Commit Graph

488 Commits

Author SHA1 Message Date
MrStonedOne
9108dbba42 Makes shuttle rotate Re-Smooth's atoms if need be. 2015-07-20 12:08:30 -07:00
MrStonedOne
7f58d930bb Shuttle Rotation Tweaks
This should fix shuttle walls not rotating back to their old state correctly when the shuttle docks elsewhere.
Also uses built in procs and caches the calculated rotation angle to improve shuttle docking speed by not calculating it again for every object.
This should also ensure that diagonal objects rotate correctly, rather then snapping back to a cardinal direction.
2015-07-20 04:28:46 -07:00
MrStonedOne
19ef482d87 Finishes carnmc's shuttle rotation feature.
Under carn shuttles, When shuttles dock at a docking port that is not the same direction as them, they rotate their bounding box, and they do magic i don't understand to rotate where the turfs get placed.

But it doesn't rotate the items or smoothwall or handle pixel_xy or any of that.

This fixes that.

Shuttle rotation will call /atom/proc/shuttleRotate(degrees)
Default behavior handles most cases, and overrides handle edge cases.

Shuttle walls don't smooth wall or obey directions, so I just rotate their icon using matrix transform, its dirty but it works.

See: https://tgstation13.org/msoshit/powrightinthekisser.png or https://tgstation13.org/msoshit/fuckingshuttles.png
2015-07-20 04:28:45 -07:00
Firecage
4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
Jordie0608
0bf6f09969 Merge branch 'master' of https://github.com/tgstation/-tg-station into whocodesthecodemen
Conflicts:
	code/modules/admin/verbs/pray.dm
2015-06-16 17:24:20 +10:00
phil235
ae8c69f9a7 Merge pull request #9955 from kingofkosmos/spanspaceremoval
Unnecessary space removal from spans and messages
2015-06-15 18:20:04 +02:00
Jordie0608
a67de221cc JMP replaced with FLW, fixes and adds a bunch of key_name checks in adminlogging 2015-06-14 23:37:35 +10:00
kingofkosmos
c8d79e7034 Removed unnecessary spaces in these situations:
"span class = '" changed to "span class='"
"'> " changed to "'>"
2015-06-14 12:13:19 +03:00
Jordie0608
5ef93b2225 overlays for computers 2015-06-13 20:07:48 +10:00
Aranclanos
f34b45b7b8 Fixes shuttles taking turfs that aren't part of the shuttle itself.
Fixes shuttles breaking apart if the turfs aren't strictly shuttle turfs (who are also gone in a previous commit, now under wall and floors paths)
Fixes #9722
Fixes #6856
Fixes #9788
2015-06-08 05:07:02 -03:00
Aranclanos
e7c0d7e95c Removes unsimulated turfs.
Moves shuttle turfs to paths under /turf/simulated/floor and /turf/simulated/wall
Players can now safely build on top of shuttle turfs
Fixes #1711
Adds several but not all paths for the different types of floor turfs, most of them in plasteel_floor.dm
The turf pathings are still in need of a deeper organization, but this is at least a start
2015-06-01 23:24:18 -03:00
Jordie0608
357b131a52 compile fix 2015-05-22 18:23:25 +10:00
Jordie0608
028308c5ca re-adds shuttle areas for teleporting to 2015-05-22 17:40:20 +10:00
MrStonedOne
eb7d5fefa5 Merge remote-tracking branch 'upstream/master' into step-aside-aran-im-here-to-touch-your-precious
Conflicts:
	code/controllers/subsystem/ticker.dm
2015-05-02 03:03:29 -07:00
MrStonedOne
bd6d51a0b5 Massive MC and subsystem rewrite
MC:
	No longer tracks a subsystem's cpu usage. This was basically worthless and took up space on the stat panel
	Can calculate wait down to a tenth of a decisecond to make it fps/world.ticklag agnostic
	Now allows subsystems to have a dynamic wait, that is based on a ratio of how long that subsystem has been taking to process(cost). (This system allows for upper and lower bounds, and an changeable cost delta for each subsystem)
	MC can now be told to init a zlevel

All Subsystems:
	Stats panel now allows child subsystems to pass it a message to add to its stats entry. All subsystems have been moved over to this system - This should cut down on subsystems having to copy and paste the stats proc in order to add to it
	All subsystems now properlly handle being given a zlevel in their init proc

