Commit Graph

61 Commits

Author SHA1 Message Date
TheGamerdk
ef5bd13cc9 [READY][AI] Reworks AI CPU + RAM. Turns the Sig Tech into the Network Admin. Adds overclocking (#13686)
* z-level restrictions

* Initial card rewrite

* UI Mockup

* e

* Functionality almost working

* test map

* pre-rename

* Network Admin Complete

* tiny tiny workshop

* tiny tiny tiny tiny workshop try 2

* makes tgui compile

* map files duh

* gax

* Update engineering.dm

* stuff should cost points

* ew

* Update rack_creator.dm

* attackby

* Update AiRackCreator.js

* Update rack.dm

* Update network_admin.dm

* Update network_admin.dm

* Update cpu.dm

* access and spelling stuff

* Unique imprinter

* maps

* netmin

* oops

* Fractional CPU and search for projects

* AI research points

* Assorted bug fixes

* Research booster upgrade

* netmin

* Examine

* overclocking

* Fractional CPU + Overclocking finished

* Rack upgrades + TGUI linter

* Yogstation

* access

* propers yogstation

* Meta + yogs fix

* kilo

* GAX

* oops

* Update overclocking.dm

* Update resource_distribution.dm

* spaces

* Update AiOverclocking.js

* Update induction.dm

* Update rack_creator.dm

* assorted bugfixes

* Core tracking

* Update AiServerConsole.js

* Update AiDashboard.js

* Update AiDashboard.js
2022-05-16 21:40:38 +01:00
nmajask
f216b2c4f6 Ports "Adds borg tablets, and RoboTact as a borg self-management app" (#12781)
* Ports borg tablets and Robotact

A very rough port of the two from TG with some code "barrowed" from SandPoot from cit to work around the lighting changes on TG

* Ports dentation button, rearranges the UI, and adds a change I forgot

Should all work

* Should fix the checks

Tgui being stingy

* Expanded Robotact and ports stuff

Adds a button to view alerts, self destruct, adjust light, and take picture to Robotact, ports downloading logs with the Borg Monitor, and allows borgs to use the NTOS downloader.

* Update asset_list_items.dm

* Adds buttons for lamp intensity

The slider is a bit jank, so I added some buttons for those who dont want to deal with it.

* Forgot you can do this

Should fix the checks

* *scream

Why is the linter so strict?

* Tails.dm but again

This is so much fun

* Reorganizes stuff and adds an integrated hardware flag

Reorganizes stuff to fit mod PDA/telescreen's new organization (dedicated files for each device) and added a hardware flag to better determine what can be used in the borg PC, fixing adam's issue.

* Should revert some of the removed buttons/commands

No reason to remove them

* Fixes the check

Forgot about this

* This is probably important

I should really test this

Co-authored-by: Theos <theubernyan@gmail.com>
2022-02-02 18:27:05 +00:00
nmajask
2d7dd405a9 Adds modular computer renaming with ID information and opening with ctrl clicking from PDAs (#12799)
* Added the changes

Adds name changes pcs and ctrl click opening from PDAs to mod

* This is probably important

Thanks adamsong

* Tails.dm continues to baffle github desktop

I am incapable of changing/fetch branches without commiting this.

* Makes ctrl click opening only effect humans

Makes ctrl click opening mod pcs only effect humans so borgs can still drag them
2022-01-26 19:13:09 +00:00
nmajask
9e300992da Potentially fixes the issue (#13148)
*scream
2022-01-22 07:20:53 -05:00
nmajask
407122e347 Adds modular PDA and Telescreen and cleans up some of the preset code (#12685)
* Added modular PDA and telescreen

They kinda work

* Adds a telescreen to box

* Cleans up some stuff

Left some code in from when I was working on something else, causing the checks to fail. This removes it.

* More clean up and an untested fix for computers so they dont runtime if they have an initial program

Hope this works.

* Hopefully fixes the failed check

Forgot about that var.

* Makes telescreens machines and more PDA sprites

Makes modular telescreens machines, adds more pda program icons, and fixes stuff.

* Adds telescreens to more maps and fixes the one on box

* Fixes the failed check and cleans up some commented out stuff

Forgot about this stuff

* Replaces engi and atmos tech phones with modular PDAs

Seams reasonable. May atomize it out if people want me to.

* Forgot the commit the atmos preset

*sigh

* Moves telescreens to the machine folder and adds a medical telescreen

Moves telescreens to the machine mod pc folder because they are no longer items and adds a medical telescreen that starts with the crew monitor program, though its not on maps yet.

* Removed the old telescreen file that didnt get removed

thanks github desktop

* Forgot about the CMO's computer

Though I did this with the medical preset

* Adds medical telescreens to most maps

* Readds the changes

* Forgot to uncomment this

*scream

* Adds telescreens to mining base and brig infirmary

* Everyone gets a telescreen

* Forgot the lights

* Symmetry

* Adds the fixes for delta
2021-12-27 17:24:30 -05:00
nmajask
e047fee1b2 Adds the disk and an extra implant (#12844)
Adds a disk with the implant tracker program and an extra implant replacing the implant pad and locator in the mining implant kit.

Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
2021-12-19 13:32:27 +00:00
nmajask
1f7a1ca6fe Adds the disks (#12829)
Adds a syndicate mod PC disk and a trapped mod PC disk that explodes on removal. Also removes ddos program from syndicate net and makes it an uplink item.
2021-12-19 13:20:34 +00:00
nmajask
a0b6b72b3c Ports some changes to modular computers from TG (#12482)
* Ports stuff

Ports a lot of stuff from TG, some of it might even work!

* Should fix the failed check

Should fix the failed check

* Allows phones to use the ID card program and aux card slot

Allows phones to use one of the two useful programs

* Changes preset stuff

Removes the old syndicate tablet preset with the nukie one and adds command and atmos phone presets. Replaces all head tablets with phones and fixes atmos techs starting with tablets.

* Fixes secureye icon and comms agents not being able to download apps

Does as it says

* Fixes the build error

cant code

Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
2021-11-14 17:45:51 +00:00
nmajask
91897c9124 Adds modular phones (#12386)
* Added modular phones

Added modular phones. Why? I don't know.

* These might be important

Changed the dme and defines, which i forgot to add

* Fixes the checks failing

Hopefully
2021-10-15 10:08:26 -04:00
adamsong
3baeaeb0c4 Steals tg's span macros (#12232)
* Steals tg's span macros

* Fix alphabet

* Updated some more spans

* Misses a conflict

* Fix compile errors

* Converts more spans

* oops
2021-09-17 12:50:16 +01:00
Gary Lafortune
5bc3d87255 Fixes modular computer crew manifest printer (#10576) 2020-12-04 16:44:27 -05:00
alexkar598
2333d64f09 Adds support for 513(and unicode), additionally drops supports for 512 in the process and updates dreamchecker(turdis) and casually fixes about 90 bugs in the codebase (#8324)
* Cherry picks the unicode part 2 PR from TG

* Things

* drop 512 support

* TAN --> tan

* Manually does the things that was in renamed files

* CLAMP --> clamp

* ismovableatom -> ismovable

* bugfixes, tg is bad

* Ports sanitize_name

* Bumps checks

* Fixes new linter errors (#48126)

About The Pull Request

This fixes the errors raised by the new feature I'm adding to the linter: SpaceManiac/SpacemanDMM#119

* Update SpacemanDMM suite to 1.2 (#48785)

* Update SpacemanDMM suite to 1.2

* Fix new lint errors

* Removes unreachable code (#48143)

About The Pull Request

As detected by SpaceManiac/SpacemanDMM#123

* casually fixes 50 bugs

* stoopid evil dreamchecker

* stoopid evil dreamchecker

* stoopid evil dreamchecker

* almost the same thing

* Makes all UIs UTF-8

* Fixes bugs

* Fixes runtimes, some related to 513, some not

* Fixes agent ids

Co-authored-by: MrPerson <spamtaffic@gmail.com>
Co-authored-by: alexkar598 <>
Co-authored-by: spookydonut <github@spooksoftware.com>
2020-05-02 00:43:42 -04:00
Nichlas Pihl
97990b84ed fixes ID modules ejecting IDs across the station (#7332) 2019-12-17 06:42:12 -05:00
Nichlas Pihl
5141c1d2b6 Update printer.dm 2019-12-05 09:05:41 +00:00
Nichlas Pihl
fb1252e54b strips html on modular computer printer 2019-12-05 08:28:12 +00:00
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
yogstation13-bot
6f42d325c5 [READY] Syndicate Contracts 2019-06-17 19:31:37 +01:00
Wilchenx
fa59ba1c32 Adds a new Modular PC vendor (#43642)
* b

* s

* Update packs.dm

* Update modularpc.dm
2019-04-25 07:25:23 +01:00
ShizCalev
8eeac83e4f Fixes sechuds not updating when inserting & removing an ID into/from a PDA/wallet/computer (#40826)
cl ShizCalev
fix: Fixed sechuds not updating when a user removes/inserts an ID from/into their PDA/wallet/computer while it's in their ID slot.
/cl
2018-10-17 17:04:55 +01:00
ShizCalev
f0c52879f2 Makes modular computer examine text more robust (#40729) 2018-10-08 09:37:48 +01:00
ShizCalev
5a29dc43e3 Replaces istypes with the proper tool_behaviour checks. (#40414) 2018-10-01 01:10:45 +01:00
Fox McCloud
d42a67da02 Kills off /obj/item/device (#37297)
* Kills off /obj/item/device

* whoops

* whoops

* Fix
2018-04-23 14:01:33 +01:00
Tad Hardesty
f2dbe5cf13 Replace explicit z-level checks with defines (#33829)
* Replace explicit z-level checks with defines

