Commit Graph

1258 Commits

Author SHA1 Message Date
PJB3005
17d0dafde2 Cael & robotics 2015-07-26 16:05:44 +02:00
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
PJB3005
365ddd0239 Fixes #5272 2015-07-07 13:25:07 +02:00
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
d3athrow
c4f4521940 Merge pull request #5193 from dylanstrategie/Meteor-Hit-Is-Over
Forcefully deprecate meteor_hit()
2015-07-01 18:45:22 -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
b772255e7a RUNTOOMS 2015-06-30 20:37:50 -05:00
dylanstrategie
8f1132f443 Forcefully deprecate meteor_hit()
meteor_hit() is a textbook example of snowflake. What you have here is a
proc linked to a single entity (the small meteor) which shouldn't even
have it (ever since I reworked meteors, small meteors explode) that is
present in FIFTY. FUCKING. FILES.

Since an explosion more than clearly does the damage we want done on
meteor impact, it is more than logical to remove it and lighten our code
of obsolete and obscuranting procs

For the handful of times where it isn't possible to straight up remove
it (immovable rod, dust, small meteor), the code was quickly patched by
making it fire ex_act(2), given that small meteors perform
explosion(src.loc, -1, 1, 3, 4, 0)

Doing it quick and dirty because otherwise it's going to cause conflicts
everywhere
2015-06-29 16:16:03 +02:00
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
PJB3005
1222c854d0 increase gyrotron power 2015-06-23 17:50:08 +02:00
d3athrow
911b8c6174 Merge pull request #5015 from PJB3005/RUSTy
R-UST Mk. 7 Fixes!
2015-06-22 18:30:58 -05:00
D3athrow
eb9c897fb6 blblbblblbl 2015-06-20 16:18:25 -05:00
PJB3005
5c67d46be4 Changelog + Whoopsies 2015-06-20 21:12:24 +02:00
PJB3005
e6ac35d67f Core monitor + whoopsies 2015-06-20 20:45:59 +02:00
PJB3005
5e04da2300 Core monitor fixed + other shit. 2015-06-20 19:15:55 +02:00
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
dca4b8017a R-UST Mk. 7 Fixes! 2015-06-18 00:16:12 +02:00
d3athrow
9ca7769ace Merge pull request #4584 from ComicIronic/MaterialDatumImpl
Material datum implementation
2015-06-16 16:44:54 -05:00
D3athrow
6f8f1ff08f 110% plagiarism 2015-06-13 20:18:43 -05:00
ComicIronic
06b5e60bbe Material datum implementation
Material datum functionality changed to mimic that of reagents etc. by
using a global datum list and an assoc value list.
Material datums added at the atom level.
starting_materials var added - on New(), the materials in the list are
added to a datum. An empty list generates an empty datum, a null means no
datum.
m_amt, g_amt, and where applicable gold_amt, etc. completely removed,
replaced with starting_materials where applicable.

