Commit Graph

20 Commits

Author SHA1 Message Date
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
mport2004@gmail.com
3cae06c9c3 Fixed the signpost shuttle bug.
Critters have been added and livestock removed
Xbow damage raised to 30 a shot
Centcom Survival Kit is once again a box
Sec uniforms moved into their own locker

After IRC talk
Guns that are created in the protolathe now spawn inside of a lockbox
They can be unlocked by an ID with Armory access or an Emag.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2045 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-24 04:00:45 +00:00
mport2004@gmail.com
6b88250beb Moved some of the old pipe files into unused.
Explosions will delay a bit longer before allowing powernet rebuilds.
Removed the Ionstorm Command reports at Urist's request, he said he would add something later.
Added dust storms to meteor mode.
Fixed most of the runtimes in the latest log.
Wizards mind_transfer now needs his robes, this prevents the constant body swap mess.
Z 1 lost all of its areas sometime in the last two revs.  I think I got everything back in place but would not mind if a mapper took a look.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2037 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-22 10:59:54 +00:00
vageyenaman@gmail.com
eee36e4f7e Okay, this is a pretty big revision!
Viruses:
     The virus system was COMPLETELY reworked.

     Good news, Virologists! This means people can now be infected by multiple viruses at once. Some of the virus-spreading protocols were tweaked to support this change, and as a result, they are now considerably more infectious. I also changed some background reagent variables to better support DNA, blood type, and virus combination.


Turrets:
     Fixed some lingering bugs that would bog down the global event processor.


Changelings:
     People turned into "husks" after being drained of their DNA by changelings can no longer be cloned.


Miscellaneous:
     I tweaked a LOT of mob code. This shouldn't have any noticeable impact on anything, but was required in order support the virus overhaul.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1753 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-02 04:00:25 +00:00
baloh.matevz
4485874260 Renamed the admin ranks which were set as placeholders:
- Admin who sinned renamed to Badmin
- Admin observer renamed to Moderator (the rank won't be used anyway)
- Punnished Admin renamed to Admin observer (as i sorta switched these two around by accident)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1322 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-31 05:08:55 +00:00
baloh.matevz
c34592100b SCAREDOFSHADOWS READ THIS ONE!!!
HOSTS OF OTHER SERVERS, READ THIS ONE TOO!!!!

Administrator ranks renamed:
- Host => Game Master
- Coder => Game Agmin
- Shit Guy => Admin who Sinned
- PA => Trial Agmin
- Administrator => Agmin Candidate
- SA => Temporary Agmin
- Moderator => Agmin Observer
- Filthy Xeno => Punnished Agmin

Promotion and Demotion ingame can now only be done by Game Admins and Game Masters.

THIS COMMIT INCLUDES THE NEW admins.txt FILE FOR TGSTATION. IT USES THE NEW RANK NAMES. ALL OTHER SERVER HOSTS ARE TO UPDATE THEIR ADMIN FILES TO THE NEW RANK NAMES WHEN THEY UPDATE PAST THIS REVISION. Don't yell at me, as if I didn't tell you in caps...

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1318 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-31 03:21:58 +00:00
baloh.matevz
2b08d73a7d REINFORCED WINDOWS standardized.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1077 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-20 16:38:00 +00:00
n3ophyt3@gmail.com
76e44a4679 Build mode now adminlogs when you enter or leave it. Not adding logging to the actual USE of it at this time because I suspect normal usage would cause a lot of logspam.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@991 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-08 03:41:01 +00:00
Skiedrake
cbec1b6f3d Removed files that were 0 bytes in size.
Made sure every verb now has a name which starts with a capital letter and makes sense, because OCD.
Changed the categories of verbs a lot, now they are in much more sensible tabs.
Added a couple of admin verbs:
 - Right click monkeyize
 - Call Shuttle
 - Recall Shuttle
Removed some goon verbs.
Gave "Coder" admin group a little more admin verbs:
 - Monkeyize, Cultistize, Abominationize, Call Shuttle, Recall Shuttle, Make Sound
Added mobs a "say_message" variable. Now admin-created mobs can "scree", "squeak" etc. instead of just "chimper" or "hiss".

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@138 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-22 00:41:07 +00:00
only.lurking
662c08272a git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2 316c924e-a436-60f5-8080-3fe189b3f50e 2010-08-23 14:29:20 +00:00