The hub will no longer report admins who are stealthminning.
Added a server byond_version check. All it does is tell you if your byond_version is below RECOMMENDED_VERSION and encourages you to update BYOND.
Underwear and bag lists are now a single global list rather than creating the same list for every new player.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4268 316c924e-a436-60f5-8080-3fe189b3f50e
It needs to be kept as up-to-date as possible, so it autoupdates every 6+ hours or so to ensure the database is relatively up-to-date.
Like the previous commit, I'd only really recommend it if the other stuff isn't getting the job done.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4257 316c924e-a436-60f5-8080-3fe189b3f50e
-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
update_clothing() has been broken up into it's key parts. A full explanation can be found in code/modules/mob/living/carbon/human/update_icons.dm
the tl;dr of it is that overlay updates are no longer called by the gameticker. Instead they are called by procs such as u_equip db_cick etc. This means faster updates (although admittedly, more of them can be called per tick). This however is offset by the fact that specific overlays can be updated now, vastly improving its efficiency. This will especially help when there are large numbers of dead mobs.
Fixed the throw code for TKgrab so it can be toggled.
Cloaking for aliens/humans/ninjas was changed. It's very crude at the moment and for that I apologise. But it works and is very efficient.It also stops cloaked individuals becomming invincible due to people being unable to hit them (even when they know exactly where they are)
Fixed a bunch of bugs with damage-overlays. They were updating FAR FAR to frequently. They were also horribly inefficient. They should now be virtually seamless when updating and only use cached icons, so they aren't affected by lag as badly. This may help with explosions lag a little.
There's still a tonne of stuff I need to refine with this. I'll be refining it down into some helper procs to reduce on code duplication and such
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3811 316c924e-a436-60f5-8080-3fe189b3f50e
Anti-spam delay raised to 7 ticks. A little over half a second.
Admins can no longer be banned except by deadminning them or banning through the host's pager.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3722 316c924e-a436-60f5-8080-3fe189b3f50e
Tidied up the Login and Logout procs for mobs. Moved the sandbox buildmode stuff to mob/living/login.dm so you shouldn't have to log-out and back in to enable build mode.
Removed the logged_in variable for mobs as it was the most pointless thing ever.
Made the multikeying checks a separate proc. People are checked the second they get a new_player mob. Its notices are also less spammy.
Changed AllowUpload from the default. It now restricts uploads of over 1Mb to prevent admins uploading massive .Oggs and lagging the server to hell whilst it sends the ogg to 40+ players. Feel free to change the limit.
Moved some of the core client procs into one folder; they should really be together and not in /modules/mob/mob.dm and various other places. I will be giving the client stuff a belated spring-clean over the next few commits, just got to iron out some of the kinks.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3694 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed deaths at the end of nuke rounds, optimised the code a little
gib() is now hgib() (ie it's specific to humans). gibs.dm() now only spawns generic gibs that could be from any mob.
Likewise for dust.
Awaiting generic dust() and gib() animations.
Fixed (hopefully, depends if firewalls block this method) getruntimelog.
GameMasters no longer have the getruntimelog verb. Instead they have .giverutimelog . This allows them to grant a specific client access to the server's runtime logs. (they can grant themself access this way too). NOTE: runtime logs can be used to meta, only grant access to coders or people you trust. It may also be wise to ensure they do not play in the current round.
Introducing .getserverlog . It allows any admin above moderator to access ANY archived server/attack logs. Should mkae processing forum ban requests a lot easier since all admins with ban capabilities now have access.
getruntimelog renamed to .getruntimelog . File-request spam prevention increased to 60seconds to discourage access serverlogs too much! They can reach sizes of 4Mb sometimes so please be responsible with them admins.
runtime logs should now be saved to /data/logs/runtime/ (you may have to create this folder yourself)
ummm... fixed gibs appearing below shuttle turfs. Trimmed some uneeded fluff text from the logs.
PHEW
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3509 316c924e-a436-60f5-8080-3fe189b3f50e
Changed the energy gun sprites to a better-looking version, made by Khodoque!
More work on NTSL. Including the ability to create comments by using // and /* insert comment here */.
Removed the traffic control machine from telecomms, as requested by Urist. NTSL is still a work in progress, and needs to be completely fool-proof before players can get anywhere near it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3252 316c924e-a436-60f5-8080-3fe189b3f50e
You can now drag PDAs onto yourself to open the screen
Disables the fire damage causing husking.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2926 316c924e-a436-60f5-8080-3fe189b3f50e
Missed a line on the flashes, they will once again stun cyborgs
Few adminverbs changed by request of the heads
Roburgers will only provide 2 nanites down from 10
The random round spawn code now checks jobbans
Players with a Cyborg jobban cannot become a cyborg normally
Re added the old power armor typepaths as there seem to be a few of them in the .dmm and the thing's autocorrect/remove items seems to just fuck up the rest of the map when used. I have no idea where they are located and don't like leaving errors in the code, so if someone could remove them and the old typepaths it would be great.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2024 316c924e-a436-60f5-8080-3fe189b3f50e
- the 'box' item no longer contains internals by default. A survival kit does tho.
