Commit Graph

2422 Commits

Author SHA1 Message Date
petethegoat@gmail.com
08f350acda Committing work on away missions.
Standardised cigs_lighters.dm a bit.

Removed the SORD, and some unused and shit flasks.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4609 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-02 23:58:11 +00:00
giacomand@gmail.com
775a89888d -Forgot this file.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4607 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-02 23:26:50 +00:00
giacomand@gmail.com
c207124142 New item "camera assembly" that is dispensed from the autolathe. (700 Metal/300 Glass), deleted old grenade camera assembly.
It will construct a camera after doing the following steps:
Wrench it to attach it to a wall
Weld it to the wall with a welding tool (Welding Helmet Required)
Attach wires to the camera
Possible extra steps in order to create special cameras (X-Ray, EMP Proof, Motion) (You can have more than 1 special attachment, meaning it can be possible to have an EMP Proof, Motion, X-Ray camera)
X-Ray will need carrots (something for botanists) (this will possibly changed, well it will definitely carrots are weird)
EMP Proof will need solid plasma.
Motion will need a prox sensor.
Screwdriver the panel closed to complete the camera.

To deconstruct the camera, it would be not so difficult to disable but it will take a while to completely remove it:
Screwdriver the panel open
Cut all the wires, cutting the alarm wire is optional.
Weld it.
It is now a camera assembly again.

Gave the cameras wires to cut/mend/pulse. Random wires for every camera to make hacking it harder.
Focus wire. Will make the camera have a shorter or normal vision range.
Power wire. Will disable the camera. Pulsing will make it kick anyone who is viewing it through a security computer. Will give a tiny shock if not protected.
Light wire. Will disable the "Toggle Camera Light" that the AI has. Pulsing it will disable/enable it.
Alarm wire. Will warn the AI that a camera's alarm has been set off, when this wire has been cut/pulsed. Does nothing else. Should only triggered once, meaning.. setting off the camera won't set it off ever again..
Special wire. Will toggle the special attachment of the camera. Pulse toggles, cutting disables, mending enables.
Nothing wire. Does nothing, just here to add more wires and make guessing which wire does which harder. x 3

Placed extra cameras, I can't recall all the places but here are some.
Around solar array entrances
Around EVA
Around the security back maintenance door
Place an X-Ray camera in the Living Quarters.
Bartender back room
Virology living quarters
Chapel crematory
A camera on the outside of Telecomm's external airlock
X-Ray camera outside every escape pod station.
Inbetween toxins test site and the station(?) There's cameras there already
Inbetween viro and medbay i think ^ I mean inside maintalright
private study? (library back room)
engineering secure storage
X-ray camera in toilets (both of them)
Both maintenance access that you find between important areas (captain room, teleporter room)(HoP office, staff meeting
Custodial Closet
Surgery Observation
Atmospherics Maintenance
Infront of Atmos
mining maintenance
Kitchen cold room
Hydroponics Storage
Emergency storage (both)

Other Map changes
Add red phone in Cyborg Station
Add AI restorer to Cyborg Station room
Added some camera assemblies in the Cyborg Station, inside a crate!

TODO:

Get camera alarms to give the AI a link to press, to jump there.
Standardize wires or something. There's a lot of copy+paste..

OTHER:

With the new camera stuff I got rid of the default x-ray cameras. Though there still are x-ray cameras placed around, watching you sleep.

Added Lugar223's improved vending interface. http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=9586

Some runtime fixes.

Added a second buffer for Cyborg cameras. Hopefully it'll make freelook less laggy.
Increased the first buffer to 2 seconds.
Some tweaking to stuff.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4606 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-02 23:20:40 +00:00
elly1989@rocketmail.com
bbd020b436 Runtime fixes for:
runtime error: bad icon operation
proc name: New (/icon/New)
  usr: Charles Mycroft (/mob/living/carbon/human)
  src: /icon (/icon)
  call stack:
/icon (/icon): New("plating", "metal1", null, null, null)
the wall (185,137,1) (/turf/simulated/wall): clean blood()
Space cleaner (/datum/reagent/space_cleaner): reaction turf(the wall (185,137,1) (/turf/simulated/wall), 11.6)
/datum/reagents (/datum/reagents): reaction(the wall (185,137,1) (/turf/simulated/wall), 1, 10)

runtime error: list index out of bounds
proc name: Topic (/obj/structure/device/piano/Topic)
  source file: musician.dm,525
  usr: Toto (/mob/living/carbon/human)
  src: the space minimoog (/obj/structure/device/piano)
  call stack:
the space minimoog (/obj/structure/device/piano): Topic("src=\[0x200723e];modifyline=1", /list (/list))
Octisetti (/client): Topic("src=\[0x200723e];modifyline=1", /list (/list), the space minimoog (/obj/structure/device/piano))

