Commit Graph

352 Commits

Author SHA1 Message Date
vuonojenmustaturska
0c73eff422 examine-code refactor (#44636)
* 1/4 done? maybe?

* more

* stuff

* incremental stuff

* stuff

* stuff & things

* mostly done but not yet

* stuffing

* stuffing 2: electric boogaloo

* Git Commit and the Kingdom of the Crystal Skull

* make it actually compile

* found more stuff

* fixes

* fix AI laws appearing out of order

* fix windows

* should be the remaining stuff

* this time for real

* i guess it should compile too

* fix sechuds
2019-07-16 03:20:17 +02:00
ninjanomnom
d775d57434 Reverts datum outputs
reverts #43038
reverts #41535
2019-07-16 01:33:14 +02:00
fluffe9911
49a3bf288e think I did this right 2019-06-10 15:06:31 -04:00
fluffe9911
3cdd296632 Merge branch 'master' into retrograde-upstream-merge-44220 2019-06-10 14:10:13 -04:00
yogstation13-bot
f9ad21cbf1 [MIRROR] Remove reagent ids and use typepaths where applicable (#5612)
* Remove reagent ids and use typepaths where applicable

* Remove reagent ids and use typepaths where applicable

* Resolves some easier conflicts

* Resolves medical_tools.dm

* Resolves robots.dm

* Handles cinnamon

Wow, I cannot do this manually. Fuckin' regex time.

* Removes 27 merge conflicts (!!!!!)

* Makes it actually half-attempt to compile

* I just -- I give up, it's over

* mk

* mk

* mk

* hm

* ok

* what a bloody chain reaction jesus

* ok

* and done

* went threw and changed the ones I missed

* ok

* dangit altoids hurry the fek up

* Fixes whatever I found find thru this regex:

reagents[\s\w]*=[\s\w]*list\([^\/]+\)
2019-06-10 07:26:31 -05:00
fluffe9911
5febdaec88 ok 2019-06-08 16:44:37 -04:00
Joe Schmoe
a4bd03cab5 Gets rid of the GetComponent macros 2019-06-08 22:21:00 +02:00
fluffe9911
2ddbcbeb27 [MANUAL MIRROR] [READY] Outputs Datum Cooldown: For Real Guys This Time (#5611) 2019-06-01 17:38:03 -05:00
Gary Lafortune
ac62405cad Fixes storage things dumping into themselves 2019-04-22 17:47:36 -05:00
yogstation13-bot
9c07fdc69d [MIRROR] [s] switches preloader to world proc. (#5069)
* Switch preloader to world proc (#43516)
2019-04-07 17:41:12 -05:00
yogstation13-bot
8b208fc9b1 [MIRROR] Add a fullstop to the first line of examine messages (#4905)
* Merge pull request #43218 from AutomaticFrenzy/patch/fullstop
2019-03-23 18:53:18 -05:00
yogstation13-bot
b5a54efa4b [MIRROR] Logging tweaks and fixes (#4594)
* Logging tweaks and fixes (#42817)

* Add a virus log, plus a log for facehuggers

Logs each infect event and contains detailed descriptions of the virus

I also added a log message for printing virus culture bottles including
who printed them

Finally i tacked on a change to adding a game log entry for facehuggers
because why not

* Further logging fixes and updates

Medbots now combat log

combat log no longer tries to run keyname on an object because that
doesn't make much sense

* Dead say no longer logs twice

* tabs to spaces

* Logging tweaks and fixes

* this is why tg shouldnt change spaces 4no raisin
2019-02-26 21:03:53 -05:00
Jordie
a5751ef322 Merge pull request #41997 from coiax/removes-container-type
Refactors `container_type` into `reagents.flags`
2018-12-23 12:30:36 +01:00
kevinz000
d1411a8eee [READY]MultiZ stuff - tile atmos, movement backend, falling backend, etc etc - Electric boogaloo (#40428)
Basic multiZ mob movement procs (Observers can always move)
Open space, showing what things are below it, and everything that entails. No complex support for dynamic generation just yet.
Decide how openspace should look :/

    Atoms falling through open space (NO MOB SUPPORT/DAMAGE/ANYTHING YET.)

//CANCELLED FOR ANOTHER PR - [ ] Being able to see upwards? Downwards is going to be handled by open space.

