Commit Graph

80 Commits

Author SHA1 Message Date
Kelenius
e6dc9d36fd Update for machine upgrades and some science
Also adds RPED and makes biogenerator and borg charger constructible .
2015-02-08 15:39:11 +03:00
PsiOmega
ffa13c68cb Merge remote-tracking branch 'upstream/dev' into CanTrack
Conflicts:
	code/modules/mob/living/living_defines.dm
2015-02-03 22:27:22 +01:00
PsiOmega
eca4265abe Merge remote-tracking branch 'upstream/dev' into CanTrack
Conflicts:
	code/game/machinery/camera/tracking.dm
2015-02-02 08:15:41 +01:00
volas
8abd7d0735 correction of all copytext(sanitize(..)) to sanitize(copytext(..)) 2015-02-01 22:54:56 +03:00
GinjaNinja32
bc0f5762be Camera sorting improvements 2015-01-28 04:33:31 +00:00
ccomp5950
c0469fc9b6 Security camera console now also caches it' list of cameras.
FUCKING HUGE.
2015-01-25 07:15:58 -05:00
PsiOmega
5f5fc4b0a6 Fixes #7880.
Adds () around the "M.z in list" check, otherwise BYOND attempts to check "M.z in (list && hassensorlevel)".
Also attempts to properly acquire the current Z position.
2015-01-20 13:53:39 +01:00
PsiOmega
1848f89dab It is now possible for entities with a built-in camera to know when it is being used, under specific circumstances. 2015-01-20 13:52:30 +01:00
PsiOmega
3d54ca52d2 Attempts to improve camera tracking.
Ensures that the list of trackable mobs and whether a mob can still be tracked utilizes the same logic.
Generally attempts to cleanup the tracking logc.
2015-01-15 10:16:32 +01:00
SkyMarshal
863351a474 Changes the runtime protection to be more general-case. 2015-01-04 13:32:11 -07:00
SkyMarshal
65163dfcc5 Fixes runtime with deleted cameras. 2015-01-04 01:22:37 -07:00
Zuhayr
3997129390 Tidies up setup.dm, moves a bunch of vars to global.dm, changes the case of a couple. 2014-12-25 20:26:22 +10:30
mwerezak
6d3ab9ea46 Fixes #7354 2014-12-11 00:41:44 -05:00
mwerezak
3dc947806f Cameras now use the broken circuitboard item as well. 2014-12-04 17:16:56 -05:00
mwerezak
77288fb951 Merge remote-tracking branch 'upstream/dev' into camera
Conflicts:
	code/game/machinery/portable_turret.dm
2014-12-03 23:37:02 -05:00
mwerezak
fad5506683 Cameras can be broken by weapons/projectiles, fixes
Fixes being able to show papers to AIs through deactivated cameras.
Fixes being able to break doors with TOX, OXY, and CLONE damage.
Fixes camera alarms persisting after the camera is deleted.
Fixes #7021.
Some camera cleanup.
2014-12-03 10:36:30 -05:00
Mloc-Argent
117ca6a135 refactor 'dir = ' into 'set_dir()'
This should have little/no gameplay effect right now, just paving the
 way for directional lights.
Replaced handle_rotation() on buckly things with this.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2014-12-01 13:44:02 +00:00
PsiOmegaDelta
d9aae79a32 Merge pull request #7008 from Zuhayr/spaceninjas
Hardsuit/voidsuit change, ninja refactor.
2014-11-22 09:30:54 +01:00
PsiOmega
84b36f6208 AI can now track people with max level sensors.
Crew members with tracking sensors enabled can now be tracked without the need of camera coverage.
2014-11-21 08:33:20 +01:00
Zuhayr
ebbb9b36b5 Moved everything to a module-based hardsuit system.
Generalized all ninja power and gear code to work with new rig system.
Added shurikens, weapon mount, more work on deployable items.
Readded energy nets and energy blades.
Grenade launcher/charge stuff, interface stuff.
Renamed previously existing rigs to voidsuits, restructured rig and voidsuit files.
Refactored the energy net and teleportation proc.
Totally rewrote AI core/intellicard transfer procs.
Added rig sprites by Mordeth221, added step by steap suit sealing/inability to interfere with suit sealing process.
Updated map paths to use voidsuits.
Added chemical dispenser functionality, added power sink, added atom/drain_power() proc for later use.
Added rigsuit verbs, added voice changer.
Renamed MASKINTERNALS to AIRTIGHT, added internals checks for airtight helmets.
Added drain_power() procs to vulnerable machinery.
Reimplemented data theft.
Added suit maluses for losing your cell while wearing one.
Transitioned the rig suits to a back-mounted item that also controls a chestpiece.
Converted rig module to a storage item, convert ERT voidsuits to hardsuits.
2014-11-14 22:57:26 +10:30
PsiOmega
a9ef2b61c0 Wiring Upgrade
Continues the wiring upgrade. Now cameras, airlocks, robots, and air alarms also use the new wire datum system.
Global wiring code is now removed but there are sneaky objects which didn't rely on them such as mulebots and autolathes.