Added sanitization to user inputs in piano/Topic()

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4605 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-02 22:32:24 +00:00
elly1989@rocketmail.com
73e5c38a56 Preparations for reducing the number of processing machines at round-start. There are currently 8000 or so at round start, this was already pruned to 2800ish by doohl's stuff.
machine.process() now uses a return value to remove itself from the processing machines list. This is more efficient and will help reduce costs especially at round start where some 5000+ machines were removed from the list using first-find. Now there is no searching involved. Instead of machines.Remove(src) just do .=PROCESS_KILL that will return the flag to the proc which called it (the MC) and trigger its removal from the list. If you're deleting something don't even bother removing it from the machines list, there is no need to.

Simplified the last_processed stuff for the MC. It's now a single variable rather than 3. It is simply a typepath rather than a reference to an object (this is so it works even if said object is deleted)

MC stats in admin status_panels now show the length of the processing lists (indicated by #). I've just realised I forgot to mention what the abbreviations are:
The less obvious ones are: Dis=diseases; Net=pipes; Pnet=powernets; Mch=Machines; Tick=the game-mode ticker.

Beach-water now uses an overlay image rather than a separate object.

Fixed a typo in the shuttle console.

Hydroponics trays no longer use first-find within their process() for checking the plant is in the tray (why is that even there anyway? talk about lazy)

Removed some junk/placeholder procs like organ/proc/process() return

Removed newscasters from the processing machines lists.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4603 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-02 20:32:01 +00:00
elly1989@rocketmail.com
3cbbbd78ea Fixes an issue with smoke bombs calling the smoke effect set_up improperly
Supply_packs ow use paths rather than strings. This is because paths for some of the items have changed with recent updates which was causing the strings to become invalid, but the compiler does not check them. Now that they are paths, the compiler will warn you. Fixes a number of runtimes with supply_packs/shuttle. A number of items that were meant to spawn in supply crates that were affected by this now spawn again. (stuff like grenades, spray bottles, etc)

Added a damp rag to the janitorial closet.
Added ammonia to the hydro crate (removed 2 bottles of pest-spray and increased cost slightly to offset)

Moved explosion2.dm to WIP/carn/Explosion2.dm

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4601 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-02 18:27:45 +00:00
sieve32@gmail.com
28903c85b9 -Fixed a typo pointed out in #coderbus by Otterfluff, and 2 icon changes that I have kept forgetting about
-Updated Xeno's 'stalking' stance, courtesy of WJohnston
-Small change to the security console animation, so instead of being 44 individual frames, it's just 7 with appropriate delays
-Extra sanity check for mech fabs, hopefully that would clear up runtimes from parts disappearing while building

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4600 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-02 04:08:31 +00:00
giacomand@gmail.com
0decd596f6 -Added an "attack_larva" proc. It can be used for when you want larva to interact with things.
-Made the required 200 amount a variable, called max_grown.
-Larva can now bite simple animals to get some grown amount.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4597 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-01 14:14:27 +00:00
elly1989@rocketmail.com
3ec363768c Fixed the last of the beach stuff.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4596 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-31 17:55:30 +00:00
polyxenitopalidou@gmail.com
b5c57165ac •Newscaster overhaul, something I wanted to do since I made them.
•Centralised network, eliminated needless loops and worked out a better way than process(), since newscasters are a lot.
•Added Access News Network adminverb, which gives absolute freedom over the network. Check the Fun tab.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4595 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-31 11:00:59 +00:00
elly1989@rocketmail.com
e97813d2b6 Replaced the master_controller with the WIP sequential version.
Fixed a problem where TG was using this sequential master_controller but I had removed a spawn where master_controller.process() was called because I was working with the default master_controller. This problem was causing the master_controller to prevent the lighting_controller.process() ever running properly because it was hogging the current thread (thread isn't the right word there, not sure what you call it....stack?)

