Commit Graph

130 Commits

Author SHA1 Message Date
AnturK
794d3e9346 Fixes holodeck areas 2017-04-08 21:53:47 +02:00
coiax
f9865e39c1 Fixes grammar on objects landing and bouncing off rims (#25722)
Similar messages for basket ball hoops, and things landing in disposal
bins. Huh.
2017-04-01 11:15:13 -04:00
Lzimann
5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
Cheridan
7026d45b9e Merge pull request #24780 from ChangelingRain/basaltfix
Fixes basalt lighting
2017-03-08 02:25:38 -06:00
Joan Lung
6f732b42ad no message 2017-03-06 21:56:27 -05:00
Jack Edge
5aaa11e825 Demotes HOLOGRAM to secondary flag
No difference mechanically, but frees up a bitflag slot. Reminder that
if there are no secondary flags on an object, the check is the same as
checking a var is null.

There are only a handful of hologram items in place at any time, they
don't need a full slot in flags.
2017-03-05 21:52:20 +00:00
PJB3005
a63608d023 Merge remote-tracking branch 'upstream/master' into rebase-to-vg 2017-03-03 16:31:00 +01:00
Lzimann
d76630b0a3 Fixes adjacent check for admin ghosts in the holodeck console 2017-02-26 18:03:04 -03:00
Pieter-Jan Briers
b5b93e51f7 Merge remote-tracking branch 'upstream/master' into rebase-to-vg 2017-02-18 16:52:07 +01:00
oranges
5246476689 Merge pull request #24069 from Cyberboss/HolodeckAreaFix
Fixes runtime/GC errors with holodeck computer areas
2017-02-15 15:52:02 +13:00
Leo
9c6803ae19 Ports Paradise error handler, with in game runtime viewer! (#24036)
* Ports paradise error handler, with in game runtime viewer!

* Changes to the old runtime error and removes inerror reference

* Oops

* Adds a wrapper for world.log so it displays both in the runtime diary and in DD window
2017-02-14 11:39:31 +11:00
Cyberboss
2c015b4a85 Fixes runtime/GC errors with holodeck computer areas 2017-02-13 12:29:44 -05:00
PJB3005
f11c558c99 Merge remote-tracking branch 'upstream/master' into rebase-to-vg 2017-02-12 16:35:57 +01:00
Cyberboss
8e1351a06f Faster, non-blocking world init (#23136)
* Moves turf New calls to Initialize

* Much faster

* Fixed

* Makes add_to_active queue up before SSair is initialized

* Remove active queuing

* And the proc

* Move the check

* Fix some shit

* F U C K T U R F S

* Necessary

* Unnecessary

* SHUT THE FUCK UP

* Panic mode hurts the code

* Such a

* Simple answer

* A well thought out plan

* /turf/open optimization

* Undo the warning suppression now that it's fixed

* Fixes lava typecaching badly

* Added late initialization

* Make the atmos offenders late initialize

* Add extra logging

* GLABALS

* Better solution for trying to activate w/o air

* Further base calling copypasta

* Gates, guards, gorans

* Small doc fix

* Do the faster

* T U R F   V A R   P E R S I S T E N C E

* The solution is always so simple

* The (hopefully) final nail in the coffin
2017-02-10 16:53:08 +13:00
PJB3005
8ce6ae2b87 Merge remote-tracking branch 'upstream/master' into rebase-to-vg 2017-02-08 14:30:23 +01:00
Cyberboss
d904e06f72 Fixes hologram exports (#23642) 2017-02-03 19:47:16 -06:00
Cyberboss
9ba3f5662e Fix some missing qdel hints 2017-01-31 16:50:54 -05:00
Cyberboss
3f7f5d4000 Removes/Refactors /mob/unEquip (#22918)
* Part1

* IT COMPILES!!!!

* Fuck wait this was missing from that last

* Update handlabeler.dm

* Update handlabeler.dm

* Fixes n shit

* Fix this

* Fixes #23310

* Fucking @RemieRichards was right

* Fixes devil unEquip

* WTF ARE BITFLAGS?

* THERES THE FUCKING PROBLEM

* Fixes
2017-01-31 09:28:31 +13:00
Cyberboss
5959ac32cc Refactors atom/Initialize. Fixes ruins being initialized twice (#22778)
* Refactors atom/Initialize

Captialized for compiling correctness and to be more inline with Destroy

Will now be called from atom/New if the world initialization loop in SSobj has already run. Should always call the base.

Now comes with the `roundstart` parameter indicating whether or not it was called by SSobj or atom/New

Other fixes/tweaks:
- Renamed a proc called Initialize in abduction consoles to Setup
- Removed /obj/item/device/radio/headset/headset_sec/department: Broken and referenced literally nowhere in the code
- Removed a spawn from the Initialize of turbine_computer which made literally zero sense
- Generalized the proc which fixes RND servers with no id set

Reasoning: It's better to check roundstart per function than to have to duplicate code in New and Initialize. Think of it as a safer New for atoms. If we move enough stuff to it, initial map load performance will increase due to less New calls

* Fixed a thing

* Actually, fuck the police

* >Expecting a merge without errors

* >Not calling ..() in New

* Sanic

* Fix the headset bug

* Makes sure the map loaders dew it right

* Fixes ruins being initialized twice

* Rename roundstart -> mapload

* Revert "Rename roundstart -> mapload"

This reverts commit 667c327fd2ccfa3ce4f4db52eac03f9e8b0f6812.

