* Move machinery procs from power to machinery. Getting real tired of confusing them for power procs, why were they even there?
* use_power = [0-2] replaced with the proper MACHINE_POWER_USE(NONE|IDLE|ACTIVE) defines. KEEP IT CLEAN
* Creates MACHINE_POWER_USE_GRID, for machines marked as MACHINE_POWER_USE_NONE that were actually drawing power, and doing so straight from the grid
* More numbers to defines
* Power connection component: Get rid of unused parameters on New() that were being misused anyway, and more importantly make the radio broadcaster actually draw it's power through the component instead of APCs.
NEEEEXIIIIS!
* ...actually adds MACHINE_POWER_USE_GRID this time
JEEEELLLYYYYYY!
* Converts a bunch of snowflakes into using the power connection component
* RECAP: Alright, I've fixed some major peeves and made sure no one's adding load to the powernet without going through a machine/component first, now is the time to start modifying how power draw works
* Give grid loads priorities, and convert powernet.load to a list of loads. Does nothing yet
* Satisfaction
* Converts power sink and singularity beacon
* Converts wall shield generator
* Converts emitters. Emitters will turn off below 30% satisfaction, and beam power will be affected by power satisfaction; eg: at 50% satisfaction beams will only be 50% as powerful
* Converts the antique matter synth
* Converts APCs
* get_satisfaction() for cables
* Converts SMES
* Converts artifacts
* Fixes a bunch of stupid things with SMESs and APCs, turns some more use_power numbers into defines, and gets rid of MACHINE_POWER_USE_GRID cause there's really no need for it, not yet.
* Fixes for power sink and singularity beacon
* Antique synth fixes
* More SMES fixes. No more free energy shenanigans, and measured output/load should update properly now
* Converts radio broadcaster and syphoners. Also adds a way to connect to smooth cables, because syphoners.
* RECAP: I think that should be it for converting and testing priority/satisfaction stuff. Up next is reworking the power monitor to display all loads (not just APCs) grouped by area, and each load's priority, as well as controls to edit a load's priority.
* Power monitor is in a workable state. Issues so far:
- It looks like ass. The "area details" buttons are ugly, and the priority dropdowns are uglier AND fuck up the vertical spacing between rows
- Power connection machines (eg: radio transmitter) don't show up
- Setting an SMES priority low enough it won't charge means it won't appear on the list, so can't change priority back. other machines likely affected too
Still, it's taking shape
* Couldn't get priority dropdowns to look nice, switches them for buttons. Touches up the show/hide details button to look nicer
* Ensure normal power/connection machinery does show up by default
* Give artifacts BYPASS priority so xenoarcheologists don't have to wonder whether it's working or not (assuming there's enough power on the grid)
* Make sure any SMES do show up even if not charging, so you can raise their priority if need be
* Allow players to set the SMES' (until now unused) nametag, to better identify them on the monitor
* Review 1
* Review 2
Adds TOTAL_PRIORITY_SLOTS for clarity instead of using POWER_PRIORITY_EXCESS
* I hate mechanics so much that I'm going to scream until they're given more access- wait a second oh no!
