Commit Graph

59 Commits

Author SHA1 Message Date
DrCelt
7ed76c60f1 NO MORE HALF MEASURES, CLUSTER (#11183)
* NO MORE HALF MEASURES, CLUSTER

* NO MORE HALF MEASURES, CLUSTER

* bugfixes

* bugfixes

* final bugfixes before the final testing

* we have clearance for lift-off, captain.
2016-08-02 20:32:38 -05:00
Intigracy
528ec7ac43 fixes a runtime with attempting to throw turfs (#10942) 2016-07-09 20:46:59 +01:00
DrCelt
778f64fcb1 PLANES (#10499)
* PLANES

* whoops

* bugfixes

* adds dummy noir obj/screen

* I.plane = initial(I.plane) + assorted bugfixes

* fixed bugs and did a thing with lasers & tasers

* thanks for using a define up there it's really useful and maintainable.
2016-06-17 19:26:18 -05:00
PJB3005
99bf59d80e Adds a to_chat() proc, to pave the way to a non shit chat. 2015-11-25 15:55:15 +01:00
PJB3005
3cca5692af Removes the panic writer messages. 2015-11-20 03:17:06 +01:00
d3athrow
768f462677 Merge branch 'fixtbhfamsmhafaiklol' into 'Bleeding-Edge'
Fixes Stuff

- Fixes VV not giving spells properly
- Fixes a garbage collection issue with ventcrawling pipes
- Probably fixes an issue where the is_in_modules check would return true for things NOT in your modules but of the same type Fixes #133
- Makes it so you cant make your view smaller than 1 tile because FUCKKKKKKKKK THATTTTTTTTTTTTTTT
- Makes it so only observers can change their view because new players and corpses dont particularly want/need it Fixes #127
- Moves view check to mob/login from mob/stat

See merge request !160
2015-09-01 17:32:14 +00:00
clusterfack
7dd59c896a Fixes
- Fixes VV not giving spells properly
- Fixes a garbage collection issue with ventcrawling pipes
- Probably fixes an issue where the is_in_modules check would return true for things NOT in your modules but of the same type
- Makes it so you cant make your view smaller than 1 tile because FUCKKKKKKKKK THATTTTTTTTTTTTTTT
- Makes it so only observers can change their view because new players and corpses dont particularly want/need it
- Moves view check to mob/login from mob/stat
2015-08-30 23:46:01 -05:00
D3athrow
0ae172155b ok readd this 2015-08-27 22:10:08 -05:00
D3athrow
2f160eff32 remove that i guess 2015-08-27 18:33:35 -05:00
D3athrow
796d44f017 fix my fuckup letting people zoom out pregame and not have it forced back 2015-08-22 19:23:33 -05:00
D3athrow
63d9d7f9f0 dindunuffin 2015-08-21 13:36:46 -05:00
D3athrow
b4088c050d figs 2015-08-20 23:44:31 -05:00
D3athrow
2663b8f212 massive pile of buildmode shit 2015-08-20 19:57:28 -05:00
PJB3005
3bc5d86263 LIGHTING IS BACK.
AND A SHITLOAD FASTER.

SANIC.
2015-07-21 14:16:27 +02:00
D3athrow
d59f6a07b0 comment out panicwriter and saytesting 2015-07-20 16:04:48 -05:00
D3athrow
7a3ff4efc3 THE LIGHTING IS DEAD, LONG LIVE DAL 2015-07-18 23:05:18 -05:00
D3athrow
41d7df01fd just fuck my shit up 2015-07-18 02:30:51 -05:00
D3athrow
23cdb13455 stop buildmode deleting yourself nerd 2015-07-06 02:21:30 -05:00
D3athrow
aa5b195033 fuck lists 2015-07-05 23:50:32 -05:00
dylanstrategie
7dd39a9c52 Port experimental base_turf system from Baystation - Third time in a row
No, I don't know how to manually fix conflicts on a PR, and this doesn't
make me wanna figure out how it's done

Fuck you too for not even trying when you were working on Endgame @N3X15

Also thanks for fucking up my PR by stealth-merging a fix @Comic

Because Baystation has finally gotten around to it, and because the code
looked simple, I decided to get my hands on porting a system that allows
up to define base_turfs. As a bonus, it also defines them per Z-level.
So if you wanted, you could have a space station, and a Z-level on a
map-spanning asteroid, and then an away mission on land, all in the same
file

Note that you can modify it mid-round via a DEBUG flag verb, it will
however only affect destroyed turfs (it won't change space, which I
suppose is intentional)

Tested were destroying walls and floors and even dropping a bomb in the
middle of Medbay

Not tested were more finicky conditions like the Singularity or
buildmode. I simply replaced all ChangeTurf() instructions that pointed
to space, because that is how Baystation implemented it

Only problem with this is that it doesn't work on a per-map basis, so
unless some wizardry is done on that code, it'll be hard to get anything
interesting going with it

Discussions go below. Since this is pure code refactor, I doubt there'll
be much up to debate
- Old PR over at #5192
- Older PR over at #5167

