+ Bomb-deletion-related stuff, which was removed for some fucking reason.
+ Added recycling machines
+ Added recycling procs to atoms
+ Restructured disposals for a proper recycling plant.
+ Fixed a few typos I noticed.
- Made goats/cows not give infinite milk but instead slowly generate milk in their udder for collecting.
- Lowered speak chance for chickens and added a limit for how many chickens can be bred.
- Lowered the chances of an egg to be a chicken hatching egg.
- If you put an egg in your pocket it won't be a chicken hatching egg anymore.
- Chickens won't spawn inside you anymore.
- Added some abstract classes to the list of things that shouldn't spawn with slime cores.
- Increased the time between events.
- Added a spawn spiders button for admins.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5535 316c924e-a436-60f5-8080-3fe189b3f50e
= Giant Spiders =
- Nurses spin webs which impede progress, bundle items and mobs up in cocoons, lay eggs to create spiderlings
- Nurses are slow and weak, but their bite has a chance to paralyse the victim
- Spiderlings skitter about and eventually grow into giant spiders.
- Spiderlings will ventcrawl, so they can spread over the station pretty fast.
- Hunters are fast, have decent health and the most effective poison
- Guards are medium speed but the health and direct damage
- The poison of hunters and guards can cause hallucinations if they bite you
= Farm animals =
- Cows can be milked or butchered for a large supply of meat. Sadists can also tip them over (with intent_help).
- Goats can also be milked, but have a nasty temperament.
- Chicks grow up to be chickens, who lay eggs and continue the cycle. But where did it start? (they're very noisy).
- All three are orderable via QM.
My changes:
- Added a spider infestation event.
- Optimized code with spiders and simple_animals.
- Made a /hostile/retaliate type which will only fight back when hurt. Based on Cael's code.
- Added some farm animals on the map.
- Changed events, added a setup() proc which can let you setup variables or the event. Made the event only kill itself when it has called, announce(), start() and end().
- Brainrot will only need alkysine as a cure.
- Communication blackout will always be silent.
- Changed some admin buttons to use the new event system.
- Added a forceEvent proc which you can use when you enable debug verbs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5525 316c924e-a436-60f5-8080-3fe189b3f50e
The number of strikes a person gets is a define so hosts can modify it to their liking (I should probably move this to a config option but I can't be bothered to test it again). It defaults to 3 strikes, on the third strike you're out. It'll autoban you for 10 minutes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5123 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
Before, when making a link to an admin tool, you done this:
<a href='?src=\ref[C.holder];parameter=1;>link</a>
Now, we do not need to use a reference to direct it to places like usr or usr.client.holder (or client, but you never needed src for that anyway)
usr: <a href='?_src_=usr;parameter=1;>link</a>
holder: <a href='?_src_=holder;parameter=1;>link</a>
This basically allows us to move a LOT of code outside of loops as we no longer have to create a \ref for every recipient of the message. They can all be sent identical links. A simple example of this would be in pray.dm Although it's most noticeable in the adminhelp code which is vastly simplified.
Adminhelp name spotting code thingy...whatever... looks for ckey matches first, then surnames, then forenames. This is to stop it possibly weirding out if there is a station full of "Ed"s of "Sarah"s
Prayer code no longer loads a new icon into memory every time a prayer is sent. Use image() not icon()!
key_name() no longer needs a reference for it's admin_link argument.
message_admin() pretty much doesn't need those extra arguments for finding and replacing %holder_ref%. I've got to go through all the code to check before I remove it though.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5105 316c924e-a436-60f5-8080-3fe189b3f50e
Removed the last of the old promotion/demotion code.
Permissions panel accessible via player panel.
Uncommented the attack log verb. I mistakenly thought it wasn't used.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5102 316c924e-a436-60f5-8080-3fe189b3f50e
-Spaceacillin will now prevent the spread of diseases while it is a mob.
-Moved the "Create A Disease" code into a proc.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5101 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixed a bug where blood/vomit decals would be creating new viruses.
-Medical computer won't recognize advance diseases... for now.
-Used english_list when displaying symptoms.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5100 316c924e-a436-60f5-8080-3fe189b3f50e
I'll need to talk to Erro to figure out what to do with that.