Fixes a few issues from the previous upgrade.
2014-11-04 14:27:46 +01:00
mwerezak
b508098ba9 Fixes robot camera deactivation not kicking viewers 2014-10-18 23:07:36 -04:00
Zuhayr
ce06ee46f9 Fixes #6705 2014-10-16 14:57:20 +10:30
PsiOmega
d6030024d1 Fixes #6180
Changing AI eye location now disables tracking by default, unless explicitly stated otherwise.
2014-10-06 15:57:52 +02:00
Zuhayr
223bd86f18 Merge branch 'organremoval' of https://github.com/Zuhayr/Baystation12 into dev
First pass on major conversion of xenomorphs to a human subspecies. Additional condensing of various redundant mob verbs.
Converted larva and diona to their own class, collapsed the rest of xenomorphs into a human species, other stuff.
Completely removed attack_alien(). Still have to reimplement some of the lost behavior for human/alien.
Reapplies lost attack_alien() functionality other than tackling/caressing.
Further alien/humanoid cleanup and xenospawn fix-ups. Also uncommented caste verbs.
Removed half-finished abilities system since species.dm handles it.
All xenomorphs functionality should be working now, other than the HUD, tackling and the xenomorph balance issues.
Added icons for xenomorph castes, moved broadcast languages into datums, removed alien_talk and robot_talk vars.
Merged with organ removal code.
Reapplied verbs to simple_animals/slimes. Updated species definitions to have appropriate organs.
Readded tackle as a human verb.
Borer changes regarding brain removal.
Working on moving the human HUD to the species datum a bit. Mixed results.
Moved Cortical Link to a language, added borer husks.
Tidied up the HUD stuff. Still need to make it rebuild properly when species is changed, but this will do for no
Compile fix, forgot the DME.
Fixed up ventcrawl, added new organ mechanics for dionaea.
Fixed up some overlooked sections causing mobs without brains to die immediately.
Fixed up plasma generation for queens, bugs with organs, force_organ issues with set_species().
2014-09-29 06:19:26 +09:30
PsiOmega
9728061e40 Doubles the amount of camera locations an AI can store 2014-09-26 17:32:10 +02:00
Zuhayr
0c83a95b90 Large merge resultion. Used remote for map conflicts. 2014-09-23 21:41:54 +09:30
Atlantiscze
574366fd0a Camera Fix
- Cameras work properly even without power now.
- Reason for this is that:
1. Cameras were sometimes on space tiles, which had no power. Hacky fix (placing areas on space tiles) had to be used. However constructed cameras won't work.
2. Simply turning off APC power cuts AI's sight of that room. Harpy presumed this is always due to cell being drained (which would make the AI useless) but someone can also turn it off manually
3. If larger power failure (powersink?) occurs, AI is effectively blind. This technically kicks it from the round, as only thing it can do is stare on dark screen unless power is restored. Combined with problems caused by unstable power generation and excessive power usage which are currently on master, this is large issue.
2014-09-14 05:29:28 +02:00
Kelenius
505f857eb8 Stack update 2014-09-02 09:59:32 +04:00
mwerezak
630a722ce3 Fixes being able to look through disabled cameras
check_eye() was checking status instead of can_use().
2014-08-30 13:10:17 -04:00
mwerezak
07c8ebcff7 Fixes #6224 2014-08-30 09:58:10 -04:00
mwerezak
8877e813a5 Cameras are upgraded with scanning_module
Cameras get xray when upgraded with a scanning_module that is advanced
or greater.
2014-08-29 18:26:57 -04:00
mwerezak
bf20a6414f Cameras no longer work when there is no power 2014-08-29 00:05:27 -04:00
mwerezak
c7d3a69f65 Changes camera upgrade materials
XRay camera upgrade is no longer a carrot.
2014-08-28 23:33:43 -04:00
Kelenius
a1348faa8c Cables are now stacks 2014-08-25 18:54:35 +04:00
PsiOmega
98cbc8f220 Camera names are now sanitized.
When assembled camera no longer default to names such as "The mproper Central Primary Hallway (632)" but instead "Central Primary Hallway (632)".
2014-08-22 14:16:46 +02:00
PsiOmega
8104928e75 Creates a shared proc for applying AI verbs. DRY. Arranges some consistency among verbs.
Fixes #5867 as well as a couple other missing verbs.
2014-08-01 10:36:44 +02:00
PsiOmega
d222af6324 Can now middle click doors to toggle bolt lights, plus cleanup.
Middle-clicking doors now allows the AI to toggle bolt lights.
Attempts to achieve some consistency in door feedback messages.
2014-07-21 08:07:45 +02:00
PsiOmega
eae1b01ca9 Adds support for the AI to store multiple camera locations, up to a given maximum 2014-07-19 11:25:00 +02:00
PsiOmega
73f8c30111 The AI may now store and return to a single position for its eye/camera view. 2014-07-19 02:58:16 +02:00
Zuhayr
9e7fe6d700 Rewrote autolathe, changed all m_amt and g_amt to a list called 'matter'. Updated RCD vars in view of this. 2014-06-11 01:14:38 +09:30
Mloc-Argent
3d2cc3cd82 Revert "Merge pull request #4985 from jack-fractal/dev"
This reverts commit 1679b4062f, reversing
changes made to b149b273d9.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>