Example picture (with the current code, there would be no lattices over
the sand) :

![dune](https://cloud.githubusercontent.com/assets/6137403/8409264/9d1b0e5e-1e76-11e5-9a53-13a972268c87.png)
2015-07-02 01:30:15 +02:00
D3athrow
f019bbe21a das a bannu 2015-07-01 16:06:14 -05:00
D3athrow
6b63a2286c Apparently ex_act(1) doesn't recurse through the turfs contents like i thought? 2015-06-26 12:37:59 -05:00
D3athrow
a94a971414 Selective fill(type to type) and Selective delete(type2dead) 2015-06-26 12:25:33 -05:00
D3athrow
74c0778491 WENK 2015-06-26 11:34:50 -05:00
D3athrow
eb9c897fb6 blblbblblbl 2015-06-20 16:18:25 -05:00
D3athrow
7efbc07e75 Dunno why the macro doesnt work but buildmode area fill/delete works.
Usable in advanced buildmode, ctrl+shift left click for bottom left corner, ctrl+shift right click for top right corner.
2015-06-20 12:06:14 -05:00
D3athrow
a6b31d78c6 no more accidental deleting of buildmode buttons by doubleclicking. 2015-06-20 12:03:28 -05:00
PJB3005
ae7ab25539 BAY LIGHTING PEOPLE 2015-06-06 22:15:21 +02:00
clusterfack
5c1abfcbea Buildmode Click Optimization
BUILDMODE CLICK USED TO CALL IN WORLD EVERY CLICK.

Fun fact: just because you dont use the words "in world" doesn't mean you aren't LOOPING THROUGH THE WORLD EVERY TIME YOU CLICK ON ANYTHING IN BUILD MODE JESUS CHRIST.
2015-05-17 08:44:22 -05:00
D3athrow
ecc0b7e15e Buildmode middle click advanced mode to copy and left click to paste a lookalike. 2015-05-15 19:53:04 -05:00
D3athrow
01d2471fc9 Merge branch 'color_replace_2_electric_boogaloo' into Bleeding-Edge
Conflicts:
	code/ATMOSPHERICS/pipe/pipe_dispenser.dm
	code/game/machinery/computer/HolodeckControl.dm
	code/game/machinery/embedded_controller/embedded_controller_base.dm
	code/modules/mining/money_bag.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/silicon/mommi/mommi.dm
	code/modules/mob/living/simple_animal/friendly/farm_animals.dm
	code/modules/research/destructive_analyzer.dm
	code/modules/research/rdconsole.dm
	code/modules/research/xenoarchaeology/machinery/analysis_base.dm
	code/modules/research/xenoarchaeology/machinery/artifact_harvester.dm
	code/modules/research/xenoarchaeology/tools/ano_device_battery.dm
2015-04-12 16:40:59 -05:00
D3athrow
77a86bfd10 Fixes #3474 2015-03-19 17:12:26 -05:00
D3athrow
e7abb98700 sanity ahoy 2015-02-02 20:17:33 -06:00
Rob Nelson
23f0fdb5a1 Added buildmode logging. 2014-08-20 20:23:12 -07:00
Rob Nelson
d167302509 Readd buildmode, too. 2014-06-25 23:03:25 -07:00
BurnZeZ
a3ea37e8ad remove buildmode 2014-06-22 16:34:23 -04:00
Rob Nelson
2c9a85d350 Standardize windows. 2014-02-18 14:44:37 -08:00
Rob Nelson
fe137e7fa1 Paperwork update: Copying asses, AI cameras, and a couple other things. 2013-11-13 09:06:16 -08:00
NicholasDV
f2a16fc3cd This just fixes a small typo in build mode.
Specifically, the throw and select buttons were 'switched'
in some instructions. This quickly fixes that!

closes #3001
2013-06-09 03:16:51 -04:00
aranclanos@hotmail.com
dee7b74a45 -Changed turf creations, merging everything to only one proc
-Fixes Issue 1085 - Artificers creating turfs with buggy lighting
-Spells now will use the proper proc to create turfs

Due to the amount of files changed, this is just the 'part one'. The merging in turf.dm is not finished, mineral walls and buildmode are still using the old system. The creation of turfs on the game panel is not using the proper procs yet. Stay tuned for this changes, but now, sleep.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5054 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-13 13:39:00 +00:00
elly1989@rocketmail.com
8720dd0e69 Removed the blinking from buildmode. There's no point in having to download additional dynamic icons just for that.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5000 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-03 14:42:23 +00:00
elly1989@rocketmail.com
50fe648a91 Admin ranks now use bitfields for permissions. Rather than checking the name of the rank, adminverbs will now check holder.rights to see if it has certain bits turned on.
SERVER HOSTS:
This commit replaces the existing admin-rank system. It is now more customizable.
Admin.txt essentially works the same as it always has. Each line should look like:
ckey - admin rank

There is now however, an admin_ranks.txt. This textfile allows you to define ranks like so:
admin rank +ADMIN +FUN +BUILD
the +KEYWORD are flags adding permissions to that rank. There are brief descriptions in the text-file explaining what they do.

