Files
Polaris/code/global.dm
Anewbe 0c0246e3fa Still more simple_mob conversions (#5523)
* Fixes 6 pAI faces

PAIs are no longer coded to only recognize 9 emotions. This enables the use of the neutral, silly, nose, smirk, exclamation points, and question mark faces as a pAI. Before, those buttons did nothing.

* Fixes the PDA Halogen Scanner's tendency to be number one.

* Unfolded pAIs can be picked up

Because who doesn't want a robotic cat on their head? Adds in the missing code to allow pAIs to actually be picked up, and held sprites for the newer 4 chassis options.

* Adds the Gigaphone, a suped-up Megaphone.

* Constant Chip has a sprite

* Fireaxe cabinets find their fireaxes in initialize(), rather than new()

* Speeds up alcohol

* fixed mining cloak not being in loadouts

* Admin Supermatter Setup now closes the monitoring room shutters (#5442)

* Admin Supermatter Setup now closes the monitoring room shutters

* Fixes a copy-paste error

* Begins work on lightning.

* Fixes #5447 (Deadspy submap not overwriting mapgen) (#5448)

* Map fix

* fixed deadspy.dmm

* Added Squid plushies of varying colours

I added a few Squid plushies in different colours, changing the files code/game/objects/items/toys.dm
and obj/toy.dmi

* Added hat functionality to Squid plushies

I added the ability to wear my Squid plushies as hats. They're damn good hats.

* Replaces Skrell namegen (#5453)

Created a first name list for Skrell, to replace the syllable assembler.

Created a surname list for Skrell to replace the syllable assembler.

Replaced the Skrell namegen with pre-written namelists, instead of the old syllable assembler.

* Mechoid makes mistakes. Fix telepathic gigaphones.

* Lets people be colorblind

Adds four types of colorblindness to the traits in the setup menu - protanopia, deuteranopia, tritanopia, and monochromacy. Previously, there were ones defined in the code, but not actually usable to players.

* Whoops, worded that wrong

* Adds beams to the Type var list for View Variables.

* Unfuck my Master

* Adds beams to the Type var selection in View Variables.

* Finishes thunderstorms.

* Adds logging.

* APC Sprite Change

- Port from Virgo recolored slightly to match closer to the old sprite
- Addition of directional sprites for the APCs

* Refactors supply controller.
Supply consoles now run nanoUI

* Missing '

* [Excitedly updates changelog]

* btw i use arc

* Removes supermatters from cave PoIs.

* Holomap Port

- Port of Holomaps from Virgo

* Changing species (via ling or admin button) should no longer ruin your HUD

* Converts most istype(thing,tool) procs into an appropriate thing.is_tool() format

* Removes empty file, gives the QM a control console again (Was replaced with an ordering console)

* Hopefully fixes some tool-conversion things

* Makes the Northern Star still compile

* Keeps NS up to date

* Taj and Unathi should have explorer mask sprites now

* Corgi rune now summons the corgi in a flash of harmless lightning

* Forces mech construction to work with the is_tool() procs

* Various things and floors no longer associate with dirt

* MultiZ falling tweaks

* Fixes the clusterbang grenade

* Added new hairstyles

* Added new hairstyles

* Fixes spelling of Strike in Lightning Strike admin verb

* I don't know how we keep breaking falling

* Hallucinations now use the old system again, but with the more modern components.

* Ambience Refactor (#5476)

* Refactors how ambience is assigned, removes bad ambience, ports good ambience from tg

* Apparently that file is still used, not worth the salt to remove it.

* Changelog

* The speed-related chem effects are no longer a one-or-none affair, oxy causes slowdown

* Corrects noted issues

* Add some missing sprites for xenoarch excavation.

* Become thwarted, thot.

* Fixes the Ultra AC2's burstfire bug.

* The Major Bill's shuttle is actually contagious now.

* penguins are from earth

capitalize this, anewbe, i dare you

* Mechoid's a butt

* Adds new job/department specific teshari clothing to the loadout (#5481)

* adding the new department specific teshari outfits

* Slightly cleans up hooded suit code (#5471)

* FBPs can have brute damage repaired externally again

* Windoors fix

* Cleans up some largecrate code

* Weather refactor.

* NanoUI makes me sad.

* Drinking more booze gets you drunk faster

* Ports the supermatter grenade, supporting code

* May or may not make movement seem smoother

* Fixes the Sleepy Ring

* Partially ports the GLOB system

* Fixes the bug(s) that allow meat bodies to have metal brains

* ports VOREStation/VOREStation#4165 - i forgot to check if advanced who was a thing here

* Optimizes supply UI

* Transfer shuttle grammar fixes

* Fixes borked E and W fish sprites

* Fixes incorrect ETA in crew transfer announcement

* Mech Mini 'Revamp'. Will need playtesting. (#5480)

* Exosuits are now capable of holding more equipment, of specific types.

