Commit Graph

7288 Commits

Author SHA1 Message Date
elly1989@rocketmail.com
6e274cd395 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
2012-08-25 16:06:57 +00:00
giacomand@gmail.com
676079cdba -Added more cameras to Telecomms.
-Made telecomms look symmetrical again.
-Added the telecommunication blackout event to the RNG. Admins can trigger it and they have an option to alert the crew.
-AI can now properly use their multitool. (forgot to uncomment)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4536 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 06:34:09 +00:00
giacomand@gmail.com
ad05bda38f -Removed the description of cameras stating that they can see through walls.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4535 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 06:02:32 +00:00
giacomand@gmail.com
1aa0883686 -Missed some files.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4534 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 05:46:49 +00:00
d_h2005@yahoo.com
3705bc9350 Adds double-bladed energy swords, a two-handed variant of the normal swords.
Committing this before someone else goes and conflicts all my sprite files again...

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4533 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 05:41:39 +00:00
giacomand@gmail.com
336dcd3dc1 -Removed files I've accidentally added.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4532 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 05:37:04 +00:00
giacomand@gmail.com
683662f3b6 -Ported/continued AI Freelook. 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. I've added documentation to freelook.dm which explains how the system works, if anyone is interested in adding anything. More information here: http://nanotrasen.com/phpBB3/viewtopic.php?f=7&t=9675
-I've added some cameras to rooms that should have cameras but were previously depending on other camera's using their X-Ray vision in order to see into a room.

-AIs have a multitool in their contents that they can use to interact with the telecommunication machines.

-Added "Follow" for observers. Works the same as AI tracking without checking if they can track.

-Added a range to how far Cyborgs can interact with machines. This is to stop Cyborgs from interacting with machines through cameras, which could be used to easily disable the AI.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4531 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 05:34:33 +00:00
d_h2005@yahoo.com
34b1d3de38 Potato batteries now scale with potency. Thanks to QualityVan!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4530 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 02:06:41 +00:00
petethegoat@gmail.com
93a5db2cf9 Readded the chain of command, by popular demand. Now with a nice sprite and shit!
Added EngTaylor's riot shield bash suggestion! Intimidate those peaceful protesters!

FEATURES!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4529 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 01:55:53 +00:00
sieve32@gmail.com
b64d5c71e9 -Including the .dm that I forgot from r4525
-Changed the air assimilation for ReplaceWithFloor() and ReplaceWithPlating() so that it doesn't count non-floors/non-space turfs against the average.
-Commented them as well
Fixes Issue 851
-Standardized AIbots a bit, primarily with vars, attackby(), emag() and such (Mostly excludes M.U.L.E.'s though)
-AIbots now have a maintenece panel on them, which can be opened after unlocking the access panel by using a screwdriver
-The bots are now repaired by opening the maint panel and using a welder
-Emagging the access panel will unlock it permanatly, and emagging it with the maint panel open will trigger the emag behavior
-Floorbots will actually pull up tiles when emagged, 90% to just pull up the plating (And add it to the tile stock), and 10% to replace the floor with lattice
-When destroyed, floorbots will actually drop all the tiles they have stored, not just 1

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4528 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-24 23:16:34 +00:00
Cael_Aislinn
f1ddffcfb4 a bunch of alt_role_title stuff, this should lay the groundwork for making them job selectable
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-25 07:11:49 +10:00
Cael_Aislinn
40b556165b tajaran and soghuns trying to put on fullbody suits have a 50% chance to do 10 brute damage to themselves by twisting their tails.
skrell have the same chance and damage, but with their eartails instead

