Commit Graph

46 Commits

Author SHA1 Message Date
PsiOmegaDelta
87d4cf4f68 Computers are now overlay based.
Computers now use an overlay based system, instead of demanding a full set of icons (on, off, broken) for every different computer.
Partially ports ParadiseSS13/Paradise#1468 which is a port of tgstation/-tg-station#9931.
2015-07-07 17:23:49 +02:00
PsiOmegaDelta
20542bf84b NanoUI sources can now be datums instead of atom/movable.
Also accidentally fixes #7042 as the AI no longer cares about the machinery var.
2015-06-08 17:06:06 +02:00
Mloc
7780287d3a mood lighting for computers
Signed-off-by: Mloc <colmohici@gmail.com>
2015-05-10 20:54:29 +01:00
PsiOmega
9cd0714c2c The AI now has a personal crew monitor interface. 2015-02-16 14:18:18 +01:00
GinjaNinja32
189330b4b3 Fixes template modification exploit for crew monitoring computer 2015-02-12 20:27:28 +00:00
Amunak
d28cb57f79 Merges upstream/dev to ref, resolves merge conflicts 2014-12-18 03:44:28 +01:00
Amunak
158573f066 Corrects names of computers, code formatting, updated computer descriptions.
Everything in game/machinery/computers/ and modules/shuttles should now have properly (de)capitalized names. Computer, board and research names should now be coherent, too. Adds a research for employment records circuit board.
2014-12-14 05:00:38 +01:00
PsiOmega
8c8480cb26 Merge remote-tracking branch 'upstream/master' into dev-freeze
Conflicts:
	code/game/machinery/computer/crew.dm
2014-12-11 08:18:58 +01:00
Segrain
9bd818e2a4 Fix for #7351. 2014-12-11 04:52:35 +03:00
Amunak
1e769b4314 Attempt to normalize computer and circuit board names and their research names.
Also moved RCON console board and SMES board where they belong. Formatted some board code and fixed some typos, too.

Cloning console renamed to Cloning Control Console.
The teleporter console is now called Teleporter Control Console.
The power monitor is now called Power Monitoring Console.
SMES board glass and acid construction price normalized (though other resources are still required; is that a good thing? It would be better to just introduce a new expensive part that is used to build it (if the coils aren't enough) rather than have a single board with atypical price.
2014-12-10 20:37:18 +01:00
GinjaNinja32
116705b61b Fixes wallets, makes CMC use alt-titles, actually remove dead block 2014-11-21 10:42:52 +00:00
GinjaNinja32
fe1700eabc CMC can now get names from PDAs, and doesn't report Random Assistant's ID Card (Assistant) 2014-11-21 09:30:11 +00:00
PsiOmega
b1051747eb Crew Monitor now displays the detailed list instead of map first
Due to issues with Linux/Wine users.
2014-09-13 22:10:15 +02:00
Mloc-Hibernia
a2dc7b827b Merge remote-tracking branch 'upstream/pr/5689' into dev
Signed-off-by: Mloc-Hibernia <colmohici@gmail.com>

Conflicts:
	code/game/machinery/computer/crew.dm
2014-07-26 14:25:24 +00:00
Zuhayr
5da36d265e Merge resolution with PDA nanoui. 2014-07-25 22:57:53 +09:30
Ccomp5950
569e8361dc Crew Monitor will no longer show "weird characters"
It has been talked to and feels very sorry for it's actions.

Well that and NanoUI doesn't like byond text-macros (/improper) in this case, so we just sanitize it just incase the crew monitor isn't playing nice that day.
2014-07-22 20:21:22 -05:00
Mark Aherne
3323a26300 Added PDA check in wear_id slot to get any potential id rank. 2014-07-19 03:38:50 +01:00
Mark Aherne
8396b76b83 Improved Crew Monitoring Console map.
Added icons for use with map.
2014-07-19 02:44:13 +01:00
Mark Aherne
f09b24ae17 Added a station map to NanoUI, this map can be used by any NanoUI to display live/dynamic elements on a map.
The map functionality has been added to the crew monitor console to show active crew trackers, this is working but needs refinement (icons etc.).
2014-07-19 00:31:28 +01:00
Mark Aherne
7e7e6cd8ac Continued work in progress on a major revision of the NanoUI templating system. 2014-07-11 10:48:42 +01:00
Mloc-Argent
a33cb7272b Merge remote-tracking branch 'upstream/master' into dev 2014-06-23 20:57:47 +01:00
Chinsky
86db41a582 Merge branch 'master' of https://github.com/Baystation12/Baystation12
Merge branch 'master' of https://github.com/Baystation12/Baystation12

Optimizes crew console scanning to only look for mobs instead of ALL clothing items in the world.
2014-06-22 14:30:50 +04:00
GinjaNinja32
a786f72e33 Fix NanoUI autoupdating 2014-06-02 09:59:38 +01:00
GinjaNinja32
42d8344f7d Change crew monitoring computer to use NanoUI 2014-06-02 09:29:34 +01:00
MagmaRam
c788e9d323 Fix for crew monitoring consoles turning spriteless when destroyed. 2013-05-29 13:42:03 +07:00
giacomand@gmail.com
76a6ef2252 -Cleaned up computers. Fixes Issue 1195
-Made computers use idle_power_usage and active_power_usage that it used from the MC.

