Commit Graph

51 Commits

Author SHA1 Message Date
Ian Turk
7460f2c5b8 Replaced flags with flags_1 2017-08-16 13:01:15 -06:00
Ashe Higgs
2438bd2aa8 Small belt overlay rewrite, and tool overlays for toolbelts (#29180)
* Belt overlay tweaks, tool overlays

* Belt overlays now have their own file

* work on porting to the new screwy looks

* Work on screwdrivers

* Fixes screwdrivers

* really SCREWED that one up!
2017-07-19 15:29:35 +01:00
ShizCalev
59ef81245b Changes some 1s and 0s to TRUE and FALSE (#29144) 2017-07-10 10:31:34 -04:00
Jordan Brown
3388e735e6 Speeds up SSoverlays (#29037) 2017-07-06 20:20:44 -04:00
Jordan Brown
5b66f2f1b2 Speeds up SSoverlays (#28933) 2017-07-01 15:55:11 -03:00
Jordan Brown
76cea85641 Adds /image/proc/copy_overlays (#28233) 2017-06-09 22:10:52 -03:00
Jordan Brown
c03b0e5f19 Makes processing subsystems respect qdel and PROCESS_KILL (#28146) 2017-06-07 16:16:51 -03:00
Cyberboss
528477465c Fixes @kevinz000's shitcode 2017-05-22 10:42:24 -04:00
Cyberboss
1c6bd654b7 Make runlevels bitflags 2017-05-11 10:04:19 -04:00
Cyberboss
a0a27219b6 MC Runlevels 2017-05-10 16:05:37 -04:00
MrPerson
ff3f84ab81 Replaces /image with /mutable_appearance, where appropriate (#26518)
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism.

I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default.

Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
2017-04-25 12:15:16 +02:00
Jack Edge
a76d4374c1 Moves init_order to defines, moves SSevents above ticker. 2017-04-22 22:08:31 +01:00
Cyberboss
9e1ef0ffe2 Global variable wrappers (#25325)
* Add the system for managed global variables

* Travis ban old globals

* So you CAN inline proccall, that's neat

* Fix that

* master.dm

* Remove the hack procs

* Move InitGlobals to the proper spot

* configuration.dm

* Fix the missing pre-slash

* clockcult.dm

* This is probably for the best

* Doy

* Fix shit

* Rest of the DEFINES tree

* Fix

* Use global. for access

* Update find_references_in_globals

Always hated that proc

Whoever made it must've bee a r e a l idiot...

* __HELPERS tree

* Move global initialization to master.

Fix the declaration

* database.dm

* Dat newline

* I said DECLARATIVE order!

* Here's something you can chew on @Iamgoofball

* game_modes.dm

* Fix this

* genetics.dm

* flavor_misc.dm

* More stuff

* Do it mso's way. Keep the controllers as global

* Make master actually see it

* Fix

* Finish _globalvars/lists

* Finish the rest of the _globalvars tree

* This is weird

* Migrate the controllers

* SLOTH -> GLOB

* Lighting globals

* round_start_time -> ticker

* PAI card list -> pai SS

* record_id_num -> static

* Diseases list -> SSdisease

* More disease globals to the SS

* More disease stuff

* Emote list

* Better and better

* Bluh

* So much stuff

* Ahh

* Wires

* dview

* station_areas

* Teleportlocs

* blood_splatter_icons

* Stuff and such

* More stuff

* RAD IO

* More stuff and such

* Blob shit

* Changeling stuff

* Add "Balance" to changelogs

* Balance for changelog compiler + Auto Tagging

* Update the PR template

* hivemind_bank

* Bip

* sacrificed

* Good shit

* Better define

* More cult shit

* Devil shit

* Gang shit

* > borers

Fix shit

* Rename the define

* Nuke

* Objectives

* Sandbox

* Multiverse sword

* Announce systems

* Stuff and such

* TC con

* Airlock

* doppllllerrrrrr

* holopads

* Shut up byond you inconsistent fuck

* Sneaky fuck

* Burp

* Bip

* Fixnshit

* Port without regard

* askdlfjs;

* asdfjasoidojfi

* Protected globals and more

* SO MANY

* ajsimkvahsaoisd

* akfdsiaopwimfeoiwafaw

* gsdfigjosidjfgiosdg

* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!

* facerolll

* ASDFASDFASDF

* Removes the unused parts of dmm_suite

* WIP

* Fix quote

* asdfjauwfnkjs

* afwlunhskjfda

* asfjlaiwuefhaf

* SO CLOSE

* wwwweeeeeewwwww

* agdgmoewranwg

* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?

* Fix syntax errors

* 100 errors

* Another 100

* So many...