Added debugging to both the lighting_controller and master_controller. http://filesmelt.com/dl/debugging.png

Both lighting_controller and master_controller may be deleted to terminate their processes (this is done via the restart controller verb. This allows for clean restarts without 'doubling up' (where, for instance, the master_controller would be running more than one instance).

lighting_controller has a prototype recovery proc which is called by the "restart controller - lighting" verb. It's basically an overly paranoid version of process() which will only transfer light_sources to the replacement controller if they don't runtime. It's not needed at the moment as the process() has yet to runtime.

master_controller has the beginnings of self pruning lists. This method using list.Cut(index,index+1) is faster than doing list.Remove(thing) all over the place (the latter iterates through the list to find the thing).

Added more detailed time-measurements for the master_controller. It now displays the processing costs (in real-world seconds) of each part of the master_controller's cycle.

The stat panel only updates for mobs actually -looking- at the stat panel.

Explosion debugging is now hidden behind a if(Debug2). To have it print that data to world.log just click the DebugGame verb

debug controller and restart controller verbs are now both GameAdmin rank. Not sure how they got split up.

Fixed another cause of dark splotchy space turfs. (turf/wall/ex_act was replacing the turf with space and then deleting that new space turf)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4593 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-31 04:14:26 +00:00
giacomand@gmail.com
760a57c44d -Increased the range of the EMP grenade to 10/20.
-Added two more grenades inside the EMP kit.

-Made reagents, which react to turf, require a certain number of volume before affecting the turf. For instance, you need 5 units of Thermite on a wall now.

-Added an EMP pulse recipe. It will react immediately on the mixing of the required reagents, which are Uranium and Iron. A grenade with 50 units of Uranium and Iron will act the same as an ordinary EMP grenade, with 10/20 range. Less or more reagents will change the range.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4588 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-30 13:52:26 +00:00
baloh.matevz
8c05f450aa - Added the 'splash' and 'kaboom' verbs to 'debug verbs'.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4587 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-30 12:48:28 +00:00
baloh.matevz
262f1ea7d0 - Probably not the best idea to give all players a 'kaboom' verb... We've had pens that do that before and it didn't quite work... Commented out the testing verb I left uncommented by accident.
- Added basic liquid simulation code.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4586 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-30 05:52:22 +00:00
baloh.matevz
e6197c2bae - Committing the updated recursive explosion code. It now takes into account objects too.
The following objects affect explosions: (Doors only when closed)

Poddoor = 25
R-Wall = 25
Airlock = 15
Space = 10
Wall = 5
Window door = 5
Grille = 5
Plastic flaps = 5
Floor = 1

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4585 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-30 05:38:10 +00:00
johnsonmt88@gmail.com
74fcce34d9 Map and Animal fixes!
Simple_animal fixes:
- Mice now properly get added to the mob list.
- Simple animals no longer use emotes if they have a client attached.
- Bears no longer run their AI stuff if they have a client attached.

This means that admins can now use the 'Animalize' button to turn players into mice and bears!

Map fixes:
- That window near arrival shuttle is back where it is supposed to be.
- Nuke op shuttle has red floors again.
- Holodeck's beach program once again has a beach.
- The beach once again is a beach.
- Re-added plating in the centcomm control room (where A.L.I.C.E. is.)

Changelog updated.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4583 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-29 22:59:53 +00:00
johnsonmt88@gmail.com
867b21c7ce File restructuring!
This brings down a bunch of defines from /code/defines/obj.dm unto their appropriate files.

I've moved morgue.dm from game/machinery into game/objects/structures since that file contains no machines.

