Commit Graph

23 Commits

Author SHA1 Message Date
Krysonism
5310876edc [READY]Sparklers, Firecrackers and Ian's New year's party. (#48480)
* Base comitt

* Adds Ian's New years helper to all maps

* Fixies + Festive corgi hat for Ian

* newline

* Apply suggestions from code review

Co-Authored-By: Jordan Brown <Cyberboss@users.noreply.github.com>

* Implements more suggestions from review

* Fixes grenade spawn chance

* Puts qdel last again.

* Run mapmerger

* Run map merger on last map and makes box contain 20% more memes

* Update code/modules/mapping/mapping_helpers.dm

Co-Authored-By: Jordan Brown <Cyberboss@users.noreply.github.com>

* Moves var declarations to the bottom

Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
2019-12-30 22:59:14 -05:00
MMMiracles
4eeb5b361d donut outreach initiative (#46005)
make donut great again
Why It's Good For The Game

make donut great again
Changelog

cl MMMiracles (Donutstation)
tweak: The southern/north-west parts of maintenance has been revamped to include more things to dig through and places to hide from authority.
tweak: The atmos tanks have had an extra layer of space added between the windows between them and maintenance.
tweak: The permabrig has had a small B-ball court added as well as an N2O release system.
tweak: Tweaks and additions to the various department excess storage rooms through-out maintenance.
tweak: The AI core now has a more proper internal defense against ranged attacks, the tri-ai spawns have gotten similar treatment as well.
tweak: The few maintenance-facing windows have been beefed up to their stronger plasma variants.
tweak: More directional signs to help those in finding some departments.
/cl

Hey you, yeah YOU:
Got any criticism of the map? Post it here! Don't have a github? Post it in the forum feedback thread !here! Don't have a forum account? @ me on discord ("ememem" or "not a g'nome#2914")! Don't have anything? Go make one and voice your complaint somewhere that isn't the cesspool of OOC! I can only fix problems if I know about them in the first place!!!

Updated map with all changes as of 8/22:
Big o' map

Changes so far:

    Permabrig has a separate pipeline and canister port for the N2O canisters. These vents start off but officers have access to the permabrig's air alarm.
    Permabrig now has a small ball court to practice your free throws and dunking the warden in it.
    Permabrig has a small set of gym equipment to get swole while you do hard time.
    Removed some rogue R-walls near the back side of security maintenance.
    Unfucks cargo's conveyor belts.
    Chemistry now has 2 large beakers.
    The few remaining maintenance shocked grilles that managed to slip through the first pass have been removed.
    The gateway maintenance room has been renovated into a theatre excess storage and some extra misc sections.
    The space maintenance room has been renovated into a miscellaneous tool storage with some basic building material for tiders and autism-fort builders alike.
    The north-west section of the station has had it's maintenance extended to be able to reach the top of departures. Includes a toggable blast-door bridge for the shuttle ferry and some extra maintenance rooms.
    The south-western part of maintenance near Atmospherics has been redone to allow a space gap between the atmos tanks, also includes some extra rooms.
    Added a small maintenance tunnel leading into Engineering on the most-left maintenance side, branching off from Hydroponics maintenance. The Engineering Storage room has had a few extra windoors added for security to compromise.
    Small excess storage in the most-right maintenance for Engineering.
    Small bits of fluff scattered around.
    The maintenance-facing windows of areas like Genetics have been reinforced to their plasma variant.
    Bits of additional maintenance loot in various areas.
    The camera outside the upload has been changed to a normal one due to complaints about motion detecting.
    The vault access now has a camera so the AI can actually see the turret controls (oops)
    Vault now has to be initially accessed through the public hall normally with an extra airlock.
    All on-station windows have been replaced with structure spawners for said windows.
    The gateway has been moved to where the commissary currently sits due to becoming active in rounds again.
    The commissary has been moved between tool storage and the vault, in front of the vault. the maintenance areas that once sat here have been renovated as excess storage rooms for the tool storage/commissary.
    The upload and captain's office now has an extra layer of R-walls due to complaints about ease of break-in via space.
    The AI core now has some basic frontal defense against ranged weapons as well as emergency blast doors to lock down around it's central cubby-hole. The tri-ai spawns are set up to be the same as the main AI spawn spot.
    Added a couple extra EVAC directional signs since there was some apparent confusion about where it was.
    Medical now has a couple roundstart wheelchairs because why not
    Xenobio has been given an extra slime
    Xenobio has been shifted around, removing the 2nd freezer and moving the slime consoles besides the rest of their equipment.

Non-station related changes:

    Airlock Note Placer mapping helper. Allows mappers to easily place paper notes on airlocks, whether they be custom or pre-made from one of the subtypes.
2019-08-26 21:04:47 +12:00
RandolfTheMeh
48fbc073e5 [TMC] Defib Rework, Organ Damage Effects (#45104)
* Brain damage works on organ damage procs, some defib reworks

* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again

* Cleans up reused global

* Organ damage procs on living and living/carbon

* Changes brain damage procs again

* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.