* Ugh

* More shit

* kilme

* Stuuuuuufffff

* ajrgmrlshio;djfa;sdkl

* jkbhkhjbmjvjmh

* soi soi soi

* butt

* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING

* lllllllllllllllllllllllllllllllllllllllllll

* afsdijfiawhnflnjhnwsdfs

* yugykihlugk,kj

* time to go

* STUFFF!!!

* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!

* ngoaijdjlfkamsdlkf

* Break time

* aufjsdklfalsjfi

* CONTROL KAY AND PRAY

* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

* Goteem

* Fix testing mode

* This does not belong in this PR

* Convert it to a controller

* Eh, fuck this option

* Revert controllerization Ill do it some other time

* Fix

* Working controllerization

* FOR THE LOVE OF CHRIST PROTECT THE LOGS

* Protect admins and deadmins

* Use the inbuilt proc
2017-04-06 23:26:13 -06:00
Cyberboss
78ee754da3 Merge upstream 2017-04-01 23:38:37 -04:00
Remie Richards
d1b2be75ad Fixes #24998 (Statues spawned by wizards are invisible) - Correctly (#25638)
* Fixes #24998 Correctly

* Fixes potential addition to non initialised overlays list
2017-03-31 09:33:44 -03:00
Cyberboss
5646c736c8 Merge upstream 2017-03-30 19:18:59 -04:00
kevinz000
d17aacc8cd Allows soft-disabling of flightsuit processing, moves subsystem defines to subsystems.dm (#25513) 2017-03-30 09:07:49 -03:00
Cyberboss
fb596bcdb3 _DEF 2017-03-22 14:52:21 -04:00
Cyberboss
a801187ede Fix shit 2017-03-22 12:11:59 -04:00
Cyberboss
7e14ec75fc Normalizes subsystem definitions 2017-03-22 11:50:46 -04:00
Cyberboss
5907da67ee Rename files where appropriate 2017-03-22 11:33:12 -04:00
MrPerson
b71e89ce10 Fixes non-dynamically lit areas being pitch black
Fixes #25179 (Legitimate closing of a pull request, thanks for this bug github)
Fixes #25164
2017-03-16 21:30:06 -07:00
Cyberboss
ea740fd160 Fixes problems with icon overlays (#24530)
* Fixes problems with icon overlays

* Rename this to prevent confusion

* Well somehow that fixed it
2017-03-14 19:28:05 +01:00
Cyberboss
bbf6eebae0 Fix coiaxs shit (#24902) 2017-03-10 10:17:21 +13:00
oranges
56a7fa328a Revert "Revert "Atoms can now be stationloving" (#24903)" (#24904)
This reverts commit d3b5f0e97c.
2017-03-10 09:54:44 +13:00
Kyle Spier-Swenson
d3b5f0e97c Revert "Atoms can now be stationloving" (#24903)
* Revert "Bulletproof(Tactical) Armour + Vest Defence Tweak (#24816)"

This reverts commit 6ab7ba871f.

* Revert "Automatic changelog generation for PR #24810 [ci skip]"

This reverts commit 1cd117afd6.

* Revert "Stacks automatically merge on Initialize (#24810)"

This reverts commit 6e39f5cf00.

* Revert "Automatic changelog generation for PR #24794 [ci skip]"

This reverts commit 62a2ef30dd.

* Revert "Wizards can now Summon Ghosts (#24794)"

This reverts commit 473561c0be.

* Revert "Automatic changelog generation for PR #24791 [ci skip]"

This reverts commit b2aeef06d0.

* Revert "Compiles in Lavaland (#24791)"

This reverts commit 272cc34008.

* Revert "Forcefield Projector (#24790)"

This reverts commit 4b2ffcffe8.

* Revert "Atoms can now be stationloving (#24748)"

This reverts commit 60f7c1df3f.
2017-03-10 09:53:16 +13:00
coiax
60f7c1df3f Atoms can now be stationloving (#24748)
* Objects can now be stationloving

Stationloving objects are objects that love the station so much, they
will relocate back to the station if spaced or if destroyed.

Yes, this does sound a lot like the behaviour of the nuke disk. Except
made more generic.

Currently the only stationloving object is the nuke disk.

* Moved from /obj to /atom/movable

* Remie fix
2017-03-10 09:42:02 +13:00
Cyberboss
31ee152489 Repaths subsystem to controller/subsystem (#24624)
* Repaths subsystem to controller/subsystem

* Fix the shit
2017-03-08 22:05:45 +01:00
Cyberboss
e03144dc1d Smoother roundstart take II (#24504)
* Revert "Until I figure out why random keys aren't being transferred"

* Fixes cyborgs not getting their key at roundstart

* Fixes mimes not getting the prefs name

* Fixes clowns not getting prefs names

* Sets the round start timer when it actually starts

* Remove fluff CHECK_TICKs

* Moves siliconization to the jobs module

* Yeah whatever

* Fixes AIization

* HNNNNGHHHH WHY IS THIS UP HERE?