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-25 07:11:09 +10:00
Cael_Aislinn
da2ea3032f fixed some oustanding issues with mutantrace taj (including ears and tail, character creation preview), reset hair colour when player switches race in character creation
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-25 07:09:30 +10:00
Cael_Aislinn
8dccc809d4 made staff of change have a chance to properly turn into skrell/taj/sog
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-25 03:34:59 +10:00
Cael_Aislinn
1edad54fc2 renamed the old scanner, reorganised and cleared up some WIP stuff of mine
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-25 03:34:12 +10:00
Cael_Aislinn
c8dd6d3b4f moved some re-used ul procs to another file
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-25 01:59:05 +10:00
Cael_Aislinn
3e650e6d52 Merge branch 'bs12_with_tgport' of github.com:caelaislinn/Baystation12 into bs12_with_tgport
Conflicts:
	baystation12.dme

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-25 01:41:27 +10:00
Cael_Aislinn
7ebe6d16a2 minor tweaks to character creation
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-25 01:37:50 +10:00
Erthilo
5a75e606a6 Merge branch 'bs12_with_tgport' of git://github.com/caelaislinn/Baystation12 into TGUpdates
Conflicts:
	baystation12.dme
2012-08-24 16:35:18 +01:00
Erthilo
aff3907c04 Cleaning up files and UltraLight, added some BS12 files, and fixes sprite issues. 2012-08-24 16:20:50 +01:00
Cael_Aislinn
c188280bf3 removed some obsolete tajaran stuff
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-25 01:17:41 +10:00
Cael_Aislinn
ebe0698164 Allow server to initialise world without connected players (see f24af4140a)
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-25 01:17:06 +10:00
Cael_Aislinn
bd3cbd1ef9 compile fix
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-24 22:19:57 +10:00
Cael_Aislinn
4c500f8b1c Merge remote-tracking branch 'remotes/git-svn' (r4527) into bs12_with_tgport
Conflicts:
	baystation12.dme
	code/game/gamemodes/cult/runes.dm
	code/game/gamemodes/events.dm
	code/game/machinery/telecomms/broadcaster.dm
	code/game/machinery/telecomms/machine_interactions.dm
	code/game/objects/devices/uplinks.dm
	code/game/objects/weapons.dm
	code/modules/mining/mine_items.dm
	html/changelog.html
	icons/obj/chemical.dmi
	maps/tgstation.2.0.9.dmm

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-24 21:55:58 +10:00
Erthilo
855334b572 Missed some errors. 2012-08-24 00:06:35 +01:00
Erthilo
1c9e05c121 Removed detective revolver check. 2012-08-24 00:01:08 +01:00
Erthilo
1ae7c3e798 Merged collapsible roller beds. 2012-08-24 00:00:19 +01:00
Erthilo
e39c2c4f48 Reorganized and updated Simple Animals. 2012-08-24 00:00:02 +01:00
giacomand@gmail.com
c2f2416171 -Fixed an issue where the PDAs couldn't send messages.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4527 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-23 22:20:09 +00:00
giacomand@gmail.com
5f320a1b62 Added some debugging code to help find out how the gender is being changed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4526 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-23 21:51:38 +00:00
Erthilo
9387dd2366 * Merged diagonal reaching.
* Merged speech bubbles and pain flashing
* Merged Signaler Dead man switch.
* Merged give verb.
* Merged alien languages
* Merged stuttering, slurring.
* Merged Git Revision Info.
* Fixed mutantraces not having hair/eyes
* Fixed Soghun's not being able to change hair colour.
* Fixed savefiles not saving species.
* Shut up vending machines.
* Added colour to species talk.
2012-08-23 22:43:38 +01:00
sieve32@gmail.com
672aa26d68 -Brought the miner borg drill force back up to 15 based on feedback
-Gave back the miner borg stun arm to account for the smaller improvement for drills
-Fixed an issue where I accidentally made borg emag modules invisible

