>Replaced dd_text2list, dd_text2listcase, tg_text2listcase and tg_text2list with text2list and text2listEx. text2list will return a list of each and every character in the string if you set separator=""
>added return_file_text(filepath) which returns text from a file after doing some checks: does the file exist? is the file empty? It prints helpful error messages to the world.log if it runs into problems
>Replaced dd_file2list(filepath, seperator) with file2list(filepath, seperator). It just calls text2list(return_file_text(filepath), seperator). rather than copypasta
>Replaced time_stamp() so it's not as retarded
>Lots of the world setup stuff uses file2list now, rather than file2text -> sanity -> text2list
>Added error() warning() testing() procs. These print messages to world.log with a prefix. e.g. ## ERROR: msg.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4948 316c924e-a436-60f5-8080-3fe189b3f50e
-You cannot spread diseases which are marked as SPECIAL or NON_CONTAGIOUS via blood injections.
-Carp no longer drift in space.
-Captain helmet now protects you from facehuggers.
-All humanoid aliens can now Regurgitate.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4946 316c924e-a436-60f5-8080-3fe189b3f50e
-Acces to asay chat, chatting included (asay comes with adminlogs alerts)
-Toggle adminhelp sound
-Deadmin themselves
-Answering adminhelps (They shouldn't be doing this acting like real admins)
-They can see prayers
Everything else is gone, VV, PP, subtle message, etc.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4903 316c924e-a436-60f5-8080-3fe189b3f50e
- No longer see antagonists via /who command.
- Now have the 'toggle adminhelp sound' verb.
Removed a bunch of the 'deadmin_self' verb from various admins and gave it to admin observers. All admins should have it now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4895 316c924e-a436-60f5-8080-3fe189b3f50e
Removing:
-Erro code of r4861. Xsi gave me permission p-please don't kill me.
Proc added:
-Added a proc that checks the rank of the admin and compares it to a var given. If the check fails, returns a 0 and a "You need more acces" message. If not, returns an 1. admin_rank_check(var/rank, var/requested)
Admin option changes:
-You need to be at least a trialmin to change a var in VV.
-You need to be at least a trialmin to change the vars on the tator panel
-You need to be at least a trialmin to allow votes or start a custom one. (All admins can cancel votes)
-All mob transformations (of playerpanel and VV) and special options (like godmode), now requires trialmin status or higher.
-All admins can use aghost now.
-All admins can right click - VV if they are a ghosting.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4889 316c924e-a436-60f5-8080-3fe189b3f50e
-Moved "debug_controller" to badmin, so if the controller needs debugging a game admin can promote a coder to badmin and allow them to debug it.
-Fixed an issue with aliens having two different status tabs.
-Moved all facehugger icons to icons/mob/alien.dmi
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4862 316c924e-a436-60f5-8080-3fe189b3f50e
- Added an areatest verb to debug verbs. This tests areas for whether they have APCs, air alarms, etc.
- Added an 'autoname' subtype of obj/machinery/camera. Cameras of this type auto-assign their c_tag, based on which area they're in, followed by a number. For example "Male Dorm #1", "Male Dorm #2", etc.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4806 316c924e-a436-60f5-8080-3fe189b3f50e
Added a config option config.automute_on It toggles automuting.
Admins cannot be muted.
Made the proc/cmd_admin_mute code shorter.
Automuting defaults to off
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4758 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed it even harder this time. Worked fine in testing, please report any issues to me straight away.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4750 316c924e-a436-60f5-8080-3fe189b3f50e
/obj/admins is now /datum/admins because that's what datums are for you silly people
Moved var/datum/marked_datum from /obj/ to /datum/admins
admin datums are persistent throughout the round. They are stored in the var/list/admins rather than the ranks. This is so admin preferences may be moved into the datum to have them persist even after Login/Logout/Disconnects.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4749 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes Issue 959 - the holder's state was not being set properly. It is now all handled at login. Verbs only update if rank or state have changed. You can bypass this simply by setting holder.state = null before calling update_admins()
Moved obj/admins stuff into holder.dm so the core stuff is together, pending some possible work on admin-ranks.
Admins can no-longer adminghost whilst in the lobby.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4746 316c924e-a436-60f5-8080-3fe189b3f50e
-Buffed paralyse sting to 20 weaken. I made this change due to the new choking, as it was nearly impossible for the changeling to have enough time to sting their victim and get them into the killing grab, while before it would be extremely easy.
-When editing someone's memory and making them antags, it will display a warning message to admins to notify them of your action.
