Global x,y offsets added - Affects all devices that show x,y and z to make DMM reading more difficult.
Telescience console has cooldown and requires power to charge.
Mice can no longer open airlocks.
Mice can no longer strip items from humans
Mice can no longer put other creatures into disposal units (though they can still climb into disposal units)
Message for when mice crawl into vents removed. Mouse nibbling message only displayed to observers half the time.
The old one still exists, mainly so the associated admin buttons still work.
At some point I'll add a nice little panel for event stuff and remove the old procs.
event.dm is pretty well commented, and it should be pretty easy to figure it out.
Casualties of the change are space dust (which should probably be implemented separately if we want it back), the black hole event (which was awful), space ninjas (which didn't turn up), ionstorms (the non-admin ones sucked anyway) and CLANG, which I will probably add at some point, if no one else does first.
Also, I removed pierott's throat from the disease outbreak list. f that s.
Thanks to Sukasa and BS12, as my system is loosely based off of theirs.
Thanks Giacom for help with structuring and especially commenting this.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5511 316c924e-a436-60f5-8080-3fe189b3f50e
fixed giveruntimelog getruntimelog and getserverlog
Any admin with ADMIN rights can give anybody permission to view runtimes simply by typing .giveruntimelog The person given permission can then type .getruntimelog
Admins can type .getruntimelog without giving themselves permissions first
Moved a lot of the copypasta code into helper procs in __HELPERS/files.dm. There is one which allows a client to browse through folders on the server (in this case to look for logfiles). You can now also return to the directory you started at.
Note, for some weird reason, runtimes will no longer show in dreamdeamon. If this is a massive problem I can make it a compile option or something (or you can comment out the line if you're a coder). I know this is a massive pain but it sort of removes much of the effort in getting runtimes from other servers, since they all now have their runtimes saved in a way coders can easily access. It also sort of means we don't have to rely on people remembering to log runtimes and such. And all logs will be organised by month.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5466 316c924e-a436-60f5-8080-3fe189b3f50e
Removed var/constant/Pi It's already defined in setup.dm
Moved a bunch of global_lists to global_lists.dm
Fixed hair randomisation. (still bits to do)
Moved a lot of preferences_setup.dm stuff into __HELPERS/mobs.dm They'll be FAR more helpful as generic procs, rather than something tied to preferences.
Merged mob/var/nopush into status_flags with the CANPUSH flag
Merged mob/var/nodamage into status_flags with the GODMODE flag
Removed mob/var/be_syndicate and mob/var/be_random_name as they are not used.
Added /proc/ui_style2icon(ui_style) proc. It converts a string like "Midnight" into its corresponding dmi file. The code fore creating a new hud uses it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5164 316c924e-a436-60f5-8080-3fe189b3f50e
You can now modify specialrole candidacy mid-round and it will save changes to your savefile.
Added a BE_NINJA flag. Doesn't do anything yet. If somebody wants to implement it, go for it.
Moved prefrences stuff from new_player to the folder /code/modules/client/
Renamed toggles so they appear in a nice order.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5146 316c924e-a436-60f5-8080-3fe189b3f50e
Toggling these preferences in-game will update your savefile. Meaning that your preferences will persist between rounds.
Added some savefile_version updating stuff. It's pretty crude. If you're changing any of the savefile stuff just ask and I can change it/help.
Removed some unused client vars
Ghosts no longer hear ambience. Simplified ambience code.
Simplified lobby music code. It will no longer cause a massive queue of events (which would eventually balloon in memory use)
Moved ooccolor and sound_adminhelp back to prefs. It's easier and allowed me to remove the setupclient() stuff completely.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5143 316c924e-a436-60f5-8080-3fe189b3f50e
Updated gateways a bit, they use a few less globals now.
Added some new snow icons.
Added a wip away mission.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5122 316c924e-a436-60f5-8080-3fe189b3f50e
They include such procs as sanitize_integer(num, min, max, default) which will check num is a number, round num to make it an integer, then check if it is between min and max (inclusive). If it fails the bound-checks it will return default. There are others, have a look.
PERSISTENT PREFERENCES: Every ckey which connects to the game gets its own persistent /datum/preferences datum.