Fabricators
Fixed a bug with fabricators taking design cost, not shown cost.
Fixed a bug with fabricators taking costs before a design was shown
completable.
Fabricators now transfer the materials they use in the design to the atom
produced's material datum.
Designs are now world-consistent : scanning the same atom will ref the
same design, and scanning an atom with a design will fetch it.
Mechanic fabs now add plastic cost on top of the design, not to it.
Mechanic designs no longer require random extra materials.
Mechanic designs are now material-specific, not type-specific.
Mechanic blueprint uses have been removed, in favour of a consumable
system.
RnD wires moved to the datum system.
Autolathe moved under fabricators. It preserves as much functionality as
possible.
Framework added for plastic costs on mechanic fabs to be toggled, and for
removal of designs to be toggled also.
2015-06-13 16:13:02 +01:00
d3athrow
79d1579972 Merge pull request #4853 from ComicIronic/MachineryMoney
Machinery money changes
2015-06-06 22:12:38 -05:00
PJB3005
ae7ab25539 BAY LIGHTING PEOPLE 2015-06-06 22:15:21 +02:00
ComicIronic
51a37b1e48 Machinery money changes
A lot of code standardising for the way machines handle trying to take money from a user.
All machines can now be set to connect to the accounts database in initialize().
reconnect_database(), connect_account(), and scan_card() have all been moved to the machine level.
Merch computer now reads your equipped ID, not your mind account. Fixes #2854.
All machines getting your ID using get_id_card() now check all your slots, with hands being prioritised over the ID slot.
Removed a pointless human-only proc that was causing befuddlement.
2015-06-06 16:08:34 +01:00
ComicIronic
62f737535d General bugfixing.
I don't really get this if statement in policetape, but it should be fixed now maybe.
Added a proc for checking if two stacks can merge, used it on coloured cables. Fixes #4156.
Made the welding damage message list the item intensifying the damage. Fixes #4187.
Added Vox exclusion to RIG helmets, removed it from Wiz and Nukeops hardsuits. Fixes #4790, fixes #4756, fixes #4496.
Orebag now only gives borgs a message if it finds ore. Fixes #4150.
Throws something at #4267, hardcode is bad and everyone should feel bad.
2015-06-02 01:05:43 +01:00
gbasood
e3691ce35b I'm an idiot 2015-05-19 10:56:47 -07:00
gbasood
850e361110 Fixes fax noise. 2015-05-19 10:51:43 -07:00
d3athrow
209b638761 Merge pull request #4531 from clusterfack/hudsrshitnarsiedeletesthemhardcore
Gives HUD Element Pooling
2015-05-19 11:31:55 -05:00
d3athrow
d2da5ada9d Merge pull request #4502 from 9600bauds/ctrlf
Protolathe Filtering, Custom Protolate Queueing & Other Incredible CamelCase Tales
2015-05-19 11:30:49 -05:00
clusterfack
e6951594a7 Hud Element Pooling
Pools the obj/screen elements which are being so casually deleted all the damn time
2015-05-19 04:42:32 -05:00
9600bauds
d57de29755 Protolathe sorting & other wonderful things 2015-05-18 01:25:34 -03:00
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
ff8530d695 Merge pull request #4405 from clusterfack/IN_WORLD
IN WORLD
2015-05-12 03:20:19 -05:00
clusterfack
e053bd704c IN WORLD
Removes a bunch of in worlds from the code.
Deity please stop adding more it wounds me.
2015-05-12 02:13:48 -05:00
D3athrow
5796813948 FUCKING REVERSIONS 2015-05-11 20:02:13 -05:00
D3athrow
9c21244617 REVERT GAS DATUMS UNTIL COMIC FIXES THE PERFORMANCE ISSUES: PLEASE WORK ON THE GASDATUMS BRANCH https://github.com/d3athrow/vgstation13/tree/gasdatums in the mean time. 2015-05-10 22:55:46 -05:00
d3athrow
9f4a47b488 Merge pull request #4329 from d3athrow/GasMathsStrip
Gas maths stripping
2015-05-09 20:05:12 -05:00
ComicIronic
1d0c272f4a Fixes as many instances of not using set_volume, set_temperature, and the proper adjust_gas args as I could find. 2015-05-09 18:46:58 +01:00
ComicIronic
c1a58dc3c3 Gas math stripping
Removed update_values(). RIP, shine on you CPU diamond.
Removed get_moles_by_id and get_archived_moles_by_id, all moles are now accessed directly to reduce call cost.
Added set_temperature and set_volume procs which recalc pressure when temperature or pressure change.
Heat_capacity is now a var updated when gases update.
Modified adjust_gas to use set_gas, modified set_gas to alter heat_capacity, total_moles, and pressure as needed.
2015-05-09 18:43:24 +01:00
Exxion
416acb3665 Spacepod tweaks 2015-05-08 10:04:39 -04:00
ComicIronic
4d432e5240 Gas Datums
Moved gas_mixture gas numbers to a list which is connected to a global gas_datum list, like with reagents.
Modified some maths procs to be more sane, added adjust_gas and set_gas to help with processing.
Added a modular system for gas flags - gases can now be marked as fuel and oxidiser with a flag, logged with a flag, scanned with a flag, etc.
Changed scrubbers to use a list of scrubbing gases rather than a set of vars.
Made miners and xenoarch effects more sensible - they now produce gas by ID, not manually.
Made turfs' starting gases into a list, removed turf gas number vars.
2015-05-04 10:36:04 +01:00
clusterfack
167f162a25 Fixes spacepod cell stat() bug
Fixes #3517, apparently the stat() for spacepod cells checked that the battery has an object of type cell within it. But since spacepods typecast their cell for specific initialization of a high power cell, the istype(S.battery) check fails if you placed a different type of cell into it. Causing it to instead display no cell detected.
2015-04-26 06:33:57 -05:00