* Remove unrelated change

* A more direct solution to map loads

* And now we shouldnt need this warning

* Add the new var to SSobj recovery

* Revert "Revert "Rename roundstart -> mapload""

This reverts commit dee07dbd5e4696554ac43aae5b91cce743b9b9e0.

* Line endings
2017-01-23 09:37:45 +01:00
PJB3005
7356e80484 hey that should be everything except making it compile. 2017-01-17 22:08:27 +01:00
Kyle Spier-Swenson
bee4b132a3 [READY]Makes addtimer use callbacks (#22660)
* Makes addtimer use callbacks

* I broke the comment

* I fucked up the regex

* this was a silly idea.
2017-01-04 16:02:56 +13:00
AnturK
d8d4d8e92c Makes holodeck use changeTurf 2016-12-27 11:48:31 +01:00
bgobandit
aca5dd84b2 Easy fixes/tweaks. (#22348)
* Fixes a misleading message

* Fixed more bugs, did kor's shit

* Fixes holodeck  monkey message

* does the needful
2016-12-25 16:57:34 +13:00
Cyberboss
ac1b6b1a31 Readds some of the harder to access freon sources (#22181)
* Revert "Freon Removal"

* Implements XDTM's fix
2016-12-21 10:04:55 +13:00
Kyle Spier-Swenson
dedb16826e Speeds up world init. (93s -> 49s) (#21992)
* Speeds up world init.

* Armor is now new inited for obj and the first level of subpaths.
* Actions is now lazyinited and deleted with empty.
* Actiontypes is now only inited when actually used and deleted once it pre-fills actions with the action buttons.
* Pipes now prefill their node list(s) in new() using new /list/ (count) syntax to speed up the list initaliztions and remove the init proc.
* Pipes no longer store their item version, instead creating it on the fly when deconned
* Walls no longer store their metal stacks, instead creating it on the fly when deconned.
* obj, walls, floor, plating, item, machinery, structure, pipe, pipenet, atom, and movable no longer have an (init) proc. (along with a few other smaller examples)
* Atmos can pass checking is now a var with the ability to have a proc be call in advance cases.
  * (as a side effect, I had to fix a few things that were calling atmosCanPass rather then using the pre-calculated list, this should speed up chemfoam and flame effects greatly)

* Reverts upload limit
(remind me one day to defuck this, it could easily be a config thats not editable by vv to make changes easier)

* Makes apc update icon a bit faster.
APC new is some what high on the profile of world init, still not sure why, but this stood out as a waste of cpu so i fixed it.

* Fixes runtime with atmos backpack water tanks.

* Makes smoothing faster (and fixes turfs smoothing twice at init)

* Makes apcs init faster by replacing some spawns with addtimer

* fix transit turfs.
2016-12-08 21:50:15 +13:00
KorPhaeron
d854909e0f Freon Removal (#22025)
* Freon Removal

* Removes more freon sources
2016-12-08 14:40:07 +13:00
Joan Lung
551ede6d35 Kills all remaining text pronoun macros (#21916)
* Kills all remaining text pronoun macros

* review your own code

* oh right one further

* more

* \
2016-12-04 21:32:31 +01:00
Mervill
0972f78800 a_intent now uses defines 2016-12-02 22:27:30 -08:00
Mervill
09ea5ad2e5 w_class now uses defines 2016-12-01 21:33:14 -08:00
Cheridan
1ff1dc1542 Merge pull request #21307 from tgstation/AnturK-patch-1
Fixes a typo.
2016-11-02 03:25:57 -05:00
phil235
b7efc2cef4 Make energy guns able to use burst fire. (#21005)
* Make energy guns able to use burst fire.

* Changed obj/item/weapon/gun/projectile to /gun/ballistic and the name of the folder from "projectile" to "ballistic" to avoid confusion between actually projectiles and guns.

Syringe gun, energy guns and magic guns can now use burst fire.

* fixing merge conflict shit

* fixing map conflicts

* more map conflict fix

* two tiny fixes.