It is archived in var/list/preferences_datums = list("ckey" = datum)
At connect it is automatically associated with the client defines.dm (or a new one is created if it can't find an archived prefs datum). This means clients will ALWAYS have a var/datum/preferences/prefs which references this datum. So you can use it without checking if(client.prefs)
This has simplified only a few bits of code. It will however, allow us to make preferences like see_deadchat ghost_ears etc, persistent. So they will not reset when you DC.
SAVEFILES: Changed the player savefile code a lot. Hopefully I've not fucked it up too much. Every single variable loaded from saves is now sanity checked using the new sanity procs. This should help prevent savefiles becomming obsolete by sanitizing input to meet current requirements, without deleting all the ok variables and making you start from scratch >_> NOTE: I still need to sort out the savefile version stuff. I'll probably figure it out before the server updates anyway. It sees to be fine without it.
You can no longer choose your blood type. It is randomised (with each bloodtype having a realistic probability of occuring). This is to make blood analysis (detective/medical) less pointless. It is chosen as soon as you connect. It remains persistent throughout each round so you won't be able to change it by logging in/out over and over.
Replaces some copypasta code with is_afk() (still a fair bit to do)
There are new hyperlink shortcut things. _src_=vars will direct your hyperlink to viewvars. _src_=prefs to your preferences datum. (These are the only way to access those bits of code via links). This means that the overall amount of operations in almost every Topic has pretty much halved and is much prettier.
Replaced and removed adminplayervars from datum/admins/Topic. It was superfluous. They now all point directly to the viewvars code using _src_=vars
Removed the changelog popup at round start. Instead a button on your game-window will glow white if there are new updates. To peruse at your convenience. This will speed up connect times.
Removed the AFK_THRESHOLD define. It is integrated into is_afk() now.
TODO: remove the prefs stuff from mobs and clients and update code to use client.prefs to access that info.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5121 316c924e-a436-60f5-8080-3fe189b3f50e
Moved fun (admin-event stuff) up to badmin rank.
deadchat visibility defaults to on
removed update_admin()
fixed associate so it won't accidentally add people to the admins list multiple times.
toggling ooc on/off is now available to any admin regardless of rights.
mass deletion is now restricted to DEBUG or SERVER flags
ADMIN, SERVER, DEBUG can all use the delete verb
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5032 316c924e-a436-60f5-8080-3fe189b3f50e
- Standardized the database library code
- Deleted a few unused database related files (karma and forum activation), so they won't get in my way later. They work off of no longer existent database tables.
- Made it so the server maintains a constant connection with the database, which is established on world/New() and never broken, until the server ends. If 5 consecutive database connection attempts result in no connection getting established, the server will not attempt any more connections. Made all existing database connections use the global continuous connections. Currently we need two, as we have two databases, but the old database is going to get moved into the new one.
- Fixed the spaghetti-like report in the permissions panel, which happened when someone had many permissions enabled.
- Added database connection reports to display to dream daemon on server startup.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5015 316c924e-a436-60f5-8080-3fe189b3f50e
- Moved 'reload admins' into the SERVER permission. It already had a check for R_SERVER when it was run, so it being in the debug list was likely a typo. There should probably be an ADVANCEDADMIN permission type or something, that contains the admin-related tools that you don't want all admins to have access to. A 'game masters only' list of verbs, so to speak.
- Edited admin_ranks.txt and the other dm files accordingly.
- Standardized diagnostics.dm
PS: I really love permission based admin verb assignment. So much easier to work with!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5012 316c924e-a436-60f5-8080-3fe189b3f50e
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
>tried to make the comments less confusing.
>Removed the procs for rebuilding the lists (they weren't meant to be used and half were broken anyway).
>added a directory. It maps ckey to client like so directory[ckey] = client. It could be used for PMs, banning, and various other admin tools rather than using \ref[]
>var/list/admins is now a list of clients whom are admins.
>var/list/admin_datums is what var/list/admins used to be. A map from ckey -> admin datum
Most of this is so I can add modular admin ranks in a non-horrendous way and fix some existing issues.
>var/list/client_list is now var/list/clients (laziness sorry)
>removed some needless loops and stuff.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4951 316c924e-a436-60f5-8080-3fe189b3f50e
Moved some of the static overlays such as the dither effects, druggy effect and blurry-eyes into datum/global_hud. Meaning that only one object is instanced per server rather than per mob. It reduces on code.
Commented out a green and red overlay which aren't used, which were being instanced for every mob.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4767 316c924e-a436-60f5-8080-3fe189b3f50e