MultiZ tile atmospherics - EDIT: Working demo! https://puu.sh/B7mUs/3f6274740f.mp4
Bugtest the heck out of this trainwreck.
2018-12-11 10:09:09 +01:00
XDTM
b208aa8f2b [Ready]Desynchronizer (#41341)
* Desynchronizer

* type

* Update code/game/objects/items/devices/desynchronizer.dm

Co-Authored-By: XDTM <heliumt@yahoo.it>

* Update code/game/objects/items/devices/desynchronizer.dm

Co-Authored-By: XDTM <heliumt@yahoo.it>

* Update code/game/objects/items/devices/desynchronizer.dm

Co-Authored-By: XDTM <heliumt@yahoo.it>

* Update code/game/objects/items/devices/desynchronizer.dm

Co-Authored-By: XDTM <heliumt@yahoo.it>

* Update code/game/objects/items/devices/desynchronizer.dm

Co-Authored-By: XDTM <heliumt@yahoo.it>

* fixes and cool text procs

* anti-abuse measures

* typery

* cooldown

* techweb salvage

* icon and visual effect plus bugfix

* let's not push runtime
2018-12-02 15:34:15 +01:00
Nich
14392c3032 mirrorsorwhatever 2018-11-13 20:01:31 +01:00
ShizCalev
de3cdd8c78 Fixes gibs not being passed mob DNA (#41374)
* Fixes gibs not being passed mob DNA

* Cleanup, fixed map-placed gib spawners having no DNA
2018-11-10 20:22:53 +01:00
kevinz000
4bfc03b318 Removes stun and item drop from all slips. They will instead knock people down (force crawling) for their duration. (#41068)
image
I originally was going to cut stun/paralyze duration instead but since none of them will now hard stun I think it's fair for them to keep their original duration/power as knockdown.
2018-11-08 15:10:20 +01:00
ShizCalev
06dc368557 Fixes droppers not working if the mob is wearing a hardsuit but no eye protection 2018-10-28 19:14:27 +01:00
MrDoomBringer
0aeda2c3b0 Fix explosions damaging rod form wizards and supply pod contents (#40758)
The issue was that when casting rod form, the wizard is forceMoved() into the
rod. When an epicenter explosion happens, explosion.dm forcibly goes through
the contents of EVERYTHING, and calls ex_act().

This caused the wizard in the contents of the rod to get damaged by epicenter
explosions (ie if they hit a fuel tank in rod form)
2018-10-20 06:19:44 +01:00
Ling
bd46d2aa12 Merge pull request #2636 from ThatLing/looc
Adds local OOC
2018-10-09 18:54:29 +02:00
Ling
d339f95938 Merge pull request #2855 from yogstation13/upstream-merge-40491
[MIRROR] Fixes default supplypods exploding their contents
2018-10-08 10:39:25 +02:00
Ling
3dee53abd1 Add LOOC 2018-10-07 13:09:06 +02:00
vuonojenmustaturska
5a6cfac5be Stops using the rad insulation component to provide default rad insulation features in order to save a bit of memory (#40662)
* henk

* oh yeah this

* undo this meme

* stuff
2018-10-06 13:27:31 +01:00
MrDoomBringer
57381eefee the codex astartes is sad that this maneuver is being nerfed (#40491)
Fixes #40486

cl MrDoomBringer
fix: Supplypods no longer detonate their contents
/cl

I did this by adding a return value to the atom/contents_explosion() proc. If the proc is overridden, it should return null. This is then checked in explosion.dm to see if the contents have been properly exploded. If they havent (if contents_explosion() returns true), then explosion.dm handles it manually.

There might be a better way to go about this, if there is please let me know
2018-10-05 07:10:38 +01:00
vuonojenmustaturska
6626db94c3 Overhaul mecha logging (revival of oranges's PR) (#40664)
* Overhaul mecha logging

Removes user access to the log, not needed and that log can get large

removes all the internal log vars and passes all logging through to a
new log file, the mecha log

* somehow this makes it compile

* add it to the config too
2018-10-04 21:58:35 +01:00
ShizCalev
5a29dc43e3 Replaces istypes with the proper tool_behaviour checks. (#40414) 2018-10-01 01:10:45 +01:00
Emmett Gaines
1d157c337d Componentizes orbiting (#40433)
cl ninjanomnom
fix: Orbiting is a little more aggressive about staying in orbit. The wisp as a result now correctly follows you over shuttle moves.
/cl