* tiny tweak

* fixing merge conflicts.
Moving the practice mini egun to the gun module.
Renamed nuclear.dm to energy_gun.dm

* map conflict fixes
2016-11-02 16:16:21 +13:00
AnturK
64a2753ce9 And the other one 2016-10-31 12:52:47 +01:00
AnturK
b6e2d67098 Fixes a typo. 2016-10-31 12:21:15 +01:00
oranges
ef38656c47 Tweak Duplicate object proc (#21069)
Better typepathing and doesnt try to update_icon on things
that don't have an update_icon proc defined

Also adds a holoitem flag so admin area copy doesn't make objects immune
to lava fire and acid
2016-10-30 13:41:54 +01:00
pubby
2d6125527f Holodeck Revamp (#21196)
Redesigns old holodeck programs and adds several new ones too.
2016-10-29 11:28:42 +13:00
phil235
19cda8f56b Reorganizes the area folder to be more readable (multiple files instead of a big one with a million areas defined, moving areas that were defined outside the folder back into the folder).
Fixes issue with area power alerts, related to many space ruins using the same area and thus having multiple apcs in the same area with some wanting the area to be powered and some unpowered, leading to the area's power state constantly switching (area/procpoweralert() becoming the second most costly proc on the profile).
I fixed it by giving to many space ruins their own area (mostly those who have an APC).

Making a global list var "teleportbeacons" so we don't have to use "in world" to fing all tracking beacons used by teleporters.
2016-10-17 21:19:31 +02:00
phil235
5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00
WJohn
39659000f3 Further improves various sprites. (#20801)
* Updates sprites in bloodpack, bodybag, items, barsign, and basketball dmis. Moves basketball and dodgeball sprites to items, and resizes baskteball dmi for larger hoop.

* Fixes open bodybag zipper, forgot to add a file.
2016-10-05 21:53:25 +02:00
Joan Lung
b5b4037e2e More istypes replaced with helpers (#20767)
* shouldn't you be merging these by now

* my oh my do we have a lot of these

* a fellow pedantic shit
2016-10-03 13:40:13 +13:00
Joan Lung
bdcb16113a Adds a few turf istype helpers (#20754)
* a very calming act
when the world is too much, too fast

* i'm tired
but i have to be efficient, infinite

* lick your lips at the sight of me
a fantasy made reality
2016-10-01 19:25:46 +02:00
phil235
194398cbbd Merge branch 'master' of https://github.com/tgstation/-tg-station into PreliminaryDamageRefactor
# Conflicts:
#	code/game/gamemodes/miniantags/bot_swarm/swarmer.dm
#	code/game/objects/effects/portals.dm
2016-09-29 01:44:27 +02:00
phil235
2d2975f783 Some preliminary changes before the damage refactor PR. The changes here do absolutely nothing gamewise.
This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review.

Introduces the resistance_flags bitflag that replaces unacidable and burn_state.
Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
2016-09-27 22:33:08 +02:00
phil235
6809603669 Changes obj/effect/blob,spider,swarmer,energy_net,spacevines to be ob/structures instead, since you can hit and destroy them.
Adds a large ash and large molten item decal (for future use)
simplifies decal/cleanable/replace_decal() code a bit.
Changes construction() proc to on_construction() for consistency, same for deconstruction().
Made a deconstruct() proc for machinery and computer (also for future use).
2016-09-27 19:58:27 +02:00
Xhuis
6fd5b3b29f Random dirtiness refactor and turf grammar standardization (#20551)
* Random dirtiness refactor

* Further speeds up MakeDirty

* Removes legacy code

* Replaces flag numbers with defines

* Adds another define in place of an integer

* Re-adds attackby arguments in holofloors
2016-09-25 10:52:42 +13:00
Firecage
c1ebb78ca3 Fixes holodeck animals bleeding. 2016-07-08 19:28:21 +02:00
Jack Edge
4e279c2e7d Snow holodeck is now cold, but air pressure
Fixes #18579.
2016-06-16 19:25:51 +01:00
Remie Richards
fda2c699fc Automatic conversion via Regex 2016-06-11 18:37:48 +01:00
Jack Edge
546bb633cd Adds two new holodeck levels
- Winter Wonderland
Apparently no one paid for christmas decorations, and it's
incredibly cold and low pressure. But it's a good counter
to a burn mix.

- Anthophila
"A simulation of a bee colony? Why is this in the restricted
section?" - Victim of the holodeck bee massacre
2016-06-02 16:34:41 +01:00
phil235
11ca987acb Merges Pull and Grab into a single functionality. Pulling someone is now the same as a passive grab. You can start pulling someone with ctrlclick or by using the grab intent with empty hand. Using the grab intent again on the pulled person tries to grab them aggressively, then neck grab, then kill grab.
Two mobs can no longer pull the same mob at the same time. Pulling someone break any other pull/grab from other mob on that person.

The grab item is gone entirely.

You can now only grab one mob at a time, instead of two (one for each hand).

Being aggressively grabbed or more now counts as being restrained (like handcuffed). A neck grab or more makes you lie down and prevents you from getting up until the grab is broken.

Fixes movement when moving with a grabbed person.
Fixes movement when moving a pulled person around you diagonally.
Fixes neckgrab moving the victim on your turf even if the turf is dense.
2016-05-24 01:28:04 +02:00
Cheridan
d662b0e455 Merge pull request #17218 from phil235/FixTalkingInPipes
No longer deaf while inside pipes
2016-04-29 20:34:03 -05:00