* Fixing legacy access from cargo forward
* Fixing deff compile
* Fixing deff access
* Fix
Co-authored-by: Rubylips <Questionfrog@gmail.com>
Co-authored-by: kanef <kanef9x@protonmail.com>
* Actual icon
* Puddle reformatting
* Basis of smoothcode
* Moving puddle code into a turf reagent system, reformat and overhaul
* Make this act on splashing, for now
* More work on standardising behaviour
* More standardisation, should ideally make spread work nicer
* Some tweaks
* Fixes
* Makes it work in practice, code slimmed down
* More standardising
* Redone calculations
* Fixes infinite reagents
* Puddle scaling with volume
* Presets for mapping
* Actual stuff
* Better way
* Get actual turf
* Blacklisting some of these
* Evaporation rate
* Removing old splash verb, adding reagents to a turf should do this by default now
* Makes these invisible
* Makes this not cleanable, for now
* Standardising this into reagent stuff
* Fixes
* Space clears reagents
* Basic viscosity system
* Adds some rudimentary values
* Space cleaner thng
* Beginning rework of this, removing unused fuel type
* Fuel puddle rework
* Fuel puddle rework
* Find and replace mishap
* Removing from .dme
* Removing unused variable
* Rewriting the preset init ones
* Redoing mapped puddles
* Makes sure these are gone
* Type fix
* New plane and layer
* Makes slip work
* Fix
* Fix
* Puddles can now react to crossing over it
* Proper bracketing
* Puddle values
* Current puddle reference to save on locating
* Nicer smoothing
* Tweaking values
* Water color tweak
* Greatly simplifies wet floor puddles
* Simplified line
* No reason for invisible puddles anymore
* Makes wet/dry vaccuum work with this
* Mop
* Reformatting how reagents are held
* Allows space cleaner to clean some kinds of puddles
* Fixing
* Moving this to simulated level
* Fixes puddles not being made anymore
* Standardised alpha
* Removing this for now
* Fixing chem dupe issue for when this matters
* Server config for behaviour
Co-authored-by: kanef <kanef9x@protonmail.com>
* Fixes vault overwriting option
* Saner method of looping
* Actually works nice now
* Makes this static for performance
* Some debug logging for how long a vault takes to load
* Here too
* Removing logging, for future PR
* Changing this to handle qdels better
* Fixes how vending machines do it too
* Requested changes
* Forgot this too
* And this
* APC cells
* Set this to null too
Co-authored-by: kanef <kanef9x@protonmail.com>
* Pax bans
* Fixes
* Stops removal during it
* Fix
* Annotation
* Actual ban loading too
* New way of doing it
* New way of doing it
* Truncates code
* Even more truncating
Co-authored-by: kanef <kanef9x@protonmail.com>
* Body archive mind transfer on spawning
* Some stuff for keeping old job clothes too
* Nicer way of doing it all
* Fix
Co-authored-by: kanef <kanef9x@protonmail.com>
* Allows banhammer to actually ban, if user can ban people
* Typo
* Shouldn't be in there
* Most fixes
* Two more
* Maybe it'll just werk?
* Maybe it'll just werk?
* Last fix
* Test pass too
* Nicer
* Better way of making banhammer into admin variety, tested and confirmed working.
Co-authored-by: kanef <kanef9x@protonmail.com>
* Adminspawn-only proc call gun
* Can't forget this
* Let there be gunk
* Here too
* Here too
* This is nicer
* Less messy in some cases
* Should be this permission to be consistent
Co-authored-by: kanef <kanef9x@protonmail.com>
* puts paintings on scoreboard
* allows admemes to ban specific paintings from the scoreboard
* lost in translation
* adds artistbans
* attempt at sorting by artist
* sorting works but it's not grabbing the multiple entries anymore
* better artistban
* 100% functional, blessed exxion
* remove debug
* good catch, linter
* now with 100% more tables!
* now with 100% less ckeys!