Goodbye SSorbit you ticking piece of shit

This also gives update_sight a signal so wisp code isn't hardcoded into it.
2018-09-25 09:07:24 +01:00
Ling
38c16b7022 Merge pull request #2649 from yogstation13/upstream-merge-40312
[MIRROR] [READY][PAID CODE] economy PR
2018-09-24 12:52:14 +02:00
Iamgoofball
428a033e39 [READY][PAID CODE] economy PR (#40312)
With the power of CAPITALISM AND ECONOMY, you too could be This Guy.
2018-09-23 10:45:14 +01:00
Tad Hardesty
b80150bf50 Use an atom proc to link shuttles to their computers (#40311)
* Use signals to link shuttles to their computers

* Use Initialize instead of ComponentInitialize

* Use an ordinary proc instead of signals
2018-09-23 10:44:29 +01:00
vuonojenmustaturska
cfd56ec797 Let's cull some more lists (#40246)
* memes

* autolathe, also more debug info

* more stuff, archdrops is big

* remove archdrops, test statelists

* mineralspawnchancelist

* woops
2018-09-16 13:21:02 +01:00
kevinz000
bb5cca1893 Adds move force and move resist, movement/pushing/pulling tweaks (#39556)
* Removes anchroed from mobs, adds move force/resist

* Move force and move resist

* WIP, still has debug messages.

* Fixes

* Update living.dm

* Anchored removal

* Stuff

* Unit tests

* Removes anchored from dview

* DME

* Update anchored_mobs.dm

* Fix

* No ghost spacewind

* Update mulebot.dm

* Update temporary_visual.dm

* Update forcefields.dm

* Update step_triggers.dm

* Update portals.dm

* Update alien_acid.dm

* Update bump_teleporter.dm

* Update landmarks.dm

* Update countdown.dm

* Update blessing.dm

* Update shieldgen.dm

* Update containment_field.dm

* Update field_generator.dm

* Update singularity.dm

* Update atmosmachinery.dm

* Update door.dm

* Update gravitygenerator.dm

* Update door.dm

* Update effects.dm

* Update temporary_visual.dm

* Update bump_teleporter.dm

* Update forcefields.dm

* Update landmarks.dm

* Update portals.dm

* Fixes

* Throwforce annnd done, finally

* Fixes

* Haha I'm dumb sometimes
2018-09-15 21:58:05 +01:00
XDTM
a83a504c8b [Ready]Logs when speech is forced by an external factor (#39964)
* Logs when speech is forced by an external factor

* makes say args uniform

* fix
2018-09-03 10:38:18 +01:00
Emmett Gaines
455fd9e7d1 Standardized vis_contents overlay system + better computer glow (#39973) 2018-08-30 01:21:46 +01:00
Garen Crownguard
f2cd8a131d screwdriver_act signal (#39877) 2018-08-27 10:56:40 +01:00
JJRcop
fd8db08996 Asay logs have ASAY: again (#39896)
The log_adminsay proc was orphaned so I adopted it.
2018-08-25 22:31:09 +01:00
Jordan Brown
63f4dc713a Merge pull request #39866 from AutomaticFrenzy/patch/atom-list
Remove created_atoms tracking from InitializeAtoms
2018-08-23 15:02:18 +01:00
Ling
9e88b28bae Restores admin private log type 2018-08-14 16:44:30 +02:00
Patrick Chieppe
584ab92bc3 Logging system refactor and improvement (#39521)
* Refactor several log lines to use datum_info_line and atom_loc_line

* Add default return strings from datum_info_line and atom_loc_line

* Add parentheses around atom_loc_line data

* Change more logs to use atom_loc_line

* Add check in atom_loc_line for turfs to avoid calling get_turf on them

* Re-add removed 'at'

* Replace datum_info_line with key_name and atom_loc_line with loc_name

* Refactor logging functions

* Avoid double-logging self-interactions

* Fallback to simple stringification if all else fails in key_name()