I've reorganized the objects/items/stacks folder and made a 'sheets' and 'tiles' folder to keep things separate

I've separated stool_chair_bed.dm into its own folder which now contains the files: stools.dm, chairs.dm, bed.dm and alien_nests.dm to make it a little easier to go through.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4582 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-29 18:00:30 +00:00
johnsonmt88@gmail.com
179ed4c4b9 Removed a pair of empty and unused .dmis
Moved the extinguisher_closet .dm file out of the locker folder and into the structures folder.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4581 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-29 16:26:23 +00:00
johnsonmt88@gmail.com
0d9da06677 Added an attack sound to:
Glass shard
Broken bottle
Sord/Claymore/Katana
Cult blade
Kitchen knife/Butcher's cleaver
Nettle/Death nettle
Hatchet

Thank you carn for testing this for me :)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4580 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-29 16:04:23 +00:00
johnsonmt88@gmail.com
ecd5a2283d Standardized musician.dm
Also the piano now has a 50/50 chance to spawn as the minimoog or space piano

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4577 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-28 16:21:34 +00:00
elly1989@rocketmail.com
1dde960a14 Bot's lights ow turn off when they are turned off.
Removed a shed-load of lights. Mainly ones right next to eachother and a whole bunch from the mining asteroid (it's a mining site not a god damn stadium!) Number of light_sources at round start has nearly halved.

Fixed the title-screen again because apparently it didn't commit last time.
Fixed some more broken icon_states

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4575 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-28 13:55:57 +00:00
giacomand@gmail.com
0b0719f2bb -Made wizard require at least 20 players, instead of any. This is hopefully stop a low pop wizard from killing the whole crew and not calling the shuttle until an admin intervenes.
-Made nuke ops require at least 20 players. I did this because 15 wasn't low enough and it is a 5 heavily manned organized team vs 10 crew members who are just going along their own business.
-Made the spells only target living mobs. This was because the spells were listing the AI eye as a target.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4573 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-28 11:24:59 +00:00
giacomand@gmail.com
a84ccb93ff -Fixed an issue where you couldn't send messages to people inside lockers.
-AI has to double click to move by turf.
-If more than a certain number of alarms are triggered, the AI and Cyborg will instead receive a message saying how many alarms have been triggered and of which type, they will then get a link to the "view alarms" proc. This also counts for cleared alarms.
-Fixed an issue with creating turfs and it not showing up on the camera.
-Modified the "Communication Blackout" event. It will now notify the AI that comms are down, if it is var/silent. Increased the EMP duration for telecomm machines.
-Updated the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4572 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-28 08:13:00 +00:00
d_h2005@yahoo.com
a3ca5e7ded The yield mode on the somatoray gun now uses a diminishing-returns formula to determine the chance of increasing yield (instead of a hard cap at 2)! Cleaned up somatoray code a bit too.
Doctor's Delight, the miracle drug, now requires tricordrazine to brew.
Fixes Issue 858. The text is now gender sensitive.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4571 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-28 03:17:13 +00:00
elly1989@rocketmail.com
306a1ce1be Runtime Fix for:
The following runtime has occured 12 time(s).
runtime error: Cannot read null.buckled
proc name: manual unbuckle (/obj/structure/stool/bed/nest/manual_unbuckle)
  source file: nest.dm,18
  usr: null
  src: the alien nest (/obj/structure/stool/bed/nest)

Forgot to check if user still existed after a spawn() delay.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4568 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-27 19:27:12 +00:00
petethegoat@gmail.com
0195f09059 Fixed up cryo.dm a little bit. Cryo tubes are one 32x64 sprite now.
Moved some of the sprites into cryogenics.dmi- Cryogenic2.dmi is full of random shit, someone should probably look at it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4567 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-27 15:34:47 +00:00
elly1989@rocketmail.com
c785acd44a What I've got of the mapfix so far:
Fixes morgue-type doors (confession booth, private study, coffin storage)
Fixes Entertainment telescreens
fixes Splashscreen for new-players
Fixes clown-planet HONK

