Commit Graph

28 Commits

Author SHA1 Message Date
ikarrus
9b8322c19d Shuttle Call/Recall Tracing in Announcements
- Emergency  shuttle call/recall announcements will say when a tracing attempt has been successful, as well as explicitly telling players how to view them
- Clarified language further on how emergency shuttle tracing is done
- Increased tracing success rate from 60% to 70%
- Removed a lot of duplicated code by moving all the priority_announce() calls to incall()
2014-09-13 12:50:38 -06:00
Firecage
b1feb2c215 Absolute paths for the files in the Controllers folder 2014-08-16 12:57:38 +02:00
ikarrus
fa98cdcad4 Improved wording on the shuttle tracing announcement
To help remove some ambiguity of what it means.
2014-06-14 16:32:26 -06:00
Robson Richards
26f737001a Removes gamemode check 2014-05-30 23:10:53 +01:00
Robson Richards
19dec21156 Removes power check due to possible increase in shuttle calls because >Engineering >Competent 2014-05-30 14:40:30 +01:00
Robson Richards
d0018d17de Improves shuttle autocall() to add some needed checks and moving of gamemode check 2014-05-30 03:12:18 +01:00
ikarrus
56d5412e50 Merge branch 'master' of https://github.com/tgstation/-tg-station into announcements 2014-05-14 08:34:49 -06:00
ikarrus
a48ba0d256 Priority Announcement Changes
-Centcom announcement proc merged with generic priority announcement proc
-Re-added the Captain Announces accompanied by a new pleasant sound, instead of the generic priority announcement
-Captain Announcements will automatically generate a newscaster article
-Priority announcements without any defined accompanying sound will play a generic "Attention" soundbyte as an audio cue
-Communications consoles will display who is currently logged in
2014-05-05 22:18:57 -06:00
Deantwo
e63033059c 10 times less seconds in a day
MIDNIGHT_ROLLOVER is number of deciseconds in a day.
Added a missing "/10".
2014-04-28 19:13:50 +02:00
Deantwo
620a817087 Fixes Midnight Rollover Protection
* Fixed the non-existent Midnight Rollover Protection.
* Moved Midnight Rollover Protection to "timeleft()".
* Removed "direction == 2" check, because "direction" is never 2.
2014-04-28 15:52:02 +02:00
ikarrus
2abcea32fd Emergency Shuttle Signal Tracing
Intended to cut down on shuttle ping-ponging caused by stealth comms consoles.

-After the second recall, centcom will attempt to trace the origin of emergency shuttle calls and recalls
-The results can be viewed on any authenticated communications console.
-Tracing has a 40% failure chance to further reduce the risk of metagaming the game mode
2014-04-05 01:57:39 -06:00
MrPerson
6930283efc Merge branch 'master' of https://github.com/tgstation/-tg-station into qdel_r
Conflicts:
	code/game/gamemodes/changeling/changeling_mutations.dm
	code/game/gamemodes/changeling/changeling_powers.dm
	code/game/gamemodes/malfunction/Malf_Modules.dm
	code/game/objects/items/weapons/tanks/watertank.dm
	code/game/objects/structures/tables_racks.dm
	code/modules/research/server.dm
2014-03-21 03:05:39 -07:00
Aranclanos
8bdfc0fa46 typo fix in the automatic shuttle call asay log 2014-03-13 11:46:32 -03:00
Aranclanos
0fded86d80 Changes the asay log for the automatic shuttle call. And a minor bugfix, it used to check if the AI was dead AND disconnected. Now just one of the choices is enough. 2014-03-13 11:44:16 -03:00
MrPerson
80a7a2abb4 Replaced a few more Del() and del() calls
Removed cigarette related reagent deleting. It's already done in atom/Destroy()!
2014-03-03 04:51:09 -08:00
Tenebrosity
7b89ef11f4 Fixes a bug that prevents killing AIs before roundstart 2014-01-13 12:35:30 +13:00
Giacomand
0338996b86 * Removes a debug message. 2013-12-23 14:31:19 +00:00
AlexanderUlanH
1b39fb8268 Fixed the emergency shuttle not autorecalling when it should
Crew, where are you going?  Crew, there's a blob to fight.  Goddamn it,
crew.
2013-11-08 10:17:17 -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
Giacomand
646d7596f2 * Made the emergency shuttle code use the defined times.
* Added a SHUTTLEAUTOCALLTIMER define for the auto call.
2013-10-16 08:30:25 +01:00
JJRcop
946ba8c3fd Shuttle call in red alert will only take six minutes instead of ten
If the shuttle is called in a red alert the time will only be six minutes.
This is separated into three minutes of recall time and three minutes of
centcom preparing the shuttle and sending it.
2013-09-09 00:23:06 -04:00
Aranclanos
8a68a70335 The automatic shuttle call will now be triggered if there are no communications console on the station z level or an active AI. The shuttle will not have the standard 10 minutes to arrive, instead, it will take 25 minutes, so they have 20 minutes to recall.
They will use the new proc autoshuttlecall() in the emergency_shuttle controller.