* Rewrite muscle spasm logging to use log_message

* Standardize logging of martial arts

* Tweak individual logging panel look

* Fix individual logging panel source

* When I typed || I really meant &&

* Fix Telecomms logging always showing client logs in the panel

* Reverts addition of buggy ownership log to panel

* Remove colon

* Fix missing log_directed_talk tag

* Add warning for missing type in log_direted_talk

* Change warnings to stack_traces

* Add square brackets around fallthrough key_name() case to help parsing

* Allow atom arguments/src in log_*() functions

* Change log_combat call with null argument to log_message

* Change mecha types' log_message() arguments to match atom and mob version

* Add key_name() case for atoms

* Fix resist_grab() unsetting pulledby before log_combat gets a chance to use it

* Fix log_globally logic

* Add logging for hitting objects with items

* Move log_combat() to atoms.dm

* Use utility functions for object stringification in log_combat()

* Use utility functions for object stringification in log_combat()

* Add missing logs for interacting with display cases

* Rewrite log_combat() comment

* Add missing space in log_combat()

* Add logging for hitting grilles barehanded

* Add missing ..()
2018-08-12 20:40:46 +01:00
Jordan Brown
703d9c0943 Merge pull request #38938 from ninjanomnom/b-b-bump
Converts collide back to bump and fixes double bumping in another way
2018-07-09 19:51:07 +01:00
ninjanomnom
9148814280 Shuttle throwing applies to all objects as opposed to just mobs 2018-07-04 02:05:31 +02:00
Tad Hardesty
6332cabfe8 Merge pull request #38098 from kevinz000/transit_space_refactor
Transit space refactor
2018-06-16 20:41:21 +01:00
Tad Hardesty
10e0fa2560 Merge pull request #38287 from ninjanomnom/signal-define
Use a define to speed up sending signals to datums with no signals
2018-06-15 12:40:41 +01:00
Tad Hardesty
11b933a7fd Turf grammar omnibus (#38375)
* Fix plurality and propriety on turfs

Some turfs are marked tentatively plural in order to avoid an incorrect
choice of "a" or "an".

* Add an article var to handle unusual a/an

* An additional pass on turf names

* Decapitalize server, mainframe, killroom floors
2018-06-13 10:42:32 +01:00
AnturK
f6c2502f52 High Gravity - First Draft (#38043)
* High Gravity - First Draft

* Replaces has_gravity defines for areas.

* Default gravity ztrait

* Adds some gravity effect and skips damage at gravity = 2

* Paralysis icon

* Antigravity grenades for some abuse

* Makes the damage treshold a define and makes alert description more accurate.

* Bluh
2018-06-08 13:48:28 +01:00
Jordan Brown
198bcc84d6 Merge pull request #38210 from AutomaticFrenzy/patch/by-vomit-combined
Fix reagents being lost when vomit piles combine
2018-06-01 15:58:52 +01:00
oranges
2c0b76f0b8 Refactors how overlays handle the compile step (#38002)
Robustin says:

The very heart of our overlay code, a single line that basically boiled
down to overlays = new_overlays, was the cause of so much overlay lag.
Human overlay code was by far the biggest culprit. Most objects have 0-2
overlays but humans are marching around with 20+ most of the time and
the current system was spending a LOT of effort comparing 20+ image with
20+ other images and then apparently rendering them all anyway. Human
overlays are at least 10x the cost of any other overlay process and on a
busy server the overlay compiling was 2x the cost of any other system.

I compared the cost of overlay changes by picking up/dropping a PDA in
the dorms 250 times, with a 50% chance to use our current overlay
compiler and a 50% chance to use a "direct addition/removal (+=, -=)
approach:
CURRENT         1120ms  133     (avg:8.4210529327392578)
SCRAPS  6ms     112     (avg:0.0535714291036129)

Now this PR makes our whole overlay subsystem use that approach for
overlay compiling and the early results look incredible. The best part
is this is just the START of improvements. Humans benefits the most
because their icon system was already designed for small, incremental
overlay updates. By moving other code from "Cut everything, then put it
all back" to only updating the necessary overlays (cough, APC's), we can
see similar improvements.

oranges says:
I've picked up this PR because robustin vanished, but I do see the value
in the approach, only things I added were the checks for the overlay
list len changing

I also retabbed the entire file because I am a brainlet and did it
without thinking
2018-05-31 01:39:48 +01:00
Nich
dbbd605a50 Merge branch 'master' into prsfixed 2018-05-24 13:01:20 +02:00
Nich
36ae797e6c atom.initialized etc 2018-05-24 12:35:31 +02:00