Commit Graph

41 Commits

Author SHA1 Message Date
Lzimann 5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
Cyberboss b86e224571 Makes qdeleted and qdestroying macros (#23666)
* Makes qdeleted and qdestroying macros

* Makes QDELETED and QDESTROYING uppercase

* Swap qdel checks istype's for != null's

* Fix it

* How was this missed?
2017-02-06 00:59:27 +13:00
Cyberboss 44b0aa2aa7 You have to call the base, dammit! (#23544) 2017-02-01 20:11:49 +01:00
oranges b8102e276d Fix the incorrect proc call for gateway 2017-01-31 09:05:06 +00:00
kevinz000 ea6299db95 [READY]Gateway Update (#23066)
Saves on some lines of code
Makes some gateway things vareditable
Makes an admin verb accessible again
Makes away mission starts spawnable.
2017-01-31 21:59:34 +13:00
Cyberboss 5959ac32cc Refactors atom/Initialize. Fixes ruins being initialized twice (#22778)
* Refactors atom/Initialize

Captialized for compiling correctness and to be more inline with Destroy

Will now be called from atom/New if the world initialization loop in SSobj has already run. Should always call the base.

Now comes with the `roundstart` parameter indicating whether or not it was called by SSobj or atom/New

Other fixes/tweaks:
- Renamed a proc called Initialize in abduction consoles to Setup
- Removed /obj/item/device/radio/headset/headset_sec/department: Broken and referenced literally nowhere in the code
- Removed a spawn from the Initialize of turbine_computer which made literally zero sense
- Generalized the proc which fixes RND servers with no id set

Reasoning: It's better to check roundstart per function than to have to duplicate code in New and Initialize. Think of it as a safer New for atoms. If we move enough stuff to it, initial map load performance will increase due to less New calls

* Fixed a thing

* Actually, fuck the police

* >Expecting a merge without errors

* >Not calling ..() in New

* Sanic

* Fix the headset bug

* Makes sure the map loaders dew it right

* Fixes ruins being initialized twice

* Rename roundstart -> mapload

* Revert "Rename roundstart -> mapload"

This reverts commit 667c327fd2ccfa3ce4f4db52eac03f9e8b0f6812.

* Remove unrelated change

* A more direct solution to map loads

* And now we shouldnt need this warning

* Add the new var to SSobj recovery

* Revert "Revert "Rename roundstart -> mapload""

This reverts commit dee07dbd5e4696554ac43aae5b91cce743b9b9e0.

* Line endings
2017-01-23 09:37:45 +01:00
phil235 f6db08af2e Contents_explosion() tweaks (#20934)
* When any object is hit by an explosion, we no longer always call ex_act() on all its contents indiscriminately.
The default contents_explosion() does nothing and it's overriden for certain objects only like storage items, machines with occupants, mechs.

I've also overriden handle_atom_del() for many objects so that any sudden deletion of an object referenced in an object var of its container properly nullifies such references, avoiding potential runtime and updating the container's icon_state (e.g. admin-delete a mixer's beaker and the mixer's sprite updates immediately).

I've tweaked bomb effect on worn clothes, having some armor but not 100% now still protects your clothes somewhat.

Fixes some arguments of ex_act in living/ex_act() and other mobs.

* derp and map fixes.

* dem map fixes, man.

* More work on code that use implants, simplified now that we can use the "implants" carbon var.

* some fixes

* more typos and fixes.
2016-10-16 10:01:37 +13:00
phil235 5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00
phil235 2d2975f783 Some preliminary changes before the damage refactor PR. The changes here do absolutely nothing gamewise.
This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review.

Introduces the resistance_flags bitflag that replaces unacidable and burn_state.
Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
2016-09-27 22:33:08 +02:00
Remie Richards fda2c699fc Automatic conversion via Regex 2016-06-11 18:37:48 +01:00
Nerd Lord 733e157ae7 All of the bottom gateway parts are passable 2016-03-10 16:03:43 -05:00
Firecage 332bde0f4f Does the rest of the if()'s/ else's 2016-01-17 19:03:12 +02:00
KorPhaeron e2b09f5604 Gate Fix 2016-01-05 13:56:26 -06:00
Kyle Spier-Swenson 92d727fe99 Update gateway.dm 2015-12-24 04:40:45 -08:00
Kyle Spier-Swenson 3207c2f2aa fixes gateway move delay typo 2015-12-23 01:58:35 -08:00
Kyle Spier-Swenson 537d638042 gateways now pause movement briefly to prevent chain teleports 2015-12-23 01:29:37 -08:00
KorPhaeron 2e57936f94 Fixes gateway interaction 2015-12-17 21:12:30 -06:00
KorPhaeron 5ee7c1a0b4 Fixes gateway checks 2015-12-17 01:45:09 -06:00
KorPhaeron 24e4792d75 Gate Fix 2015-12-11 04:26:23 -06:00
Xhuis 4a1c7c0481 Two small changes 2015-09-19 23:10:51 -04:00
Xhuis 38c277f42e Adds swarmer spawn event and changes demon hearts 2015-09-19 18:38:01 -04:00
MrStonedOne 19ef482d87 Finishes carnmc's shuttle rotation feature.
Under carn shuttles, When shuttles dock at a docking port that is not the same direction as them, they rotate their bounding box, and they do magic i don't understand to rotate where the turfs get placed.

But it doesn't rotate the items or smoothwall or handle pixel_xy or any of that.

This fixes that.

Shuttle rotation will call /atom/proc/shuttleRotate(degrees)
Default behavior handles most cases, and overrides handle edge cases.

Shuttle walls don't smooth wall or obey directions, so I just rotate their icon using matrix transform, its dirty but it works.