Personally, I'd like to think people with PERMISSIONS rights could be trusted but you never know >_> bloody internet
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5083 316c924e-a436-60f5-8080-3fe189b3f50e
Integrated the sql and standard admin_rank stuff a little. Still needs some work.
Permissions Panel has a sexy floating search bar. The scripts and stylesheets are external files which will be sent to every client at connect, so they can be used in any panel you wish with no additional overheads.
If there are any bugs with the permissions panel (particularly the search bar) please let me know. thanks.
rights2text now has a seperator argument. It defaults to "", but can be any string, for instance "<br>"
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5080 316c924e-a436-60f5-8080-3fe189b3f50e
- Changed mineral walls, they have their own type by mineral instead of a variable
- Now you can spawn the different mineral walls with the game panel
- Fixed the examining in walls, they will now show the text on the 'desc' var
There are still some stuff out there with mineral walls, ugly chunks of code that does the same thing, two vars that have the same value and stuff like that. All of that will be purged, but, as always, to be continued~
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5061 316c924e-a436-60f5-8080-3fe189b3f50e
- Trying to remove someone's jobban through 'show player panel' -> 'jobban' -> 'click on job' will still bring up the banning panel, with a note that you can't use the old panel, it will however now properly have the banned player's ckey inserted as the search criteria, instead of your ckey.
- Jump-to-mob now uses mob_list instead of sortmobs()
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5044 316c924e-a436-60f5-8080-3fe189b3f50e
Likewise, removed the spawn_xeno verb and made an equivalent bit of code in the FUN section of the secrets panel.
Fixed the create_xeno proc. It was supposed to ask you which type of alien to spawn but it was sending the popup to src, which should have been usr.
Create_xeno can now spawn queens and larva.
Create_xeno is fed a ckey (optional) rather than a ghost mob. Which will make it more versatile and reliable should clients log out during popups and such.
Created an client.is_afk(duration) proc. If the client has been inactive for duration frames (11 frames is roughly 1 second), it will return the number of frames it has been inactive. Otherwise it returns 0. If no duration value is given it defults to 3000 which is roughly 5 minutes. There's a bunch of code I need to replace with this which I will do after I've got the rest of the admin rank stuff finished as that takes priority.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5040 316c924e-a436-60f5-8080-3fe189b3f50e
Player panel (for an individual mob) is available to all admins regardless of rights (like above, each link on the page has its own rights requirements)
Essentially, with no rights you can see these panels, but you cannot use most of the tools they link to. Additional rights increase your access to corresponding tools.
Removed some duplicate code in /datum/admins/Topic for subtle messages, traitor panel and a few others. There's a lot more to do in this regard but it can wait for now.
We're near the end of the disruption now. I sort of have a clear idea what I'm meant to be doing so work will speed up. Full documentation describing exactly what can and can't be done with each flag will be available soon.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5035 316c924e-a436-60f5-8080-3fe189b3f50e
- The current, file-based ban system is now a legacy system, the use of which is strongly discouraged for servers, which are constantly online.
- Added a database-based banning system, with a new baning panel, accessible through the 'banning panel' verb. Servers, which use this new banning system, will get the new panel up even if they use the old 'unban panel' or 'display job bans' verbs. These remain there for legacy support purposes. (Panel screenshot below)
- The most notable benefits of the new system are the ability to add offline bans, meaning the person does not have to be connected for a ban to be applied to their name. The second benefit is the ability to look up all previous bans that the person had.
- The major disadvantage is the complete incompatibility between the old and new system, meaning you have to either do a lot of copy-pasting or playing around in code to sync the old system with the new one. Servers upgrading to this system might want to consider a purge of all bans, if they don't want to go through this. Due to the incompatibility, there are no transition tools provided. Please contact me (errorage/rageroro) in #coderbus for help in syncing your database. The /tg/ legacy and database systems have been synced.
- The server configuration defaults to use the legacy system, as the new one requires the database to be set up. Please hash BAN_LEGACY_SYSTEM in config.txt as explained, to use the new system. If the database connection fails, the server reverts to the legacy system.
If any bugs or errors appear with either the legacy or new ban system, please let me know ASAP. The same applies if there are any syncronization problems between the legacy and new system, resulting in banned people unbanned or unbanned people banned.
Panel screenshot:
http://www.kamletos.si/new%20ban%20panel2.PNG
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5034 316c924e-a436-60f5-8080-3fe189b3f50e