-Fixed EMP'ed lockers not updating their icons when they're unlocked.
-Lowered the cost of the agent card to 2 Telecrystals.
-When vent crawling, welded vents won't show up in the list.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4740 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes issue 957. (Sexy mime costume causes incorrectly coloured cleavage)
Adds lipstick~
There are four colours to choose from, and they can be found in contraband crates. You can wipe off lipstick with paper.
Adds some feedback for when the invisimin verb is used.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4739 316c924e-a436-60f5-8080-3fe189b3f50e
Chem smoke will say what reagents are in the chem_smoke.
Added a more_info ? to the last fingerprint that touched the grenade.
Added a more_info ? to bomb's last fingerprint and the attacher.
Admins get a warning message when someone summons guns.
Added a jump link to bomb's activation location.
Added a jump link to chem smoke's activation location, it will also show you the area's name.
-NarSie won't follow mobs in another Z level.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4719 316c924e-a436-60f5-8080-3fe189b3f50e
Once again, Only crates may be sold on the supply shuttle.
Changed adminverb updates to be called by Login if holder.state changes. This is so we don't have to mess around with it elsewhere and we don't have to call it as often.
Added some missing verbs to the clearadminverbs proc
Fixed a icon reference not using the fullpath (Goddamn stop doing that)
Going catatonic makes you fall down
All mobs with the resting variable can now unrest (god damn what were you doing).
"Lay down / Get up" was renamed to "Rest".
Rest now uses src rather than usr (again, wtf)
Added some ugly fatty fat hacky code to make admin-ghosted mobs appear braindead rather than catatonic
Admin-ghosting (set-observe and set-play) merged into one verb named "Aghost" (short for admin ghost, same convention as asay)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4708 316c924e-a436-60f5-8080-3fe189b3f50e
The Admin tab now has a 'create antagonist' button that opens a panel with a list of options.
Make traitor, changeling, revolution, cult, malf AI and Wizard should all work just fine.
Make Nuke ops, space ninja, aliens and deathsquad all need some work.
Hopefully this at least covers the majority of what admins "need" this panel for, at least until the rest of the buttons can be fixed.
Please report any bugs found with this to the issue tracker. I'll get to them as soon as I can.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4707 316c924e-a436-60f5-8080-3fe189b3f50e
Removed all the voting-related adminverbs. It's all built into ooc vote verb.
Admins can now make custom votes for literally anything.
If a vote draws it will pick one of the winners at random.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4677 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixed some other occurrences of this happening. If you find any, please post it here: http://nanotrasen.com/phpBB3/viewtopic.php?f=7&t=9955
or let me know in #coderbus.
-Split up the Core() verb a bit.
-When sending messages to Centcom or the Syndicate, with the communications console, it would never reset itself since it resets the wrong variable. I've given it the correct variable and I made the cooldown 10 minutes instead of a minute.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4629 316c924e-a436-60f5-8080-3fe189b3f50e
•Centralised network, eliminated needless loops and worked out a better way than process(), since newscasters are a lot.
•Added Access News Network adminverb, which gives absolute freedom over the network. Check the Fun tab.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4595 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed a problem where TG was using this sequential master_controller but I had removed a spawn where master_controller.process() was called because I was working with the default master_controller. This problem was causing the master_controller to prevent the lighting_controller.process() ever running properly because it was hogging the current thread (thread isn't the right word there, not sure what you call it....stack?)
Added debugging to both the lighting_controller and master_controller. http://filesmelt.com/dl/debugging.png
Both lighting_controller and master_controller may be deleted to terminate their processes (this is done via the restart controller verb. This allows for clean restarts without 'doubling up' (where, for instance, the master_controller would be running more than one instance).
lighting_controller has a prototype recovery proc which is called by the "restart controller - lighting" verb. It's basically an overly paranoid version of process() which will only transfer light_sources to the replacement controller if they don't runtime. It's not needed at the moment as the process() has yet to runtime.
master_controller has the beginnings of self pruning lists. This method using list.Cut(index,index+1) is faster than doing list.Remove(thing) all over the place (the latter iterates through the list to find the thing).
Added more detailed time-measurements for the master_controller. It now displays the processing costs (in real-world seconds) of each part of the master_controller's cycle.
The stat panel only updates for mobs actually -looking- at the stat panel.
Explosion debugging is now hidden behind a if(Debug2). To have it print that data to world.log just click the DebugGame verb
debug controller and restart controller verbs are now both GameAdmin rank. Not sure how they got split up.