Conflicts:
	code/datums/visibility_networks/update_triggers.dm
2014-05-31 00:25:56 +01:00
Zuhayr
1679b4062f Merge pull request #4985 from jack-fractal/dev
Masks of Nar'sie - Testing Version
2014-05-17 14:01:00 +09:30
Mike
1c9a384a8d Cherrypick from 'ai-alarms'
Refactoring and clean-up of alarm code for AI and robots.
2014-05-14 20:20:30 -04:00
jack-fractal
1bd866239f Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into mask-storage
Conflicts:
	code/datums/mind.dm
	code/game/gamemodes/cult/runes.dm
	code/game/machinery/doors/door.dm
2014-05-13 20:45:05 -04:00
Ravensdale
a3e4a43536 Changes most viable, used entries of plasma with phoron. 2014-04-10 05:05:04 -07:00
Ccomp5950
d08bff84c9 Bugfix 2: Electric Boogaloo, Ninjas being tracked by AI's
Removed AI's ability to track them sneaky ninja's.
2014-03-23 05:43:18 -05:00
jack-fractal
5c87c3001a modifying visibility interface of ai to use generic visibility_interface 2013-12-07 16:34:24 -05:00
Mloc
d8683f2d39 Revert "Merge pull request #3965 from jack-fractal/dev"
This reverts commit fa57b76f25, reversing
changes made to 40ee2278ed.

Signed-off-by: Mloc <colmohici@gmail.com>
2013-11-25 11:59:57 +00:00
jack-fractal
6764c54989 making a generic version of the AI's visibility code so that it can be reused by the Cult Spirits 2013-10-26 16:52:14 -04:00