:00:29 +02:00
Zuhayr
a8f44cae98 Resolving bugs with spawn order and delays. 2015-03-21 11:49:42 +10:30
Zuhayr
98da191ac3 Gamemode refactor, lots of code shuffles, PR will have details. 2015-03-21 11:08:17 +10:30
PsiOmega
7ab57a4917 Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/game/objects/items/weapons/storage/fancy.dm
	code/modules/mob/living/carbon/human/life.dm
2015-03-20 08:44:52 +01:00
PsiOmega
3d9d05afce Fixes #8107.
The announcer again has its given name, rather than a randomly selected one.
The announcer now states its business, rather than talks about it.
The announcer now uses the proper frequency.
2015-03-19 21:33:58 +01:00
Chinsky
d2518798ec Merge pull request #8486 from PsiOmegaDelta/NanoLaws
NanoUI - Silicon law manager
2015-03-17 14:24:30 +03:00
PsiOmega
7f68403ae4 NanoUI - Silicon law manager
NanoUI interface for viewing silicon laws, accessible to both the silicon and admins.
Malf AIs and admins may also add, edit, and remove laws.
2015-03-17 07:22:02 +01:00
Graham Lloyd
160183ebd5 finishes work on adapting the goon process scheduler for BS12. 2015-03-04 05:14:36 -05:00
PsiOmega
c55f807b42 Removes random Telecrystal grants, instead increases the start amount by 2. 2015-02-23 20:56:48 +01:00
Zuhayr
8978747e53 Moved several globals into the config controller, updated eample config appropriately. 2014-12-25 21:10:30 +10:30
Graham Lloyd
c764a94073 fixes some annoying punctuation errors. 2014-10-22 15:58:27 -04:00
PsiOmega
66483cf6dd Completes the transfer to the refreshed announcement system. 2014-10-07 13:19:20 +02:00
Atlantiscze
962048f65f iFail typo fix 2014-09-14 06:31:34 +02:00
Atlantiscze
b0cee19174 Better attempt to make AI Explode verb fix for malfunction. Should not mess up whole file formatting. 2014-09-14 06:28:20 +02:00
Atlantiscze
239d690d5e Revert "Explode Verb Fix"
This reverts commit a7edc3f39d.
2014-09-14 06:27:05 +02:00
Atlantiscze
a7edc3f39d Explode Verb Fix
- Explode verb is now available from round start. This ensures it works properly and won't disappear during 60 second time limit.
- Checks are moved into explode verb itself, so it works exactly as it used to work (read: It won't let you blow up station unless done within that 60s limit after takeover)
- Changed self destruct notifications a little. They now use radio messages instead of "world <<" which was ugly.
- If AI is killed within 10 second self-destruct countdown it is aborted. (Good luck)
2014-09-12 17:30:51 +02:00
mwerezak
dc304026a9 shuttle_controller now uses a shuttle datum 2014-06-22 18:10:56 -04:00
Graham Lloyd
eae613d928 Fixes malf picking players to me malf who don't have BE_MALF toggled on. 2014-03-31 15:39:49 -04:00
Cael_Aislinn
7f05c6fdb3 Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12 into bs12_with_tgport
Conflicts:
	baystation12.dme
	code/game/jobs/job/captain.dm
	code/game/jobs/job/security.dm
	code/modules/clothing/spacesuits/rig.dm
	code/modules/mob/living/carbon/human/hud.dm
	html/changelog.html
	icons/obj/items.dmi

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-01-23 01:02:27 +10:00
Cael_Aislinn
20aa136a08 Merge branch 'master' of https://github.com/Baystation12/Baystation12 into bleeding-edge-freeze
Conflicts:
	code/game/machinery/hydroponics.dm
	code/modules/reagents/Chemistry-Reagents.dm