You can now name the ranks anything you like, and give them the permissions you want them to have. This allows, for instance, ranks like:
Game Admin on disciplinary +ADMIN +BAN
This would give that game admin only the tools they need to admin. They would not have access to 'fun' verbs which control events and antags.
There's lots of things you can do. For instance, a coder rank whom can debug stuff but cannot do admin tasks:
Codermin +DEBUG +VAREDIT +SERVER

There's lots you can do. As it evolves it will hopefully become more flexible.

admin_ranks.txt defaults to use the old admin rank names.

Apologies in advance as there will be a lot of anomalies, such as ranks losing verbs they once had. Please let me know about any problems. I can fix them quite easily simply by moving verbs between the lists or splitting the lists up into new flags.

CODERS:
There is now a check_rights(flags) proc. 
It check is usr is and admin and has -at least one of- the rights specified.
It checks > usr < not src, so keep that in mind!
If you need to check if something other than usr has specific tights, you can do if(holder.rights & R_ADMIN) etc.

KNOWN ISSUES:
+FUN probably needs to be split up into +MOBS and +EVENTS
In-game promotion/demotion is currently disabled. It will be readded after everything else works ok.
Erro's sql rights changes stuff is currently commented out. It will be re-added.
There are still many many verbs which need updating.

Apologies in advance for any inconvenience.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4991 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-02 10:23:04 +00:00
sieve32@gmail.com
7bf6788082 -OPTIMIZATION TIME
-Almost every instance of 'for(mob in world)' has been killed. Because GODDAMN was it being run a bunch. Instead, a series of global lists have been made, and they are all handled auto-magically through New()'s, Del()'s, Login()'s, death()'s, etc...

Lists are as follows:
-mob_list : Contains all atom/mobs by ref
-player_list : Like mob_list, but only contains mobs with clients attached
-admin_list : Like player_list, but holds all mobs with clients attached and admin status
-living_mob_list : Contains all mobs that ARE alive, regardless of client status
-dead_mob_list : Contains all mobs that are dead, which comes down to corpses and ghosts
-cable_list : A list containing every obj/structure/cable in existence
Note: There is an object (/obj/item/debuglist) that you can use to check the contents of each of the lists except for cables (Since getting a message saying "a cable," x9001 isn't very helpful)

These lists have been tested as much as I could on my own, and have been mostly implemented. There are still places where they could be used, but for now it's important that the core is working. If this all checks out I would really like to implement it into the MC as well, simply so it doesn't check call Life() on every mob by checking for all the ones in world every damn tick.

Just testing locally I was able to notice improvements with certain aspects, like admin verbs being MUCH more responsive (They checked for every mob in the world every time they were clicked), many sources of needless lag were cut out (Like Adminwho and Who checking every single mob when clicked), and due to the cable_list powernet rebuilding is MUCH more efficient, because instead of checking for every cable in the world every time a powernet was broken (read: A cable was deleted), it runs though the pre-made list, and even with a singulo tearing all the way across the station, the powernet load was VERY small compared to pretty much everything else.

If you want to know how any of this works, check global_lists.dm, there I have it rigorously commented, and it should provide an understanding of what's going on.

Mob related in worlds before this commit: 1262
After: 4
I'm helping


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4179 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-26 03:04:05 +00:00
sieve32@gmail.com
459c558898 -Make holodeck eswords a child of obj/item/weapon/holo instead of regular eswords, clumsy check removed as a result, and you can no longer do things like cutting through walls or doors or what have you. (Fixes Issue 665)
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.

r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds

[VGTG]

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-23 00:48:51 +00:00
baloh.matevz
2233548788 - Deleted ERP.dmi
- Moved some objects into /effect
- Removed the debugger object

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3739 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-04 21:49:28 +00:00
mport2004@gmail.com
4331dca438 Someone thought it would be a great idea to comment out the ability to wake up, you will once again sometimes wake up after medbay hits you with sleepytox.
Ghosts no longer hear emotes from across the map.
You can once again examine yourself.
Buildmode is back in because it is a very useful and great tool.
It is also an ADMIN TOOL and will cause runtimes like most of the other admin tools if you use it like shit.
Removed more erp bullshit

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3417 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-09 07:09:07 +00:00
petethegoat@gmail.com
e0230b2ff0 Commented out buildmode until it can be fixed.
More sanity checks for DNA modification.
Updated the metal, plasteel, glass and r-glass sprites. They're a lot smaller now.
Removed that stupid knife zippo sprite.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3145 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-18 16:27:08 +00:00
mport2004@gmail.com
62e28c2abf Organs:
Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-08 10:38:01 +00:00
mport2004@gmail.com
17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00
baloh.matevz
e8c6b08419 - Object tree grouped a bit more.
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.

Effects contains objects which are either landmarks, triggers, spawners or decal.

Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG

I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 06:54:28 +00:00