* Adds common filter input function
* Comment
* 2 more places replaced in too
* Mass delete in zone lines trimmed down now
* Changing function on mass modifying vars
* Reformats this to be more flexible
* Cuts this down too
* Loadout selection
* Nicer to have this be a default value of 0, may as well sneakycode this now
* Handling this in another PR anyways
Co-authored-by: kanef <kanef9x@protonmail.com>
* Makes vault rotation a blacklist by default
* Makes this 0 by default
* Loading to Z2 with rotation too for testing
* Passes override to admin map element loading on z2 automatically
* Passes it in the right place
* Much saner way to do all this, plus enables some obviously working ones
* More tested vaults
* More that have no problems in rotation
* Mining stuff that can
* Snaxi stuff that can
* Two that can rotate
* Logging fix
* More detail
* Fixes terminals not rotating properly
* Makes these rotatable too, no issues
Co-authored-by: kanef <kanef9x@protonmail.com>
* Player spawn reworks
* Moving roundstart rulesets to this part of proc
* Fixing latejoin spawns too
* Removing wizard mob pre spawn items properly
* Fix
* Strip and delete reworks
* Strip and delete reworks
* Fix
* More of these
* Rearranging this so job assignment happens after role stuff
* Here too
* Reworks silicon roundstart spawn
* Fix I guess
* Unneeded now
* Standardising this
* Standardising and greatly slimming down wizard equip code, finally converted to outfit datum usage
* Redundant
* Even more
* Probably don't need this anymore
* Even more
* Moving this to pre setup, now an actual use for it
* Removing redundant spellbook
* Better to have the teleport in the rulesets rather than the role imo
* Removes silicons from the cube, what a shame
* Nicer
* Now ACTUALLY moving the new player before it becomes an AI
* Fixing runtime
* Moving this here too
* Better way of doing it
* Now works
* Nukie rework
* Here too
* Compile fix
* Logic fix
* And here
* And malf fix too
* Runtime fix?
* Ninja fixes
* Time agents and prisoners
* Raiders
* Last fix
* Probably the easier way after all
Co-authored-by: kanef <kanef9x@protonmail.com>
* This stuff
* Mostly works?
* Vaguely kind of almost working
* whatever
* Updates for newer code
* REAL updates for new code
* Actually works, apparently
* Details
* Oops
Mistake while resolving conflicts
* Steals Damian's solution
* change_dir()
* Missed a couple
* I swear this didn't show up in my search for some reason
* Update code/game/atoms_movable.dm
Co-authored-by: DamianX <DamianX@users.noreply.github.com>
* Update code/game/atoms_movable.dm
Co-authored-by: DamianX <DamianX@users.noreply.github.com>
* Can no longer sometimes crawl through walls
Kind of?
* Cleanup and fixes
* Workaround
* Fixes
Co-authored-by: DamianX <DamianX@users.noreply.github.com>
* Area portal turfs
* Indentation
* Define
* Making it this instead
* Removing these
* Renaming vars
* Even more code removal
* Adding more to map
* Adding relative move option to make this much easier
* Adding relative move option to make this much easier
* Block gases for now
* Check fixes
* Indent fix
* .tgm map
* Fixing map include
* Enabling looping
* Final tweaks and they are confirmed working
* Removing infinite loop zlevel in init until it's working
* The backrooms...
* Explosions and EMPs
* ZAS handling, maybe
* Adding type info back
* Adding lights to backroom
* Making this work with lighting
* Sanity
* More
* Fix
* Making turf again
* Re adding vars
* Fix
* Fix
* Reverting entire file, no need to touch it
* Last map fix
* Playing sound across area portals
* Shuttle rotate support
Co-authored-by: kanef <kanef9x@protonmail.com>
* Ex_act() logging update
* Fixes
* Priming
* Fixes
* Fixes
* More mob attack logs
* Fixes
* Other carbons
* Forgot these
* Forgot these
* Possible fix
* Last resort
* Obvious typo gets ignored
* Using fingerprints for more logging
* Basis of explosion system using it too, only for plasma cigars for now
* Fix
* Moved here
* TTV log fix
* Formatting ckey in too