Subsystem changes:
	Air:
		Added air to the dynamic wait subsystem. upper bound: 50, lower bound: 5, cost delta: 3 times process cost
		Air now fires 4 times faster when it can do so without lagging things up
		Pipenet has been merged into air
		Atmos machinery now processes with process_atmos(), ticked by air, not machinery.
		Hotspots (the fire object) are now object pooled
	Pipenet:
		Deleted, added to air
	Machinery:
		Moved all atmos calcualtions in all objects's process() to process_atmos().
	Lighting:
		Added Lighting to the dynamic wait subsystem. upper bound: 20, lower bound: 5, cost delta: 3 times process cost
	Ticker:
		Fixed ticker not updating the lobby panel when game start delayed
		Fixed the game start timer updating rapidly from queued fires when game start delay is removed
	Garbage/qdel:
		qdel will now limit its process time to 2ds a fire.
		qdel can now be given hints as a return to Destroy() as to what should be done with the object.
		the options are:
			queue: (default) this is the normal behavior.
			letmelive: old default to non-null/zero. does nothing with the object
			iwillgc: functionally the same as above, mainly to let people working with objects know that the object will not be queued for GC checking
			harddel: this will queue the object to be deleted without storing a soft reference, mainly to save locate() processing time.
			harddel_now: this will del() the object. To allow for a clean removal of every del() not in qdel
		All objects have been updated to the new system, harddel and iwillgc was not added to any new objects.
		Fixed some objects not GCing because they didn't properlly clear references in Destory()
		Fixed some objects getting qdel'ed preventing other objects from getting GCed because they did not null their reference to that object.
2015-04-29 02:00:25 -07:00
Ikarrus
866ad1bc62 - Re-added the centcom ferry shuttle console back on centcom, and added the admin request button to the ferry request console. 2015-04-27 20:01:59 -06:00
Swag McYolosteinen
ffd0db2b7b Merge pull request #8581 from MrPerson/lighting_2015
Object based lighting system
2015-04-12 13:14:32 +02:00
kingofkosmos
2e4a8fcce8 Recieve --> receive grammarfix
Changes all "recieve"s in descriptions around the tgstation to "receive". Also energy katana description high priority fix.

Fixes #8576
Fixes #8504
2015-04-03 19:42:34 +03:00
MrPerson
e4a3abdd70 Object based lighting system
Uses actual objects on each non-space, dynamically lit turf. Light levels are switched back and forth via animate() and the object's alpha. Supporting colors shouldn't be too hard. Some hacky efficiency improvements means it isn't that much more expensive than current (I think, needs testing). Most of the lighting ss's cost is in checking all the lights and doing big loops, not anything actually in the loops themselves.

Start PDA flashlights on. This was to speed up testing but frankly I think it's a good change in general.

Added a Moved() proc. Called after a successful move.

In the future I hope to move off the luminosity var entirely but that was too slow in testing for me. That's what all that "for(area in sortedAreas) area.luminosity = 1" stuff in the lighting ss is, tests on removing luminosity outright.
2015-03-31 05:09:42 -07:00
carnie
10906be41a Improves shuttle corner fix to use actual appearance data of the turf, so it takes transform into consideration. 2015-01-19 18:48:52 +00:00
carnie
22423d2463 Resolves #6953 - Shuttle transparent corners now inherit a snapshot of the turf they replace. Note: don't use them for interiors! Only external corners!. 2015-01-11 18:42:58 +00:00
carnie
e285bd0b3c Map Update 2015-01-04 01:45:02 +00:00
carnie
a029a49392 SubSystem rewrite
Misc:

+Fixes unreported issue with initializing lighting on a specific zlevel

+Fixes two similar issues with moveElement and moveRange. Where fromIndex or toIndex could be adjusted incorrectly in certain conditions. Potentially causing bad-sorts, or out of bound errors.

+Rewrites listclearnulls(list/L) to no longer iterate through L.len elements for every null in the list (plus 1). i.e. went from L.len*(number_of_nulls+1) list-element reads (best-case), to L.len list-element reads (worst-case)

+New proc/getElementByVar(list/L, varname, value) which finds the first datum in a list, with a variable named varname, which equals value. You can also feed it atoms instead of lists due to the way the in operator functions.

+Fixes an unreported issue with Yota's list2text rewrite. Under certain conditions, the first element would not be converted into a string. Causing type-mismatch runtimes.

+New global map_ready variable. This is not fully implemented yet, but will be used to avoid duplicate calls to initialize() for map objects.

+All turfs now maintain references to all lights currently illuminating them. This will mean higher memory use unfortunately, due to the huge number of turfs. However, it will speed up updateAffectingLights significantly. I've used list husbandry to reduce baseline memory usage, so it shouldn't be any worse than some past atmos modifications memory-wise.

-Removed 'quadratic lighting', can add this back at some point. Sorry.

+modified the way lum() works slightly, to allow turfs to have overridden delta-lumen. i.e. space cannot be illuminated more than its default ambiance. This allowed removal of some iffy special-snowflake lighting areas implemented by somebody else.

+Lighting images in the dmi can now use arbitrary naming schemes. It is reliant on order now. This allows the dmi to be replaced by simply dropping in a new dmi.