* Tweaks regarding feedback in staffside thread, other concerns.

* Tweak to be more consistent. Why did the Odysseus have two universals. Tweak to weapon restriction on Med - > Odyss

* Weapons only fit in universal combat slots.

* Adds smart magazine, magazine functionality

* Adds a new subset of grenades that shoot projectiles

* Low alpha now makes HUDs and tooltips not show up on you

* Fixes a UI bug with emptying currently-open bags into smartfridges...hopefully. (#5515)

* Update smartfridge.dm

* actually indicates which line solves the bug

* Adds a whole bunch of Exosuit weapons and other miscellaneous parts.

* Minifrags now use the small fragments mainly as they should.

* Iced beer no longer freezes you to 3 degrees C, which is enough to seriously burn a Skrell. Seriously, that's weird.

* Touch stuff in reference to responses.

* NanoUI now processes again

* Converts more simple_animal mobs to simple_mob

* Submap correction
2018-08-28 11:25:33 -07:00

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//#define TESTING
#if DM_VERSION < 506
#warn This compiler is out of date. You may experience issues with projectile animations.
#endif
// Items that ask to be called every cycle.
var/global/datum/datacore/data_core = null
var/global/list/all_areas = list()
var/global/list/machines = list() // ALL Machines, wether processing or not.
var/global/list/processing_machines = list() // TODO - Move into SSmachines
var/global/list/processing_objects = list()
var/global/list/processing_power_items = list() // TODO - Move into SSmachines
var/global/list/active_diseases = list()
var/global/list/hud_icon_reference = list()
var/global/list/global_mutations = list() // List of hidden mutation things.
var/global/datum/universal_state/universe = new
var/global/list/global_map = null
// Noises made when hit while typing.
var/list/hit_appends = list("-OOF", "-ACK", "-UGH", "-HRNK", "-HURGH", "-GLORF")
var/log_path = "data/logs/" //See world.dm for the full calculated path
var/diary = null
var/error_log = null
var/debug_log = null
var/href_logfile = null
// var/station_name = "Northern Star"
// var/const/station_orig = "Northern Star" //station_name can't be const due to event prefix/suffix
// var/const/station_short = "Northern Star"
// var/const/dock_name = "Vir Interstellar Spaceport"
// var/const/boss_name = "Central Command"
// var/const/boss_short = "CentCom"
// var/const/company_name = "NanoTrasen"
// var/const/company_short = "NT"
// var/const/star_name = "Vir"
// var/const/starsys_name = "Vir"
var/const/game_version = "Polaris"
var/changelog_hash = ""
var/game_year = (text2num(time2text(world.realtime, "YYYY")) + 544)
var/round_progressing = 1
var/master_mode = "extended" // "extended"
var/secret_force_mode = "secret" // if this is anything but "secret", the secret rotation will forceably choose this mode.
var/host = null //only here until check @ code\modules\ghosttrap\trap.dm:112 is fixed
var/list/jobMax = list()
var/list/bombers = list()
var/list/admin_log = list()
var/list/lastsignalers = list() // Keeps last 100 signals here in format: "[src] used \ref[src] @ location [src.loc]: [freq]/[code]"
var/list/lawchanges = list() // Stores who uploaded laws to which silicon-based lifeform, and what the law was.
var/list/reg_dna = list()
var/mouse_respawn_time = 5 // Amount of time that must pass between a player dying as a mouse and repawning as a mouse. In minutes.
var/list/monkeystart = list()
var/list/wizardstart = list()
var/list/newplayer_start = list()
//Spawnpoints.
var/list/latejoin = list()
var/list/latejoin_gateway = list()
var/list/latejoin_elevator = list()
var/list/latejoin_cryo = list()
var/list/latejoin_cyborg = list()
var/list/prisonwarp = list() // Prisoners go to these
var/list/holdingfacility = list() // Captured people go here
var/list/xeno_spawn = list() // Aliens spawn at at these.
var/list/tdome1 = list()
var/list/tdome2 = list()
var/list/tdomeobserve = list()
var/list/tdomeadmin = list()
var/list/prisonsecuritywarp = list() // Prison security goes to these.
var/list/prisonwarped = list() // List of players already warped.
var/list/blobstart = list()
var/list/ninjastart = list()
var/list/cardinal = list(NORTH, SOUTH, EAST, WEST)