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-01-21 05:05:17 +10:00
RavingManiac
558fad6428 required_players_secret added, which is the number of players needed for a game mode to start when that mode has been chosen at random.
required_players for most modes reduced to the number of antagonists + 1, as the variable is only used when the game mode is explicitly voted for.
2013-01-16 04:10:59 +08:00
giacomand@gmail.com
f6078aba78 - Bugfix for user created areas not correctly powering machinery.
- Fix for retaliating hostile mobs to not attack itself.
- Grammar fix for goats and cows.
- Fix for malfunction and continuous rounds; which doesn't stop the count down timer when the AI dies.
- Spiderlings won't grow inside vents and spiderlings are much easier to kill, can be shot with a projectile and display a message after dying.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5548 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-14 17:46:33 +00:00
sieve32@gmail.com
d64186ec9b -Now instead of just giving an angry message, any living mob with a client and the nuke disk that hits a transition on Z1 on them will have their momentum reversed, effectively sending them back where they came from. (Dead and clientless mobs still have the disk deleted from them)
Fixes Issue 1183

-Most game-specific messages now print to all non-new_player mobs instead of the world, round-end reports are unchanged but request consoles and other announcements will not be heard by people in the lobby any more
Fixes Issue 1158

-Tweaked the temperature resistance of mechs to be more inline with current fires. Most mechs protect almost as well as a full fire suit, and the firefighter mech is just over 2x more effective
Fixes Issue 1027

-False-walls can no longer be fixed when on top of a dense turfs
Fixes Issue 1196

-Tweaked how damage was read for CPR and self-examining so you can't perform CPR on yourself at 100 damage
Fixes Issue 1202

-Made stun-glove construction use the cable/Use() instead of just amount-2, so you can no longer get 0 amount coils
Fixes Issue 1206

-Glass reagent containers and droppers now log attacks like syringes do, with the list of reagents
Fixes Issue 1234

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5508 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-10 19:07:02 +00:00
giacomand@gmail.com
1434a0154c -Added a config option, which defaults to off, which will let the gamemodes Wizard, Malf and Rev carry on playing without round interruption. Meaning...
The wizard round will carry on even if the wizard dies
The malf round will carry on even if the AI dies. When the AI dies the shuttle will become callable. If the AI takesover the station or causes the station to explode, the round will end like normal.
Rev will carry on playing even when all heads or all rev heads die. The shuttle will become callable when this is true.

-Properly fixed the PDA runtime without adding special snowflakes.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5489 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-07 20:53:03 +00:00
elly1989@rocketmail.com
4073ac9b00 Replaced all 'file.extension' references with 'relativepath/file.extension' using a script by thvortex of ss13-daedalus.
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.

To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"

If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-18 16:33:40 +00:00
elly1989@rocketmail.com
40c2238c24 Minds part 3
Removed mob/var/original_name. Totally replaced by datum/mind/var/name now.

Fixed round-end reports. They're now sort of follow the same format as each-other. Not sure how the ew format will work out on high-pop servers. if it's too spammy I'll tone it down a bit.

Fixed pais. Their life.dm got unticked. Resolves issue 759

Known issues: 
Borgs keep their human objectives when borged. I'll try playing with the way minds work for silicon mobs whe the freeze is over.
No way to edit minds when they are not attached to a mob. Need some sort of debugging tool.
datum/mind/var/mob/living/original isn't realy used for much. I could probably replace it with something more useful.
Changeling stuff is messy. The changeling object should be referenced by the mind not the mob (or something)

Part 4 on hold will try to address some of these known issues. Taking a break from minds to fix some issues on the tracker now (like lighting)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4355 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-09 23:41:01 +00:00
sieve32@gmail.com
7bf6788082 -OPTIMIZATION TIME
-Almost every instance of 'for(mob in world)' has been killed. Because GODDAMN was it being run a bunch. Instead, a series of global lists have been made, and they are all handled auto-magically through New()'s, Del()'s, Login()'s, death()'s, etc...

Lists are as follows:
-mob_list : Contains all atom/mobs by ref
-player_list : Like mob_list, but only contains mobs with clients attached
-admin_list : Like player_list, but holds all mobs with clients attached and admin status
-living_mob_list : Contains all mobs that ARE alive, regardless of client status
-dead_mob_list : Contains all mobs that are dead, which comes down to corpses and ghosts
-cable_list : A list containing every obj/structure/cable in existence
Note: There is an object (/obj/item/debuglist) that you can use to check the contents of each of the lists except for cables (Since getting a message saying "a cable," x9001 isn't very helpful)

These lists have been tested as much as I could on my own, and have been mostly implemented. There are still places where they could be used, but for now it's important that the core is working. If this all checks out I would really like to implement it into the MC as well, simply so it doesn't check call Life() on every mob by checking for all the ones in world every damn tick.