Fixed another cause of dark splotchy space turfs. (turf/wall/ex_act was replacing the turf with space and then deleting that new space turf)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4593 316c924e-a436-60f5-8080-3fe189b3f50e
- Added a link to a few useful tools that get printed along with the gender change warning. The tools are (?), (PM), (VV) and (JMP)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4589 316c924e-a436-60f5-8080-3fe189b3f50e
-Sorted the following admin commands/verbs:
Get Key, Get Mob, Jump to Area, Jump to Key, Jump to Mob, Player Panel, Player Panel New, Send Mob, Show Player Panel, Show Traitor Panel
-Because of the recent player poll, electrified grilles will now shock you when you bump into them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4560 316c924e-a436-60f5-8080-3fe189b3f50e
Unfortunately I had to disallow certain animal types until they can be fixed.
- Mice: I know, it sucks. Mice were the reason I started making this button to begin with, and it's something that both players and admins are requesting. The problem is that when a mob is turned into a mouse, for some reason it becomes impossible to pull up their player panel. If that gets fixed, I'll allow this button to turn players into mice.
- Space Bears: The bear's AI does not seem to turn off when it is player controlled. Basically the bear will automatically maul nearby players to death and spam emotes regardless of the player's actions or inaction.
- Parrots: They are unfinished. They have no sprite, no movement and are completely untested. They were one of Poly's creations that never ended up getting finished. I like the idea of parrots though, someone should work on them!
- Space Worms: Another unfinished project. Currently they drop new space worms when the player moves and you can end up eating your own tail. Eating your tail drops a new space worm and regenerates your tail. I only spent about 15 seconds as a space worm, so there are probably more issues.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4557 316c924e-a436-60f5-8080-3fe189b3f50e
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
-Made telecomms look symmetrical again.
-Added the telecommunication blackout event to the RNG. Admins can trigger it and they have an option to alert the crew.
-AI can now properly use their multitool. (forgot to uncomment)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4536 316c924e-a436-60f5-8080-3fe189b3f50e
-I've added some cameras to rooms that should have cameras but were previously depending on other camera's using their X-Ray vision in order to see into a room.
-AIs have a multitool in their contents that they can use to interact with the telecommunication machines.
-Added "Follow" for observers. Works the same as AI tracking without checking if they can track.
-Added a range to how far Cyborgs can interact with machines. This is to stop Cyborgs from interacting with machines through cameras, which could be used to easily disable the AI.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4531 316c924e-a436-60f5-8080-3fe189b3f50e
-TCommsat machines no longer use their Z level to check if they can receive the signal or not. Instead, they use listening_level. It defaults to 0 for machines that don't change the value. If it is 0 when the telecomms machine's New() is called it will set itself to it's Z level.
-This allows you to manually change the value to other Z levels. I call this an off-site relay. I've added an off-site relay on the satelitte for the station and removed the one in the communications room.
-Players can create an offsite relay with two receivers, two broadcasters and, if necessary, a relay. Why two receivers and broadcasters? Otherwise any player can go to the Ruskie/Mining relays and turn them into off-site relays for the station! It would harm the TCommsat's usefulness. Instead, you will have to setup another broadcaster and receiver if you want to do that. Though it may be pointless, if someone sabotages the Commsat they would have destroyed/depowered the other machines there too.
-About the option to have an offsite relay, there is only a single Z level that you can lock onto at the moment and that's the station. Gameplay wise, the TCommsat is orbiting the station and if we do get the away missions then it would not make sense for the TCommsat's broadcaster/receiver signal to be able to pickup there. More sense if the Receivers and Broadcasters from there
are sent here... maybe. I don't know, seems more fun this way.
-Fixed an issue that doesn't let the Engineer Borg (or Borgs with multitools) be able to link machines with their multitool module.
-All-In-Ones do not have a Z level restriction. They can pick up ALL signals and send ALL signals (to Z levels 1-10)
-Fixed an issue with the player being unable to remove frequencies from the filter.
-Added support for additional interaction options for certain machines. To use it, create a new Options_Menu() and Options_Topic(href, href_list) for your machine.
-Added EMP_ACT to Telecommunication Machines. I've also added an event called "telecommunications_blackout()", it will loop through all telecomm machines, in telecomms_list, and EMP_ACT them. The EMP will last 2 minutes. Currently only admins can use it.
-Fixed issue 831
-Changed the map. The station no longer has the station relay, it is now on the Satellite. There's an empty room now, it should be used for something after the feature freeze.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4522 316c924e-a436-60f5-8080-3fe189b3f50e
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.
To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"
If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e