var/list/cardinalz = list(NORTH, SOUTH, EAST, WEST, UP, DOWN)
var/list/cornerdirs = list(NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST)
var/list/cornerdirsz = list(NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST, NORTH|UP, EAST|UP, WEST|UP, SOUTH|UP, NORTH|DOWN, EAST|DOWN, WEST|DOWN, SOUTH|DOWN)
var/list/alldirs = list(NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST)
var/list/reverse_dir = list( // reverse_dir[dir] = reverse of dir
2, 1, 3, 8, 10, 9, 11, 4, 6, 5, 7, 12, 14, 13, 15, 32, 34, 33, 35, 40, 42,
41, 43, 36, 38, 37, 39, 44, 46, 45, 47, 16, 18, 17, 19, 24, 26, 25, 27, 20, 22, 21,
23, 28, 30, 29, 31, 48, 50, 49, 51, 56, 58, 57, 59, 52, 54, 53, 55, 60, 62, 61, 63
)
var/datum/configuration/config = null
var/datum/sun/sun = null
var/list/combatlog = list()
var/list/IClog = list()
var/list/OOClog = list()
var/list/adminlog = list()
var/list/powernets = list() // TODO - Move into SSmachines
var/Debug2 = 0
var/datum/debug/debugobj
var/datum/moduletypes/mods = new()
var/gravity_is_on = 1
var/join_motd = null
var/datum/event_manager/event_manager = new() // Event Manager, the manager for events.
var/datum/game_master/game_master = new() // Game Master, an AI for choosing events.
var/datum/metric/metric = new() // Metric datum, used to keep track of the round.
var/list/awaydestinations = list() // Away missions. A list of landmarks that the warpgate can take you to.
// Forum MySQL configuration. (for use with forum account/key authentication)
// These are all default values that will load should the forumdbconfig.txt file fail to read for whatever reason.
var/forumsqladdress = "localhost"
var/forumsqlport = "3306"
var/forumsqldb = "tgstation"
var/forumsqllogin = "root"
var/forumsqlpass = ""
var/forum_activated_group = "2"
var/forum_authenticated_group = "10"
// For FTP requests. (i.e. downloading runtime logs.)
// However it'd be ok to use for accessing attack logs and such too, which are even laggier.
var/fileaccess_timer = 0
var/custom_event_msg = null
// Database connections. A connection is established on world creation.
// Ideally, the connection dies when the server restarts (After feedback logging.).
var/DBConnection/dbcon = new() // Feedback database (New database)
var/DBConnection/dbcon_old = new() // /tg/station database (Old database) -- see the files in the SQL folder for information on what goes where.
// Reference list for disposal sort junctions. Filled up by sorting junction's New()
/var/list/tagger_locations = list()
// Added for Xenoarchaeology, might be useful for other stuff.
var/global/list/alphabet_uppercase = list("A","B","C","D","E","F","G","H","I","J","K","L","M","N","O","P","Q","R","S","T","U","V","W","X","Y","Z")
// Used by robots and robot preferences.
var/list/robot_module_types = list(
"Standard", "Engineering", "Surgeon", "Crisis",
"Miner", "Janitor", "Service", "Clerical", "Security",
"Research"
)
// Some scary sounds.
var/static/list/scarySounds = list(
'sound/weapons/thudswoosh.ogg',
'sound/weapons/Taser.ogg',
'sound/weapons/armbomb.ogg',
'sound/voice/hiss1.ogg',
'sound/voice/hiss2.ogg',
'sound/voice/hiss3.ogg',
'sound/voice/hiss4.ogg',
'sound/voice/hiss5.ogg',
'sound/voice/hiss6.ogg',
'sound/effects/Glassbr1.ogg',
'sound/effects/Glassbr2.ogg',
'sound/effects/Glassbr3.ogg',
'sound/items/Welder.ogg',
'sound/items/Welder2.ogg',
'sound/machines/airlock.ogg',
'sound/effects/clownstep1.ogg',
'sound/effects/clownstep2.ogg'
)
// Bomb cap!
var/max_explosion_range = 14
// Announcer intercom, because too much stuff creates an intercom for one message then hard del()s it.
var/global/obj/item/device/radio/intercom/omni/global_announcer = new /obj/item/device/radio/intercom/omni(null)
var/list/station_departments = list("Command", "Medical", "Engineering", "Science", "Security", "Cargo", "Civilian")
//Icons for in-game HUD glasses. Why don't we just share these a little bit?
var/static/icon/ingame_hud = icon('icons/mob/hud.dmi')
var/static/icon/ingame_hud_med = icon('icons/mob/hud_med.dmi')
//Keyed list for caching icons so you don't need to make them for records, IDs, etc all separately.
//Could be useful for AI impersonation or something at some point?
var/static/list/cached_character_icons = list()