Just testing locally I was able to notice improvements with certain aspects, like admin verbs being MUCH more responsive (They checked for every mob in the world every time they were clicked), many sources of needless lag were cut out (Like Adminwho and Who checking every single mob when clicked), and due to the cable_list powernet rebuilding is MUCH more efficient, because instead of checking for every cable in the world every time a powernet was broken (read: A cable was deleted), it runs though the pre-made list, and even with a singulo tearing all the way across the station, the powernet load was VERY small compared to pretty much everything else.

If you want to know how any of this works, check global_lists.dm, there I have it rigorously commented, and it should provide an understanding of what's going on.

Mob related in worlds before this commit: 1262
After: 4
I'm helping


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4179 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-26 03:04:05 +00:00
baloh.matevz
9cda710f6e - Added a confirmation message to the takeover verb in malfunction mode which warns the malf AI that the station will get alerted if he continues.
- When an AI initiates the takeover, the delta alert level is enacted.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3836 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-15 23:17:34 +00:00
baloh.matevz
b6a6b8614d - Added Cheri's lizard and monkey pelt sprites for tanning
- Added a 'time between ticks' status display for admins as well as this being calculated.
- Made the malf countdown take this into account. Now if you hacked 3 APCs, which means you'd normally have your points reduced by 0.5 per tick, you get it reduced by 0.5 * last_tick_duration

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3807 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-12 23:13:37 +00:00
elly1989@rocketmail.com
575654babb Rewrote the cinematic system to be centralised and controlled by the gameticker, rather than handled per mob with like, 3 loops and a seperate process for each mob.dmPlease report any bugs/derps to me asap. I've tested it as much as I can locally, but because it relates to events that require a large number of players it's very hard to test.
TODO: I was intending to use dust to kill players off on a nuclear-loss. However dust() is very very broken. So I've hardcoded everything to die until I can fix dust().

Added an adminverb for 'Game Master's. It was a debug verb so I could test cinematics but I've left it in as it might be handy for events, especially if we get more cinematics. To access it type "cinematic" in full into the input bar as a Game Master, then follow the prompts. At the moment, it only handles nuclear stuff (that's all there is anyway). You can choose where the nuke detonated 0= on station; 1= near station but in space; 2= off the z-level. You can also force a cinematic from another game-mode to play with the prompt after that one.

Note: All mobs are buckled to a bed located inside the gameticker (odd I know) whilst a cinematic is playing. The bed is deleted afterwards releasing all players. If off_station=0 then all mobs will be killed too. This is to stop people running around and doing stuff during the cinematic. I really didn't want to add more variables/checks to mobs.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3481 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-19 20:33:19 +00:00
VivianFoxfoot@gmail.com
61c4ff0ed4 Removes thermals from PDA-spawnable stuff
Changes the way people are selected for rounds.  In the case of a insufficient people for a round, all people with it set to 'yes' will be chosen before drafting others.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3218 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-01 02:40:29 +00:00
musketstgstation@gmail.com
ddc7f45a13 Integrated BS12's improved uplink code, courtesy of SkyMarshal.
This means items now spawn in your hand if possible, items are sorted into categories, and only items you have enough telecrystals to purchase will be displayed.  Also, the same basic code is now used for PDA, headset and nuke-round uplinks, and it should be easier to add new items.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3216 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-29 22:50:14 +00:00
LastBattaWolf@hotmail.com
25717689f3 - Fixed AI sounds, sorry guys I should stop committing at four in the morning :<
- Replaced lamarr with RUNTIME SQUEE!!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3187 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-24 20:50:52 +00:00
petethegoat@gmail.com
2a2396391e Readded the AI sounds which Lasty removed. :c
Commented out aimalf.ogg as we don't have that yet. :c

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3184 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-24 17:30:52 +00:00