Instead of taking a loop on world, there's a new list, shuttle_caller_list, it includes all communication consoles and AIs.

Fixed some weird things regarding recalling the shuttle if the arriving time of the shuttle was bigger than 10 minutes.
2013-04-13 02:17:41 -03:00
giacomand@gmail.com
d18af57597 - Removed mobs being pulled back in the shuttle; still exists in pods.
- Added a check for turf in the pushback proc. Used Move() instead of step().

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5774 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-24 16:07:45 +00:00
giacomand@gmail.com
504342b4a7 - PA particles and projectiles will now be garbage collected. I have tested it to make sure that they are no longer in memory.
- You should no longer open doors when being pushed back in a pod/shuttle.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5750 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-20 23:29:07 +00:00
giacomand@gmail.com
6b03a2ebbb - The move_contents_to proc (which is used by shuttles and pods) will now move the air of the tile moving, instead of just replenishing the air.
- Added a new area proc, mob_activate, which is called by a living mob's Life(). You can use it to have mobs react differently to different areas.dm
 - Used the above change to make transit areas push mobs backwards.
 - Fixed the server room air alarm from freaking out.
 - Reverted my change to singularities, they will now pull correctly.
 - Made the wire interface screen bigger to accommodate for different fonts.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5749 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-20 22:10:14 +00:00
giacomand@gmail.com
1434a0154c -Added a config option, which defaults to off, which will let the gamemodes Wizard, Malf and Rev carry on playing without round interruption. Meaning...
The wizard round will carry on even if the wizard dies
The malf round will carry on even if the AI dies. When the AI dies the shuttle will become callable. If the AI takesover the station or causes the station to explode, the round will end like normal.
Rev will carry on playing even when all heads or all rev heads die. The shuttle will become callable when this is true.

-Properly fixed the PDA runtime without adding special snowflakes.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5489 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-07 20:53:03 +00:00
elly1989@rocketmail.com
6e274cd395 New lighting, it's essentially just the old DAL system with a queue.
Comments for lighting:
	Like sd_DAL (what we used to use), it changes the shading overlays of areas by splitting each type of area into sub-areas
	by using the var/tag variable and moving turfs into the contents list of the correct sub-area.

	Unlike sd_DAL however it uses a queueing system. Everytime we  call a change to opacity or luminosity
	(through SetOpacity() or SetLuminosity()) we are  simply updating variables and scheduling certain lights/turfs for an
	update. Actual updates are handled periodically by the lighting_controller. This carries additional overheads, however it
	means that each thing is changed only once per lighting_controller.processing_interval ticks. Allowing for greater control
	over how much priority we'd like lighting updates to have. It also makes it possible for us to simply delay updates by
	setting lighting_controller.processing = 0 at say, the start of a large explosion, waiting for it to finish, and then
	turning it back on with lighting_controller.processing = 1.

	Unlike our old system there is a hardcoded maximum luminosity. This is to discourage coders using large luminosity values
	for dynamic lighting, as the cost of lighting grows rapidly at large luminosity levels (especially when changing opacity
	at runtime)

	Also, in order for the queueing system to work, each light remembers the effect it casts on each turf. This is going to
	have larger memory requirements than our previous system but hopefully it's worth the hassle for the greater control we
	gain. Besides, there are far far worse uses of needless lists in the game, it'd be worth pruning some of them to offset
	costs.

	Known Issues/TODO:
		admin-spawned turfs will have broken lumcounts. Not willing to fix it at this moment
		mob luminosity will be lower than expected when one of multiple light sources is dropped after exceeding the maximum luminosity
		Shuttles still do not have support for dynamic lighting (I hope to fix this at some point)
		No directional lighting support. Fairly easy to add this and the code is ready.
		When opening airlocks etc, lighting does not always update to account for the change in opacity.

Explosions now cause lighting to cease processing temporarily.

Moved controller datums to the code/controllers directory. I plan on standardising them.
"Master","Ticker","Lighting","Air","Jobs","Sun","Radio","Supply Shuttle","Emergency Shuttle","Configuration","pAI" controller datums can be accessed via the debug controller verb (used to be the debug master controller verb)
Supply shuttle now uses a controller datum. Shuttles tend to arrive up to 30 seconds late, this is not a bug.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4537 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 16:06:57 +00:00