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4525 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-23 20:53:13 +00:00
sieve32@gmail.com
61a7751658 -Dropped the miner borg drill force down to 3 as it was supposed to be
-Added a proc for cyborg modules to 'rebuild', which makes it possible to remove items from the modules without clogging up the module menu
-Made the emag for minerborgs work better as a result
-Gave borgs their special radios back
-Fixed an apparently ancient bug where everything inside a borg will appear on the screen (MMI, cell, radio, etc...). It wasn't complex at all and I can't believe no one had fixed it yet.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4524 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-23 19:57:04 +00:00
Erthilo
f68dd52252 Some new isX checks. 2012-08-23 18:07:44 +01:00
giacomand@gmail.com
23ceb0eb29 -Will compile now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4523 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-23 16:32:17 +00:00
giacomand@gmail.com
42f3efc21a I wanted to wait until after the feature freeze to commit this but there have been problems with Telecomms recently and this update that I've been keeping fixes most of the issues. I've tried to remove most features from it but there were some things that I couldn't.
-TCommsat machines no longer use their Z level to check if they can receive the signal or not. Instead, they use listening_level. It defaults to 0 for machines that don't change the value. If it is 0 when the telecomms machine's New() is called it will set itself to it's Z level.

-This allows you to manually change the value to other Z levels. I call this an off-site relay. I've added an off-site relay on the satelitte for the station and removed the one in the communications room.

-Players can create an offsite relay with two receivers, two broadcasters and, if necessary, a relay. Why two receivers and broadcasters? Otherwise any player can go to the Ruskie/Mining relays and turn them into off-site relays for the station! It would harm the TCommsat's usefulness. Instead, you will have to setup another broadcaster and receiver if you want to do that. Though it may be pointless, if someone sabotages the Commsat they would have destroyed/depowered the other machines there too.

-About the option to have an offsite relay, there is only a single Z level that you can lock onto at the moment and that's the station. Gameplay wise, the TCommsat is orbiting the station and if we do get the away missions then it would not make sense for the TCommsat's broadcaster/receiver signal to be able to pickup there. More sense if the Receivers and Broadcasters from there
are sent here... maybe. I don't know, seems more fun this way.

-Fixed an issue that doesn't let the Engineer Borg (or Borgs with multitools) be able to link machines with their multitool module.

-All-In-Ones do not have a Z level restriction. They can pick up ALL signals and send ALL signals (to Z levels 1-10)

-Fixed an issue with the player being unable to remove frequencies from the filter.

-Added support for additional interaction options for certain machines. To use it, create a new Options_Menu() and Options_Topic(href, href_list) for your machine.

-Added EMP_ACT to Telecommunication Machines. I've also added an event called "telecommunications_blackout()", it will loop through all telecomm machines, in telecomms_list, and EMP_ACT them. The EMP will last 2 minutes. Currently only admins can use it.

-Fixed issue 831

-Changed the map. The station no longer has the station relay, it is now on the Satellite. There's an empty room now, it should be used for something after the feature freeze.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4522 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-23 16:27:21 +00:00
Erthilo
22a42ad272 Claws no longer affect weakening chance. Forgot to add toggle verb to admin lists. 2012-08-23 16:38:03 +01:00
Erthilo
dd09c46595 Scrubbed Mime and Clown references. Fixed invisible mutantrace people. Added Tajaran to mutantrace options. 2012-08-23 16:20:40 +01:00
Erthilo
3510a8adf0 Merge branch 'master' of github.com:Baystation12/Baystation12 into TGUpdates
Conflicts:
	code/defines/obj/hydro.dm
	code/game/mecha/mecha.dm
	code/game/objects/devices/PDA/PDA.dm
	code/game/objects/devices/flashlight.dm
	code/game/objects/items/candle.dm
	code/game/objects/items/weapons/cigs_lighters.dm
	code/game/objects/items/weapons/papers_bins.dm
	code/game/objects/radio/radio.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/monkey/life.dm
	code/modules/mob/mob.dm
2012-08-23 13:56:12 +01:00
johnsonmt88@gmail.com
4b2326388c In-hand items should now properly update when equipping items.
The singularity can no longer stunlock dead or unconscious people.

tgstation.dme updated since one of the files were removed

Changelog updated to put the 'have a bug to report?' bit to a spot just above where coders put their changes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4521 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-23 04:13:37 +00:00
johnsonmt88@gmail.com
1a8fb7c09e Another small chunk of reorganizing objects.
I've cleared out most of the .dm files in code/game/objects/ and put it into appropriate files/folders. The stuff I've left is stuff I believe may conflict with carn's work and some code for stuff that does not have a home yet.