-Removed all subtypes of /area/shuttle. Shuttles now create duplicate 'rooms' of /area/shuttle. (More on this later). This will conflict with most maps. Guide on how to fix to follow.

+All verbs/tools relating to world.tick_lag were refactored to use world.fps. However old config text for setting tick_lag will still work (it converts the value to fps for you)

+MC stats improved using smoothing. They now have their own tab so they dont get in the way when you're playing as an admin.

-removed the push_mob_back stuff due to conflicting changes. Sorry Giacom.

_OK, NOW THE ACTUAL INTERESTING STUFF_

Following systems moved over to subsystem datums:
air_master
garbage_manager
lighting_controller
process_mobs (aka Life())
nanomanager
power
sun
pipenets
AFK kick loops
shuttle_controller (aka emergency shuttle/pods), supply_shuttle and other shuttles
voting
bots
radio
diseases
events
jobs
objects
ticker

Subsystems hooks and variables should be commented fairly in-depth. If anything isn't particularly clear, please make an issue.

Many system-specific global variables have been refactored into

All tickers which previously used world.timeofday now use world.time

some subsystems can iterate before round start. this resolves the issue with votes not working pregame
2014-12-31 13:25:41 +00:00
Hornygranny
678a13c451 moves emag effects from attackby() into atom proc emag_act() 2014-11-20 17:49:06 -08:00
ikarrus
35068e19ae Adds a JMP link to the Admin Ferry Message 2014-09-27 17:13:37 -06:00
Cheridan
96cf5cdedd Merge pull request #4574 from Ikarrus/commscooldown
Console Cooldown Tweaks
2014-08-27 10:16:00 -05:00
Firecage
6c7af5eb32 SPANCLASSES!!!!! 2014-08-26 09:52:13 +02:00
ikarrus
98cf2559c3 Console Cooldown Tweaks
-Cooldown for sending messages to centcom reduced to a minute. Often times conversations between the messenger and centcom are cut short by the very long cooldown time.
-Cooldown for AI priority announcements increased to 5 minutes. The fear I had when I implemented it was AIs misusing it by announcing pointless things for what should be reserved for actual important things.
-Ferry move request cooldown increased to a minute. Stop spamming us admins please.
2014-08-25 21:12:00 -06:00
ikarrus
4271b6a859 Removing duplicate href code 2014-08-18 22:29:32 -06:00
ikarrus
d56274a4ab Adds Deathsquad to Quick-Create Antagonist Menu
-Pressing this button will spawn up to 5 death commandos on centcom with a customizable objective
-Added a shuttle console to the ferry that, rather than moving the shuttle, will send a request to admins instead
-Deathsquaddies get an energy shield
-Deathsquad beret will no longer hide head, face, and hair
2014-08-16 00:40:37 -06:00
ikarrus
9d76c7fffc -Shuttles inflict heavy brute damage instead of instagibbing
-Behaviour extended to supply shuttle
2014-06-06 22:14:55 -06:00
ikarrus
a7f696e6e1 Shuttles will always destroy things in their way
Fixes #1992

Also:
-Adds labour shuttle to admin secrets
-Removes delay when admins move shuttles
2014-06-05 22:19:38 -06:00
Mloc-Hibernia
8af8a43d6f Initial pass to convert LF to CRLF
Signed-off-by: Mloc-Hibernia <colmohici@gmail.com>
2014-03-24 08:53:40 +00:00
Giacomand
615926b17e Shuttles changing location will update the area's has_gravity. 2014-03-16 09:17:38 +00:00
Giacomand
47545f439e * Added ore boxes to the gulag, and added a conveyor belt which goes outside and has a loading machine, which will take the ore from the orebox.
* Added sprites for the stacking machine going in the reverse direction, just set the dir to 1 instead of 2.
 * Added prison intercoms which will not broadcast until someone hacks it. Added these intercoms in the gulag, the perma brig and the brig cells.
 * When a prisoner has received enough points for freedom, if they try to move the shuttle, or open the middle door, while someone is on it they will get an error message. This way there is no way for a free'd prisoner to release their fellow prisoners once they have reached their point target. The shuttle will depart right away when you call the shuttle from the stacking console, to stop prisoners from getting on while it departs.
2013-12-20 22:09:06 +00:00
AlexanderUlanH
a985620707 Updated the labor camp 2013-11-05 14:13:21 -05:00
AlexanderUlanH
16d17921f9 Cha-cha-cha-changes
Changed the shuttle controller to a datum, changed the appearance of the
labor shuttle, and fixed stackers giving one free stack of each ore.
2013-11-02 17:01:54 -04:00
AlexanderUlanH
87b72833bd Added the labor shuttle 2013-11-02 15:16:39 -04:00