- backpacks no longer contain a box, the backpacks which spawn as part of your kit at round start/late join contain a survival kit (box), which contains internals.
- engineers spawn with a different survival kit, which has an engineering em. oxy tank
- emergency oxy tanks now fit in boxes again
- engineering emergency oxygen tank (yellow) added (engineers spawn with it in their internals box), double emergency oxy tank added (not ingame yet), red and yellow oxygen tanks added (red spawns in firefighting closets, yellow is not ingame) (sprites by Aru)
- red hardhats spawn in fire closets
- CE spawns with white hardhat, one is also in his locker
- CE spawns with industrial backpack
- Pod people manual added to HOP's desk (he's the boss) and hydroponics
- Ore pile removed from code (was not used for anything and I don't want it to be)
- The mechanical and electrical toolbox in tool storage replaced with two tool closets. (We'll see if this works out)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1775 316c924e-a436-60f5-8080-3fe189b3f50e
I have done lots of work to make selecting players for special roles be fair.
- New options preferences: "be traitor", "be changeling" and so on for all special roles.
- Now you can have job of AI/cyborg in preferences and do not lower your chances to become wizard/changeling/etc. And vice-versa: you do not have to select AI in your preferences to have non zero chance to play malf.
- Jobban from syndicate bans player from any special role (including malf AI, cult, etc).
- Fixed bug with changeling round not ending sometimes.
- All special roles were tuned to work better as admin-driven event.
-- All adminmade special characters will be listed at the end of round of any type.
-- All adminmade special characters are fully functional with following exceptions:
--- The ending conditions are determined at round start, i.e. you cannot end revolution by killing wizards and malf AIs (however, with nuke you can end anything).
--- The cultists cannot get their special objectives.
--- The malf AI can hack the APCs but without any profit.
--- The syndicate operatives must obtain the nuke/working code from admins.
--- As before, nuclear explosion ends round. Even if nuke was used in wrong place.
- Fixed thingy like "Not enough players for revolution game mode. Restarting world in 5 seconds."
- Changeling wont get objective "absorb X genomes" when there are less that X players in game.
- proc/equip_if_possible now has return value, procs like equip_revolutionary (giving a flash) should be more reliable.
- There are no fake wizards anymore. The research staff have to kill ALL wizards on order to win, even adminspawned ones. ("give spell" verb works as before, not making a spellcaster to actually be wizard).
- The semi-new game mode: traitor+changeling. Just like regular traitor mode plus one changeling. Round ends when the shuttle reaches centcom. Option for config.txt: "PROBABILITY TRAITORCHAN".
- Successful malf AI now have 60 seconds to choose to explode the station or not (some players still have to rejoin game to have their new verbs shown in Malfunction tab).
- Monkeys mode fixed, monkeys wouldn't randomly cure anymore.
For admins:
- New powerful mind editor oriented to mixed rounds.
-- Setting someone as special character (like wizard) does not equip him/her automatically. You have to do it it next step. Note, that in case of wizards and nuke operatives their old dress will be deleted! If you do not want it you shall use "undress" link.
-- Only operatives, head revs and cultists have their objectives set immediately.
-- You can unemad borgs!
-- You cannot unemag borgs because calling mind editor for nonhumans is blocked atm.
-- many other useful features.
-- you can fix burned out flashes from mind editor.
-- first assign the new malf AI/wizard then demalf/dewizard old one or round will immediately end.
- if delete the nuke bomb during its downcounting round will stuck. Using "edit ticker variables" set ticker.mode.explosion_in_progress = 0.
For coders:
- /datum/game_mode/malfunction/AI_Module renamed to /datum/AI_Module. Reason: What. The. Fuck.
Unrelated fixes:
- Blueprints can create areas up to 300 tiles (was 100).
- Cyborgs wont leave backpacks at spawn point anymore.
- Fixed bug in preferences causing preferences files to be huge.
- Diseases can infect again.
- The option "SQL_ENABLED 0" now works in config.txt.
- fixed critical bug on assassinate objective.
Bugs:
- We have a bug with job distribution for people who haven't any available jobs in their preferences. Players tends to group by jobs.
- For example, if we have 3 players they with hight chances will got same jobs. And probability of having one engineer and one medic _exactly_ equals _zero_.