TODO:
- Files that were left in code/game/objects that may conflict with carns work
- Go through all the files in all the subfolders of code/game/objects.
- Move all the defines from /defines/ to their proper spots

Not much right?

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4520 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 21:55:46 +00:00
sieve32@gmail.com
71d3c7e353 -Fixed AIs being broken forever after being restored by the AI fixer, this was due to them lying down when they die, and being unable to get back up when they spring to life (Essentially, it was really dumb). Also made the console handle moving the AI from the dead_mob_list to the living_mob_list
-Removed the AI_status.dm, as it contained a single AI proc, which is now in ai.dm

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4519 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 21:14:16 +00:00
petethegoat@gmail.com
0df448bd53 Fixed me being retarded.
Moved blender.dm to unused, updated the .dme.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4518 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 19:55:52 +00:00
petethegoat@gmail.com
d6f2556945 First part of a fix for issue 818.
Removed some pointless, unused objects. (i'm looking at you, rubber chicken without a sprite)
Added a few new "features"- lighting cigs with igniters, and toggle-able bedsheets.
Slightly improved the cow gib sprite because if I don't commit it now I'll revert it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4517 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 18:56:31 +00:00
sieve32@gmail.com
f3b3cb368a -Put in a control_disabled check for AIs operating cameras and calling/recalling the shuttle. Meaning they can't do any of those if they are carded without wireless.
-Moved the AI shuttle calling proc from communications.dm to ai.dm

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4516 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 18:31:58 +00:00
johnsonmt88@gmail.com
b4c859c800 Apparently SVN didn't think this folder was important enough to include, so I got the whip out and showed it who's boss.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4515 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 16:38:42 +00:00
johnsonmt88@gmail.com
9e30e7d2ec Moving stuff around part 2!
Committing this early to allow pete to commit something involving the .dme file which would probably conflict otherwise.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4514 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 16:32:45 +00:00
johnsonmt88@gmail.com
19135de9eb Changes to the file structure!
There are many files, folders and chunks of code in areas that make absolutely no sense and thanks to the defines being located mostly in a completely separate file, it can be damn-near impossible to find something. Before moving defines to where the rest of their code is located; I'm going to move some code around into places that actually make sense to begin with. I'll mainly be focusing on the code/game/objects folder.

This commit mainly lays the groundwork for the work I'll be doing by adding in the effects, structures, decals and turfs folders. I'll slowly be moving appropriate files and code into these folders. I may end up moving machinery into 'objects' and mech stuff into its own module folder but I'll ask for some opinions on coderbus before doing that.

I've also gotten rid of the /magic/ folder. I've moved the library stuff into its own folder in modules/library, the cult stuff is now in gamemode/cult with the rest of it and musician.dm is now in objects/structures since the piano is a structure apparently.


I think I've got the hang of how DM and SVN handles folders and files but it's quite possible that something will break simply by svn committing it oddly. Please let me know if that's the case!

Remember to clean compile.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4513 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 15:50:09 +00:00
johnsonmt88@gmail.com
0338759071 Hardhats and Rig helmets now properly update their mob icons when toggled with the action buttons (buttons on the top-left of the screen.)
Items equipped with the 'equip' button now update the player's hands. Unfortunately since the procs it uses forces an update_icons() call, using the equip button will now call it twice.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4512 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 14:28:20 +00:00
Cael_Aislinn
d1eb5e50e8 rename and rework some xenoarch files slightly, some compile fixes (WIP integration)
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-22 21:30:21 +10:00