* Damage and failure effects for the appendix, ears, and some touchups on the stomach

* Committing changes so I don't lose them

* Organs now cease decaying in the proper containers

* Organ Fridges

* Reverts map changes

* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime

* Actually fixes merge conflict

* Smartfridge tweaks

* Think I figured out map merger

* Evidently not

* Still runtiming with glass shards even after I remove the map changes?

* Fixes runtime error with brain_item

* Runtime fix on living/carbon/life

* Cleaning up old PR code

* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were

* Wrong math operation used

* Brains in MMIs no longer decay

* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts

* Removes misleading comment

* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss

* Removes random spaces, scanners check brain damage severity now

* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it

* List change

* Runs off of an index instead of using cut

* Brains can be put into organ fridges

* Fixes minor type, hotfix for cloning problem

* Removes pointless check

* Demon hearts no longer decay

* Nightmare hearts no longer decay

* Removes istype() check on process, sets can_decompose instead

* Condenses organ damage report

* Removes organ failure messages

* Less organ damage spam, implements organ threshold messages instead

* Brain damage messages go to owner, not source

* Self-examine shows damaged organs

* Minor code cleanup, adds autodoc comments to the new procs

* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.

* Merged the booleans into a set of flags

* Healthy living improves organ healing rates

* dunno why this didn't update

* my actions have consequences

* Sets ORGAN_SYNTHETIC for overlooked robotics organs

* Doubles heart decay time

* 3 minute heart decay

* Lobectomy/Coronary_Bypass heal more

* removes hivemind spells from the changes
2019-07-29 02:18:22 -07:00
tralezab
64550884fa [READY] Ian's Birthday Holiday (#45356)
* ian's birthday

* missing )

* hop shirt + bday cake is on front desk

* confetti 1/2

* confetti 2/2

* corgi balloon, hop gets a knife to cut the cake

* forgot knife + inhands + mapping

* oranges review, old var removed

* oranges request ;)
2019-07-25 23:23:53 -07:00
Dennok
94cadfbe8c baseturf_helper fix (#44937)
* Update mapping_helpers.dm

* up

* up

* mod baseturf_helper

to have baseturf_to_replace = /turf/baseturf_bottom

* ups comma

* up

* Revert "up"

This reverts commit 7fb8a2e74543cce6f20cf4f9f1a30ba5de23068c.

* up

* Revert "up"

This reverts commit e2e3db5a8b4f59db349e29f2491e815235236842.

* Revert "Revert "up""

This reverts commit eff83a900d6b9e8b3bacb51ff7432e751a01ac07.

* Revert "up"

This reverts commit 7fb8a2e74543cce6f20cf4f9f1a30ba5de23068c.

* Revert "ups comma"

This reverts commit 5829dd96e8169be015897e38a525e86459c1844e.

* Revert "mod baseturf_helper"

This reverts commit f5a1c7f399ba3f285cdf18b1975be9f1516a2575.

* Update mapping_helpers.dm

* Update mapping_helpers.dm

* Update mapping_helpers.dm

* Update mapping_helpers.dm
2019-07-15 14:43:56 -04:00
zxaber
1c6190f332 Adds round-start dead bodies to the morgue (#43791)
* DEAD

* Update mapping_helpers.dm

* updates

* more update
2019-05-06 13:26:27 -04:00
ShizCalev
f2cea780aa Move map errors to their own log file (#43376)
In interest of getting things fixed without having to constantly crawl
through game.log to find map issues, moved them to their own log file.
2019-03-30 13:54:55 -07:00
coiax
b010edabca Removes /abandoned type for airlocks; adds helper instead (#41514)
Airlocks no longer have a series of /abandoned types, and instead, to
mark an airlock as abandoned, include an abandoned airlock map helper on
the same tile, which has the icon of an exclaimation mark and cobwebs.

Why? Better visibility in map editors, less magic types.
2018-11-15 12:03:41 -05:00
Tad Hardesty
e31bb2c91e Set a z-level baseturf for Lavaland (#41113)
* Set a z-level baseturf for Lavaland

* Remove nigh-useless ZTRAIT_PLANET

* Remove planet_z helper from away missions
2018-10-26 13:32:34 -04:00
AnturK
1e894c07d9 Fix baseturf helper (#40281)
Would cause issues with turfs where all their baseturfs got removed.