I'm sure something is likely to break because I removed a lot of snowflake code. I tried to test all the computers with what I can but if you find something odd then please tell me.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5369 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-21 20:38:36 +00:00
giacomand@gmail.com
b00c0c2a9f -New sprites APC sprites by TankNut!
-New wraith sprites by TankNut!
-Decreased flare duration, again(!)
-Made a based interact proc and changed the updateDialog to call that instead of attack_hand. This caused issues with the APC and getting the power cell out of it. I then changed all machines that had their own defined proc (that was everywhere)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5001 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-03 14:45:29 +00:00
giacomand@gmail.com
4c1136b48f -Fixed Issue 864 (Moving lights from your inventory to your hand causes lumiosity to be subtracted from your mob.)
Item's attack_hand proc wasn't calling the item to be picked up if it was in your inventory, which meant that the lights couldn't update properly. By calling pickup, even if the mob was taking it from their own inventory, I was able to get the lights to update properly. I've tested all items that used /pickup and they all worked correctly, apart from tray which never worked correctly as I then tested it on the online servers. I'll create an issue report for that later.

-The crew monitor will now detect mobs that are inside a content of an object, such as a locker. I also made it so that it only detected mobs on the same z level as the computer itself, so people on the away missions and what not will not be able to see the crew member's on the station.

-Updated the changelog about my last commit, before this one.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4999 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-03 12:35:22 +00:00
giacomand@gmail.com
6a2d78bc94 -Killed the updateDialog lag. I added a check to see if there were any mobs to update, if not it will stop checking until a user uses the machine again. I had to replace all the machine = src and machine = null with procs to help make it manageable. I believe this is one of the culprits causing the server to lag as the round goes on, as more players will interact with machines.
-Atmos delay is now based on active players, to help fight lag for massive player rounds.

-Changed some for(blah in world) loops to use the correct lists.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4958 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-25 19:15:51 +00:00
Kortgstation@gmail.com
d85e161c4d Fixed checking for assassination targets. It checked for them on 8 or higher, the away mission Z is 7.
A number of computers no longer work on Z7 (away mission).

-AI upload
-Security cameras
-Crew monitoring computer
-Comms console
-Robotics console
-Security records

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4699 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-16 04:36:58 +00:00
giacomand@gmail.com
e0905a1909 -Fixed 592 - The recharger was checking if the gamemode was monkey. I just removed it, I doubt this will have an effect on anything.
-Fixed 661 - There was a typo which would show toxin damage twice instead of showing oxygen damage. I also made it clearer which damage was which with colour.
-Fixed 565 - I wish there was a proper way to fix this but it's better than having no door for 5 seconds. It'll now wait 2 ticks before performing the closing animation for the door.
-Fixed 722 - I think this is causing the problem, it's using name instead of real_name. I couldn't find any problems when testing this.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4309 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-03 21:21:28 +00:00
johnsonmt88@gmail.com
52dd7b3af5 Cleaning up machine process()s
But first! Unrelated to process():
- Only humans and monkeys can move into sleepers.
- Immovable rods no longer delete themselves if they hit a shuttle. Instead they act as if the shuttle doesn't exist. This should help cut down on rods deleting themselves before going through the station.

And now back to our regularly scheduled programming...

Removed process() that were doing nothing from:
- Dispenser(the one that dispenses O2 and Plasma tanks)
- Robotic Fabricators
- Crew Monitoring computer

Reworked hydroponic's process(). 
- Merged if statements together since most of them lacked "else if"s or were duplicate checks.
- Changed a while loop into a for loop as sloppy coding or an admin var-editing could cause an infinite loop.

Removed a sleep(100) { process() } from the operating table's constructor as the MC will call process() regardless.

Cleaned up shieldgen.dm
- Changed a while loop into an if statement. The loop was unnecessary
- Moved some stuff around so it's not nearly as confusing.
- Standardized the proc and variable definitions.
- These are not currently in-game but they are amazing items. I'll see about sorting out their bugs and getting them in proper working order.

Removed a for(var in world) from
- cleanbot process()
- floorbot process()

Removed computer/engine/process() from robot/computer code
- /obj/machinery/computer/engine does not exist in the first place...