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4566 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-27 14:27:10 +00:00
giacomand@gmail.com
a9ea582961 -You can now enable/disable airlock bolt lights. Cutting the bolt light wire will disable the lights. Pulsing the bolt light wire will toggle the lights.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4565 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-27 12:58:52 +00:00
giacomand@gmail.com
a6fa7ad176 -Fixed an AI eye issue where tracking a person from your core won't set your eye.dm
-Tracking now works like it has again. The else if weren't working because the "else if human" check would make them pass all of it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4563 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-27 11:52:21 +00:00
giacomand@gmail.com
2066f54e36 -Added Zelack's alien infection code. Aliens can now tell if someone is impregnated or not.
-Fixed a bug where a Cyborg could drop their module by clicking it on an operating table.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4561 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-27 09:32:09 +00:00
giacomand@gmail.com
a1695cb5ff -Added a purchasing log for uplinks. To view it, view the variables of the item with the uplink, navigate to hidden_uplink, click on it and then look at the purchase log variable.
-Sorted the following admin commands/verbs:
Get Key, Get Mob, Jump to Area, Jump to Key, Jump to Mob, Player Panel, Player Panel New, Send Mob, Show Player Panel, Show Traitor Panel
-Because of the recent player poll, electrified grilles will now shock you when you bump into them.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4560 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-27 07:57:49 +00:00
johnsonmt88@gmail.com
fbd575f6ef Storage items that pick up all of x item on a tile will no longer pick up items they're not allowed to hold. Fixes issue 862.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4556 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-27 01:04:58 +00:00
petethegoat@gmail.com
c14f242b4e Some assembly fixes and tidying up. Plus, improved infrared emitters, with new sprites by Pewtershmitz!
Removed the infra sensor, as it was buggy, and, to be perfectly honest, utterly pointless.
Slightly improved and moved dice code.

Fixes issue 366.
Fixes issue 317.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4555 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 22:44:04 +00:00
elly1989@rocketmail.com
474294466a Fixes a really stupid mistake where a sleep() was causing the explosion() proc to end after the sleep due to src being null. This meant that the lighting process was turned off but never turned back on. It also meant powernets were deferred permanently :( sorry.
Reduced the Login delay for new_players. It stays because it protects against rapid connect/disconnects sending resources repeatedly, it's just a lot less annoying now.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4554 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 17:50:29 +00:00
johnsonmt88@gmail.com
2e7b008d27 File structure again.
This cleans up all of the files in code/game/objects/items/weapons. Meaning that the re-organizing part of this endeavour is complete. All that is left is to start dragging down all of the object definitions from code/defines/ into their proper places.

While I'm certain this is all good, I'll apologize now if files or paths end up broken.

Again: Make sure your .dme is up to date! Delete it if necessary to SVN Upload it to the current revision.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4550 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 05:20:27 +00:00
johnsonmt88@gmail.com
bfbd177732 Changed the AI's intercoms around a bit.
West = Custom Channel (mic off, speaker off)
North = Common Channel (mic on, speaker on)
East = Private Channel (mic off, speaker on) //No change

The old system had two intercoms on the common channel, one with the mic on/speaker off and one with the mic off/speaker on. Apparently it was too confusing for players to figure out that when they changed the freq for one, they'd have to change the speaker/mic of the other. Fixes issue 837.

I've also fixed a derp with fire extinguishers I made in my last commit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4548 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 04:16:37 +00:00
johnsonmt88@gmail.com
28aabc9810 More file structure stuff!
Cleaned up the files themselves.
Everything in code/game/objects should now be in proper files or places with the exception of the files in the /weapons/ sub-folder.

There's two instances of me not following the exact file structure.
- /obj/item/brain has been moved to a file in mob/living/carbon/brain
- /obj/item/clothing/mask/facehugger has been moved into mob/living/carbon/alien/special
Both of these may not make sense according to the object structure, but they do make sense logically. If it's a problem just move them.

Next up: Finish the files in the weapon folder, then start moving defines down.


My god I hope I havent broken everything.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4547 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 03:32:58 +00:00
johnsonmt88@gmail.com
d36387607f More file structure stuff.
- The folders themselves are now finished
- Next I'll go through each file and organize them
- Lastly I'll start pulling the object definitions out of /code/defines/ and put them into their respective files.

**Note to committers**
Make sure the .dme file updates when you update to this revision. If necessary delete the .dme and svn-update.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4546 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 01:20:02 +00:00
johnsonmt88@gmail.com
240d910679 Meteor guns!
It's a gun that fires meteors! Admin spawn only.

They do not shoot 'real' meteors, they shoot a projectile that acts like meteors.

Note: The meteor projectile calls 'meteorhit()' which some objects and turfs do not have, so some things won't really be affected by them.

The gun itself has a potato battery, meaning it starts with a charge of 100 and has a maximum charge of 300. It costs 100 to fire and recharges 100 every 5 ticks.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4538 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 16:39:18 +00:00
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
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
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
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
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
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