Also switches airless asteroid baseturf to itself.
2018-09-15 10:55:05 -07:00
zxaber
3f487a2fef [READY] Adds ability to give airlocks one-way unrestricted access (#39147)
* Code to doors.dm for airlocks with unrestricted sides

* Code to airlock_electronics.dm supporting airlocks with unrestricted sides

* Code to door_assembly.dm supporting airlocks with unrestricted sides

* Adding buttons to airlock electronic gui for unrestricted direction access

* Update airlock_electronics.dm

typos in comments are still typos

* Tgui support for arbitrary unrestricted access

* Cleaner way of calling unrestricted_sides()

Moved the call to unrestricted_sides() to run from allowed(), and added a recursive check for if the user is inside an object (like a mech).

* Missed a test variable

* Replaced a block of if statements with get_dir

Re: SpaceManiac

* Simplified XOR operation

Re: SpaceManiac

* Changes order from NESW to NSEW (for get_dir)

Re: SpaceManiac

* Re-built using changes to airlock_electronics.ract

* Added unres overlays, fixes overlay/power actions

Small lights that shine out to indicate open directions. They're not super pretty, but they aren't *that* horrible I think.
Because it's a light, it acts as a weak light source.

Also, all door overlays respond to power changes now, including area power loss. There was code in the overlay section for checking power states, but nothing to actually trigger it outside players opening the panel or something. This was broken before I made any changes.

* Makes overlays respond to power outages

The airlock overlay (bolt lights, etc) would not respond to the area power going out or coming back, even though it had code for it. This was broken before I added my code.

* Makes the Airlock update overlays when built

Long story short, the unres_sides variable wasn't getting set before the airlock spawned and did its first overlay update, meaning the unres indicators would be invisible until the door's state changed the first time. This makes the airlock run the update again just before the construction airlock object is removed.

* overlays.dmi -- removing to replace

I can't just edit the code of an image file, can I?

* new overlay file with the four unres indicators

* Set medical doors to use this feature

Removed medical door buttons, and set the unres variable on Meta, Box, Delta, Pubby, and Omega.

* Revert "Set medical doors to use this feature"

This reverts commit 53122ce63240ff0660226c8d2c6ed7eb814ec054.

* Updates medi-doors in maps

let's try this again...

* Did this tgui.js get overwritten?

juggling too many testing build folders is hard

* reverting momentarily

* Re-adding tgui.js changes

* pushing tgui.css too

Didn't realize this file also got changed by the script

* rebuilt the tgui.js file

* repushing the unchanged tgui.js again

I hope I'm not email-spamming people with this

* .css too

* Re-applying tgui.js changes

* added mapping helpers

little green arrows that set unres settings on airlocks and then poof

* removal of comments

unneeded code

* Adding helpers to all maps

Removed the var edit, as well

* Changed airlock.dm to use defines

Also removed an unneeded "src" from four lines.

* New .js and .css file to fix RPD issue

Boy I love tgui

* Removing define defines

Didn't know these were coded elsewhere. Neat.

* Mapmerged again, as requested

* Clean up maps
2018-08-14 22:13:55 +02:00
Tad Hardesty
d66b8dc8c4 Replace z_is_planet with a Z trait (#39581) 2018-08-08 19:44:00 +03:00
ShizCalev
c41d6ac965 Standardizes and cleans up some admin messages & logging (#38128)
* Improved logging

* Fixes & emitter logging

* ded
2018-05-30 21:57:06 -07:00
AnturK
ec40cb1e71 Mapping component helper (#37314)
* Mapping component helper

* GetAllContents so you can manipulate things in crates/onmobs/whatever

* More verbose warning.
2018-04-22 20:18:59 -04:00
Emmett Gaines
b831ab50aa Updates baseturf helpers to the new baseturf system (#37154) 2018-04-13 15:59:01 +03:00
ShizCalev
15f0d19ce7 Adds mapping helpers to handle cyclelink & locking airlocks, updates all relevant maps (#35674)
* Adds airlock helpers

* Maps updated

* few more
2018-02-16 14:05:26 +02:00
Cruix
f76b3e3b29 Added map generation lava protection to the syndicate lava base (#34764)
* Added mapping helper for preventing lava river generation

* Added lava protection to the syndicate base bridge

* Re-added decals to the syndicate lava base bridge
2018-01-29 11:02:33 +01:00
Emmett Gaines
867a58d576 makes the lavaland mining base have more correct baseturfs (#34325) 2018-01-15 09:42:14 -05:00
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
Emmett Gaines
4595c46dca turns the baseturf var into a part time list (#33705) 2017-12-25 20:10:08 -05:00
ShizCalev
395c0ee6a0 Cleans up some qdel(src)'s in Initialize() 2017-11-26 20:15:12 -06:00
ShizCalev
2ec3125105 Makes the singularity eat asteroids, adds a planetary z-level list with a helper that adds maps to it (#29859)
* Planet Z helper - fixed conflict

* Removed the digging part

* Tidied up.

* Requested changes mk2
2017-08-30 10:10:42 +12:00
shizcalev
5d15fb46cb Relocates baseturf helper 2017-08-16 11:29:59 -04:00