Note: These are only some of the machinery process()s. I didn't want to potentially break too much at once. More to come.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4017 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-08 19:40:10 +00:00
petethegoat@gmail.com
84b9929282 Comitting for Giacom!
In short:
AI messaging
Time of death for health scanners
Most lists are sorted alphabetically

See http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=9220 for detailed information.

I wasn't able to test this as thoroughly as I'd like, but what I could test seems fine.
I don't forsee any issues popping up with this stuff.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3993 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-05 22:47:30 +00:00
johnsonmt88@gmail.com
883b290064 Server crashing and exploit fixes
Added a cooldown to the containment field shocking players
- If a containment field was set up in a small room, it was possible to crash the server by jumping into the field with no way to escape it. This was likely due to the hundreds of spark effects being generated every second, on top of all the other calls it had to make.

Used the existing parent proc to check for proximity, canmove and death on:
- Atmos pumps
- Atmos mixers
- Canisters. (This should finish off issue 397.)
- Crew monitering computer (This one probably didn't need it but it shouldn't change the way it works.)

Added admin checks to:
- datum/mind
- tensioner
If either of these fail an admin check an admin log will be entered into the server logs and a message will be displayed to admins.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3818 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-14 19:31:15 +00:00
baloh.matevz@gmail.com
23c6a84c7c - Crew monitoring computer pup-up screen is wider.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3651 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-24 18:30:18 +00:00
mport2004@gmail.com
b5944308c7 Moved most of the computer defines into the proper code file.
Moved a few of the computers into their own files.
Security records now shows rank on the browse screen.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2909 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-03 21:16:48 +00:00
rockdtben
84888d5ec3 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2536 316c924e-a436-60f5-8080-3fe189b3f50e 2011-11-20 15:53:23 +00:00
rockdtben
38d90773cc Implemented getToxLoss()
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2528 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-17 23:42:09 +00:00
rockdtben
faee0422ae implemented getOxyLoss()
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2520 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-14 14:44:52 +00:00
rockdtben
ff84314ce6 Added a getBruteLoss() proc to mob.dm and then replaced all calls of bruteloss with it. Except for the ones commented out.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2505 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-10 14:45:25 +00:00
rastaf.zero@gmail.com
4f7030a426 Jack Rost updates:
-more dismantable consoles:
--Teleporter
--Supply ordering console
--Supply shuttle console
--Power Monitor
-new circuit boards (both constructable and destructable)
--Supply ordering console (programming 2)
--Supply shuttle console (programming 3)
--Outpost Status Display(programming 2)
--Operating Computer (programming 2, biotech 2)
-R&D Console circuit now requires programming 4 (was 6).


Balagi updates:
-Trash bag: works as mining satchels but for trash.
-Started redesign computers code
-fixed candles sprites
-trashbag now has "in hands" sprite
-fixed emagging supply shuttle console

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1883 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-18 19:17:58 +00:00
rastaf.zero@gmail.com
338c826d1c - invented new machine for botanists: Biogenerator. Biogenerator converts unneeded biomass to useful substances like milk. Avaylable only trough admin powers at the moment.
- added roller bed (for medics). Place human, buckle him to this bed, the bed raises and can be pulled.

- eggs and tomatoes can be smashed of wall, floor [s]or captain's face[/s] not yes.

Code by Balagi, sprites by Farart.

-some fixes for the crew monitoring computer. It can be disassembled now.
-added crew monitoring circuit board. Requires programming  3, biotech 2, magnets 2.
-Mech Bay Power Control Console и Solar Control can be disassembled now.
-added crew Mech Bay Power Control Console circuit. Requirements are programming=2, powerstorage=3.
-Solar Control circuit boardcan be researched. Requirements are programming=2, powerstorage=2.
-R&D Console can be researched and created (requires programming 6). But R&D Console cannot be deconstructed for tech points. That's intended.
Code by Jack Rost.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1880 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-18 03:48:37 +00:00
n3ophyt3@gmail.com
75021f9a59 Magboots now have a verb toggle like jumpsuit sensors.
Jumpsuit sensors are now in all /obj/item/clothing/under except for tactical turtlenecks and their tacticool cousins.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1076 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-20 00:42:17 +00:00
mport2004@gmail.com
54b1d50b25 The crew monitoring computer should work better now
North solars expanded slightly
Cargo can now order engine parts
Power computer wont update every second so you can actually use the thing now
Rotate verb for the emitters and Particle Accelerator
Solar tracker does not use "in world" anymore

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1013 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-10 11:20:52 +00:00
daelith.rhedynfre
5a7539ca1e git-svn-id: http://tgstation13.googlecode.com/svn/trunk@517 316c924e-a436-60f5-8080-3fe189b3f50e 2010-12-02 17:31:57 +00:00
only.lurking
662c08272a git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2 316c924e-a436-60f5-8080-3fe189b3f50e 2010-08-23 14:29:20 +00:00