* Fix cyborgs not linking to AI
2017-03-07 21:06:33 +01:00
Cyberboss
78c4c6674e INITIALIZATION_INSSOBJ -> INITIALIZATION_INSSATOMS (#24382) 2017-02-27 15:56:09 +01:00
Cyberboss
4aefd57cca Revert "Overlay/Roundstart fixpack (#24356)"
This reverts commit bf42d769e2.
2017-02-22 20:43:08 -05:00
Cyberboss
bf42d769e2 Overlay/Roundstart fixpack (#24356)
* Fixes roundstart graphical lag

* Fixes manifests

* >Expecting searching lists to be fast

* Here's where they needed flushing

* THE DATACORE IS ANNOYING REEE

* <Commit name>
2017-02-23 09:41:58 +13:00
Cyberboss
85b8485313 NobodyReviewsNobodyReviewsNobodyReviews (#24360)
NobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviewsNobodyReviews
2017-02-22 20:18:15 +01:00
Cyberboss
56a6eaa8e6 Overlay queuing (#23922)
* Overlay queuing

* Fix SS flags

* Don't copy on assignment

* Flags processing

* Fix icon_smoothing

* MSO's helper proc

* Legacy detection

* Make it work

* Fixes shitcode

* Fix the flag

* |= -> +=

* OK, how did I fuck that up?

* shitcode

* Conditional assoc queue while initializing

* Cleanup everything

* Orange meme

* This isn't perfect, but its the best byond will give us.

* forgot about dir

* oh ya

* This was litterally the last thing i did last night before heading to bed

You can tell can't you?

* Fixes various shit

* Let's not ever pause

* Fix the flag

* Cleaned up some missing shit. Added image dummys

* Remove the one usage of FPRINT

* Jesus get rid of this
2017-02-22 21:44:55 +13:00
Cyberboss
0c8f6b3c04 Fixes SSatoms initializing before SSmapping. 2017-02-18 19:37:27 -05:00
oranges
acbe49d279 Merge pull request #24139 from Cyberboss/Separation_of_church_and_state
Moves atom functionality from SSobj to SSatoms
2017-02-19 00:48:04 +13:00
Cyberboss
9050485817 Moves atom functionality from SSobj to SSatoms 2017-02-15 12:35:55 -05:00
Cyberboss
17bc8038f1 Roundstart no longer delayed by initializations 2017-02-14 23:47:01 -05:00
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
Cyberboss
e335b2ce43 Fixes atoms being initialized twice with templates (#23746) 2017-02-07 15:35:20 +01:00
Cyberboss
7f9bd036b9 Move proc/process definition into appropriate file (#23567) 2017-02-04 16:34:24 +13:00
Cyberboss
f754530201 As usual, I fucked up 2017-01-31 23:54:23 -05:00
Cyberboss
a4d5579f79 Initialize Safety Cleanup (#23274)
* Better `in world` Initialization handling

Remove spawn_atom_to_world and SSobj.atom_spawners

Roll SSobj/setup_template_objects and SSobj/Initialize into new generic proc

* >BYOND

* >var names

* Defines

* Actually remove the spawn_atom_to_world definition

* A note on NOT CALLING THE BASE

* Remove set waitfor = 0

* My comments are cool

* In order to prevent just that...
2017-02-01 15:48:17 +13:00
AnturK
f16c35c6b4 Fixes DNA runtimes. 2017-01-26 11:47:28 +01:00
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
Thunder12345
5d26de96c6 No more colourful fire 2017-01-12 12:23:44 +00:00
kevinz000
6411bdfbba [READY]Fixes flightsuits without making the game shit itself (flightsuit patch 3 v.2) (#22473)
* Update flightsuit.dm

* cheaper speed calculations and fixes inability to land

* ...

* .

* ...

* ..

* Update flightpacks.dm

* hmmm~

* parts_replacement

* woops

* number_tweaks
2016-12-29 09:17:44 +13:00
kevinz000
2c742c2114 [Ready] FLIGHTPACK PATCH 2 - PROBABLY CONTAINS LARGE AMOUNTS OF SHITTY CODE (#22135)
* ayylmao

* MEKHI JUST GOT A SUBSYSTEM

* ..

* ...

* airlock_bullshit

* ...

* stuff

* kek

* fuq

* fuck...

* GAHH

* finalcommitifucking swear ree

* update

* ...

* honk

* honk

* proc

* update

* fixed
2016-12-23 09:40:48 +13:00
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
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