- I am not sure if my changes made that bug worse. Anyway I MUST do this commit. Bug will be fixed eventually. Maybe.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1703 316c924e-a436-60f5-8080-3fe189b3f50e
For an example, let's say the phrase is: culture, wine, admit. The response is: massive, tired, doctor's delight. A traitor may begin a conversation with something like: "A man of culture always drinks wine, I must admit. What do you think?" The response to that: "When I am massively tired, I drink doctor's delight. Otherwise, I abstain." The example is best referenced in the Bar, or any place where drinks are available. With enough creativity and linguistical acumen, it may be used elsewhere.
The point here is to make conversation seem as natural as possible while providing traitors a means to recognize each other. The words do no have to be exact, either. Quarter Master may be QM and the Captain may be Cap'n. Traitors should still recognize what is being communicated--or not.
#Deactivated AI cores are no longer mobs. This is mostly cosmetic. You cannot gib a deactivated AI since it will be an object, not a mob. It will also not announce arrivals since it's an object, not a mob (this is an improvement, in my opinion).
#Some code tweaks to AIs. They will now auto-start with a random name instead of their default-chosen name (which is still changeable).
#Intelicards should no longer constantly refresh the window when they are being wiped.
#Added new mech sprite.
#Resin walls should no longer delete the person inside when killed in certain ways. Hulks will easily break free from resin if placed inside.
#Ninjas can now download the AI onto spiderOS, provided Drain is on. SpiderOS works with AI cores, AI cards, and restoration terminals. Make sure Drain is on when you click on either the object (core/terminal) or the suit (aicard). AIs with law zero may get to have some fun, depending on circumstances.
#Toggle Drain renamed to Toggle Interaction. It now serves as general trigger for special ninja interactions.
#Added energy net power to ninjas. Prototype for HerpA and whatever he may want to do with it but it's pretty much finished. The energy net can be destroyed by the person trapped (or others) and will teleport them to the prison after 30 seconds.
#Ninjas can now slice cameras apart per request.
#Added a few more type checking procs (isliving, islarva, isobserver, ishivemainframe).
#Mobs that are anchored will no longer be able to move (AIs will still move as normal). You will also not be able to grab them.
#Incorporeal Move now works properly for regular mobs once more.
#Marauders from CentCom can now launch directly from their bay. Start the shuttle and wait on a mass driver. On that note, mechs can now go through portals and launch through mass drivers.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1558 316c924e-a436-60f5-8080-3fe189b3f50e
Bugfix for the bar (pipe and light).
AI upload and AI upload foyer are diveded into two separete areas.
Blender moved to the right.
Update from Nikie:
KickInactiveClients now works!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1471 316c924e-a436-60f5-8080-3fe189b3f50e
The game will not load the empty goon and beta tester files on startup.
Moved modes that are broken/unfinished into the unused section.
Powersinks will eat more power
Firedoors should be fixed now.
Engineering solars moved away from engineering.(there is currently an empty room where one was. I dont have any good ideas for things to put in there atm so if you want to add something go ahead)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1017 316c924e-a436-60f5-8080-3fe189b3f50e
- Added some comments to circuit imprinter.
- Sleepypen nerfed from 50 units to 30 units. Still FAR more then you really need but still keeps them down for quite a while. However, how a pen holds more reagents then a syringe is beyond me.
- Changelog updated.
- Ghost Teleport now works.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@820 316c924e-a436-60f5-8080-3fe189b3f50e
Teleport only runs once at the beginning of the round, hopefully reducing the lag in wizard rounds.
Wizards can't telepot back to their shuttle to afk now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@707 316c924e-a436-60f5-8080-3fe189b3f50e
Stripping now works for taking off suit storage as well as emptying hat storage.
Prison Management Computer now only requires armory access, not armory and captain access.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@609 316c924e-a436-60f5-8080-3fe189b3f50e
Look for the new slot above where you shoes go, assuming you don't hide them.
While wearing an outer suit (basically anything other than a jumpsuit), you can store an item here.
Allowable item(s) for the slot varies depending on what you are wearing
IF IT IS A SUIT I DIDN'T DEFINE ITEMS FOR BECAUSE IT WASN'T IN CLOTHING.DM: Emergency oxygentank
Biosuit/plague doctor suit: Emergency oxygentank
Detective suit: Detectives revolver, ammo for said revolver, cigs, zippo, forensics scanner, taperecorder
Judge robes: Cigs, space cash (not that any of our space judges would dream of accepting a bribe)
Lab coats: bruise packs, ointment, dna injectors, droppers, syringes, hyposprays, med analyzers
Apron: Plant-b-gone, seeds, plant scanner, nutrients, minihoes
Wizard robes: Teleport scrolls
Armor (all varieties, which includes HoS coat): Energy weapons, batons, handcuffs
Captain armor: as regular armor, also emergency oxygentank
Firesuits: Emergency oxygentank, flashlight
Spacesuits (all varieties, including RIG): Emergency oxygentank, flashlight
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@557 316c924e-a436-60f5-8080-3fe189b3f50e