See: https://tgstation13.org/msoshit/powrightinthekisser.png or https://tgstation13.org/msoshit/fuckingshuttles.png
2015-07-20 04:28:45 -07:00
Firecage 4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
Firecage f79e0fc1aa Updates more paths, for example obj/stuff to /obj/stuff 2015-05-31 17:48:33 +02:00
Remie Richards 5fc7af7fbf attackby() now has an argument containing the parameters of the click that called it. Items placed on tables now center their icon where the user clicked. this is NOT true for racks, since racks look organised in their sprite.
Items reset their pixel_x and pixel_y values on pickup.
2015-02-19 13:02:43 +00:00
Perakp 2cec56cebb Makes the gateway unacidable. 2014-10-12 20:43:15 +03:00
Firecage 6c7af5eb32 SPANCLASSES!!!!! 2014-08-26 09:52:13 +02:00
ikarrus 4905beb67e Removes hacky code in favour of a process() check for the nuke disk's location
Instead of having a lot of hacky checks to prevent the disk from leaving the Z-level, it will be checked periodically by process() if Z > 2
2014-05-30 22:01:20 -06:00
Robson Richards 49e0cbd125 Reworked arguments to suit new GetTypeInAllContents 2014-03-07 21:06:46 +00:00
Robson Richards 5ab63eb3ab Swapped a for loop for a Recursive checking proc. 2014-02-23 15:59:31 +00:00
Robson Richards e435edc04e Prevents the Nuke disk from going through the Gateway 2014-02-23 02:46:40 +00:00
petethegoat@gmail.com f363948dc6 Committing some of SuperSayu's misc patches: http://forums.nanotrasen.com/viewtopic.php?f=16&t=11671
* Smart fridge smartly shows (x5)(x10)(x25)(All) vend options based on quantity stored
* Gateway fix: When the away mission gate is calibrated, you will come out facing south. Matters somewhat when walking through in an exosuit. Also one pedantic text edit.
* Drink volume estimation:
* * Moved "half-full" to 26%-66% rather than 25%-49%
* * Moved "almost full" to 67%-90% rather than 50%-111% (1/.9)

Also removed /obj/item/weapon/directions and /obj/item/weapon/paperscrap.
They've been replaced by /obj/item/weapon/paper/crumpled and /obj/item/weapon/paper/crumpled/bloody.
Updated 2.1.0 and all away missions.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5497 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-08 20:58:31 +00:00
Kortgstation@gmail.com f2c1898b6a Added Exile Implants.
Someone implanted with an Exile Implant will be able to enter the away mission, but unable to return from it. Not only can they be used for getting rid of dangerous criminals, but revs/stationheads count as dead while on the away mission, and traitor/changeling/wizard assassination targets count as dead if they're on the away mission at round end, allowing for those objectives to be completed peacefully.

Added a locker of exile implants to the gateway room.

Added a health analyzer to virology.

Replaced the teleport scroll in station collision with a cultist space suit/helmet. This is both because a teleport scroll is sorta overpowered in general and because it would allow people to easily return from exile.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5133 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-20 14:34:29 +00:00
Kortgstation@gmail.com 2bf072ba28 You can now throw objects and mobs through the gateway.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5130 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-20 07:38:54 +00:00
petethegoat@gmail.com 3847c3d638 Photocopiers work properly with photos once again.
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
2012-11-19 16:28:52 +00:00
Kortgstation@gmail.com a22846684c Added a config option for assistants having maint access. Default is them not having it.
Added a config option for the delay on the gateway opening. Default is still half an hour.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5058 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-13 23:36:23 +00:00
Kortgstation@gmail.com dae813ec40 Removed the old gateway structure placeholders.
Made the gateway check for another gate before checking for whether it is charged. This is too stop poor confused players standing at the gate waiting for it to locate an away mission when one isn't loaded.

Ticked stationcollision.dm so it is actually possible to play Nodraks map without specifically compiling your server to do so.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4870 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-14 02:04:10 +00:00
Kortgstation@gmail.com 84308d4042 Split the gateway/center into two objects, stationcenter and stationaway. The gates actually search for and detect eachother, and warp to eachother (suck it Pete)
The away gate doesn't require power to make away mission mapping possible in unpowered areas like caves, the station gate requires less power than it did (for the time being, it'd be nice if people could actually use the gate. Makes no sense to make new content so hard to use. If it becomes a problem, I can up the power requirement again).

Added a "calibrated" var to the away gate. If it's uncalibrated, you'll warp to the destination landmarks. Hitting the gate with a multitool with calibrate it, and any more warping to the gate will be on target.

It defaults to calibrated, so remember to set it to 0 if you want people to appear somehwere other than at the gate.

Updated Cheridans map with the new gate type (and made it uncalibrated)

Updated the example map to use the new gate type

Updated the station to use the new gate type

Changed the gateway description to reflect it's unknown origin

To do: Make gates able to block sending from the other gate (so you can exile people), make damaging gates so they can't send/recieve (and still do the other) possible. Give the station gateway unique sprites (for Nanotrasens own prototype gate, with appropriate description)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4718 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-18 05:59:36 +00:00
petethegoat@gmail.com db18a91568 Updoot for away missions. Nothing big.
Also added brown bear sprites.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4668 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-09 19:06:38 +00:00
petethegoat@gmail.com 3f7985844e More work on away missions. They're almost playable now.
Things left to do mainly involves stuff interacting with Z8 - counting people as dead, making sure teleports don't work, etc.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4661 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-08 23:50:54 +00:00
petethegoat@gmail.com 08f350acda Committing work on away missions.
Standardised cigs_lighters.dm a bit.

Removed the SORD, and some unused and shit flasks.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4609 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-02 23:58:11 +00:00