Co-authored-by: kanef <kanef9x@protonmail.com>
* Syndicate disease disks upgrade: Effect database forger
* Fixes
* More subtle and recognisable at the same time
* Eh
* Adds nice symptoms by default to new spoof disks
* Fix
* Splitting disk by itself into seperate uplink item
* Fix
Co-authored-by: kanef <kanef9x@protonmail.com>
* day 1
* day 1.1
* day 2
* day 3
* day 4
* day 5
* day 5.1
* day 6
* day 6.1
* day 7
* day 7.1
* day 8
* day 9
* day 10
* day 11
* day 11.1
* 11.1.1
* day 12
* and on the 13th day, he looked upon his work, and was pleased with what he saw
* 13.1
* day 14
* day 15
* day 16
* day 16.1
* fixing conflicts after rebasing post-Europa removal
* day 17
* day 17.1
* day 18
* day 18.1
* day 19
* day 19.1
* day 20
* day 20.1
* day 21
* day 21.1
* Refactors shuttle turfs into normal types of floors and walls
* Moving macro
* Redundant vars
* Brig floor
* Better as this type
* Last tweaks on types
* Some more sanity
* Better way
* Now smoothing should work
* Well, if you say so
* Adding these
* Oh actually we do need it
* Smoothwall support
* Fixed corners
* Stock icon state for this
* Converting to smoothwalls
* These too
* More optimisations
* Smoothing now more like original
* Typos
* Icon cleanup
* More progress
* Diag walls in practice
* Fixing box
* Actual box fix
* Slight tweak
* Weird dir 3 thing gone
* Repath
* More cleanup
* Even more
* 2 more
* Moooore cleanup
* More icon trimming
* More cleanup
* Removing redundant type
* More refactor
* Bswall cleanup done
* Non corner walls done
* Beginning diag cleanup
* Last of corners refactored
* Icon cleanup
* Redundant dirs
* Bagelstation
* Fixing most lightspeed ships
* Boxesstation
* Lot of centcomm shuttles fixed
* lowfat, roid, packed
* Roid fix, waystation
* Deff, meta
* Horizon
* Lamprey, somehow
* Snaxi, castle
* Xoq, snowbox
* Synergy, all main maps done
* Some vaults
* All vaults done
* All working away missions done
* Adding turfs underneath these, touch up afterwards
* Waystation again
* Turfing rest too, also fix afterwards
* Waystation again (again)
* Bagels
* Snowmaps
* Meta and deff
* And finally, lamprey
Co-authored-by: kanef <kanef9x@protonmail.com>
* Only works a little
* This took longer than expected
* Donezo
* Wait no now donezo
* Weird place for this
* This is more fun anyway
* Nothing to see here
Co-authored-by: Rubylips <Questionfrog@gmail.com>
* First attempt at making rotated map element loading working
* Fixes
* Fixes
* Oversight
* Fixes offsets properly, ugly but works
* Makes some vaults have ability to override it
* Now properly sets these loaded in the exact position, if not a bit hacky
* And now, the moment of truth, the actual rotation in loading itself, plus a server config
* And a fix for this maybe
* Overwriting of movable atoms support
* Maybe like this?
* Ah, the grid parsing was going counterclockwise by mistake, that's why it was doing that
* Makes this show up in jump formatting
* Rotated dungeons below
* Initialising again after rotation is probably better
* Fixing turfs ie. shuttle not rotating properly
* Stops a runtime
Co-authored-by: kanef <kanef9x@protonmail.com>
* Hat stacking
* Painful attempt at displaying them on people, copypasted because there is no other way with this file
* Fixes, offsets
* A
* Now compiles
* Fixes
* Now pulls from top, much nicer
* On by default on this day
* Maybe this helps
* Fitting flufftext
* Less calls on this
* NOW FINALLY WORKS
* Adding a limit set by admins to the pillar
* Fixes
* Examine code
* Monkeys and MoMMIs too?
* MoMMI display
* Fixes
* Monkeys, ideally
* Finally, advanced holograms
* Sanity checking
* Mannequins?
* Not for corgis
* Basic grammar fix
Co-authored-by: kanef <kanef9x@protonmail.com>
* Removes some awfulness from the code
* fixes
* derp
* dangit
* ahhhh
* ok FINE you can have it
* just return a string will you
* at this point I'm just throwing stuff at the wall until something sticks
* ok actually I think I see the problem
* also this is redundant actually