* Rename turf_z_is_planet for consistency

* Use TRUE/FALSE in onSyndieBase
2017-12-29 14:40:06 -05:00
kevinz000
00966e2aaa NTnet refactor, assimilates exonet 2017-11-21 20:50:45 -08:00
kevinz000
caa1e1f400 Massive research refactor; changes research system to techwebs; Decentralized research 2017-11-18 19:55:40 -08:00
FrozenGuy5
5294c48be1 Adds alot more initialize() part two 2017-11-12 10:56:33 +00:00
FrozenGuy5
de0d93467e Adds alot of initialize() in lots of files 2017-11-11 20:58:15 +00:00
kingofkosmos
c3d20c6d8e Adds few comments so other people won't be as confused as I was.
Adds examine-messages for alt-clicking.
Added sounds for all the computers when inserting/ejecting IDs.
2017-10-13 23:18:14 +03:00
Tad Hardesty
13f32a938b Improve extended examination text for many objects (#31381)
Plurality, capitalization, punctuation, and item icons have been
improved. Status displays now show the same text on examination that
they do visually. Inducers only show a success message when they
actually succeed.
2017-10-10 21:06:46 +13:00
KorPhaeron
72389743db ismachinery define 2017-10-03 18:13:21 -05:00
KorPhaeron
10a3238fd6 Makes the station Z level into a list instead of a single define (#30297)
* Makes Station Z Levels a global list

* Things didnt get committed

* Define

* Removes files

* Fix mind.dm

* Wrong list name

* (

* Fixes rev checks and signpost

* Makes it actually compile

* Signpost fix

* I hate these sign posts

* Never use the web editor
2017-09-11 13:39:52 -04:00
Jordan Brown
728aefbd70 Adds DropLocation(). To generally be preferred to get_turf() (#29814)
Fixes #29802

Unlike get_turf()this will sensibly pick if loc can be safely used
2017-08-18 16:44:20 +12:00
Jordan Brown
af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
ShizCalev
d525b18d8d Completes major inhand split project (#29574)
* Completes split project

* More work on it. Should be more or less finished
2017-07-29 16:47:37 -03:00
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
Lzimann
5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
Cyberboss
b6d5aba7b2 Removes area.master. Moves area/New to Initialize (#24134)
* Removes master areas

* Ports area/New to Initialize
2017-02-18 01:04:47 +13:00
Cyberboss
d27899ce64 Unequip refactor fix pack (#24040)
* Fixes drag drop deletion

* Fix it for clothing as well

* Do it properly

* Various other incap checks I noticed from the unequip refactor

* Time to generalize this shitty shit

* PADDLING!!!

* A whole bunch of ree
2017-02-14 08:52:56 +01:00
oranges
b795fced59 Merge pull request #23625 from WhiteHusky/Paperwork-Improvements
NTOS and Paperwork Improvements
2017-02-04 16:44:13 +13:00
Cyberboss
5c04704186 Fixes modular ID card slots (#23619) 2017-02-03 11:01:19 +01:00
Carlen White
de2b143e45 NTOS and Paperwork Improvements
🆑
add: Fields are supported when printing with a modular computer
add: PRINTER_FONT is now a variable
tweak: New lines on paper are parsed properly
tweak: [tab] is now four non-breaking spaces on papers
tweak: Papers have an additional proc, reload_fields, to allow fields
made programicly to be used
fix: Modular computers no longer spew HTML when looking at a file,
rather it is escaped like it should
fix: Modular computers no longer show escaped HTML entities when editing
fix: Modular computers can now propperly read and write from external
media
spellcheck: NTOS File Manager had a spelling mistake; Manage instead of
Manager
🆑
2017-02-01 23:39:19 -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
Mervill
09ea5ad2e5 w_class now uses defines 2016-12-01 21:33:14 -08:00
Mervill
b5578df27d corrects some defs without leading slash (#21843) 2016-11-30 20:05:14 +13:00
Shadowlight213
dddcb116af Fixes ai restoration button
Adds an eject button to the restorer UI
2016-11-22 13:01:02 -08:00
Shadowlight213
008689c61c Adds AI Integrity restorer to program datums, various modular computer improvements (#21546)
* Ports AI restorer to modular computars

* mostly done. working on qdel improvments

* undoes testing flag

* undoes gc stuff

* Fixes id card module name

* memes
2016-11-19 13:33:39 +13:00
swindly
6feff91f76 it's -> its 2016-11-02 19:26:04 -04:00
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
Razharas
186d852bc5 Modular computers now use list of components (#20557)
* Bringing computers to the light side

Bringing computers to the light side

* Lighter and lighter

Lighter and lighter

* Missed some lists

Missed some lists

* Text to defines

Text to defines

* Last commit

Last commit

* How did this even get here

How did this even get here

* Removing bad stuff

Removing bad stuff

* Fixes verb adding and idle check

Fixes verb adding and idle check
2016-09-18 00:40:21 +02:00
Core0verload
91e5b35707 Modular PCs rewrite (#20003)
* Modular computers rework, part A

* tweaks&fixes

* Adds component-side compatibility checks

* Moves computers to SSobj

* Fixes stationary computers not using power usage vars

* Changes icon generation a bit, adds icons to broken computers

* Moves UI into it's own file

* Laptop refactor + sprite replacement

* Modular console's keyboard now lights up when powered

* minor fixes

* fixes

* bonus: wired connector, new type of recharger

* Modular computers are now devices

* code quality ocd
2016-08-25 10:28:33 +12:00